ROGERS, WHITE FOR USE WITH & The Worlds of 2000 AD
2 CREDITS Writing: Ben Rogers, John White Additional Material: Andrew Peregrine Cartography: Mik Holmes and Xanditz System Design: Russ Morrissey | Line Manager: Marc Langworthy Editing: Kimberly Nugent | Layout and Graphic Design: Andrew O’Hara Publishing Administrator: Jessica Hancock Special Thanks: Richard August, Ian Hollingsworth, Darren Pearce, Anthony Porter, Gordon Rennie, Dan Voyce, Huddersfield University Gaming Society Playtesters: George Bingham Davis, Alf Fairweather, Richard Lees, Jessica Hancock, Marc Langworthy, Russ Morrissey, Kristien O’reilly, Chris Osborne, Andrew Peregrine, Carl Pickles, Harry Rogers 2000 AD® and Rogue Trooper® are registered trademarks © 2020 Rebellion 2000AD Ltd. All rights reserved. All imagery and characters © 2020 Rebellion 2000 AD Ltd. Artwork used with permission of the copyright holder. www.2000AD.com The game contains no Open Game Content. This material is protected under the copyright laws of the United Kingdom and of the United States. This product is a work of fiction. Any similarity to actual people, organisations, places or events is purely coincidental Published by EN Publishing under license by Rebellion EN Publishing, PO Box 1858, SOUTHAMPTON, SO18 6RX Printed by “Standartu spaustuve” www.standart.lt Vilnius, Lithuania. Version 1.0 ISBN: 978-1-912007-59-2 SKU: ENP2102
3 // INTRODUCTION ........................................................ 4 // CH/1: PRIOR SERVICE AND FUTURE CAREERS ................... 7 / SPECIES..................................................................................................................................................7 / ORIGINS..................................................................................................................................................15 / CAREERS..............................................................................................................................................17 / G.I. ORIGINS.........................................................................................................................................32 / MILLI-COM ADVANCED G.I. PROGRAMS ................................................................................33 / NEW SKILLS AND EXPLOITS ...................................................................................................36 // CH/2: TOOLS OF WAR............................................... 38 / STARTING MONEY AND EQUIPMENT......................................................................................38 / GENERAL GEAR ...............................................................................................................................39 / G.I. BACKPACK ..................................................................................................................................42 / WEAPONS...........................................................................................................................................44 / ARMOUR................................................................................................................................................52 / VEHICLES............................................................................................................................................54 / DRUGS...................................................................................................................................................58 / CYBERNETICS...................................................................................................................................59 / GENETICS............................................................................................................................................60 // CH/3: NU EARTH..................................................... 63 / FEATURES OF NU EARTH..........................................................................................................63 / UNIQUE LOCATIONS ON NU EARTH.......................................................................................67 / ROGUE TROOPER TIMELINE.......................................................................................................80 // CH/4: BEYOND NU EARTH.......................................... 82 / NU EARTH SYSTEM........................................................................................................................82 / OTHER SYSTEMS & PLANETS..................................................................................................86 // CH/5: ROGUE TROOPER CAMPAIGNS ............................ 92 / TYPES OF CAMPAIGN....................................................................................................................92 / CAMPAIGN TONE / LOCATIONS ................................................................................................95 / NU EARTH ENCOUNTERS............................................................................................................96 // CH/6: ALL HELL ON THE DIX-I FRONT ...........................104 // CH/7: MISSION DOSSIER.......................................... 116 / THE DEVIL TANK / OLD TROPES IN NEUROPA ...............................................................116 / WONDER WEAPONS......................................................................................................................119 / GHOSTS IN THE MACHINE........................................................................................................120 / THE PERILS OF BUCKY AURORA ...........................................................................................121 // CH/8: BEYOND NU EARTH MISSION DOSSIER.................132 / SPY IN THE CITADEL..................................................................................................................132 / HUNTED BY NU-OKTOBER........................................................................................................144 // CH/9: ALLIES AND ENEMIES ...................................... 157 / ROGUE TROOPER...........................................................................................................................158 / ALLIES AND ENEMIES................................................................................................................160 // APPENDIX: GLOSSARY OF NU EARTH TERMS.................. 187 // INDEX .................................................................189 // CHARACTER SHEET.................................................193 CONTENTS
4 Nu Earth, a former paradise to mankind’s colonists, is now a hellish world that has been devasted by biological and chemical weaponry. Norts and Southers, two warring factions, are locked in what is claimed to be humanity’s longest war ever. Orbital weapon platforms in space blast unshielded settlements to rubble, colossal tanks grind the hapless legions of infantry into the poisonous mud of battlefields whilst armadas patrol lifeless oceans of polluted scum-like water. The Southers believe they have finally found a means to win the war. The cloned G.I.s (Genetic Infantrymen) are faster and stronger than normal soldiers, trained to perfection as shock troopers, and capable of surviving without a cumbersome environment suit in the toxic environments the war has created. Even death cannot stop their contribution to the war, as their death merely triggers the downloading of their personality, memories, and skills into a chip implanted in their skull. They are then incorporated into a comrade’s equipment which the trooper can operate, surviving as an electronic ghost until they are rehoused in a new cloned body. How can they possibly fail to bring victory to the Southern Cross Confederacy? Rogue Trooper allows players to take the role of the men and women caught up in the war. They may play as the elite, blue-skinned G.I. clones engaged on military missions against the totalitarian armies of the Nordland regime or as simple ‘suits’ – soldiers of either side in gruelling campaigns where the slightest rip to their chemsuit will bring a swift but agonizing death with no chance of resurrection. Others may choose characters that are marred or blessed with the scientific manipulation of human DNA including an assortment of beast-like super soldiers, stunted miners and tree-swinging ape men. The war claims millions of human lives, 4 CH/0: INTRODUCTION
5 so droids will also find themselves caught up in the schemes and violence of their organic masters. Other characters can be callous profiteers, criminals trying to make a fortune through heists and scams in the galaxy wide misery of war, or even deserters who have turned to banditry in the wilderness. Finally, amongst the hapless civilian populations are determined citizens, striving to stay alive despite a variety of threats and hoping to remain free of being drafted into the remorseless slaughter. CONTENT WARNING The Rogue Trooper comic strip tours a war-torn planet that is overshadowed by the brutality of combat between two unrelenting factions. The horrors of battle are prevalent, to the point that they have had a deep ecological impact on Nu Earth itself. It is highly recommended that groups discuss the nature of the game before each campaign or scenario begins, with GMs adjusting the content and tone of the game according to the players’ concerns. GMs should also consider having some means on hand for players to quietly indicate whether they are becoming increasingly uncomfortable with a particular scene or narrative during play. The Rogue Trooper universe is an extensive place, with many options to explore the various factions away from the Nu Earth setting. Investigation, espionage and mercantile-style campaigns are an excellent option for taking the game away from the war for Nu Earth. (See Chapter Four: Beyond Nu Earth and Chapter Eight: Beyond Nu Earth Mission Dossier for advice and examples.) The backdrop for Rogue Trooper also features an intense war between the Norts and Southers, or Southern Confederacy, to use the latter faction’s full title. While the battles and sites that Rogue visits during his tour of Nu Earth draw parallels with those of our own Earth’s history, neither this roleplaying game or the material itself seek to glorify war or elevate certain factions of our own past. They often serve to deliver the opposite, in fact. USING THIS BOOK The Rogue Trooper supplement gives information for both Gamemasters and players, supplementing or replacing those provided in Judge Dredd and the Worlds of 2000 AD, allowing an exciting and authentic campaign to be run on the poisoned world of Nu Earth and even some of the distant worlds that are caught up in the war. New races, careers and equipment are provided along with guidelines for adventures that can be adapted to the Gamemaster’s personal vision. The book has nine chapters that provide rules and background material for your game: CHAPTER ONE – PRIOR SERVICE & FUTURE CAREERS Delving into character creation first, players and Gamemasters can create one of the G.I. clones that were designed to fight on Nu Earth or can select a character from a variety of other species. New careers, skills and exploits add a distinctive and authentic feel to the unique individuals caught up in a galactic war featured in a Rogue Trooper campaign. CHAPTER TWO – THE TOOLS OF WAR From a combat knife to a battle tank the size of a factory, the conflict is maintained by a vast arsenal of equipment, and many of these are detailed for use in a game, including the sophisticated devices used by the Genetic Infantry. Technology has finally given mankind the gift of life after death, and now players can survive their character’s death – if they are fortunate. CHAPTER THREE – NU EARTH A tour of the planet-sized battlefield known as Nu Earth, including an extensive guide to the deadly environments and different locations on Nu Earth. Many of these offer ideas for including them in Rogue Trooper adventures and list some of the combatants and denizens that might be encountered. A timeline of Nu Earth is also included.
6 CHAPTER FOUR – BEYOND NU EARTH Stepping away from the poisoned soil of the planet, this chapter takes a look at locations in the Nu Earth system and beyond. Visit the twin moons that orbit the planet or scour deep space for Milli-Com. Tour the Nort heartlands and even make a visit to Earth. CHAPTER FIVE – ROGUE TROOPER CAMPAIGNS Nu Earth is a distinctive setting, and this chapter provides guidelines for running various types of Rogue Trooper campaigns for tailored to your adventurer groups. Random encounter tables are also provided to help with plotting your campaign, helping to detail specifics such as terrain, weather and chemical hazards. CHAPTER SIX – ALL HELL ON THE DIX-I FRONT Presented in an episodic format, ‘All Hell on the Dix-I Front’ is a Rogue Trooper campaign taken from pages of 2000 AD that allows the GM and players to chart one of the classic storylines from the comic book’s pages. CHAPTER SEVEN – MISSION DOSSIER Gamemasters are provided with a variety of individual scenario seeds, and several of these can be linked into a series of adventures that occur in the different sectors of a fortress city. ‘The Perils of Bucky Aurora’ is a detailed scenario that can be used to start a campaign. CHAPTER EIGHT – BEYOND NU EARTH MISSION DOSSIER Much like the previous chapter, this one offers two scenarios for the GM and players to enjoy. Although both scenarios take the players far away from the planet’s deadly atmosphere, the dangers they face are just as lethal. CHAPTER NINE – ALLIES AND ENEMIES If you need partisans of either of the warring factions of Nu Earth, unfortunates who want to be left in peace, conniving opportunists who are out for themselves or deadly creatures that lurk in the wilderness, these pages provide fully stated NPCs that are ready to play. APPENDIX – GLOSSARY OF TERMS A glossary of terms taken from the various comic strips set within the Rogue Trooper universe. Rogue Trooper uses material presented in 2000 AD’s original Rogue Trooper comic strip and the later reboot stories as well as spin-off series such as Venus Bluegenes, The 86ers, Hunted and Jaeger. Most of these stories have been collected as graphic novels, which are available from Rebellion. The stories involving Tor Cyan and another Rogue Trooper, nicknamed ‘Friday’, who was created in a parallel G.I. project in another part of the galaxy, are not referenced in the succeeding chapters of this volume.
7 7 The characters created for a Rogue Trooper campaign use the rules in Chapter 3 of the Judge Dredd & the Worlds of 2000 AD rulebook with the alterations and additions noted in this chapter. SPECIES Whilst the galaxy is populated by numerous intelligent races, the playable races for a Rogue Trooper campaign in this book are comprised of humans and the assorted clones, modified humans, uplifts, and robots they have created to serve their interests. GENDER Unlike Player Characters based in the MegaCity One of the Judge Dredd & the Worlds of 2000 AD game, the rules for G.I. clones reflect the different bodies, training and role that the powers of Milli-Com ordained for them. GMs and players can choose to disregard this distinction and select either body type or role for a G.I. character. HUMANS The vast majority who comprise the armies and civilians on Nu Earth and the galactic empires of the two warring factions are humans. Humans use the species rules on page 24 of the Judge Dredd & the Worlds of 2000 AD rulebook. STRIGOI Some of the military caste families of the Nordland Republic have had their genetic makeup manipulated in an attempt to create a race of enhanced super soldiers, and the strain soon spread amongst a wider range of Nort society. Sadly, this taint in the bloodline carries bestial mutations. Most of those with the gene carry a ‘mark’, a minor cosmetic mutation regarded as a cursed stigma. Many fortunate individuals carry the taint all their lives without mutating further, but others can descend into a cruel and murderous madness, even slaughtering their own families in an effort to spare them from the horror of their own transformation and to wipe the curse from their bloodline. Physical symptoms include uncanny senses and reflexes, misshapen bodies, enlarged canines and extensions of bone that pierce the skin. Whilst the Nordland authorities permit individuals with the taint to pursue careers, they are subjected to scrutiny from the Office of Genetic Purity, and most military units are expected to submit regular genetic purity reports. Unfortunates who succumb to severe mutation are hunted down and killed by the OGP, though some individuals in the military manage to hide their condition for a substantial period of time as a catalogue of atrocities is far from uncommon in the theatres of war. There are even rumours that some legions secretly tolerate heavily mutated strigoi in their ranks as stormtroopers. Civilians succumbing to full mutation are often able to hide themselves in urban slums and remote outposts. Often a transformation in one individual triggers off a chemical reaction accelerating severe mutation in others with the gene taint, even in children. Exposure to stress from psionic interference is also a potential trigger. Some of these mutants are able to co-operate together in feral packs. » Size: Medium » Attributes: Strigoi have 6 points of attribute bonus they can spend in any permutation involving STR, AGI, END, INT but cannot spend more than 2 points in any single attribute. » Skill Choices: acrobatics, bravery, brawling, climbing, fortitude, hardy, hunting, intimidate, perception, resistance, reactions, running, swimming, tracking CH/1: PRIOR SERVICE AND FUTURE CAREERS
8 8 Fully mutated strigoi Player Characters will usually be outcasts who have fled from Nort society or are extremely cunning in hiding their condition from the OGP. The GM might feel that such characters will be difficult to incorporate in a campaign unless they are happy to roleplay escalating madness and risk flying into monstrous rages when they fail to make WIL tests devised by GM. EXPLOITS » Strigoi Mutation. The strigoi automatically has an obvious cosmetic or physical blemish such as a snarling mouth, puckered skin, hairy patch of skin or angry eyes, which is tolerated by the OGP. Optionally, the strigoi can choose to roll a mutation on the table on p. 9. They may also forego their bonus exploit at character creation or spend an amount of experience equivalent to an exploit purchase during play to gain extra rolls on the table. » Fight or Flight. Strigoi suffer an adrenaline rush during combat that can have polar consequences. Make a DIFFICULT [16] END test at the start of combat. Failure results in one of the following effects. You can always choose to fail the test. » Fight. Gain +1d6 to melee attack rolls, -2 to MELEE DEFENCE and the Angry condition until the end of combat. » Flight. Gain +2 SPEED, +2 MELEE DEFENCE and the Afraid condition until the end of combat. » The strigoi rolls to remove the condition but must roll a 6. When the condition ends, the other bonus is lost. SPECIES ATTRIBUTE BONUSES STR AGI END INT LOG WIL CHA LUC PSI REP HUMAN* +2 STRIGOI† ROBOT +2 +2 G.I. CLONE +1 +1 +2 +1 +1 DOLL CLONE +2 +1 +1 +1 +1 BLUE MOONER +2 SEMI-MOONER‡ +1 SIM +2 +1 +1 +1 § -1 *Humans add +2 to a second attribute and +1 to a third. Each bonus must be applied to a different attribute. †Strigoi have 6 points of attribute bonus they can spend in any permutation involving STR, AGI, END, INT but cannot spend more than 2 points in any single attribute. ‡Semi-mooners add +1 to END and +1 to any three other attributes. Each bonus must be applied to a different attribute.
9 D66 STRIGOI MUTATION 11-12 UNCANNY EYES. You are able to see in darkness as though it were daylight for 60’. 13 EAGLE EYED. Your eyes count as having a telescopic retinal implant. 14 SUPERIOR EYESIGHT. You gain 1d6 to visual perception and tracking checks. 15 SHARP EARED. You gain 1d6 to audial perception checks. 16 KEEN NOSED. You gain +d6 to scent-based perception and tracking checks. 21 SENSITIVE TONGUE. You gain 1d6 to taste-based INT checks. 22-23 TOUGH HIDE. Your skin is hard and tough giving you SOAK 5. 24 REGENERATION. You can heal wounds that would kill a normal man. As long as you are above 1 HEALTH, you automatically heal 1d6 HEALTH per hour. 25-26 INCREASED METABOLISM. You move a lot faster than normal. Your reactions are increased, and the world seems run at a slower rate for you. You must consume twice the normal amount of food and drink to remain alive. You have three actions per round, although you may not perform any given action (attack, move, etc) more than twice. D66 STRIGOI MUTATION 31 VAMPIRE. You require blood for nourishment. You also have a greater than normal sensitivity to day and ultraviolet lights. Any day you do not consume one pint of blood moves you suffer the Fatigued condition. This is a permanent status and cannot be shaken off. The only way to remove it is to consume a pint of blood. Additionally, you suffer -1d6 to perception checks in daylight. 32 BONE SPIKES. You are covered in a layer of spikes that protrude through your skin from your bones. Your natural damage becomes piercing. Anyone or anything that attempts to attack you takes 1d6 damage each time they strike. 33 NATURALLY WARY. You gain the Predictive Reflexes exploit. 34 TALLER THAN NORMAL. Your height is greater than normal, even taller than the tallest member of the human race. Roll 1d6 to determine your height. On a 1-3 it is 7 feet, on a 4 to 6 it is 8 feet and on a 6 it is 9 feet. You are considered large sized. 35-36 STRONG. You gain 1d6 to your STR. 41-42 FAST. You gain 1d6 to your AGI. 43-44 VIGOROUS. You gain 1d6 to your END. 45-46 PERCEPTIVE. You gain 1d6 to your INT. CH/1: PRIOR SERVICE AND FUTURE CAREERS //SPECIES
10 G.I. CLONES After decades of research and the cloning of several prototypes, the Souther genetic scientists finally managed to perfect a human clone that could operate on the surface of Nu Earth without the need of a clumsy chemsuit. Inside the vast military space station of Milli-Com, the Genetic Infantry clones are individually gestated in tubes in a laboratory know as ‘The Nursery’. Superficially identical to either its clone-brothers or sisters, each has an athletic build, blue skin, a white mohawk of hair and eyes that lack a discernible pupil or iris. They also receive a wide range of genetic enhancements devised by the Gene-Genies, as the genetic scientists are termed. Most importantly of all, they are installed with biochips — small, computerised devices capable of storing their personalities, complete with their essential skills and memories. When the G.I. dies, the chip can be housed in a replacement clone body. GENETIC INFANTRY CLONE The male clones were created as an elite, military strike force, equipped with a wide arsenal of specialist weaponry and subjected to indoctrination methods designed to instil duty, honour, obedience and a drive to kill Nort soldiers. Consequently, once released into combat many find it hard to adapt to long periods of peace or comfort. » Size: Medium » Attributes: STR +1, AGI +1, END +2, INT +1, WIL +1 » Skill Choices: [developmental], [physical] EXPLOITS » Biochip. The G.I. has a biochip installed inside their head. » Encoded Survival. G.I.s cannot make a deliberate attempt to take their own lives. » Fast Healing. Clones heal an extra 1d6 HEALTH each day. » G.I. Immunity. Clones are immune to radiation plus all known acids and poisons, including alcohol. D66 STRIGOI MUTATION 51-52 FERAL. Your appearance is unsettling and grants you 1d6 to intimidate checks. 53-54 CLAWS. Your unarmed attack increases by 1d6 and becomes piercing damage. 55-56 BITE. Your unarmed attack increases by 1d6 and becomes piercing damage. 61 ANIMAL FEATURES. You have a variety of mammalian features, typically those of a cat, bear, wolf or bat. The features may give you an extra ability – cat’s eyes could give you the ability to see at night, a bear-like pelt cold make you immune to cold-based environments and act as SOAK 5 against cold damage, a wolflike jaw could give you an extra 1d6 damage, and bat-like ears might allow you to use echo location. D66 STRIGOI MUTATION 62 PACK MASTER. You are a natural leader amongst your kin. You gain 1d6 to all CHA based tests on other strigoi. 63 SENSE KIN. You can use INT tests to identify others with the strigoi taint within a range of INTx5’. 64 ATMOSPHERE PROCESSOR. You can breathe in a variety of gaseous atmospheres, surviving areas that would normally kill humans. You are immune to all gases as long as there is enough oxygen in the air to survive. In an atmosphere without any oxygen you would still suffer like a nonmutant. 65 RADIATION RESISTANCE. You are immune to radiation damage. 66 ROLL FOR TWO MUTATIONS. If you roll 66 again reroll the result.
11 » G.I. Senses. Clones have enhanced senses and central nervous systems that grant +2 to all DEFENCES and +1d6 to initiative checks. » G.I. Vision. The G.I. can see using infra-red and lowlight vision for 60’. » Ingrained G.I. Skill Package. You come into being with existing skills and abilities. Choose one category from the following: [combat], [physical]. You gain four skills at one rank from the chosen category. Nictitating Membrane. G.I.s are immune to snow blindness. They also shake off the Blind condition on a 4,5, or 6 (instead of a 5 or 6). » Tough Hide. The blue-skinned clones have a natural armour SOAK of 5. » Unencumbered. G.I.s feel uncomfortable and impeded when wearing any armour but a G.I. helmet. They cannot use LUC dice whilst wearing armour. ‘DOLL’ G.I. CLONE Although the female G.I.s were originally engineered with lithe bodies intended to assist with stealth and assassination roles, the Milli-Com top brass eventually decided that they should perform non-combat roles. Female G.I.s have had to cope with sexist terms such as ‘dolls’, ‘general issue bed-warmers’ and ‘Milli-Com R&R units’ and are forbidden to have liaisons with male G.I.s. Worst yet, they were regarded as fair game for the attentions of the military base’s senior officers. Following the Quartz Zone massacre, it was decided that female G.I.s could be assigned to military training and were assigned to roles they individually showed an aptitude for. » Size: Medium » Attributes: AGI +2, END +1, INT +1, WIL +1, CHA +1 » Skill Choices: [developmental], [physical] EXPLOITS » Biochip. The Doll has a biochip installed inside their head. » Encoded Survival. Dolls cannot make a deliberate attempt to take their own lives. » Fast Healing. Clones heal an extra 1d6 HEALTH each day. CH/1: PRIOR SERVICE AND FUTURE CAREERS //SPECIES
12 » G.I. Immunity. Clones are immune to radiation plus all known acids and poisons, including alcohol. » G.I. Senses. Clones have enhanced senses and central nervous systems that grant +2 to all DEFENCES and +1d6 to initiative checks. » G.I. Vision. The Doll can see using infra-red and lowlight vision for 60’. » Ingrained Doll Skill Package. You come into being with existing skills and abilities locked into your individual genecodes. Choose one category from the following: [combat], [physical], [subterfuge]. You gain four skills at one rank from the chosen category. » Nictitating Membrane. Dolls are immune to snow blindness. They also shake off the Blind condition on a 4,5, or 6 (instead of a 5 or 6). » Captivating Presence. Dolls gain +1d6 to all social checks. Tough Hide. The blue-skinned clones have a natural armour SOAK of 5. » Unencumbered. Dolls feel uncomfortable and impeded when wearing any armour but a G.I. helmet. They cannot use LUC dice whilst wearing armour and never gain armour skills. ROGUE TROOPER TERMINOLOGY In Rogue Trooper, terms are frequently used that combine slang terms from historical wartime periods. Some of these terms, such as Dolls to mean female G.I., are in keeping with the source material but will rightly be considered patronizing and misogynistic at today’s modern RPG table. Others are just plain unacceptable. We encourage GMs and players both to adjust the source material to suit their table, use terms that make the playing experience enjoyable for everyone, and even coin your own slang in keeping with wartime dialects. BLUE MOONER Early Souther genetic experiment on one of Nu Earth’s Blue Moon produced a race of hardy but stunted individuals with tough, blue-hued hides. As research in enhanced clones continued, the Blue Mooners became an under-class that was used as cheap labour in off-world mining projects. Their numbers have increased as they bred, and some of them have drifted into travelling bands of entertainers, though wherever they stop they treated with disdain as ‘freaks’ by both Southers and Norts. » Size: Small » Attributes: END +2 » Skill Choices: mining, survival, zero-g, [performance] EXPLOITS » Dark Sight. The Blue Mooner can see in darkness for 60’. » Evasion. Blue Mooners are nimble and adept at dodging. They gain a +2 bonus to either their MELEE DEFENCE or their RANGED DEFENCE. This bonus does not stack with other exploits that increase DEFENCE scores. » Insulation. The Blue Mooners are immune to cold-based environmental effects and increase their natural SOAK to SOAK 5 from cold damage.
13 » Nictitating Membrane. Blue Mooners are immune to snow blindness. They also shake off the Blind condition on a 4,5, or 6 (instead of a 5 or 6). » Thick Skinned. The Blue Mooner has a natural +2 SOAK. » Zero-g. Blue Mooners gain zero-g as a natural movement mode, able to move in zero-g at their full speed with no checks needed. SEMI-MOONER Some hybrids of humans and Blue Mooners exist. They are generally social inferiors to humans but have a wider range of backgrounds and starting careers than their Blue Mooner parent and sometimes end up in roles as intermediaries between the two races. The character is of Medium size (though they will be on the short side) with eyes similar to a human’s, though the iris has an opaque quality. » Size: Medium » Attributes: END +1, +1 to any three other attributes » Skill Choices: any EXPLOITS » Intermediary. Through experience as a go-between for Blue Mooners and humans or a confident arrogance, the semi-Mooner gains a +1d6 bonus on all CHA based rolls used to influence Blue Mooners. » Leather-like Skin. The semi-Mooner has a natural +2 SOAK. SIMS The product of Nort genetic engineering, Sims are hairy, hulking brutes whose DNA is heavily laced with that of apes. Their masters have found them to be a vicious rabble, useless as conventional troops, but effective as trackers or expendable shock troops in forested regions. Some of these ape men have proved unable to focus on carrying through missions and have gone AWOL, hiding out in the forests of Nu Earth. » Size: Medium » Attributes: STR +2, AGI +1, END +1, INT +1, WIL -1 » Skill choices: brawling, intimidation, survival, tracking EXPLOITS » Enduring. Sims are noted for their resilience. When taking a new career, a Sim may optionally exchange one of the listed four attribute increases for END, as long as it doesn’t result in a duplicate attribute advancement. » Great Leap. Sims have double the normal jump distance and take half damage from falls. » Natural Climbers. Sims CLIMB at full speed, with no checks needed. » Nu Earth Immunity. Sims are immune to radiation plus all known acids and poisons, with the only exception being a gas developed by the Norts to tackle uncooperative specimens. » Primitive Intellect. Unless the linguistics skill is taken, a sim can only communicate in grunts and one syllable words. » Weak-willed. Attacks that target and beat a Sim’s MENTAL DEFENCE inflict +1d6 damage. OTHER RACES IN ROGUE TROOPER CLONES The technology to produce clones has been channelled by the Norts and Southers into creating individuals who can work or fight in hostile environments. If a GM wants to include any clone Player Characters as detailed in Judge Dredd and the Worlds of 2000 AD, the characters originate from locations beyond Nu Earth. MUTANTS Although the strigoi are a type of mutant Player Character, the GM may wish to include mutant Player Characters or NPCs in his Rogue Trooper campaign that have a wider range of mutations. Such individuals could be the results of extreme genetic experiments or unfortunates born in or near the Twisted Zone referenced in Chapter 2. The Judge Dredd & the Worlds of 2000 AD rulebook and The Cursed Earth supplement provide rules for mutants. CH/1: PRIOR SERVICE AND FUTURE CAREERS //SPECIES
14 ROBOTS Robots fulfil a variety of occupations in civilian enterprises and undertake supporting roles for the military such as labourers and medics. Reputedly, attempts to use colossal war droids early in the war ended in disaster. Their use as full combatants in the armies of Nu Earth theatre is certainly limited, even amongst the Nort forces who lack the greater reserves of manpower available to their Souther foes. Droids are regarded as pieces of equipment and have no rights of citizenship or employment, though some individuals who work with them sometimes adopt a relationship similar to that held with human compatriots. Robot characters use the rules in Judge Dredd & the Worlds of 2000 AD and can also use those in the Robot Wars supplement. Most will initially have Asimov circuits installed, prevent them from harming humans. OPTIONAL RULE: LANGUAGES IN ROGUE TROOPER The Souther Confederacy’s language is English whilst the Norts use Nordlander. GMs who decide that having two different languages will make running adventures harder can choose to use one or more of the following options in a campaign: » PCs can include skill with another language as one of their species skills. » PCs are assumed to be reasonably fluent in the two languages. » PCs have access to a translating device or interpreter. » During key scenes, there are always NPCs present with competency in two languages. » The two factions both speak English, though the Norts speak it with a distinctive accent and occasional foreign sounding exclamations. The different Nort warclans use private battlecants to speak amongst themselves, and the G.I.s also invented a private battle language of their own whilst training on Milli-Com. The garrisons of the different Neuropa sectors all speak English, though sometimes it is comically mangled up with faux accents and odd foreign words, requiring a ‘foreign’ listener to make a Standard [7] INT or LOG (linguist) check to make enough sense of what they hear.
15 ORIGINS The following origins can be chosen, along with those detailed in the Judge Dredd & the Worlds of 2000 AD rulebook. Some include prerequisites for an individual to belong to a Nort or Souther faction, which must be met, besides race. EXPERIMENT [2D6+6 YEARS] » Prerequisites: None » Attributes: STR +1, AGI +1, END +1, LOG +1 » Skill Choices: [physical] You were the subject of tests and experiments by scientists and doctors, whether created or merely altered. Your childhood was spent in a lab. EXPLOITS » Programming. You have been specifically bred and engineered for a purpose. At the start of a fight, your ‘programming’ kicks in, granting you a +2d6 INITIATIVE bonus. COLONIAL CHILD [2D6+6 YEARS] » Prerequisites: Human, Strigoi, Semi-Mooner, Blue Mooner » Attributes: STR +1 END +1, INT +1, WIL +1 » Skill Choices: carrying, driving, hardy, riding, [outdoor] You grew up in a frontier family trying to make a living from the poisoned land. EXPLOITS » Tamer of the Wilderness. You gain 3 outdoor skills at one rank. (This does not increase a skill above one rank.) MILITARY BRAT [2D6+6 YEARS] » Prerequisites: Human, Semi-Mooner, Strigoi » Attributes: END +1, LOG +1, WIL +1, LUC +1 » Skill Choices: carousing, rifles, pistols, survival, [vehicle] EXPLOITS » Tactical. You gain 3 ranks (2d6) in the tactics skill. You spent time getting shuffled around from military base to military base or otherwise learning from soldiers. MILITARY CASTE [2D6+6 YEARS] » Prerequisites: Nort Human or Strigoi » Attributes: INT +1, WIL +1, CHA+1, REP +1 » Skill Choices: bravery, carousing, fortitude, hunting, rifles, swords, stealth You were born into one of the military clans of the Nordland Republic. You are heir to a long history of service in the military and government of the Republic and are expected to uphold the honour and traditions of your clan. EXPLOITS » Notable Clan. You gain a 1d6 bonus to any CHA or REP tests made to influence any Nort who does not have this origin and has a smaller REP pool. NERD [2D6+6 YEARS] » Prerequisites: Human or Robot » Attributes: LOG +2, LUC +1, REP +1 » Skill Choices: [computers], bureaucracy, cryptology, gaming, [scientific] You’ve been obsessed with computer systems. EXPLOITS » White Hat. You are practiced at hacking and anti-hacking techniques. You can actively provide a computer system with a +4 ELECTRONIC DEFENCE score and gain a 1d6 bonus to electronic attacks. SERVICE DROID [2D6+6 YEARS] » Prerequisites: Robot » Attributes: AGI +1, LOG +2, CHA +1 » Skill Choices: accounting, astrogation, computers, cooking, driving, engineering, linguistics, navigation You were created to perform a specific service – perhaps as a repair droid, domestic bot, astromech, or a translator. EXPLOITS » Unsuspicious. Everybody trusts a service droid. It doesn’t even occur to them that one might lie or attack. You gain a 1d6 bonus to all attempts to bluff or deceive or to access an ambush turn. SCION [15 YEARS] » Prerequisites: Human, Strigoi » Attributes: INT +1, CHA +1, REP +2 » Skill Choices: [artistic], [gaming], [social], [sporting], [trivia] You had a privileged upbringing in a wealthy family, heir to old money. Located in one of the safest locations in Nu Earth or, more likely, raised on another planet, you have never known hardship. CH/1: PRIOR SERVICE AND FUTURE CAREERS //ORIGINS
16 EXPLOITS » Privileged. You gain two sets of exceptional quality clothing and 1,000 bonus credits. ‘SPECIAL TROOPER’ [1D6+6 YEARS] » Prerequisites: Sim » Attributes: STR +1, AGI +1, END +1, INT +1 » Skill Choices: brawling, hardy, intimidate, light armour, rifles You were created and trained for war by your Nort masters. You have grown up within a troop of sims dominated by its most imposing member. EXPLOITS » Hierarchy of Dominance. You gain 1d6 in any social skill rolls against another sim you have defeated in a one-toone brawling bout until they manage to defeat you in your turn. SURVIVOR [2D6+6 YEARS] The story of your childhood is one of hardship and war zones; you’ve grown a thick hide from conflict or war. » Prerequisites: Human, Strigoi, Semi-Mooner or Blue Mooner » Attributes: AGI +1, END +1, INT +1, WIL +1 » Skill Choices: [outdoors], running, stealth, [vehicle] EXPLOITS » Endurance. You’ve endured a lot, and you have the scars to prove it. You gain +2 natural SOAK. ORPHAN [2D6 +6 YEARS] Your childhood was not a happy one. » Prerequisites: Human, Strigoi, Semi-Mooner or Blue Mooner » Attributes: AGI +1, INT +1, CHA +1, LUC +1 » Skill Choices: bluffing, brawling, [performance] running, stealth, thievery EXPLOITS » Urchin. You’re familiar with urban backgrounds and can blend in easily. After spending one hour in a new city, you learn the names of some local crime figures TALENTED [2D6+6 YEARS] » Prerequisites: Human, Semi-Mooner or Blue Mooner » Attributes: INT +1, WIL +1, PSI +1 » Skill Choices: empathy, [performance], [psionic], stealth You manifested undisciplined psionic ability early in life and struggled because of it. EXPLOITS » Empath. You can sense strong emotions in those with whom you converse. Psionically gifted individuals are rare amongst humanity, and as other citizens treat them with suspicion or outright hostility, psykers often regard their powers as a curse rather than a blessing. Both Nort and Souther scientists are keen to develop and enhance psionic powers and zealously seek out subjects for their experiments. Psionic powers are more common and developed in some alien races who often find themselves in high demand amongst business corporations. The precogs of the planet Zykik charge astronomical sums for their services. Psykers are also attractive assets to criminal cartels, though intergalactic casinos take precautions against psionic interference. WAR DROID [2D6+6 YEARS] » Prerequisites: Robot » Attributes: STR +1, END +2, INT +1 » Skill Choices: [combat], demolitions/explosives, intimidate, scanners You were created to kill and destroy soldiers, war-machines and anything else you were ordered to. EXPLOITS » Combat Programming. You can suspend your Asimov circuits with respect to killing and hurting humans if they fit a ‘target profile’ given to you by your human commander. This might be anything from ‘people in the enemy uniform’ to ‘anyone I don’t like’. The downside is that you will open fire on anyone you believe fits the profile.
17 CAREERS CIVILIAN Bounty Hunter p. 18 CRIMINAL Marauder p. 18 MILITARY Boot Camp p. 19 Dust Devil p. 19 Fifth Columnist p. 19 Gene-Genie p. 20 Kashar Legionary p. 21 Kashan Legionary p. 21 Marines p. 21 Military Diver p. 22 Military Police Officer p. 22 Nagan Legionary p. 23 Officer p. 23 Replicant Droid p. 23 Robe-Runner p. 24 Sniper p. 24 Snow Trooper p. 25 Soldier p. 25 Space Marine p. 25 Special Forces p. 26 Stamel Raider p. 26 Sun Legionary p. 26 Tox-Team Soldier p. 26 NEUROPEAN Frank Trooper p. 27 Happy Camper p. 28 Huntsman p. 28 Rom Trooper p. 28 Scan Trooper p. 29 VARIED Doppleganger p. 29 Explosives Expert p. 29 Guerrilla Fighter p. 30 Medic p. 30 Pilot p. 30 Priest p. 31 Prisoner p. 31 Sailor p. 31 G.I. Origins p. 32 CAREERS Some of the careers are specific to either the Souther or the Nort factions, so players might want to discuss the feasibility of particular choices with other players and the GM. Likewise, many careers, at least for starting characters, are only available to certain races. Careers in Rogue Trooper fall into five categories. Civilian careers are available to any character, but as a vast war is waging across the galaxy, most young, able-bodied adults are expected to join the military unless they are engaged in work that contributes to the war’s effort. After decades of war on Nu Earth, many of its civilians are now miserable refugees who have failed to get off the planet and are now stuck in miserable slums. On other worlds, the situation is less bleak, though the authorities organise drafts of conscripts and assess whether an individual’s career constitutes viable war work. Criminals are often individuals who deliberately manage to avoid military service. Some will be actively sought by the authorities as draft dodgers or criminals whilst others will have found a means of making themselves appear as a valuable entrepreneur who contributes to the war effort. After taking a grade in any criminal career, roll 1d6. On a roll of 1, you must next take the Prisoner career on page 31. Military careers usually start with raw recruits attending a boot camp after which they end up assigned to a combat unit. Those joining an elite unit usually absorb its ethos and are unlikely to transfer to another military unit. Individuals in the military might find themselves embarking on a rise through the ranks, though the chance of reaching a high level of command is remote CH/1: PRIOR SERVICE AND FUTURE CAREERS //CAREERS
18 There is a selection of careers for eccentric adventurers who originate from the Southers’ Fort Neuropa garrison. Some careers can be in either the military or a civilian sphere and are referred to in this chapter as Varied careers. PREVIOUS CAREERS The following careers in the Judge Dredd & the Worlds of 2000 AD rulebook can be used in a Rogue Trooper campaign. References made to Mega-City One and The Cursed Earth can be replaced with other locations and those of Judges with police. Careers marked in italics will be unlikely to exist on Nu Earth itself. Civilian: Blocker, Boffin, Citizen, Employee, Gamer, Journalist, King of the Road, Nark, Private Investigator, Psyker, Scavenger, Sportsperson, Star, Survivalist. Perp (becomes Criminal): Blackmailer, Burglar, Chop Shop Mechanic, Pongo (becomes Conman), Dunk (becomes pickpocket), Mobster, Muscle, Hacker, Heister, Henchman, Hitman, Kidnapper, Mob Boss, Cursed Earth Smuggler (becomes Smuggler), Punk, Spy/Terrorist, Tap Artist (becomes Mugger), Wrecker. CIVILIAN CAREERS BOUNTY HUNTER [1D6 YEARS] » Prerequisites: None » Attributes: AGI +1, INT +1, LOG +1, REP +1 » Skill Choices: [combat], computers, intimidate, law, perception, piloting, stealth, tracking As a bounty hunter you spend time tracking down and capturing wanted criminals. Nu Earth itself provides a lucrative, if deadly, market for your talents as rewards are paid for capturing deserters and war criminals. EXPLOITS » Datamining. You can locate a target’s current location down to a specific zone or city by accessing credit, criminal, customs and other records if you have access to a computer link. » Dogged Pursuit. Any END rolls you must make when actively pursuing a target have their difficulty reduced by 5. » Prey. You may choose a particular target species. You gain a 1d6 bonus to attempts to track targets of that species. CRIMINAL CAREERS MARAUDER [1D6 YEARS] » Prerequisites: None » Attributes: STR +1, AGL +1, END +1, INT +1 » Skill Choices: [combat], driving, intimidate, stealth, survival Gangs of deserters turning to banditry usually operate from well-hidden, sealed strongholds in the wildernesses of Nu Earth where they stockpile stolen oxygen bottles and loot. As pariahs, they face the threat of summary execution by soldiers of the army they absconded from and are wary of bounty hunters. Consequently, they are totally ruthless in dealing with any witnesses. Most of a gang’s members concentrate on living a day-to-day existence, but some dream of eventually being able to hire smugglers to get them to a remote world. You realise that there is no real hope of ultimate victory in the war, and rather than endure the grinding discipline and dull routine of barrack life or the ever present danger of being killed trying to gain an insignificant hill, you chose to desert and joined a pack of like-minded individuals. Your brothers-in-arms are a rough, motley crew of brigands, but at least you now risk your life for booty. EXPLOITS » Ambush Expert. During an ambush turn, you can take a second action. » Dead or Alive. Gain +1 REP. You are notorious enough to have a bounty of 100 x REP in credits placed on your head by either or both the Nort and Souther authorities. You also gain 1d6 in tests to intimidate anyone who has heard of your reputation. » Haul. Your raiding has netted you an extra 2d6 x 100 Cr. You may repeat this exploit once, gaining 2d6 x 100 Cr each time. » Hideout. You know a sheltered area in a remote location of Nu Earth.
19 MILITARY CAREERS Many military careers require an individual to have served a career in boot camp. BOOT CAMP [1 YEAR] » Prerequisites: human or strigoi » Attributes: AGI +1, LOG +1, WIL +1, CHA +1 » Skill Choices: carrying, rifles, law, survival Citizens across the galaxy are recruited into mankind’s two warring armies. Many still choose to volunteer themselves out of patriotism, but as the conflict drags on, a greater proportion are conscripted and even press gangs are used in some worlds within the Nordland Republic. Despite these drafts, the conflict’s appetite is insatiable, and Souther courts have resorted to giving many criminals the option of military service rather than serving out a sentence in a civilian prison. Some programs send recruits to college to gain degrees before returning to cadet assignments. Nort training camps are especially severe and brutal punishment beatings being meted out with full military authority. You joined the military and completed basic military training. EXPLOITS » Basic Training. You gain a basic military chemsuit as used by your army. You also gain one rank in survival, rifles and tactics. » Officer Training [requires Basic Training and REP 1+]. A second stint in the Academy prepares you for command. You automatically gain a military rank and the leadership skill at 1 rank if you do not already have it. You gain +2 REP. Make a Challenging [13] CHA check before advancing any attributes. If you succeed, you automatically gain a second military rank. DUST DEVIL [1D6 YEARS] » Prerequisites: Bootcamp, Nort human » Attributes: STR+1 AGI +1, END +1, WIL +1 and each time you take this career, roll 1d6 — on a roll of 6, you gain a medal and a bonus +1 REP » Skill Choices: bravery, clubs, hardy, intimidate, knives, spears, light armour, reactions, stealth, survival Although the Norts have a few small units of commandoes that specialise in operating in specific types of terrain, the ‘Dust Devils’ of the Boneyard Desert have taken this to extremes. They prefer to hide themselves in amongst the carpet of bones, sand and ash, erupting in savage ambushes to wipe out Souther patrols. They are certainly not the sanist of troops, eschewing the use of firearms and grenades, preferring to wield gruesome weapons they have crafted for themselves out of bone and sinew. You gain a serviceable bone melee weapon for each melee skill you possess or just a club, and your chemsuit is now camouflaged for deserts as well as being adorned with pieces of human skeletons. EXPLOITS This career includes all the exploits listed for the Soldier career and those listed below. » Desert Lurker. You gain 1d6 to stealth and survival rolls in hot desert regions. » Gifts of the Dead. You can craft personal thrown, piercing or blunt melee weapons from bones and sinew which ignore the improvised penalty. You can also inflict +1d6 damage with one specific type of bone melee weapon. ‘FILTH COLUMNIST’ [1D6 YEARS] » Prerequisites: Nort Human, toxicology or chemistry, stealth » Attributes: INT +1, LOG +1, CHA +1, LUC +1 » Skill Choices: bluffing, carousing, chemistry, flirtation, medicine, [subterfuge], toxicology The Nort Bio-warfare and Infiltration Unit specializes in covert missions that involve its operatives using an arsenal of drugs and chemical agents that enable them to pose as Souther personnel. Once in position, they administer truth serums to senior officers or sabotage water and air supplies with poisons. As a ‘Filth Columnist’ you are familiar with the Souther military system and their basic weaponry and can speak like a native Souther. You are adept at working on your own initiative on missions that will probably get you summarily shot if your identity is revealed and you fall into the hands of any enemy soldiers. EXPLOITS » B.I.U. Concoction. You can spend five minutes to create a concoction with your Tox-Kit which, when ingested or injected, inflicts a specific condition on a target of the chosen species. You cannot choose Disarmed or Disarmoured. You can only choose one specific condition, but you may take this exploit multiple times, choosing a new condition each time. G.I.s will be immune to most concoctions unless they include Agent X or another chemical unknown to Milli-Com scientists. » Gaseous Concoction [requires B.I.U. Concoction]. Your concoction can be thrown in a grenade which creates a 10’ CH/1: PRIOR SERVICE AND FUTURE CAREERS //CAREERS
20 radius area of gas lasting for 1 minute. This effect attacks any creatures which enter or start their turn in the cloud. » Strong Concoction [requires B.I.U. Concoction]. One concoction you can create using the B.I.U. Concoction exploit now moves targets two stages along that status track. GENE-GENIE [1D6 YEARS] » Prerequisites: Souther Human, [medical] » Attributes: LOG +1, INT +1, WIL +1, REP +1 » Skill Choices: biology, computers, chemistry, electronics, hypnosis, [medical], psychology, scanners The Genetic Bio-weapons Corps is a team of Souther genetic scientists based on Milli-Com whose responsibilities include the creation of the G.I. clones and the maintenance of a transplant bank for the most senior military staff. You are one of an elite team of geneticists whose creations were expected to turn the tide of the stalemate on Nu Earth. EXPLOITS » Creator’s Knowledge. You gain 1d6 on all psychology rolls you attempt on a specific G.I. if you have spent at least an hour examining the individual data kept on them. » Reboot. You can engineer the Reboot exploit into an organic patient. The operation takes six hours to perform on a G.I. and requires a science or medical lab and a Difficult [16] LOG (medicine) roll. Other organic humanoids can be given this operation, but the operating time is doubled and requires 1,000 cr of materials and a Challenging [21] LOG (medicine) check. » Protective Measures. You have placed a failsafe in all of the G.I.s created by Milli-Com. If a G.I. hears you uttering a codeword, they are unable to harm you within the next twenty-four hours unless they can make a Difficult [21] WIL (concentration) roll. » Command G.I. [requires Protective Measures]. You can engineer a hidden command into a G.I. The operation takes six hours to perform on a G.I. and requires a science or medical lab and a LOG (hypnosis) check that beats their MENTAL DEFENCE. Once the conditions for the command to activate occur, the G.I. will act as instructed but will not perform an action which causes itself harm. The G.I. can attempt to shake off the condition every twenty-hour hours requiring a Difficult [21] WIL or PSI (concentration) or (meditation) check. Having to perform an uncharacteristic action, such as killing a friend will also give the G.I. an instant check to throw off the condition. » Spare Body Parts. You have a cloned set of personal body part replacements kept in cryo-genic storage at Milli-Com or another location. This exploit can be taken multiple times.
21 After the annihilation of the G.I.s in the Quartz Zone massacre, many Gene-Genies have their skills directed into other projects. Ironically, the successes achieved by Rogue on Nu Earth brought about the winding down of support for the G.I. program, as he showed that a cloned soldier could not be guaranteed to remain a loyal, unquestioning tool of Milli-Com. KASHAR LEGIONARY [1D6 YEARS] » Prerequisites: Military Caste and Boot Camp » Attributes: AGI +1, END +1, WIL +1, REP +1 and each time you take this career, roll 1d6 — on a roll of 6, you gain a medal and a bonus +1 REP » Skill Choices: bravery, hardy, heavy weapons, leadership, light armour, perception, riding, rifles, swords, tactics The Kashar are an important military caste, currently allied closely to the Kashans. Their legionaries’ armour and their officers’ crested helmets are influenced by Old Earth antiquity, and they are organised in units of a hundred men under a Centurion. Discipline is strict, and incompetence or failure can result in an individual being requested to fall on their las blade. As a Kashar, you are issued with a las-knife as your honour blade, and you replace your chemsuit issued at bootcamp with a neo-classical designed one that is the uniform of your legion. EXPLOITS This career includes all the exploits listed for the Soldier career and also those listed below. » Medal Hero of the Nordland Republic. You gain +2 REP. » Sidecar Swerve. As a sidecar passenger, you can assist your driver by making timely lurches, flattening yourself and shouting advice. This takes an action, but in his next turn your driver gains 1d6 on all riding checks and +2 to the speed of the vehicle. KHASHAN LEGIONARY [1D6 YEARS] » Prerequisites: Nort Human or Strigo and Boot Camp » Attributes: STR+1, END +1, WIL +1, REP +1 and each time you take this career, roll 1d6 — on a roll of 6, you gain a medal and a bonus +1 REP » Skill Choices: bravery, carrying, carousing, [combat], hardy, leadership, perception, survival The pride of Nordland’s valhalla parades are the well-drilled divisions of Kashans, the Republic’s most famous military elite. Besides recruiting from their own powerful clan, the Kashans accept promising applicants from others into their legions, extending a powerful network of obligations and allegiances. New recruits are collected on worlds governed by senior members of the Khashan clan where they are tempered into a ruthless efficiency thorough rigorous and brutal and training that includes punish beatings, night-time exercises and expending live ammunition in combat exercises. Their numerous battle honours are the envy of the other Nort troops who have to suffer their arrogance, whilst their detractors point out that Khashan victories are marred by an immense catalogue of war crimes. You aspire to be the purest and the best of all that Nordland stands for. Your uniform is decorated with flashes of red trim, and you receive a knife that incorporates the emblem of a lightning bolt. EXPLOITS This career includes all the exploits listed for the Soldier career and also those listed below. » Medal Hero of the Nordland Republic. You gain +2 REP. » Slay Them All. You can attack an adjacent prone opponent with a fixed bayonet as a free action. MARINES [1D6 YEARS] » Prerequisites: Bootcamp or G.I., Doll or Robot » Attributes: STR +1, END +1, WIL +1, REP +1 and each time you take this career, roll 1d6 — on a roll of 6, you gain a medal and a bonus +1 REP » Skill Choices: bravery, carrying, carousing, [combat], hardy, leadership, perception, survival Both of the sea-going navies on Nu Earth use marines as integral infantry. The Norts have built their arm into a tough elite of ‘Scum Marines’ commanded by Admiral Torpitz, who are prized enough to have units used on occasional land operations far away from the toxic seas. Whilst serving in the Marines you are issued with a dull green chemsuit and waterproofed weapons and equipment. EXPLOITS This career includes all the exploits listed for the Soldier career and also those listed below. » Sea Legs. You adapt to the motion of a ship; this makes you very hard to knock down. When you are knocked prone, you may spend one LUC die to remain standing. » Seasick. You are immune to the Sick condition. » Hero of the Nordland Republic [Nort] or Souther Cross [Souther]. You gain +2 REP. CH/1: PRIOR SERVICE AND FUTURE CAREERS //CAREERS
22 » Cutting Gear [Nort]. You escape from a ‘beachball’ landing device as a free action once it has come to a stop. MILITARY DIVER [1D6 YEARS] » Prerequisites: Boot Camp, swimming » Attributes: STR +1, AGI +1, END +1, WIL +1 and each time you take this career, roll 1d6 — on a roll of 6, you gain a medal and a bonus +1 REP Skill choices: explosives, knifes, hardy, perception, pistols, rifles, tactics, swimming Both navies on Nu Earth make use of specialist diving teams for a wide range of activities including salvage operations, security patrols, sabotage and coastal reconnaissance. The Nort navy in particular place a host of resources into training and equipping their elite squads of ‘Vroogmen’. Unlike other combatants, the waters of the scum seas hold no terrors for you. EXPLOITS » Like a Fish. You gain a Swim Speed equal to your regular Speed. » Hold Breath. You can hold your breath for a number of minutes equal to your END dice pool. » Murky Depths. You can see well underwater and in other dark environments, gaining darksight to a distance of 5’ per point of INT. » High Diver. You never take damage when falling into water from any height. MILITARY POLICE OFFICER [1D6 YEARS] » Prerequisites: Boot Camp » Attributes: STR +1, END +1, INT +1, REP +1 and each time you take this career, roll 1d6 — on a roll of 6, you gain a medal and a bonus +1 REP The Nort regime’s State Security Police includes specialist organisations. Office of Genetic Purity. Led by the crippled Colonel-Inspector Nerria, the OGP is feared through the Republic as they are authorized with considerable powers to hunt and exterminate any strigoi who have succumbed to the bestial nature of their mutation. Office of Public Truth. Unpopular, this organisation is tasked with investigating Nort war crimes and bringing perpetrators to justice, though sometimes operatives are ordered to eliminate war criminals rather than bring them to trial. Frequently they find that their investigations are unwanted by powerful establishments that use bureaucratic and underhand means to obstruct OPT activities to shield their colleagues and avoid scandals. » Skill Choices: bureaucracy, clubs, driving, interrogation, intimidate, law, pistols, perception You join the ‘Milli-Fuzz’ or a similar security force and begin a career as a uniformed officer. You provide security for headquarters, enforce martial law and hunt down deserters. EXPLOITS » Trouble Sense. You are easily able to spot trouble before it happens. You gain a 1d6 bonus to Initiative checks. » Out of Place. You know the signs of suspicious behaviour. You gain a 1d6 bonus to checks made to spot unusual or criminal activity.
23 » Freeze! You can compel a target to “freeze!” with a CHA versus. MENTAL DEFENCE check. If successful, the target stops in his tracks and is Dazed until he shakes that condition off. The target must be able to understand you and have an INT attribute of 3 or more. You can only do this to a given target once. » Backup. In an allied urban environment, you can call for backup once per day in the form of 1d6 MPs; they arrive within 5 minutes and follow your orders. NAGAN LEGIONARY [1D6 YEARS] » Prerequisites: Nort Human, Strigoi or Semi-Mooner » Attributes: AGI +1, END +1, INT +1, WIL +1 » Skill Choices: carrying, brawling, intimidate, light armour, reactions, rifles, survival The Norts augment their military forces raising legions from amongst their own nationals by taking them from the prisons and asylums of numerous worlds. Hard-bitten murderers, insubordinate soldiers, political idealists and conscripts from amongst the lowest strata of society — they are expected to fight alongside each other. Nagan troopers present a bizarre, but fearsome, appearance as many choose to wear barbaric adornments such as animal pelts and necklaces of human body parts. Receiving only the most rudimentary training and only armed with rifles, bayonets and primitive melee weapons, they are launched against the Southers in costly infantry assaults, encouraged by their unit standards, braying war horns and whip-wielding officers and all too aware that any wavering can result in a field officer ordering the activation of the explosives implanted inside them. Losses are horrendous, and those who are too weak of will and wit quickly perish. Somehow you have managed to survive a series of bloody campaigns. EXPLOITS » Combat Hardened. You gain +2 SOAK. » Human Shield. You learned that survival in the legion involved ruthlessness. Once per day you transfer the damage inflicted on you by an attacker to an adjacent ally you can step behind, push or drag to take the damage and any combat effects. » Army of Rogues. You learn a variety of nefarious skills from your fellow legionaries. Choose four [subterfuge] skills and gain 1 rank in them. This does not increase the rank of an existing skill. GEAR The legionary has a small explosive device that has been placed inside them that will kill them instantly. It can be exploded within a five-mile distance by an officer with a transmitting device and the right wavelength. The GM and player can decide whether the bomb within a Player Character is fortuitously inert or was removed. OFFICER [1D6 YEARS] » Prerequisites: Leadership, LOG 5+. » Attributes: AGI +1, INT +1, LOG +1, CHA +1 and each time you take this career, roll 1d6 — on a roll of 6, you gain a medal and a bonus +1 REP » Skill Choices: bravery, [combat], insight, interrogation, leadership, perception, stealth, survival, tactics You are a leader of men, women, aliens or robots. You may have served in the front lines yourself or studied tactics and strategy from the safety of academia. But now you are in the field, and your unit will be looking to you for guidance and to get them all home. EXPLOITS » Forward Planning. When you and the team have made a plan, each member of the team gains 1d6 for a particular skill while the plan is being executed (relevant to their part of the plan). But if any member of the team diverts from the plan for any reason, the whole team lose this bonus. » Morale Boost. Anyone under your command who has followed your orders gains 1d6 to any WIL or END roll. » Take Command. Once per day you can compel everyone in your nearby area to stop talking and listen to what you have to say. All allies within 30’ of you gain one bonus action. REPLICANT DROID [1D6 YEARS] » Prerequisites: Nort, Small or Medium Sized Robot » Attributes: INT +1, LOG +1, WIL +1, CHA +1 » Skill Choices: bluffing, disguise, driving, stealth Replicants are Nort-built droids that resemble human soldiers or civilians that are then sent out to infiltrate Souther territory as spies. ‘Droidinators’ are suicide troops containing an inbuilt bomb. To date, you have avoided having to blow yourself up. CH/1: PRIOR SERVICE AND FUTURE CAREERS //CAREERS
24 EXPLOITS » Organic Appearance. The robot has an outer covering resembling a human or other species, although not so alike that it would fool anyone for long. Small droids will resemble a child or young animal. This is achieved from synthetic or organic tissue that covers the interior endoskeleton. Any injury will clearly reveal the robot’s true nature, as will any interaction for more than a minute or so. » Human Appearance [requires Organic Appearance]. The robot is indistinguishable from a human without a proper medical scan. It even feels warm and mimics breathing, blinking and so on. This exploit may not be taken with any exploit that appears non-human (such as multiple legs) or any armour exploits. FAULT An extra exploit from this career can be chosen if the Selfdestruct System fault is chosen. » Self-destruct System. While not popular with intelligent robots, self-destruct systems do exist. They can be combined with a memory backup. When a robot selfdestructs, it spends two actions to activate the systems and then explodes at the start of its next turn. It causes 1d6 heat damage per size category to all within 30’. Alternatively, it is possible to automate the self-destruct system to activate when the robot reaches zero HEALTH. ROBE-RUNNER [1D6 YEARS] » Prerequisites: Small Sized Robot with the Wheels Exploit » Attributes: AGI +1, END +1, INT +1, WIL +1 » Skill Choices: linguistics, local knowledge, perception As a tireless and expendable messenger, you zip along on dangerous errands between military units and locations when comms are jammed or liable to interception. EXPLOITS » Tracks [requires Wheels]. Wheels can be upgraded to Treads, which removes the difficult terrain penalty. » Coming Through! The inhabitants of Souther Forts and cities are used to robo-runners buzzing around and are much less likely to challenge you when they enter any locations in the area. Reduce any difficulties to do so by 5. » Pony Express. You can increase your speed by 50% for a scene. If you take this exploit a second time, you double your speed instead. SNIPER [1D6 YEARS] » Prerequisites: Boot Camp, G.I. or Doll, stealth, rifles » Attributes: END +1, INT +1, WIL +1, LUC +1 » Skill Choices: climbing, concentration, perception, rifles, stealth You mastered the art of lying very still for long periods of time and shooting people a long way away. Sniping is a job which requires great endurance, patience, and accuracy.
25 EXPLOITS » Vantage Point. You gain an additional 1d6 to attack with a ranged weapon if you are at least 30’ higher than your target. This stacks with the regular +1d6 bonus for high ground. » Steady Eye. All weapon range increments increase by 50%. » Good Position. You cannot be pinned down in combat. » Perfect Aim. The bonus you gain for the Aim exploit increases to +2d6. » Black Hood [Nort]. You have been awarded the black hood of a master sniper. You gain +2 REP. SNOW TROOPER [1D6 YEARS] » Prerequisites: Nort, Boot Camp, survival » Attributes: AGI +1, END +1, INT +1, WIL +1 » Skill Choices: climbing, [combat], driving, perception, skiing, stealth, survival, tracking You join the Nort snow troopers who specialise in operating in Nu Earth’s polar regions, climbing treacherous peaks and traversing vast expanses of snow on power-skis or sno-speeder vehicles. The feeble Southers lack any troops that can match your skills and equipment, and your most dangerous and unrelenting opponent proves to be the weather itself. EXPLOITS This career includes all the exploits listed for the Soldier career and also those listed below. » Stalker of the Snows. You gain 1d6 to stealth and survival rolls in regions in cold, winter conditions. » Speed Skier. You gain +2 to your SPEED when using any type of skis. » Hero of the Nordland Republic. You gain +2 REP. SOLDIER [1D6 YEARS] » Prerequisites: Boot Camp career or G.I., Doll, Sim or Robot » Attributes: STR +1, END +1, WIL +1, REP +1; and each time you take this career, roll 1d6 — on a roll of 6, you gain a medal and a bonus +1 REP » Skill Choices: bravery, carousing, carrying, [combat], hardy, leadership, perception, survival The army prides itself on their sense of duty and their courage. Your tour of duty in the army featured deployment to a dangerous environment where you engaged enemy forces in infantry-based ground battles. EXPLOITS » Combat Hardened. You gain +2 SOAK. » Quick Naps. You’ve learned to manage with little sleep. As long as you get 4 hours, you count as fully rested. » Get on with It. Your unit doesn’t have much patience for whining about bumps, bruises, or scrapes. Once per day you can pause for two actions and recover 2d6 HEALTH. » Shake It Off. Once per day you may automatically shake off a condition as a free action. » Platoon Leader. You grant your entire party a +1d6 Initiative bonus as long as they are within 30’ of you. The Souther army includes many hard-fighting veteran infantry units, and some regiments such as Rangers and Air Cav are accorded the status of elite troops with specialized skills and roles. However, some of these titles prove to be nominal as combat losses are usually made good by drafts of raw troops and survivors of disbanded units that dilute the overall experience, cohesion and morale. GMs with Blue Mooners or semi-Mooners wanting to use a military career might decide that they can use the soldier career as part of a mercenary outfit on the fringes of the main conflict. SPACE MARINE [1D6 YEARS] » Prerequisites: Boot Camp, survival » Attributes: AGI +1, END +1, INT +1, REP +1 and each time you take this career, roll 1d6 — on a roll of 6, you gain a medal and a bonus +1 REP » Skill Choices: [armour skills], bravery, brawling, demolitions/ explosives, hardy, rifles, survival, tactics, zero-g CH/1: PRIOR SERVICE AND FUTURE CAREERS //CAREERS
26 You have undertaken tours of duty on stellar craft, using thruster-equipped armour and specialised assault craft to board enemy vessels. EXPLOITS This career includes all the exploits listed for the Soldier career and also those listed below. » Space Sickness. Nearly every astronaut gets sick. You learn to ignore it. You become immune to Sickness conditions. » Zero-G Born. You treat zero-g as a natural movement mode, moving at your full speed. » Hero of the Nordland Republic [Nort] or Souther Cross [Souther]. You gain +2 REP. SPECIAL FORCES [1D6 YEARS] » Prerequisites: Boot Camp, G.I. or Doll, stealth or [combat] » Attributes: STR +1, AGI +1, END +1, INT +1 » Skill Choices: acrobatics, climbing, [combat], escape arts, running, stealth, survival, thievery, tracking The pinnacle of special operations, either police, military or freelance, special forces such as the Nort army’s Spektzoi or the Souther S3 intelligence service’s commando units perform dangerous missions of reconnaissance and sabotage deep inside enemy territory. Special Forces need a range of skills beyond the mere ability to kill that is the hallmark of the assassin. EXPLOITS » Climber. You gain a CLIMB speed equal to your regular SPEED. » Hostile Terrain. You do not suffer penalties for moving across difficult terrain. » Hustle. Your SPEED increases by 2. » Quick-hide. You can disappear while in plain sight. You can make a stealth check even while under observation to move your speed and become effectively invisible for a round. You may then make regular stealth checks as normal but cannot repeat this feat against the same observer. » Hero of the Nordland Republic [Nort] or Souther Cross [Souther]. You gain +2 REP. STAMEL RAIDER [1D6 YEARS] » Prerequisites: Nort, riding, survival » Attributes: AGI +1, END +1, INT +1, WIL +1 » Skill Choices: riding, rifles, perception, sword, survival, tracking You are accepted into the roving bands of stamel riders who terrorise Southers crossing the deserts of Nu Earth. EXPLOITS » Hard Rider. You add 1d6 to all tests of endurance riding. » Mounted Pursuer. When riding a stamel whilst chasing someone, your Speed increases by +2. » Steed. The rider starts play with a stamel and riding gear. SUN LEGIONARY [1D6 YEARS] » Prerequisites: Nort, Boot Camp » Attributes: STR +1, AGI +1, END +1, WIL +1 and each time you take this career, roll 1d6 — on a roll of 6, you gain a medal and a bonus +1 REP » Skill choices: bravery, carrying, carousing, [combat], glide chutes, hardy, leadership, perception, survival The Legions of the Sun are elite Nort troops who make airdrops onto enemy territory using drop capsules, anti-grav devices or hang gliders. Lightly armed troops, often deep within enemy territory, they suffer high casualty rates during air dropped operations. Confidence is bolstered by rigorous training, including training in enemy weapons, and the high morale of the entire corps. You receive a replacement chemsuit that is camouflaged for either blue or night sky operations. EXPLOITS » Air Tricks. You have superb control over your glide chute or similar devices and are able to reverse direction 180º with a free action. » I Am the Night. You can use your gliding skill instead of stealth to sneak through the air using your glide chute. » Safe Landing. If your chute or anti-grav device is operating, you always land on your feet and may also jettison it as a free action action or can exit a landed drop pod as a free action. » Hero of the Nordland Republic. You gain +2 REP. TOX-TEAM SOLDIER [1D6 YEARS] » Prerequisites: Nort, Boot camp » Attributes: AGI +1, END +1, INT +1, LOG +1 » Skill choices: light armour, pistols, rifles, stealth, tactics, toxicology Operating under the partial control of the Scientific Intelligence Department, these uniformed soldiers deal with experiments on toxic weaponry in the field and undertake more conventional military missions than those of filth
27 columnists. Tox-Teams are identified by the insignia of a triangle with a ‘T’ inside on their chemsuits and are armed with dartfiring weapons. Your comrades advise you to keep some lethal poison aside to use on yourself if you face capture. EXPLOITS » Toxic Gases. The have been administered a cocktail of drugs to help you resist the effects of the numerous toxins you handle. You gain a bonus SOAK of 5 against poisons. » Poison. With one minute of preparation, you can craft a poison from the ampules you carry and apply it to one weapon. For one minute, that weapon deals +1d6 poison damage; you must deal enough damage to bypass a target’s SOAK to deal this poison damage. NEUROPEAN CAREERS The inhabitants of the Southern Cross Confederacy’s Fort Neuropa are split into four sectors based on their traditional countries of Old Earth origin. Suffering from a communal form of mental instability, they generally keep to their own sectors and adopt an eccentric culture based on nationalist stereotypes. The long siege they have endured involves long periods of inactivity, causing all the garrisons to devote time to their non-military passions. Each time a player character chooses a Neuropean career with [combat] skill listed they can only choose up to one from this category. FRANK TROOPER [1D6 YEARS] » Prerequisites: Souther Human, Fort Neuropa Frank Sector » Attributes: AGI +1, END +1, INT +1, CHA +1 and each time you take this career, roll 2d6 — on a roll of 11+, you gain a medal and a bonus +1 REP » Skill Choices: [arts], [combat], trivia: French Napoleonic history The Frank Sector’s garrison live a life in the Napoleonic Complex, modelling themselves around a romantic notion of nineteenth century France. They have no wish to assist or ask for help from the other sectors of the vast fortress. You are a proud descendant of a great nation. You are issued a colourfully ornamented item of head gear and a blue uniform jacket inspired by Old Earth’s Napoleonic armies. The costume is worn over your chemsuit and weighs 4lbs. It gives a +1d6 perception bonus to an individual visually spotting you, but this is a small price to pay for the glory it gives you. EXPLOITS » ‘True Bleu’. When obviously wearing your Napoleonic costume, you gain +2 MENTAL DEFENCE. » Avaunt a la Bayonet. You inflict +1d6 damage with a fixed bayonet melee attack. » ‘Legion Donner’. You are presented with a medal for your services to the Frank Sector. You gain +2 REP. CH/1: PRIOR SERVICE AND FUTURE CAREERS //CAREERS
28 HAPPY CAMPER [1D6 YEARS] » Prerequisites: Southern Human, Fort Neuropa Lim-Ee Sector » Attributes: AGI +1, INT +1, LOG +1, CHA +1 » Skill Choices: [combat], [gaming], [performance], carousing, competitive eating There is no end in sight to the phoney war that has settled on Neuropa, so you have been happy to leave the sporadic conflict to the special forces. Now, you spend your time enjoying the daily entertainments laid on for you. You gain a red coat that is worn over your chemsuit and weighs 2lbs. It gives a +1d6 perception bonus to an individual visually spotting you. EXPLOITS » Time for Tea. Once per day, if you rest and spend a couple of turns drinking a satisfactory cup of hot tea you regain +1d6 HEALTH. » Whatever the Weather. You are used to talking about the weather and making the best of the environment. Your resolve gives you +4 to your MENTAL DEFENCE when attempting to withstand conditions caused by weather or chemical clouds. » Bingo! You have had an excellent run of luck on the amusement arcades. You gain a collection of items of general gear and service vouchers worth a LUC roll x100 cr. No single voucher or item can exceed 100 cr value. HUNTSMAN [1D6 YEARS] » Prerequisites: Souther human, Fort Neuropa Lim-Ee Sector, REP 1+ » Attributes: AGI +1, END +1, INT +1, REP +1 and each time you take this career, roll 2d6 — on a roll of 11+, you gain a bonus +1 REP. » Skill Choices: carousing, etiquette, light armour, hunting, knives, running, stealth, reactions, tactics, tracking, rifles, survival You are in the special forces, the only Lim-Ees who go into action against the Norts these days. Your hunt doesn’t engage in anything as beastly as war, and instead you raid the Nort lines, bagging a worthy trophy from them and sparing the wounded. You gain a riding cap and a hunting pink jacket. The costume is worn over your chemsuit and weighs 3lbs. It gives a +1d6 perception bonus to an individual visually spotting you, but that’s a small price to pay for doing things correctly. EXPLOITS » In the Pink! You gain a +2 MENTAL DEFENCE when wearing a pink hunting jacket and a riding hat. » Mess Room Trophy. During one hunt you bagged a staff officer and gained an especially impressive trophy that often prompts you to relate an exciting story about your exploits that day. You gain +2 REP. » Tally-ho! Once per day you can focus on one enemy soldier you sight. Any END hunting, running and tracking rolls you must make when actively pursuing the target have their difficulty reduced by 5. » ‘Who Tears Wins’. You carry out the traditions of your hunt’s motto. When using a knife in the first round of a melee against an opponent you can make a Called Shot against a chemsuit’s airpipe without having to pay the 2d6 modifier. ROM TROOPER [1D6 YEARS] » Prerequisites: Souther, Fort Neuropa Rom Sector » Attributes: STR +1, END +1, INT +1, CHA +1 and each time you take this career, roll 2d6 — on a roll of 11+, you gain a medal and a bonus +1 REP. » Skill Choices: carousing, [combat], dancing, driving, flirtation, hair dressing, trivia: disco The Italian descendants of Rom Sector operate as conventional troops but devote a lot of their leisure time to disco dancing and fraternising with soldiers from the adjacent Scan Sector. You gain a vivid, lightweight jacket that weighs 1lb and can be worn over your chemsuit when you attend disco nights. It gives a +1d6 perception bonus to an individual visually spotting you. EXPLOITS » Party Goer. You gain the skills carousing, dancing and flirtation at 1 rank [1d6]. This does not increase the rank of an existing skill. » Boy Racer. You gain +1d6 to driving checks to catch or outdistance another vehicle. » Cut above the Rest. Once per day, if you spend at least half an hour having your hair groomed, your confidence gives you a +1d6 on all CHA based rolls for the next 1d6 hours or until something disarranges your prized mullet.
29 SCAN TROOPER [1D6 YEARS] » Prerequisites: Souther human, Fort Neuropa Scan Sector » Attributes: AGI +1, LOG +1, CHA +2 and each time you take this career, roll 2d6 — on a roll of 11+, you gain a medal and a bonus +1 REP. » Skill Choices: beautician, carousing, [combat], dancing, flirtation, hairdressing, musical instrument, singing, [sports], trivia: disco The product of a healthy gene pool of settlers, the Scan garrison spend time exercising to keep their bodies in trim for the dancing and partying of the sector’s nightlife scene. You gain a set of gym clothes and a towel that weighs 1lb. EXPLOITS » Party Goer. You gain the skills carousing, dancing and flirtation at 1 rank [1d6]. This does not increase the rank of an existing skill. » Scan with a Plan. You gain +1d6 to rolls involving the understanding and assembling or dismantling of any fortifications, structures or fixtures, providing you have access to the correct plan and tools to use. » The Winner Takes It All. Your prowess on the dance hall wins you accolades, admirers and a gaudy crown and sash. Gain +2 REP. VARIED CAREERS Some specific careers are accessible by various individuals from a wide variety of career categories. DOPPLEGANGER [1D6 YEARS] » Prerequisites: Medium Sized Human-like Form » Attributes: INT +1, LOG +1, CHA +1, LUC +1 » Skill Choices: acting, bluffing, disguise, insight, perception The top brass of both the Norts and Southers fear assassination or kidnap and, given the feuds and factions in their own military, not necessarily at the hands of the opposing army’s special operatives. Employing a double resembling an important leader acts as convenient decoy to foil assassins, and they can also be used for simple moral building tours and propaganda broadcasts. Sometimes they are an important pawn in a cunning strategy involving deceiving enemy intelligence. Psycho-conditioning is sometimes used to implant false memories to make performances more convincing and to fool interrogators. Whether you have an uncanny likeness to someone of importance or are prepared to undertake an assignment using a synthi-skin mask or plastic surgery, you excel in presenting yourself as someone else. EXPLOITS » Impersonate. You are easily able to impersonate any job role which you have had opportunity to observe within the past day, even briefly. You gain a +1d6 bonus to fool anybody observing you that you are performing the job competently. » Quick Change. You are able to don a quick disguise in one round instead of five minutes. This must be a disguise you have successfully used before. » Method Actor [requires Impersonate]. You become so immersed in the role you adopt that you gain a bonus skill outside of your normal skill set. This skill is chosen from the individual you are trying to emulate and has a number of ranks equal to your CHA score. If your role changes, your skill is re-chosen. EXPLOSIVES EXPERT [1D6 YEARS] » Prerequisites: None » Attributes: AGI +1, INT +1, LOG +1, LUC +1 » Skill Choices: electronics, explosives, hardy, perception, reactions, thievery You were either a bomb disposal or a demolitions expert. You just love the smell of napalm in the morning. Something about the odour, or maybe the very loud boom explosives make, is very pleasing to you. Of course, you can’t discount the whiz of shrapnel, oh, and the spectacle, the coruscating fireballs... EXPLOITS » Home Cooking. You can make an explosive out of regular household items (a minimum of 4 components) with a minute of work. This explosive deals 2d6 heat damage to all within 5’. The explosives can be stored, but only up to four hours. » Booby Trapping. Using a home-cooked device (made as above), a grenade, or similar explosive, you can rig a door, trunk, or object to explode when opened or at a specific time. This takes 2 actions and is obvious. By spending 5 minutes, you can hide it. Anyone activating the booby trap gets an opposed check (their INT versus your AGI) to notice the trap before it is set off. » Boom-Boom! Explosive devices, such as grenades, do +1d6 damage when you use them. CH/1: PRIOR SERVICE AND FUTURE CAREERS //CAREERS
30 » Shaped Charge. You know exactly how to target explosives. You may direct any area of effect attack with a radius so that it explodes in a cone in a single direction. The cone size is equal to the diameter (not radius) of the original explosion, so a 5’ radius explosion can be directed into a 10’ cone. » Disarm Bomb. If you have a minute to spare, you can disarm any explosive device. If it is timed, it dramatically happens at the last second. » Duck and Cover. You know how to avoid damage from explosives and similar effects. You take half damage from area of effect attacks. » Don’t Step There! You always notice explosive devices and traps within 10’ of you, even if an attribute check would normally be required. GUERRILLA FIGHTER [1D6 YEARS] » Prerequisites: survival » Attributes: END +1, INT +1, LUC +1, REP +1 » Skill Choices: bravery, disguise, perception, pistols, rifles, stealth, survival, tactics Either as a dangerous lone wolf like Rogue Trooper or as part of an organized resistance, you’re experienced with waging war on the go, mounting military strikes and melting away quickly afterward. After taking a grade in this career during the initial character generation, roll 1d6 if you have a subsequent career slot remaining; on a 2 or less, the next career you take must be Prisoner. EXPLOITS » Ambush Expert. During an ambush turn you can take a second action. » Blend In. If you are a wanted fugitive or actively being pursued by someone, you can disappear into a crowd twice per day. » Hit-and-Run. You can move from out of line of sight, into firing position, make an attack action, and then back to out of line of sight twice per day. » Always Ready. Sleep in armour with no penalty. Anyone sneaking up on you while you sleep must make a Difficult [16] AGI check to do so. » Sabotage. You can prepare booby-traps using home-made devices as an explosive expert. There is no duration for how long one of your home-cooked devices remains potent, and it may be rigged to go off at any time. MEDIC [1D6 YEARS] » Prerequisites: medicine » Attributes: AGI +1, INT +1, LOG +1, CHA +1 » Skill Choices: bureaucracy, computers, medicine, psychology You enter the medical profession either as a civilian or in the military. If you have gained a doctorate at college, you are considered a doctor otherwise you are referred to as a nurse or medic. EXPLOITS » Bedside Manner. You gain a medical pouch and a medical scanner. Your long-term care is of such quality that your patient gains an additional 1d6 HEALTH per day. You may only have one patient under your long-term care at a time. » Diagnosis. You gain +1d6 bonus to all scans made with a medical scanner and a +1d6 bonus to identify or treat diseases. Make a Difficult [16] LOG check before advancing any attributes. If you succeed, you discovered a new disease or illness which is named after you and gain 1 bonus REP attribute point. » Healing Hands. Using basic medical equipment, you can heal 1d6 points of HEALTH to an adjacent creature as a single action. Any given creature can only benefit from your healing in this way once per day. » Exceptional Healing Hands [requires Healing Hands]. Your Healing Hands ability increases to 2d6 points of HEALTH. » Resuscitation [requires Exceptional Healing Hands]. You can revive a seemingly dead creature with a LOG check. The creature must have “died” within the last five minutes, and the difficulty value of the check is 20 + the damage of the attack that killed it. The creature wakes up with 1 HEALTH. » Ward Management [requires Bedside Manner]. You are an expert at running and managing a ward or sickbay. The number of patients you can have under your long-term care is increased to the value of your LOG attribute. PILOT [1D6 YEARS] » Prerequisites: piloting. » Attributes: AGI +1, INT +1, LOG +1, LUC +1 » Skill Choices: astronomy, computers, gunnery, piloting, navigation, reactions You fly combat craft or shuttles over the toxic landscape of Nu Earth. EXPLOITS » Push the Limits. You can exceed a craft’s normal maximum speed by 50% for 3 rounds
31 » Evasive Flying. A craft which you pilot gains a DEFENCE bonus equal to your AGI attribute dice pool. » Evasive Manoeuvre [requires Evasive Flying]. As an action, you may designate one incoming missile per round and gain an additional +5 DEFENCE against it. » Stay on Target [requires Evasive Flying]. While in the rear arc of a target craft, you negate any bonus it gets from Evasive Flying. » Sideslip. You can move your craft in a sideslip manoeuvre. This moves it one hex forward and one hex sideways for the cost of two hex moves. PRIEST [1D6 YEARS] » Prerequisites: religion » Attributes: INT +1, WIL +1, CHA +1, LUC +1 » Skill Choices: bureaucracy, crafting, cryptology, leadership, linguistics, meditation, perception, performing, religion, [trivia] Whilst the constant war and its attendant horrors has turned many of the survivors into bitter atheists, some combatants and civilians find themselves drawn to those who preach salvation. In the Nort regime, religion is discouraged, yet the cult of the Three Mothers continues. Citizens and soldiers pepper their speech with religious based oaths and exclamations. By contrast, the Souther military actively embraces religion as another tool in its arsenal, and its forces include a small number of chaplains. Colonel Oliver was a charismatic officer with strong religious convictions who denounced the two warring regimes and sought to lead the Souther and Nort converts in his New Moral Army on a crusade. He was based off planet in a mother ship until it was blown up with demo charges set by a boarding party of Nort space marines. EXPLOITS » Confessional. Your insights into the morality of living things enables you to draw confessions from others. Given an hour of conversation, you gain a +2d6 bonus to checks designed to gain information from another creature. » Unshakeable Faith. You have faith, a peace of mind and an inner tranquillity which is hard to penetrate. You gain +5 to your MENTAL DEFENCE. » Respect. Your position in the clergy grants you a certain reverence from others. Sentient opponents able to recognise your occupation take a -1d6 penalty to attack you on their first attack as long as you have not attacked them first. PRISONER [2D6 YEARS] » Prerequisites: None » Attributes: STR +1, END +1, INT +1, REP +1 » Skill Choices: intimidation, knives, [subterfuge skills], survival, [unarmed fighting] Your life of crime landed you in prison where you served time or perhaps you were a political prisoner or a prisoner-ofwar. It was a tough environment, and you spent most of your time just trying to survive, although you did make one or two lifelong contacts. EXPLOITS » Prison Tough. You are mentally and physically toughened. Each time you go to prison, you gain a permanent +1 bonus to your DEFENCE and MENTAL DEFENCE. » Shiv. You are easily able to improvise weapons using your surroundings, glasses, rocks and so on. You always count as carrying a knife or club. Additionally, you know how to use it. When you do piercing damage with a small knife, you may spend a LUC die to automatically inflict the Bleeding condition. SAILOR [1D6 YEARS] » Prerequisites: » Military: Human, Robot, G.I., Doll » Mercantile: None » Attributes: AGI +1 END +1 INT +1 LUC +1 » Skill Choices: [combat], carousing, climbing, clubs, knives, leadership, navigation, sailing, swimming Both the warring powers have navies which fight for control of the polluted seas and undertake patrols in river estuaries. Equipped for modern warfare, they still cherish certain traditions and their own code of honour. The remnants of mercantile fleets are usually subjected to overall command by the military navies but boast a resolute and hardy set of ships crews with a stubborn spirit of independence. At home on the sea, you spent time aboard a ship mastering the art of sailing. CH/1: PRIOR SERVICE AND FUTURE CAREERS //CAREERS
32 EXPLOITS » Any Port. You may take this exploit multiple times. Each time you take it, you may designate an additional port town. At that location, you will have one contact upon whom you can generally rely and one bar at which you can drink for free. » Grog. While you may well enjoy a drink, you never suffer any penalties from intoxication via alcohol. » Lookout. Lookout duty is a mandatory part of a sailor’s life. You gain +1d6 to perception checks. » Sea Legs. You adapt to the motion of a ship; this makes you very hard to knock down. When you are knocked prone, you may spend one LUC die to remain standing. » Seasick. You are immune to the Sick condition. » Sea Weather. You are able to ignore the effects of rain, wind, mist, and fog. You still suffer the effects of acid and toxins. G.I. ORIGINS All starting G.I.s and ‘Dolls’ have spent years training in MilliCom to prepare themselves for their intended rolls. A starting G.I. or Doll must take the appropriate G.I. Cadet origin career followed by four Milli-Com G.I. Programs. G.I. CADET [12 YEARS] » Prerequisites: G.I. [Dolls can choose this after the Quartz Zone massacre] » Attributes: STR +1, END +1, WIL +1, LOG +1 » Skill Choices: brawling, conviction, perception, reactions, rifles, tactics, leadership You were created as a genetically enhanced clone by the Gene-Genies of Milli-Com, and after a rapid period of growth inside a gestation tube, you were removed when you had an approximate physical age of seven years. For the next five years you and your clone brothers undergo rigorous physical, mental and psychological training and are taught to fire rifles and unarmed combat techniques so that you can kill Nort soldiers on Nu Earth. A starting G.I. is required take this career once. EXPLOITS » G.I. Curriculum. You gain one rank in each of the following skills: bravery, brawling, conviction, rifles, running. G.I. ‘DOLL’ CADET [12 YEARS] » Prerequisites: G.I. Doll » Attributes: AGI +1, INT +1, WIL +1, LOG +1 » Skill Choices: gymnastics/acrobatics, conviction, perception, reactions You were created as a genetically enhanced clone by the Gene-Genies of Milli-Com as a covert operative, but by the time you were removed from your gestation tube at an approximate physical age of seven years, your role was changed to that of a support operative. For the next five years you and your clone sisters undergo rigorous physical, mental and psychological training and are taught a variety of skills you will need on Milli-Com. A starting G.I. Doll is required take this career once but may chose the G.I. Cadet career instead after the Quartz Zone massacre. EXPLOITS » G.I. Doll Curriculum. You gain one rank in each of the following skills: electronics, communicators, computers.
33 MILLI-COM ADVANCED G.I. PROGRAMS Advanced programs prepare the male cadets for the combat they will face on Nu Earth and build up useful support skills for G.I. Dolls. Each program is two years in length, offers a small selection of specific skills, and a choice of two or more exploits. The programs may also be chosen as careers by experienced player characters if they have access to Milli-Com’s facilities. BASIC MECHANICS [2 YEARS] » Prerequisites: G.I., Doll » Attributes: AGI +1, INT +1, LOG +1, LUC +1 » Skill Choices: [technical] Being able to repair damaged equipment or jury rig a device can be a very useful talent to have as G.I.s are envisaged as assault troops who will usually be unsupported when in action. Many Dolls are allocated roles maintaining the G.I. equipment used on Milli-Com. EXPLOITS » Quick Repair. Using your toolkit, you can spend two actions to quickly repair a vehicle, robot or other mechanical object. You restore 2d6 HEALTH to the object in question. » Tweak. You can increase the SPEED of a vehicle by 2 by spending one minute tweaking its engine and throttle. The increase lasts for one hour, after which the vehicle operates at half SPEED until an hour is spent restoring it. » G.I. Maintenance. You gain +1d6 to skill rolls involving the maintenance and repair of specific G.I. equipment. » Extra Safety Measures. For a cost of 100 cr worth of materials and 20 lbs of weight, you can spend two hours modifying a single crew member position to provide an extra +5 SOAK to an occupant. BASIC PSIONICS [1 YEAR] » Prerequisites: G.I. or Doll. [only available to after the Quartz Zone massacre] » Attributes: INT +1, WIL +1, PSI +2 » Skill Choices: concentration, ergokinesis, telekinesis Following the Quartz Zone Massacre, you are able to volunteer yourself on a new discipline of training as the Gene-Genies finally perfect a means of unlocking the psionic potential of the G.I. clones and produce items of equipment receptive to psionic control. EXPLOITS » Assisted Leap. You can add your telekinesis skill to any jump distance you make for 1PP. » Summon Gear. You are issued with a piece of G.I. kit at Milli-Com that replaces a similar item if you have one. You can automatically move the item telekinetically into your hand for a distance of 5’ and an extra +5’ per 2PP spent. » Blip Free [requires ergokinesis]. If you have ergokinesis, you can make yourself immune to sensor detection for a turn by spending 1PP. » Boosted Throw. You can add the size of your telekinesis skill pool to the range increment of a thrown weapon for 1PP. For an extra 1PP per point of size of the object hurled, you can ignore an improvised penalty. DEMOLITIONS [2 YEARS] » Prerequisites: G.I. [Dolls after Quartz Zone massacre] » Attributes: AGI +1, INT +1, LOG +1, LUC +1 » Skill Choices: concentration, demolitions, electronics CH/1: PRIOR SERVICE AND FUTURE CAREERS //CAREERS
34 Lacking artillery and armoured vehicles, G.I.s are usually dependent on using demolition charges for dealing with fortifications and large armoured vehicles. EXPLOITS » Shaped Charge. You know exactly how to target explosives. You may direct any area of effect attack with a radius so that it explodes in a cone in a single direction. The cone size is equal to the diameter [not radius] of the original explosion, so a 5’ radius explosion can be directed into a 10’ cone. » Duck and Cover. You know how to avoid damage from explosives and similar effects. You take half damage from area of effect attacks. » Bundle. You can bag, tape or wire a bundle of four identical grenade types, either frag or G grenades, to a booby trap or an improvised missile that does +1d6 damage. » Sixth Sense. You have a sixth sense when it comes to booby traps and gain a +2d6 bonus to spot them and a +1d6 bonus to avoid or disarm them. COMBAT RANGE [2 YEARS] » Prerequisites: G.I. [Dolls after Quartz Zone massacre] » Attributes: AGI +1, INT +1, WIL +1, LUC +1 » Skill Choices: perception, pistols, rifles, tactics Putting in extra hours at the combat ranges is popular with G.I.s who want to hone their marksmanship. EXPLOITS » Perfect Aim. The bonus you gain for the Aim exploit increases to +2d6. » Good Position. Enemies do not get ranged attack bonuses against you when they have you in a crossfire. » Up Close and Personal. When firing a G.I. rifle, carbine or sawn-off shotgun, it counts as having the sidearm special trait. » Fire on the Move. When making a move action you can chose to simultaneously fire a pistol, G.I. rifle, carbine or shotgun but incur a -2d6 penalty. You cannot combine this with any other ranged exploit. G.I. OFFICER TRAINING [2 YEARS] » Prerequisites: G.I. [Dolls after Quartz Zone massacre], leadership » Attributes: INT +1, WIL +1, CHAR +1, LUC +1 » Skill Choices: conviction, discipline, pistols, law, leadership, tactics, training The G.I. regiment is commanded by Colonel Logan, a human veteran with a small number of G.I. officers who lead their men on the battlefield. Those identified as having this potential are fast tracked into training for this role. Logan is at odds with the Milli-Com training system. Having entrenched views on the role of officers, they require G.I.s to be moulded into being hidebound, authoritative figures who pay little heed to their men’s opinions and advice preferring to follow a military manual. EXPLOITS » Leadership. You are able to donate one or more of your available LUC dice to another character as a free reaction to their attempting an attribute check. You must declare this before they roll the dice. » Take Command. Once per day you can make everyone in your nearby area stop talking and listen to what you have to say. All allies within 30’ of you gain one bonus action. » Message from Milli-Com. You have a useful connection in the chain of command. If you can establish contact with Milli-Com, you can spend a LUC dice to obtain a piece of information you require. This takes 1d6 hours. » The Scheme’s the Thing. If you spend 1d6 turns consulting a book or computer on Souther military tactics, you gain a +1d6 to either your next conviction or tactics check. MARTIAL ARTS [2 YEARS] » Prerequisites: G.I. [Dolls after Quartz Zone Massacre] » Attributes: STR +1, END +1, AGI +1, WIL +1 » Skill Choices: brawling, clubs, hardy, knives, martial arts, tactics, throwing Milli-Com has a dojo that offers specialised training discipline where G.I.s can learn advanced melee techniques designed to make them more than a match for any Nort infantryman armed with a bayonet. EXPLOITS » Blade and Butt. The individual is skilled at using a rifle or carbine in close quarter combat. He may use his brawling skill to use the gun in melee combat treating it as a club and, if it has a bayonet attached to it, he can also use it as a spear. » Take It on the Chin. You have learned how to take a blow. You gain +2 SOAK to melee attacks. This stacks with any other SOAK. » Breaking Fall. You take half damage from falls, throws, and trips.
35 » Impromptu Weapon. No matter the size of an impromptu weapon (so long as it is Tiny or larger), you can deal slashing, blunt, piercing, or blunt damage with it by making a thrown ranged attack. This does not count as an improvised weapon. PATHFINDER [2 YEARS] » Prerequisites: G.I. [Dolls after Quartz Zone massacre] » Attributes: AGI +1, END +1, INT +1, WIL +1 » Skill Choices: climbing, perception, stealth, survival, tracking Some G.I.s have the potential for being taught advanced scout craft to assist their units. EXPLOITS » Move without Trace. You know how not to leave tracks. You gain +1d6 to checks related to avoiding or evading trackers and to avoiding detection by non-visual senses such as scent or listening devices. » Vigilant. Constantly vigilant, you are hard to surprise. You gain a +1d6 die bonus to access the ambush turn. » Anti-Surveillance. You are so familiar with surveillance devices, blind spots, and avoidance techniques that, by moving half your speed, you can render yourself invisible to electronic monitoring equipment. » Hostile Terrain. You do not suffer penalties for moving across difficult terrain. SUPPORT [2 YEARS] » Prerequisites: G.I. or Doll » Attributes: INT +1, WIL +1, LOG +1, LUC +1 » Skill Choices: bureaucracy, communicators, computers, cooking, cryptography, scanners, surveillance Many Dolls are earmarked by Milli-Com instructors for administrative and monitoring work, though some male G.I.s find computer skills useful in using military hardware and formulating strategies. EXPLOITS » Play the System. You know how to deal with the bureaucracy of requisitions. You have double your normal requisition cap. » Systems Familiarity. You gain +1d6 to use Souther military intelligence computer systems. » Aide. You are highly skilled at assisting your superiors. When you make at successful roll to assist in an additive task using any skills from this Advanced Program, the other individual gains a +1d6 to their own roll. » Secret. You have learnt an important secret about a location, plan or individual on Milli-Com. This will need to be discussed with the GM and may prove dangerous. ‘REST AND RECUPERATION’ [2 YEARS] » Prerequisites: Doll » Attributes: AGI +1, END +1, CHA +2 » Skill Choices: bluffing, carousing, flirtation, [gaming], insight You are subjected to the constant attention of Souther staff officers who want your companionship at the officers’ quarters of Milli-Com. Your original genetic engineering gives you skills of cunning and manipulation that sometimes allows you to turn these situations to your advantage. EXPLOITS » Darkest Desire. You are good at figuring out what people really want and getting secrets out of them. All tests to determine what someone really wants gains a +1d6 bonus. » Lil’ ol’ Me? You are good at getting people to trust you and warm to you. You can automatically convince someone you are on their side (or have switched sides) until you either attack or betray them in some way. » Secret. You have learnt an important secret about a location, plan or individual on Milli-Com. This will need to be discussed with the GM and may prove dangerous. » Catch Everyone’s Eye. Although you are a clone, you stand out from the other Dolls. You gain +2 REP. TRAUMA FIRST AID [2 YEARS] » Prerequisites: G.I. or Doll » Attributes: INT +1, LOG +1, WIL +1, CHA +1 » Skill Choices: insight, medicine, perception G.I.s operate with limited support, so para-medical trained members of squads are vital to squads that go into action. EXPLOITS » Transplant Chip. With a blade and a chip slot in reach you can take two actions to successfully retrieve a dying G.I.’s biochip from their head and place it into a chip slot without needing to make a skill check. » On Your Feet! You can heal an adjacent creature 1d6 HEALTH with two actions. No creature can benefit from this healing more than once per day. » Emergency Trauma Procedures. You can automatically stabilise a creature reduced to less than zero HEALTH with CH/1: PRIOR SERVICE AND FUTURE CAREERS //CAREERS
36 two actions, ending its death countdown pool. No creature can benefit from this healing more than once per day. » Designated Medic. Your training and your conviction allow you to receive an extra requisition that must be spent on medical gear or drugs that is equal to your medicine dice pool multiplied by 20. NEW SKILLS AND EXPLOITS NEW SKILLS Habitat Engineering [Technical skill]. Knowing how to fix, maintain and optimise environmental systems for colonies and spacecraft. NEW UNIVERSAL EXPLOITS Air Conservation. You know how to control your breathing to maximise the oxygen you have available when supplies get low. When suffering from asphyxiation, your END is considered 2 points higher. Blade and Butt [requires brawling skill]. The individual is skilled at using a rifle or carbine in close quarter combat. He may use his brawling skill to use a carbine or rifle-sized gun in melee combat treating it as a club or, if it has a bayonet attached, as a spear. Friend from Foe [requires LOG 5+]. You are familiar with the different tactics, weapons, chemsuits and vehicles used by a variety of combatants. You even know the difference in cigarette brands and ration packs. You gain +1d6 on tests to identify whether something is of Nort or Souther origin. Mask Up [requires AGI 6+] You may immediately put on your helmet or oxygen mask as an immediate reaction if it is within 5’. Part of Me. You are so used to wearing a chemhood that you ignore the -2 DEFENCE modifier. Quick Mount [requires riding skill]. You can mount or dismount from a stamel or other mount as a free action. Seal Up [requires AGI 6+] As an immediate reaction you can get a suit or seal patch from your kit ready for use. Spotter. When assisting a weapon using indirect fire, after you have observed the first shot, you add +1d6 to their rolls to hit the target whilst you are able to relay instructions. Tank Killer [requires Aim]. You know the weak points of armoured vehicles. When making an aimed shot against a land vehicle, you ignore up to 10 points or half of its SOAK. Trademark Item [requires current Military career and Rep 6+]. You have a trademark item that soldiers identify you with. Gain a piece of equipment worth up to REP x 10 cr. Examples include a pearl-handled handgun, a riding crop, a leather trench coat or a monocle. Whilst sporting it you add +1d6 to CHA or REP based rolls used on any individuals in the military. G.I. AND DOLL EXPLOITS All Chip Together [requires Biochip]. When working together with up to two other biochips as the kit of a specific G.I. in an encounter, all other chips with this exploit are able to share their LUC pools. Play Dead. The G.I. can slow their heart down until they enter a state where they need a minimal amount of air to survive and appear dead. Determining that the G.I.is actually alive requires a Challenging [13] check with a medical scanner or a Demanding [21] one using an unaided medicine roll. The condition lasts for as long as a slow countdown pool based on END + meditation .Throughout this period, the G.I. is in a conscious enough state to hear his surroundings and can try snap out of the semi-coma at the start of each of their turns with a with a Challenging [13] WIL (concentration) check. Reboot Body. One time only, when the G.I. subconsciously hears someone speak a certain trigger word, his body automatically starts healing itself. The G.I. regains 2d6 HEALTH in their first action of their next turn.
37 CHARACTER NAMES Most Southers have names similar to those of the 21st Century’s western cultures, the Norts use Russian or German ones, whilst Sims use names with a single syllable. Robots are usually just assigned a number and letter sequence by their human masters, though those from Fort Neuropa are often given names that use a pun on their robotic nature such as Ro-ger or Robspierre. G.I.s are given a serial number, though as cadets they soon acquire nicknames based on either special skill sets, personality, preferred biochipped equipment or a word play based on the colour blue, the latter being especially common amongst female G.I.s. The cadets on Milli-Com wear fatigues with the first letter of the nickname and their year of physical development. Players are recommended to invent their own G.I. names, and the following examples might provide inspiration: Blue: Aquamarine, Blue Blood, Ice Blue, Prussian Blue, Royal Blue, True Blue, Blue Steel, Whale, Ocean Blue, Lapis, Slate, Azure, Indigo, Cobalt. G.I. ‘Dolls’: Baby Blue, Blue Angel, Blue Eyes, Blue Heaven, Blue Stocking, Forget-me-not Blue, Midnight Blue, Sapphire, Sky. Backpack: Case, Duffel, Duffy, Gladstone, Packmann, Purser, Sackmann, Trotter. Gun: Barrel, Barret, Bullet, Dum-dum, Garrand, Lock, Scope, Shooter, Snipe, Stockman, Trigger. Helmet: Adrian, Attic, Bowler, Capp, Fritz, Liddmann, Morion aka ‘Mori’, Pylos. Skills: Blast, Bones, Driver, Gripper, Hawkeye, Lurk, Quack, Pitcher, Shadow, Spanner, Sparks, Stabz, Tracker, Watchman. Personality: Easy, Grim, Hunter, Keen, Maverick, Moocher, Scrapper, Spartan. CH/1: PRIOR SERVICE AND FUTURE CAREERS //NEW SKILLS AND EXPLOITS
38 CH/2: TOOLS OF WAR Military equipment designed for use on Nu Earth is, of necessity, usually of robust construction and incorporates airtight seals and corrosion proof shielding, although prolonged exposure to the atmosphere and poor maintenance may reduce technological items down to Poor or Improvised quality. Buyers visiting important trading worlds will have access to human and alien technologies and find that virtually any item or service or person can be located and purchased if they have enough wealth. On Nu Earth, however, the planet’s industries are geared to providing war materials, and food for most soldiers and citizens is rationed, though officers and influential citizens often have space allocated on cargo shipments that allow them to have some luxury goods to be brought to them. Most individuals find that the range of consumer goods they can be purchase legally is limited, consequently, black marketeers thrive as desperate or unscrupulous individuals pay high prices for smuggled and stolen goods, though many items prove to be in a less than perfect condition. CURRENCY In Rogue Trooper the standard unit of currency is the Nu credit [denotated as “cr”] which is used by both humans and aliens. In other locations across space, the GM might decide that the Nu credit is devalued or even worthless and substitute precious metals as a preferred currency, whilst in their own enclaves of the galaxy the Southers use the Southern dollar and the Norts the Nordmark. The following items in Judge Dredd and the Worlds of 2000 AD are not available: General Gear: Birdie, Boing Cutters, Boing Spray Can, Jet Packs, Riot Foam Cutters, Temporal resonator. Weapons: Disintegrator (pistols), Lawgiver Pistol (pistols), Magnon Pulsar (rifles), Solar Rifle (rifles), Widowmaker 2000 (rifles) Armour: Anti-Mugging Suit, Holocaust Suit, Judge Uniform Shields: Judge Helmet Drugs: Stookie, Zzizz Vehicles: All Justice Department vehicles, Powerboard, Strato-V. STARTING MONEY AND EQUIPMENT G.I.s and Dolls receive pay, but this is accumulated in an account held at Milli-Com where it can be spent. G.I.s are not issued with their arms and armour on Milli-Com unless they are required for training or special duties. When deployed to Nu Earth, they are issued with the following items: » G.I. Helmet » G.I. Rifle and Bayonet (Officers use a G.I. Pistol) » G.I. Backpack » G.I. Boot Knife » G.I. Auxiliary Packs » Biochip Support Capsule » Planetary Communicator » Paybook » Book on Tactics » G Ration Pack Other equipment can be issued for G.I.s and other Souther soldiers at Milli-Com or Souther bases, but is usually subject to a Requisition Cap that is similar to one used by Judges in Judge Dredd and the Worlds of 2000 AD — see p. 89 of the core rulbeook. G.I.-only equipment is found in Milli-Coms arsenals, though scavengers might have a few of these items for sale. Other characters receive starting money as per Judge Dredd and the Worlds of 2000 AD. Characters based on Nu Earth that cannot survive without some form of environment suit gain a free chemsuit and hood that can be upgraded to an armoured one with a helmet if their current role or last career was with the Souther military.
39 Sims in Nort service are unpaid and usually only receive a padded armour suit, frak rifle and a K ration pack when deployed on a mission. AVAILABILITY Some items of technology are only available through one of the two factions engaged in the war and are noted as Nort [N] or Souther [S]. Some specialised items are only available to G.I.s through Milli-Com and are marked [GI]. GENERAL GEAR Most of these items make travelling and surviving on Nu Earth relatively easier or safer. Anti-Grav Chute. A device using a localised anti-gravity field which can slow the descent of the operator. Auto-Alarm Cube. A.A.C.s are portable devices which can be placed in dangerous locations and set to give off a warning signal on a frequency used by a specific unit or army. In good conditions, they have a range of up to a hundred miles. Battle Standard. Even in the age of atomic warfare, humanity’s soldiers still revere banners as symbols of their nation and regiment. Those used on Nu Earth are often made with corrosive proof metals. Some are capable of being used as improvised spears. At GM discretion, troops encouraged by them might gain +1d6 to WIL tests or +2 to MENTAL DEFENCE. Bio-Tracker. Security Police device. Using a sample of the DNA of an individual, the device can be used as a scanner to locate them. Camouflage Cape. This waterproof poncho type garment includes a camouflage pattern that gives +1d6 to stealth checks in the right environment. It can also be rigged up as a simple shelter or secured to other capes to make a tent. Camouflage Netting. This simple form of camouflage allows the concealment of men, equipment and structures and adds +1d6 to any stealth checks if it is positioned carefully and of a suitable design or incorporates local flora. This does not stack with the chameleon property or camouflage schemes on armour. The example given is large enough to hide a heavy truck. Decontam Pack. Each pack contains enough cleaning materials to decontaminate up to ten chemsuits. Digi-Map. Data slate of computerized maps including GPS. Digi-Pinups. Data slate of images for entertainment purposes. Drill. Tiny power drill. Entrenching Tool. A compact shovel that collapses into a neat, portable package. G.I. Auxiliary Packs. With a servitor-equipped backpack to assist them, G.I.s don’t require a wide range of pouches and pockets like normal troops. Surplus rations and equipment can be stowed in two kit pouches worn on a belt that rest against each thigh. Each pack carries up to 10 lbs of equipment and, when worn by a G.I., adds +5lb to their carrying bonus. Gold Microbar. Useful small ingot that can be used for currency throughout the galaxy. They are sometimes added to survival kits of secret agents and G.I.s. Grendel Mask. Six-lensed face masks worn to cover the features of a caste of Nort assassins. They combine the properties of an exceptional quality pair of binoculars with a respirator and a miniaturized augmented reaction armour customisation. Hotline. Chemically treated nylon rope that dissolves ten minutes after being removed from its packaging. Identi-Scan. Small handheld scanners with a single range increment. They typically register identity chips and whether individuals are living beings or robots but can be programmed with visual
40 identity records and voice recognition patterns. Las-Cooker. This hardy contraption will cook enough food to serve a large squad of men but is a hinderance to the unlucky infantryman who has to carry it. Las-Flare. These cylinders project a laser light that can be used for signalling or illuminating areas and are often including in kits of survival gear. It is treated as a laser pistol that does no damage. At full intensity, they can be seen at a distance of 10 miles on clear nights, which are not common on Nu Earth. Light Beamer. Small handheld device used to temporarily give the Blind condition to a target within 5’ by shining it at their eyes. Some of these are used as security devices and are installed in small drones. Military Textbook. Both armies like to issue tracts that include a mixture of tactical advice and propaganda. G.I.s can be issued with either Know Your Enemy or The Scheme’s the Thing. Paybook. Essential piece of bureaucracy to an army. Rations. Various quality rations exist that provide three meals for a day. All are packed in tins or sealed wrappers to reduce any contamination. G Rations. Self-heating, if uninspiring, military rations that provide adequate nutrition for a day’s gruelling toil. K Rations. Packages containing a day’s worth of unappetising, but non-perishable, food. Lux Rations. Superior quality ration packs of delicious food that are issued to or purchased by some Souther officers. Rocket Pack. These jet packs are used by Nort special forces in assault mission launched from atmo-craft. They operate like jet packs but are larger and heavier with projecting wings. They glide silently for a short duration when the motor is cut and include a parachute for a safe descent. Saddle and Tack. Riding bareback on beasts can prove uncomfortable and tricky, especially to unskilled riders. GMs might like to impose difficulty modifiers on skill checks or impose a fatigue condition on riders without suitable riding gear. The gear listed is suitable for a stamel. Seal Patch Kit. Each packet contains ten playing card-sized and ten two-foot square self-adhesive patches with a tube of sealant solution for repairing sealed structures and suits. Scum Sea Survival Kit. The lightweight kits used by G.I.s contain a survival advice booklet including diagrams of improvised boats and rafts and the following waterproofed items in camouflage colours: compass, signal mirror, whistle, 10 light sticks, two seal-patches, inflatable lifejacket, 30 m of line, 2 m square of plasti-sheeting that can be used for a sail, shelter or moisture collection. The Non-GI version kits incorporate a standard survival pack with the items used in the G.I. kit (less the extra light sticks) and are often in bright colours to facilitate rescue. Sleeping Sentry. Trap devices that can be buried in the ground or installed in a wall. When an intruder without a transponder approaches within 5’ of the device, a mechanical arm makes a grab on them and activates an audio-alarm. The arm has an attack of 4d6 that restrains a target and has STR 10, SOAK 10, HEALTH 10 and MELEE DEFENCE 12. Detecting one, sneaking past or disabling one are all Difficult [16] checks. Swim Fins. Flipper-like swimming footwear that adds 1d6 to swimming tests involving movement and +1 to Swim speed. Suit Patch Kit. Each sealable packet includes ten selfadhesive chemsuit patches and a tiny tube of sealant. Suit Scanner. Suit scanners detect the energy and gas emissions of functioning chemsuits. They are often incorporated in warning devices but prove ineffective against G.I.s. Synthi-Bugle. This music synthesiser device is used to play martial music and by military bands in training camps and on victory parades. It requires two hands to play but comes with a carrying strap. Similar devices are used as hunting horns and taken into battle by Lim-Ee special forces and Nagan legionaries. Synthi-Skin Mask. Realistic face mask disguise with an attached hair piece. Tox Kit. Resembling a medkit to a casual glance, the equipment inside is used by Filth Columnists for carrying and administering a wide range of poisons.
41 CH/2: TOOLS OF WAR //GENERAL GEAR GENERAL GEAR ITEM COST (CR) WEIGHT (LB) AVAIL ANTI-GRAV CHUTE 500 10 L AUTO-ALARM CUBE 20 1 M BATTLE STANDARD 10 8 M BIO-TRACKER 200 1 R CAMOUFLAGE CAPE 10 0.5 L CAMOUFLAGE NETTING 50 10 L DECONTAM PACK 10 0.5 L DIGI-MAP 20 0.5 L DIGI-PINUPS 10 0.5 R DRILL 10 0.5 L ENTRENCHING TOOL 15 2 L G.I. AUXILIARY PACKS (PAIR) 4 1 GI GOLD MICROBAR 300 0.02 M GRENDEL MASK 4,000 3 R [N] HOTLINE, 50’ 50 5 M [S] IDENTI-SCAN 200 1 M, R LAS-COOKER 20 10 L LAS-FLARE 30 0.5 L LIGHT BEAMER 30 0.5 R MILITARY TEXTBOOK 15 0.5 M PAYBOOK 1 0.1 M RATIONS: - G RATIONS 10 4 L RATIONS: - K RATIONS 6 3 L ITEM COST (CR) WEIGHT (LB) AVAIL RATIONS: - LUX RATIONS 50 10 L ROCKET PACK 3,000 40 M [N] SADDLE AND TACK 30 L SEAL PATCH KIT 10 0.5 L SCUM SEA SURVIVAL KIT - STANDARD 100 6 M, R SCUM SEA SURVIVAL KIT - G.I. 35 2 M SLEEPING SENTRY 750 20 M, R SUIT PATCH KIT 5 0.1 L SUIT SCANNER 150 2 M SWIM FINS 20 2 L SYNTHI-BUGLE 75 8 L SYNTHI-SKIN MASK 50 0.1 T TOX KIT 75 4 M WEAPON MOUNT - BIPOD 15 0.5 M, R WEAPON MOUNT - TRIPOD 50 30 M WEAPON MOUNT - ANTIAIRCRAFT TRIPOD 50 20 M WEAPON MOUNT - G.I. MOUNT 75 5 GI
42 Weapon Mount. Weapon mounts for weapons like rifles or machine guns provide stability by taking the weight and reducing recoil. Tripods elevate the weapon high enough to facilitate shooting from a seated position, and some are configured to allow firing at aerial targets. Similar mounts are useful for holding steady optical-based instruments such as binoculars or range finders. The G.I. mount is a multiple purpose device for a G.I. rifle that can be configured as a bipod, tripod or anti-aircraft mount and leaves a biochipped rifle in a good position to fire independently. BUBBLE TENT Travellers in the toxic wilderness rely on hemispherical plastisteel shelters that are both portable and pressurized to take rest breaks. Typical examples are similar to the seven-man tents as per Judge Dredd and the Worlds of 2000 AD. They have 15 SOAK but also vulnerability 2d6 [Seal Burster]. G.I. BACKPACK Mark 1 Backpack and Weapon Carrier. The backpack is a useful and rugged piece of G.I. equipment that acts as an armoured and chemically sealed carilot. However, once a biochip is inserted in it, the wearer acquires an amazing variety of support skills and offensive capabilities from his or her travelling companion. If targeted and hit, the backpack is a small sized item with HEALTH 10 and SOAK 10 [20 v acid damage]. Biochip Slot. The backpack can contain a biochip (see p. 59). Scanners. The top of the backpack mounts a pair of sensors that operate as a combined medical and military scanner. The scanners can also simultaneously see forwards and backwards. Servitor Arm. The backpack includes an extendable metal arm with three digits that can be operated by the chip to handle items, typically passing the G.I. a piece of equipment from its interior. The arm has a STR of 1 and an AGI of 2, allowing it to use brawling and grappling attacks, as well as handling tools and arming and throwing grenades. If needed, the arm can crawl along with the backpack at SPEED 2. Micro-Mine Ejector. Micro-mines can be fired to the rear of the pack’s carrier from a device that holds up to forty mines. The mines can be fired singly or in a volley of ten using the heavy weapons skill with RANGE 2 using the scatter square for grenades if a miss is rolled. The pack can spend an action prior to firing the mines to arm them to explode on impact. Volleys of mines that explode on impact or scatter on the ground, use a 10’ radius. Computer Link. The biochip can access the Souther Central Computer Control and comm signals. It also has a cybernetic input jack that it can plug into a computer port. Translation Unit. The biochip can understand, read and talk in most languages. Mark 2 Backpack and Weapon Carrier. The upgraded version is available from ’89.
43 CH/2: TOOLS OF WAR //G.I. BACKPACK G.I. BACKPACK BACKPACK COST (CR) WEIGHT (LB) AVAIL SPECIAL G.I. BACKPACK 15,200 10 G.I. CHIP SLOT, SCANNERS, SERVITOR ARM, MICRO-MINE, EJECTOR, COMPUTER LINK, TRANSLATION UNIT G.I. MK 2 BACKPACK* 15,250 10 G.I. CHIP SLOT, SCANNERS, SERVITOR ARM, MICRO-MINE, EJECTOR, COMPUTER LINK, TRANSLATION UNIT, PROBE *Only available from ‘89
44 Probe. The new design incorporates a drill arm accommodating a micro-camera that sends images to a screen that may protrude from the pack. If targeted and hit, the backpack is a small sized item with HEALTH 10 and SOAK 12 [22 v acid damage]. WEAPONS Most of the weaponry featured in Judge Dredd and the Worlds of 2000 AD is available to player characters in Rogue Trooper. One difference is the common use of las-rounds which usually replace the use of standard bullets and laser beams. Some weapons used by the militaries have immense destructive power. Nuclear missiles can destroy cities, and tidal mines can create localized tsunamis. SPECIAL TRAITS Lifts. This device creates a beam that places a target of up to 300lb in a Restrained condition as long as the target remains in its beam. It can also choose to move the beam for a distance up to 10’ for each subsequent action. Escaping the beam requires a Difficult [16] STR roll . Seal Burster. These devices are designed to puncture and ruin sealed structures. They contain a small penetrative explosive charge and a chemical solution that adds 2d6 damage against sealed structures. A success will dissolve a 5’ diameter hole in the sealed target. DEVICES Various weapons are positioned by engineers or dropped from atmosphere craft. Decapitator Drones. Swarms of these floating, shrapnelpacked, grenade-sized bombs are deployed by the Norts to hover above an area of ground. They have sensors that detect the movement of an exposed medium sized manlike individual within 40’, but the individual is undetected if he can make a stealth roll that defeats their sensor’s roll of 3d6. If the roll fails, 1d6 drones will detach themselves flying at SPEED 6 to explode just above the target. Following a detonation, if the target somehow goes to ground in a safe location, the swarm will remain waiting in the vicinity. EMP Mine. A device as small as a bag of luggage or large suitcase, an EMP immediately deactivates all unshielded electronic devices within 20’. The device attacks each item with a 3d6 vs. the item’s DEFENCE, and on a success the device shuts down for 3 turns. Robots are not deactivated, but they do suffer 1d6 ion damage from a successful attack and are stunned. An EMP can only be used once. Hard Rain aka Javalins. Anti-personnel darts released by the Norts in ferocious barrages from robotic atmosphere craft. They are useless against troops under adequate overhead cover, though troops will be loath to leave safety if they have just witnessed a shower of these. Mines. Explosive devices that are hidden in the ground, though jellyfish mines float on water. Detonation is usually due to pressure applied to a trigger plate or wire by an unwitting infantry man walking onto it, though anti-tank mines need the pressure of a vehicle. Limpet mines can be secured to a hard surface.
45 MELEE WEAPONS Chem-clouds often restrict the efficiency of firearms and warfare conducted inside cities, and trenches often brings soldiers in hand to hand range of each other. In a world where most of the combatants need to fight in chemsuits, blades are lethal weapons that don’t needed ammunition clips or suffer from mechanical failure. Many military units, especially in the Nort armies, attach prestige to carrying knives with the emblems of their unit, and Nagan officers find that the lash of a whip gives their soldiers extra encouragement to advance. Axe, Battle Axe (Axes). Some Nort veterans carry these weapons as useful tools for dealing with obstacles. Bayonet. The bayonet is a knife-like weapon that can be fitted to a carbine or rifle to make it a lunging weapon similar to a spear and is often used by Nu Earth soldiers in the heat of combat. Bolas. Uncommon weapon, these weighted ropes are thrown to entangle opponents. Mainly used by Dust Devil troops, though some hunters sometimes improvise them. Boot Knife. A backup weapon should all else fail, this knife is highly durable, extremely sharp and usually resides in a scabbard attached to the boot. Chainsaw. This tool is used by colonists and military sappers but can serve as a weapon in emergencies. It is sufficiently intimidating to be used by some criminal enforcers and is an exciting novelty weapon for pit fighting. Hammer. Heavy than a standard tool but lighter than a sledge hammer. Hatchet. A small, lightweight axe designed for use with one hand Katana. Deadly sword worn by senior officers in the Nort Forces Orient and sometimes used by Nort Grendel assassins. Knife / Dagger. Knives and daggers range from kitchenware to bayonets and hunting daggers. Las-Sword. Laser swords or sabres are elegant, dangerous weapons. Emitting a characteristic hum, they are produced in a variety of colours. CH/2: TOOLS OF WAR //WEAPONS MINES WEAPON DAM. TYPE RANGE COST (CR) SIZE WEIGHT (LB) AVAIL SPECIAL ANTI-TANK MINE 2d6 - - 300 S 12 M BURST 1, ANTIVEHICLE 3 DECAPITATOR 2d6 - - 500 S 3 M BURST 1, +1d6 DAMAGE IF TARGET HAS UNCOVERED HEAD EMP MINE - - - 2,500 S 8 M BURST 2, AS EMP DEVICE IN JUDGE DREDD AND THE WORLDS OF 2000 AD FRAG MINE 2d6 - - 50 S 2 M BURST 2 HARD RAIN 2d6+4 PIERCING - 500* S 2 M BURST 3* JELLYFISH MINE 2d6 - - 60 S 2 M BURST 2, FLOATS LIMPET MINE 2d6 - - 250 S 2 M BURST 1, ANTIVEHICLE 2† MICRO-MINES 2d6 - - 70 T 0.1 GI BURST 1 (BURST 2 IN VOLLEY OF 10) VOLCANO MINE 2d6 - - 150 S 2 M BURST 1, COMBUST *100 missiles. †Extra damage to vehicles is only against a target it is secured to.
46 Monowire. Short, fine wire cord secured to two handgrips for inflicting damage in melee using grappling attacks. Needle Glove. Latex gloves with retractable needles that are used by Filth Columnists. The needles do not inflict damage but can be used to deliver chemicals including tranquillisers and poisons. The needles are equivalent to those fired by a dart gun (see Judge Dredd and the Worlds of 2000 AD, p. 102). Nightstick. Common sidearm of the milli-fuzz. Rapier. The rapier is the classic duelling sword, fast and accurate. Thin and long, often with elaborate hilts and handguards, rapiers are designed for thrusting. Sap. A small, blunt object used to render a target unconscious. This weak melee weapon does a small amount of non-lethal (stunning) damage. If the target is unaware of the MELEE WEAPONS WEAPON DAM. TYPE COST (CR) SIZE WEIGHT (LB) AVAIL SPECIAL AXE, BATTLE AXE 3D6 SLASHING 10 M 6 M - BAYONET 2D6 PIERCING 2 T 1 M - FIXED BAYONET 2D6+2 PIERCING - M - - - BOLAS 0 - 30 M 3 - RESTRAINS, THROWN BOOT KNIFE 2D6+1 PIERCING 15 T 1 M - CHAINSAW 3D6 SLASHING 100 L 15 L - CLUB 2D6 BLUNT 1 M 3 L - ELECTRO-PROD 2D6 ELECTRICITY 100 M 3 R - HAMMER 2D6 BLUNT 1 S 2 L - HATCHET 2D6 SLASHING 6 S 3 L THROWN KATANA 3D6+2 SLASHING 500 M 6 R - KNIFE / DAGGER 2D6 PIERCING 2 T 1 L THROWN LAS-KNIFE 2D6 HEAT 40 T 1 L - LAS-SWORD 3D6 HEAT 400 M 2 M - MONOWIRE 2D6 SLASHING 20 S 1 R - NEEDLE GLOVE - - 50 T 0.1 M [N] - NIGHTSTICK 2D6+1 BLUNT 20 M 3 L STUN RAPIER 2D6 PIERCING 20 M 2 - - SAP 2D6 BLUNT 1 S 2 P STUN SCIMITAR 2D6 PIERCING 15 M 4 M [N] - SHURIKEN 1D6+1 PIERCING 2 T 0.2 M, R THROWN SPEAR 3D6 PIERCING 3 L 6 - THROWN RAPIER 2D6 PIERCING 20 M 2 - - SHORTSWORD 2D6 PIERCING 10 S 2 M - VIBRO KNIFE 2D6+3 PIERCING 100 T 1 M - VIBRO SHURIKEN 2D6+3 SLASHING 100 T 1 M THROWN WHIP 2D6 SLASHING 12 M 2 L REACH WHIP, ENERGY 2D6 FORCE 100 M 2 L REACH
47 attack, however, they must make a Difficult [16] END check or become stunned. Scimitar. A single-edged curved sword, the scimitar is primarily used in mounted combat. Shortsword. A shortsword has a short hilt designed for single-handed use. You can use either the knives or swords skill with a shortsword. Shuriken. Throwing star used as a distraction on an attacker, though some used by assassins have lethal poisons on their blades. Vibro Knife. These knives have vibrating blades that increase their efficiency. Vibro Shuriken. Easily concealed throwing weapon used by assassins. MELEE WEAPON CUSTOMISATIONS HIDDEN WEAPON (100 CR). Typically used by assassins and criminals, innocent-seeming devices often incorporate a blade or electrical weapon. It usually takes an action to turn activate the weapon. The weapon cannot be larger than the device it is incorporated into. The cost of the device and weapon are combined with the cost of customisation. HEART SEEKER (15,000 CR). This deadly device is incorporated in piercing weapons used by assassins wanting to strike a killing blow. When a target is hit, the blade’s tip breaks, reducing the rest of the weapon to a normal weapon with the Improvised condition. If the weapon scored at least 2 points of damage after deducting for SOAK on a target with a living heart, the blade tip works its way to the vital organ. The wounded individual takes 2 points of damage at the start of each of their turns and begins an END countdown pool which ends with the death of the victim. The blade tip can be removed with a Difficult [16] AGI +(medical) roll. G.I.s, having two hearts, take 2d6 damage when the countdown pool ends rather than automatically dying. RANGED WEAPONS Antique firearms are rare on Nu Earth, though they are found in the homes of a few rich collectors throughout the galaxy. Anti-Stamel Gas. These aerosols hold three doses of a chemical spray engineered to knockout stamels. Electro-Flare (pistols). Pistol-like device used to fire a single lethal blast of electricity. Frak Rifle (rifles). Air rifles used by sims that fire a dart loaded onto the muzzle. When attached, the dart can also function as a bayonet. G.I. Pistol (pistols). (G.I. personal handheld weapons system, MK. VI/BRT/EW) The standard issue handgun used by G.I. officers. It incorporates a top-mounted scope and a digital readout of range, trajectory, power levels and ammunition level. It can be loaded with a clip of darts or other specialized rounds. Biochips loaded into it can use the pistol’s sights and fire the gun itself if a target is in front or if they have the pistols skill, granting the firer a +1d6 bonus. The chip can also activate the gun’s self-cleaning system. If specifically targeted, the gun is a tiny sized item with HEALTH 5 and SOAK 10 that has 20 SOAK versus acid damage. The pistol fires standard Souther las-rounds and seal bursters. G.I. RIFLE (RIFLES) A/BIX Assault Rifle. The las-rifle can fire las-rounds individually or as bursts and specialist rounds can be attached to the muzzle. It includes a carrying sling and a top-mounted scope that can be linked with a side-mounted night scope system. Biochips using the gun can see through the scopes and can fire the gun itself if a target is in front of it or if they have the rifles skill, granting the firer a +1d6 bonus. The chip can also activate the gun’s self-cleaning system. If specifically targeted, the gun is a small sized item with HEALTH 10 and SOAK 10 that has 20 SOAK versus acid damage. The rifle fires standard Souther las-rounds and seal bursters. Mk 2 G.I. Rifle. Incorporates a link to the targeting laser of a Mk 2 helmet. If specifically targeted, the gun is a small sized item with HEALTH 10 and SOAK 12 that has 22 SOAK v acid damage. CH/2: TOOLS OF WAR //RANGED WEAPONS
48 RANGED WEAPONS WEAPON DAM. TYPE RANGE COST (CR) SIZE WEIGHT (LB) AVAIL SPECIAL ANTI-STAMMEL AEROSOL 3D6 POISON 1 [2 MAX] 300 S 0.5 G.I. BURST 1, ONLY EFFECTS STAMMELS, DAMAGE IS STUNNING ELECTRO-FLARE 2D6 ELECTRICITY 2 100 S 2 M BURST 1, SINGLE FLAME THROWER 2D6 HEAT 4 200 M 25 M COMBUST 2, HEAVY FRAK RIFLE 2D6 PIERCING 10 150 M 9 M [N] SINGLE G.I. PISTOL: - - - - S 3 G.I. SIDEARM, BIOCHIP SLOT » LAS-ROUND 2d6+2 HEAT 12 - - - - - » INCENDIARY 1d6 HEAT 8 - - - - COMBUST » TRANQCAPSULE 2d6 - 6 300 - - - - » ‘SAMMY’ 2d6 HEAT 12 250 - - - +2D6 v FLYING, SINGLE » LAZOOKA SHELL 2d6 HEAT 6 250 - - - ANTI-VEHICLE 2, SINGLE » SEAL BURSTER 2d6 PIERCING 6 150 - - - SINGLE, SEAL BURSTER » GRAPPLE AND LINE 2d6 PIERCING 6 100 - - - SINGLE, -2D6 v INDIVIDUALS G.I. RIFLE - - - 15,100 M 10 G.I. CHIP SLOT, SCOPE, NIGHT SCOPE G.I. RIFLE MK2 - - - 15,400 M 10 G.I. CHIP SLOT, SCOPE, NIGHT SCOPE » LAS-ROUND 2d6+2 HEAT 20 - - - - AUTO » ‘SAMMY’ 2d6 HEAT 20 300 - 1 - +2d6 v FLYING, SINGLE » LAZOOKA SHELL 2d6 HEAT 10 250 - 1 - ANTI-VEHICLE 2, SINGLE » SEAL BURSTER 2d6 PIERCING 10 250 - 1 - SINGLE » INCENDIARY 1D6 HEAT 15 - - - - COMBUST GRAPPLE GUN 2D6 PIERCING 10 150 L 5 R SINGLE, -2D6 v INDIVIDUALS GRAPPLE PISTOL 2D6 PIERCING 6 100 S 3 G.I. SINGLE, -2D6 v INDIVIDUALS GRENADE LAUNCHER ATTACHMENT * *DAMAGE AS GRENADE 8 150 S 3 M SINGLE
49 CH/2: TOOLS OF WAR //RANGED WEAPONS WEAPON DAM. TYPE RANGE COST (CR) SIZE WEIGHT (LB) AVAIL SPECIAL LASER CANNON 2D6+4 HEAT 80 15,000 L 100 M ANTI-VEHICLE 3. BEAM HEAVY LASER CANNON 2D6+4 HEAT 100 20,000 L 200 M ANT-VEHICLE 4, BEAM LAS-CARBINE 2D6 HEAT 15 200 S 4 M AUTO LAS-MACHINE GUN 2D6+2 HEAT 25 500 L 20 M AUTO, HEAVY LAS-MACHINE PISTOL 2D6 HEAT 8 200 S 3 M AUTO, SIDEARM LAS-PISTOL 1D6+3 HEAT 10 75 S 3 R SIDEARM LAS-RIFLE 2D6+2 HEAT 20 200 M 5 M AUTO LAS-SNIPER RIFLE: - - - 1,000 M 7 M - » LAS-ROUND 3D6 HEAT 40 - - - - - » SEAL BURSTER 2D6 PIERCING 20 250 - - - SINGLE. SEAL BURSTER LAZOOKA 2D6 HEAT 35 2,000 L 15 M ANTI-VEHICLE 3, BURST 1, HEAVY HAND FLAMER 2D6 HEAT 2 150 S 3 M COMBUST 1 MASTER BLASTER 2D6+3 BALLISTIC 4 150 S 3 M [N] BURST 1, SIDEARM, SINGLE MICRO BLASTER 1D6+2 HEAT 5 100 T 1 R SIDEARM MISSILE LAUNCHER: - - - 2,000 L 20 M - » H.E. 2D6 HEAT 50 - - - - BURST 3, HEAVY » SEAL BURSTER 2D6 PIERCING 50 - - - - SEAL BURSTER, HEAVY » SMOKE - - 50 - - - - TARGET AREA CONCEALED FOR 2 ROUNDS MORTAR: - - Minimum range is 12 500 L 20 M - » FRAG ROUND 2D6 HEAT 200 - - - - BURST 2, HEAVY » SMOKE ROUND - - 200 - - - - BURST 2, TARGET AREA CONCEALED FOR 2 ROUNDS ROCKET LAUNCHER: - - - 800 L 20 M - » H.E 2d6+2 HEAT 30 - - - - BURST 3, HEAVY » SEAL BURSTER 2d6+2 PIERCING 30 - - - - SEAL BURSTER, HEAVY
50 GRENADES Anti-Sim Gas [N] (200 cr) 3d6 poison damage. Damage only affects sims and is stunning damage. Atom-Keak aka Flesh Disintegrator (250 cr) 1d6+1 damage. Any flesh exposed to its effects takes 3d6 acid damage. G.I.s are immune to the acid damage. Coil (250 cr) 2d6 slashing damage. Releasing this tangle of lethal wire automatically causes Bleeding condition. Gamma (250 cr) 2d6 damage. Anti- Vehicle 2. Plasma (200 cr) 2d6 Heat damage. Squelch (250 cr) Blocks comms signals as a scrambler for 1 minute. Grenades (throwing). All the hand bombs in Judge Dredd and the Worlds of 2000 AD are available to the Nu Earth militaries, along with the extra ones listed on this page. The atom-keak grenade is usually only available to G.I.s. Grapple Pistol (pistols). Miniaturized grapple gun used by G.I.s. Grenade Launcher (heavy weapons). Grenade launchers are sometimes fitted onto the underside of las-rifles. Hand Flamer (heavy weapons). This is a lighter version of a flame thrower and holds a fuel rod that allows three firings. Las-Carbine (rifles). Assault weapons, as typified by the Nort’s Clashnikov, are the usual armament of infantrymen on Nu Earth. Las-Pistol (pistols). Common sidearm of officers and support troops. Las-Machine Gun (heavy weapons). Weapons like the Nort Spandow are commonly used and as anti-personnel weapons on vehicles, in defensive positions or as a squad support weapon operated by a two-man team. Las-Machine Pistol (rifles). Shorter than a standard carbine, light automatic weapons such as the Nort Oozi are favoured by some special forces. RANGED WEAPONS (CONTINUED) WEAPON DAM. TYPE RANGE COST (CR) SIZE WEIGHT (LB) AVAIL SPECIAL SMOKE DISCHARGER - - 30 [Min. range is 2] 200 - 10 M BURST 2, HEAVY, TARGET AREA CONCEALED FOR 2 ROUNDS SONIC CANNON 2D6 SONIC 80 15,000 L 250 M ANTI-VEHICLE 2, STUN SPEAR GUN 2D6 PIERCING 2 75 L 4 L UNDERWATER. SINGLE STUN RIFLE 2D6 ELECTRICITY 5 250 M 5 M [N] STUN TANK CANNON: - - - 15,000 L 2,000 M - » A.T. ROUND 2D6+2 BALLISTIC 40 - - - - ANTI-VEHICLE 2, HEAVY » H.E. ROUND 2D6+2 HEAT 60 - - - - BURST 2, HEAVY TRACTOR BEAMER - - 2 5,000 L 100 M / R LIFTS, HEAVY VIRAL GUN - - 2 3,500+ S 3 A TARGET SUFFERS FROM TEMPORARY SEVERE CONDITIONS OF PAIN AND POISONED