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Published by Bibliotheca ludus, 2023-01-13 01:00:52

enp_woin_ropgue_trooper_v1.0

enp_woin_ropgue_trooper_v1.0

151 SECOND ENGAGEMENT It is said that hunting a Nort Ghost Raider is like trying to catch smoke in a net, and the crew and Player Characters will have a dreadful job of locating their target. Sensor traces just seem to slide off it—a fact that will equally frustrate and fascinate M’Meehua—and the concern within the crew becomes more and more evident. They appear to be chasing phantoms, and tempers start to fray as tensions rise. At a suitably dramatic point, possibly as an NPC crew member and PC are having a heated discussion or argument about what to do next, the Ghost Raider emerges from a break in the pinkish clouds of the nebula and opens up with its weapon batteries, striking the Cassandra across the bow. The Cassandra spins from the impact, emergency sirens wail, and the lighting aboard switches to red. Orders are shouted and damage assessments come flooding in. Lt Tooting is on the bridge at the time, as it is Team Balthazar’s watch, and she commands the PCs to assist in various ways. They may help navigate or pilot the ship out of danger, assist in damage control, man the weapons and so on. Her priority is to get out of the firing line and into relative safety. WHERE ARE THE SHIP STATS? It is intentional that the Ghost Raider, or Nu-Oktober, has not been provided with a stat line. As with the Monstrous Machines mentioned in Chapter 3: Tools of War, the weapons and tools at the players’ disposal are woefully outclassed by the Nort ship. It is a narrative tool and as such it does whatever is needed by the GM to make for a good and exciting story. Direct action by the players is not going to defeat or destroy it. The Ghost Raider will not give chase. Its kapitan is skilled in hit and run and is content to toy with this “mouse” before landing the kill. It wants the Southers panicked and afraid, more likely to make mistakes and much easier to then destroy. CH/8: BEYOND NU EARTH MISSION DOSSIER //HUNTED BY NU-OKTOBER // THE CASSANDRA (SIDE VIEW)


152 FROM BAD TO WORSE SABOTAGE Once the immediate crisis is over and the Cassandra is back within the clouds of the nebula, the sensors indicate that they have evaded the Ghost Raider. Lt Tooting will convene a meeting of the lead crew, including the captain and the PCs, to assess options. During the meeting, she eats a meal, taking any chance she can to cram in some food while trying to get the crew safely out of the crisis. During the discussion, Tooting will double over in pain and vomit uncontrollably. Her body will cramp up in agony, and a Difficult [16] LOG (medicine or similar applicable skill) will identify that it is likely that she has been poisoned. It is a relatively simple deduction (Routine [10] LOG check if needed) that the poison was in her meal, and if the PCs do not take swift action, the current watch will soon follow suit when they eat. Someone has tampered with the food. Speaking to the crew who are on galley duty (see Interrogation Rules, Judge Dredd and the Worlds of 2000 AD, p. 132) gains no significant leads. The two crewmen who were preparing the food have been together the entire time, and there are no security cameras which monitor the galley. The food could have been contaminated before they started work, but the only people who have access to the food stores are the crew on catering duty or the senior officers. MESSAGES FROM WITHIN Just as the players are getting information about the food, they will be interrupted by either M’Meehua or Lt Pova, whichever of the two of them the Player Characters have had the most interaction with. They bring grave news and want to talk to the PCs in private if possible. They have discovered from the sensor data (M’Meehua) or the ship’s comm logs (Pova) that someone on board is breaking the captain’s command and is sending signals out. What is worse is that they appear to be being transmitted on open Nort frequencies. The system logs aren’t able to track the contents of the messages, but they started after the Cassandra entered the nebula. If a player suggests investigating, a Routine [10] LOG check reveals that the times of the messages occur during all three watch team’s duties with no apparent pattern. If asked, M’Meehua or Pova can confirm that the messages could be sent as an automated job, and that there are no records of messages being received, only transmitted. WARNING SHOTS AND GHOSTLY ECHOES Give the players time to discuss the revelation of the signal transmission and their theories on who the culprit could be. Just as they are starting to decide on a plan of action, the ship is rocked by a concussion wave. Once again, the ship will go to red alert, and the Player Characters will hear that the Ghost Raider is back. It appears that the enemy ship has not got a lock on them but is instead firing missiles to detonate nearby in an apparent attempt to flush the Cassandra out. The players may decide to intervene, suggesting anything from silent running to launching a barrage of missiles, or even launching a drop pod as a distraction. Encourage any plans that they come up with and let them run with it. The key purpose of this attack from a story perspective is to break up the players’ train of thought regarding the comms messages and remind them of the danger without as well as within. It is possible that the PCs may decide to ignore the situation with the Nort vessel and instead focus on the transmissions. If that is the case, Lt Commander Rivens, who is the duty officer at the time, will try to perform a set of evasive manoeuvres to get out of the way of the fire pattern of the Nort ship and lose them once more in the nebula. During this, the ship’s crew will be committed to Rivens’s orders and will be focused on saving the ship and themselves. It may be quite hard for the Player Characters to get any assistance from them in their query, however with the crew’s attention focused on the current crisis, the characters may get to do some uninterrupted investigating. THE DETECTION GAME It seems clear from the sabotage of the food and the Nort transmissions that have been sent that there is a spy or saboteur aboard the Cassandra. The PCs may have a number of suspects, the obvious ones being: » Consultant M’Meehua » Lieutenant Kovia Pova » Commander Colin Padraic » The stowaway Asik Alev (if the optional scene is used) The players can investigate or interrogate as they see fit, but if they question other crew members, they will lean towards the likely candidates being M’Meehua or Asik with the captain considered beyond reproach.


153 Other forms of enquiry or evidence gathering could involve the ship’s logs (computers skill checks), security systems (surveillance skill checks), analysis of the contaminated food (chemistry skill checks), checking crew service files (bureaucracy skill checks) or anything else that the players might come up with. The evidence will point inevitably to Commander Padraic himself, and the key clues are: » His demoralised demeanour and the resigned speech he gave. » The fact that he wanted to set course to meet the Ghost Raider before it was a confirmed ally or threat. » The captain’s insistence on no outward comms when it is possible that they could have summoned assistance from other Souther vessels. » The fact that the sabotage and recent encounter with the Ghost Raider did not happen during his watch. » He has the command authority to get access to everything he needed. » His background in espionage and countersurveillance. COMMANDER COLIN PADRAIC // MEDIUM SENTIENT HUMANOID [7D6] // PSYCHOLOGICALLY DAMAGED VETERAN NAVAL COMMANDER STR 6 (3d6) AGI 6 (3d6) END 6 (3d6) INT 10 (4d6) LOG 10 (4d6) WIL 10 (4d6) CHA 10 (4d6) LUC 10 (4d6) REP 10 (4d6) MELEE DEFENCE 21 RANGED DEFENCE 21 MENTAL DEFENCE 28 VITAL DEFENCE 21 SOAK 4 VULN — IMMUNE — INITIATIVE 6d6 PERCEPTION 6d6 SPEED 7 CLIMB 4 JUMP 12’/6’ HEALTH 42 CARRY 120 lb (max lift 300 lb) REACH 5’ ACTIONS 2 Las-pistol 6d6 (1d6+5 heat damage; range 10)) SKILLS bravery 6 (3d6), computers 3 (2d6), comms 6 (3d6), demolitions 3 (2d6), leadership 6 (3d6), light armour 1 (1d6), perception 3 (2d6), pistols 3 (2d6), piloting 3 (2d6), surveillance 6 (3d6), survival 3 (2d6), tactics 3 (2d6) GEAR las-pistol, flight suit EXPLOITS Give Orders. When the captain gives an order, all allies within 30’ get an immediate bonus action. Leadership. Commander Padraic can donate his LUC [3d6] to allies; this must be declared before any dice are rolled. If the commander himself is questioned, he will sigh, his shoulders will slump, and he will look the PCs straight in the eye, weariness and sorrow unmistakable in his face. So, this is it then. I am discovered, for all the good it will do you or any of us. Can you not see the madness of it all? The pointlessness of what we have become? I have seen it all, you know. I have seen the glory and the tragedy of frontline warfare, and I have seen the covert war fought on the edges and in the shadows. I have seen the whole, abysmal, demoralising truth of it all. The disgraceful honesty is that this will never stop. More and more of our sons and daughters will be thrown time and again into this beast of a meat grinder, this noble savagery of a war. And for what? What is it we are fighting for? Do any of you know? Do you even care? You know your enemy, and your enemy knows you, and you go at it with all the force you can muster for you believe it is right... But it is a lie. There is no value in any of this. Not to us, not to those who actually brave the hard edge of combat. But once I realised, what could I do with that knowledge? My superiors would call me mad, and I could not break the hearts of those who so fearlessly fought under my command. CH/8: BEYOND NU EARTH MISSION DOSSIER //HUNTED BY NU-OKTOBER


154 The only option then was a valorous end. Stop the cycle for us by going out in flames. It wasn’t something I planned, it was just something I realised, an epiphany of sorts, once we had entered this nebula. Us against the Nort menace, a tragic yet classic duel. Glory in death. But you all, both you and my wonderful, talented crew, set about to ruin it. You kept fighting. You would not just embrace your fates. So obviously I had to nudge things along. Tooting had to go. Poor, effective dutiful Bobby, and my goodness those Norts! They could not have found us if we were blaring out the Memorial March, so of course I had to keep dropping breadcrumbs, little signal traces to keep them interested. But the end is very near now. Only moments away, I should think… DESTINY CLOSES IN FATAL SABOTAGE Once the captain has finished his confession, the GM should allow the PCs to respond either with actions or to engage in dialogue with the commander. Hopefully they will have had the foresight to have a surviving senior member of the crew with them when they spoke with the captain as a witness. As they process Commander Padraic’s confession, the explosive device he had previously prepared and planted in the engine room will go off, crippling the ship and creating an energy signature that the Nu-Oktober will not be able to miss. Once the captain’s device has detonated, start an 8d6 medium countdown, which should be used to help maintain the atmosphere of urgency. Should the clock expire, then the Ghost Raider returns to finish off Cassandra.


155 Things look dire for the crew and the PCs, but there are a number of things that they can do to still save the day: » Taking Command. In the Cassandra’s chain of command, if he is still alive and the captain is proven incapable of command, Lt Cmdr Rivens is commanding officer. The PCs may need to convince him of this or, especially if one or more of the characters have command rank or experience, they may decide to take command themselves. Either approach may require one or more social skill checks versus Riven’s WIL. » Damage Control and Emergency Repairs. The damage wrought by the captain’s sabotage is grave, but it’s not insurmountable. The Player Characters can rally up a work group, possibly with the aid of Rivens, and set to work on conducting emergency repairs. To do so requires four successful opposed checks versus Padraic’s LOG (demolitions). » Signal Boost. The Nu-Karthage system is an active front, and while the Norts may control it, there are numerous Souther units in the area. It is possible that, calibrated correctly, a signal could get through the nebula and to a nearby patrol of Souther Seraphim fighters that are searching for the Cassandra. Achieving this would be a Strenuous [25] comms check, but it is possible that M’Meehua or Pova could be convinced to help. » “Do not go gentle into that good night” If he has not been restrained, the commander will do all he can to stop the PCs from saving the ship. He will try to convince and command crewmembers to stop them, suggesting that they are Nort agents and will resort to personal violence as necessary. » Rallying Support for or against the captain. If the players didn’t have one of the crew with them when the captain gave his confession, they may have an uphill struggle convincing the crew to side with them and against him. Social skill checks (with bonus dice if the PCs can produce tangible evidence) versus the crew WIL may well help turn the tide of sentiment. With a well-trained crew on their side, they have the best chance of surviving this. » Go Down Fighting. The Cassandra is still armed, and with a decent plan, gunners in all the remaining functional turrets and creative use of missiles, the ship may be able to hold off the Ghost Raider, or even cripple it. Any combat like this should be handled abstractly and narratively. Creative ideas and skills such as tactics and leadership are what will carry the day, but even if they make it, it should not be without a cost. » Abandon Ship. The Player Characters may decide that all is lost and to try save as many crewmembers as possible. The drop pods are ideal for this if they haven’t already been lost or used, but they each only have a ten-person capacity. There may be some difficult choices to make. CONCLUSION AND FURTHER ADVENTURES Hopefully the adventure will end with either help arriving in the form of a flight of Seraphim, the PCs successfully evacuating the Cassandra or managing to defeat the NuOktober with guile and cunning, any of which could lead into a number of future scenes or adventures. No matter what the specific outcome was, unless the characters were naval crewmen assigned to the Cassandra, then the PCs were originally sent to Nu-Karthage with another mission, and MilliCom or their direct commanding officer will still expect that mission to be completed. If Commander Padraic survives, then he will be withdrawn from service under Section 8 of the Souther military code and face a full court martial. M’Meehua will return to their employers, but it is possible that they will end up on field work again and could cross paths with the Player Characters in future. Likewise, if the Cassandra survived, the ship will be returned to spacedock for full repairs and refit. When she launches again, the Cassandra will have a new commanding officer but could easily reappear in future adventures, especially if there remain members of her crew who will recall the actions of the Player Characters. Perhaps the PCs themselves will serve aboard the ship again one day. CH/8: BEYOND NU EARTH MISSION DOSSIER //HUNTED BY NU-OKTOBER


157 NPCS BY TYPE The NPCs in this chapter are listed alphabetically to help quickly look up the stats. Other suitable NPCs can also be found in Judge Dredd and the Worlds of 2000 AD, with colonists on Nu Earth using the worker stat block. CREATURES » Baited-Breath 161 » Bio-Wire 162 » Charybdis ‘Hydra’ 164 » Darter Snake 166 » Murk-Lurker 173 » Mutagator 174 » Na-Palm 174 » Oozelum Mu-Hawk 176 » Pit Dog 176 » Saw-Jaw 179 » Stamel 182 DROIDS » Amok Droid 160 » Automated Pillbox 161 » CX Droid 165 » Hammerhead Droid 168 » Med Droid 172 » Robe-Runner 177 » Robo-Guard 177 » Ro-Rat 178 » S.P.A. Droid 181 » Spiderbot 182 » Vid-Vulture 185 MILITARY » ‘Doll’ 166 » Elite Infantryman 167 » Genetic Infantryman 168 » ‘Rookie’ Infantryman 179 » Infantryman 169 » Milli-Fuzz 172 » Officer 175 » Sim 180 » Sniper 181 » Waldo 186 OTHER » Marauder 171 PERSONALITIES » Brass and Bland 163 » Kapitan-Inspector Atalia Jaegir 169 » Major Magnam 170 » Morgen 173 » ‘Rogue Trooper’ 158 » Sister Sledge 180 » ‘Traitor General’ 183 » Venus Bluegenes 184 CH/9: ALLIES & ENEMIES


158 ROGUE TROOPER Named after an instinct to do things his own way, Rogue, as Trooper GI:3627218/R2 is called, is the only G.I. to have made it alive through their first battle. He has decided not to report back for duty so he can track down the traitor who leaked out details of the Quartz Zone mission, an act of insubordination which means he is, himself, hunted as a deserter by Souther military authorities. Despite his quest, Rogue is prepared to be side-tracked for brief periods when he sees Souther soldiers and civilian in danger. Many of the combatants on both sides believe him to be a myth, but for those who encounter him he is an inspirational hero to Southers and a stalking bringer of death to hapless Norts. // MEDIUM SENTIENT HUMANOID [8D6] // LIVING LEGEND OF NU EARTH. STR 10 (4d6) AGI 10 (4d6) END 15 (5d6) INT 10 (4d6) LOG 8 (3d6) WIL 10 (4d6) CHA 8 (3d6) LUC 4 (2d6) REP 15 (5d6) MELEE DEFENCE 24 RANGED DEFENCE 24 MENTAL DEFENCE 24 VITAL DEFENCE 24 SOAK 8 VULN — IMMUNE Known acids and poisons INITIATIVE 6d6 PERCEPTION 6d6 SPEED 8 CLIMB 5 JUMP 20’/10’ HEALTH 48 CARRY 250 lb (max lift 500 lb) REACH 5’ ACTIONS 2 Knife 7d6 [4d6+4 piercing damage] G.I. Rifle 7d6 [4d6 heat damage: range 12, auto] G7 grenade 6d6 [3d6 damage: range 3, burst 2] SKILLS bravery 6 [3d6], climbing 1 [1d6], combat 6 [3d6], driving 1 [1d6], leadership 3 [2d6], perception 3 [1d6], stealth 6 [3d6], survival 6 [3d6], swimming 1 [1d6], tactics 3 [2d6], throwing 3 [2d6] GEAR G.I. rifle, bayonet, boot knife, hatchet, G7 grenades, G.I. helmet, G.I. backpack, biochip, biochip support capsule EXPLOITS G.I. Immunity. G.I.s are bio-engineered to be immune to all known acids and poisons. Aim. By taking an action to aim, Rogue gains +1d6 bonus to a ranged attack roll taken in the same turn. The attack action must come immediately after the aiming action. Dive for Cover. If a ranged attack misses Rogue, he may immediately move half their speed as a free action and either throw herself prone or get behind cover if in range. Leadership. Rogue can donate his LUC [2d6) dice to allies; he must declare this before any dice are rolled. Living Legend of Nu Earth. Rogue adds +1d6 to CHA tests made to influence Souther infantry NCOs and privates and +1d6 to intimidate rolls made against Norts.


159 // BIOCHIPPED BUDDIES The following statistics represent the biochipped personalities of Rogue’s travelling companions, the three stored personalities of his G.I. buddies, Bagman, Gunnar, and Helm. BAGMAN Having an interest in technology and a curiosity for knowledge, 31483/ZN/21 ‘Bagman’ is far more cerebral than other G.I. clones. The day after the Quartz Zone drop, he saved Rogue from a surprise attack at the cost of life and now, as a biochip, he still watches his comrade’s back. Initially he was the most realistic minded of Rogue’s biochip companions, though battle damage to his chip has resulted in unpredictable behaviour. Bagman has become quirky and is prone to sudden quips of humour and arguing with Gunnar. He has also developed a habit of occasionally talking to himself, dictating wills or laying out and making an inventory of all his equipment whilst singing nursery rhymes, despite imminent danger. // TINY SENTIENT BIOCHIP [7d6] // SMART THINKING BUT OCCASIONALLY ERRATIC G.I. INT 10 (4d6) LOG 10 (4d6) WIL 6 (3d6) CHA 3 (2d6) LUC 1 (1d6) REP 6 (3d6) MENTAL DEFENCE 21 INITIATIVE 6d6 PERCEPTION 6d6 ACTIONS 2 Brawling 4d6 [2d6+1 damage] G7 grenade 4d6 [2d6 damage: range 3, burst 2] SKILLS bravery 3 [2d6], brawling 1 [1d6], communicators 3 [2d6], computers 3 [2d6], cryptology 1 [1d6], electronics 3 [2d6], medical 1 [1d6], scanners 3 [2d6], tactics 1 [1d6], throwing 3 [2d6] EXPLOITS Translator. Bagman can use his computer link to give him linguistics 3 [2d6]. Got you covered. As a free action Bagman can warn Rogue of incoming attackers, which prevents his being flanked in melee. Got it! By spending a LUC point, Bagman produces an item of G.I. kit of small or tiny size. GUNNAR Trooper ‘Gunnar’ 314-78/ZM/21 excelled in marksmanship but was an impatient and aggressive individual. Eventually profiled as psychologically disordered, Gunnar was only assigned to combat duties after helping save some top brass during an accident on Milli-Com. Throwing himself straight into the conflict at the Quartz Zone Massacre, Gunnar bought time for his comrades, but was soon killed by a plasma sphere. As a biochip inserted in his own beloved rifle, Gunnar still displays an insubordinate streak, an abrasive sense of humour and can still indulge in his enjoyment of killing Norts. // TINY SENTIENT BIOCHIP [7d6] // BELLIGERENT MARKSMAN. INT 10 (4d6) LOG 3 (2d6) WIL 6 (3d6) CHA 3 (2d6) LUC 1 (1d6) REP 6 (3d6) MENTAL DEFENCE 14 INITIATIVE 6d6 PERCEPTION 6d6 ACTIONS 2 G.I. Rifle 7d6 [4d6 heat damage: range 14] SKILLS bravery 6 [3d6], brawling 3 [2d6], intimidate 1 [1d6], reactions 3 [2d6], rifles 12 [4d6], stealth 1 [1d6], survival 1 [1d6] EXPLOITS Perfect aim: The bonus Gunnar gains from the Aim exploit increases to +2d6. He can use this exploit if set up to shoot by himself or can grant this exploit to the rifle’s operator. Indomitable: Gunnar is immune to the Afraid condition. Spray: Gunnar can his G.I. rifle to blanket a 30’cone in a hail of bullets, attacking all the targets in that area. He can use this exploit if set up to shoot by himself or can grant this exploit to the rifle’s operator. When in his second biochip, Gunnar has the following additions: » PSI 2 » SKILLS. ergokeinesis 1 [1d6], telekinesis 1 [1d6] » Telekinesis. Gunnar can automatically use a limited power of telekinesis up to seven turns a day to move a piece of G.I. equipment he is slotted in, giving it FLY 7. CH/9: ALLIES & ENEMIES //ROGUE TROOPER


160 HELM During his time on Milli-Com, 31-491/ZP/21 ‘Helm’ showed an aptitude as a pathfinder but had low pass rates in training, his main interest being an obsession with Venus Bluegenes. Once he was sent into action on Nu Earth action, he proved extremely capable. On reaching the Orange Sea, he was killed in an ambush by a Nort naval force, the very last G.I. committed to the Quartz Zone drop to be slain. // TINY SENTIENT BIOCHIP [7d6] // EASY-GOING G.I. INT 10 (4d6) LOG 4 (2d6) WIL 10 (4d6) CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6) MENTAL DEFENCE 21 INITIATIVE 5d6 PERCEPTION 7d6 SKILLS bravery 3 [2d6], brawling 1 [1d6], carousing 1 [1d6], flirtation 1 [1d6], perception 6 [3d6], reactions 3 [2d6], scanners 1 [1d6], stealth 3 [2d6], survival 3 [2d6], tracking 1 [1d6] EXPLOITS Move Without Trace. Helm knows how to avoid leaving tracks. He can give Rogue a +1d6 to checks related to avoiding or evading trackers and to avoiding detection by non-visual senses such as scent or listening devices. “Snap out of it!” Stuck in a helmet, Helm hasn’t as much to do as the other chips but can still try to encourage Rogue. As long as Helm is capable of talking, Rogue gains +1 to shake off a temporary mental condition. Direction Sense. Helm always know where his is and never gets lost. ALLIES AND ENEMIES AMOK DROID [NORT] These hulking combat droids are often programmed to shield human troops and prioritize their attacks on enemy droids. // LARGE SENTIENT MECHANOID [6D6) // MENACING ANTI-DROID COMBAT ROBOT. STR 15 (5d6) AGI 3 (2d6) END 15 (5d6) INT 3 (2d6) LOG 3 (2d6) WIL 6 (3d6) CHA 3 (2d6) LUC 0 (0d6) REP 6 (3d6) MELEE DEFENCE 22 RANGED DEFENCE 10 MENTAL DEFENCE 12 VITAL DEFENCE 26 SOAK 12 VULN 1d6 electricity, 2d6 ion IMMUNE Sick, Fatigued INITIATIVE 3d6 PERCEPTION 3d6 SPEED 3 CLIMB 2 JUMP 6’/8’ HEALTH 60 CARRY 300 lb (max lift 750 lb) REACH 5’ ACTIONS 2 Brawling 6d6 [3d6+5 blunt damage] SKILLS combat 1 [1d6], perception 1 [2d6], reactions 1 [1d6] GEAR — EXPLOITS Mechanoid. Mechanoids are immune to mental attacks, are vulnerable [1d6] to electricity damage, and vulnerable [2d6] to ion damage. They are usually immune to the Sick and Fatigued condition. Damage its Circuits! The AMOK does 1d6 damage to brawl attacks made against robots. Grab: The attack inflicts the Restrained condition on a creature and requires a melee attack to escape. The AMOK’s natural damage is automatically inflicted at the start of a grabbed creature’s turn.


161 AUTOMATED PILLBOX Lines of mutually supporting, well-armoured sentry guns can be airdropped by Nort atmosphere craft. // LARGE SENTIENT MECHANOID [5D6) [NORT) // DEFENCE GUN. STR 3 (2d6) AGI 3 (2d6) END 6 (3d6) INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6) CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6) MELEE DEFENCE 10 RANGED DEFENCE 10 MENTAL DEFENCE 15 VITAL DEFENCE 22 SOAK 10 VULN 1d6 electricity, 2d6 ion IMMUNE Sick, Fatigued INITIATIVE 3d6 PERCEPTION 5d6 SPEED — CLIMB — JUMP — HEALTH 30 CARRY 90 lb (max lift 150 lb) REACH 5’ ACTIONS 2 Pick Up Arm 3d6 [2d6+2 blunt damage] Mini-Gun 5d6 [3d6 ballistic damage: Range 10: auto] Return Throw 4d6 [as grenade type’s damage: Range 3] SKILLS brawling 1 [1d6], heavy weapons 3 [2d6], perception 3 [2d6], throwing 1 [1d6] GEAR retractable parachute EXPLOITS Mechanoid. Mechanoids are immune to mental attacks, are vulnerable [1d6] to electricity damage, and vulnerable [2d6] to ion damage. They are usually immune to the Sick and Fatigued condition. Spray. The Pillbox can use its mini-gun to blanket a 30’ cone in a hail of bullets, attacking all targets within that area. Pickup arm: Once per turn the extendible pickup arm can attempt to catch or pick up a grenade that lands on it and throw it before it explodes as a free action by making a Challenging [13] INT+ [throwing] check. BAITED-BREATH This widemouthed creature lurks amongst the foliage of the Hell-Hunt jungle floor, using an antenna like growth with a luminous tip to lure curious creatures towards it. Its lethal breath weapon is a cocktail of chlorine, mustard and nerve gas that causes all targets to simultaneously burn, drown to death and lose control of themselves. // LARGE SEMI-SENTIENT REPTILE [6D6) // VENOMOUS JUNGLE LURKER. STR 10 (4d6) AGI 3 (2d6) END 10 (4d6) INT 3 (2d6) LOG 1 (1d6) WIL 6 (3d6) CHA 3 (2d6) LUC 1 (1d6) REP 6 (3d6) MELEE DEFENCE 22 RANGED DEFENCE 10 MENTAL DEFENCE 12 VITAL DEFENCE 26 SOAK 17 VULN 1d6 cold IMMUNE local chem-clouds INITIATIVE 3d6 PERCEPTION 3d6 SPEED 3 CLIMB — JUMP —’ CH/9: ALLIES & ENEMIES //AMOK DROID - BAITED BREATH


162 HEALTH 60 CARRY 200 lb (max lift 500 lb) REACH 5’ ACTIONS 2 Bite 6d6 [3d6+4 piercing damage, poison] Claws 4d6 [2d6+4 piercing damage, poison] SKILLS combat 3 [2d6], perception 1 [1d6], stealth 6 [3d6] GEAR - EXPLOITS Camouflage. The hide of the baited-breath is coloured to help conceal all of the creature excepting its glowing lure when it is on the jungle floor. This adaption gives the creature a +1d6 bonus to avoid detection when in its natural environment. Cloud of Death. The baited-breath can exhale a 10’ cone of gas. Unprotected individuals are inflicted with the Burning and Pain conditions and start to suffocate. G.I.s are immune. Locale immunity. The creature is immune to the chemical toxins that occur in its home environment’s atmosphere. Poison. The teeth and claws of the baitedbreath deliver a poison that causes the Sick condition. G.I.s are immune. BIO-WIRE This recent Nort bioweapon resembles a cluster of barbed wire coils and is used as a means of defending locations. It is regarded as a two-edged sword by Nort troops who encounter it, as it attacks any living creature. It lies dormant, ambushing those in reach, but new strains have been developed that are capable of traversing ground. // MEDIUM SEMI-SENTIENT PLANT [4D6] // TENACIOUS ORGANIC BARBED WIRE. STR 6 (3d6) AGI 3 (2d6) END 6 (3d6) INT 3 (2d6) LOG 1 (1d6) WIL 3 (2d6) CHA 2 (2d6) LUC 0 (0d6) REP 4 (2d6) MELEE DEFENCE 10 RANGED DEFENCE 10 MENTAL DEFENCE 10 VITAL DEFENCE 16 SOAK 5 VULN 1d6 fire IMMUNE Sick, Fatigued, chem-clouds INITIATIVE 2d6 PERCEPTION 2d6 SPEED 2 CLIMB 2 JUMP — HEALTH 40 CARRY 120 lb (max lift 300 lb) REACH 5’ ACTIONS 3 4d6 [2d6+3 piercing damage, acid]


163 SKILLS disguise 6 [3d6]*, hardy 6 [3d6], survival 3 [2d6] *Its resemblance to coils of barbed wire. GEAR — EXPLOITS Entangled! Creatures that try to move through the bio-wire are subject to a free action Grab attack. Grab. Bio-wire clumps can grab their opponents using a cluster of vines and inflicts the Restrained condition on a creature that requires a melee attack to escape. The biowire’s natural damage is automatically inflicted at the start of the grabbed creature’s turn and is insidious enough to ignore the target’s SOAK. Acid. Creature’s that receive damage are inflicted with the Burning condition. Chem Immunity. The bio-wire is immune to the chemical toxins that on Nu Earth Slow. The bio-wire cannot run but ignores most terrain penalties. BRASS AND BLAND This bizarre-looking duo of rogues scout out the battlefields of Nu Earth for salvage, operating from a shuttle incorporating a wide range of surveillance and stealth devices, assisted by a small gang of picker droids. They are prepared to make a deal with anyone if there is a profit to be had, but fiercely resent rivals who encroach on their trade. The pair are partners in both business and love and have a hidden depot where most of their loot is being accumulated prior to their intended mutual retirement. // MEDIUM SENTIENT HUMANOIDS [6D6] // CUNNING, UNSCRUPULOUS LOOTERS. STR 3 (2d6) AGI 6 (3d6) END 3 (2d6) INT 6 (3d6) LOG 10 (4d6) WIL 6 (3d6) CHA 6 (3d6) LUC 3 (2d6) REP 6 (3d6) MELEE DEFENCE 12 RANGED DEFENCE 18 MENTAL DEFENCE 24 VITAL DEFENCE 12 SOAK 3 VULN — IMMUNE — INITIATIVE 3d6 PERCEPTION 4d6 SPEED 6 CLIMB 3 JUMP 12’/3’ HEALTH 18 CARRY 60 lb (max lift 150 lb) REACH 5’ ACTIONS 2 Stick or Umbrella 3d6 [2d6+2 blunt damage] Microblaster 3d6 [2d6 heat damage: range 9, sidearm] SKILLS appraisal 3 [2d6], bluffing 6 [3d6], bribery 3 [2d6], computers 3 [2d6], negotiating 3 [2d6], perception 1 [1d6], pilot 1 [1d6], robotics 1 [1d6] Additionally: Mr Brass: cryptography 3 [2d6], linguists 1 [1d6], surveillance 3 [2d6] Mr Bland: accounting 3 [2d6], bureaucracy 1 [1d6], forgery 3 [2d6] GEAR microblaster, chemsuit, hand computer, bowler hat Mr Brass: walking cane Mr Bland: umbrella CH/9: ALLIES & ENEMIES //BIO-WIRE - BRASS AND BLAND


164 EXPLOITS Quick Look. Brass and Bland can make a rough judgement as to the value of an item with nothing more than a quick glance over the object. While a proper appraisal is required for a better figure, they can guess the item’s value within +/- 30%. ‘You can’t expect us to cut our own throats’. If a roll made to secure a deal is not to their satisfaction, one of them can spend a LUC point to reroll the skill used for the transaction. This exploit can only be used once for a particular negotiation. Partners. When Brass and Bland are in the same location, they can share their LUC pools. Sat Codes [Mr Brass]. Mr Brass can put his ten years in Nort military intelligence to good use and gains +1d6 to all attempts to hack Nort and Souther military computers and satellites. Shuffling the Numbers [Mr Bland]. Mr Bland has put his time in the Souther Pay Corps to good use and gains +1d6 to all attempts to manipulate financial records and accounts. CHARYBDIS ‘HYDRA’ TENTACLE The amoeba like mass of Charybdis is over two miles long but can extrude extensions for several more miles from its lair at Cinnabar, attacking and dragging boats and soldiers into its main body mass. The ‘hydra’ is a cluster of up to half a dozen tentacles extending from a pseudopod that ends with a huge eye. The hydra has a total of four actions. Each attack action involves a different tentacle, and no more than two attacks can be directed at a single target. It costs the hydra an attack each round to maintain a grab, but it does not need to make any further checks. However, it can use that action to make an opposed STR check and drag the victim 25 feet. Each tentacle is treated as a separate creature for taking damage. The eye itself has no SOAK and HEALTH 10. Loss of the eye will leave the hydra completely blind and will make it angry for 1d6 turns after which the pseudopod retreats.


165 // LARGE SEMI-SENTIENT CHANGELING [6D6] // JUST ONE OF A MASS OF GRASPING TENTACLES. STR 10 (4d6) AGI 3 (2d6) END 10 (4d6) INT 3 (2d6) LOG 2 (1d6) WIL 6 (3d6) CHA 3 (2d6) LUC 0 (0d6) REP 6 (3d6) MELEE DEFENCE 22 RANGED DEFENCE 10 MENTAL DEFENCE 12 VITAL DEFENCE 28 SOAK 12 VULN — IMMUNE Mental and Critical Attacks INITIATIVE 3d6 PERCEPTION 3d6 SPEED 6 CLIMB — JUMP — SWIM 6 HEALTH 30 CARRY 200 lb (max lift 500 lb) REACH 10’ ACTIONS 1 each Tentacle 6d6 [3d6+4 blunt damage, grab] SKILLS reactions 1 [1d6] GEAR — EXPLOITS Grab. The tentacle inflicts the Restrained condition on a creature that requires a melee attack to escape. The natural damage is automatically inflicted at the start of the grabbed creature’s turns. Locale immunity. The hydra is immune to the chemical toxins that occur in its home environment. Encounters within the interior of Charbydis can be improvised by a Gamemaster, using a range of different attacks, conditions and terrain effects including bio-wire. It is unlikely that anything other than a specially designed chemical or computer viruses or a nuclear device will kill the creature. Bite attacks can use the templates of other creatures in these rules. Symbiotic creatures adapt the Infantryman or Pit Dog template but only use melee attacks. They have a tendril attached to their back linking them to the main biomass, this cord has no SOAK and is severed by an attack doing 10 points of damage, causing the symbiote to collapse and be slowly reabsorbed. CX DROID Southers use droids to provide data and analyse the feasibility of various stratagems. // MEDIUM SENTIENT MECHANOID [6D6) [SOUTHER] // STRATEGIC ASSISTANT DROID. STR 3 (2d6) AGI 6 (3d6) END 3 (2d6) INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6) CHA 6 (3d6) LUC 0 (0d6) REP 6 (3d6) MELEE DEFENCE 12 RANGED DEFENCE 12 MENTAL DEFENCE 18 VITAL DEFENCE 12 SOAK 3 VULN 1d6 electricity, 2d6 ion IMMUNE Sick, Fatigued INITIATIVE 5d6 PERCEPTION 4d6 SPEED 6 CLIMB 3 JUMP 12’/3’ HEALTH 18 CARRY 60 lb (max lift 150 lb) REACH 5’ ACTIONS 2 Brawling 3d6 [2d6+2 blunt damage] SKILLS computers 3 [2d6], linguistics 3 [2d6], perception 1 [2d6], politics 3 [2d6], tactics 6 [3d6] GEAR — EXPLOITS Mechanoid. Mechanoids are immune to mental attacks, are vulnerable [1d6] to electricity damage, and vulnerable [2d6] to ion damage. They are usually immune to the Sick and Fatigued condition. Analytics. Studying your target’s behaviour, you notice a pattern to its attacks. You grant all allies within 30’ a +1d6 bonus to attack the target until the start of your next turn. This costs one action. CH/9: ALLIES & ENEMIES //CHARYBDIS - CX DROID


166 DARTER SNAKE These vicious serpents usually ambush prey from a vantage point on a tree branch. // SMALL SEMI-SENTIENT REPTILE [4D6] // VENOMOUS JUNGLE REPTILE. STR 3 (2d6) AGI 10 (4d6) END 3 (2d6) INT 10 (4d6) LOG 1 (1d6) WIL 3 (2d6) CHA 3 (2d6) LUC 0 (0d6) REP 4 (2d6) MELEE DEFENCE 18 RANGED DEFENCE 14 MENTAL DEFENCE 10 VITAL DEFENCE 10 SOAK 7 VULN 1d6 cold IMMUNE Local chem-clouds INITIATIVE 4d6 PERCEPTION 3d6 SPEED 4 CLIMB 4 JUMP — HEALTH 12 CARRY 30 lb (max lift 75 lb) REACH 5’ ACTIONS 2 Bite 3d6 [2d6+2 piercing damage, poison] Dart 4d6 [2d6+2 damage, piercing, poison: range 6] SKILLS climbing 3 [2d6] GEAR — EXPLOITS Camouflage. The hide of the darter snake is coloured to help conceal the creature. This adaption gives the creature a +1d6 bonus to avoid detection when in its natural environment. Darts. The snake can spit up to three poisonous organic darts every 24 hours. Poison. The venom of the darter snake causes the Pain condition. Locale immunity. The creature is immune to the chemical toxins that occur in its home environment. ‘DOLL’ // MEDIUM SENTIENT HUMANOID [6D6] // FEMALE GI UNDERTAKING NONCOMBAT DUTIES ON MILLI-COM. STR 7 (3d6) AGI 9 (3d6) END 8 (3d6) INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6) CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6) MELEE DEFENCE 18 RANGED DEFENCE 18 MENTAL DEFENCE 24 VITAL DEFENCE 18 SOAK 6 VULN — IMMUNE Known acids and poisons INITIATIVE 4d6 PERCEPTION 4d6 SPEED 6 CLIMB 3 JUMP 18’/7’ HEALTH 36 CARRY 150 lb (max lift 350 lb) REACH 5’ ACTIONS 2 Tool 4d6 [2d6+3 blunt damage] Las-pistol 4d6 [2d6 heat damage; range 9, sidearm] SKILLS acrobatics 1 [1d6], bureaucracy 1 [1d6], bravery 1 [1d6], combat 1 [1d6], computers 1 [1d6], engineering 3 [2d6], perception 1 [1d6], reactions 1 [1d6] GEAR las-pistol, engineering tool kit, internal biochip EXPLOITS G.I. Immunity. G.I.s are bio-engineered to be immune to all known acids and poisons. Tools. Dolls can use the tools of their trade as weapons with no improvisation penalty. Perfectly Engineered. Dolls gain +1d6 to CHA rolls based around their sexual attractiveness. Individuality. The Doll can choose to ignore any CHA or leadership dice rolls used on them by spending a LUC point.


167 ELITE INFANTRYMAN // MEDIUM SENTIENT HUMANOID [6D6] // DEDICATED AND SKILLED SOLDIER. STR 6 (3d6) AGI 6 (3d6) END 10 (4d6) INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6) CHA 4 (3d6) LUC 1 (1d6) REP 6 (3d6) MELEE DEFENCE 18 RANGED DEFENCE 18 MENTAL DEFENCE 18 VITAL DEFENCE 18 SOAK 6 VULN — IMMUNE — INITIATIVE 4d6 PERCEPTION 4d6 SPEED 6 CLIMB 4 JUMP 12’/6’ HEALTH 36 CARRY 130 lb (max lift 310 lb) REACH 5’ ACTIONS 2 Bayonet 5d6 [2d6+3 piercing damage] Las-rifle 5d6 [2d6 heat damage: range 9] Grenade 4d6 [2d6 heat damage: range 3, burst 2] SKILLS bravery 3 [2d6], carrying 1 [1d6], climbing 1 [1d6], combat 3 [2d6], light armour 3 [2d6], stealth 3 [2d6], survival 3 [2d6], tactics 1 [1d6] GEAR rifle, bayonet, knife, frag grenade, camouflaged chemsuit EXPLOITS Aim. The infantry man gains a +1d6 bonus to their ranged attack if they spent the previous action aiming in the same turn. Dive for Cover. If a ranged attack misses an infantryman, they may immediately move half their speed as a free action and either throw themselves prone or get behind cover if in range. Specific elite troops can add the following skills, gear and the appropriate exploits from Chapter 2. NORTS DUST DEVIL » Gear: melee weapon made from bone, camouflaged chemsuit » Extra Skills: craft bones 3 [2d6], intimidate 3 [2d6], stealth 6 [3d6] KASHAR LEGION » Gear: las-carbine, short sword, las-knife, frag grenades, chemsuit, » Extra Skills: riding 3 [2d6] KHAZAN LEGION » Gear: las-carbine, bayonet, vibro knife, frag grenades, chemsuit » Extra Skills: intimidate 1 [1d6] SCUM MARINES » Gear: las-carbine, bayonet, knife, frag grenades, camouflaged chemsuit, climbing gear » Extra Skills: climbing 3 [2d6], swimming 3 [2d6] SNO-TROOPER » Gear: las-carbine, bayonet, knife, frag grenades, rope, polar suit, climbing gear, power ski » Extra Skills: climbing 3 [2d6], skiing 3 [3d6] SPETNOIZ » Gear: las-carbine, knife, frag grenades, demolition charges, camouflaged chemsuit, infra-red goggles » Extra Skills: climbing 3 [2d6], explosives 1 [1d6], swimming 3 [3d6] SUN LEGION » Gear: las-carbine, bayonet, boot knife, frag grenades, camouflaged chemsuit, gravchute » Extra Skills: acrobatics 1 [1d6], gravchutes 2 [3d6] VROOGMAN » Gear: spear gun, boot knife, limpet mines, swim skin, flippers » Extra Skills: explosives 1 [1d6], sailing 1 [1d6], swimming 6 [3d6] CH/9: ALLIES & ENEMIES //DARTER SNAKE - ELITE INFANTRYMAN


168 SOUTHER AIR CAV » Gear: las-carbine, bayonet, knife, frag grenades, camouflaged chemsuit » Extra Skills: comms 1 [1d6] RANGER » Gear: las-carbine, bayonet, knife, frag grenades, camouflaged chemsuit, climbing gear » Extra Skills: climbing 3 [2d6], tracking 1 [1d6] S3 COMMANDO » Gear: las-carbine, bayonet, knife, frag grenades, camouflaged chemsuit, infra-red scope » Extra Skills: comms 1 [1d6], interrogate 1 [1d6], surveillance 1 [1d6] GENETIC INFANTRYMAN // MEDIUM SENTIENT HUMANOID [6D6] // ELITE CLONE SOLDIER DESIGNED TO OPERATE UNHINDERED BY THE POISONS OF NU EARTH. STR 8 (3d6) AGI 8 (3d6) END 9 (3d6) INT 6 (3d6) LOG 4 (2d6) WIL 6 (3d6) CHA 3 (2d6) LUC 1 (1d6) REP 6 (3d6) MELEE DEFENCE 18 RANGED DEFENCE 18 MENTAL DEFENCE 18 VITAL DEFENCE 18 SOAK 6 VULN — IMMUNE Known acids and poisons INITIATIVE 4d6 PERCEPTION 4d6 SPEED 6 CLIMB 4 JUMP 16’/8’ HEALTH 42 CARRY 160 lb (max lift 400 lb) REACH 5’ ACTIONS 2 Bayonet 5d6 [3d6+3 piercing damage] G.I. rifle 5d6 [3d6 heat damage, range 9, auto] G7 grenade 4d6 [2d6 heat damage, range 3, burst 2] SKILLS bravery 3 [2d6], climbing 1 [1d6], combat 3 [2d6], hardy 1 [1d6], perception 1 [1d6], reactions 1 [1d6], survival 1 [1d6], tactics 1 [1d6] GEAR G.I. rifle, G.I. helmet, G.I. backpack, bayonet, boot knife, hatchet, G7 grenades, internal biochip, biochip support capsule EXPLOITS G.I. Immunity. G.I.s are bio-engineered to be immune to all known acids and poisons. Aim. The G.I. gains a +1d6 bonus to their ranged attack if they spent the previous action aiming in the same turn. Dive for Cover. If a ranged attack misses a G.I., they may immediately move half their speed as a free action and either throw themselves prone or get behind cover if in range. HAMMERHEAD DROID [6D6] These war droids are designed with a distinctive combat head // MEDIUM SENTIENT MECHANOID // UNIMAGINATIVE, HAND-TO-HAND COMBAT DROID. STR 10 (4d6) AGI 6 (3d6) END 6 (3d6) INT 3 (2d6) LOG 3 (2d6) WIL 6 (3d6) CHA 3 (2d6) LUC 1 (1d6) REP 6 (3d6) MELEE DEFENCE 24 RANGED DEFENCE 12 MENTAL DEFENCE 12 VITAL DEFENCE 12 SOAK 12 VULN 1d6 electricity, 2d6 ion IMMUNE Sick, Fatigued INITIATIVE 3d6 PERCEPTION 3d6 SPEED 3 CLIMB 2 JUMP 12’/10’ HEALTH 36 CARRY 160 lb (max lift 500 lb) REACH 5’ ACTIONS 2


169 Head Butt 6d6 [3d6+4 blunt damage] Brawl 6d6 [3d6+4 blunt damage] SKILLS combat 3 [2d6], perception 1 [1d6], reactions 1 [1d6] GEAR — EXPLOITS Mechanoid. Mechanoids are immune to mental attacks, are vulnerable [1d6] to electricity damage, and vulnerable [2d6] to ion damage. They are usually immune to the Sick and Fatigued condition. Hammer Time: The Hammerhead can make a mighty headbutt by using all its actions in one mighty swing. If it hits, it does double damage. INFANTRYMAN // MEDIUM SENTIENT HUMANOID [5D6] // TRAINED AND COMPETENT INFANTRY SOLDIER OF NU EARTH. STR 6 (3d6) AGI 4 (2d6) END 6 (3d6) INT 6 (3d6) LOG 4 (2d6) WIL 6 (3d6) CHA 3 (2d6) LUC 1 (1d6) REP 5 (2d6) MELEE DEFENCE 15 RANGED DEFENCE 15 MENTAL DEFENCE 15 VITAL DEFENCE 15 SOAK 5 VULN — IMMUNE — INITIATIVE 3d6 PERCEPTION 3d6 SPEED 5 CLIMB 3 JUMP 8’/6’ HEALTH 15 CARRY 120 lb (max lift 300 lb) REACH 5’ ACTIONS 2 Bayonet 4d6 [2d6+3 piercing damage] Las-rifle 4d6 [2d6 heat damage: range 8, auto] Grenade 3d6 [2d6 heat damage: range 3, burst 2] SKILLS light armour 1 [1d6], stealth 1 [1d6], survival 1 [1d6] GEAR las-rifle, bayonet, frag grenade, chemsuit EXPLOITS Aim. The infantry man gains a +1d6 bonus to their ranged attack if they spent the previous action aiming in the same turn. Dive for Cover. If a ranged attack misses an Infantry man, they may immediately move half their speed as a free action and either throw themselves prone or get behind cover if in range. KAPTAIN-INSPECTOR ATALIA JAEGIR This Office of Public Truth investigator , half of whose face is badly scarred by the mark of the strigoi taint, is a military veteran with service on several worlds including Nu Earth. She is also the daughter of exiled Marshal Josef Jaegir. Zealous in her duties, she is prepared to find ways of getting around any red tape that impedes her investigations. She usually uses a small team of specialists: Klaur, her old platoon sergeant; Special Operative Reesa Kannaris, a filth columnist; and corporal Heize, a computer and surveillance expert who is also a skilled sniper and an Office of Patriotic Loyalty informant. CH/9: ALLIES & ENEMIES //GENETIC INFANTRYMAN - KAPITAN-INSPECTOR JAEGIR


170 // MEDIUM SENTIENT HUMANOID [7D6] // COURAGEOUS NORT POLICE OFFICER WHO IS DETERMINED TO BRING WAR CRIMINALS TO JUSTICE. STR 7 (3d6) AGI 10 (4d6) END 10 (4d6) INT 10 (4d6) LOG 10 (4d6) WIL 10 (4d6) CHA 10 (4d6) LUC 6 (3d6) REP 10 (4d6) MELEE DEFENCE 21 RANGED DEFENCE 21 MENTAL DEFENCE 28 VITAL DEFENCE 21 SOAK 7 VULN — IMMUNE — INITIATIVE 5d6 PERCEPTION 5d6 SPEED 7 CLIMB 4 JUMP 20’/7’ HEALTH 42 CARRY 170 lb (max lift 350 lb) REACH 5’ ACTIONS 2 Las-sword 5d6 [3d6+3 heat damage] Las-pistol 5d6 [3d6 heat damage: range 11, sidearm] SKILLS bravery 3 [2d6], combat 1 [1d6], computers 1 [1d6], hunting 1 [1d6], interrogation 3 [2d6], leadership 6 [3d6], perception 1 [1d6], psychology 1 [1d6], tracking 1 [1d6], survival 1 [1d6], tactics 1[1d6] GEAR las-sword, las-pistol, knife, chemsuit EXPLOITS Give Orders. When Atalia gives an order, all allies within 30’ get an immediate bonus action. Leadership. Atalia can donate her LUC [3d6] to allies; they must declare this before any dice are rolled. Out of Place. Atalia knows the signs of suspicious behaviour. She gains a +1d6 bonus to checks made to spot unusual or criminal activity. MAJOR MAGNAM Major Magnam was a G.I. officer who was killed in the Quartz Zone massacre but survived as a biochip in his pistol. Rogue Trooper later acquired the pistol at an auction being held by looters but soon discovered that Magnam was a sadistic psychotic. Rogue Trooper witnessed Magnam’s fanaticism getting an entire group of Souther soldiers killed in an assault on Microwave Mountain. Rogue ensured Magnam’s chip was returned to Milli-Com, despite the Major’s attempt to arrest him for desertion. Re-bodied, Magnam hunted out Rogue intending to give him a summary battlefield trial before executing him. // MEDIUM SENTIENT HUMANOID [7D6] // SADISTIC, DISCIPLINARIAN G.I. OFFICER WHO WILL GET THE MISSION DONE EVEN IF IT KILLS ALL HIS COMMAND. STR 10 (4d6) AGI 10 (4d6) END 10 (4d6) INT 10 (4d6) LOG 10 (4d6) WIL 10 (4d6) CHA 10 (4d6) LUC 1 (1d6) REP 10 (4d6) MELEE DEFENCE 21 RANGED DEFENCE 21 MENTAL DEFENCE 28 VITAL DEFENCE 21 SOAK 7 VULN — IMMUNE Known acids and poisons INITIATIVE 5d6 PERCEPTION 5d6 SPEED 7 CLIMB 4 JUMP 20’/10’


171 HEALTH 42 CARRY 200 lb (max lift 500 lb) REACH 5’ ACTIONS 2 Pistol Whip 5d6 [3d6+4 blunt damage] G.I. Pistol 5d6 [3d6 heat damage: range 11, sidearm] SKILLS brawling 1 [1d6], combat 1 [1d6], intimidate 6 [3d6], law 1 [1d6], leadership 1 [1d6], pilot 1 [1d6], pistols 1 [1d6], tactics 1 [1d6] GEAR G.I. pistol, internal biochip, biochip support capsule, military regulations book EXPLOITS G.I. Immunity. G.I.s are bio-engineered to be immune to all known acids and poisons. Aim. Major Magnam gets +1d6 to a ranged combat attack roll in the same turn that is taken in the action immediately after the aim action. Leadership. The Major can donate his LUC [1d6) dice to allies; he must declare this before any dice are rolled. Tongue Lashing. The Major can make a REP+ (intimidation) mental attack against a target within 30’, inflicting the Afraid condition on a success. The Major never stops ordering allies within 30’ and inflicts a -2D6 penalty on any stealth rolls they attempt. When given a new clone body, Magnam has PSI 2 [1d6] and can use a limited power of telekinesis to move his pistol into his hand for a distance of up to 35’ at no PP cost. MARAUDER // MEDIUM SENTIENT HUMANOID [5D6] // PITILESS BANDIT OF THE NU EARTH WILDERNESS. STR 4 (2d6) AGI 6 (3d6) END 6 (3d6) INT 6 (3d6) LOG 3 (2d6) WIL 3 (2d6) CHA 3 (2d6) LUC 1 (1d6) REP 5 (2d6) MELEE DEFENCE 10 RANGED DEFENCE 20 MENTAL DEFENCE 15 VITAL DEFENCE 15 SOAK 5 VULN — IMMUNE — INITIATIVE 3d6 PERCEPTION 5d6 SPEED 5 CLIMB 4 JUMP 12’/4’ HEALTH 15 CARRY 100 lb (max lift 200 lb) REACH 5’ ACTIONS 2 Bayonet 3d6 [2d6+2 piercing damage] Las-carbine 5d6 [3d6 heat damage; range 8, auto] CH/9: ALLIES & ENEMIES //KAPITAN-INSPECTOR JAEGIR - MARAUDER


172 SKILLS intimidation 1 [1d6], perception 3 [2d6], rifles 3 [2d6], stealth 1 [1d6], survival 1 [1d6] GEAR las-carbine and bayonet, chemsuit EXPLOITS Ambush! In the ambush turn, the marauder can take two full actions rather than one. Bug Out. The marauder gets +2 SPEED when being pursued. MED-DROID [6D6] These robots retain Asimov circuits to prevent their killing humans. The Norts include both humanoid-shaped and medium-sized droids in their armies. // SMALL SENTIENT MECHANOID // ROBOT MEDIC. STR 3 (2d6) AGI 6 (3d6) END 3 (2d6) INT 6 (3d6) LOG 10 (4d6) WIL 6 (3d6) CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6) MELEE DEFENCE 14 RANGED DEFENCE 20 MENTAL DEFENCE 24 VITAL DEFENCE 10 SOAK 3 VULN 1d6 electricity, 2d6 ion IMMUNE Sick, Fatigued INITIATIVE 3d6 PERCEPTION 4d6 SPEED 3 CLIMB 2 JUMP — HEALTH 18 CARRY 60 lb (max lift 150 lb) REACH 5’ ACTIONS 2 Las-scalpel 3d6 [2d6+2 heat damage] SKILLS bureaucracy 1 [1d6], computers 3 [2d6], medicine 6 [3d6], psychology 1 [1d6] GEAR las-scalpel, medical scanner, medikit [Other droids might use dart guns or hypodermic needles against individuals.] EXPLOITS Mechanoid. Mechanoids are immune to mental attacks, are vulnerable [1d6] to electricity damage, and vulnerable [2d6] to ion damage. They are usually immune to the Sick and Fatigued condition. Hover. The Med-droid has no legs and hovers up to 3’ from the ground. Bedside Manner. The med-droid’s long-term patient gains an additional 1d6 HEALTH per day. The Med-droid may only have one patient under its long-term care at a time. Healing Hands. Using basic medical equipment, the med-droid can heal 1d6 points of HEALTH to an adjacent creature as a single action. Any given creature can only benefit from this healing in this way once a day. Remove Condition. The med-droid can remove a condition from an adjacent ally with a single action. Psychiatrist droids switch the skill levels of medicine and psychology from the above template. MILLI-FUZZ // MEDIUM SENTIENT HUMANOID [6D6] // BRUTAL AND SUSPICIOUS MILITARY POLICEMAN. STR 6 (3d6) AGI 6 (3d6) END 6 (3d6) INT 6 (3d6) LOG 6 (3d6) WIL 3 (2d6) CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6) MELEE DEFENCE 18 RANGED DEFENCE 18 MENTAL DEFENCE 18 VITAL DEFENCE 18 SOAK 6 VULN — IMMUNE — INITIATIVE 4d6 PERCEPTION 4d6 SPEED 6 CLIMB 3 JUMP 12’/6’ HEALTH 18 CARRY 120 lb (max lift 300 lb) REACH 5’ ACTIONS 2 Day Stick 4d6 [2d6+3 blunt damage] Las-pistol 4d6 [3d6 heat damage: range 9, sidearm]


173 SKILLS clubs 1 [1d6], drive 1 [1d6], interrogation 1 [1d6], intimidation 1 [1d6], law 1 [1d6], light armour 1 [1d6], perception 1 [1d6], tactics 1 [1d6] GEAR las-pistol, day stick, chemsuit, handcuffs, whistle, flashlight EXPLOITS Backup. The M.P. can call for backup in a city or garrison with a force of milli-fuzz. Within 3d6 minutes, 1d6 milli-fuzz will arrive to help out. Painful Strike. Instead of causing damage with a blunt melee attack, the MP can inflict the Pain condition instead. MORGEN Capable of pin-point accuracy, Morgen was a stone-hearted killer who was also a revered hero of the Nort army before deserting to join the band of renegades led by the Traitor General. Ignominiously, whilst he was on the point of shooting Rogue Trooper, whom he had been pursuing and toying with, Morgen was killed by a fellow marauder who had been persuaded to help the G.I. by Helm. // MEDIUM SENTIENT HUMANOID [7D6] // NU EARTH’S LEGENDARY SNIPER. STR 6 (3d6) AGI 10 (4d6) END 6 (3d6) INT 10 (4d6) LOG 6 (3d6) WIL 10 (4d6) CHA 6 (3d6) LUC 1 (1d6) REP 10 (4d6) MELEE DEFENCE 14 RANGED DEFENCE 28 MENTAL DEFENCE 21 VITAL DEFENCE 14 SOAK 4 VULN — IMMUNE — INITIATIVE 5d6 PERCEPTION 7d6 SPEED 6 CLIMB 6 JUMP 20’/6’ HEALTH 21 CARRY 120 lb (max lift 300 lb) REACH 5’ ACTIONS 2 Dagger 4d6 [2d6+3 piercing damage] Las-sniper rifle 7d6 [4d6 heat damage: range 14, single] SKILLS climbing 3 [2d6], light armour 1 [3d6], perception 6 [3d6], rifles 10 [5d6], stealth 6 [3d6], survival 3 [2d6], tactics 1 [1d6] GEAR silenced las-sniper rifle, knife, chemsuit, black hood, camo-cape, ox-tank and tube EXPLOITS ‘Best Sharpshooter on Nu Earth’. When using the Perfect Aim exploit with a sniper rifle, Morgen can ignore his MDP. Good Position. Morgen cannot be pinned down in combat. Perfect Aim. Morgen gains an improved Aim exploit that increases the bonus to +2d6. Steady Eye. All Morgen’s weapon range increments increase by 50%. Vantage Point. Morgen gains an additional +1d6 to attack with a ranged weapon if he is at least 30’ higher than his target. This stacks with the regular +1d6 bonus for high ground. MURK-LURKER This creature that resembles an old earth sloth and inhabits the Hell-Hunt Jungle. It is harmless unless attacked, though it will initially try to intimidate a potential aggressor by growling and waving its long claws. It supplements its diet by eating a variety of herbs and licking the sweat off animals, including that found on clothing and carrion. // SMALL SEMI-SENTIENT BEAST [4D6] // CURIOUS JUNGLE CREATURE. STR 3 (2d6) AGI 4 (2d6) END 3 (2d6) INT 6 (3d6) LOG 2 (1d6) WIL 4 (2d6) CHA 6 (3d6) LUC 1 (1d6) REP 3 (2d6) MELEE DEFENCE 14 RANGED DEFENCE 14 MENTAL DEFENCE 12 VITAL DEFENCE 10 SOAK 2 (5 versus poison) VULN — IMMUNE Local chem-clouds INITIATIVE 3d6 PERCEPTION 4d6 (scent) SPEED 3 CLIMB 4 JUMP 8’/3’ SWIM 3 HEALTH 12 CARRY 30 lb (max lift 75 lb) REACH 5’ ACTIONS 2 Claws 4d6 [3d6+2 piercing damage] Bite 3d6 [2d6+2 piercing damage] CH/9: ALLIES & ENEMIES //MED-DROID - MURK-LURKER


174 SKILLS climbing 6 [3d6], combat 3 [2d6], perception [scent] 1 [1d6], stealth 3 [2d6], survival 3 [2d6], swimming 3 [2d6] GEAR — EXPLOITS Healing Herbs. If poisoned in its home jungle, the murk-lurker can seek out a nearby herb that will end the condition. This takes two actions (a full turn) and requires a Challenging [13] (perception) check. Locale immunity. The creature is immune to the chemical toxins that occur in its home environment’s atmosphere. Poison Resistance. The creature has built up an immunity to poisons, gaining SOAK 5 [poison]. MUTAGATOR These mutated horrors resemble a sea-serpent of ancient Earth legend. // LARGE SEMI-SENTIENT AQUATIC REPTILE [7D6] // HORROR OF THE SWAMPLANDS. STR 15 (5d6) AGI 3 (2d6) END 15 (5d6) INT 3 (2d6) LOG 1 (1d6) WIL 6 (3d6) CHA 3 (2d6) LUC 1 (1d6) REP 7 (3d6) MELEE DEFENCE 26 RANGED DEFENCE 10 MENTAL DEFENCE 14 VITAL DEFENCE 30 SOAK 19 VULN 1d6 cold IMMUNE Local chem-clouds INITIATIVE 3d6 PERCEPTION 3d6 SPEED 4 CLIMB — JUMP — SWIM 7 HEALTH 70 CARRY 300 lb (max lift 750 lb) REACH 5’ ACTIONS 2 Bite 7d6 [4d6+5 piercing damage, Grab] SKILLS combat 3 [2d6], perception 1 [1d6], reactions 1 [1d6], stealth 6 [3d6], survival 1 [1d6], swimming 3 [2d6] GEAR — EXPLOITS Grab. This attack inflicts the Restrained condition on a creature that requires a melee attack to escape. The Mutagator’s natural damage is automatically inflicted at the start of the grabbed creature’s turns. Locale immunity. The creature is immune to the chemical toxins that occur in its home environment’s atmosphere. NA-PALM Possibly the most dangerous horror of Hell-Hunt Jungle, these mutated trees prey on animals and men for extra nutrients. They can drop nuts containing a combustible oil that burns on contact with air when the nut shatters, while the tree itself can also attack with man-sized, razor sharp fronds and clusters of roots. A na-palm usually has 1d6 -1 nuts available as weapons. // ENORMOUS SEMI-SENTIENT PLANT [7D6] // CARNIVOROUS JUNGLE PALM. STR 20 (5d6) AGI 3 (2d6) END 20 (5d6) INT 3 (2d6) LOG 1 (1d6) WIL 6 (3d6) CHA 3 (2d6) LUC 0 (0d6) REP 7 (3d6) MELEE DEFENCE 13 RANGED DEFENCE 10 MENTAL DEFENCE 14 VITAL DEFENCE 32 SOAK 19 VULN — IMMUNE Sick, Fatigued, local chemclouds INITIATIVE 3d6 PERCEPTION 3d6 SPEED — CLIMB — JUMP —


175 HEALTH 70 CARRY — REACH 10’ ACTIONS 3 Leaves 7d6 [3d6+5 piercing damage] Nut 5d6 [3d6 heat damage: range 1*: combust 1] *Maximum range is 2 SKILLS combat 1 [1d6], reactions 1 [1d6] GEAR — EXPLOITS Locale immunity. The creature is immune to the chemical toxins that occur in its home environment’s atmosphere. OFFICER // MEDIUM SENTIENT HUMANOID [7D6] // VETERAN INFANTRY COMMANDER WHO LEADS HER MEN INTO ACTION. STR 6 (3d6) AGI 6 (3d6) END 6 (3d6) INT 10 (4d6) LOG 10 (4d6) WIL 10 (4d6) CHA 10 (4d6) LUC 10 (4d6) REP 10 (4d6) MELEE DEFENCE 21 RANGED DEFENCE 21 MENTAL DEFENCE 28 VITAL DEFENCE 21 SOAK 6 VULN — IMMUNE — INITIATIVE 5d6 PERCEPTION 5d6 SPEED 7 CLIMB 4 JUMP 12’/6’ CH/9: ALLIES & ENEMIES //MUTAGATOR - OFFICER


176 HEALTH 42 CARRY 120 lb (max lift 300 lb) REACH 5’ ACTIONS 2 Dagger 6d6 [3d6+2 piercing damage] Las-pistol 6d6 [3d6 heat damage: range 11, sidearm] SKILLS bravery 6 [3d6], knives 6 [3d6], leadership 6 [3d6], light armour 3 [2d6], perception 1 [1d6], pistols 6 [3d6], stealth 3 [2d6], survival 3 [2d6], tactics 1 [3d6] GEAR las-pistol, knife, camouflaged chemsuit, digimap, binnox EXPLOITS Give Orders. When the officer gives an order, all allies within 30’ get an immediate bonus action. Kill Him! The officer choses one target, pointing and screaming commands. That target may not benefit from cover until another target is selected. Leadership. The officer can donate their LUC [3d6] to allies; they must declare this before any dice are rolled. OOZLUM MU-HAWK This squawking, scrawny vulture flaps its way through the mists of the Neverglades searching for dead or dying creatures. // SMALL SEMI-SENTIENT AVIAN [4D6] // SCAVENGER OF THE NEVERGLADES. STR 3 (2d6) AGI 3 (2d6) END 3 (2d6) INT 6 (3d6) LOG 1 (1d6) WIL 3 (2d6) CHA 1 (1d6) LUC 0 (0d6) REP 3 (2d6) MELEE DEFENCE 10 RANGED DEFENCE 14 MENTAL DEFENCE 10 VITAL DEFENCE 10 SOAK 2 VULN — IMMUNE local chem-clouds INITIATIVE 3d6 PERCEPTION 4d6 SPEED 2 CLIMB — JUMP — FLY 6 HEALTH 12 CARRY 60 lb (max lift 150 lb) REACH 5’ ACTIONS 2 Bite 3d6 [2d6+2 piercing damage] Claws 3d6 [2d6+2 piercing damage] SKILLS combat 1 [2d6], survival 3 [2d6] GEAR — EXPLOITS Mob. Though weak on their own, mu-hawks work together well in a mob. Any mu-hawks in flight adjacent to the victim count as flanking, gaining +1d6 bonus to attack for each mu-hawk beyond the first. When 4 or more mu-hawks are adjacent to the victim, the victim gains the Fatigued condition at the start of its turn. Locale immunity. The creature is immune to the chemical toxins that occur in its home environment’s atmosphere. PIT DOG The free town of Cinnabar imports powerful strains of fighting dogs from off-world locations to use in its entertainments. In the Rodina System, some of the Nort elite use packs of hunting hounds on their private estates. // MEDIUM SEMI-SENTIENT BEAST [4D6] // VICIOUS DOG USED IN BLOODY CONTESTS. STR 4 (2d6) AGI 8 (3d6) END 3 (2d6) INT 6 (3d6) LOG 2 (1d6) WIL 3 (2d6) CHA 3 (2d6) LUC 0 (0d6) REP 3 (2d6) MELEE DEFENCE 16 RANGED DEFENCE 12 MENTAL DEFENCE 10 VITAL DEFENCE 12 SOAK 4 VULN — IMMUNE — INITIATIVE 4d6 PERCEPTION 3d6 SPEED 8 CLIMB 4 JUMP 8’/8’ HEALTH 12 CARRY 70 lb (max lift 200 lb) REACH 5’ ACTIONS 2 Bite 4d6 [2d6+2 piercing damage, grab] SKILLS combat 3 [2d6], reactions 1 [1d6], running 10 [4d6], scent 10 [4d6], tracking 10 [4d6] GEAR collar


177 EXPLOITS Pounce. The pit dog can leap its horizontal Jump distance [8’] from a standing start when making a bite attack. This counts as a charge [+1d6 damage] and also knocks the victim prone on a successful attack. Grab. The pit dog inflicts the Restrained condition on a creature that requires a melee attack to escape. The natural damage is automatically inflicted at the start of the grabbed creature’s turns. The pit dog template can be boosted by adding combat drugs or cybernetics. ROBO-GUARD // SMALL SENTIENT MECHANOID [5D6] [NORT] // VIGILANT SENTRY. STR 3 (2d6) AGI 6 (3d6) END 3 (2d6) INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6) CHA 3 (2d6) LUC 1 (1d6) REP 5 (2d6) MELEE DEFENCE 12 RANGED DEFENCE 22 MENTAL DEFENCE 15 VITAL DEFENCE 13 SOAK 3 VULN 1d6 electricity, 2d6 ion IMMUNE Sick, Fatigued INITIATIVE 3d6 PERCEPTION 5d6 SPEED — CLIMB — JUMP — FLY 8 HEALTH 15 CARRY 90 lb (max lift 300 lb) REACH 5’ ACTIONS 2 Grabber 3d6 [2d6+2 blunt damage] Mini-Gun 5d6 [3d6 heat damage: Range 8: auto] SKILLS computers 1 [1d6], gunnery 3 [2d6], perception 3 [2d] GEAR — EXPLOITS Flier. The robo-guard can hover and fly. Infrared sensors. The robo-guard has superior darksight. Integrated equipment. The robo-guard has an inbuilt voice recognition device. Weapon integration. The robo-guard has a minigun fixed into its chassis. Spray. The robo-guard can use its mini-gun to blanket a 30’ cone in a hail of bullets, attacking all targets within that area. ROBE-RUNNER DROID // SMALL SENTIENT MECHANOID [5D6] [SOUTHER) // PLUCKY ROBOT MESSENGER. STR 3 (2d6) AGI 6 (3d6) END 3 (2d6) INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6) CHA 3 (2d6) LUC 1 (1d6) REP 5 (2d6) MELEE DEFENCE 12 RANGED DEFENCE 22 MENTAL DEFENCE 15 VITAL DEFENCE 13 SOAK 3 VULN 1d6 electricity, 2d6 ion IMMUNE Sick, Fatigued INITIATIVE 3d6 PERCEPTION 3d6 SPEED 8 CLIMB 4 JUMP — HEALTH 15 CARRY 120 lb (max lift 300 lb) REACH 5’ ACTIONS 2 Brawl 3d6 [2d6+2 blunt damage] SKILLS computers 1 [1d6], local knowledge 3 [2d6], tracking 1 [1d6] GEAR stereotypical apparel if stationed in a Neuropa sector CH/9: ALLIES & ENEMIES //OOZLUM MU-HAWK - ROBE-RUNNER DROID


178 EXPLOITS Mechanoid. Mechanoids are immune to mental attacks, are vulnerable [1d6] to electricity damage, and vulnerable [2d6] to ion damage. They are usually immune to the Sick and Fatigued condition. Tracks. The robe-runner avoids difficult terrain penalties. Secret Compartment. The robe-runner has an area in its chest that can be used to store small objects. It can only be opened by the droid, unless someone decides to break in. Spotting the compartment requires a Demanding [21] INT check. Pony Express. The robe-runner can increase its speed by 50% for one minute per day. Neuropa robe-runners have the following potential upgrades: » Temporary adaption using spikes stuck to magnetised chassis, used during the Nort attempt to take Fort Neuropa using tunnels and drop troops. Suit Ripper. The Robe-Runner’s brawl attacks do an extra +1 damage and count as slashing. It also counts as having an Anti-Mugging Suit for the purpose of causing damage to an attacker. » Following the defeat of a Nort assault, the local robe-runner’s track have their chassis mounted on a motorised trike. The roberunner replaces the Tracks with the Robobiker exploit. Robo-biker. The droid has SOAK 5, SPEED 15 and ride 1 [1d6] but must use an action for driving when moving. The droid can also choose to use a MELEE DEFENCE and RANGED DEFENCE of 10+ current SPEED and is immobilized on half damage. RO-RAT Terrier-sized robotic rats that are released in packs by the Norts to terrorise civilian populations on some planets. Mercifully, they have not yet been used on Nu Earth. // SMALL SENTIENT MECHANOID [4D6] [NORT) // ROBOTIC VERMIN. STR 2 (1d6) AGI 4 (2d6) END 2 (1d6) INT 6 (3d6) LOG 3 (2d6) WIL 2 (1d6) CHA 3 (2d6) LUC 0 (0d6) REP 3 (2d6) MELEE DEFENCE 14 RANGED DEFENCE 14 MENTAL DEFENCE 12 VITAL DEFENCE 10 SOAK 2 VULN 1d6 electricity, 2d6 ion IMMUNE Sick, Fatigued INITIATIVE 3d6 PERCEPTION 4d6 SPEED 6 CLIMB 6 JUMP 8’/2’ HEALTH 12 CARRY 40 lb (max lift 100 lb) REACH 5’ ACTIONS 2 Bite 3d6 [2d6+2 piercing damage]


179 SKILLS climbing 3 [2d6], dodge 1 [1d6], perception 1 [1d6], stealth 1 [1d6] GEAR — EXPLOITS Mechanoid. Mechanoids are immune to mental attacks, are vulnerable [1d6] to electricity damage, and vulnerable [2d6] to ion damage. They are usually immune to the Sick and Fatigued condition. Borrow. The ro-rat can dig its own body length through earth or similar material by using this exploit for both of its actions in a turn. ‘ROOKIE’ INFANTRY // MEDIUM SENTIENT HUMANOID [4D6] // INEXPERIENCED CANNON FODDER. STR 4 (2d6) AGI 4 (2d6) END 3 (2d6) INT 3 (2d6) LOG 4 (2d6) WIL 3 (2d6) CHA 3 (2d6) LUC 0 (0d6) REP 2 (1d6) MELEE DEFENCE 12 RANGED DEFENCE 12 MENTAL DEFENCE 10 VITAL DEFENCE 12 SOAK 3 VULN — IMMUNE — INITIATIVE 3d6 PERCEPTION 3d6 SPEED 4 CLIMB 2 JUMP 8’/4’ HEALTH 12 CARRY 70 lb (max lift 200 lb) REACH 5’ ACTIONS 2 Bayonet 3d6 [2d6+2 piercing damage] Las-rifle 3d6 [3d6 heat damage: range 6: auto] SKILLS combat 1 [1d6], light armour 1 [1d6], perception 1 [1d6], reactions 1 [1d6] GEAR las-carbine, bayonet, knife, chemsuit, keepsake item from home EXPLOITS Blaze Away [Fault]. When using a weapon’s Auto trait and rolling more 1’s than 6’s, all the ammunition has been expended until a fresh load is inserted. SAW-JAWS These scorpion-like creatures lack pincers but have two projecting sets of revolving teeth that act like a chainsaw. They sometimes cut down small trees and branches to get at prey such as monkeys. // SMALL SEMI-SENTIENT INSECTOID [4D6] // ARACHNID AMBUSHER. STR 3 (2d6) AGI 6 (3d6) END 6 (3d6) INT 6 (3d6) LOG 1 (1d6) WIL 3 (2d6) CHA 3 (2d6) LUC 0 (0d6) REP 3 (2d6) MELEE DEFENCE 16 RANGED DEFENCE 16 MENTAL DEFENCE 12 VITAL DEFENCE 10 SOAK 4 VULN — IMMUNE Local chem-clouds INITIATIVE 4d6 PERCEPTION 3d6 SPEED 5 CLIMB 5 JUMP 12’/3’ HEALTH 12 CARRY 90 lb (max lift 150 lb) REACH 5’ ACTIONS 2 Saw 4d6 [2d6+2 piercing damage] Stinger 4d6 [2d6+2 piercing damage, poison] SKILLS combat 1 [1d6], stealth 1 [1d6], survival 1 [1d6], tactics 1 [1d6] GEAR — EXPLOITS Poison. A saw-jaw’s stinger can poison causing the Sick condition. Saw. Saw-jaws can use their chainsaw-like teeth to cut through inanimate objects. Jungle Lurker. The saw-jaw gets +1d6 on stealth tests in jungle environments. Locale immunity. The creature is immune to the chemical toxins that occur in its home environment’s atmosphere. CH/9: ALLIES & ENEMIES //R0-RAT - SAW-JAWS


180 SIM // MEDIUM SENTIENT HUMANOID [6D6] // BRUTAL, UNDISCIPLINED APELIKE SHOCK TROOPER. STR 10 (4d6) AGI 3 (2d6) END 10 (4d6) INT 6 (2d6) LOG 3 (2d6) WIL 6 (3d6) CHA 4 (2d6) LUC 0 (0d6) REP 3 (2d6) MELEE DEFENCE 24 RANGED DEFENCE 12 MENTAL DEFENCE 10 VITAL DEFENCE 24 SOAK 6 VULN — IMMUNE Chemclouds INITIATIVE 3d6 PERCEPTION 3d6 SPEED 3 CLIMB 6 JUMP 10’/10’ HEALTH 21 CARRY 200 lb (max lift 500 lb) REACH 5’ ACTIONS 2 Brawling 5d6 [3d6+4 blunt damage] Frak Gun 3d6 [2d6 piercing damage: range 8, single] SKILLS brawling 1 [1d6], climbing 6 [3d6], intimidation 1 [1d6], rifles 1 [1d6], stealth 6 [3d6], survival 1 [1d6], toughness 1 [1d6], tracking 6 [3d6] GEAR frak rifle, padded armour EXPLOITS Natural Climbers. Sims gain climbing as a natural movement mode, able to climb at their full speed with no checks needed. Primitive Intellect [fault]. Sims only speak in single grunts and a few one syllable words and cannot improve their LOG. Respect the Alpha [fault]. The sim will only be influenced by the leadership skill and leadership-based exploits of an individual who has bested it or the group’s leader in melee combat. SISTER SLEDGE ‘Sister Sledge’ is a red-headed Nort poison-pollution agent. She is eventually assigned to a medical facility in Nu Atlanta, where she decides to use her wiles to gain the prestige for capturing the Rogue Trooper by herself. Deceiving him into escorting her to Harpo’s Ferry, she feigns giving medical assistance to wounded Southers whilst secretly poisoning them. // MEDIUM SENTIENT HUMANOID [6D6] // ATTRACTIVE, AMBITIOUS AND DECEPTIVE NORT FILTH COLUMNIST STR 3 (2d6) AGI 6 (3d6) END 4 (2d6) INT 10 (4d6) LOG 10 (4d6) WIL 6 (3d6) CHA 10 (4d6) LUC 3 (2d6) REP 6 (3d6) MELEE DEFENCE 12 RANGED DEFENCE 18 MENTAL DEFENCE 24 VITAL DEFENCE 12 SOAK 3 VULN — IMMUNE — INITIATIVE 6d6 PERCEPTION 6d6 SPEED 6 CLIMB 3 JUMP 12’/3’


181 HEALTH 18 CARRY 70 lb (max lift 180 lb) REACH 5’ ACTIONS 2 Las-scalpel 3d6 [2d6+2 heat damage] Las-pistol 4d6 [2d6 heat damage: range 9, sidearm] SKILLS bluffing 6 [3d6], carousing 1 [1d6], chemistry 1 [1d6], flirtation 3 [2d6], medicine 3 [2d6], perception 3 [2d6], psychology 3 [2d6], pistols 1 [1d6], reactions 3 [2d6], stealth 3 [2d6], thievery 3 [2d6], toxicology 6 [3d6] GEAR Las-pistol, knife, chemsuit, med scanner, tox-kit* *Includes an array of potential toxins to use against Rogue Trooper, one of which is the one later termed ‘Agent X’. EXPLOITS Box of Tricks. Sister Sledge can spend five minutes to create a concoction from tox-kit, which when ingested or injected inflicts two stages of a specific condition on a target of the chosen species [she cannot choose Disarmed or Disarmoured]. G.I.s will be immune to most concoctions unless they include Agent X or another chemical unknown to Milli-Com scientists. Impersonate. Sister Sledge can easily impersonate any job role which she has observed within the past day, even briefly. She gains a +1d6 bonus to fool anybody observing her into thinking that she is performing the job competently. The Gentle Touch. Sister Sledge can use a 6d6 mental attack against a target within 30’ to Charm a target. SNIPER // MEDIUM SENTIENT HUMANOID [6D6] // PATIENT MARKSMAN. STR 4 (2d6) AGI 6 (3d6) END 4 (2d6) INT 10 (4d6) LOG 6 (3d6) WIL 6 (3d6) CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6) MELEE DEFENCE 12 RANGED DEFENCE 24 MENTAL DEFENCE 18 VITAL DEFENCE 12 SOAK 5 (Kevlar vest and chemsuit) VULN — IMMUNE — INITIATIVE 4d6 PERCEPTION 6d6 SPEED 6 CLIMB 4 JUMP 12’/4’ HEALTH 18 CARRY 80 lb (max lift 200 lb) REACH 5’ ACTIONS 2 Knife 3d6 [2d6+2 piercing damage] Las-sniper Rifle 6d6 [3d6 heat damage: range 12] SKILLS climbing 2 [1d6], concentration 1 [1d6], light armour 1 [1d6], perception 3 [2d6], rifles 3 [2d6], stealth 3 [2d6], survival 3 [2d6], tactics 1 [1d6] GEAR silenced las-sniper rifle, knife, chemsuit, camo-cape, Kevlar vest, ox-tank and tube EXPLOITS Good Position. The sniper cannot be pinned down in combat. Perfect Aim. The sniper gains an improved Aim exploit that increases the bonus to +2d6. Steady Eye. All weapon range increments increase by 50%. Vantage Point. The sniper gains an additional +1d6 to attack with a ranged weapon if he is at least 30’ higher than his target. This stacks with the regular +1d6 bonus for high ground SPA DROID Self-Propelled Artillery Droids have their torso mounted on a tracked chassis and a heavy weapon incorporated into their chest. // MEDIUM SENTIENT MECHANOID [6d6] // ROBOTIC ARTILLERY. STR 4 (2d6) AGI 3 (2d6) END 4 (2d6) INT 10 (4d6) LOG 6 (3d6) WIL 6 (3d6) CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6) MELEE DEFENCE 12 RANGED DEFENCE 12 MENTAL DEFENCE 18 VITAL DEFENCE 10 SOAK 4 VULN 1d6 electricity, 2d6 ion IMMUNE Sick, Fatigued INITIATIVE 4d6 PERCEPTION 6d6 SPEED 3 CLIMB 2 JUMP — CH/9: ALLIES & ENEMIES //SIM - SPA DROID


182 HEALTH 18 CARRY 80 lb (max lift 200 lb) REACH 5’ ACTIONS 2 Brawling 3d6 [2d6+2 damage] Howitzer 6d6 [3d6 heat damage: range 12; burst 3, heavy] SKILLS brawling 1 [1d6], communicators 1 [1d6], gunnery 3 [2d6], perception 3[2d6] GEAR — EXPLOITS Mechanoid. Mechanoids are immune to mental attacks, are vulnerable [1d6] to electricity damage, and vulnerable [2d6] to ion damage. They are usually immune to the Sick and Fatigued condition. Tracks. The SPA droid avoids difficult terrain penalties. Weapon Integration. The SPA droid has a miniature mortar integrated into its body. Battery Linked: Up to two extra SPA droids in radio contact with another SPA can fire at the same target and use the crossfire rule, whatever their position in relation to each other and even if they cannot see their target. SPIDERBOT This A.I. weapon system used by the Norts is equipped with four legs. They are deployed against designated targets that they track down remorselessly using their sensors, before exploding once in proximity. // SMALL SENTIENT MECHANOID [3d6] // INSECT-LIKE MINE BOT STR 1 (1d6) AGI 3 (2d6) END 3 (2d6) INT 3 (2d6) LOG 1 (1d6) WIL 3 (2d6) CHA 3 (2d6) LUC 0 (0d6) REP 3 (2d6) MELEE DEFENCE 11 RANGED DEFENCE 14 MENTAL DEFENCE 10 VITAL DEFENCE 10 SOAK 2 VULN 1d6 electricity, 2d6 ion IMMUNE Sick, Fatigued INITIATIVE 3d6 PERCEPTION 3d6 SPEED 5 CLIMB 5 JUMP 6’/1’ HEALTH 9 CARRY 40 lb (max lift 50 lb) REACH 5’ ACTIONS 2 Brawling 3d6 [2d6+2 piercing damage] Bomb [2d6 heat damage: Anti-vehicle 2, double damage to robots and inanimate objects, Burst 2] SKILLS sensors 1 [1d6] GEAR — EXPLOITS Mechanoid. Mechanoids are immune to mental attacks, are vulnerable [1d6] to electricity damage, and vulnerable [2d6] to ion damage. They are usually immune to the Sick and Fatigued condition. Insectile Legs. The spiderbot can climb at normal SPEED and does not need to make climb checks. Burst. The droid can detonate, destroying itself and attacking all individuals within Burst 2 using only one attack and one damage roll. Some spiderbots are armed with twin linked las-carbines, which gives the bot the following ranged attack: » Las-carbine 3d6 [2d6 heat damage: range 6: auto] STAMEL These beasts are derived from genetically modified camels and are the mounts used by Nort desert raiders. // LARGE SEMI-SENTIENT BEAST [4D6] // DESERT STEED OF NU EARTH. STR 12 (4d6) AGI 4 (2d6) END 12 (4d6) INT 6 (3d6) LOG 1 (1d6) WIL 3 (2d6) CHA 3 (2d6) LUC 0 (0d6) REP 3 (2d6) MELEE DEFENCE 10 RANGED DEFENCE 10 MENTAL DEFENCE 12 VITAL DEFENCE 14 SOAK 3 VULN — IMMUNE Local chem-clouds INITIATIVE 3d6 PERCEPTION 4d6 (scent) SPEED 9 CLIMB 5 JUMP 8’/6’


183 HEALTH 30 CARRY 280 lb (max lift 800 lb) REACH 5’ ACTIONS 2 Hoof 4d6 [2d6+4 blunt damage] SKILLS carry 4 [2d6], hardy 6 [3d6], perception [scent] 1 [1d6], running 6 [3d6] GEAR riding tack EXPLOITS Desert Survival. The stammel gets a +1d6 to survival rolls in the desert. Locale Immunity. The creature is immune to the chemical toxins that occur in its home environment’s atmosphere. TRAITOR GENERAL Once a top general on Milli-Com, his proposals to make peace with the Norts and combine their armies in a war against what he saw as an alien menace got him demoted to a role on a command satellite over Nu Earth. Spurned, he turned traitor, forwarding the details of the Quartz Zone drop by the G.I. regiment. Several months later, the arrival of Rogue Trooper on the satellite caused him to flee to Nu Earth, though he suffered terrible facial injuries as his escape pod caught fire. As ’The Buzzard’, he acted as an interrogator and minor intelligence officer for the Norts, until, angered with the lowly posts offered to him, he exploded into violence and escaped with an assortment of POWs to form a bandit outfit under his leadership. Although prone to bouts of murderous rage if frustrated, he is usually well prepared for reversals of fortune with cunning backup plans and a means of escape. Constantly fleeing from Rogue Trooper, he is well equipped and extremely dangerous. // MEDIUM SENTIENT HUMANOID [7d6] // RUTHLESS, CUNNING SURVIVOR FLEEING FROM ROGUE TROOPER. STR 10 (4d6) AGI 10 (4d6) END 10 (4d6) INT 10 (4d6) LOG 10 (4d6) WIL 10 (4d6) CHA 10 (4d6) LUC 10 (4d6) REP 10 (4d6) MELEE DEFENCE 21 RANGED DEFENCE 21 MENTAL DEFENCE 28 VITAL DEFENCE 21 SOAK 7 VULN — IMMUNE — INITIATIVE 5d6 PERCEPTION 5d6 SPEED 7 CLIMB 4 JUMP 20’/10’ HEALTH 42 CARRY 200 lb (max lift 250 lb) REACH 5’ ACTIONS 2 Las-sword 5d6 [3d6+4 heat damage] Las-pistol 5d6 [3d6 heat damage, range 11, sidearm] SKILLS bluffing 6 [3d6], combat 1 [1d6], computers 1 [1d6], leadership 6 [3d6], perception 1 [1d6], pilot 1 [1d6], stealth 3 [2d6], tactics 6 [3d6], interrogation 6 [3d6], survival 1 [1d6] CH/9: ALLIES & ENEMIES //SPIDERBOT - TRAITOR GENERAL


184 GEAR las-sword, las-pistol, dagger, chemsuit, disguise kit, digi-map EXPLOITS Aim. The Traitor General gains a +1d6 bonus to his ranged attack if he spent the previous action aiming in the same turn. Lucky Escape. The Traitor General can avoid all damage from one attack as a free reaction. He can only do this once a day. Give Orders. When the Traitor General gives an order, all allies within 30’ get an immediate bonus action. Kill Him! The Traitor General choses one target, pointing and screaming commands. That target may not benefit from cover until another target is selected. Leadership. The Traitor General can donate his LUC [3d6] to allies; they must declare this before any dice are rolled. Chemical Cocktail. The medical drugs used by the Traitor General give him a +1 to shake off any condition caused by chemicals in his metabolism. He can also be completely immune to a specific drug or poison for the next twentyfour hours if he spends a point of LUC. The Traitor General’s personal arsenal varies from location to location. Alternative weapons he uses include a hand flamer, las-carbine, sniper rifle and a rocket launcher. He often has a handy resource to give him an edge in an encounter, either a band of lackies or a sophisticated piece of alien technology. VENUS BLUEGENES The female G.I. Venus had a legion of admirers on Milli-Com, not least Helm who unrealistically considered her his girlfriend. When a group of senior officers attempted to assault Venus, Helm and Rogue rescued her. Venus was grateful to Rogue, who took the blame for Helm, and when the drop on the Quartz Zone operation was readied, she packed extra protective gear in Rogue’s drop capsule, along with a note addressed to him. After Millicom started to use female G.I.s in military operations, Venus was a crew member of a damaged orbital craft that crashed onto an island on Nu Earth. Worried about the limited supply of rations, Venus callously killed the rest of the crew, reasoning that the G.I.s are ‘ultra-humes’ and more deserving of life. When Rogue arrived to rescue her, she fought alongside him, but despite her profession of love, he chose to leave her behind, appalled at her murders. Miraculously surviving the destruction of Caliban Island, Venus ended up as a captive on another world, wired up for VR ‘skingames’. Escaping and killing her tormentors, she chose to become known as ‘Kobalt’, hiding her G.I. identity and working as a bounty hunter. Drawn back to Nu Earth, she was persuaded to work as a bodyguard for the Traitor General for a short time and accompanied him out into another region of space. // MEDIUM SENTIENT HUMANOID [7D6] // INDEPENDENT-MINDED FEMALE G.I. STR 6 (3d6) AGI 15 (5d6) END 10 (4d6) INT 10 (4d6) LOG 6 (3d6) WIL 6 (3d6) CHA 10 (4d6) LUC 3 (2d6) REP 6 (3d6) MELEE DEFENCE 21 RANGED DEFENCE 28 MENTAL DEFENCE 14 VITAL DEFENCE 21 SOAK 7 VULN — IMMUNE Known acids and poisons INITIATIVE 7d6 PERCEPTION 5d6 SPEED 10 CLIMB 5 JUMP 20’/6’ HEALTH 42 CARRY 160 lb (max lift 300 lb) REACH 5’ ACTIONS 2 Knife 6d6 [3d6+3 piercing damage] Las-carbine 6d6 [3d6 heat damage: range 11, auto] SKILLS acrobatics 3 [2d6], bluffing 1 [1d6], bravery 3 [1d6], combat 1 [1d6], cooking 1 [1d6], engineering 1 [1d6], reactions 6 [3d6], stealth 1 [1d6], survival 3 [2d6], swimming 1 [1d6], zero-G [1d6] GEAR las-carbine, boot knife, biochip, biochip support unit


185 EXPLOITS G.I. Immunity. G.I.s are bio-engineered to be immune to all known acids and poisons. Aim. Venus gains a +1d6 bonus to her ranged attack if she spent the previous action aiming in the same turn. Dive for Cover. If a ranged attack misses Venus, she may immediately move half their speed as a free action and either throw herself prone or get behind cover if in range. Captivating Presence. Venus gains +1d6 to all social checks. Independent. Venus can choose to ignore any CHA or leadership dice rolls used to influence her. As Kobalt, Venus wears an anti-blast suit with a dark visor. She is armed with a las-sword and laser pistol, whilst her armour’s gauntlets allow her to convert melee attacks to lethal electrical damage. VID-VULTURE The Vid-4 channel uses roving war reporters with names like G-for-George and T-for-Tommy to film and interview combatants for Souther propaganda broadcasts. The droids have spherical casings from which sprout camera lenses and antenna. Veteran soldiers hate these ‘vid-vultures’ and believe they bring bad luck, not to mention artillery strikes. // SMALL SENTIENT MECHANOID [5D6] [SOUTHER] // INTRUSIVE ROBOTIC WAR REPORTER. STR 3 (2d6) AGI 6 (3d6) END 4 (2d6) INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6) CHA 6 (3d6) LUC 2 (1d6) REP 6 (3d6) MELEE DEFENCE 12 RANGED DEFENCE 22 MENTAL DEFENCE 20 VITAL DEFENCE 10 SOAK 3 VULN 1d6 electricity, 2d6 ion IMMUNE Sick, Fatigued INITIATIVE 5d6 PERCEPTION 5d6 SPEED — CLIMB — JUMP — FLY 8 HEALTH 15 CARRY 70 lb (max lift 150 lb) REACH 5’ CH/9: ALLIES & ENEMIES //VENUS BLUEGENES - VID-VULTURE


186 ACTIONS 2 Butt 3d6 [2d6+2 damage] SKILLS computers 1 [1d6], communicators 3 [2d6], interrogation 1 [1d6], journalism 6 [3d6], perception 3 [2d6], scanners 3 [2d6] GEAR — EXPLOITS Mechanoid. Mechanoids are immune to mental attacks, are vulnerable [1d6] to electricity damage, and vulnerable [2d6] to ion damage. They are usually immune to the Sick and Fatigued condition. Fleeting Fame. Any individual chosen as a broadcast subject and filmed for at least an hour by the vid-vulture gains +1d6 to REP tests for the next 1d6 days with the faction the droid is broadcasting for. Flight Jets. The vid-vulture uses flight for movement. Recording Devices. The vid-vulture has camera and audio-recording devices. WALDO // LARGE SENTIENT CYBORG 6d6 // SINISTER LOOKING NORT WALKER. Crude Nort genetic experiments, these limbless clones are grafted into Stalker skeletoids and protected by a transparent, crysteel canopy. They are normally used as scouts and escorts in rough terrain. STR 10 (4d6) AGI 10 (4d6) END 10 (4d6) INT 10 (4d6) LOG 6 (3d6) WIL 6 (3d6) CHA 3 (2d6) LUC 0 REP 6 (3d6) MELEE DEFENCE 16 RANGED DEFENCE 14 MENTAL DEFENCE 21 VITAL DEFENCE 20 SOAK 12 VULN 1d6 cold (canopy only) IMMUNE — INITIATIVE 4d6 PERCEPTION 6d6 SPEED 9 CLIMB 5 JUMP 20’/10’ FLY 8 HEALTH 60 CARRY 200 lb (max lift 500 lb) REACH 15’ ACTIONS 2 Claw 6d6 [3d6+4 piercing damage] Volley Gun 6d6 [3d6 heat damage; range 9; spray, auto, heavy] SKILLS combat 3 [2d6], communicators 1 [1d6], intimidation 3 [2d6], perception 3 [2d6], running 1 [1d6], scanners 3 [2d6], tracking 1 [1d6] GEAR Stalker skeletoid EXPLOITS Artificial legs. Increases AGI to 10. Clawed artificial limb. Increases STR to 10. Increases natural damage attacks by +1d6. Any skill checks that requires a piece of equipment to be held and used by an arm suffers -2d6. The arms also extend, increasing reach to 15’. Spray. The Waldo can use its volley gun to blanket a 30’ cone in a hail of las-bullets, attacking all targets within that area. Limbless [fault]. The Waldo has no natural limbs. When outside of its walker frame, the Waldo’s STR and AGI scores are reduced to 1, maximum HEALTH is reduced to 20, Reach, SOAK and SPEED are reduced to 0, and its MELEE and RANGED DEFENCE are both reduced to 10.


187 A.A.C. Auto Alarm Cube. Transmitter device placed in an area to warn soldiers of danger. Ali. Military term for an alien. AMOK. Nort droids used to eliminate Souther robots. Atmo-craft. Flying atmosphere craft which operate on planet. Beam gun. True laser weapon. Biochips aka Dog Chips. Implanted device used to download an individual’s personalty and skills at the moment of death. Bio-wire. Sentient, organic biological weapon developed by the Norts. Black hood. Headgear with dark visors given to Nort snipers with a thousand credited seal bursts. Blue Mooner. Stunted rejects from the early Souther genetic experiments on the Blue Moon. Buzzard. Class of Souther satellites used by military command teams. ‘The Buzzard’ was the nickname given by the Norts to the Traitor General. C.C.P. Chemically sealed Command Post. Chem. Slang for chemical. Chem Bar. Establishments on off world cities which cater for those veterans of Nu Earth who have developed a psychological dependence for living in tainted atmospheres. Clients wear chem-masks and drink in cellars that are filled with non-lethal but unhealthy gases. Chem Vet. Soldier disabled by chemical warfare. Circe. Recreational drug. Crawler. Tracked transport vehicle. Decapitators. Nort semi-autonomous fragmentation grenade drones dropped by seed ships to hover in swarms in areas they wish to protect from enemy patrols. D.G.D. ‘Don’t Give a Damn’ is a mental malaise brought about in garrison troops subjected to a long period of inactivity. Diving Bells. Nort slang for Souther armoured chemsuits. Doppleganger. Doubles used by senior officers, VIPs and crime lords. Doll. Chauvinistic term applied to female G.I.s. Eyeballer. Slang for camera droids used to provide surveillance. Fabway. Road built from prefabricated sections. Gasbah. Ghetto areas of some Nu Earth cities where the chemical clouds are at their most concentrated and where aliens make up a sizable number of their residents. Gene-Genies. G.I. slang for the genetic engineers of MilliCom. Gents. G.I. slang for other soldiers of Souther army. Ghoul. Term for a scavenger, specifically one who uses body parts taken from battlefield corpses. G.I. Genetic Infantryman from the Souther’s elite unit of clones that are biologically engineered to operate unhindered on Nu Earth. G.I. cant. Language developed by G.I.s for communication with each other. G.I. freak. Heavily encrypted communications frequency used exclusively by G.I. forces. Greater Nordland Republic. One of the two main factions of humanity. Green genes. Drink served in Milli-Com bars. Grendel. Assassin used in vendettas between Nort military caste clans. Filth Columnist aka ‘Filthy’. Slang for Nort infiltration agents carrying biological weaponry. Hard rain. Ballistic missiles dropped from Nort atmocraft. Hopper (Souter)/Hoppa (Nort). VTOL atmosphere craft used for transport, patrol and ground attack missions. Hotline. Chemical assault rope designed to disintegrate after use. Hotzone. Region of especially deadly conditions usually avoided by both armies. Hull-Buster. Breaching charge. Kashan. Powerful militaristic Nort clan that provides entire divisions of elite troops to Nu Earth. Their fighting record is marred by constant atrocities. Kashar. Militaristic Nort clan noted for archaic military terms and style of armour. Las. Laser, usually one that fires a laser charged round rather than a beam. Lazooka. Heavy las weapon usually operated by a two-man team. Lipstick on your collar. Slang for a sniper’s laser dot on a human target. Mara-marksman. Marathon marksman, a sniper who spends days concealed in a location. Milli-Com. The space-based, overall military command centre used by the Souther Confederacy. It is also the base of the Genetic Infantry. Milli-Droid. Souther slang for military droid. Milli-Fuzz. Slang for Souther military police. Mine-Ohs. Groups of demoralized or crazed soldiers trapped in minefields. Mother of Tears! Nort exclamation. Mu. Slang for mutant. Naga. Nort penal legion. APPENDIX: GLOSSARY OF NU EARTH TERMS


188 N.F.O. Nort Forces Orient, a section of the Nordland Republic comprised of citizens originating from oriental Asia. Nain! Nort word for no. Nordmacht. Nort propaganda channel. Nort. Citizen of the Greater Nordland Republic. Nu Earth. Strategically important planet in the war between the Norts and Southers that is poisoned by chemical warfare. Neuropa. Besieged Souther fortress. It comprises of four sectors whose garrisons are descendants of Old Earth nations, each one of which has adopted an eccentric culture inspired by notions of their old history. O.P.S. Off Planet Strategies, a secret Souther military organisation headed by Colonel Kovert. O.P.L. The Office of Public Loyalty is a Nort organisation dedicated to ensuring politically incorrect individuals are identified and then given suitable prior re-education or punishment. Its spies infest many Nort organisations, and most regiments will include at least one of its informants. OPT. The Office of the Public Truth, a Nort organisation unit that hunts war criminals. OGP. The Office of Genetic Purity, a Nort internal security unit that hunts those Nort soldiers infected by the Strigoi Curse. P.D.P. Polka Dot Plague, deadly manmade virus. Robe-runner. Robot messengers used by the Fort Neuro garrison. Rockbreakers. Nort boarding vessels tipped with nuclearpowered drills capable of breaking through rocks and starship hulls. S3. The Souther intelligence service. Scum Sea. Chemically polluted sea of Nu Earth. Seal-burster. Specialised ammunition designed to puncture the protective envelope around Nu Earth bases. Skev! Souther exclamation. Skywriter. Nort device for projecting laser images over long distances as a propaganda tool. Sims. Apeman like genetic experiments of the Nort regime. Used as irregular troops. SMASH. Sealed Mobile Army Surgical Hospital. Sonofa-tube. Slang for a G.I. Souther. Citizen of the Southern Cross Confederacy. Southern Cross Confederacy. One of the two major factions of humanity. Southside, yeah! Famous Souther battle cry. Speeder. Fast ground vehicle. S.R. Silent running. Stak! Nort exclamation. Stammels. Genetically modified camels used by travellers and Nort raiders. State-of-the-South-Day. June fifth, the anniversary of the war’s commencement. Stavka. High command of the Nort military located on a huge structure inside Nordland space. Strigoi. Genetic taint engineered into Nort military clans that enhances their performance as warriors but can lead to mutation and violent madness. Sud. Nort term for Souther. Suit. G.I. slang for other infantry types derived from the chemsuits they need to wear. Sun Legions. Elite airborne troops of the Nort army. “Synth Out!” Phase used by a G.I.to tell a biochip to shut up! Tail Gunner Joes. Rear firing air-to-air missiles. Vid-vultures. Robotic war-reporters use by Southers. Vroogmen. Elite, frogmen used by the Nort navy. Xantia. Alien cartel who run a galaxy wide criminal organisation and profiteer on the wars of other races. Waldo. Nort genetic experiments who are wired into Stalker war machines. Waste Mission. Assassination mission.


189 C CAMPAIGN LOCATIONS 95–96 CAMPAIGN TYPES 92–94 G.I. CAMPAIGNS 92 MILITARY CAMPAIGNS 94 SOUTH SIDE YEAH? 93 CAREERS CIVILIAN CAREERS Bounty Hunter 18 CRIMINAL CAREERS Marauder 18 MILITARY CAREERS Boot Camp 19 Dust Devil 19 Filth Columnist 19 Gene-Genie 20 Kashar Legionary 21 Khashan Legionary 21 Marines 22 Military Diver 22 Military Police Officer 22 Nagan Legionary 23 Officer 24 Replicant Droid 24 Robe-Runner 25 Sniper 25 Snow Trooper 25 Soldier 21 Space Marine 25 Special Forces 26 Stamel Raider 26 Sun Legionary 26 Tox-Team Soldier 26 MILLI-COM ADVANCED G.I. PROGRAMS Basic Mechanics 33 Basic Psionics 33 Combat Range 34 Demolitions 33 G.I. Officer Training 34 Martial Arts 34 Pathfinder 35 Rest and Recuperation 35 Support 35 Trauma First Aid 35 NEUROPEAN CAREERS Frank Trooper 27 Happy Camper 28 Huntsman 28 Rom Trooper 28 Scan Trooper 29 VARIED CAREERS Doppleganger 29 Explosives Expert 29 Guerrilla Fighter 30 Medic 30 Pilot 30 Priest 31 Prisoner 31 Sailor 31 CHARACTER NAMES 37 E EQUIPMENT ARMOUR 52–53 ARMOUR TABLE 52 CYBERNETICS 59–60 DRUGS 58–59 GENERAL GEAR 39–42 GENERAL GEAR TABLE 41 GENETICS 60–62 Mount Traits Table 61–62 G.I. BACKPACK 42–44 G.I. BACKPACK TABLE 43 SHIELD TABLE 53 VEHICLES 54–58 VEHICLE TABLE 57–58 EXPLOITS Aide 35 Air Conservation 36 Air Tricks 26 All Chip Together 36 Always Ready 30 Ambush Expert 18, 30 Anti-Surveillance 35 Any Port 32 Army of Rogues 23 Assisted Leap 33 Avaunt a la Bayonet 27 Backup 23, 141, 173 Basic Training 19 Bedside Manner 30, 172 Bingo! 28 Biochip 11, 12 B.I.U. Concoction 19, 20 Black Hood 25 Blade and Butt 34, 36 INDEX


190 Blend In 30 Blip Free 33 Booby Trapping 29 Boom-Boom! 29 Boosted Throw 33 Boy Racer 28 Breaking Fall 34 Bundle 34 Catch Everyone’s Eye 35 Climber 26 Combat Hardened 21, 23 Combat Programming 16 Coming Through! 25 Command G.I. 20 Confessional 31 Creator’s Knowledge 20 Cut above the Rest 28 Darkest Desire 35 Datamining 18 Dead or Alive 18 Desert Lurker 19 Designated Medic 36 Diagnosis 30 Disarm Bomb 30 Dogged Pursuit 18 Don’t Step There! 30 Duck and Cover 30, 34 Emergency Trauma Procedures 35 Empath 16 Endurance 16 Enduring 13 Evasion 12 Evasive Flying 31 Evasive Manoeuvre 31 Exceptional Healing Hands 30 Extra Safety Measures 33 Fast Healing 11, 12 Fight or Flight 8 Fire on the Move 34 Forward Planning 24 Freeze! 23 Friend from Foe 36 Gaseous Concoction 19 Get on with It 21 G.I. Curriculum 32 G.I. Doll Curriculum 32 Gifts of the Dead 19 G.I. Maintenance 33 Good Position 25, 34, 173, 181 Great Leap 13 Grog 32 Hard Rider 26 Haul 18 Healing Hands 30, 172 Hero of the Nordland Republic 21, 22, 25, 26 Hideout 18 Hierarchy of Dominance 16 High Diver 22 Hit-and-Run 30 Hold Breath 22 Home Cooking 29 Hostile Terrain 26, 35 Human Appearance 24, 130 Human Shield 23 Hustle 26 I Am the Night 26 Impersonate 29, 130, 181 Impromptu Weapon 35 Ingrained Doll Skill Package 12 Ingrained G.I. Skill Package 11 Intermediary 13 In the Pink! 28 Leadership 24, 34, 126, 131, 140, 141, 146, 153, 158, 170, 171, 176, 184 Legion Donner 27 Like a Fish 22 Lil’ ol’ Me? 35 Lookout 32 Mask Up 36 Medal Hero of the Nordland Republic 21, 22 Message from Milli-Com 34 Mess Room Trophy 28 Method Actor 29 Morale Boost 24 Mounted Pursuer 26 Move without Trace 35 Murky Depths 22 Natural Climbers 13, 180 Notable Clan 15 Officer Training 19, 34 On Your Feet! 35 Organic Appearance 24 Out of Place 23, 170 Part of Me 36 Party Goer 28, 29 Perfect Aim 25, 34, 173, 181 Perfectly Engineered 12, 166, 185 Platoon Leader 21


191 //INDEX Play Dead 36 Play the System 35 Poison 27, 122, 162, 166, 174, 179 Pony Express 25, 178 Prey 18 Primitive Intellect 13, 180 Prison Tough 31 Privileged 16 Programming 15, 16 Protective Measures 20 Push the Limits 30 Quick Change 29 Quick-hide 26 Quick Mount 36 Quick Repair 33 Reboot 20, 36 Reboot Body 36 Respect 31, 180 Resuscitation 30 Sabotage 30, 94, 152, 154 Safe Landing 26 Scan with a Plan 29 Sea Legs 22, 32 Seal Up 36 Seasick 22, 32 Sea Weather 32 Secret 35, 119, 178 Shake It Off 21 Shaped Charge 30, 34 Shiv 31 Sidecar Swerve 21 Sideslip 31 Sixth Sense 34 Slay Them All 22 Souther Cross 22, 26 Space Sickness 26 Spare Body Parts 20 Speed Skier 25 Spotter 36 Stalker of the Snows 25 Stay on Target 31 Steady Eye 25, 173, 181 Steed 26 Strigoi Mutation 8, 9, 10 Strong Concoction 20 Summon Gear 33 Systems Familiarity 35 Tactical 15 Take Command 24, 34 Take It on the Chin 34 Tally-ho! 28 Tamer of the Wilderness 15 Tank Killer 36 The Scheme’s the Thing 34, 40 The Winner Takes It All 29 Time for Tea 28 Toxic Gases 27 Tracks 25, 178, 182 Trademark Item 36 Transplant Chip 35 Trouble Sense 23 True Bleu 27 Tweak 33 Unencumbered 11, 12 Unshakeable Faith 31 Unsuspicious 15 Up Close and Personal 34 Urchin 16 Vantage Point 25, 173, 181 Vigilant 35 Ward Management 30 Weak-willed 13 Whatever the Weather 28 White Hat 15 Who Tears Wins 28 Zero-g 12 Zero-G Born 26 M MISSION DOSSIERS Ghosts in the Machine 120 Hunted by Nu-Oktober 144–155 Old Tropes in Neuropa 116–117 Spy in the Citadel 132–143 The Devil Tank 116 The Perils of Bucky Aurora 121–131 Wonder Weapons 119 N NPC LIST 157 NPCs Bagman 159 Brass and Bland 163 Commander Colin Padraic 153 Doctor Razmus Carden 139 Gunnar 159


192 Helm 160 Kapitan Platov 130 Kapitan Stalov 140 Kaptain-Inspector Atalia Jaegir 169 Kaspar Noktov 137 Major Magnam 170 M’Meehua 149 Morgen 173 Rab Custer AKA ‘Bucky Aurora’ 129 Rogue Trooper 158 Security Chief Montuez 141 Sister Sledge 180 Traitor General 183 Venus Bluegenes 184 Zerox 130 NU EARTH ENCOUNTERS 96–102 NU EARTH LOCATIONS 67–79 Cinnabar 68, 69, 70, 71, 73, 80, 119, 121, 123, 124, 164, 176 Dix-I 70 Greater Nordland 70, 73, 75, 93, 187, 188 Neuropa 14, 18, 27, 28, 29, 37, 71, 80, 81, 116, 118, 177, 178, 188 Quartz Zone 11, 21, 32, 33, 34, 35, 76, 77, 80, 81, 93, 97, 158, 159, 160, 170, 183, 184 NU EARTH MADNESS 102–103 NU EARTH SYSTEM 82–85 Satellites 83 O ORIGINS Colonial Child 15 Experiment 15 Military Brat 15 Military Caste 15 Nerd 15 Orphan 16 Scion 15 Service Droid 15 Special Trooper 16 Survivor 16 Talented 16 War Droid 16 G.I. ORIGINS G.I. Cadet 32 G.I. ‘Doll’ Cadet 32 R ROBOTS 14 ROGUE TROOPER TIMELINE 80–81 S SKILLS Habitat Engineering 36 SPECIES G.I. Clones 10–13 Blue Mooner 12, 13, 15, 16, 187 ‘Doll’ G.I. Clone 11 Genetic Infantry Clone 10 Semi-Mooner 13, 15, 16, 23 Sims 13, 37, 39, 100, 180, 188 Humans 7, 8 Mutants 13 Strigoi 7–10, 15, 16, 23, 90, 188 SYSTEMS & PLANETS 86–91 Acoma 80, 81, 86, 132, 133, 134, 136, 139, 142, 148 Border March Worlds 87 Earth 91 Horst 75, 81, 87, 88, 89 Nu-Karthage 90, 144, 148, 155 Rodina System 90 W WEAPONS DEVICES 44 MELEE WEAPON CUSTOMISATIONS 47 MELEE WEAPONS 45–47 MELEE WEAPONS TABLE 46 MINES TABLE 45 RANGED WEAPONS 47–52 RANGED WEAPONS TABLE 48–50 SPECIAL TRAITS 44


IN THE BATTLE FOR NU-EARTH, CHOOSING A SIDE IS NEVER STRAIGHTFORWARD. In Rogue Trooper’s universe, the battle for Nu-Earth dominates everything. The Greater Nordland Republic and the Souther Confederacy wage an endless war for control of a poisoned planet. Desperate for an edge, the Southers have developed superhuman soldiers known as Genetic Infantrymen, or GIs, and thrown them against their enemy in the hopes of stalling the Norts’ inexorable advance. Despite being outgunned and outnumbered, even a single GI can often be enough to turn the tide of a battle. Whether as an enlisted human or GI clone, it’s time to join the Souther defence against the relentless assault of the Norts. Welcome to Nu-Earth. Do not leave home without your chemsuit. Rogue Trooper offers several new species such as the Genetic Infantryman and Strigoi, a raft of new careers that define a character’s military service on either side of the conflict, new equipment and vehicles designed to keep the characters safe during their mission, a full gazetteer of Nu-Earth, plus tips and trick to running games of Rogue Trooper in other settings with different themes. Set against the backdrop of the unending war for control of Nu-Earth, this supplement provides a completely new experience for the Judge Dredd & the World of 2000 AD roleplaying game. Requires the use of the Judge Dredd & the Worlds of 2000 AD core rulebook.


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