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Heckdivers 6.3

This document outlines a fan-made tabletop roleplaying game expansion set in the Helldivers universe, utilizing the 100DOS system. It includes gameplay mechanics, character creation, equipment, and various stratagems available to players. The expansion is free and not endorsed by the original game developers, and it emphasizes a unique mechanic called 'Party Luck' to enhance gameplay experience.

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0% found this document useful (0 votes)
66 views35 pages

Heckdivers 6.3

This document outlines a fan-made tabletop roleplaying game expansion set in the Helldivers universe, utilizing the 100DOS system. It includes gameplay mechanics, character creation, equipment, and various stratagems available to players. The expansion is free and not endorsed by the original game developers, and it emphasizes a unique mechanic called 'Party Luck' to enhance gameplay experience.

Uploaded by

Alexander
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 35

HE c k DIVERS

A Fan-Made Tabletop Roleplaying Game in the Helldivers Universe

A 100DOS expansion to be used with the Mythic 6.3 Handbook.

This is, in no way, endorsed by Arrowhead Game Studios or Sony Interactive All Rights of Helldivers, its Characters, Locations, and Terms are copyright of
Entertainment. Arrowhead Game Studios.

This is a free product. If you paid for this product, you have been scammed And a big thanks to Arrowhead Game Studios for a great game and a fun
and should seek to refund your money. experience overall.

1
CONTENTS

PLAYING HELLDIVERS ...................................................... 3 WEAPON RAIL MOUNTS ........................................... 12


UNIQUE MECHANIC: PARTY LUCK ............................... 3 WEAPON RAIL MOUNTS ........................................... 12
INTRODUCTION TO STRATAGEMS .............................. 4 BASIC OPTICS ..................................................... 13
INTRODUCTION TO HELLPODS .................................... 4 RAILS ................................................................. 13
HELLDIVER ....................................................................... 5 BARREL MODIFICATIONS ................................... 15
SPECIALIZATION PACKS ........................................6 WEAPON MODIFICATIONS ................................. 16
LIMITED PACKS ....................................................6 AMMUNITION ATTACHMENTS ........................... 17
THE ARMORY................................................................... 7 GUARD DOG DRONES ............................................... 17
PISTOLS ...............................................................7 HELLDIVER ARMOR ................................................... 18
SMGs ...................................................................7 HELLDIVER EQUIPMENT............................................ 18
RIFLES ..................................................................7 HELLDIVER BOOSTERS .............................................. 18
SNIPER RIFLES ......................................................7 STRATAGEMS ................................................................ 19
MACHINE GUNS ...................................................7 ORBITAL STRATAGEMS ............................................. 19
AUTOCANNONS ...................................................8 EAGLE STRATAGEMS ................................................. 20
FLAMETHROWERS ...............................................8 ENGINEERING, WORKSHOP, AND EQUIPMENT
SHOTGUNS ..........................................................8 STRATAGEMS ............................................................ 20

ENERGY WEAPONS ..............................................8 STRATAGEM SHIP MODULES .................................... 22

EXPLOSIVE LAUNCHERS .......................................8 VEHICLES ....................................................................... 23

MELEE WEAPONS ................................................9 BESTIARY ....................................................................... 24

GRENADES ...........................................................9 TERMINIDS ................................................................ 24

AUTOMATED SENTRY ........................................ 10 AUTOMATONS .......................................................... 30

EMPLACEMENT SENTRY ..................................... 10 AUTOMATON RANGE WEAPONS ....................... 34

SPECIAL AMMUNITION ............................................. 11 AUTOMATON MELEE WEAPONS ........................ 35

EQUIPMENT AND ATTACHMENTS ................................ 12 AUTOMATON VEHICLE WEAPONS ...................... 35

2
PLAYING HELLDIVERS HI, I’M PAUL
Helldivers is a fan-made Tabletop Roleplaying Game expansion set in As an optional rule, the GM may have any Character who Burned Luck
the Helldivers Universe. The system the game runs on is 100DOS, a to survive have to change their in-game Character name.
D100 game system designed by Brandon ‘Vorked’ Miller.
To properly play Helldivers, you must use the Mythic 6.1 or HEY GM, KILL YOUR HELLDIVERS
6.2 Tabletop Game Handbook for the game’s rules. This is effectively The GM should make sure that they pull no punches but should
an expansion of Mythic. always allow a way out when the Players begin to run low on Luck.
Please note that you shouldn’t just be absolutely ruthless. Give them
STARTING EQUIPMENT a fun time, a crazy experience. Make sure they’re in the action movie
Starting Equipment is different in Helldivers than it is in other 100DOS they wish to be in. But, the Players have a larger amount of times
games. Characters will gain their choice of Starting Equipment that they’re able to return from the dead, giving them much more
will be used in their mission, just like Equipment Packs. However, in opportunity to continue through a mission. Make it spicy.
Helldivers, the Characters are able to choose between any of the
weapons they have purchased using their cR. All weapons will WHEN ALL IS LOST
regenerate their ammunition and non-Special Ammunition between When all Characters have died and they have Burnt all of their Luck in
missions and when a Character has Burned their Luck to return to during a mission, the Characters will continue to be able to play. First
battle. the Players must change their Characters’ names and reset their Luck
back to 6. Then, the GM may choose to select 4 Characteristics that
STARTING AMMUNITION must have be swapped with each other, including any Characteristic
Unlike other 100DOS games, weapons in Helldivers will state the Advancements. This is to signify that these are new Characters the
amount of ammunition they begin with. Players are technically playing. If the GM wants to be nice, they may
ignore swapping Characteristics.
BOOSTERS If all Characters die but have completed their mission
A Character can have a single Booster applied for the Mission. All objectives, the Characters should still gain their Experience and cR
Boosters chosen must first be purchased by a Character. A Character payout from the mission. The GM may choose to reduce the
may lend a Booster to another. Characters cannot have two or more Experience and cR by 15%, rounding down.
of the same Booster active. Once a Booster is purchased, it becomes
a permanent option that can be used at any point as long as it is BEACONS
chosen before a mission begins. Beacons are a small handheld device that glows blue for Character
When a Booster is used, all Characters in the squad will gain reinforcements, and red for equipment, weapons, turrets, and more.
its benefits. Beacons must be thrown to activate and will be thrown as
if they were a grenade. This means that a Character must make a
UAV RECON Warfare Melee Test, allowing the Beacon to Scatter on failure.
When the Character has direct communication access to their ship
and are above ground where the ship can scan for enemies, the BACKPACK EQUIPMENT
Characters gain a Radar that shows enemies up to 20 meters away. Characters have access to Backpack-based Equipment that limit the
A Character can ping a group of enemies as long as they are Character’s use to only one. If any weapon or equipment list being a
visible and within the Character’s Perceptive Range. Doing so will backpack or using a backpack, the Character can only use one at a
mark the enemies on the UAV Recon Radar for others to see. time.

STRATAGEM SHIP MODULES DESTROYED EQUIPMENT


Stratagem Ship Modules are upgrades that improve the benefits of Equipment and Weapons that have been destroyed can be called
specified Stratagems. Once purchased, Ship Modules are a back in after 30 Turns (5 minutes) of the start of a Mission or since the
permanent upgrade that only the Character purchasing them can last time the Equipment have been called in using a Hellpod.
gain their benefits.
ARMOR
COMPATIBILITY Helldiver Characters begin with access to all three types of Armor,
Helldivers, alongside any 100DOS game, is fully compatible with any Lightweight, Medium, and Heavy. The Character may choose which
other 100DOS game, splatbook, or expansion. There are many Armor they are deploying with between Missions and after Burning
crossover options for players and GMs to use, as well as using rules Luck to survive and reenter combat.
from other 100DOS games.
ARMOR VARIANTS
UNIQUE MECHANIC: PARTY LUCK Armor Variants cost cR and Armor can have up to two installed. Each
After Character Creation, all of the Characters will gain a set of extra installed Variant increases the Armor’s Weight by 6.5 kg. Once a
10 Luck to be Burnt only to revive Characters during a mission. All Variant is purchased, it can be installed and removed from Armor
Player Characters will use this Luck pool, and this Luck will be used freely while between missions.
first before any personal Luck is used. This Luck cannot be used for
anything other than calling back in a Character who have died. EXECUTIONS FOR DEMOCRACY
All Helldivers must wear capes and all Armor comes with a cape. If
BURNING LUCK your Character doesn’t want a Cape, the GM must have the Character
When a Player Character needs to Burn Luck to survive, their executed after returning from the mission.
Character is considered dead until another Player Character calls in If a Character has been heard sympathizing with any enemy,
for support, allowing the Character to launch back into the fight with enemy faction, or have spoken out against managed democracy, the
a Hellpod. Characters that are called in using Hellpods gain all of their GM must have the Character executed after returning from the
Starting Equipment and ammunition back. mission. Other Players may execute them, as well. Make it fun.

3
WEAK POINTS INTRODUCTION TO HELLPODS
When Weak Points are mentioned by Armor or Soldier Types, these Hellpods are a single-occupant drop pod that is used to drop in
Weak Points are targeted by making a Sublocation Called Shot, unless Characters, Equipment, Weapons, and Turrets. Hellpods have
specified otherwise. pinpoint accuracy and will arrive in the listed amount of time specified
by the chosen Stratagem.
INTRODUCTION TO STRATAGEMS
Stratagems are ordinance and other combat options available for the HELLDIVERS TO HELLPODS
Characters to unlock via purchase. Once a Stratagem is purchased, the When starting a mission or returning to a mission after Burning Luck,
Character will have permanent access to it, allowing them to use it in the Characters must ride down in a Hellpod. This is a Full Action that
any Mission. allows the User to steer the Hellpod from point of entry. The User
Some Stratagems have a set amount of uses per each must make an -10 Agility Test, if successful, the Hellpod is steered up
mission, meaning that once a Character has used up their allotment to 20 Meters from the beacon to the intended location. This allows
of that Stratagem during a mission, they will not be able to use it the User to steer a Hellpod and land where they want instead of
anymore. where the beacon was thrown.

MISSION STRATAGEMS HELLPOD DAMAGE


A Character must choose up to 5 Stratagems when beginning a A Hellpod landing on a Target will deal 6D10+50 Damage with a Pierce
mission. These are known as the Character’s Mission Stratagems and of 30. The Hellpod landing on a Character will deal Special Damage,
will be the available Stratagems the Character has during a mission. regardless of the Damage Dice rolled.
The Character does not need to bring any Stratagems.

STARTING STRATAGEMS
A Character begins with Helldiver Pod and Weapon Pod Stratagems
for free. These Stratagems do not take up the available Stratagem
slots a Character has when going into a mission.

HELLDIVER COMMAND STRATAGEMS


Helldiver Command Stratagems are extra Stratagems that the
Characters get access to during a mission. These are extra Stratagems
that do not take up any of the Character’s Mission Stratagems. These
cannot be used outside of the mission and the Characters are not
allowed to keep them.

EAGLE STRATAGEM REARMING


Eagle Stratagems are capable of being Rearmed, allowing the
Character to gain a second set of the Stratagem after a 10 Turn
Rearming period. Once the 10 Turns have passed, the Character
regains full access to the Stratagem again. This can only be done once
per Mission and can only be done when the Stratagem is out of uses.

4
HELLDIVER

CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR
25 25 25 25 25 25 25 25 25 25
TIER: 1 EXPERIENCE COST: 0
UPBRINGING: Any TRAINING: Basic and Infantry
PHYSICAL ATTRIBUTES
HEIGHT 130 centimeters (4’3 ft.) – 200 centimeters (6’6 ft.)
WEIGHT 45 kilograms (100 lb.) – 117 kilograms (260 lb.)
SIZE Normal
SOLDIER TYPE TRAITS
The Helldiver begins with no Equipment Packs, Skills, Abilities, or
Characteristic Advancements.
SQUAD UP: When making Combined Actions with other members of
their Fireteam; these Characters gain a +5 Bonus to Courage Tests. The
Characters also gain a +10 Bonus to Warfare Melee and Warfare
Range Tests when taking Combined Actions.

STARTING ARMOR
The Helldiver chooses a Helldiver Armor of their choice at Character
Creation. Other sets of Armor can be purchased afterwards.

STARTING EQUIPMENT
The Helldiver gets 110 cR to choose up to 3 weapons: a Primary, a
Secondary, and a Support. The Character will begin with 4 of their
selected Grenade and 4 Stims.
The unspent starting cR given for weapons can be kept after
Character Creation.
PRIMARY WEAPONS: Primary Weapons include Rifles, Shotguns,
SMGs, and Sniper Rifles.
SECONDARY WEAPONS: Secondary Weapons include Pistols.
SUPPORT WEAPONS: Machine Guns, Flamethrowers, Autocannons,
Energy Weapons, and Explosive Launchers.

POST-CHARACTER CREATION CR
cR is used to purchase the ability to use Stratagems while in a mission.
These Stratagems are unlocked and allow to be used in an unlimited
amount of missions, though some will have a limited amount of uses
in each mission being run.
The Character begins with 1,200 cR to select their
Stratagems or Weapons and Equipment.

TO DO:
• Terminid weight and height
• Helldiver Soldier Type character art
• APC vehicle
• Illuminate (after initial alpha and Illuminate release)

5
SPECIALIZATION PACKS
BATTLEFIELD MEDIC HEAVY WEAPONS RECON/INFILTRATION
ABILITY SKILL ABILITY SKILL ABILITY SKILL
Cynical Investigation Always Ready Athletics Always Ready Athletics
Stabilization Medication Gather Senses Intimidation Eagle Eye Camouflage
Under Control Technology Heavy Preparation Survival Exceptional Hearing Investigation

CLOSE QUARTERS LOGISTICS RESOURCE/SUPPORT


ABILITY SKILL ABILITY SKILL ABILITY SKILL
Disarm Athletics Chosen Education +5 Cryptography +2 Support Points Investigation
Evasive Maneuvers Investigation Exceptional Hearing Security Chosen Education +5 Security
Hand-To-Hand Basics Survival One Enemy Language Technology Quick Draw Technology

DEMOLITIONS MARKSMAN TECHNICIAN/COMMS


ABILITY SKILL ABILITY SKILL ABILITY SKILL
Eagle Eye Athletics Clear Target Athletics Alien Tech Command
Gather Senses Demolitions Eagle Eye Camouflage Battle Mind Investigation
Under Control Investigation Marksman Navigation One Enemy Language Technology

DUELIST POINT MAN VEHICLE EXPERT


ABILITY SKILL ABILITY SKILL ABILITY SKILL
Battle Mind Evasion Fast Foot Athletics Eagle Eye Navigation
Akimbo Stunting Gather Senses Investigation Gather Senses Pilot (Air or Ground)
Denial Survival Resilient Survival Mobile Fire Technology

LIMITED PACKS

COMMANDER MILITARY SPECIAL


ABILITY SKILL The Command Package is based on leading the party, and usually coming with a higher rank than the rest of the Party.
Order of Things Appeal E- 6 should be the commonly given Rank to be above the rest of the Party.
Reliable Reputation Command If the rest of the Party are already higher rank, or near the rank of what the base Commander Rank is, the GM may
promote the Commander. A general rule of thumb for Humans would be to allow the Character to take an increased
Under Control Investigation rank of O-5, but this is not completely common.

MEDICAL PHYSICIAN MILITARY SPECIAL


ABILITY SKILL Those who specialize in Medical practices are joined into the Medical Corps of their respective Military. Those currently
Cynical Investigation enlisted and either in training or are still early within the ranks begin as an O-1. After completing 17 Months as the
Medical Specialization Pack, the Character is ranked up to O-3.
Stabilization Medication These special ranks are not for commanding, but for paygrade bonuses. This gives no Command bonuses or power
over those of lesser ranks. A Medical Physician should be limited to one per Fireteam, Squad, or Player group. If the
Under Control Technology Character is outside of the Military, they are exempt from this rule. Civilians who are working under a Military as a
Medical Physician gain the rank of O-1 Ensign until discharge or moving on.

(DEV STUFF STILL IN-USE JUST IN CASE) BALANCING TURNS


BALANCING MAGAZINES SECONDS TURNS
GAME 100DOS 15 5
4 2 75 7
5 2 80 8
6 3 100 9
7 3 120 10
8 4 150 11
9 4 180 12
10 5 210 13
240 14
300 15
480 16
600 20
(once a stratagem is purchased, it can be used in a mission multiple
times. Price is a one-time purchase) [Price = game cost /15]

6
THE ARMORY

PISTOLS
P-19 Redeemer Auto (9) Weight (1.5 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Pistol 3D10 +4 6 10m-65m 31 4 Half Actions 9x19mm 40
[UD] [OH]. Comes with: Red Dot Sight. -10 Penalty To Hit. Comes with 2 Magazines.

P-2 Peacemaker Semi-Auto (3) Weight (1.1 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Pistol 3D10 +4 6 30m-100m 15 4 Half Actions 9x19mm 24
[UD] [OH]. Comes with 3 magazines.

P-4 Senator Semi-Auto (2) Weight (1.4 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE TUBE RELOAD AMMUNITION PRICE
Pistol 3D10 +11 4 20m-90m 6 Single-Loading 12.7x40mm 24
[UD] [OH]. Headshot Special Rule. A revolver handgun. Comes with 5 clips worth of ammo.

LAS-7 Dagger Semi-Auto (3) Weight (1.3 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE BATTERY RELOAD AMMUNITION PRICE
Pistol 3D10 +1 14 20m-90m 100 6 Half Actions 12.7x40mm 34
[UD] [OH]. Electrified (5) Special Rule. An energy handgun. Comes with 1 battery.

SMGS
SMG-37 Defender Auto (6) Weight (1.8 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
SMG 3D10 +1 11 20m-250m 31 5 Half Actions 5.7x28mm 36
[UD] [OH]. Comes with: CQB Sight. Comes with 2 Magazines.

MP-98 Knight Auto (10) Weight (2.1 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
SMG 3D10 +1 12 20m-180m 50 5 Half Actions 5.45x39mm 45
[UD] [OH]. -15 Penalty To Hit. Comes with: CQB Sight. Comes with 2 Magazines.

RIFLES
AR-23 Liberator Semi-Auto (2), Auto (7), Burst (3) Weight (3.6 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Rifle 3D10 +6 12 30m-400m 45 6 Half Actions 7.62x51mm 34
[UD] [TH]. Comes with: 2x Scope. Comes with 2 Magazines.

R-63 Diligence Semi-Auto (3) Weight (3.6 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Rifle 3D10 +11 13 65m-900m 20 6 Half Actions 9.2x65mm 50
[UD] [TH]. Headshot Special Rule. Comes with: 4x Scope. Comes with 3 Magazines.

R-63 Diligence Semi-Auto (3) Weight (3.6 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Rifle 3D10 +11 13 65m-900m 20 6 Half Actions 9.2x65mm 50
[UD] [TH]. Headshot Special Rule. Comes with: 4x Scope. Comes with 3 Magazines.

BR-14 Adjudicator Semi-Auto (3) Weight (5.1 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Rifle 3D10 +14 10 50m-800m 25 6 Half Actions 11.2x70mm 49
[UD] [TH]. Headshot Special Rule. Comes with: 4x Scope. Comes with 3 Magazines.

SNIPER RIFLES
R-63CS Diligence Counter Sniper Semi-Auto (2) Weight (6.7 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Sniper Rifle 3D10 +12 14 70m-1,100m 20 8 Half Actions 9.2x65mm 66
[UD] [TH]. Penetrating, Headshot Special Rule. Comes with: 8x Scope. Comes with 3 Magazines.

APW-1 Anti-Materiel Rifle Semi-Auto (1) Weight (8.4 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Sniper Rifle 3D10 +18 14 100m-1,500m 7 8 Half Actions 12.7x108mm 129
[UD] [TH] [HW]. Penetrating, Kinetic, Headshot, Long barrel Special Rule. Comes with: 5x/10x Scope, Bipod. Comes with 3 Magazines.

MACHINE GUNS
MG-43 Machine Gun Auto (9) Weight (7.9 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE BELT RELOAD AMMUNITION PRICE
General Machine Gun 3D10 +17 12 45m-940m 150 15 Half Actions 12.7x99mm 83
[UD] [TH] [HW]. Long barrel -10 Penalty To Hit unless used while Prone. Comes with: 2x Scope, Bipod. Comes with 2 Belts of ammo.

M-105 Stalwart Auto (11) Weight (5.2 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE BELT RELOAD AMMUNITION PRICE
Light Machine Gun 3D10 +8 14 35m-650m 250 11 Half Actions 7.62x56mm 83
[UD] [TH] [HW]. -10 Penalty To Hit unless used while Prone or braced against a surface. Comes with: 2x Scope, Bipod. Comes with 1 Belt of ammo.

7
M-206 Heavy Machine Gun Auto (8) Weight (5.2 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE BELT RELOAD AMMUNITION PRICE
Heavy Machine Gun 3D10 +19 13 30m-885m 75 15 Half Actions 13.1x107mm 97
[UD] [TH] [HW]. Penetrating Special Rule. -20 Penalty To Hit. Comes with: Bipod. Comes with 2 Belts of ammo.

AUTOCANNONS
AC-8 Autocannon Auto (4) Weight (12.9 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE BELT RELOAD AMMUNITION PRICE
Autocannon 4D10 +15 15 65m-800m 10 15 Half Actions 25x122mm 144
[UD] [TH] [HW]. Penetrating, Kinetic, Headshot, Long barrel Special Rule. Blast (3), Kill (1). Comes with 2 Belts of ammo.

FLAMETHROWERS
FLAM-40 Flamethrower Sustained (3) Weight (20 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE TANK RELOAD AMMUNITION PRICE
Chemical Sprayer 3D10 +5 16 5m-35m 54 17 Half Actions ChemSpray Tank 44
[I] [UD] [TH]. Flame (1D5), Cauterize, Spread Special Rule. Fires a sticky flammable set of chemicals that are then ignited. Releases in a 45-degree cone of fire that hits multiple targets. Point Blank
Attacks with this weapon causes the User to hit themselves with the Attack alongside the Target. Tank weighs 5 kg. Comes with 2 Tanks.

SHOTGUNS
SG-8 Punisher Pump-Action (2) Weight (3.6 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE TUBE RELOAD AMMUNITION PRICE
Shotgun 3D10 +7 5 15m-75m 16 Single-Loading 12 Gauge 45
[UD] [TH]. Spread Special Rule. Comes with: CQB Sight. Comes with 3 tubes worth of ammo.

SG-225 Breaker Semi-Auto (2), Auto (5) Weight (4.2 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Shotgun 3D10 +7 5 10m-55m 13 Single-Loading 12 Gauge 44
[UD] [TH]. Spread Special Rule. Comes with: CQB Sight. Comes with 3 tubes worth of ammo.

ENERGY WEAPONS
LAS-5 Scythe Sustained (6) Weight (5.2 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE BATTERY RELOAD AMMUNITION PRICE
Energy Weapon 2D10 +10 21 25m-840m 100 11 Half Actions Battery 44
[UD] [TH]. Cauterize Special Rule. Comes with: Red Dot Sight. Comes with 1 Battery.

PLAS-1 Scorcher Semi-Auto (2) Weight (5.2 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Energy Weapon 2D10 +8 16 15m-840m 15 11 Half Actions Battery 45
[UD] [TH]. Flame (1D10), Cauterize, Blast (1) Special Rule. Comes with: Red Dot Sight. Comes with 3 Batteries.

ARC-3 Arc Thrower Semi-Auto (2) Weight (5.2 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE BATTERY RELOAD AMMUNITION PRICE
Energy Weapon (X)D10 +8 16 10m-60m 100 11 Half Actions Battery 48
[UD] [TH]. Electrified (5D10), Spread, Homing Special Rule. -10 Penalty To Hit. Can fire without Charging, but each Charge (X) adds +1D10 Damage Rice to the Attack, to a maximum of +2D10.
Without Charging, this Weapon deals 2D10 Damage Dice. Will deal half of its Damage to any Characters and metallic objects within 1 Meter of a Character that was dealt Damage. This can arc up
to 3 times. Comes with 1 Battery.

RS-422 Railgun Semi-Auto (1) with Charge (X) Weight (14.9 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Railgun (X)D10 +15 30 20m-1,500m 1 6 Half Actions 16x65mm Slug 119
[UD] [TH] [HW]. Penetrating, Kinetic, FKill (2), Dice minimum (3) Special Rule. Comes with: 2x Scope. The Railgun has a Charge that determines its Damage Dice. Charge (1) will deal 2D10, Charge
(2) will deal 3D10, Charge (3) will deal 4D10, and Charge (4) will explode the weapon, dealing the damage of the Charge (3) shot to the User. If the User fails with 2 or more Degrees of Failure
while firing as Charge (3), the Weapon will count as Charge (4) and detonate.

LAS-99 Quasar Cannon Semi-Auto (1) with Charge (X) Weight (9.1 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE BATTERY RELOAD AMMUNITION PRICE
Energy Weapon (X)D10 +18 28 100m-1,600m 6 11 Half Actions Battery 159
[UD] [TH] [HW]. Blast (14), Kill (3), Kinetic, Penetrating, and Long barrel Special Rule. Comes with: Red Dot Sight. Comes with 6 Uses. Can be Charged up to 4 Half Actions. Starting at 1D10
Damage, each Charge increases the Damage Roll by +1 Damage Dice. Recharge (4).

EXPLOSIVE LAUNCHERS
JAR-5 Dominator Semi-Auto (2) Weight (6.0 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE MAGAZINE RELOAD AMMUNITION PRICE
Grenade Launcher 3D10 +9 14 35m-400m 15 8 Half Actions 20mm Grenade Round 72
[UD] [TH] [HW]. Blast (2), Kill (1). Comes with: 4x Scope. Comes with 2 Magazines.

EAT-17 Expendable Anti-Tank Semi-Auto (1) Weight (7.1 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE TUBE RELOAD AMMUNITION PRICE
Rocket Launcher 3D10 +24 17 30m-300m 1 -- 84mm Rocket 36
[UD] [TH] [HW]. Blast (8), Kill (3). A single-use rocket launcher that comes in sets of 2. Cannot be reloaded. Comes with 1 rocket, each.

GL-21 Grenade Launcher Semi-Auto (1), Auto (4) Weight (5.9 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE BELT RELOAD AMMUNITION PRICE
Grenade Launcher 3D10 +9 12 10m-40m 10 8 Half Actions 40mm Grenade 57
[UD] [TH]. Blast (5), Kill (2). Comes with 2 Belts.

8
GR-8 Recoilless Rifle Semi-Auto (1) Weight (8.3 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE TUBE RELOAD AMMUNITION PRICE
Rocket Launcher 3D10 +21 16 45m-800m 1 -- 75mm Rocket 86
[UD] [TH] [HW]. Blast (7), Kill (4), Long barrel Special Rule. Comes with 5 rockets.

FAF_14 Spear Semi-Auto (1) Weight (9.1 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE TUBE RELOAD AMMUNITION PRICE
Missile Launcher 3D10 +28 18 75m-1,200m 1 -- 90mm Missile 139
[UD] [TH] [HW]. Blast (12), Kill (5), Homing, Vehicle lock, Long barrel Special Rule. Comes with: 2x Scope. Comes with 4 Missiles.

CB-9 Exploding Crossbow Semi-Auto (1) Weight (2.5 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE TUBE RELOAD AMMUNITION PRICE
Crossbow 2D10 +12 9 15m-150m 1 Single-Loading Explosive Bolt 34
[UD] [TH] [HW]. Comes with: 2x Scope. Comes with 5 Explosive Bolts.
CB-9 Explosive Bolt Weight (0.1 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Grenade 3D10 +7 16 Blast (8), Kill (2) 4
The bolt has a 6-second fuse. Once released, the bolt will detonate at the beginning of the Character’s next Turn.

MELEE WEAPONS
Combat Knife Weight (0.4 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Knife 2D10 +4 +Full Strength Modifier 5 +Half Strength Modifier -- 15
[PD] [SD] [DW]. 36.5cm long Military Combat knife. Non-reflective, rust resistant. Weighted for throwing.

Ballistic Shield Backpack Riot Shield Weight (7.6 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Melee Shield 3D10 +7 +Full Strength Modifier -- +1 17
[BD] [HW]. A Ballistic Shield that can fold into a backpack as a Half Action. Provides 20 Armor and has 300 Breakpoints. The Ballistics Shield acts as mobile cover. Has a hardened plastic window
to see through. The Shield covers 4 Locations for Normal sized Characters. One Attack per Half Action when making Melee Attacks.

Military Baton Weight (1 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Club 3D10 +6 +Full Strength Modifier -- +1 18
[BD] [OH]. Democracy Enforcement baton, 91cm in length. Collapsible to 12cm with a spring-loaded mechanism for Quick drawing.

Military Shovel Weight (1 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Shovel – [BD] 2D10 +7 +Full Strength Modifier --
-- 18
Shovel – [PD] 2D10 +3 +Full Strength Modifier 5 +Half Strength Modifier
[OH]. Sharpened and small collapsible Military Shovel. Doubles as an emergency melee weapon by design.

Sledge Hammer Weight (9.1 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Hammer 4D10 +22 +Full Strength Modifier -- +1 31
[BD] [HW]. Slow and Stun (3) Special Rule. A large breeching hammer designed for forceful entry.

Brass Knuckles Weight (0.5 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Fist Weapon 1D10 +3 -- -- 10
[BD] [DW]. This weapon augments the Characters Punching-based Melee Attacks by adding additional Damage.

GRENADES
G-12 Frag Grenade Frag Weight (0.4 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Grenade 3D10 +9 12 Blast (8), Kill (2) 10
[OH]. The Grenade has a 6-second fuse. Once released, the grenade will detonate at the beginning of the Character’s next Turn.

G-16 Impact Grenade Impact Weight (0.4 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Grenade 3D10 +9 12 Blast (8), Kill (2) 14
[OH]. When used, the Character must make a +30 Strength Test. If Successful, the Grenade will impact detonate at the beginning of the Character’s next Half Action. If Failed, or if the Grenade
did not impact (such as being rolled or landing softly), the Grenade will detonate at the beginning of the Character’s next Turn. This Grenade gains no benefits from Cooking.

G-12 High Explosive Grenade H-E Weight (0.5 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Grenade 2D10 +9 22 Blast (6), Kill (3) 10
[OH]. The Grenade has a 6-second fuse. Once released, the grenade will detonate at the beginning of the Character’s next Turn.

G-10 Incendiary Grenade Incendiary Weight (0.5 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Grenade 1D10 +9 9 Blast (7), Kill (1) 8
Flame (1D10). The Incendiary Grenade has a 6-second fuse. Once released, the grenade will detonate at the beginning of the Character’s next Turn.

G-3 Smoke Grenade Frag Weight (0.5 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE PRICE
Grenade -- -- -- Blast (15) 12
[OH] The Smoke Grenade has a 6-second fuse. Once released, the grenade will detonate at the beginning of the Character’s next Turn. Comes in white, gray, and yellow hues. Smoke (15) Special
Rule. Lasts for 7 Rounds before beginning to dissipate.

9
AUTOMATED SENTRY
A/MG-43 Machine Gun Sentry Auto (9) Weight (37.9 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE BELT RELOAD AMMUNITION PRICE
General Machine Gun 3D10 +18 13 45m-940m 600 15 Half Actions 12.7x99mm 184
Long barrel Special Rule. Automated Turret that has a 70 Warfare Range and 80 Perception. Will still fire if a Friendly IFF tag is in the way of its target. Destroys self once ammo has been depleted.

A/G-16 Gatling Sentry Auto (13) Weight (40.9 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE BELT RELOAD AMMUNITION PRICE
Autocannon 3D10 +9 14 30m-800m 700 15 Half Actions 7.62x54mm 191
Long barrel Special Rule. Automated Turret that has a 70 Warfare Range and 80 Perception. Will still fire if a Friendly IFF tag is in the way of its target. Destroys self once ammo has been depleted.

A/AC-5 Autocannon Sentry Auto (4) Weight (42.9 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE BELT RELOAD AMMUNITION PRICE
Autocannon 4D10 +15 15 70m-1,000m 40 15 Half Actions 25x145mm 245
Penetrating, Kinetic, Headshot, Long barrel Special Rule. Blast (3), Kill (1). Automated Turret that has a 70 Warfare Range and 80 Perception. Will still fire if a Friendly IFF tag is in the way of its
target. Destroys self once ammo has been depleted.

A/MLS-4X Rocket Sentry Semi-Auto (1) Weight (37.1 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE BELT RELOAD AMMUNITION PRICE
Rocket Launcher 3D10 +24 17 30m-300m 16 13 Half Actions 84mm Rocket 185
Blast (8), Kill (3). Automated Turret that has a 70 Warfare Range and 80 Perception. Will still fire if a Friendly IFF tag is in the way of its target. Destroys self once ammo has been depleted.

A/M-12 Mortar Sentry Semi-Auto (1) Weight (41.4 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE BELT RELOAD AMMUNITION PRICE
Rocket Launcher 3D10 +21 15 30m-600m 16 8 Half Actions 85mm Mortar Grenade 182
Blast (6), Kill (4). Automated Turret that has a 70 Warfare Range and 80 Perception. Will still fire if a Friendly IFF tag is in the way of its target. Destroys self once ammo has been depleted. A
mortar that fires directly into the air to land onto a target. Cannot be used indoors unless the ceiling is higher than 80 Meters. Will strike behind Cover with a -10 Penalty To Hit Test.

A/M-23 EMS Mortar Sentry Semi-Auto (1) Weight (41.4 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE BELT RELOAD AMMUNITION PRICE
Rocket Launcher 3D10 +21 15 30m-600m 16 8 Half Actions 85mm Mortar Grenade 198
[UD] [TH] [HW]. Blast (8), Kill (3). Characters caught within its Blast Radius will have their Movement Speed reduced by half. Automated Turret that has a 70 Warfare Range and 80 Perception.
Will still fire if a Friendly IFF tag is in the way of its target. Destroys self once ammo has been depleted. A mortar that fires directly into the air to land onto a target. Cannot be used indoors unless
the ceiling is higher than 80 Meters. Will strike behind Cover with a -10 Penalty To Hit Test.

EMPLACEMENT SENTRY
E/MG-101 HMG Emplacement Auto (6) Weight (47.9 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE BELT RELOAD AMMUNITION PRICE
Heavy Machine Gun 4D10 +24 22 60m-1,100m 250 15 Half Actions 30x173mm Shell 130
[TH] [HW]. Penetrating, Kinetic, Headshot, Long barrel Special Rule. The HMG Emplacement cannot be moved from its position and the Character must use it by sitting in the seat. The HMG can
only turn up to 45 Degrees per Half Action. The HMG has 200 Breakpoints and 15 Armor.

10
SPECIAL AMMUNITION
STANDARD AMMUNITION CUSTOMIZATION CHART COST
AMMUNITION DAMAGE PIERCE COMPATIBILITY ABILITY PER 10
Armor Piercing (AP) -- +4 HE, IN, HV, HYV, MG, -- 3 cR
DU, HP, EG, T, DT
High-Explosive (HE) +1D10 -5 AP, IN, HV, HYV, MG, If the weapon has 4D10 or more base Dice Damage, gain Blast (1). Blast is 5 cR
DU, T, HP, EG, T, DT increased by 1 for every 1D10 base extra after 4D10.
Soft Point (JSP) +5 -8 HV, HYV, MG, T, DT -- 2 cR
Incendiary (IN) -2 -2 AP, HE, SAP, HV, HYV, Flame (2). 10 cR
MG, DU, T, DT, HP, EG
Hollow Point (HP) +6 -8 AP, HE, IN, HV, HYV, T, +1D10 to Special Damage, cannot Pierce Through Characters. 8 cR
CL, DU, MG, DT
High Velocity (HV) +5 +5 All except HYV and CL, +10 to Perception Tests to spot this weapon fire. 9 cR
DU
Hyper Velocity (HYV) +8 +8 All except HV and CL, +30 to Perception Tests to spot this weapon fire. 15 cR
DU
Stun Round (STRD) -15 -- MG, T, DT Stun (1) Special Rule and Nonlethal Special Rule. --
Tracer (T) -- -- All except DT All Attackers firing at a Target hit with Tracers after the Turn fired will gain a 6 cR
+10 Bonus To Hit against that Target until the beginning of the User’s next
Turn. The Target will gain a +10 Bonus to Evade these Attacks if they could see
the Tracer rounds that strike them.
Dim-Tracer (DT) -- -- All except T Works the same as the Tracer round but can only be seen with Infrared and 6 cR
Thermal. The Bonuses are only +5 To Hit and to Evade.
Saboted Light Armor -3 +8 HV, HYV, MG, T, HP -- 2 cR
Penetrator (SLAP)
Semi-Armor Piercing (SAP) -1 +3 HE, T, IN, HV, HYV, -- 1 cR
MG, HP
Duplex (DX) -2D10, -6 +8 T, DT, MG, CL, HV, HYV +10 To Hit. Rolling 2 or more Degrees of Success will deal two sets of Damage. 10 cR
BOLO (BOL) -5 -5 T, DT, MG, CL, HV, HYV +10 To Hit. Rolling 2 or more Degrees of Success will deal +1D10 to Special 6 cR
Damage.
Frangible (FR) -1D10 -4 T, DT, MG, CL, HV, HYV When hit, the Target must make a +20 Toughness Test or gain +1 Fatigue. --
Cannot Pierce Through any Character, Vehicle, or solid surface struck.
Expanding (EG) -3 -6 AP, HE, IN, HV, HYV, +10 to Special Damage, cannot Pierce through Characters. 5 cR
MG, DU
Over-Pressurized (+P) +6 +10 All except CL and MG +5 To Hit. On To Hit rolls of 100, deal 6D10+20 Damage to the Weapon being 13 cR
used, as the round detonates inside of the gun when fired.
Cold Load (CL) -2 -2 All except HV, HYV, When used with suppressor, -20 Perception Tests to hear weapon firing. 5 cR
and +P
Tactical Training Rounds -- -- MG, T When hit, the Target must make a +10 Toughness Test or gain +1 Fatigue. 4 cR
(TTR) Nonlethal Special Rule.
Match Grade (MG) -- -- All except +P Match Grade gives a 25% increase to the Weapon’s Close Range. 10 cR
Depleted Uranium (DU) -- +8 All except JSP, SLAP, Flame (1D5). 17 cR
and SAP

SHOTGUN ROUNDS CUSTOMIZATION CHART COST


AMMUNITION DAMAGE PIERCE COMPATIBILITY ABILITY PER 10
Shot (ST) -0 -0 None Standard Shell for Shotguns. --
Bird Shot (BS) -3 -3 All Shot Shells +20 Bonus To Hit. --
Breaching Shot (BCR) +5 +3 All Shot Shells Halves the range of the weapon. Deals double damage against objects. 8 cR
Flechette Shot (FL) -4 +8 All Shot Shells -- --
Fragmentation Shot (FRST) -1 -5 All Shot Shells Blast (1) on any Character or surface impacted. --
Incendiary Shot (INST) -3 -2 All Shot Shells Flame(2) to any Character or surface impacted. Reduced to Flame (1) when 9 cR
Target is further than Close Range.
BOLO Shot (BOS) -5 -4 All Shot Shells Adds +2D10 to weapon’s Special Damage. 9 cR
Foster Slug (FS) +1D10 -- None Removes Spread Special Rule. 7 cR
Breaching Slug (BSL) -2D10 +12 None Halves the range of the weapon. Deals double damage against objects. 4 cR
Depleted Uranium Slug (DS) -- +10 None Flame (2D5), removes Spread Special Rule. 40 cR
Fragmentation Slug (FRS) +1D10 -1 None Blast (2), removes Spread Special Rule. 8 cR
Incendiary Slug (INS) -- -3 None Removes Spread Special Rule, Flame (2D5) 33 cR
Magnum Slug (MN) +5 +2 None Kinetic and Penetrating Special Rule, removes Spread Special Rule. 34 cR
Stun Slug (STNL) -15 -- None Stun (3) Special Rule and Nonlethal Special Rule. Removes Spread Special Rule. 2 cR
Solid Slug (SSL) +10 -4 None Kinetic Special Rule, removes Spread Special Rule. 28 cR
Tactical Training Rounds -1D10 -- TZ When hit, Opponent must make a Toughness Test or gain a Fatigue. For every 2 cR
(TTR) one that hits, the test gains a -10 Penalty. Nonlethal Special Rule.
Taser Slug (TZ) -5 -1 TTR Electrified (1D10) Special Rule, removes Spread Special Rule. 10 cR
Tungsten Slug (TSL) -3 +12 None Penetrating Special Rule, removes Spread Special Rule. 11 cR
BOLO Slug (BO) -5 -4 None Adds +3D10 to weapon’s Special Damage, removes Spread Special Rule. 12 cR

11
FLAMETHROWER FUELS CUSTOMIZATION CHART (TANK IS FULL ‘MAG’ OF FLAMETHROWER) COST
AMMUNITION DAMAGE PIERCE COMPATIBILITY ABILITY PER 1
Pyrosene-V -- -- SOF Standard UNSC Flamethrower fuel --
Self-Oxidizing Fuel -- -- All Allows the Cryosprayer to be used in a vacuum or atmosphere lacking 10 cR
Mixture (SOF) Oxygen.
Napalm Defoliant +4 -6 SOF Beginning at -30 for the first test, each consecutive Agility Test to put 20 cR
out the fire will get a +10 until this Penalty reaches 0.
Nitrate-Ether Defoliant -5 -4 SOF +20 meters Range --
Triethylaluminium -5 -5 SOF Doubles Flame (X) of the Weapon, deals Flame Special Rule even if the 30 cR
struck Character took no Damage. Burns clear, giving -10 Penalty To Hit
and to Evasion.
White Phosphorus (X) -- SOF Halves usable range of the Flamethrower, but sprays White 30 cR
Defoliant Phosphorous, dealing double the Base Damage.

MISSILES, ROCKETS, CANNON SHELLS CUSTOMIZATION CHART COST


AMMUNITION DAMAGE PIERCE COMPATIBILITY ABILITY PER 1
HEAT -- -- Any This is the standard Explosive. Weapon profiles dictate the damage. --
High-Velocity -- -- Any Increases the launcher’s Close Range by 25%. 15 cR
High-Explosive +10 -10 Any Increases Blast and Kill Radius by 3. 12 cR
Fragmentation +1D10 -10 High-Explosive Increases Blast Radius by 7. 8 cR
Sabot Charge -15 +20 Any Reduces Blast and Kill Radius by half, to a minimum of 1. --
Incendiary -1D10 -10 Any Catches anything within Blast Radius on fire with Flame (2D5). 3 cR
Thermite -- +20 None Blast Special Rule lasts for 5 Rounds. Cauterize Special Rule. 50 cR
Thermobaric +3D10 -10 None Increases Blast and Kill Radius by 10. 31 cR
Depleted Uranium +10 +15 None Flame (3D10), halves Blast and Kill Radius. 35 cR
White Phosphorus Half Half None Flame (5D10) within Blast Radius. 75 cR

EQUIPMENT AND ATTACHMENTS


WEAPON RAIL MOUNTS
WEAPON TYPE RAILS AVAILABLE INFORMATION
Pistol, SMG Upper
Rifle, Carbine, Light Machine Gun, Shotgun Upper, Lower, Left or Right Side These rules exist to help fill the blanks for weapons you
may not have information on for its rails. Only use these
Sniper Rifle, Railgun Upper, Lower
Weapon Rail Mounts if you do not know the available rails
Machine Gun, Heavy Machine Gun Upper, Left and Right Side
on your weapon of choice.
Grenade Launcher, Rocket Launcher, Missile Launcher Left or Right Side
Chemical Sprayers cannot gain To Hit or Aim
Chemical Sprayer Lower Action Benefits from Optics, Scopes, or Sights.
Vehicle Weapon Upper

For every Magazine or Clip a case can hold, it can hold the following equivalents.
ITEM EQUIVELANT AMOUNT
Shotgun Shell 12 Shells, 1 Magazine
250 Round Ammo Belt 4 Standard Magazines equals a single 250 Round Ammo Belt.
8 Gauge Shell 8 Shells, 1 Magazine
Drum Magazine 4 Standard Magazines
Extended Ammo Belt 8 Standard Magazines
Extended Magazine 2 Standard Magazines
Rocket 4 Standard Magazines equals a single missile or rocket.

WEAPON RAIL MOUNTS


WEAPON TYPE RAILS AVAILABLE INFORMATION
Pistol, SMG Upper
Rifle, Carbine, Light Machine Gun, Shotgun Upper, Lower, Left or Right Side These rules exist to help fill the blanks for weapons you
may not have information on for its rails. Only use these
Sniper Rifle, Railgun Upper, Lower
Weapon Rail Mounts if you do not know the available rails
Machine Gun, Heavy Machine Gun Upper, Left and Right Side
on your weapon of choice.
Grenade Launcher, Rocket Launcher, Missile Launcher Left or Right Side
Chemical Sprayers cannot gain To Hit or Aim
Chemical Sprayer Lower Action Benefits from Optics, Scopes, or Sights.
Vehicle Weapon Upper

12
BASIC OPTICS
EQUIPMENT BENEFITS TYPE MOUNT WEIGHT CR
[U] Holoscope 1x holographic scope. Takes up minimal space on the Rail it is mounted to, allowing Optic Upper 0.1 10
for another item to be mounted, such as a Laser, without adding Aiming Penalties.
[U] Red Dot Sight 1x sight. Allows for a Laser to be attached to it without adding Aiming Penalties. Optic Upper 0.1 10
[U] 2x Scope 2x Scope. Optic Upper 0.1 4
[U] 4x Scope 3x Scope. Optic Upper 0.1 6
[U] 4x Scope 4x Scope. Optic Upper 0.2 8
[U] 5x Scope 5x Scope Optic Upper 0.2 10
[U] 6x Scope 6x Scope Optic Upper 0.3 12
[U] S-C 8x Scope 8x Scope. Sniper Optic Upper 0.4 14
[U] S-C 9x Scope 9x Scope Sniper Optic Upper 0.5 16
[U] S-C 10x Scope 10x Scope. Sniper Optic Upper 0.5 18
[U] S-C 12x Scope 12x Scope. Sniper Optic Upper 0.6 20
[U] S-C 14x Scope 14x Scope Sniper Optic Upper 0.6 24
Red Dot Modular 1x/3x Modular Scope. Optic Upper 0.2 8
2x/4x Scope 2x/4x Modular Scope. Optic Upper 0.3 12
3x/5x Scope 3x/5x Modular Scope. Optic Upper 0.4 16
4x/6x Scope 4x/6x Modular Scope. Optic Upper 0.6 20
5x/10x Scope 5x/10x Modular Scope Optic Upper 0.7 30
Mod Scope V1 3x/6x/9x modular scope. Sniper Optic Upper 1.0 36
Mod Scope V2 4x/8x/12x modular scope. Sniper Optic Upper 1.2 48
Mod Scope V3 5x/10x/15x modular scope. Sniper Optic Upper 1.4 60
[U] S-C 16x Scope 16x Scope. Sniper Optic Upper 0.7 28
Night Vision Adds Night Vision Special Rule to the Scope. Costs 20 cR for standard, and 40 cR for Modifier -- +0.1 (X)
a toggleable variant.
Thermal Imaging Adds Thermal Imaging Special Rule to the Scope. Costs 20 cR for standard, and 40 Modifier -- +0.2 (X)
cR for a toggleable variant.
Infrared Imaging Adds Infrared Imaging Special Rule to the Scope. Costs 20 cR for standard, and 40 Modifier -- +0.2 (X)
cR for a toggleable variant.

RAILS
EQUIPMENT BENEFITS WEIGHT CR
An Angled Grip is added to the bottom rail in front of the weapon, giving a +5 Bonus To Hit while standing still. 0.4 15
[U] Angled Grip
TYPE: Brace - MOUNT: Lower - RESTRICT: None
A bayonet with the stats of the UNSC Machete. Gives +1 Melee Reach. Counts as having Slow Special Rule when 1.7 25
[U] Bayonet used.
TYPE: Underslung - MOUNT: Upper, Side - RESTRICT: None
Deployed and undeployed as a Half Action. Any Attacks made with the weapon will count as being Braced as 1.4 12
long as it is resting against a surface and the weapon isn’t being moved.
[U] Bipod While deployed, if the weapon is not resting against a surface, a -5 Penalty To Hit is gained from the
weight of the bipod, even if the weapon is being Braced by the user. Takes up one Rail Slot.
TYPE: Heavy Brace - MOUNT: Lower - RESTRICT: [TH] and [HW]
Deployed and undeployed as a Full Action. As long as the Tripod is resting against a surface and the weapon is 5.4 18
not being moved, all Attacks made have a +5 Bonus To Hit and the weapon is considered Braced. Tripods can
also be detached and reattached as a Half Action, keeping the Tripod deployed in-place until needed, again.
[U] Tripod If the user attempts to move with the weapon with the Tripod still deployed, the Character’s
Movement Action distances are halved. If the weapon is being moved or not being braced with the Tripod
deployed, all Attacks with it are at a -30 Penalty To Hit. Takes up two Rail Slots.
TYPE: Heavy Brace - MOUNT: Lower - RESTRICT: Sniper Rifles, Machine Guns, and Explosive Launchers
Lowers any Darkness Penalties by 30, while also lowering Low-Light Penalties by 15. 0.1 10
[U] Flashlight -20 to Aim Actions if mounted on Top Rail.
TYPE: Flashlight - MOUNT: Any - RESTRICT: None
Gives a +5 Bonus To Hit when not using Aim Actions, while also giving the Opponent being aimed at a +5 Bonus 0.1 10
to Evasion from attacks made with this weapon. The Opponent only gains this Evasion Bonus if they notice the
[U] Laser Aiming
laser.
Module
-20 to Aim Actions if mounted on Top Rail.
TYPE: Aiming - MOUNT: Any - RESTRICT: None

13
EQUIPMENT BENEFITS WEIGHT CR
Lowers any Darkness Penalties by 40, while also lowering Low-Light Penalties by 10. When in Darkness, 0.2 15
Opponents gain a -20 Penalty To Hit and a -30 Penalty to Visual Perception Tests. When in Low-Light, Opponents
[U] Tactical
gain a -10 Penalty To Hit and a -15 Penalty to Visual Perception Tests.
Flashlight
-20 to Aim Actions if mounted on Top Rail.
TYPE: Flashlight - MOUNT: Any - RESTRICT: None
When making Attacks while using Aim Actions, the Horizontal Grip will give the User +1 to the amount of Attacks 0.5 20
[U] Horizontal
in a Turn that gains the benefit of an Aim Action.
Grip
TYPE: Forward Brace - MOUNT: Lower - RESTRICT: None
When making any Charge or Run Movements, the Penalty gained To Hit is lessened by 10. 0.6 15
[U] Vertical Grip
TYPE: Forward Brace - MOUNT: Lower, Side - RESTRICT: None
When used with [HW] Heavy Weapons while taking no Move Actions, the Penalty To Hit is reduced by 5 and the 0.9 45
weapon cannot be dropped by firing when using two hands. When used on a weapon without the [HW] tag, any
Heavy Foregrip
To Hit Penalties gained from Charge or Run Movement Penalties for are reduced by 10.
TYPE: Forward Brace - MOUNT: Lower - RESTRICT: None
When used while rested or hooked on a surface such as the ground or a wall, this weapon will be considered 1.2 30
Braced.
Bipod Foregrip When used without being Braced, any To Hit Penalties from Full Action and Charge Action movement
is reduced by 5.
TYPE: Forward Brace - MOUNT: Lower - RESTRICT: None
When making Attacks while not taking any Movement or Aim Actions during the Turn, the Character gains a +5 0.8 30
[U] Handstop To Hit for their first Attack made in the Round.
Foregrip TYPE: Forward Brace - MOUNT: Lower, Side - RESTRICT: Rifle, Carbine, Pistol, SMG, any type of Machine Gun,
Sniper Rifle
A small 45-degree offset Rail mount is added to the top of the weapon for the use of a secondary Ironsight, 0.1 15
Optic, Aiming Module, or Flashlight. The Canted Iron takes up one Rail Slot to install and offers two Rail Slots,
one directly above the Rail Slot that the Canted Iron is installed on, and one diagonally facing, allowing for one
extra attachment. This is generally used to offer more than one Scope.
Canted Irons
When using a secondary Optic or Ironsight, the weapon must be held diagonally to use. Stacking
Canted Irons is possible, but will offer no benefits to Optics, Lasers, or any other type of Attachment that gives
a stat, Bonus, or benefit in general. Each time a Canted Iron is stacked, the Weapon gains a -5 Penalty to Hit.
TYPE: Misc. - MOUNT: Upper - RESTRICT: Rifle, Carbine, Pistol, SMG, Machine Guns, Sniper Rifles
Gives a +5 Bonus To Hit when not using Aim Actions when using VISR, Infrared, and Thermal equipment. This 0.1 15
also gives the Opponent being aimed at a +5 Bonus to Evasion from attacks made with this weapon if the
Infrared Laser
Opponent has VISR, Thermal, or Infrared equipment to see the laser.
Aiming Module
-20 to Aim Actions if mounted on Top Rail.
TYPE: Aiming - MOUNT: Any - RESTRICT: VISR, Thermal, and Infrared Equipment
The ADV is an Optic Attachment that must be used with any 5x or larger Optic. The Adaptive Distance Viewfinder 1.7 225
is installed underneath the Optic, taking up the same Rail Slots. When used with a Full Action, the Adaptive
Adaptive Distance Distance Viewfinder will update the Optic with the distance of the Target and where the Character will need to
Viewfinder Aim to strike the Target. When used, this halves Long and Extreme Range Penalties. When used with a Half or
Full Aim Action, this removes Long Range Penalties and reduces Extreme Range Penalties to -15.
TYPE: Aiming - MOUNT: Any - RESTRICT: Installed Optics
A reinforced glass Physical Shield is placed at the top Rail of the weapon. While making use of Aim Actions, the 2.4 80
Character will gain +8 Armor to their Head location and the Arm being used to fire the weapon. This Shield can’t
be used to block other Locations or be used with Reactions to move the Shield to block incoming Damage from
Ranged Attacks to other locations. The Ballistic Shield has 200 Breakpoints and will no longer offer any Armor
benefits once this reaches 0.
If used with weapons that can’t be aimed in a way that would offer protection to the User, no benefits
will be gained. Examples include Machine Guns if they’re being held at the hip or Rocket Launchers that are too
tall to offer any protection. It is up to the GM to specify if a weapon shouldn’t be gaining these benefits. Some
Ballistic Shield
weapons, such as the Spartan Laser, could allow the User to attach the Ballistic Shield on the side of the weapon
to gain the same benefits while firing from the shoulder.
If used with Smartlink Scopes that can be used to make Aiming Actions without the need of lifting the
rifle to the User’s shoulder and head, these benefits are lost. In these circumstances, the GM may allow the
Ballistic Shield to protect 1 Body Location on a Normal Size Category Character, generally being the Chest
location.
The Ballistic Shield takes up one Rail Slot.
TYPE: Misc. - MOUNT: Upper - RESTRICT: None

14
EQUIPMENT BENEFITS WEIGHT CR
The Heavy Weapon Shield is a large Metal Shield that is designed to be used on [HW] Heavy Weapons. The Heavy 9.3 110
Weapon Shield will cover 2 Body Locations on a Normal Size Category Character, generally the Chest location
and the Arm being used to fire the weapon. The Heavy Weapon Shield removes the User’s ability to gain Bonuses
from Aim Actions unless used with a Smartlink Scope, which can be installed in front of the Shield. The Shield is
too large to allow a User to easily see through. The Heavy Weapon Shield will give the protected locations +12
Heavy Weapon Armor and has 400 Breakpoints.
Shield If Crouching while using the Heavy Weapon Shield, the GM may allow it to also protect the Neck and
Chin Sublocations of the Head. And if used while Prone, it will protect the User’s Head, Chest, the Arm being
used to fire the weapon, and the Leg on the same side of the protected Arm. Though while using this weapon
while Prone, the Character is at a -10 Penalty To Hit due to vision problems with the large Shield.
The Heavy Weapon Shield takes up two Rail Slots.
TYPE: Misc. - MOUNT: Upper - RESTRICT: None

BARREL MODIFICATIONS
EQUIPMENT BENEFITS WEIGHT CR
The HP Choke offers a high-precision Full Choke. Shells with Spread Special Rule lose the +10 Bonus To Hit, but the 0.6 40
[U] HP Choke weapon’s Close Range is increased by 50%. Using this Choke with any type of Slug Shell will destroy the Choke.
TYPE: Choke - MOUNT: Barrel - RESTRICT: Shotgun
The Long-Barreled Choke is a rifled extended choke. This Choke extends the Shotgun’s Close and Optimal Range 0.6 40
[U] Long-Barreled by 25% only if the Shell being fired still has the Spread Special Rule. Using the L-B Choke with any type of Slug Shell
Choke will reduce the Close and Optimal Range to 10% due to breaking the Choke.TYPE: Choke - MOUNT: Barrel -
RESTRICT: Shotgun
The WST Reinforced Squeeze Choke offers maximized potential for range. Shells with the Spread Special Rule lose 0.7 60
the +10 Bonus To Hit, but the weapon’s Close Range and Optimal Range are increased by 50%. Using the
[U] Reinforced Reinforced Squeeze Choke with any type of Slug will destroy the weapon’s barrel and the Choke, rendering the
Squeeze Choke weapon useless. Natural To Hit rolls of 100 will deal damage to the Squeeze Choke. If this happens twice, the
Reinforced Squeeze Choke is destroyed.
TYPE: Choke - MOUNT: Barrel - RESTRICT: Shotgun
The weapon has an extended barrel that increases the weapon’s Long Range by 10% and increases Pierce by 2. (X) 40
The length of the weapon is increased, and the weapon’s base weight is increased by 15%, or 30% of the weapon’s
Extended barrel
weight if combined with Heavy Barrel. Gives a -20 Penalty for concealing the weapon.
TYPE: Modification - MOUNT: Barrel - RESTRICT: Rifle, Pistol, SMG, any type of Machine Gun, Sniper Rifle
Gives a -20 Penalty to Visual Perception to anyone that could see the weapon fire by suppressing the weapon’s 0.1 20
Muzzle Flash
flash.
Suppressor
TYPE: Muzzle - MOUNT: Barrel - RESTRICT: None
When firing while Camouflaged, this halves the total Bonuses for the Investigation Test to spot the Character. 0.2 20
Muzzle Flash Hider
TYPE: Muzzle - MOUNT: Barrel - RESTRICT: None
The weapon’s heavier barrel decreases the amount of kickback the user receives when firing. The Heavy Barrel (X) 40
adds (X) kg, which is 15% of the weapon’s base weight, or 30% of the weapon’s base weight, if combined with
Heavy Barrel Extended Barrel. When making a Move Action, the User reduces the To Hit Penalties by 10. For example, a Full
Action Move will only be at a -10 Penalty To Hit.
TYPE: Modification - MOUNT: Barrel - RESTRICT: None
The Misriah Rifled Barrel is a replacement barrel for any shotgun. This Rifled Barrel, when used with Slugs, will -- 50
Misriah 864 Rifled
increase the Close Range by 25%.
Barrel
TYPE: Modification - MOUNT: Barrel - RESTRICT: Shotguns
Reduces the recoil of a weapon when firing but increases the ability to spot the weapon firing. When fired while 0.2 25
unbraced, the Muzzle Brake gives the Character a +10 Bonus to Strength Tests as to not drop the weapon.
Muzzle Brake All Opponents within range to see the weapon fire or hear it gain a +10 Bonus to Perception to spot the
weapon firing.
TYPE: Muzzle - MOUNT: Barrel - RESTRICT: None
Halves the weapon’s barrel length and removes extensions that give accuracy for better concealment. Reduces (X) 0
the range and weight by 50% and gives a -10 Penalty To Hit. Weapons with the [TH] tag can be concealed as [OH]
Sawed-Off Barrel weapons. When used with the Collapsible/Folding Stock, this weapon gains a +20 Bonus to Concealing. Cannot be
stacked with other Barrel Modifications.
TYPE: Modification - MOUNT: Barrel - RESTRICT: None
Heavily reduces weapon’s barrel length to give better concealment. Reduces the weight and range by 25%. (X) 40
Weapons with the [TH] tag can be concealed as [OH] weapons. When used with Collapsible/Folding Stock or is a
Short Barrel [OH] or [DW] weapon, this weapon gains a +20 Bonus to Concealing. Cannot be stacked with Extended Barrel
Modification.
TYPE: Modification - MOUNT: Barrel - RESTRICT: None
Post-War sound suppressing system. Gives a -30 Penalty to Hearing Perception Tests to anyone that could hear 0.5 20
Sound Dampener the weapon fire. This can only be taken after 2557.
TYPE: Muzzle - MOUNT: Barrel - RESTRICT: None

15
EQUIPMENT BENEFITS WEIGHT CR
Gives a -20 Penalty to Hearing Perception Tests to anyone attempting to spot or find the weapon’s User. Increases (X) 15
weapon’s Range by 10% and gives a +1 to Pierce. Increases the weapon’s weight by 25% and cannot have its Aim
Sound Suppressor
Action time reduced by Abilities or Equipment.
TYPE: Muzzle - MOUNT: Barrel - RESTRICT: Weapons using High-Velocity or Hyper-Velocity Ammo
Replaces the pistol grip with a Palm Shelf grip. This weighted Grip allows a Character to keep their Aim Action after 0.7 35
[U] Palm Shelf
taking Damage from ranged weapons that do less than 20 Damage after Damage Resistance is figured.
Pistol Grip
TYPE: Rear Brace - MOUNT: Lower - RESTRICT: Rifle, Carbine, Pistol, SMG, any type of Machine Gun, Sniper Rifle

WEAPON MODIFICATIONS
EQUIPMENT BENEFITS WEIGHT CR
Replaces the rear of the weapon with a Collapsing or Foldable stock. The weapon can be folded into a smaller N/A 15
package. Allows [HW] weapons to be Concealed as [TH] Weapons, [TH] weapons to be Concealed as [OH] weapons,
[U] Collapsible/
and [OH] weapons to be Concealed as [DW] weapons. Gives [DW] weapons an extra +10 to Camouflage and
Folding Stock
Concealing.
TYPE: Stock - MOUNT: Stock - RESTRICT: Weapons with a Stock
Weapons that take normal magazines can be modified to be belt-fed weapons. The MAG of the weapon becomes (X) (X)
that of the belt being used with it, and the Reload becomes 15.
Belt-Fed The Weight of the weapon is increased by 25% and the cost is 60 cR. However, a second option can be
Conversion taken that allows the weapon to also use standard magazines, still. This increases the weapon’s weight by 50% and
the cost is 100 cR.
TYPE: Modification - MOUNT: Ammunition and Firing - RESTRICT: Weapons that use standard bullet ammunition
Adds an attachment system that lets the user install a Heavy or Light Stock to a Pistol. Does not come with a Stock. 0.3 5
Pistol Stock When used, causes [DW] weapons to be concealed as [OH] Weapons and [OH] Weapons to be concealed as [TH]
Adapter weapons.
TYPE: Modification - MOUNT: Stock - RESTRICT: Pistol
Heavy Stock will reduce the amount of Meters a Player can move before an Aim Action is lost by 2 Meters. However, 1.9 20
the Heavy Stock doubles the amount of Meters an Enemy must move before the User loses their Aim Action
[U] Heavy Stock
benefits.
TYPE: Stock - MOUNT: Stock - RESTRICT: Rifle, Carbine, SMG, any type of Machine Guns, Pistols with Stock Adapter
Light Stock allows the Character to move up to their Full Action and still keep their Aim Action active. However, (X) 25
this reduces the amount of Meters an Enemy must move before the User loses their Aim Action benefits by 2
[U] Light Stock Meters, to a minimum of 1. Reduces the Weapon’s Weight by 0.1 KG or weighs +0.2 KG if the weapon didn’t have
a Stock.
TYPE: Stock - MOUNT: Stock - RESTRICT: Rifle, Carbine, SMG, any type of Machine Guns, Pistols with Stock Adapter
The Micro Stock reduces the Weapon’s Weight by 15%, which is figured before any other Modifications that modify (X) 20
the Weapon’s Weight. Allows [HW] weapons to be Concealed as [TH] Weapons, [TH] weapons to be Concealed as
[OH] weapons, and [OH] weapons to be Concealed as [DW] weapons. Gives [DW] weapons an extra +10 to
Micro Stock Camouflage and Concealing.
This also allows the Character to move up to their Full Action and still keep their Aim Action active.
However, the Weapon gains a -10 To Hit.
TYPE: Stock - MOUNT: Stock - RESTRICT: Rifle, Carbine, SMG, any type of Machine Guns, Pistols with Stock Adapter
Halves the weapon’s weight by removing plating and installing lighter pieces. Halves the weapons Breakpoints and N/A 20
Lightweight
Weight.
Weaponry Kit
TYPE: Modification - MOUNT: All - RESTRICT: None
The user modifies the shotgun to fire as Automatic instead of Pump Action. This cost double the cR of the Shotgun 0.1 (X)
to perform.
The weapon’s Rate of Fire becomes Auto (X), where (X) is the original Pump Action Rate of Fire multiplied
Shotgun Automatic
by 2, and then an extra +1 added after. For example, a weapon with Pump Action (2) becomes Auto (5).
Conversion
Weapons that gain the Automatic Conversion gain the general Rifle Reload Time, instead of Pump Action.
This also replaces the Shotgun’s ammo feed with a Magazine of the same base Ammunition count.
TYPE: Modification - MOUNT: Ammunition and Firing - RESTRICT: Shotgun
The weapon is given a camouflage of the user’s choice. Can be traded in without cost between missions. Gives a N/A 15
Weapon +20 Camouflage when attempting to hide the Weapon. When used alongside a User wearing a Ghillie Suit, Heavy
Camouflage and Two-Handed Weapons are hidden alongside them.
TYPE: Misc. - MOUNT: All - RESTRICT: None
Weaponry can get a Ghillie Cover, which gives the weapon a +20 to Camouflage, meaning that an Opponent trying 1.1 20
Weapon Ghillie to spot it in the proper Camouflage and background, will have a -20 Penalty to spot it. This does not stack with
Cover Bonuses given from Weapon Camouflage.
TYPE: Misc. - MOUNT: Upper - RESTRICT: None
Replaces the pistol grip with a Palm Shelf grip. This weighted Grip allows a Character to keep their Aim Action after 0.7 35
[U] Palm Shelf
taking Damage from ranged weapons that do less than 20 Damage after Damage Resistance is figured.
Pistol Grip
TYPE: Rear Brace - MOUNT: - RESTRICT: Rifle, Carbine, Pistol, SMG, any type of Machine Gun, Sniper Rifle

16
EQUIPMENT BENEFITS WEIGHT CR
Installs a flared Magwell to the weapon to assist in faster reloading. Reduces the weapon's base Reload by 1 by 0.2 33
creating a flared opening that allows for easy magazine loading. Cannot be used with weapons that have Single
[U] Flared Magwell
Loading.
TYPE: Modification - MOUNT: - RESTRICT: Rifle, Carbine, Pistol, SMG, any type of Machine Gun, Sniper Rifle
Replaces the pistol grip with a Palm Shelf grip. This weighted Grip allows a Character to keep their Aim Action after 0.7 35
[U] Palm Shelf
taking Damage from ranged weapons that do less than 20 Damage after Damage Resistance is figured.
Pistol Grip
TYPE: Rear Brace - MOUNT: Lower - RESTRICT: Rifle, Carbine, Pistol, SMG, any type of Machine Gun, Sniper Rifle

AMMUNITION ATTACHMENTS
EQUIPMENT BENEFITS WEIGHT CR
A Loop that holds up to six Shotgun Shells, allowing the Character to use a Reaction to reload one extra Shell in a 0.1 10
[U] Bullet Loop Round. Cannot be used with the Micro Stock.
TYPE: Misc. - MOUNT: Stock - RESTRICT: None
A Drum Magazine that offers triple the ammunition in the weapon’s Magazine. Any weapon’s Magazine is tripled, (X) (X)
increasing the weapon’s weight by 0.05 KG per round, multiplied by 2, in the original Magazine. The price is 1/4th
Drum Magazine
the rounds in the Magazine in cR.
TYPE: Magazine - MOUNT: Magazine - RESTRICT: Weapons that use Magazines or Clips
Two linked Magazines at opposing ends. The Magazines each empty as usual, but when reloading from one of the (X) (X)
linked Magazines to another lower the weapon’s Base Reload Time by -2. The price is 1/3rd the cost of how many
Dual-Sided
rounds are in the Dual-Sided Magazine in cR.
Magazine
Due to the longer Magazine size, firing the weapon Prone gives a -5 Penalty To Hit.
TYPE: Magazine - MOUNT: Magazine - RESTRICT: Weapons that use Magazines or Clips
The belt of any belt-fed weapon is doubled in size. This increases the weight of the weapon by 0.05 KG per round (X) (X)
Extended Belt in the belt. The price is 1/4th the rounds in the new sized Belt.
TYPE: Magazine - MOUNT: Magazine - RESTRICT: Belt-Fed Weapons
Extended Magazine that offers double the weapon’s ammunition. This increases the weapon’s weight by 0.05 KG (X) (X)
[U] Extended per round in the original Magazine. The price is 1/4th the rounds in the Magazine in cR.
Magazine Due to the larger Magazine size, firing the weapon Prone gives a -5 Penalty To Hit.
TYPE: Magazine - MOUNT: Magazine - RESTRICT: Weapons that use Magazines or Clips
A reduced-capacity magazine that halves the weapon’s Magazine count. This reduces the weapon’s weight by 0.02 (X) (X)
[U] Reduced- KG per each round less than the original magazine and reduces the weapon’s Reload Time by 2, to a minimum of
Capacity Magazine 1. The price is 1/4th the rounds in the Magazine in cR, to a minimum of 2.
TYPE: Magazine - MOUNT: Magazine - RESTRICT: Weapons that use Magazines or Clips
Allows a Revolver weapon to be fully reloaded as a Half Action. A Speed Loader can only be used once before it 0.1 18
[U] Speed Loader needs to have its ammunition restocked, which uses the same rules as loading a magazine.
TYPE: Misc. - MOUNT: N/A - RESTRICT: Revolver Pistols

GUARD DOG DRONES

CHARACTERISTICS
WEAPON MOVEMENT ARMOR BREAKPOINTS PRICE
AR-23 20 MpT 15 80 80 cR
LAS-5 20 MpT 15 80 90 cR
PHYSICAL ATTRIBUTES
HEIGHT 78 cm
WEIGHT 45 kg
SIZE Small
DRONE TRAITS
Combat Protocol: The Guard Dog Drone has an AR-23 Liberator or an LAS-5
Scythe. It reloads these Weapons as a Full Action. The Guard Dog will attack any
Opponent within 20 Meters and will not stop firing even if an Ally is in the way.
Evasive: The GREMLIN Drone is Small, meaning it is already at a -5 To Hit. On top
of that, the GREMLIN Drone has an Evasion Test of 70 to evade Attacks.
Backpack: The Guard Dog comes with a Backpack that must be worn. This is what
lets the Guard Dog know where its User is and how it charges itself.

17
HELLDIVER ARMOR

ARMOR MASS ARMOR RATING SPECIAL CAPABILITY


Lightweight Armor 19 kg HEAD ARMS CHEST LEGS • Armor holds 4 Stims and 4 Grenades.
19 18 19 17 • Lightweight Armor gives +5 to Agility when worn.
Medium Armor 25 kg HEAD ARMS CHEST LEGS • Armor holds 4 Stims and 4 Grenades.
20 19 21 19 • Standard Armor
Heavy Armor 31 kg HEAD ARMS CHEST LEGS • Armor holds 4 Stims and 4 Grenades.
22 22 24 23 • -5 Penalty to Reactions and -10 Penalty to Agility Characteristic

VARIANT DESCRIPTION PRICE


Engineering While Crouching or Prone, gain +5 To Hit. Armor can hold up to 6 Grenades. 46 cR
Med-Kit Armor can hold up to 6 Stims. Stims will heal +5 Wounds with each use. 55 cR
Democracy Protects Once only, if the Character would go Unconscious or Die from an Attack, the Character will stay at 1 Wound. 60 cR
Fortified Character ignores the extra Damage caused by Kill Radius. -10 to Agility. 75 cR
Scout Gives the User a +30 Bonus to Camouflage and Athletics Tests used for stealth. 79 cR
Extra-Padding Gives the User +4 to all Armor Locations. 78 cR
Servo-Assisted +25 to Strength when finding Throwing distance. Gives User +3 Strength Modifier for Melee Attacks. 77 cR

HELLDIVER EQUIPMENT
PACKS
BACKPACKS ABILITY WEIGHT COST
The Jump Pack allows the Character to boost, multiplying their Jump Height by 10. The Jump Pack may 12.7 Kg 100 cR
Jump Pack also allow the User to hover in place for a Full Action. And finally, the Jump Pack can be used to stop
Falling Damage. Each of these uses will force the Jump Pack to recharge for 2 Turns.
Shield Generator The Shield Generator Pack is a backpack that creates an Energy Shield around the User. This has a Shield 10.4 kg 120 cR
Pack Integrity of 100, a Recharge of 100, and a Delay of 15.
A backpack that holds 4 full sets of Ammunition for whoever takes from it. Each use will completely refill 14.5 kg 120 cR
Supply Pack
a User’s magazines for their Weapons and 2 Grenades.

MEDICAL
EQUIPMENT BENEFITS WEIGHT COST
Stim Used as a Full Action, a Stim is a medical device that removes 2D5 Fatigue and heals 3D10 Wounds with each 0.2 5
use. Stims come with a single use and must be discarded.
Super Stim Used as a Full Action, a Super Stim is a medical device that removes 3D5 Fatigue and heals 5D10 Wounds 0.4 15
with each use. Super Stims come with a single use and must be discarded.

HELLDIVER BOOSTERS

BOOSTERS ABILITY COST


Hellpod Removes the -10 Penalty from steering Hellpods. Gives a +10 Bonus to steering a Hellpod and doubles the distance 180 cR
Optimization they can travel when being steered.
Vitality Gives the Characters a +4 to Damage Resistance. 200 cR
Enhancement
UAV Recon Increases the Characters’ UAV Recon Radar to 40 Meters. 180 cR
Stamina The Characters ignore the first two levels of Fatigue. 180 cR
Enhancement
Muscle Halves Penalties from Difficult and Dangerous Terrain, gives +2 Damage to Melee Attacks.
Enhancement
Increased Gives +5 to the total Party Luck that all Characters can choose from. 250 cR
Reinforcements
Ammunition Gives the User +1 Magazine to all Weapons. If a weapon uses a set amount of Ammunition instead of Magazines, 150 cR
Optimization Tanks, etc., then the Character gains 25% more, to a minimum of 1, ammunition listed.
Quickness Gives the Characters a +1 to Agility Modifier when figuring Movement Speeds. 200 cR
Enhancement
Eyesight Booster Increases the Characters’ Perception by +20 when figuring Perceptive Range. 190 cR
Reinforcement Once the Characters run out of Party Luck for reinforcements, every 10 Turns the Party Luck will be increased by 1, 200 cR
Budget to a maximum of how many Player Characters there are in the game.

18
STRATAGEMS

ORBITAL STRATAGEMS
Orbital Stratagems cannot be Rearmed.

Orbital Precision Strike


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Orbital Stratagem 5D10 +20 24 1D5 Scatter 1 Turn 1 Half Action 9 Turns Unlimited 260
Quickly drops a single large explosive that Scatters 1D5 Meters. Blast (15), Kill (5).

Orbital Gas Strike


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Orbital Stratagem -- -- -- 30 Meter Radius 1 Half Action 16 Half Actions 7 Turns Unlimited 260
Quickly drops a large gas bomb that deals 2D5 Damage, ignoring Armor Resistance, for each Half Action a Character is inside the gas. The gas is ineffective against Characters with vacuum-sealed
suits and against robotic Characters.

Orbital Smoke Strike


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Orbital Stratagem -- -- -- 30 Meter Radius 1 Half Action 10 Turns 9 Turns Unlimited 260
Quickly drops a large Smoke Bomb with Smoke (30) Special Rule with a 30 Meter radius. Lasts for 10 Turns before beginning to dissipate.

Orbital Gatling Barrage


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Orbital Stratagem 3D10 +20 24 30 Meter Radius 1 Turn 1 Half Action 8 Turns Unlimited 260
Each Character within the Radius must make a -40 Evasion Test. If Successful, the Character will not be struck. If failed, the Character gets struck. For every Degree of Failure, the Character will
be struck another time. Each strike against a Character has Blast (1).

Orbital Airburst Strike


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Orbital Stratagem (X)D10 +27 10 (X) Meter Radius 1 Turn 1 Half Action 10 Turns Unlimited 260
Each Character within the Radius are struck by a shotgun-like blast of shrapnel from above. There are three radiuses from the initial point of impact. The first is Blast (20), the second is Blast (15),
and the third is Blast (10).
Characters struck by Blast (20) take 4D10 Damage and have a -10 Penalty to Evasion. Characters struck by Blast (15) take 5D10 Damage and have a -20 Penalty to Evasion. Characters
struck by Blast (10) take 6D10 Damage and have a -40 Penalty to Evasion.

Orbital 120mm HE Barrage


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Orbital Stratagem 4D10 +17 22 3D10 Scatter 2 Turns 3 Turns 14 Turns Unlimited 500
Each Half Action active, the Orbital 120mm HE Barrage will drop 5 explosive shells with a Scatter of 3D10 Meters. The 120mm HE Barrage will be active for the first Half Action of the User’s Turn
for 3 Turns. Blast (6), Kill (3).

Orbital 380mm HE Barrage


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Orbital Stratagem 4D10 +19 25 5D10 Scatter 2 Turns 4 Turns 14 Turns Unlimited 500
Each Half Action active, the Orbital 380mm HE Barrage will drop 3 explosive shells with a Scatter of 5D10 Meters. The 380mm HE Barrage will be active for the first Half Action of the User’s Turn
for 4 Turns. Blast (12), Kill (5).

Orbital Walking Barrage


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Orbital Stratagem 3D10 +24 24 2D10 Scatter 2 Turns 6 Turns 14 Turns 3 660
For every Half Action of the User while active, the Walking Barrage will drop 1 explosive shell that Scatters 2D10 Meters away. Each Turn, the Walking Barrage’s target is moved away from the
User by 15 Meters. Blast (13), Kill (6).

Orbital Laser Sustained (4)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Orbital Stratagem 2D10 +18 80 30 Meter Radius 1 Turn 15 Turns 15 Turns 3 660
Cauterize Special Rule. Blast (1), Flame (2). Once active, the Orbital Laser will track down targeted Characters that are closest to it at the time. The Laser can move at 20 Meters per Turn. The
Orbital Laser has a Blast of (1) and automatically hits a Target that it can reach during the Turn. However, when it strikes, it will always only be considered to have 1 Degree of Success for the
Attack, allowing it to be evaded. Within Blast (2) of the Laser, Characters will receive Flame (1).

Orbital Railcannon Strike


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Orbital Stratagem 7D10 +58 48 10 Meters Target 1 Half Action 1 Half Action 13 Turns Unlimited 660
Once called in, the Orbital Railcannon Strike will target the largest or strongest Character within a 10 Meter Radius. The Railcannon Strike will prioritize buildings of interest and large-scale
vehicles, Terminids, and buildings of interest. The GM gets to choose, not the Player. Blast (2), Kill (1).

19
EAGLE STRATAGEMS
All Eagle Stratagems have a 10 Turn Rearm that refreshes the Uses left on all Eagle Stratagems. The Rearm can only be used once all Uses have
been depleted from a single Stratagem.

Eagle Strafing Run


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Eagle Stratagem 4D10 +21 13 Carpet (5,15) 1 Half Action 1 Half Action 5 Turns 3 100
All Characters within a 5 Meter width and a 15 Meter length will be struck by the Strafing Run. Characters in the attack area must make a -60 Evasion Test. If Successful, the Character will not be
struck. If failed, the Character gets struck. For every Degree of Failure, the Character will be struck another time.

Eagle Airstrike
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Eagle Stratagem 6D10 +13 19 10 Meter Spread 1 Half Action 1 Half Action 5 Turns 2 260
The Eagle Airstrike strikes 5 times, each at 10 Meters apart, in a straight line. Blast (10), Kill (5). Each strike is pinpoint accurate in its location.

Eagle Airstrike
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Eagle Stratagem 6D10 +13 19 10 Meter Spread 1 Half Action 1 Half Action 5 Turns 2 260
The Eagle Airstrike strikes 5 times, each at 10 Meters apart, in a straight line. Blast (10), Kill (5). Each strike is pinpoint accurate in its location.

Eagle Cluster Bomb


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Eagle Stratagem 4D10 +18 13 30 Meter Radius 2 Half Actions 1 Half Action 5 Turns 4 260
The Eagle Cluster Bomb strikes multiple times in a 30 Meter Radius. Characters within the Radius must make a -40 Penalty Evasion Test. If Successful, the Character is only struck once. If failed,
the Character is struck twice, and any Degrees of Failure will have the Character struck a third time. Each Character struck is targeted by Blast (2), Kill (1).

Eagle Napalm Strike


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Eagle Stratagem 4D10 +10 24 10 Meter Spread 1 Half Action 1 Half Action 5 Turns 2 330
The Eagle Napalm strikes 5 times, each at 10 Meters apart, in a straight line. Blast (10), Kill (5). Each dealing Flame (2D5).

Eagle Smoke Strike


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Eagle Stratagem 4D10 +10 24 10 Meter Spread 1 Half Action 1 Half Action 5 Turns 2 330
The Eagle Smoke strikes 5 times, each at 10 Meters apart, in a straight line. Each strike lands with Smoke (30) Special Rule with a 10 Meter radius. Lasts for 10 Turns before beginning to dissipate.

Eagle 110mm Rocket Pods


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Eagle Stratagem 3D10 +20 18 20 Meter Radius 1 Half Action 1 Half Action 5 Turns 2 500
The Eagle 110mm Rocket Pods targets the largest creature within a 20 Meter radius of the beacon. The 110mm Rocket Pods is Burst (3) with a -35 Penalty to Evasion. Blast (7), Kill (4).

Eagle 500kg Bomb


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Eagle Stratagem 10D10 +26 40 20 Meter Radius 1 Half Action 1 Half Action 5 Turns 1 500
The Eagle 500kg Bomb is a massive pinpoint-accurate bomb that has a large blast. Blast (20), Kill (10).

ENGINEERING, WORKSHOP, AND EQUIPMENT STRATAGEMS


Engineering, Workshop, and Equipment Stratagems cannot be Rearmed.

Automated Sentry Guns


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Workshop -- -- -- -- 1 Turn -- 12 Turns Unlimited --
Quickly launches down a Hellpod with an Automated Sentry of the Player’s choice. The price of the Automated Sentry Gun Stratagem is 0, but can only be used when the Character owns the
chosen Automated Sentry found in the Armory section of the handbook. Each Automated Sentry is purchased separately and the stratagems must be used and tracked separately.

Ballistic Shield Backpack


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Workshop -- -- -- -- 1 Turn -- 15 Turns Unlimited --
Quickly launches down a Hellpod with the Ballistic Shield Backpack. The price of the Ballistic Shield Backpack Stratagem is 0 but can only be used when the Character owns the Ballistic Shield
Backpack found in the Armory section of the Handbook.

Guard Dog
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Workshop -- -- -- -- 1 Turn -- 16 Turns Unlimited (X)
Quickly launches down a Hellpod with the Guard Dog of the Player’s choice. The price of the Guard Dog Stratagem is 0 but can only be used when the Character owns the chosen Guard Dog drone
found in the Equipment section of the handbook. Each Guard Dog Drone is purchased separately and the stratagems must be used and tracked separately.

Patriot Exosuit
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Engineering -- -- -- -- 3 Turns -- 20 Turns 2 (X)
Quickly launches an awaiting aerial vehicle that drops off the Patriot Exosuit. The price of the Patriot Exosuit Stratagem is 0 but can only be used when the Character owns the chosen Patriot
Exosuit found in the Vehicle section of the handbook. Each Patriot Exosuit is purchased separately and the Stratagems must be used and tracked separately.

20
Shield Generator Pack
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Equipment -- -- -- -- 1 Turn -- 16 Turns Unlimited --
Quickly launches down a Hellpod with the Shield Generator Pack. The price of the Shield Generator Pack Stratagem is 0 but can only be used when the Character owns the Shield Generator Pack
found in the Equipment section of the Handbook.

Jump Pack
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Equipment -- -- -- -- 1 Turn -- 16 Turns Unlimited --
Quickly launches down a Hellpod with the Jump Pack. The price of the Jump Pack Stratagem is 0 but can only be used when the Character owns the Jump Pack found in the Equipment section of
the Handbook.

Supply Pack
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Equipment -- -- -- -- 1 Turn -- 16 Turns Unlimited --
Quickly launches down a Hellpod with the Supply Pack. The price of the Supply Pack Stratagem is 0 but can only be used when the Character owns the Supply Pack found in the Equipment section
of the Handbook.

Emplacement Sentry
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Workshop -- -- -- -- 1 Turn -- 12 Turns Unlimited --
Quickly launches down a Hellpod with the HMG Emplacement. The price of the HMG Emplacement Stratagem is 0 but can only be used when the Character owns the E/MG-101 HMG Emplacement
found in the Armory section of the handbook.

Shield Generator Relay


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Workshop -- -- -- -- 1 Half Action -- 9 Turns Unlimited --
Launches down a Shield Generator Relay that creates an Energy Shield with a massive 5 Meter radius dome around the point of impact. The Energy Shield has a Shield Integrity of 1,000 with no
Recharge and no Delay. The Shield Generator Relay will last for 10 Turns or until the Shield Integrity is reduced to 0.

A/AC-6 Tesla Tower


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Workshop 1D10 +20 40 5 Meters 1 Turn 10 Turns 11 Turns Unlimited 500
Cauterize Special Rule. Launches a Hellpod with a built-in A/AC-6 Tesla Tower. The Tesla Tower creates powerful plasma arcs that strikes all Characters that enter its radius unless the Character
is Prone. Characters within the Tower’s Range are struck 2 times per Half Action that cannot be Evaded. The Tower has 100 Breakpoints and 16 Armor. The Tower will run out of Battery after 10
Turns and will deconstruct itself.

MD-6 Anti-Personnel Minefield


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Workshop 3D10 +16 24 10 Meters 2 Turns Full Action 12 Turns Unlimited 100
Launches a Hellpod with a mine-launching Tower. The minefield created is a 10 Meter radius and any Character that enters that Radius will take two sets of Damage. Once 8 total sets of Damage
have been dealt, the Minefield is depleted. The Tower, itself, will deconstruct itself once the Minefield is deployed. Each set of Damage sets off a Blast (7), Kill (4) Attack.

MD-6 Anti-Personnel Minefield


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Workshop 2D10 +12 28 10 Meters 2 Turns Full Action 12 Turns Unlimited 260
Launches a Hellpod with a mine-launching Tower. The minefield created is a 10 Meter radius and any Character that enters that Radius will take two sets of Damage. Once 8 total sets of Damage
have been dealt, the Minefield is depleted. The Tower, itself, will deconstruct itself once the Minefield is deployed. Each set of Damage sets off a Blast (7), Kill (4) Attack with Flame (1D10).

Weapon Pod
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Equipment -- -- -- -- 1 Turn -- 16 Turns Unlimited --
Quickly launches down a Hellpod with a Weapon that is already owned by the Character. The price of the Weapon Pod is 0 but can only be used for Weapons already owned.

Helldiver Pod
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE CALL-IN TIME ACTIVE LENGTH COOLDOWN USES PRICE
Equipment -- -- -- -- 2 Turns 1 Full Action 1 Turn Unlimited --
Quickly launches down a Hellpod to bring in a Character who had to Burn Luck. The Character takes 2 Turns to be called in and can steer the pod as a Full Action after the two Turns are up.

21
STRATAGEM SHIP MODULES

MODULES ABILITY COST


Gives the User +1 Magazine to all Weapons called in from a Stratagem. If a weapon uses a set amount of Ammunition 75 cR
Donation Access
instead of Magazines, Tanks, etc., then the Character gains 25% more, to a minimum of 1, ammunition listed.
Streamlined Request Weapon Pod Stratagem cooldown reduced by 3 Turns, to a minimum of 1. 60 cR
Process
The following Stratagems have their Cooldown reduced by 2 Turns, to a minimum of 1. Shield Generator Relay, Supply 100 cR
Hand Carts
Pack, Jump Pack, Shield Generator Pack, Guard Dog, and Ballistic Shield Backpack.
Targeting Software Call-in Time for all Orbital Stratagems reduced by 1 Half Action, to a minimum of 1. 100 cR
Liquid-Ventilated Cooldown timer for Eagle Stratagems reduced by 2 Turns, to a minimum of 1. 100 cR
Cockpit
Synthetic Cooldown timer for all Automated and Emplacement Sentry weapons reduced by 2 Turns, to a minimum of 1. 100 cR
Supplementation
Dynamic Tracking Call-In time for all Automated and Emplacement Sentry weapons reduced to 1 Half Action. 100 cR
Pit Crew Hazard Pay Eagle Stratagem Rearm time is reduced by 2 Turns, to a minimum of 1. 80 cR
Shock Absorption The ammunition that comes with an Automated and Emplacement Sentry weapons is increased by 50%. 75 cR
Gel
Advanced Increases the Breakpoints of Automated and Emplacement Sentry weapons by 50%. 50 cR
Construction
Expanded Weapons Eagle Stratagem Uses increased by +1. 175 cR
Bay
Exploding Shrapnel Orbital Stratagems have their Blast Radius increased by 2 and Kill Radius increased by 1. 120 cR
More Guns Orbital “Barrage” Stratagems gain one extra Attack per use. 120 cR
Zero-G Breech Orbital Stratagems have their Cooldown reduced by 2 Turns, to a minimum of 1. 100 cR
Loading
Nuclear Radar Increases the Character’s ping radius by 50 Meters. 75 cR
Power Steering Increases the distance a Hellpod can be steered is increased by 10 Meters. 60 cR
Rapid Launch The following Stratagems have their Call-In Time reduced by 1 Half Action, to a minimum of 1 Half Action: Shield 100 cR
System Generator Relay, Tesla Tower, Anti-Personnel Minefield, Incendiary Mines, and Emplacement Sentry.
High-Quality Emplacement Sentries can rotate twice as fast. 75 cR
Lubricant

22
VEHICLES
EXO-45 Patriot Exosuit

COST DEFEAT EXPERIENCE


680 cR 135 Exp
CHARACTERISTICS
STRENGTH MYTHIC STRENGTH AGILITY MYTHIC AGILITY
35 +12 40 +4
PHYSICAL ATTRIBUTES
LENGTH WIDTH HEIGHT WEIGHT
2.0 M 2.8 M 3.9 M 2.2 Tonnes
CUSTOMIZATION AND SIZE CATEGORY
SIZE POINTS WEAPON POINTS SIZE CATEGORY REACH
2 6 Hulking +3
MELEE
UNARMED PUNCH STOMP
3D10 + (Strength Modifier) 4D10 + (Stomp), Slow Special Rule
CREW AND COMPLEMENT
CREW COMPLEMENT
1 Operator --
BREAKPOINTS
WEP MOB ENG OP HULL
60 110 60 70 150
ARMOR
HEAD ARMS CHEST LEGS
40 40 40 38
INFORMATION
2 Legs, 2 Arms.
STANDARD PATRIOT EXOSUIT COST
[O] EXO/MG-44 Patriot Machine Gun 680 cR
[O] EXO/EAT-12 Patriot Rocket

EXO/MG-44 Patriot Machine Gun Auto (10) Vehicle Weapon


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE LOADER RELOAD AMMUNITION PRICE
General Machine Gun 3D10 +17 12 45m-800m 400 15 Half Actions 12.7x99mm 83
[UD]. The primary weapon of the Patriot Exosuit. Comes with one Loader of ammo.

EXO/EAT-12 Patriot Rocket Semi-Auto (1) Vehicle Weapon


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE LOADER RELOAD AMMUNITION PRICE
Rocket Launcher 3D10 +32 19 30m-200m 14 13 Half Actions 90mm Rocket 85
[UD]. The secondary weapon of the Patriot Exosuit. Comes with one Loader of ammo.

23
BESTIARY

TERMINIDS

BASIC SCAVENGER POUNCER SCAVENGER


CHARACTERISTICS CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR STR TOU AGI WFR WFM INT PER CRG CHA LDR
30 10 20 5 25 10 20 30 20 15 25 10 30 5 25 10 20 30 20 15
+1 +1 -- MYTHIC CHARACTERISTICS +1 +1 -- MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT centimeters ( ft.) HEIGHT Centimeters ( ft.)
WEIGHT kilograms ( lb.) WEIGHT Kilograms ( lb.)
SIZE Small SIZE Small
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
Crawler (Advanced): The Character can attach itself to walls and Crawler (Advanced): The Character can attach itself to walls and
surroundings. No Penalties for Difficult Terrain and gains +80 to surroundings. No Penalties for Difficult Terrain and gains +80 to
Climbing Actions. Climbing Actions.
Natural Weapon: Gives the Character +4 to Damage and +2 to Pierce Natural Weapon: Gives the Character +4 to Damage and +2 to Pierce
when using Unarmed Melee Attacks. when using Unarmed Melee Attacks.
Reinforcements: As an extended 2 Full Actions, the Character can Jump and Leap: The Character doubles their Jump and Leap distance.
alert other allied Characters within a massive 500 Meter radius. The Reinforcements: As an extended 2 Full Actions, the Character can
GM may decide how many Reinforcements and of what kind arrive. alert other allied Characters within a massive 500 Meter radius. The
EXPERIENCE PAYOUT WOUNDS LUCK GM may decide how many Reinforcements and of what kind arrive.
5 16 -- EXPERIENCE PAYOUT WOUNDS LUCK
7 16 --

BILE SPITTER SCAVENGER


CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR
30 10 20 15 15 10 20 30 20 15
-- +1 +1 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES
HEIGHT Centimeters ( ft.)
WEIGHT Kilograms ( lb.)
SIZE Small
SOLDIER TYPE TRAITS
Crawler (Advanced): The Character can attach itself to walls and
surroundings. No Penalties for Difficult Terrain and gains +80 to
Climbing Actions.
Natural Weapon: Gives the Character +4 to Damage and +2 to Pierce
when using Unarmed Melee Attacks.
Bile Spray: The Character is able to spit out Acid with the Spread
Special Rule as a Half Action. This deals Acid (5) and reaches out 5
Meters.
Reinforcements: As an extended 2 Full Actions, the Character can
alert other allied Characters within a massive 500 Meter radius. The
GM may decide how many Reinforcements and of what kind arrive.
EXPERIENCE PAYOUT WOUNDS LUCK
8 16 --

24
BASIC WARRIOR HIVE GUARD WARRIOR
CHARACTERISTICS CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR STR TOU AGI WFR WFM INT PER CRG CHA LDR
35 20 25 5 30 15 20 35 20 20 35 35 20 5 30 15 20 35 20 20
+3 +3 -- MYTHIC CHARACTERISTICS +3 +5 -- MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT Centimeters ( ft.) HEIGHT Centimeters ( ft.)
WEIGHT Kilograms ( lb.) WEIGHT Kilograms ( lb.)
SIZE Normal SIZE Normal
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
Melee Reach: The Character has a Melee Reach of +1. Melee Reach: The Character has a Melee Reach of +1.
Natural Weapon: Gives the Character +4 to Damage and +2 to Pierce Natural Weapon: Gives the Character +4 to Damage and +2 to Pierce
when using Unarmed Melee Attacks. when using Unarmed Melee Attacks.
Natural Armor (18): Natural Armor adds to the Character's Damage Natural Armor (20): Natural Armor adds to the Character's Damage
Resistance. Natural Armor is reduced to 5 when used with Armor. Resistance. Natural Armor is reduced to 5 when used with Armor.
Crawler: The Character can attach itself to walls and surroundings. No Hard Headed: The Character’s Head Armor is incredibly strong,
Penalties for Difficult Terrain and gains +40 to Climbing Actions. doubling its Natural Armor to 40.
EXPERIENCE PAYOUT WOUNDS LUCK Crawler: The Character can attach itself to walls and surroundings. No
15 36 -- Penalties for Difficult Terrain and gains +40 to Climbing Actions.
Bunker Down: As a Half Action, the Character can protect its body
with its Head armor, protecting the body legs behind the head. During
Bunker Down, the Character’s Natural Armor becomes 40 all-around
unless from Attacks from behind or from below. When the Character
is using Bunker Down, it can only take Half and Full Move Actions and
its Agility is reduced by half.
EXPERIENCE PAYOUT WOUNDS LUCK
40 44 --

BILE WARRIOR
CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR
30 25 25 5 30 15 20 35 20 20
+3 +3 -- MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES
HEIGHT Centimeters ( ft.)
WEIGHT Kilograms ( lb.)
SIZE Normal
SOLDIER TYPE TRAITS
Melee Reach: The Character has a Melee Reach of +1.
Natural Weapon: Gives the Character +4 to Damage and +2 to Pierce
when using Unarmed Melee Attacks.
Bile Detonation: On death, the Character will explode into a cloud of
Acid, dealing Acid (5) to all Characters within 1 meter.
Natural Armor (18): Natural Armor adds to the Character's Damage
Resistance. Natural Armor is reduced to 5 when used with Armor.
Crawler: The Character can attach itself to walls and surroundings. No
Penalties for Difficult Terrain and gains +40 to Climbing Actions.
EXPERIENCE PAYOUT WOUNDS LUCK
25 36 --

25
HUNTER STALKER
CHARACTERISTICS CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR STR TOU AGI WFR WFM INT PER CRG CHA LDR
40 20 45 5 30 20 25 30 20 20 50 40 40 5 30 20 25 30 20 25
+3 -- +1 MYTHIC CHARACTERISTICS +4 +3 -- MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT Centimeters ( ft.) HEIGHT Centimeters ( ft.)
WEIGHT Kilograms ( lb.) WEIGHT Kilograms ( lb.)
SIZE Normal SIZE Large
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
Natural Weapon: Gives the Character +4 to Damage and +2 to Pierce Natural Weapon: Gives the Character +4 to Damage and +2 to Pierce
when using Unarmed Melee Attacks. when using Unarmed Melee Attacks.
Jumping and Leaping: The Character doubles their Jump Height and Invisibility: The Character can turn invisible, giving them a +50 to
triples their Leaping Distance. Camouflage. The Invisibility is lost when the Character Attacks. It takes
Natural Armor (16): Natural Armor adds to the Character's Damage a Full Action to activate the Invisibility, but a Free Action to disable.
Resistance. Natural Armor is reduced to 5 when used with Armor. Natural Armor (20): Natural Armor adds to the Character's Damage
Crawler (Advanced): The Character can attach itself to walls and Resistance. Natural Armor is reduced to 5 when used with Armor.
surroundings. No Penalties for Difficult Terrain and gains +80 to Crawler: The Character can attach itself to walls and surroundings. No
Climbing Actions. Penalties for Difficult Terrain and gains +40 to Climbing Actions.
EXPERIENCE PAYOUT WOUNDS LUCK EXPERIENCE PAYOUT WOUNDS LUCK
40 38 -- 80 50 --

26
BILE SPEWER WHITE SPEWER
CHARACTERISTICS CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR STR TOU AGI WFR WFM INT PER CRG CHA LDR
35 45 10 40 30 20 25 40 20 30 35 50 20 40 30 20 25 40 20 30
+3 +4 -- MYTHIC CHARACTERISTICS +3 +5 -- MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT Centimeters ( ft.) HEIGHT Centimeters ( ft.)
WEIGHT Kilograms ( lb.) WEIGHT Kilograms ( lb.)
SIZE Hulking SIZE Hulking
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
Bile Spray: The Character is able to spit out Acid with the Spread Bile Spray: The Character is able to spit out Acid with the Spread
Special Rule as a Half Action. This deals Acid (10) and reaches out 10 Special Rule as a Half Action. This deals Acid (10) and reaches out 10
Meters. Meters.
Bile Detonation: On death, the Character will explode into a cloud of Bile Detonation: On death, the Character will explode into a cloud of
Acid, dealing Acid (5) to all Characters within 2 meters. Acid, dealing Acid (5) to all Characters within 2 meters.
Natural Weapon: Gives the Character +4 to Damage and +2 to Pierce Natural Weapon: Gives the Character +4 to Damage and +2 to Pierce
when using Unarmed Melee Attacks. when using Unarmed Melee Attacks.
Natural Armor (18): Natural Armor adds to the Character's Damage Natural Armor (20): Natural Armor adds to the Character's Damage
Resistance. Natural Armor is reduced to 5 when used with Armor. Resistance. Natural Armor is reduced to 5 when used with Armor.
Crawler: The Character can attach itself to walls and surroundings. No Crawler: The Character can attach itself to walls and surroundings. No
Penalties for Difficult Terrain and gains +40 to Climbing Actions. Penalties for Difficult Terrain and gains +40 to Climbing Actions.
EXPERIENCE PAYOUT WOUNDS LUCK EXPERIENCE PAYOUT WOUNDS LUCK
105 68 -- 120 76 --

NURSING SPEWER
CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR
35 40 10 40 30 20 25 40 20 30
+3 +3 -- MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES
HEIGHT Centimeters ( ft.)
WEIGHT Kilograms ( lb.)
SIZE Hulking
SOLDIER TYPE TRAITS
Bile Spray: The Character is able to spit out Acid with the Spread
Special Rule as a Half Action. This deals Acid (10) and reaches out 10
Meters.
Bile Detonation: On death, the Character will explode into a cloud of
Acid, dealing Acid (5) to all Characters within 2 meters.
Natural Weapon: Gives the Character +4 to Damage and +2 to Pierce
when using Unarmed Melee Attacks.
Natural Armor (16): Natural Armor adds to the Character's Damage
Resistance. Natural Armor is reduced to 5 when used with Armor.
Crawler: The Character can attach itself to walls and surroundings. No
Penalties for Difficult Terrain and gains +40 to Climbing Actions.
EXPERIENCE PAYOUT WOUNDS LUCK
95 64 --

27
CHARGER BEHEMOTH CHARGER
CHARACTERISTICS CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR STR TOU AGI WFR WFM INT PER CRG CHA LDR
45 50 45 40 30 20 25 40 20 30 45 50 45 40 30 20 25 40 20 30
+4 +8 -- MYTHIC CHARACTERISTICS +4 +8 -- MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT Centimeters ( ft.) HEIGHT Centimeters ( ft.)
WEIGHT Kilograms ( lb.) WEIGHT Kilograms ( lb.)
SIZE Giant SIZE Giant
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
Natural Weapon: Gives the Character +4 to Damage and +2 to Pierce Natural Weapon: The Character has a large horn that gives the
when using Unarmed Melee Attacks. Character +2 Melee Reach and gives the Character +5 to Damage and
Built Tough: Gives a +40 Bonus to Opposing Grapples or any Actions +8 to Pierce when using Unarmed Melee Attacks.
for falling over. Built Tough: Gives a +40 Bonus to Opposing Grapples or any Actions
Natural Armor (40): Natural Armor adds to the Character's Damage for falling over.
Resistance. Natural Armor is reduced to 5 when used with Armor. Natural Armor (44): Natural Armor adds to the Character's Damage
Crawler: The Character can attach itself to walls and surroundings. No Resistance. Natural Armor is reduced to 5 when used with Armor.
Penalties for Difficult Terrain and gains +40 to Climbing Actions. Crawler: The Character can attach itself to walls and surroundings. No
Weak Point: The Character has a Weak Point on the back that reduces Penalties for Difficult Terrain and gains +40 to Climbing Actions.
the Character’s Armor down to 20 when struck. Weak Point: The Character has a Weak Point on the back that reduces
Charge: The Character doubles their Agility when figuring Charge the Character’s Armor down to 20 when struck.
distance. Charge: The Character doubles their Agility when figuring Charge
EXPERIENCE PAYOUT WOUNDS LUCK distance.
165 88 -- EXPERIENCE PAYOUT WOUNDS LUCK
170 88 --

28
BROOD COMMANDER BILE TITAN
CHARACTERISTICS CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR STR TOU AGI WFR WFM INT PER CRG CHA LDR
45 50 65 5 30 35 35 55 45 55 50 65 30 5 35 20 30 60 35 40
+5 +6 -- MYTHIC CHARACTERISTICS +8 +9 -- MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT Centimeters ( ft.) HEIGHT Centimeters ( ft.)
WEIGHT Kilograms ( lb.) WEIGHT Kilograms ( lb.)
SIZE Huge SIZE Great
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
Reinforcements: As a Full Action, the Character can alert other allied Extreme Sweep: The Bile Titan can make a Half Action Melee Attack
Characters within a massive 1,000 Meter radius. The GM may decide that doubles their Strength Modifier when finding Damage and Pierce.
how many Reinforcements and of what kind arrive. This Attack sweeps up to 6 Meters out from the Character.
Natural Weapon: Gives the Character +4 to Damage and +2 to Pierce Massive Natural Weapon: Gives the Character +5 to Damage and +2
when using Unarmed Melee Attacks. to Pierce when using Unarmed Melee Attacks. Targets struck must
Built Tough: Gives a +40 Bonus to Opposing Grapples or any Actions make a -20 Toughness Test. If failed, the Target is sent flying 1D5
for falling over. Meters and is left Prone on the ground. If successful, the Target is
Natural Armor (25): Natural Armor adds to the Character's Damage pushed back 1D5 Meters but is not left Prone.
Resistance. Natural Armor is reduced to 5 when used with Armor. Built Tough: Gives a +80 Bonus to Opposing Grapples or any Actions
Crawler: The Character can attach itself to walls and surroundings. No for falling over.
Penalties for Difficult Terrain and gains +40 to Climbing Actions. Natural Armor (50): Natural Armor adds to the Character's Damage
Head Armor: The Character has a strong, large Head armor plating Resistance. Natural Armor is reduced to 5 when used with Armor.
that protects a large portion of their body. Attacks against the Head Crawler: The Character can attach itself to walls and surroundings. No
will double the Character’s Natural Armor to 40. The Head armor Penalties for Difficult Terrain and gains +40 to Climbing Actions.
protects the Body, shoulders, and rear legs from any Attack from the Weak Point: The Character has a Weak Point on the back that reduces
front. Once the Head has blocked 50 or more Damage, the head will the Character’s Armor down to 20 when struck.
break off, activating Relentless. EXPERIENCE PAYOUT WOUNDS LUCK
Weak Point: The Character has a Weak Point on the back that reduces 230 156 --
the Character’s Armor down to 20 when struck.
Relentless: The Character will still continue to attack and charge the
last known location of its Target even if it has lost its head or has died
from damage to Wounds. The Character will Attack for another 5
Turns, Attacking without Penalty. The Character must be brought to
its Wounds in the negatives to stay dead.
Once the Character enters the Relentless state, it loses its
Natural Armor.
Bunker Down: As a Half Action, the Character can protect its body
with its Head armor, protecting the body legs behind the head. During
Bunker Down, the Character’s Natural Armor becomes 40 all-around
unless from Attacks from behind or from below. When the Character
is using Bunker Down, it can only take Half and Full Move Actions and
its Agility is reduced by half.
EXPERIENCE PAYOUT WOUNDS LUCK
220 96 --

29
AUTOMATONS

TROOPER RAIDER
CHARACTERISTICS CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR STR TOU AGI WFR WFM INT PER CRG CHA LDR
45 35 10 30 25 40 35 45 25 10 45 35 10 35 15 40 35 45 25 10
-- -- +1 MYTHIC CHARACTERISTICS -- -- +1 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT Centimeters ( ft.) HEIGHT Centimeters ( ft.)
WEIGHT Kilograms ( lb.) WEIGHT Kilograms ( lb.)
SIZE Normal SIZE Normal
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
Robotic: The Character does not need to breathe. The Character Robotic: The Character does not need to breathe. The Character
cannot be suffocated, cannot drown, is immune to Radiation, Fatigue, cannot be suffocated, cannot drown, is immune to Radiation, Fatigue,
and Extreme Temperatures. and Extreme Temperatures.
The Character is Stunned when struck by the EMP Special The Character is Stunned when struck by the EMP Special
Rule for as long as EMP (X) in Half Actions. Rule for as long as EMP (X) in Half Actions.
Reinforcements: As an extended 2 Full Actions, the Character can Reinforcements: As an extended 2 Full Actions, the Character can
alert other allied Characters within a massive 500 Meter radius. The alert other allied Characters within a massive 500 Meter radius. The
GM may decide how many Reinforcements and of what kind arrive. GM may decide how many Reinforcements and of what kind arrive.
Armored (18): The Character has the listed Armor on all Locations. Armored (18): The Character has the listed Armor on all Locations.
Armed: The Character has an Automaton Assault Rifle. Armed: The Character has an Automaton Rocket Launcher.
Weak Point: The Character has a Weak Point on the back that reduces Weak Point: The Character has a Weak Point on the back that reduces
the Character’s Armor down to 15 when struck. the Character’s Armor down to 15 when struck.
EXPERIENCE PAYOUT WOUNDS LUCK EXPERIENCE PAYOUT WOUNDS LUCK
40 24 -- 35 24 --

BRAWLER ASSAULT
CHARACTERISTICS CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR STR TOU AGI WFR WFM INT PER CRG CHA LDR
45 45 30 10 40 40 35 45 25 10 45 35 10 35 25 40 35 45 25 10
-- +2 +2 MYTHIC CHARACTERISTICS -- -- +1 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT Centimeters ( ft.) HEIGHT Centimeters ( ft.)
WEIGHT Kilograms ( lb.) WEIGHT Kilograms ( lb.)
SIZE Normal SIZE Normal
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
Robotic: The Character does not need to breathe. The Character Robotic: The Character does not need to breathe. The Character
cannot be suffocated, cannot drown, is immune to Radiation, Fatigue, cannot be suffocated, cannot drown, is immune to Radiation, Fatigue,
and Extreme Temperatures. and Extreme Temperatures.
The Character is Stunned when struck by the EMP Special The Character is Stunned when struck by the EMP Special
Rule for as long as EMP (X) in Half Actions. Rule for as long as EMP (X) in Half Actions.
Reinforcements: As an extended 2 Full Actions, the Character can Reinforcements: As an extended 2 Full Actions, the Character can
alert other allied Characters within a massive 500 Meter radius. The alert other allied Characters within a massive 500 Meter radius. The
GM may decide how many Reinforcements and of what kind arrive. GM may decide how many Reinforcements and of what kind arrive.
Armored (18): The Character has the listed Armor on all Locations. Armored (18): The Character has the listed Armor on all Locations.
Armed: The Character has one Automaton Blade in each hand. Armed: The Character has an Automaton Blade and Pistol.
Weak Point: The Character has a Weak Point on the back that reduces Weak Point: The Character has a Weak Point on the back that reduces
the Character’s Armor down to 15 when struck. the Character’s Armor down to 15 when struck.
EXPERIENCE PAYOUT WOUNDS LUCK Jump Pack: The Character can boost 12 Meters into the air, towards a
80 36 -- Target, or safely land by using this Jump Pack. The Jump Pack has a 2
Turn recharge. The Jump Pack will detonate when the Character dies,
dealing 4D10+12 Damage, Pierce of 15, and Blast (4), Kill (2).
EXPERIENCE PAYOUT WOUNDS LUCK
45 24 --

30
MARAUDER COMMISSAR
CHARACTERISTICS CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR STR TOU AGI WFR WFM INT PER CRG CHA LDR
45 35 10 30 25 40 35 45 25 10 45 30 30 45 50 45 35 45 35 50
-- -- +1 MYTHIC CHARACTERISTICS -- -- +1 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT Centimeters ( ft.) HEIGHT Centimeters ( ft.)
WEIGHT Kilograms ( lb.) WEIGHT Kilograms ( lb.)
SIZE Normal SIZE Normal
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
Robotic: The Character does not need to breathe. The Character Robotic: The Character does not need to breathe. The Character
cannot be suffocated, cannot drown, is immune to Radiation, Fatigue, cannot be suffocated, cannot drown, is immune to Radiation, Fatigue,
and Extreme Temperatures. and Extreme Temperatures.
The Character is Stunned when struck by the EMP Special The Character is Stunned when struck by the EMP Special
Rule for as long as EMP (X) in Half Actions. Rule for as long as EMP (X) in Half Actions.
Reinforcements: As an extended 2 Full Actions, the Character can Reinforcements: As an extended 2 Full Actions, the Character can
alert other allied Characters within a massive 500 Meter radius. The alert other allied Characters within a massive 1,000 Meter radius. The
GM may decide how many Reinforcements and of what kind arrive. GM should know that the Commissar can call in a large amount of
Armored (18): The Character has the listed Armor on all Locations. reinforcements and should only use this when the GM wants to
Armed: The Character has an Automaton Rapid-Fire Cannon. heavily increase the amount of enemies. Can call in up to 5 Dropships.
Weak Point: The Character has a Weak Point on the back that reduces Armored (22): The Character has the listed Armor on all Locations.
the Character’s Armor down to 15 when struck. Armed: The Character has an Automaton Blade and Heavy Pistol.
Explosion: On death, the heatsinks and the Rapid-Fire Cannon will Grenades: The Character has Automaton Grenades they can throw
detonate, exploding and dealing a single set of Damage from the out to 20 Meters without Penalty.
Rapid-Fire Cannon in a Blast (5), Kill (2) radius. Weak Point: The Character has a Weak Point on the back that reduces
EXPERIENCE PAYOUT WOUNDS LUCK the Character’s Armor down to 15 when struck.
35 24 -- EXPERIENCE PAYOUT WOUNDS LUCK
145 42 --

31
BERSERKER DEVASTATOR
CHARACTERISTICS CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR STR TOU AGI WFR WFM INT PER CRG CHA LDR
65 50 50 5 55 35 35 50 25 10 65 55 15 35 40 35 30 50 15 10
+1 +4 +1 MYTHIC CHARACTERISTICS +6 +4 +1 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
HEIGHT Centimeters ( ft.) HEIGHT Centimeters ( ft.)
WEIGHT Kilograms ( lb.) WEIGHT Kilograms ( lb.)
SIZE Large SIZE Huge
SOLDIER TYPE TRAITS SOLDIER TYPE TRAITS
Robotic: The Character does not need to breathe. The Character Robotic: The Character does not need to breathe. The Character
cannot be suffocated, cannot drown, is immune to Radiation, Fatigue, cannot be suffocated, cannot drown, is immune to Radiation, Fatigue,
and Extreme Temperatures. and Extreme Temperatures.
The Character is Stunned when struck by the EMP Special The Character is Stunned when struck by the EMP Special
Rule for as long as EMP (X) in Half Actions. Rule for as long as EMP (X) in Half Actions.
Armored (30): The Character has the listed Armor on all Locations. Armored (40): The Character has the listed Armor on all Locations.
Armed: The Character has an Automaton Chainblades. Armed: The Character has one of the following weapons:
Weak Point: The Character has a Weak Point on the back that reduces • Automaton Gatling Cannon
the Character’s Armor down to 18 when struck. • Automaton Shield and Automaton Machine Gun
EXPERIENCE PAYOUT WOUNDS LUCK • Automaton Shoulder-Mounted Multi-Rocket Launcher
145 54 -- Weak Point: The Character has a Weak Point on the back that reduces
the Character’s Armor down to 20 when struck.
EXPERIENCE PAYOUT WOUNDS LUCK
150 72 --

32
HULK ANNIHILATOR TANK
CHARACTERISTICS
STR TOU AGI WFR WFM INT PER CRG CHA LDR
75 75 10 30 40 35 30 50 15 10
+6 +8 +1 MYTHIC CHARACTERISTICS
PHYSICAL ATTRIBUTES
HEIGHT Centimeters ( ft.)
WEIGHT Kilograms ( lb.)
SIZE Hulking
SOLDIER TYPE TRAITS
Robotic: The Character does not need to breathe. The Character
cannot be suffocated, cannot drown, is immune to Radiation, Fatigue,
and Extreme Temperatures. DEFEAT EXPERIENCE
The Character is Stunned when struck by the EMP Special 215 Exp
Rule for as long as EMP (X) in Half Actions. MOBILITY
Armored (50): The Character has the listed Armor on all Locations. ACCELERATE BRAKE TOP SPEED MANEUVER
Armed: The Character has one of the following weapon sets: 20 MpT 20 MpT 40 MpT 10
• Two Automaton Autocannons and two Automaton Rocket PHYSICAL ATTRIBUTES
Launchers LENGTH WIDTH HEIGHT WEIGHT
• Two Automaton Buzzsaws and two Automaton 10.0 M 7.8 M 2.8 M 20.4 Tonnes
Flamethrowers CREW AND COMPLEMENT
• Automaton Rocket Pod CREW
Weak Point: The Character has a Weak Point on the back that reduces 1 Operator, 1 Gunner
the Character’s Armor down to 20 when struck. BREAKPOINTS
EXPERIENCE PAYOUT WOUNDS LUCK WEP MOB ENG OP HULL
195 126 -- 100 85 120 120 150
ARMOR
FRONT BACK SIDE TOP BOTTOM
35 30 45 35 30
INFORMATION
All-Terrain, Heavy Plating. Two Tread Vehicle.
The Character has a Weak Point on the back that reduces the
Character’s Armor down to 20 when struck.
ANNIHILATOR TANK ARMAMENT
[G] Automaton Tank Cannon
SHREDDER TANK ARMAMENT
[G] Quad Heavy Machine Gun

33
AUTOMATON DROPSHIP SCOUT STRIDER

DEFEAT EXPERIENCE EXPERIENCE


105 Exp 80 Exp
MOBILITY CHARACTERISTICS
ACCELERATE BRAKE TOP SPEED MANEUVER STRENGTH MYTHIC STRENGTH AGILITY MYTHIC AGILITY
60 MpT 60 MpT 400 MpT 20 45 +10 50 +6
PHYSICAL ATTRIBUTES PHYSICAL ATTRIBUTES
LENGTH WIDTH HEIGHT WEIGHT LENGTH WIDTH HEIGHT WEIGHT
20.0 M 14.8 M 3.4 M 10.4 Tonnes 2.8 M 5.8 M 4.3 M 3.2 Tonnes
CREW AND COMPLEMENT CUSTOMIZATION AND SIZE CATEGORY
CREW COMPLEMENT SIZE CATEGORY REACH
1 Operator, 1 Gunner 10 Passengers Giant +4
BREAKPOINTS MELEE
WEP MOB ENG OP HULL STOMP
100 160 180 150 180 4D10 + (Stomp), Slow Special Rule
ARMOR CREW AND COMPLEMENT
FRONT BACK SIDE TOP BOTTOM CREW
30 25 32 25 27 1 Operator
INFORMATION BREAKPOINTS
Open-Top and Heavy Plating. 4 Jets WEP MOB ENG OP HULL
Open-Top only applies to the Passengers. 50 100 65 40 100
Armor is reduced to 20 when attacking the ENG Location. ARMOR
FRONT BACK SIDE TOP BOTTOM
21 20 22 24 26
INFORMATION
Open Top Special Rule. 2 Legs
The Character driving this Walker is only protected from the front.
ARMAMENT
[G] Two Automaton Autocannons

AUTOMATON RANGE WEAPONS


Automaton Pistol Semi-Auto (3) Weight (1.0 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE BATTERY RELOAD AMMUNITION
Pistol 2D10 +10 15 10m-65m 30 4 Half Actions --
[UD] [OH]. Cauterize Special Rule. Comes with 3 Batteries.

Automaton Heavy Pistol Semi-Auto (2) or Auto (1) Weight (1.5 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE BATTERY RELOAD AMMUNITION
Pistol 3D10 +14 16 20m-100m 15 5 Half Actions --
[UD] [OH]. Flame (1D5) and Cauterize Special Rule. Comes with 3 Batteries.

Automaton Rifle Semi-Auto (2) or Auto (7) Weight (3.1 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE BATTERY RELOAD AMMUNITION
Pistol 2D10 +10 17 40m-450m 40 5 Half Actions --
[UD] [TH]. Cauterize Special Rule. Comes with 2 Batteries.

34
Automaton Rocket Launcher Semi-Auto (1) Weight (13.0 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE TUBE RELOAD AMMUNITION
Pistol 3D10 +20 15 20m-300m 1 10 Half Actions --
[UD] [TH] [HW]. Blast (8), Kill (3).

Automaton Gatling Cannon Auto (4) Weight (14.3 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE BATTERY RELOAD AMMUNITION
Pistol 4D10 +4 19 40m-450m 40 5 Half Actions --
[UD] [TH] [HW]. Cauterize Special Rule.

Automaton Machine Gun Auto (4) Weight (14.3 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE BATTERY RELOAD AMMUNITION
Pistol 2D10 +13 20 40m-900m 150 10 Half Actions --
[UD] [TH] [HW]. Cauterize Special Rule.

Automaton Shoulder-Mounted Multi-Rocket Launcher Semi-Auto (1) Weight (2.7 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE TUBE RELOAD AMMUNITION
Pistol 3D10 +14 14 40m-750m 6 10 Half Actions --
[UD] [TH] [HW]. Blast (7), Kill (1) Special Rule. Doubles the amount of Explosive Knockback a Character receives.

Automaton Flamethrower Sustained (4) Weight (18.6 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE BATTERY RELOAD AMMUNITION
Pistol 3D10 +10 24 5m-45m 100 15 Half Actions --
[UD] [TH] [HW]. Flame (1D5), Cauterize, Spread Special Rule.

Automaton Rocket Launcher Auto (1) Weight (13.0 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE TUBE RELOAD AMMUNITION
Pistol 3D10 +25 16 30m-600m 1 10 Half Actions --
[TH] [HW]. Blast (5), Kill (2) Special Rule. Doubles the amount of Explosive Knockback a Character receives.

Automaton Autocannon Auto (5) Weight (16.2 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE BATTERY RELOAD AMMUNITION
Pistol 3D10 +16 17 25m-1,100m 25 10 Half Actions --
[UD] [TH] [HW]. Cauterize, Penetrating, Long barrel Special Rule. -10 Penalty To Hit.

AUTOMATON MELEE WEAPONS


Automaton Chainblade Sustained (3) Weight (9.1 KG)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE
Chainsaw 2D10 +12 + Half Strength Modifier 10 + Half Strength Modifier +1
[TH] Kinetic Special Rule. Cannot deal damage through Energy Shields. Attacks as a Sustained Weapon and not as a standard Melee Weapon.

Automaton Buzzsaw Sustained (3) Weight (11.7 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE
Chainsaw 3D10 +5 + Half Strength Modifier 17 + Half Strength Modifier --
[TH] Kinetic Special Rule. Cannot deal damage through Energy Shields. Attacks as a Sustained Weapon and not as a standard Melee Weapon.

Automaton Energy Blade Weight (0.9 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE
One-Handed Sword 2D10 +6 +Full Strength Modifier 7 +Half Strength Modifier +1
[PD] [SD] [OH]. Flame (1), Cauterize Special Rule.

Automaton Shield Riot Shield Weight (7.6 KG)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE
Melee Shield 3D10 +7 +Full Strength Modifier -- +1
[BD] [HW]. Provides 25 Armor and has 350 Breakpoints. The Shield acts as mobile cover. The Shield covers 4 Locations for Huge sized Characters. One Melee Attack per Half Action.

AUTOMATON VEHICLE WEAPONS


Annihilator Tank Cannon Auto (1)
TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE LOADER RELOAD
Cannon 4D10 +30 27 60m-650m 12 17 Half Actions
Blast (10), Kill (4).

Quad Heavy Machine Gun Auto (15)


TYPE DAMAGE ROLL BASE DAMAGE PIERCING RANGE BATTERY RELOAD
Autocannon 2D10 +18 21 500m-8,000m 60 Autoloader (15)
Cauterize Special Rule.

35

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