Natural Weapons Roll twice or select two. Bite and claws are the most common. 01-10 Horn: Stabbing attacks; 2D4 M.D. 11-20 1D4+ 1 Tentacles instead of arms and hands: Quite powerful; 1D6 + 2 M.D. per hit/punch. 21-30 Bite: Huge and powerful jaws and canine teeth; 2D6 M.D. 31-40 Bite: Small, sharp teeth; 1D6 M.D. 41-50 Clawed hands: 1D6 M.D. 51-60 Clawed hands: Large retractable claws; 3D6 M.D. 61-70 Thick, slashing tail: 2D4 M.D.; does not add to number of attacks. 71-80 Prehensile tail: Used like a third arm/hand for hitting and holding; 1D4 M. D. damage but also adds one additional attack per melee. 81-90 Prehensile tail with spikes or blade: Used as a third claw or stabbing/slashing weapon; 2D6 M.D. 91-00 Fire Breath: Range is 40 feet (12 m), inflicts 3D6 M.D. Note: Dragons generally inflict 2D6 M.D. with their claws and 2D4 M.D. by bite. Natural Predator/Hunting Abilities Roll two times or select two different abilities. 01-10 Swim 90% 11-20 Prowl 54% +4% per level of experience. 21-30 Track by sight (follows trails, footprints, and other visual signs; knows the habits of its prey): 44% +4% per level of experience. 31-40 Sense P.P.E. and Magic (same as Dog Pack). 41-50 Track by smell 54% +4% per level of experience. 51-60 Climb: 80% +2% per level of experience. 61-70 Nightvision (Like an owl, can see clearly 200 feet (61 m) in total darkness and 4000 feet in outdoor night/darkness with other sources of light such as stars, moon, etc.). 71-80 Keen Hearing (same as Dog Pack); + 1 on initiative and parry. 81-90 Sense psychic and magic energy (same as Dog Pack). 91-00 Natural sense of direction (never gets lost, homing sense: 80%). Natural Magic Powers These are magic powers that are not used in the format of a spell, but instead, the creature can simply use the powers at will as often as once per melee. Roll twice or select two. Feeds on... Roll once or select one. 01-25 P.P.E., by killing its prey and absorbing the potential psychic energy, which is doubled at the moment of death. 26-50 Feeds on human flesh; cannibal. 51-75 Drinks human blood; vampire- like. 76-90 Feeds on fear. A psychic vampire who empathically feels and absorbs his victim's emotions of fear/terror. 91-00 None; hunts for the sheer pleasure of the kill. Does not eat or use any part of the prey. Weakness Roll once or select one weakness. 01-10 Water. Normal water inflicts mega-damage! A squirt from a toy water pistol does 1D4 M.D. per each squirt (typical range 30 feet). A splash from an eight ounce glass of water does 2D6 M.D., a half gallon (1.6 liters) inflicts 6D6 M.D., while a gallon (3.7 liters) does 1D6X10 M.D. points. 11-20 Energy. All types of energy including, fire, lasers, plasma, ion blasts, electricity, and nuclear energy inflicts double damage. However, kinetic energy/attacks, including mega-damage punches from robots and power armor, vibro- blades, explosives/missiles, rail guns, and bullets, do absolutely NO damage! 21-30 Light. All forms of light blind and frighten the creature (-9 to strike, parry, and dodge when blinded). Lives in a dark cave or dwelling during the day. Hunts only at night. Exceptional night vision equal to a human's day vision. Laser weapons inflict double damage. 31-45 Fire. All fires, even normal fires, inflict mega-damage. Megadamage fire/plasma/magic inflicts double damage. 46-55 Weapons of Iron (must be 88% pure iron) inflict the mega-damage equivalent of the normal, ancient, S.D.C. weapon; i.e., a pure iron short sword that normally inflicts 1D6 S.D.C. damage inflicts 1D6 mega- damage (M.D.) against this creature. A 1D8 S.D.C. mace does 1D8 M.D., but only against this creature. Against normal humans the weapons are simple S.D.C. items. 56-65 Wood. The supernatural fiend is vulnerable to weapons made mostly of wood (90%). Thus, while bullets may bounce off, a wooden arrow shot from a bow will inflict mega-damage (see S.D.C. conversion to M.D. in the previous Weapons of Iron description). 66-75 Silver. The paranormal monster is vulnerable to weapons made of silver (including bullets). Basically works the same as Weapons of Iron. 76-85 Symbols of goodness and purity invoke fear and hold the creature at bay. To be touched by the symbol inflicts 2D4 M.D. and sends the monster running 2D4xlOO yards/meters away. 86-95 Mirror. The beast's reflection is terrifying, even to itself. If the creature sees its own reflection it must roll against its own horror factor. A failed roll means the creature is momentarily stunned as per the usual horror factor, then flees and hides for 1 D6x 10 minutes. 96-00 Cold. The creature can not stand the cold. Exposure to freezing or below temperatures will inflict 2D6 M.D. every minute. The creature is rarely found in regions where the temperature drops to freezing, although the monster may migrate with the seasons. Shards of ice can be used like a dagger or club and do 1D6 M.D. each (snowballs inflict one M.D. point of damage each). Ice cold/frozen weapons will also inflict mega- damage. Hunting Orientation Roll once or select one. 01-25 Mated pairs, where there is one, another is near by. 26-55 Solitary Hunter, always found alone. 56-75 Hunt in small packs of 2D4. 76-95 Hunt in medium packs of 3D6. 96-00 Hunt in large packs of 6D6. 250 01-05 06-10 11-15 16-20 21-25 26-30 31-34 35-37 38-40 41-45 46-50 51-55 56-60 61-65 66-68 69-71 72-75 76-80 81-85 86-90 91-95 96-00 Sense magic Fire ball Turn self invisible See the invisible Chameleon Fly as the Eagle Energy field Breathe without air Repel animals Fire bolt Levitation (self) Metamorphosis self into insect Escape Metamorphosis self into animal Calling Shadow meld (self) Call lightning Wind rush Spoil food/water Metamorphosis self into mist Blind Life drain
Intelligent Supernatural Monsters The intelligent supernatural monsters can appear just as hideous, demonic, and inhuman as the predators. They too, often feed on humans and humanoids, but are much more calculating and clever about it. The intelligent monsters are also motivated by needs and desires other than an instinct to hunt. Like humans, they may crave power, wealth, fame, revenge, etc., as well as feel the emotions of hate, love, anger, greed, envy, etc. Many of these fall into the category of "demons," as humans tend to call them. Evil, maniacal beings that enjoy inflicting pain and sorrow on innocent and unsuspecting humans and possess superhuman powers to help them accomplish their goals. Most intelligent, supernatural creatures will share the following characteristics and abilities. 1. Cold and calculating fiends. They are alert, clever, and devious schemers who delight in hurting others. They are often quite persuasive and tricky. Roll 4D4+ 10 to determine M.A. 2. Attacks per Melee. Roll: 1D4 hand to hand attacks per melee. Mega-Damage: Claws 1D6 M.D., Bite 1D4 M.D., or by weapons or magic or psionics. Mega-damage structure. Like most supernatural creatures, the intelligent monster is the equivalent of a mega-damage structure. This means normal weapons do no damage and only mega-damage weapons, magic, and, usually, psionics, will have any affect on the monster. This also means the supernatural fiend inflicts mega-damage. Note: The intelligent supernatural creatures are also often vulnerable to a particular item/element such as fire, water, or iron, and so on; even weapons that are normally S.D.C. weapons will inflict mega- damage on the supernatural being. See Weakness. To determine the amount of physical mega-damage points, instead of hit points or S.D.C., roll 1D6x10. The creature may also utilize technology and wear M.D.C. body armor. Alignment. With very rare exception, the intelligent supernatural monster is evil, usually miscreant or diabolic. They love to torment others, especially the comparatively weak humans. They have no remorse for their actions and delight in torture, deceit, revenge, and all manner of cruelty. Humans and humanoids are just the playthings 251
in a foul and twisted game or the pawns used for the acquisition of their wants. From the human's perception, these fiends are demons who prey on the misery of man. 5. Intelligence. Most are equal to the average human and some are incredibly intelligent. The majority seem to be knowledgeable in magic or possess psionic powers, as well as utilize some rudimentary degree of human technology. Many use human weapons, equipment, vehicles, and even cybernetic implants and bionics. Some disguise themselves as humans or human-like D-Bees to make themselves more accessible to the trappings of humankind. Others pronounce themselves demi-gods and gather cult followers or conquering armies. I.Q.: roll 3D4 + 3, roughly equivalent to human intelligence. 6. Average Strength. Physical Strength is usually around 20 or higher; roll 3D6+ 10 to determine the average P.S. of the species. 7. Prowess and Endurance. Roll 2D6 + 8 for P.P. and 4D4+ 10 for P.E. Attribute. 8. Speed: Roll percentile. 01-20 Equal to a human, roll 3D6. 21-50 Fast but still equal to an athletic human, roll 5D6 + 6. 51-80 Fast, equal to many animals, roll 1D6x10 plus 10. 81-00 Superhuman speed, roll 2D6x10 plus 20. 9. Horror Factor. All monsters have a horror factor. Roll 3D4 + 4. 10. P.P.E.: See Supernatural Powers and Orientation Table. 11. Skills: GM's option. The intelligent demon may also learn/know a handful of skills, select ten, one must be a language. Skills are generally restricted to the following. No bonuses are available to any skills other than possible I.Q. attribute bonus. Communications: Radio Basic only. Domestic: Any Espionage: Disguise, Escape Artist, Intelligence, and Wilderness Survival only. Mechanical: None. Medical: First Aid or Holistic Medicine only. Military: Any Physical: Climbing and swimming only. Pilot: Any, except Robots and Power Armor. Pilot Related: Any Rogue Skills: Any Science: Any Technical: Any Weapon Proficiencies: Any Wilderness: Any Note: All the following tables are set up for random rolls, but the GM may make selections to design his monsters rather than roll randomly. Size Roll once or select one. Intelligent monsters tend to be human size. 01-10 Five feet tall (1.5 m), equal to a small human. 11-30 Six feet tall (1.8 m), equal to typical human. 31-45 Seven feet tall (2.1 m), equal to a tall human. 46-60 Eight feet tall (2.4 m), equal to a tall D-Bee or mutant. 61-70 10 feet tall (3 m), giant. 71-80 12 feet tall (3.6 m); add 1D6 M.D.C. 81-90 15 feet tall (4.5 m); add 2D6 M.D.C. 91-00 20 feet tall (6.1 m); add 4D6 M.D.C. Supernatural Powers and Orientation Roll once or select one. 01-10 A strange cross between a techno-wizard and a cyborg. Select two bionic limbs (page 239), select two bionic weapons for those limbs (TW equivalent weapons like the TK machinegun or P.P.E. powered weapons may be substituted; see pages 91, 92, and 96), select one bionic head or throat feature (page 242), and select two cybernetic implants of choice (cybernetics page 230), but all are powered by P.P.E. energy/batteries made possible through technowizardry (the usual life of the artificial limb/implant is unchanged). The creature also knows 1D4 magic spells from levels 1-3, but with the usual TW penalties/limitations. Does not have the usual Special Techno-Wizard Powers. P.P.E. is 1D6x10. 11-20 Effectively a Line Walker. Has all the Line Walker's abilities from numbers 1-7, and knows 1D4 spells from each magic level 1-7. P.P.E. is 2D4x10+10. 21-35 A master psionic similar to a Mind Melter. Select six psi-powers from the Healer or Sensitive or Physical category (6 powers from one category) and select six additional psi-powers from the Super category. I.S.P. is 3D4x10. P.P.E. is 4D6. 36-50 Creature of magic. Possesses natural mystic powers. Roll five times or select five powers from the Natural Magic Power table and roll once or select one from the Weakness table found in the Supernatural Predator section. Plus add 2D6x10 M.D.C to the creature's physical mega-damage structure. P.P.E. is 2D4x10. 51-70 Psychic and magic creature. Select two psionic powers from each of the psionic power categories, including super. Then select two spells from each magic level 1- 4. I.S.P. is 2D4x10. P.P.E. is 2D4x10. 71-85 Intelligent predator! Roll on all the Supernatural Predator Tables listed in the previous section, but has the intelligence and characteristics listed under numbers 1-11 of the intelligent supernatural being in this section. P.P.E. is 1D6x10. 86-00 Sorcerer! Has vast spell knowledge and P.P.E. Knows 1D4 spells from each magic level 1-9. P.P.E. is 3D6x10+ 10. Also roll once on the Natural Magic Power table found in the Supernatural Predator section. Optional Tables For additional color, roll on the Feeds On... and Weakness tables found in the Predatory Supernatural Monster section. SPEED CHART The following is a simple conversion table of speed factors into approximate miles per hour (mph) and kilometer equivalSpeed Factor 5 11 22 27 33 44 50 55 58 66 77 88 110 132 220 293 Approx. MPH 3 1/2 7 1.2 15 18 1/2 22 1/2 30 35 37 1/2 40 45 53 60 75 90 150 200 Kilometers Per Hour 5.6 12 24 29.7 36 48 56 60 64 72 85 96 120 148 241 321 252
The Xiticix The Xiticix (pronounced Zy-tick-icks) are a race of insect-like humanoids from another dimension. The first Xiticix was recorded about 20 years ago, but it is likely that a swarm was inadvertently transported into our world years earlier; they just were not noticed because they inhabited the northern wilderness of Saskatchewan and Manitoba. Humans have no idea as to exactly how many Xiticix exist nor exactly what territories they occupy. Most scholars place their numbers at about 20,000, but the Coalition estimates that there are three times that number, and some wilderness scouts claim they number into the hundreds of thousands. The Xiticix threat has only been recorded over the last 20 years as they begin to encroach on the strongholds of humankind. The insect aliens are an aggressive race of warriors who are extremely territorial. They seem to tolerate only animal life and small groups of inconspicuous humanoids of four or less. Obvious intruders, especially large or noisy robots and vehicles, are instantly attacked, even if a lone individual. Humanoids who are spotted within ten miles (16 km) of a Xiticix hive city are also attacked. Entering a hive city will agitate the entire community and elicit a horde of warriors to attack like a swarm of angry bees. Each hive network or city has its own queen and distinctive scent (recognizable to other Xiticix and Dog Pack mutants). The living structures resemble giant mushrooms that tower four to eight stories high. Each holds scores of Xiticix. Warriors are found mostly in the upper portions, while workers are found in the lower levels. The entrances to the mushroom towers are always located at the top of the structure. Many of the towers are connected by bridges that can be traversed from the inside through a tunnel or from the outside as a bridge. The city is a mega-damage structure created with mud and secreted resin. The ability to make the mega-damage mud/concrete is instilled in the workers by fluids from the queen. A typical tower/building is about 100 M.D.C. The queen's chamber is located somewhere under the city in a massive subterranean cavern. Near her are the four birthing chambers where the eggs are stored. Each hive colony has a minimum population level that the queen instinctively knows. When the population drops below that minimum, the queen knows to lay more eggs. There are three types of Xiticix: the seven foot tall (2.1 m) warrior, the slightly smaller, six foot (1.8 m), drone or worker, and the giant, 20 foot (6 m), queen. All Xiticix look similar. Each has four arms and two legs, a pair of wings, and large mandibles. The queen has a distinctly different head, and supports a huge ,swolleneggsack for her lower body. 253
Xiticix Warrior Alignment: Considered anarchist or evil. Hate humans and most other intelligent life forms. Horror Factor: 9 or 12 for a swarm of 10 or more. Size: 7 feet (1.8 m). Weight: 500 lbs (225 kg). Attributes: The number of six-sided dice are indicated as follows: I.Q. 2D6+1 and is considered to be in the same category as a supernatural predator, functioning on instinct as much as intellect. M.E. 5, M.A. 1, P.S. 6, P.P. 4, P.E. 3, P.B. 1, Spd 4 running, 3D6X 10 flying. Hit Points/M.D.C.: Like true insects, the aliens wear their skeleton on the outside. The exo-skeletons of the Xiticix are natural megadamage structures; 1D6X 10 + 20. The exo-skeleton will slowly regenerate any damage they may sustain at a rate of 1D4 M.D.C. per day. Combat: Five attacks per melee, + 1 to parry and dodge and on initiative. Weapons: 1. TK-Rifle, works very similar to the principles of technowizardry and the TK- Machinegun. Mega-damage is 4D6 per blast. Range is 4000 feet (1200 m). Pay load is 40 blasts before requiring 20 P.P.E. to recharge. The bayonet inflicts 2D6 S.D.C. as a normal blade weapon, but is often coated with poison (see number four). 2. Short sword, a wicked S.D.C. weapon used for parrying. It can parry M.D.C. hand to hand attacks, but inflicts 2D6 S.D.C. damage. W.P. Sword adds a bonus of +2 to strike and parry when using the sword. 3. Spear, another hand to hand weapon that is strong enough to parry a M.D. punch, but itself inflicts 2D6 S.D.C. damage. W.P. Spear skill adds a bonus of +2 to parry and +3 to strike when thrown. 4. Hand to hand combat: Normal Punch or kick does 5D6 S.D.C., Power punch inflicts 1D6 mega-damage (M.D.), but counts as two attacks. A power leap kick does 2D4 M.D., but also counts as two attacks. Fighting style is similar to human martial arts. Critical strike on a roll of a natural 18-20. Add one extra attack at levels four, nine, and fourteen. Bite attack with mandibles inflicts 4D6 S.D.C. plus secretes a poison. The poison causes immediate nausea, vomiting and convulsions unless a successful save versus deadly poison is made. Poison damage is 6D6 S.D.C. per each bite/hit. Note: The Xiticix can secrete the poison and often coat their weapons with the toxin. Natural Abilities: 1. Poor clarity of vision, making close work and literacy impossible, about half as clear as humans, but is equal to human vision in distance and can see into the infrared and ultraviolet spectrum of light. 2. Natural homing sense equal to the land navigation skill at a 92% skill proficiency. 3. Heightened sense of smell. Recognizes its specific hive, queen, and fellow hive dwellers by scent. Wilderness scouts have learned that covering oneself in the scent of a Xiticix will enable one to pass through their territory unmolested. Unfortunately, the only way to get the fluid to cover oneself with the scent is to kill a Xiticix and remove its scent gland (one gland can cover four humans). Also can track by smell at 30% +4% per level of experience. Can smell the scent of human blood up to three miles (3.6 km) away. P.P.E.: 1D6X10+10 Xiticix Worker The worker is basically the same as the warrior except as follows. Horror Factor: 8or 10 for a swarm of 10 or more. Size: 6 feet (1.5 m). Weight: 400 lbs (180 kg). Attributes: Same Hit Points/M.D.C.: The exo-skeleton of the Xiticix worker is 1D4X10+10. The exo-skeleton will slowly regenerate any damage they may sustain at a rate of 1D4 M.D.C. per day. Combat: Four attacks per melee, + 1 to parry and dodge and on initiative. Weapons: Never use any weapons other than the sword and hand to hand attacks; damage is the same as the warrior. The only difference is that the workers have a pair of arms with articulated hands and a pair with giant pincers. The pincers can inflict 1D6 M.D. when used like giant scissors to snip and cut one's opponent. Xiticix Queen The queen is fundamentally the same as the warrior except as follows. Horror Factor: 12 Size: 20 feet (6.1 m). Weight: 2000 lbs (900 kg). Attributes: Same, except I.Q. is 3D6+ 1. 254
Hit Points/M.D.C.: The exo-skeleton of the Xiticix queen is 1D4 X 100. The exo-skeleton will regenerate damage at a rate of 1D4X10 M.D.C. per day. Combat: Four attacks per melee, + 1 to parry and dodge and on initiative. Weapon: Hand to hand or psionics. Psionic Powers: Telepathy, empathy, empathic transfer, sixth sense, see the invisible, sense magic, impervious to poison, impervious to cold and fire, levitation, mind block, group mind block, psi-sword, psi-shield, super-telekinesis. I.S.P.: 3D6X10 P.P.E.: 4D6x10 Fury Beetles The "Fury Beetle" receives its name from its seemingly erratic and frantic actions and its beetle/insect appearance (although it is not an insect at all!). When on the move, the fury beetle darts along in varying bursts of speed and in a zigzag pattern. When attacked, the monster scampers to and fro and back and forward, while emitting a terrible wailing. Once engaged in combat, the creature fights to the death or until the attacker is slain or gives up the fight and flees. A cornered beetle, or a mother guarding her eggs, will also fight to the death. Fury beetles are easily startled and instinctively lash out at the cause of their surprise. The gigantic creatures are common to the forests of eastern Canada and the eastern United States. For generations they were feared and shunned, but today (102 P.A.), the beasts are sometimes hunted as food, and for their armor plates to make M.D.C. armor (a full Fury Beetle suit of plate armor offers 70 M.D.C. but weighs 35 lbs/16 kg; costs about 22,000 credits). Some practitioners of magic, wild psi-stalkers, and wilderness scouts have even learned to train young beetles as riding animals! Note: A trained riding Fury Beetle will cost 80,000 credits and up. Alignment: Considered anarchist or evil. They are solitary creatures that travel alone or in mated pairs. They are not particularly aggressive or intentionally evil, but are extremely nervous and easily startled. When startled, frightened, or angered the creatures attack and fight to the death. They are incredibly powerful and a single beetle has been know to level an entire wilderness town. Even a tamed riding animal is known to throw its master when startled or worse yet, to bite him. Horror Factor: 14. Size: 20 feet (6 m) Weight: 3500 lbs (1575 kg). Attributes: Animal intelligence and instincts. Most attributes are not particularly applicable. Speed is 3D6 x 10 running. Can maintain full speed for 1D6X 10 minutes, slows to about half speed for five or ten minutes, then has another burst of speed at full for another 1D6X 10 minutes. Can run for 24 hours without exhaustion. Hit Points/M.D.C.: The exo-skeleton of the fury beetle is a natural mega-damage structure; Main Body: 2D4x 100, Head: 1D4X 100, Vulnerable underbelly is 2D4x 10 M.D.C. The exo-skeleton will slowly regenerate damage at a rate of 4D6 M.D.C. per day. 255
Combat: Four attacks per melee, + 3 to strike, +1 to parry and dodge and + 2 on initiative. + 4 to dodge when running at full speed. Mega-Damage: Its main mode of attack is its bite, which inflicts 4D6 M.D., swipe from claw 2D6 M.D., charge/ram 3D6 M.D., trample 2D6 mega-damage. Natural Abilities: 1. Exceptional vision (has 12 eyes), equal to that of a hawk or eagle. Can also see into the infrared and ultraviolet spectrum of color, has polarized vision, and thermo-imaging/targeting. 2. Good sense of direction, equal to land navigation skill at a 52% skill proficiency. 3. Psionic powers: Can sense and locate water within a four mile (6.4 km) area (an automatic ability that costs no I.S.P.), sense evil, sense magic, mind block. I.S.P.: 1D6X10 P.P.E.: 1D6X10 Note: Eats meat (other animals and humanoids) and vegetation. A fair hunter, but mostly a scavenger. A Typical Dinosaur Dinosaurs are mega-damage creatures too, although, thankfully, not as tough as most supernatural creatures. Small, human size, predators: 3D6 M.D.C., Attacks per melee: Two, Damage: Bite 1D4 M.D. or claws 4D6 S.D.C., Speed: 6D6. Medium size, 12 to 20 feet (3.6 to 6.1 m), predators: 6D6 M.D.C., Attacks per melee: Two, Damage: Bite 1D6 M.D. or claws 1D4 M.D., Speed: 1D6X10. Large size, 30 to 50 feet (9.1 to 15.4m), predators: lD4x 10M.D.C., Attacks per melee: Two, Damage: Bite 2D6 M.D. or forearm claws 1D4 M.D., feet claws 2D6 M.D., Speed: 1D6X 10. Natural Abilities: Heightened sense of smell. Can track by smell at 60% efficiency. Can smell the scent of blood up to four miles (6.4 km) away. Can leap up to 30 feet (9.1 m). P.P.E.: 4D6 Rogues and Other Antagonists A Typical Coalition Grunt Alignment: Any. If a villain, anarchist or evil. Attributes: Average. Body Armor: 50 or 80 M.D.C. Dead Boy armor. Level of Experience: First. Combat: Hand to Hand: Expert: Two attacks per melee, generally + 1 to parry and dodge. Weapons: 1. C-18 laser pistol: 2D4 M.D., Range: 800 ft (244 m), Payload: 10 shots. 2. C-12 heavy laser rifle: 2 settings; 2D6or4D6. Range: 2000 feet (610 m). Payload: 20, or 30 with canister. 3. And/or C-14 Fire Breather energy rifle: laser does 3D6 M.D. and grenades do 2D6 M.D. to a 12 ft (3.6 m) area. Range: laser 2000 ft (610 m) and grenade launcher 1200 ft (365 m). Payload: Laser 20 blasts, grenade launcher 12. Vehicle: Hover cycle or motorcycle. A Typical Coalition SAMAS Alignment: Any. If a villain, anarchist or evil. Attributes: I.Q. 10+ 1D4, P.P. 10+ 1D6, all others average. Body Armor: 250 M.D.C. main body of Sam power armor. Level of Experience: Second Combat: Hand to Hand: Expert plus Elite Power Armor Combat training: 4 total attacks per melee, + 2 to strike, + 4 to parry and dodge, + 5 to roll with impact. Weapons: 1. C-40 SAMAS Rail Gun: 1D4X 10 M.D., Range: 4000 ft (1200 m), Payload: 50 shots. 2. CM-2 Rocket Launcher: 5D6 M.D. or 1D4X 10 M.D. Range: one mile (1.6 km). Payload: Two. A Typical High-Tech Bandit (Headhunter) Alignment: Anarchist or evil. Attributes: P.P. 10+ 1D6, all others average. Body Armor: 80 M.D.C. heavy armor. Level of Experience: Second level, but could range from 1-4. Combat: Hand to Hand: Expert: 2 attacks per melee, generally + 1 to strike, +4 to parry and dodge, +2 to roll with impact. Hand-Held Weapons: 1. NG-57 ion pistol: 2D4 M.D. or 3D6 M.D., Range: 500 ft (152 m), Payload: 10 shots. 2. NG-P7 particle beam rifle: 1D4X10 M.D.. Range: 1200 feet (365 m). Payload: 8 blasts. Or may select a L-20 pulse rifle, Coalition C-14 Fire Breather rifle, rail gun, or some other heavy damage type weapon. 3. Hand grenades: Fragmentation: 2D6 M.D. to a 20 ft (6 m) area. Range: About 40 or 50 yards/meters. Bionic and Cybernetic Devices: 1. Bionic arm: P.S. 22 and two bionic weapon systems: Generally, forearm laser blaster (2D6 M.D.), range 2000 ft/610 m) and retractable vibro-blade (2D6 M.D.), but can be any of those available. 2. Cybernetic Implants (3): Often include a universal headjack and ear implant, amplified hearing, and telescopic or thermo- imager eye, but can be any. Vehicle: Hover cycle or NG Sky King or souped-up motorcycle. Note: High level bandits/headhunters, fifth level and higher, are likely to have one additional bionic system and 1D4+ 1 additional cybernetic implants or power armor. 256