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2.Npc Biological

The document outlines various NPC classes in a game, including Humans, Monstrosities, Abominations, and Megafauna, each with unique stats and features. Each class has specific weapons, traits, and abilities that define their gameplay mechanics and interactions. The document provides detailed information on their combat capabilities, resistances, and special actions, enhancing the gameplay experience.

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0% found this document useful (0 votes)
29 views10 pages

2.Npc Biological

The document outlines various NPC classes in a game, including Humans, Monstrosities, Abominations, and Megafauna, each with unique stats and features. Each class has specific weapons, traits, and abilities that define their gameplay mechanics and interactions. The document provides detailed information on their combat capabilities, resistances, and special actions, enhancing the gameplay experience.

Uploaded by

Marcherève
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
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//LANCER CORE NPC

// Human //
HUMAN , Tier 1 Biological
[ STATS ]
H: 1 | A: 1 | S: 1 | E: 1
STRUCT: 1/1 | ARMOR: 1 | HP: 8/8
STRESS: 1/1 | HEATCAP: 0/0 | SPD: 4
SAVE: 10 | EVADE: 10 | EDEF: 10
SENS: 5 | SIZE: 0.5 | ACT: 1
[ FEATURES ]
RANGED WEAPON (I)
​ HUMAN Class - Optional Weapon

​ Range 5 | 1 Kinetic | Attack Bonus: +1,

MELEE WEAPON (I)


​ HUMAN Class - Optional Weapon

​ Threat 1 | 1 Kinetic | Attack Bonus: +1,

ANTI-ARMOR WEAPON (I)


​ HUMAN Class - Optional Weapon

​ Range 8 | 3 Variable | Attack Bonus: +1,

VETERAN (I)
​ HUMAN Class - Optional Trait
​ +2 HP

ARMORED (I)
​ HUMAN Class - Optional Trait
​ +1–2 Armor

// monstrosity //
MONSTROSITY , Tier 1 Biological
[ STATS ]
H: 3 | A: 2 | S: -2 | E: -2
STRUCT: 1/1 | ARMOR: 1 | HP: 14/14
STRESS: 1/1 | HEATCAP: 0/0 | SPD: 6
SAVE: 10 | EVADE: 10 | EDEF: 10
SENS: 10 | SIZE: 1 | ACT: 1
[ FEATURES ]
UNIQUE PHYSIOLOGY (I)
​ MONSTROSITY Class - Base Trait
​ If the Monstrosity has Structure (because it is an Elite or Ultra, for example), it rolls on the Monstrosity Structure Damage table when it takes
structure damage.
​ <b>Monstrosity Structure Damage Table<ul><li>5-6: Glancing Hit. The Monstrosity flinches in pain; it’s Impaired until the end of its next
turn.</li><li>3-4: Powerful Hit. The Monstrosity is knocked Prone by the force of the blow.</li><li>2: Dismemberment. The attack blows a limb or chunk
off the Monstrosity; it takes 1d6 Kinetic damage and becomes Slowed for the rest of the scene.</li><li>1: Direct Hit. The result depends on the
Monstrosity’s remaining Structure:<ul><li>3+ Structure: The Monstrosity is smacked in the head and Stunned until the end of its next turn.</li><li>2
Structure: The Monstrosity must succeed on a Hull save or be destroyed.</li><li>1 Structure: The Monstrosity is destroyed.</li></ul></li><li>Multiple 1s:
Fatal Hit. The Monstrosity is destroyed.</li></ul>

DEADLIEST GAME (I)


​ MONSTROSITY Class - Base Trait
​ The Monstrosity has at least one optional mutation.

CLAWS (I)
​ MONSTROSITY Class - Base Weapon

​ Threat 1 | 6 Kinetic | Attack Bonus: +2, 1 ACC

ACID SPITTLE (I)


​ MONSTROSITY Class - Optional Weapon
​ Main Cannon
​ Range 10 | 3 Energy | Attack Bonus: +1,
​ On Hit: Target is Shredded until the end of its next turn.

ADHESIVE SECRETIONS (I)


​ MONSTROSITY Class - Optional Trait
​ The first character damaged by the Monstrosity each turn must succeed on an Engineering save or become Slowed. This effect lasts until the
target regains any HP, or for the rest of the scene.

BURROWER (I)
​ MONSTROSITY Class - Optional Trait
​ Quick Action
​ The Monstrosity burrows into the ground, as long as the surface is sufficiently malleable. While burrowed, it counts as Invisible, and can freely
move through spaces occupied by characters and other obstructions; however, it can only move, Boost, or emerge into a free space (as a quick action).
When the Monstrosity emerges, all characters adjacent to it must succeed on a Hull save or be knocked Prone.

CORROSIVE BITE (I)


​ MONSTROSITY Class - Optional Trait
​ Recharge 5+, Full Action
​ A character adjacent to the Monstrosity must succeed on a Hull save or take 4 Burn. Succeed or fail, they become Shredded until they regain
any HP.

GRASPING CLAWS (I)


​ MONSTROSITY Class - Optional Trait
​ The Monstrosity gains +1 Accuracy to Grapple, +1 Accuracy when attacking targets Grappled by it, and gains the ability to Boost and take
reactions while grappling.

NATURAL CAMOUFLAGE (I)


​ MONSTROSITY Class - Optional Trait
​ The Monstrosity is Invisible while adjacent to any terrain or cover, and treats soft cover as hard cover.

RAMPAGE (I)
​ MONSTROSITY Class - Optional Trait
​ Recharge 5+, Quick Action
​ The Monstrosity moves spaces equal to Speed in a straight line, ignoring reactions and engagement and moving freely through spaces
occupied by other characters. Characters it passes through or adjacent to must succeed on an Agility save or take 4 kinetic damage.

REGENERATOR (I)
​ MONSTROSITY Class - Optional Trait
​ At the end of its turn, the Monstrosity regains 1/4 of its total HP. It doesn’t regain any HP if it has taken Energy damage during the same round.

SPINED (I)
​ MONSTROSITY Class - Optional Trait
​ After the Monstrosity takes damage from a melee weapon, it automatically deals 1 AP kinetic damage to the attacker.

SWIFT (I)
​ MONSTROSITY Class - Optional Trait
​ Free Action, 1/Round
​ Once per round, the Monstrosity can Boost during its turn as a free action.

TEMPERED HIDE (I)


​ MONSTROSITY Class - Optional Trait
​ The Monstrosity gains Resistance to any two of the following damage types: kinetic damage, Energy damage, and Explosive damage. If it is
reduced to half of its total HP or less, it loses this Resistance. If it has any Structure, it regains Resistance when its HP returns to full.

WINGED (I)
​ MONSTROSITY Class - Optional Trait
​ The Monstrosity may fly whenever it moves, and doesn’t need to land at the end of movements.

//STORM ULTIMATE MUNITIONS

// abomination //
ABOMINATION , Tier 1 Biological
[ STATS ]
H: 4 | A: -3 | S: 0 | E: 0
STRUCT: 1/1 | ARMOR: 0 | HP: 1/1
STRESS: 1/1 | HEATCAP: 0/10 | SPD: 0
SAVE: 11 | EVADE: 5 | EDEF: 8
SENS: 2 | SIZE: 3 | ACT: 1
[ FEATURES ]
MORPHING EXPANSION (I)
​ ABOMINATION Class - Base Trait
​ Whenever the Abomination would increase its Size into a Character’s Space, that Character makes an Agility Save, or takes 3/4/5 Kinetic
Damage and is Knocked Prone into the nearest Valid Space of your choice. On a success, they are not Knocked Prone, and they may pick the Space.

CREEPING FLESH (I)


​ ABOMINATION Class - Base Trait
​ Whenever The Abomination Moves, it may instead increase its Size by expanding into X+[1/2/3] Adjacent Spaces of its choosing, where X is
its current Size. The Abomination can overlap over any Object, Character, or Terrain, as long as it is still within 3 or more Valid Spaces.

BURN IT BACK (I)


​ ABOMINATION Class - Base Trait
​ For every 1 Damage The Abomination would take, instead it destroys 1 Space from its Size. If this destroys a Space when the Abomination
has only 1 Space in its Size, it is Destroyed. If the Abomination would be Destroyed, but has 2 or More Structure- instead remove 1 Structure, and add all
Spaces in a Burst 1 to its Size.

MISSHAPEN HORROR (I)


​ ABOMINATION Class - Base Trait
​ The Abomination enters a Scene occupying [10/14/18] Spaces.If it would gain Bonus HP from optional traits, it instead enters with that many
more Spaces occupied.

​ The Abominations Size is Calculated based on the number of Spaces in its' Size:

​ 1-2 Spaces: Size 1.

​ 3-6 Spaces: Size 2.

​ 7-13 Spaces: Size 3.

​ 14-21 Spaces: Size 4.

​ 22-30 Spaces: Size 5. You cannot add any more Spaces to your Size beyond the [30th/45th/60th].

PULAING PROTUBERANCE (I)


​ ABOMINATION Class - Base Weapon
​ Superheavy Melee
​ Invulnerable
​ Line 2,3,4 | 5 Kinetic | Attack Bonus: -1,
​ This weapon is fired as 2 Adjacent X’s, where X is your current Size.

​ After Firing, the Abomination treats all Spaces that were part of this attack as part of its Size.

SMART SPORES (I)


​ ABOMINATION Class - Optional Weapon
​ Main Nexus
​ Smart
​ Range 3,5,5 Blast 1,1,1 | 3 Kinetic | Attack Bonus: +2,
​ <b>On Crit: Place yourself in a Space that overlaps this Weapon's Blast, if you are Size 2 or Less.

GRASPING TENDRIL (I)


​ ABOMINATION Class - Optional Weapon
​ Main Melee
​ Line 4,5,6 | 3 Kinetic | Attack Bonus: +2,
​ On Hit: Target makes a Hull Save or is Pulled Adjacent to you in a Space of your choosing.

LIKE QUICKSILVER (I)


​ ABOMINATION Class - Optional Trait
​ When the Abomination is Size 2, it has a Move speed of 3. When it is Size 1, it has a Move speed of 6.

SCULTPED BY CHAOS (I)


​ ABOMINATION Class - Optional System
​ Quick Action, Recharge 4+
​ At the Start of your Next Turn, redistribute the Spaces that make up your Size. The final Size must be in at least half of the Spaces it was in
when this System was activated, and it can not be more than twice as long as it is wide, or vice versa. You may attempt to place your new size in
occupied Spaces, referring to the <b>MORPHING EXPANSION Trait.

ACIDIC LIQUID PROCESSING (I)


​ ABOMINATION Class - Optional Trait
​ Any Character can freely pass through any Spaces occupied by the Abomination, treating it as Difficult Terrain. For every Character that ends
their turn in a Space occupied by the Abomination, it may choose to have them take 8/12/16 Kinetic Damage. Any time a Character is Destroyed this
way, increase the Abominations Size by adding X Adjacent Spaces to it, where X is equal to double the Size of the Destroyed Character.

CANON ACCURATE (I)


​ ABOMINATION Class - Optional Trait
​ The Abomination has Resistance to Explosive and Kinetic Damage, but takes Double Burn.

//FIELD GUIDE TO LIMINAL SPACE


// megafauna //
MEGAFAUNA , Tier 1 Biological
[ STATS ]
H: 3 | A: 0 | S: 2 | E: 0
STRUCT: 1/1 | ARMOR: 1 | HP: 20/20
STRESS: 1/1 | HEATCAP: 0/0 | SPD: 4
SAVE: 11 | EVADE: 8 | EDEF: 6
SENS: 8 | SIZE: 2 | ACT: 1
[ FEATURES ]
Tooth and Claw (I)
​ MEGAFAUNA Class - Base Weapon
​ Main Melee
​ Threat 2 Burst 1 | 5 Kinetic | Attack Bonus: +1,
​ This weapon doesn't make attacks against allied characters. It can be used as either a Threat 2 or a Burst 1 attack, but not both at the same
time.

Earth-Shaking Roar (I)


​ MEGAFAUNA Class - Base Weapon
​ Heavy Cannon
​ Smart, Knockback 3
​ Range 10 Cone 5 | | Attack Bonus: +2,
​ This weapon can be used as either a Range 10 or a Cone 5 attack, but not both at the same time.

Relentless Evolution (I)


​ MEGAFAUNA Class - Base Trait
​ The Megafauna has Immunity to bonus damage. When the Megafauna takes damage it is not immune to, it gains Resistance to that damage
type. This does not affect the triggering attack itself and lasts until the end of the scene or it takes a different damage type.

Awe and Terror (I)


​ MEGAFAUNA Class - Base Trait
​ Attacks against the Megafauna's allies have +1 Difficulty if the Megafauna is in line of sight of the attacker and closer than the allied
character.

Devotion Beyond Death (I)


​ MEGAFAUNA Class - Optional Trait
​ When the Megafauna is destroyed, it continues to interpose itself for allies long after everything says it should be dead. Its wreck becomes an
object with 20 HP that engages hostile characters as if it was a character. Adjacent allied characters can use the Megafauna's wreck for hard cover. At
the start of each round, the wreck can move 2 spaces in any direction. This movement ignores engagement and does not provoke reactions.

Towering Protector (I)


​ MEGAFAUNA Class - Optional Trait
​ Allied characters adjacent to the Megafauna have Resistance to damage, heat, and burn from Burst, Blast, Line and Cone attacks.

Swallow Whole (I)


​ MEGAFAUNA Class - Optional Trait
​ Quick Action, Recharge 4+
​ One adjacent Drone, Deployable or size 1/2 non-mech target is removed from play, unable to take actions or affect anything. When the
Megafauna is destroyed, all targets removed from play by Swallow Whole are disgorged messily in spaces adjacent to the Megafauna, or as close as
possible if those spaces are occupied.

Elemental Rage (I)


​ MEGAFAUNA Class - Optional Trait
​ Full Action, Limited 1
​ The Megafauna releases a torrent of kinetic energy, burning plasma or chitin shrapnel across a Cone 7 area. Characters in the affected area
must succeed on an Engineering save or suffer 8 damage of the type the Megafauna resists with Relentless Evolution and be knocked back 6 spaces. A
successful save halves the damage and the knockback. A Megafauna cannot use Elemental Range if it does not have a damage type resisted by
Relentless Evolution.

Master Of Their Domain (I)


​ MEGAFAUNA Class - Optional Trait
​ The Megafauna ignores hostile environmental effects and is treated as having a propulsion system for underwater, low-gravity and zero-G
environments. The Megafauna and allied characters within its Sensors ignore the effects of difficult and dangerous terrain.

Fight to Exhaustion (I)


​ MEGAFAUNA Class - Optional Trait
​ The Megafauna can Overcharge, taking 1d6 AP Energy damage each time it does.

Infrasound Shock (I)


​ MEGAFAUNA Class - Optional Trait
​ The Megafauna's Earth-Shaking Roar gains “On Critical Hit: The target is stunned until the start of their next turn.”
Territorial (I)
​ MEGAFAUNA Class - Optional Trait
​ The Megafauna’s attacks gain +1 Accuracy and AP against characters within Range 3 of, or inside, an Objective or Control Zone.

Return to Nature (I)


​ MEGAFAUNA Class - Optional Trait
​ Free Action, 1/Round
​ One object within Range 3 suffers 20 AP Kinetic damage. Any characters adjacent to the target are knocked back from it by 2 spaces and take
2 Kinetic damage.

Rejuvenating Hibernation (I)


​ MEGAFAUNA Class - Optional Trait
​ 1/Round
​ When the Megafauna Stabilizes, it may clear all of its Burn as well as one condition or effect that do not originate from the Megafauna itself,
then gain 6 Overshield. At the start of its next turn, if it still has any Overshield, it regains 1/2 of its total HP.

//FIELD GUIDE TO VALLUM DREAM

// alriune //
ALRIUNE , Tier 1 Biological
[ STATS ]
H: -2 | A: -2 | S: 3 | E: 2
STRUCT: 1/1 | ARMOR: 0 | HP: 6/6
STRESS: 1/1 | HEATCAP: 0/0 | SPD: 1
SAVE: 12 | EVADE: 6 | EDEF: 12
SENS: 20 | SIZE: 1 | ACT: 1
[ FEATURES ]
VEROCIOUS LEAVES (I)
​ ALRIUNE Class - Base Weapon
​ Auxiliary Rifle
​ Range 5 | 2 Energy | Attack Bonus: +1,
​ On Hit: The Alriune may take 3 AP Kinetic damage to grant AP to this attack's damage.
​ 1/Round, when an Alriune fires this weapon, all other Alriune attack with this weapon against their nearest target as a free Action.

ROOTED (I)
​ ALRIUNE Class - Base Trait
​ While the Alriune is Immobilized, it has resistance to Kinetic damage and cannot be knocked back or knocked prone. It can choose to become
Immobilized until the end of its next turn as a protocol.

POPULATE (I)
​ ALRIUNE Class - Base System
​ Quick Action
​ The Alriune spreads a patch of spores in Range 5. At the end of the round all spores sprout into an Alriune, counting as a new NPC with their
own activation.

LOVELY SPRING (I)


​ ALRIUNE Class - Optional Trait
​ When the Alriune gains Immobilized, it also gains 6 Overshield per tier for the duration of the condition. Only a single Alriune may have this
trait per scene.

SOULFUL FLOOD (I)


​ ALRIUNE Class - Optional Trait
​ The Alriune can place 3 patches of spores with POPULATE however it now becomes Recharge 5+. Alriunes created by this trait have it as well
and may use it to spread more.

WITHERING (I)
​ ALRIUNE Class - Optional System
​ Quick Action, Recharge 4+
​ The Alriune targets any deployable or drone tag system or weapon deployed in Range 8 of itself. It takes 10/15/20 AP Kinetic damage and if
this destroys it the Alriune gains 4/6/8 Overshield.

PINK RUNES (I)


​ ALRIUNE Class - Optional Trait
​ Allied characters adjacent to the Alriune are immune to Impaired. If more than one Alriune are adjacent to a character they also gain +1
Accuracy to all attacks, checks and saves.

ENTANGLEMENT (I)
​ ALRIUNE Class - Optional Tech
​ Quick Tech
​ Attack Bonus: +2,
​ Make a tech attack against a non-biological character in Sensors and Line of sight. On hit, they become Immobilized, as they are entangled
with vines, until the Alriune is damaged by them or destroyed, the Alriune always counts in melee range while they are Immobilized this way.

//ENHANCED COMBAT NPC

// brute //
BRUTE , Tier 1 Biological
[ STATS ]
H: 4 | A: -1 | S: -2 | E: 0
STRUCT: 1/1 | ARMOR: 0 | HP: 25/25
STRESS: 1/1 | HEATCAP: 0/0 | SPD: 3
SAVE: 11 | EVADE: 6 | EDEF: 8
SENS: 5 | SIZE: 2 | ACT: 1
[ FEATURES ]
MEATY FIST (I)
​ Brute Class - Base Weapon
​ Heavy Melee
​ Threat 1 | 6 Kinetic | Attack Bonus: +1,
​ On Hit: Target is Grappled.

HURL (I)
​ Brute Class - Base Trait
​ Quick Action
​ The Brute may only take this action if it is Grappling a character its own size or smaller. The character is pushed 5 spaces away from the
Brute. If it collides with another character or piece of terrain it is knocked Prone.

PAIN RESPONSE (I)


​ Brute Class - Base Trait
​ The first time each round the Brute takes damage insufficient to destroy it, it may immediately perform any Quick Action, even if it is not its
turn and ignoring the restriction against taking duplicate actions.

Inhibitor Chip (I)


​ Brute Class - Base Trait
​ The Brute is not immune to Tech Actions and Attacks despite being Biological. When the Brute is destroyed it first moves up to 5 spaces and
performs a single attack using its Meaty Fist. It is Immune to damage during this time and all grapples affecting it end. The direction and target are
chosen by the closest player character.

OVERHEAD SMASH (I)


​ Brute Class - Optional System
​ Full Action, Recharge 5+
​ Adjacent Character must perform a Hull save or take 10/14/18 Kinetic damage and be knocked Prone. On a success they take half damage
and remain standing.

GRAFTED WEAPON (I)


​ Brute Class - Base Weapon
​ Heavy CQB
​ Range 8 Threat 3 | 4 Kinetic | Attack Bonus: +1,
​ While it is not the Brute's turn this weapon gains +1 Accuracy.

STIM PUMP (I)


​ Brute Class - Optional System
​ Protocol, Recharge 4+
​ As a Protocol the Brute may choose one of the following bonuses, they last until the start of their next turn.
​ AGGRON: The Brute may Barrage using its Meaty Fists, making two attacks instead of one.
​ TANKIN: Whenever the Brute is hit by an attack, roll a d6. On a 5+ the Brute gains Resistance to all resulting damage.
​ FERALAN: The Brute doubles its Speed.

RETRIBUTION (I)
​ BRUTE Class - Optional Trait
​ Whenever the Brute takes damage, their next attack deals +2 bonus damage. This bonus stacks up to +8. Bonuses are lost when the Brute
attacks, or at the end of their next turn.

SAVAGE (I)
​ Brute Class - Base Trait
​ When the Brute is destroyed it may perform a System Check. On a success the Brute moves and chooses targets instead of the closest player
character.

//MAXIMUM THREAT

// specialist //
SPECIALIST , Tier 1 Biological
[ STATS ]
H: 1 | A: 1 | S: 1 | E: 1
STRUCT: 1/1 | ARMOR: 0 | HP: 8/8
STRESS: 1/1 | HEATCAP: 0/0 | SPD: 6
SAVE: 12 | EVADE: 12 | EDEF: 8
SENS: 0 | SIZE: 0.5 | ACT: 1
[ FEATURES ]
ONLY MORTAL (I)
​ SPECIALIST Class - Base Trait
​ The Specialist is biological, has one structure and one Stress and can't gain more. Whenever the Specialist would gain structure from a
template, it gains +3 hp instead. Specialists cannot gain systems or equipment from any template.

LOADOUT (I)
​ SPECIALIST Class - Base Trait
​ Choose a single Loadout from the Specialist Optional Features. The specialist carries that equipment and can't take more. At T3 it gains a
second loadout.

SIGNATURE SIDEARM (I)


​ SPECIALIST Class - Base Weapon
​ Aux CQB
​ Range 3 | 3 Kinetic | Attack Bonus: +1,
​ At T2-T3 this weapon fires twice, targeting either the same character or up to two different ones.

COMMANDO LOADOUT (I)


​ SPECIALIST Class - Optional Trait
​ The Specialist gets the Mk6 Impact Shield, The Ares 7 battle rifle, and Heavy Battle Armor.

MK6 IMPACT SHIELD (I)


​ SPECIALIST Class - Optional Trait
​ The first time in a round this unit would take damage, reduce that damage to 0.

HEAVY BATTLE ARMOR (I)


​ SPECIALIST Class - Optional Trait
​ The Specialist has +2 armor and -2 Evasion

ARES 7 BATTLE RIFLE (I)


​ SPECIALIST Class - Optional Weapon
​ Aux Rifle
​ Range 8 | 4 Kinetic | Attack Bonus: +2,
​ At T2 this weapon fires twice, targeting either the same character or up to two different ones. At T3 this weapon fires three times, targeting
either the same character or up to three different ones.

SABOTEUR LOADOUT (I)


​ SPECIALIST Class - Optional Trait
​ The Specialist gets HYENA charges, Mobility Hardsuit, and Hatchbreaker Shunt equipment. The Specialist can Jockey as a Quick Action,
following the PC rules for Jockeying.

HYENA CHARGES (I)


​ SPECIALIST Class - Optional Trait
​ The Saboteur places a mine in an adjacent space as a Quick Action. The mine explodes when a hostile character becomes adjacent to it,
dealing 5 AP Explosive damage to all characters within Blast 1 of the mine. The mine arms at the end of the turn. While Jockeying, the Specialist can
force its jockey target to make a Hull save as a Quick Action. On a failure target takes 10 AP Explosive damage, or half as much on a success.

MOBILITY HARDSUIT (I)


​ SPECIALIST Class - Optional Trait
​ The Specialist can fly when it moves or boosts and can stand on any solid surface, even walls and ceilings. The Specialist gains +2 evasion
and +1 speed.

HATCHBREAKER SHUNT (I)


​ SPECIALIST Class - Optional Trait
​ Quick Action, Recharge 5+
​ The Specialist forces a character it is jockeying to make an Engineering Save as a Quick Action. On a failure, it enters the cockpit and both
pilots fight for control.

OPERATIVE LOADOUT (I)


​ SPECIALIST Class - Optional Trait
​ The Specialist gets Target Painting Module, Covops Stealth Hardsuit, and Stealth Scanner equipment.

TARGET PAINTING MODULE (I)


​ SPECIALIST Class - Optional Trait
​ Full Action
​ The Specialist Paints a target for its allies. Until the start of the Specialist's next turn. Attacks against the painted target have +1 Accuracy and
deal 3 bonus damage on a critical hit.

COVOPS STEALTH HARDSUIT (I)


​ SPECIALIST Class - Optional Trait
​ The Specialist is permanently invisible, and always has soft cover in all directions.

STEALTH SCANNER (I)


​ SPECIALIST Class - Optional Trait
​ The Specialist can use the Lock On ability on targets within range 10.

MARKSMAN LOADOUT (I)


​ SPECIALIST Class - Optional Trait
​ The Specialist gets Recon Gear, Anti-Armor Rifle, and Rangefinder equipment.

RECON GEAR (I)


​ SPECIALIST Class - Optional Trait
​ The Specialist gets +2 Speed.

ANTI-ARMOR RIFLE (I)


​ SPECIALIST Class - Optional Weapon
​ Main Rifle
​ Armor-Piercing (AP)
​ Range 15 | 4 Kinetic | Attack Bonus: +2, 1 ACC
​ <b>On Critical Hit: This weapons deals an additional +1d6 bonus damage.

RANGEFINDER (I)
​ SPECIALIST Class - Optional Trait
​ The Specialist ignores cover so long as the target is within line of sight.

LEGEND (I)
​ SPECIALIST Class - Optional Trait
​ The Specialist can mix-and-match equipment from each loadout, taking up to three unique elements at T1-T2 or six at T3. The Specialist gains
+5 HP, +2 Evasion, +2 E-Defense, and +1 Armor.

//FIELD GUIDE TO IRIDIA

// parafauna //
PARAFAUNA , Tier 1 Biological
[ STATS ]
H: -2 | A: 2 | S: 3 | E: -2
STRUCT: 1/1 | ARMOR: 1 | HP: 14/14
STRESS: 1/1 | HEATCAP: 0/0 | SPD: 6
SAVE: 10 | EVADE: 10 | EDEF: 10
SENS: 10 | SIZE: 0.5 | ACT: 1
[ FEATURES ]
PECULIAR ENERGIES (I)
​ PARAFAUNA Class - Base Weapon
​ Main Melee
​ Smart
​ Threat 2 | 3 Energy | Attack Bonus: +2, 1 ACC
​ Teleport the target to a free space within this weapon’s Threat.

UNIQUE PHYSIOLOGY (I)


​ PARAFAUNA Class - Base Trait
​ If the Parafauna has Structure (because it is an Elite or Ultra, for example), it rolls on the Monstrosity Structure Damage table when it takes
structure damage.
​ Monstrosity Structure Damage Table
​ 5-6: Glancing Hit. The Parafauna flinches in pain; it’s Impaired until the end of its next turn.
​ 3-4: Powerful Hit. The Parafauna is knocked Prone by the force of the blow.
​ 2: Dismemberment. The attack blows a limb or chunk off the Parafauna; it takes 1d6 Kinetic damage and becomes Slowed for the rest of the
scene.
​ 1: Direct Hit. The result depends on the Parafauna's remaining Structure:<li>3+ Structure: The Parafauna is smacked in the head and Stunned
until the end of its next turn.<li>2 Structure: The Parafauna must succeed on a Hull save or be destroyed.<li>1 Structure: The Parafauna is destroyed.
​ Multiple 1s: Fatal Hit. The Parafauna is destroyed.

METABIOLOGY (I)
​ PARAFAUNA Class - Base Trait
​ The Parafauna has the biological tag, but may still be targeted by tech actions (though it has no Heat Cap, as normal). In addition, the
Parafauna has at least one Optional Mutation.
OUT OF FOCUS (I)
​ PARAFAUNA Class - Optional Trait
​ Recharge 4+, Quick Action
​ This action can only be used if no hostile characters have line of sight to the Parafauna. The Parafauna teleports to a free space within range
50, even outside of line of sight, as long as no hostile characters have line of sight to the Parafauna at its destination.

EMANATION SINGULARITY (I)


​ PARAFAUNA Class - Optional Trait
​ The Parafauna’s Peculiar Energies gains Threat 4.

INVERT IMPRINT (I)


​ PARAFAUNA Class - Optional Trait
​ Quick Action
​ If the Parafauna is not Intangible, it becomes Intangible. If it is Intangible, it becomes no longer Intangible. While it is Intangible in this way, an
adjacent non-Intangible character can cause it to become no longer Intangible with a successful Systems save as a quick action.

SPATIAL FLUX (I)


​ PARAFAUNA Class - Optional Trait
​ Any characters within Burst 3 of the Parafauna count as being in zero-g (see pg 63 of the Core book). This does not affect the Parafauna itself
or any other Parafauna. Characters that are knocked, moved, or pulled out of the area, or who have the area move away from them, sink harmlessly to
the ground at the end of that turn instead of falling. In addition, the Parafauna can move without penalty if it is underwater or in zero-g.

GAIA TENDRILS (I)


​ PARAFAUNA Class - Optional Weapon
​ Main Memetic
​ Smart, Seeking
​ Range 8 | 2 Energy | Attack Bonus: +1,
​ On Hit: The target must pass a Systems Save or be Slowed until the end of their next turn.

​ At T2, this weapon can make two attacks at a time, targeting either the same character or two different ones. At T3, it can make three attacks
at a time.

PERSONAL GRAVITY (I)


​ PARAFAUNA Class - Optional Trait
​ The Parafauna can climb and remain stationary on any surface without penalty, including overhanging and vertical surfaces, and is Immune to
fall damage.

SUBSPACE FOLD (I)


​ PARAFAUNA Class - Optional Trait
​ Quick Action, Limited 1
​ The Parafauna creates a Blast 2 within range 5, which counts as an additional Ingress Zone for any allied reinforcements. The blast lasts for
the rest of the scene, or until the Parafauna is destroyed.

HOSTILE REALITY (I)


​ PARAFAUNA Class - Optional Trait
​ Recharge 6+, Full Action
​ The Parafauna creates a Burst 5, ignoring line of sight, that lasts until the start of its next turn. This effect remains stationary even if the
Parafauna moves. Any hard cover or soft cover granted by terrain, weapons or systems within the burst grants Accuracy to ranged attacks instead of
Difficulty; +1 Accuracy for soft cover and +2 Accuracy for hard cover.

PARASITISM (I)
​ PARAFAUNA Class - Optional Trait
​ Recharge 4+, Quick Action
​ The Parafauna chooses a hostile character within Sensors, who gains 2 Overshield. While they have this Overshield, the Parafauna may
originate its Peculiar Energies from them (though may not target them if it does so). Attacks originating from the character measure Threat from them
instead of the Parafauna. When the Parafauna is destroyed, all remaining Overshield from this Trait clears.

METAFOLD ENTITY (I)


​ PARAFAUNA Class - Optional Trait
​ The Parafauna is Size 1/2, but always counts as Size 6.

TEMPORAL ECHO (I)


​ PARAFAUNA Class - Optional Trait
​ At the start of the Parafauna’s turn, set down a Temporal Echo at its current location, which lasts until the start of its next turn, or the end of
the round that the Parafauna is destroyed. The Echo does not occupy a space and cannot be targeted, but does cause Engagement as if the Parafauna
was in its location. In addition, the Parafauna may count spaces adjacent to the Echo as within the Threat of its Peculiar Energies. The Parafauna does
not need line of sight to attack through the Echo this way.

INORGANIC BIOLOGY (I)


​ PARAFAUNA Class - Optional Trait
​ The Parafauna loses the biological tag and gains Immunity to Heat from other characters. 1/round, when the Parafauna uses the Lock On
quick tech, the target must make a Systems save or be pulled 2 spaces directly towards the Parafauna.

NATURAL BASILISK (I)


​ PARAFAUNA Class - Optional Weapon
​ Superheavy Memetic
​ Smart, Ordnance, Loading
​ Cone 5 | 4 Burn | Attack Bonus: +1,
​ On Attack: The target is Impaired until the end of their next turn and takes 2 Heat.

PSYCHOINTRUSIVE MIMESIS (I)


​ PARAFAUNA Class - Optional Trait
​ At the beginning of the Scene, or when it is deployed from Reinforcements, the Parafauna appears to be a different Class that is the same Size
as it - this affects both its appearance and the Class label that is publicly available (though not Template labels). Its statistics do not change, and it does
not gain any Traits or Systems of the Class it appears to be. This effect ends when the Parafauna is Scanned, or when it takes any action other than its
standard movement, Boost, Grapple, Ram, Hide, or Disengage.

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