Heckdivers 6.3
Heckdivers 6.3
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
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.
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.
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.
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
LIMITED PACKS
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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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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
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
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
18
STRATAGEMS
ORBITAL STRATAGEMS
Orbital Stratagems cannot be Rearmed.
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 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.
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.
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
22
VEHICLES
EXO-45 Patriot Exosuit
23
BESTIARY
TERMINIDS
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
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.
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).
35