HISTORIC MUSE THE CHRONICLES COMMENCE As a setting, the dark, dieselpunk future depicted in Mutant Chronicles has enjoyed a presence on gaming tables worldwide since the early nineties. The first and second editions of Mutant Chronicles not only introduced a dark yet vibrant solar system that still somehow managed to poke fun at national stereotypes of the time, but also took a departure from the mechanics of some of the roleplaying games (RPGs) that were popular in that period; a certain fantasy giant was enjoying a second edition of its advanced ruleset when Mutant Chronicles first launched, whilst a setting that allowed groups to play as vampires, werewolves, and other supernatural creatures in a dark reflection of our own world was also becoming extremely popular. Mutant Chronicles and a handful of other systems and settings, however, offered a few unique mechanics that diverged from the arguably more open rulesets of the two previously mentioned, particularly so far as combat and character creation were concerned. Combat in the first and second editions of Mutant Chronicles took place on a tactical grid in a very strategical manner, with both Player Characters (PCs) and their enemies enjoying a certain number of action points each round for movement, attacks, and supernatural abilities. Action points spent for movement allowed a character to move a number of squares specified by the relevant attribute, while using spells of the Art drew upon from a character’s inner pool of finite power. Character creation involved a very robust and intransigent system that shepherded a character from their adolescent years through to their intended career path. This final example is one of many that served to furnish Mutant Chronicles with its very own characterful flavour. TACTICAL PRODIGY The roleplaying game also paved the way for a tabletop miniatures game, a collectible card game, and several board games. Although the Warzone miniatures game and Doomtrooper collectible card game drew upon the essence of Mutant Chronicles, their rulesets were, by necessity, far different from the RPG’s. The board games, however, were able to draw direct influence from the tactical elements of the RPG. Though the gameplay of the board games was heavily streamlined, easy comparisons of some of their elements could be drawn with their progenitor. This not only allowed the use of the components of the board games in the RPG, but also simplified and standardised conversion so that Mutant Chronicles be could easily enjoyed in whichever medium was preferred. BRIDGING THE DIVIDE The third edition of the Mutant Chronicles Roleplaying Game reinvigorated the armies of the megacorporations and introduced a fresh new ruleset in the form of the 2d20 system. As before, key elements of some of the mechanics that gave the first and second editions their flavour were translated into the new mechanics, while other elements–such as combat and use of the Art–were updated to incorporate the streamlined, action-driven mechanics of the new system. Although they can still be used if preferred, tactical grids have given way to the open flow of zones while the number of actions based on an attribute have been removed in favour of a more defined set of options. One feature that has stayed constant throughout, of course, is the vast array of guns, melee weapons, and heavy firepower on offer! In the wake of Mutant Chronicles enjoying a breath of new light, one of the iconic and extremely popular board games that stemmed from it has also been brought forth from history’s shadow. The new edition of Siege of the Citadel is a fastpaced cooperative board game that updates, yet stays true to, its predecessor. With the RPG having taken a step away from the tactical mechanics that originally drove combat, however, it is slightly more difficult to step between the two mediums. Difficult, but not impossible. Which is where this book steps in. CHAPTER 1 — SIEGING THE SYSTEM The first chapter of this crossover book takes a look at the 2d20 system through a tactical lens. Drawing inspiration from earlier iterations of the Mutant Chronicles Roleplaying Game, this chapter offers mechanics and guidance that will allow GMs and players alike the opportunity to stomp through the halls of a Citadel using the grid squares and board tiles of the Siege of the Citadel board game. CHAPTER 2 — WEAPONS AND POWERS The tactical rules of the first chapter relate to characters and their interaction with the environment through the medium of a tactical grid. With some of the weapons and powers of the setting being as iconic as its factions and personalities, however, this second chapter focuses purely on the weapons and effects available for use within the game, translating ranges, skills, and effects from zones to grid squares. CHAPTER 3 — HEROES OF THE SIEGE For the first time ever within the Mutant Chronicles Roleplaying Game, players can now step into the ichor-stained boots of the legendary heroes that have thrown back the Dark Legion’s assault time and again. Presented alphabetically by megacorporation, the character sheets in this chapter allow players to field the heroes from the Siege of the Citadel board game through the platform of RPG. Guidelines for the creation of legendary characters are also presented, as is new experimental equipment they have access to. CHAPTER 4 — BLACK HACKS By providing a means to hack the living Biotechnology of the very Citadels themselves, the update to the Siege of the Citadel board game has introduced an all-new method of taking the fight to the Dark Legion. This chapter presents the rules for how the characters can achieve the very same results within the roleplaying game. All thanks to the generosity of the Cybertronic technicians and their experimental technology, of course. CHAPTER 5 — BAALZACHT’S BLACK GATE A classic Citadel crawl updated in line with the re-envisioning of the Mutant Chronicles Roleplaying Game and Siege of the Citadel board game, Baalzacht’s Black Gate revisits the twisted halls of a buried Citadel that is in the grip of a deadly Nepharite with a lust for power. Will the legendary heroes thwart Baalzacht’s plans, or will they end up as new fodder for his distortion chambers? CHAPTER 6 — ALL-ENCOMPASSING DARKNESS The final chapter of the crossover book provides statistics for all of the creatures from the Black Gate, plus three new iconic beasts from within the Dark Legion’s arsenal. Presented with their RPG stats for the first time, the Mercurian Maculator, Metropolitan Prophet, and Praetorian Behemoth offer gargantuan foes to terrorise any battlefield. INTRODUCTION SIEGE OF THE CITADEL 51 SIEGE OF THE CITADEL
The sieging of a monstrous Citadel begins in earnest. 52 INTRODUCTION
CROSSING OVER The dieselpunk future explored by the Mutant Chronicles 3rd Edition Roleplaying Game is fuelled by the 2d20 system, a fast-paced ruleset fuelled by the Momentum and Dark Symmetry Point mechanics that allows the action and drama to remain free-flowing and intuitive across a stage that encompasses the entire solar system. The Siege of the Citadel board game translates iconic elements of the setting and key portions of the descriptive rules from the roleplaying game into an intuitive, rules-light tactical format that intensifies the action and speeds up the gameplay beyond the boundaries set by the traditional pen and paper system, but keeps them firmly within the confines of the board tiles. The purpose of this crossover book is to attempt to bridge the gap between these two mediums, so that RPG players, including GMs, can take full advantage of the board game components as the fuel for a full-throttle ride through the Citadels and battlegrounds of humanity’s dark future. OPENING SALVOS The 2d20 system that powers the roleplaying game is clearly a much different system to that of the Siege of the Citadel board game, but there are foundations of the two that allow conversion elements to be explored. For the purposes of this crossover supplement, this has largely been approached with a view to extrapolating the well-established roleplaying game mechanics into a structure suitable for use within the tactical environment of the board game, thereby creating a hybrid of the two. There are several factors related to the introduction of the board game tiles into the roleplaying environment that must be dealt with in order to facilitate their use, such as movement, line of sight (or LOS), and range. TACTICAL MOVEMENT There are certainly major differences between how movement of individuals is dealt with between the roleplaying and board game systems. First, the board game makes use of tokens or miniatures, which is not a strict requirement for any roleplaying game. Second, the roleplaying game employs an abstract zonal system which does not require the use of precise range and distance, whereas the board game presents a grid square system that strictly defines both. TOKENS & FIGURES The Siege of the Citadel board game makes use of an amazing array of table top miniatures to conduct warfare CHAPTER 01 SIEGING THE SYSTEM The heroes of the solar system tear into the Dark Legion. ROUNDING NOTE A number of the following crossover rules and suggestions will require some division and rounding. Unless, otherwise stated, characters and GMs should always round down. 53 SIEGING THE SYSTEM
between the desperate forces of humanity and the destructive Dark Legion troops, all of which have been scaled to fit within the grid system printed on the board tiles. This means that some form of representative marker will be required to indicate each individual figure’s position when using the board tiles and crossover rules as part of a roleplaying game session. Though the board game itself is already packed with a large number of miniatures and tiles that are perfectly designed for combat using a grid system, there are a number of alternative options that involve much less expense, such as representative illustrations printed onto free-standing upright or flat circular cardboard tokens; even simple counters with handwritten notations can suffice if nothing else is to hand. SQUARING ZONES With tokens or miniatures to hand and tiles placed, the next stage to consider is movement. As previously mentioned, this is handled within the roleplaying game by depicting or describing loose zones that allow the players to describe the relative position and actions of their character relative to the zone. Movement within and between zones is enacted through several actions that range from a simple Adjust Stance Free Action (Mutant Chronicles pg. 123) that allows a character to move to any point within their current zone, to the more involved Sprint Standard Action (Mutant Chronicles pg. 124) that enables a character to cross several zones with one action. The board game assumes that most creatures and characters can take three squares of movement as standard. Of course, there is nothing wrong with GMs simply using the tiles to define zones, thereby ignoring the grid system completely. Most rooms and corridors can easily represent a single zone, whilst larger rooms–such as the one at the heart of the Citadel–might need to be allocated as zones that are restricted by the physical size of their tile. For the purposes of this crossover, however, there will need to be some conversion work undertaken to establish exactly how many squares each model may move in one action; specifically, a Movement Restricted Action. Unless otherwise stated, the rules within the Mutant Chronicles 3rd Edition rulebook take precedence. When converting characters or creatures for use with these tactical rules, combine their Agility and Physique attributes and refer to the following Tactical Movement Table. Any creature or character in possession of a Supernatural rating in either Agility or Physique, or a combination of both, adds one square of movement to their total for every two complete points of relevant Supernatural rating they possess. For instance, a creature with Supernatural Agility (1) and Supernatural Physique (1) will add one square movement to their calculated total from the table below. TACTICAL MOVEMENT TABLE AGILITY + PHYSIQUE MOVEMENT IN SQUARES 2-10 2 11-18 3 19-26 4 27-34 5 35+ 6 MOVEMENT AND ENCUMBRANCE In addition to the normal penalties for encumbrance (Mutant Chronicles rulebook pg. 205), characters who are encumbered suffer from reduced movement. The effects of encumbrance are further explained under each movement action type on p. 54. THE ACTION OF MOVEMENT A character may move orthogonally or diagonally as part of their movement, which includes cutting across corners of doorways and walls (though exceptions to this are listed below). Changing facing does not require any movement and may be performed freely at any time. Opening a door requires the equivalent of one square of movement. Unless they are dead, unconscious, hampered by critical injury, or have their legs restrained, characters may always take 1 square of movement so long as they have at least one Wound remaining in at least one of their leg locations. Each square of difficult terrain requires 2 squares of a character’s movement. Note that this means the Adjust Stance Free Action may not be used to enter or when within difficult terrain, although a Chronicle Point may be used to overcome this restriction. A character that either begins play in difficult terrain or enters it as part of their movement must attempt an Acrobatics or Athletics test, made at a difficulty of Average (D1) for the Movement action or Challenging (D2) for Sprint. They may continue their full movement on success, otherwise they only perform 1 square of movement into the difficult terrain. At the start of a round, a character may declare that they are spending their entire round taking two Movement actions through difficult terrain, which effectively allows the character to combine both actions into one pool of movement. For example, a character that benefits from 3 squares per Movement action declares that they will be using both of their actions to perform one single move through difficult terrain. The character would only have been able to complete 2 squares of movement without this declaration: 3 squares per Movement action, but each square of difficult terrain requires 2 squares, meaning the remaining 1 square from each individual action would be lost. Declaring the use of two actions as one single move in difficult terrain allows the character to effectively move 3 full squares in that round. MOVING THROUGH AND BETWEEN OCCUPIED SQUARES Characters or creatures may move through squares occupied by another friendly character or creature, but not through a square occupied by an enemy. Cutting across the corner of a square occupied by any character or creature is allowed, whether friendly or not. In the case of diagonal movement past an enemy, however, an opposed test is required to avoid inviting a Retaliate Response Action from the character or creature that is being moved past if the movement is not part of a Withdraw or Adjust Stance action–see Movement Actions, below, and Retaliation Zones, p. 57. The moving character may use either Acrobatics, Athletics or Close Combat for the purposes of this test, but will always be opposed by the enemy’s Close Combat skill. MOVEMENT ACTIONS Having already discussed the types of actions available within the roleplaying game, the following suggestions are made for each category in terms of how they relate to movement in the tactical sense: ADJUST STANCE FREE ACTION: In tactical terms, this represents 1 square of movement. Like all Free Actions, this action may still only be performed once per round. Additionally, it may not be performed in the same round that a character takes a Movement Restricted or Sprint Standard Action. This action may be used to safely take short steps within a melee engagement and does not provoke the Retaliate Response Action. Regardless of their level of encumbrance, characters or creatures who are encumbered may always make use of the Adjust Stance action. MOVEMENT RESTRICTED ACTION: This action will allow a character to take their full movement in squares as calculated by referring to the Tactical Movement Table, above. A character or creature may not perform an Adjust Stance Free Action or Sprint Standard Action in the same round that they use this type of movement. They may, however, choose to downgrade a Standard Action to perform a second 54 CHAPTER 01
Movement Restricted Action–in effect taking a double move without sprinting. Characters can crawl or climb at half their normal movement (round down) with this action, to a minimum of 1 square. Characters or creatures who are encumbered reduce their movement by 1 square if carrying more than their limit, by 2 squares if more than twice their limit, by three squares if more than three times their limit, and so forth. Regardless of their level of encumbrance, however, they may always take at least 1 square of movement. SPRINT STANDARD ACTION: A character can run up to four times their usual number of squares with this type of movement. An Adjust Stance or Movement action may not be taken in the same round that a character takes a Sprint action. During combat, a character can run for a number of rounds equal to their Physique attribute without hindrance. During each round following this, the character must succeed at an Average (D1) Resistance test or suffer one Fatigue. Each successive Resistance test taken without rest adds one to the difficulty of the test for each point of Fatigue that has been suffered due to the prolonged run. A character must rest for a number of rounds equal to half the amount of rounds that they spent running (round down) before being able to run again without requirement for further Resistance tests, although any Fatigue remains and must be removed as normal (Mutant Chronicles rulebook pg. 104). Characters who are Encumbered or wearing any Armour that provides a Soak value of 3 or greater to the legs may only move at three times their movement with this action. Characters who are carrying more than twice their limit may only move at twice their movement rate with this action, or at their normal movement rate if carrying more than three times their limit. It is impossible to use Sprint if carrying four or more times their encumbrance limit. A character may usually only Sprint in a straight line, although GMs may allow the character to alter course once or twice following successful Acrobatics or Athletics tests taken as part of the movement. Outside of combat–where adrenaline is not a factor–characters may instead run for a number of minutes equal to their Physique attribute before needing to test for Fatigue. This represents a pace of approximately 19-20 kph; GMs may allow characters running at a slower pace to test less frequently. WITHDRAW STANDARD ACTION: This unique action allows a character to move up to 2 squares away from opponents in order to disengage from melee combat. This action may not be performed if two squares of movement will not allow the character to disengage safely from all enemies within the current melee engagement, though they are free to use other types of movement. Regardless of their level of encumbrance, characters who are encumbered may only move 1 square with a Withdraw action. Just as with the standard rules, if a character attempts to leave a melee engagement with a Movement or Sprint action, they must make an opposed Close Combat test against the most skilled enemy amongst the combatants. They may move freely on success, otherwise each enemy combatant in the melee engagement may perform a Retaliate Response Action to strike at the character. MOMENTOUS MOVEMENT Introducing combat and movement into a tactical environment also allows for the use of unique Momentum options to be included. Any time that a character benefits from Momentum gained due to a skill test that involves some form of movement, one Momentum from the test may be spent to gain one additional square of movement for the current movement action, to a maximum of two Momentum and two additional squares. OPTIONAL RULE–MOVING DIAGONALLY BETWEEN OCCUPIED SQUARES The following optional rule is a potential means to provide more open movement across condensed battlefields. Movement on a diagonal between two models into an unoccupied square is handled slightly differently depending on whether either model is friendly or not. In the case of a diagonal between two friendly models, a Challenging (D2) Acrobatics or Athletics test will allow the moving character or creature to slip or shoulder their way between the models. If one of the models is friendly and one an enemy, then an opposed test is taken against the enemy model exactly as described in the previous paragraph, though the enemy model gains one bonus Momentum for the opposed test. If both models are enemies, then they gain three bonus Momentum to their opposed test. Note that in this final case, the GM should nominate one model as the primary antagonist for the test, with the other model providing a supporting role–i.e. adding one d20 to the opposed test. If the moving player succeeds at the test, they complete their movement into the square unhindered. If they fail the test, this ends their current movent action and, in case of an opposed test, provides an enemy model with the opportunity to perform a Retaliate Response Action. GMs may increase the difficulty of a test to dodge between friendly models, or increase the bonus Momentum gained towards an opposed test in the case of enemies, depending on the size of a creature or character, or the type of armour that is being worn. Ducking between characters wearing bulky power armour or two hulking Brass Apocalypts, for instance, will be more difficult than attempting the move between two characters in skin-tight body suits or two Undead Legionnaires. Example: Valerie Duval is facing a horde of Necromutants and Undead Legionnaires that are using their bodies to shield a weakened Tekron. Spotting an opening in their lines that will allow her to get closer to the Tekron, her player attempts to make a diagonal movement that will take her between an Elite Necromutant and an Undead Legionnaire. The player elects to use her Athletics skill in opposition to the Undead Legionnaire’s Close Combat skill and pays three Dark Symmetry Points for the test. Valerie’s player then rolls all five dice, which result in a 1, 6, 8, 16, and 18. Thanks to her Athletics Focus (2) and Rigorous Training (2) talent, she nets 6 successes in total. The GM opposes this with the Elite Necromutant’s Close Combat skill–the stronger of the two creatures–but adds one d20 for the Undead Legionnaire. She elects to spend two Dark Symmetry points for bonus d20s to their roll, which also results in her rolling five d20s for the test. The dice result in a 3, 8, 13, 15, and 17, netting two successes from the roll, plus the three bonus Momentum they gain because of the diagonal movement Valerie is taking, for a total of five successes. Having taken them by surprise, Valerie has managed to shoulder her way between the slow-witted creatures into an unoccupied square before they can react. The way is now clear to the Tekron, but she had better hope that her team has her back! 55 SIEGING THE SYSTEM
In a strict sense, this rule only relates to skill tests that specifically require movement on the character’s part and therefore can only be triggered by either Acrobatics, Athletics, Stealth, or Thievery tests that are taken as part of a requirement to accomplish an action, including the Dodge Response Actions. Momentous Momentum may be used in addition to–and as part of–any Swift Strike movement action. FLYING CREATURES Flying creatures–such as the Ezoghoul–are another consideration for tactical movement. Most flying creatures should be able to fly at least as many squares as they are capable of walking. Not all flying creatures will move at the same speed of course, so GMs should make their players aware of any variations to this rule whenever a model with flight is introduced. A creature’s altitude should also be tracked, as this will affect their range from an attacker. Either note their height in squares down, or use a die to track it–just remember to avoid using the altitude die for anything else! Imagine a flying creature to occupy a cube, instead of a square. Counting the number of cubes away from an attacker is equivalent to counting the number of squares. Creatures that use wings or require continuous momentum for flight are bound by some applications of physics in order to remain aloft. They must fly a number of squares in a round equal to half their movement or risk stalling. They can also only make diagonal movement as part of any movement action (not sideways). Once movement has begun, the creature must maintain forward or diagonal movement, i.e. it cannot move sideways or backwards as part of the movement once it has taken a square of movement to begin its action (it must continue forwards or diagonally from this line). Note that a creature may begin its flight movement by moving a square in any direction, but is bound by the preceding rules once it has moved. Creatures can also rise at a rate of 1 square (or cube) for every 2 squares of forward movement, or may descend 1 square for each square moved. A creature that chooses to fly straight up can ascend a number of squares equal to half their flight speed as a Movement Restricted Action, or up to two times as a Sprint Standard Action. A creature can attempt to remain aloft and move at less than half speed, hover, or move sideways as part of its movement, but must succeed at a Challenging (D2) Acrobatics or Athletics test to do so. This is increased to a Dire (D3) test if the creature moves backwards. Any of these tests can result in Momentous Movement. Creatures that fail the test have become unstable and end their movement. At the start of their next turn, they drop a number of squares equal to half their movement unless they succeed at Challenging (D2) Acrobatics or Athletics test made as a Standard Action. LINE OF SIGHT In order to make a ranged attack, a character must have line of sight to their target. The attacker traces a line from the centre of their square to any point on the closest side of their target’s square. If this line intersects a wall or creature, then line of sight is blocked. Regardless of clear line of sight, making a ranged attack against an enemy engaged in melee with a friendly character will increase the difficulty of the test by one. Friendly characters and creatures are classed as engaged in melee if they are adjacent to an enemy and within their Retaliation Zone; see Retaliation Zones on pg. XXX. This penalty can be negated at the GMs discretion if the enemy is larger in size than the engaged friend–a Monstrous Creature engaged with a human-sized friendly, for instance. A Twisted Marionette charges into a hailstorm of bullets! BONUS MOVEMENT FROM MOMENTUM, TALENTS, POWERS, OR ABILITIES If enough Momentum is generated, the Swift Strike Combat Momentum spend provides for an additional Standard Action each round. Additionally, some characters or creatures may be able to access unique abilities–in the form of Ki Powers, DNA Mutation, or spells and powers, that enable them to take extra Standard Actions during a combat round. Should they choose to take a bonus movement action as a result of either Momentum or an ability’s effect during combat, it is recommended that the character is limited to only being able to employ a Movement Restricted Action. This will provide a character with more than enough movement during a combat round and account for the fact that they will need to remain aware of the tactical situation around them. Generous GMs who allow the use of a second Sprint action should ask for Insight or Observation tests in order for the character to remain aware of their surroundings at such dizzying speeds, with failure resulting in a one level difficulty increase to all movement, perception, and combat related skill tests during that round. 56 CHAPTER 01
During their turn, if they choose not to move, a character or creature may lean around a blocking obstacle (such as a wall) to gain line of sight and therefore make a ranged attack, though they expose themselves to the potential of return fire until the start of their next turn when doing so. When leaning out, a character or creature may make a normal ranged attack against any target they gain line of sight to. The obstacle that is being circumvented to gain a shot, however, will be considered Short Cover (see below) until the start of their next turn, instead of blocking. SHORT COVER If the attacker is only able to draw line of sight to the closest corner of their target’s square in order to avoid intersecting an obstacle (example #1 in the Line of Sight diagram), the target is considered to be in Short Cover and the difficulty of the ranged attack test is increased by one. Targets within six squares of a low obstacle–i.e. anything that would effectively cover less than half of their body–also gain the benefits of Short Cover when line of sight intersects the obstacle; unless the attacker is closer to the Short Cover than their intended target, in which case the target gains no benefits (including any Cover Soak). Short Cover may also be Light or Heavy for the purposes of Soak (Mutant Chronicles rulebook p. 130) RANGE Range between combatants is counted in squares. In nongame terms, one square is approximately 1.5 metres or 5 feet. TACTICAL COMBAT The actual basics of combat remain largely unaffected. Unless the GM interrupts through Dark Symmetry, initiative remains with the players. As with movement however, there are some specific points and alterations to actions that need to be considered. SURPRISE In addition to being ambushed–which is normally preplanned and premeditated–characters or creatures can also be surprised by the events of the game. For example, guards on a routine patrol might be momentarily struck immobile at discovering the characters mid-heist, whilst the characters themselves may have been so focussed on their actions that they failed to hear the guards approach. In this instance, either group could suffer the effects of surprise. Ambush tactics allow for an opposed Stealth roll against the target’s Observation, but, in situations such as the example given above, Observations tests for one or both groups would be more effective. These are not opposed tests. They are straightforward skill tests at a difficulty determined by the GM. Momentum from the tests can be carried forward into any subsequent combat round that ensues. If all tests fail, or all tests succeed, then there is no need for surprise–other than perhaps as a story narrative. A combat that begins with some of the combatants unaware of their opponents opens with a surprise round. If they are aware of any enemies, the player characters still act first in the surprise round. Any character or creature that is aware of any opponents during the surprise round may take Free Actions and a Standard Action. Those combatants who begin the surprise round unaware of their opponents do not get to act in the surprise round. The only exceptions to this are player characters and Nemesis NPCs, who may still take Response Actions, but at double the required Dark Symmetry Point cost. Trooper and Elite NPCs may not act at all in the surprise round. RETALIATION ZONE Each model has a Retaliation Zone, which is effectively the number of squares around themselves that they threaten in combat terms. This is used for the purposes of the Retaliate Response Action and the actual physical reach of their attacks. Unless they possess some form of melee attack or weapon with the Reach quality, most human-sized weapons have a Retaliation Zone that covers each of the 8 squares adjacent to their own model or token. Any enemy movement within this zone that is not an Adjust Stance or Withdraw action risks provoking a Retaliate Response Action. Creatures with the Monstrous Creature quality take up an amount of space equivalent to a large square consisting of 2 squares by 2 squares on the grid tiles. Their Retaliation Zone encompasses the next two layers of squares immediately surrounding their occupied space, i.e. the 12 squares immediately surrounding their token or model, plus the 20 squares immediately surrounding that. Creatures that possess the Colossal Creature special ability occupy a space that is at least 3 squares by 3 squares on the tactical grid, though some are likely even larger than this. The final call on how many squares a Colossal Creature occupies– which may even be a rectangular pattern on the tactical grid, rather than a square–is at the GM’s discretion; a Bio-Giant, for instance, should occupy at least a 4 square by 4 square space, possibly even more. A Colossal Creature that is 3 squares by 3 squares has a Retaliation Zone that extends to 6 squares away from itself and encompasses everything in between, a creature that is 4 squares by 4 squares will extend 8 squares, and so on. Ultimately, GMs should strive to establish the Retaliation Zones of large creatures ahead of play and should always make their players aware of the possible extent of each creature’s reach. LINE OF SIGHT 1. The character has clear line of sight from the centre of their square to anywhere on the closest edge of the enemy’s square. 2. The character has clear line of sight from the centre of their square to one corner of the closest edge of the enemy’s square 3. The character is unable to draw line of sight from the centre of their square to anywhere on the closest edge of the enemy’s square. #1 #1 #2 #3 RETALATION ZONE • Human sized creatures have a Retalaton Zone of 1 square around them (denoted in green). • Monstrous creatures have a Retalation Zone of 2 squares around them (denoted in red). 57 SIEGING THE SYSTEM
DISRUPTING Two characters that are in close combat, attacking the same enemy, and diagonally or orthogonally opposite each other with the enemy between them are Disrupting the enemy’s focus, i.e. the enemy is forced to split its attention between both characters in order to defend itself. Characters that qualify as Disrupting benefit from one bonus Momentum on successful melee attacks against the enemy they are attacking. To qualify as Disrupting, both characters must also have the enemy within their own Retaliation Zone and be positioned directly opposite each other on the enemy’s border or diagonal–refer to the Disrupting Diagram if unsure. In the case of Monstrous Creatures, attacking characters should be able to draw an imaginary line between themselves that passes through opposite borders or corners of the Monstrous Creature. In the Sample Disrupting Diagram, the two characters are able to trace an imaginary line across opposite borders, despite not being directly opposite each other. The Necromutant and Razide are also considered to be Disrupting the character between them thanks to the increased size of the Razide’s Retaliation Zone. OPTIONAL RULE: ACTIONS AND RETALIATIONS It stands to reason that other actions taken within a Retaliation Zone would prompt an opportunistic attack from canny opponents; clearing a jammed weapon or using a skill that consumes a large portion of a character’s attention are two examples of actions that might leave them open to Retaliation. As an optional rule, the following list provides guidance on whether an action is likely to incite a Retaliation Response Action. In some instances, GMs may allow a skill check to negate the Retaliation opportunity–the successful use of the Ranged Weapons skill to clear a jam, for instance. FREE ACTION RETALIATE Adjust Stance No Drop Item No Fall Prone No Stand Up Yes RESTRICTED ACTIONS Movement Yes Recover No Unjam Yes STANDARD ACTIONS Activate Power Yes Attack, Close Combat No Attack, Ranged Yes1 Brace No STANDARD ACTIONS (CONT.) Coup de Grace Yes Draw/Use No Exploit Weakness No Pass No Ready No Shake It Off No Sprint Yes Withdraw No RESPONSE ACTIONS Covering Fire No Dodge No Guard No2 Parry No Retaliate No 1 Weapons that possess the Close Quarters quality will not incite a Retaliate action. 2 If it is necessary for the character taking the Guard action to perform movement in order to complete the action, then they may open themselves up to a Retaliate action from nearby enemies. Refer to the description of the Guard Response Action under the Tactical Actions heading for more information. DISRUPTING • Green lines show Distruption. • Red lines no Disruption 58 CHAPTER 01
TACTICAL ACTIONS Movement actions have already been covered, but the following alterations apply to the listed actions: FREE ACTIONS FALL PRONE: This action represents 1 square of movement. As previously stated, characters can crawl at half their normal movement (round down) with this action, to a minimum of 1 square. STAND UP: Standing up from prone requires 2 squares of movement. If this action is taken within an enemy model’s Retaliation Zone, an opposed Acrobatics, Athletics, or Close Combat test is required to avoid a potential Retaliate Response Action. RESPONSE ACTIONS DODGE: Characters that use Acrobatics to perform the Dodge Response Action may make use of Momentous Movement, although this may initiate Retaliate Response Actions from nearby enemies. In order to be successful, any enemy choosing to perform a Retaliate action must exceed the number of successes achieved on the character’s Dodge. GUARD: When guarding against ranged attacks, the character attempting to perform the Guard Response Action must be within or adjacent to a square that allows the reacting character to draw a clear line of sight to the attacker without the model they are protecting blocking their view, i.e. they cannot defend against attacks made from the opposite side of the model they are protecting. When guarding against melee attacks, the attack that the reacting character is attempting to block must be coming from within or adjacent to their own Retaliation Zone. In either of the above cases, a character wishing to perform a Guard Response Action may attempt to provide protection against an attack from outside of the limits described. To do so, the character must pay the required Dark Symmetry Points and attempt an Acrobatics or Close Combat test as normal. They must generate enough Momentum to allow them to make the required movement into the danger zone (two points of Momentum to gain one additional square of movement, to a maximum of four Momentum and two additional squares). The character must be able to make the required movement unhindered–i.e. their path or the square they are moving to cannot be blocked by another character or creature–and the actual movement still invites possible Retaliate actions if it passes through enemy Retaliation Zones. Any Retaliate actions that the character is subjected to occur simultaneously, so it will still be possible to complete the Guard action. If the Acrobatics or Close Combat test does not generate enough Momentum for the movement, the Response Action fails though still counts towards the character’s limit (usually one per turn). VEHICLES It is recommended that the more abstract vehicle rules presented within the Mutant Chronicles 3rd Edition rulebook are used for scenarios such as fast-moving car chases across the packed streets of Luna, or dogfights above the jungles of Venus. To maintain the intensity and drama of such high-octane scenes, the action and dynamics can be tracked more quickly and will flow much better using narrative descriptions and abstract zones than they will if they are played out on a tactical grid. But what of key battles that involve vehicles, yet by necessity move at a slower pace? Most characters would jump at the chance to tear through the halls of a Citadel on a Hedgehog Necromower or ride through the sewers of Luna on a customised LPD Jetcycle. The rules presented here offer the opportunity to integrate smaller scale vehicles into a Mutant Chronicles roleplaying set within the boundaries of the tactical grid. SPACE CONSIDERATIONS Presented in a length × width format, the Vehicle Tactical Scale Table offers guidelines to establish the effective size for some vehicles within the tactical environment. MOVEMENT Unlike models or tokens on foot, it is necessary to establish a vehicle’s facing. Almost all vehicles are designed with forward movement as their primary focus, with limited backwards momentum a secondary consideration. In most cases, the model or token will provide a clear indication of its forward–or leading–edge, though GMs should clearly define this for every vehicle when establishing an action scene. Vehicles also have a base speed for the purposes of the tactical environment–refer to the Vehicle Tactical Movement Table. This speed is not proportional or representative of a vehicle’s top speed or cruising speed, it is simply a suggested movement allowance designed to keep a vehicle’s speed within the realms of the tactical environment. Driving or piloting a vehicle across a battlefield normally requires an Average (D1) Pilot test as part of the vehicle’s action (see Tactical Actions and Crew Roles below), though difficult terrain and/or making a manoeuvre will increase the difficulty of the test. Vehicles can move using forward or diagonal movement. Each square of diagonal movement requires 2 squares of movement. For vehicles with the Agile quality, each diagonal movement only requires 1 square of movement. A vehicle cannot make forwards and backwards movement within the same round. Unless the driver succeeds at an Average (D1) Pilot test, a vehicle must also remain at a stand for one round following forwards movement before being able to begin backwards movement. If a driver succeeds at the Pilot test to move backwards, they may use the vehicle to move backwards as normal. A vehicle moves backwards at half its normal speed, rounding fractions up. Driving backwards increases the difficulty of all Pilot tests by one step. MOMENTOUS VEHICULAR MOVEMENT Momentum generated by a Pilot test involving a vehicle’s movement may be used for the vehicular equivalent of Momentous Movement (see p. 55), to a maximum of two Momentum and two additional squares. VEHICLE TACTICAL SCALE VEHICLE TYPE SIZE IN GRID SQUARES (L×W) Motorcycle 2×1 Jetcycle or Small Car 2×2 Standard Car 3×2 Armoured Security Van, Large MPV, or APC 4×2 Medium Tank 5×3 Articulated Lorry 12×2 DESIGN NOTE–VEHICLE SPEEDS Not every vehicle moves at the same speed of course. Neither do these tactical rules take into consideration other factors such as acceleration. The rules presented here will suffice to incorporate smaller vehicles into a tactical environment without the need to present large amendments and statistical inclusions for the various vehicles of the Mutant Chronicles setting. Later sourcebooks or alternate rules compendiums may further expand upon the rules presented here. 59 SIEGING THE SYSTEM
TURNING As part of a Standard Motion action, a vehicle may make a 90-degree turn. To do so, the pilot must succeed at an Average (D1) Pilot test and the vehicle must move at least a number of squares of forward movement equal to half of its length in squares. For example, a Hedgehog Necromower must move at least 2 squares forward before executing a 90-degree turn, a car at least 3 squares, and so on. Tracking from a vehicle’s rear edge, the vehicle is moved forward the required number of minimum squares and then turned 90 degrees in the direction of the pilot’s choice. To complete the turn and the action, the vehicle’s rear edge is then placed to sit atop the line of the inside edge’s position prior to the movement. The vehicle may then complete any movement it has remaining. In the example diagram on this page, both the car (3×2 squares) and the Necromower (2×2 squares) have executed a left turn. For a right turn, the inside edge would be on the opposite side. Failure on the Pilot test to turn the vehicle means that only forward or diagonal movement may be taken, whilst a Repercussion will result in a roll on the Runaway Vehicle Table (p. 15). TACTICAL PILOT ACTIONS Pilot tests taken during a combat scene are likely to generate Momentum. Pilots may use Momentum for Combat Momentum Spends as normal. The Swift Strike Momentum spend may not be used for additional movement actions, although it may be used to make Close Combat or Ranged Weapons attacks at the same time as driving or piloting; the GM has the final veto on whether this would be feasible. The Pilot actions presented within the Mutant Chronicles rulebook on page 186 are amended as follows: STANDARD MOTION (RESTRICTED): The vehicle moves its standard number of squares. No roll is required unless turning. GUN THE ENGINES (STANDARD): Following an Average (D1) Pilot test, the vehicle moves up to twice its standard number of squares. If this test is failed, the vehicle may still take a Standard Motion movement. Attacks made by the vehicle have their difficulty increased by two steps. Attempting to turn whilst using Gun the Engines increases the difficulty of the test by two, though terrain and conditions may also affect this. Failure on the roll to complete a turn at this speed will result in a roll on the Runaway Vehicle Table, whilst a Repercussion will result in additional effects from the Vehicle Complication Table on page 189 of the Mutant Chronicles rulebook. DEFENSIVE DRIVING (STANDARD): Following a successful Average (D1) Pilot test, the vehicle moves its standard number of squares and all attacks made by or against the vehicle are increased by one difficulty. On failure, the vehicle may still make its normal movement. Momentous Vehicular Movement may be taken, but the pilot may not make use of Combat Momentum (which are wholly focussed on avoiding danger). Turning whilst using this action increases the difficulty of the Pilot test by one, with standard associated failure and Repercussion results. ON TARGET: This and the Standard Motion action are essentially the same thing, but the acting character chooses to place Momentum into the group pool instead. RAMMING SPEED (STANDARD): Following an Average (D1) Pilot test, the vehicle moves up to its standard speed and collides with a vehicle, object, or person. A turn may not be performed as part of this action, though diagonal movement may be taken. If there would not otherwise be enough movement available, Momentous Vehicular Movement as a result of the Pilot test may be used to complete the Ramming Speed action. EVASIVE ACTION (RESPONSE): Momentous Vehicular Movement may be generated by the opposed test, which may be taken in a forward, backward, or diagonal movement. Any diagonal movement requires only 1 square of movement for all vehicles. Note this is the only time a vehicle may move backwards in the same turn that it has moved forwards, as it represents a pilot applying the brakes to avoid danger. The following additional action is also introduced: HANDBRAKE TURN (STANDARD): Following a Daunting (D3) Pilot test, the vehicle may move up to twice its standard movement and then turn either 90 or 180 degrees. if 180 degrees is chosen, place the inside edge in the reverse direction along the same line it had been travelling. Unlike standard turning, there is no minimum movement required for this action–so long as the vehicle undertook movement in the previous turn (i.e. it cannot be made from standing still). A vehicle may not move any further once the turn is complete, which also prevents Momentous Vehicular Movement. Additionally, the pilot may only perform a Standard Motion action at half standard movement on the subsequent round. Failure on the roll to complete the action will result in a roll on the Runaway Vehicle Table, whilst a Repercussion will result in additional effects from the Vehicle Complication Table on page 189 of the Mutant Chronicles rulebook. RUNAWAY VEHICLES Pilots and drivers that perform manoeuvres at high speeds risk losing control of their vehicles. The table (above) is designed to supplement–not replace–the Vehicle Complication Table on page 189 of the Mutant Chronicles rulebook, with an Out of Control Repercussion instead resulting in a roll on the Runaway Vehicle Table. VEHICLE TACTICAL MOVEMENT TABLE VEHICLE TYPE MOVEMENT IN GRID SQUARES Articulated Lorry, Van, APC, or Tank 6 Car, Motorcycle, Hedgehog Necromowert 8 Jetcycle 10 Leading Edge Rear Edge Inside Edge Inside Edge Rear Edge Rear Edge Leading Edge Leading Edge Leading Edge Inside Edge Inside Edge Rear Edge 60 CHAPTER 01
Night Witches speed out on patrol. RUNAWAY VEHICLE TABLE ROLL EFFECT 1-4 Slide: Roll 1d6. The vehicle completes half its standard movement and either slides to its immediate left (1-3) or right (4-6) by a square. Resulting collisions are equivalent to a Scrape result on the Vehicle Complication Table. 5-8 Skid: Roll 1d6. The vehicle completes its standard movement and either slides to its immediate left (1-3) or right (4-6) by a square. Resulting collisions are equivalent to a Scrape result on the Vehicle Complication Table. 9-12 Drift: Roll 1d6. The vehicle completes its standard movement and drifts 90 degrees to the left (1-3) or right (4-6). Resulting collisions are equivalent to a Scrape result on the Vehicle Complication Table. A Challenging (D2) Pilot test must be made in the subsequent round to regain control, with failure resulting in another roll on this table. On success, the vehicle may move as normal. 13-17 Spin: The vehicle completes half its standard movement and is then turned to face in the opposite direction of travel, exactly as if the pilot had attempted a Handbrake Turn. Resulting collisions are equivalent to a Scrape result on the Vehicle Complication Table. The pilot and passengers suffer 1+3 damage to a random location from the wrenching manoeuvre. Soak cannot prevent this damage. 18-19 Roll Over: The vehicle completes a Drift result, then rolls over. Roll 1 , with a Dark Symmetry Icon counting as a result of two. The vehicle rolls over that many times. As a nonrepeatable spend, GMs may spend two Dark Symmetry Points to increase the result by one. The vehicle rolls sideways a number of squares equal to its width in squares times the result from the Dark Symmetry roll. The vehicle, driver, and passengers all suffer the vehicle’s Impact Damage. Additional Dark Symmetry Points may be spent to destroy external weaponry. 20 End Over: Roll 1 , with a Dark Symmetry Icon counting as a result of two. The vehicle flips end over end that many times. As a non-repeatable spend, GMs may spend two Dark Symmetry Points to increase the result by one. The vehicle moves forward a number of squares equal to it length in squares times the result from the Dark Symmetry roll. The vehicle, driver, and passengers all suffer Impact Damage. Additional Dark Symmetry Points may be spent to destroy external weaponry. 61 SIEGING THE SYSTEM
Moving from Zones to squares affects more than just movement and combat of course. All of the weapons and powers that are presented in the core rulebook, supplements, and campaigns are provided with an indicator that fits into the range categories of the Zone system, so conversion work has been necessary to establish a weapon’s effective range in relation to squares. Several of the qualities attached to both powers and weapons must also be given some consideration. WEAPON QUALITIES The following weapon qualities have been amended for use within the tactical grid environment: BLAST (CLOSE, MED) Blast weapons produce an explosive force that is easily capable of affecting several enemies at once. Provided the attack is successful, a weapon with the Blast (Close) quality will deal normal damage to any model or token within the target square and each orthogonally adjacent square, called the Impact Zone. It will also deal damage equal to its Shrapnel Rating to each model or token within its Shrapnel Zone. For each Momentum spent, one model or token within the Shrapnel Zone may be nominated to instead receive the full amount of damage from the weapon. Alternatively, one model on an unaffected diagonal square adjacent to the Impact Zone or Shrapnel Zone can be considered to be within the adjacent zone, suffering damage and effects relevant to the zone that it has now been encompassed within. These two Momentum spends may be combined. The Shrapnel Zone includes the squares immediately adjacent to the Impact Zone, and extends outwards for a number of squares equal to the grenade’s Shrapnel Rating. See the Shrapnel Zone Diagram for examples. Use the Blast (Med) Template to determine the squares affected by Blast (Med) Weapons. Any model or token within the orange area is subjected to the full amount of damage, whilst any model within the blue area is subjected to the weapon’s Shrapnel Rating damage and all other qualities of the weapon. For each Momentum spent, one model or token that is in the Shrapnel Rating area may instead be nominated to receive the full amount of damage from the weapon. A weapon’s Shrapnel Rating is equal to its static damage value; i.e. the fixed number before the bonus . If a weapon’s static damage value has been increased due to a Supernatural Attribute, then the Shrapnel Rating is also increased. Additional characters hit by the blast may make their own Dodge Response Actions against a fixed difficulty of Challenging D2 as normal (Mutant Chronicles rulebook p. 210). SHRAPNEL ZONE DIAGRAM BLAST (MED) TEMPLATE CLOSE QUARTERS Using a weapon with this quality inside an enemy’s Retaliation Zone will not invite a Retaliate Action. KNOCKDOWN If the Actions and Retaliation optional rule is being used, standing up from prone may invite a Retaliate Action. REACH The wielder may make a Withdraw action as a Free Action so long as they are not within the Retaliation Zone of an enemy with a Reach weapon. Additionally, rather than increase the difficulty of the first close combat attack, weapons with this quality extend the wielder’s Retaliation Zone by one square and allow melee attacks to be made against any target within this extended zone. TORRENT The line of effect for a Torrent weapon is taken as the shortest route from the corners closest to each other on both the wielder’s and the target’s square. Any square that this line incorporates is considered to be in the line of effect. Momentum may be spent to affect creatures within the line of effect exactly as if they were within a square adjacent to the target square. Creatures outside cannot be affected. The line of effect for a Torrent weapon is taken as straight line drawn from the corners closest to each other on both the wielder’s and the target’s square. Any square that this line bisects is considered to be in the line of effect. Momentum may be spent to affect creatures within the line of effect exactly as if they were within a square adjacent to the target square. Torrent weapons cannot target creatures beyond twice their effective range (flamers possess a maximum range lower than this anyway), although a creature occupying a square adjacent to the weapon’s maximum range will be subjected to Shrapnel Rating damage. Momentum cannot be spent to inflict the weapon’s full damage to creatures that are within the Shrapnel Rating area of a weapon with the Torrent quality, but beyond twice the effective range. CHAPTER 02 WEAPONS, POWERS & TALENTS Impact Zone Shrapnel Rating 1 Shrapnel Rating 2 62 CHAPTER 02
Note: Torrent weapons use flame or liquid to assault their targets, rather than explosive fragments. Shrapnel Rating has been used to minimise terminology for effects that essentially produce the same result. TORRENT WEAPON DIAGRAM TACTICAL RANGE AND WEAPONS Effective range is something that the 2d20 system clearly defines as a factor where ranged combat is concerned. Ranged weapons are designed to have an effective range; a particular distance at which their accuracy and ballistics are at their most efficient factor. Using a weapon outside of its effective range is still possible, but will be slightly more difficult. Increase the difficulty of the test by one for ranged attacks made against targets at a range lower than the weapon’s effective range. Also increase the difficulty by one step for ranged attacks made against targets that are beyond the weapon’s effective range but within a range that is up to twice this number, or by two steps against targets that are at a distance that is equal to or beyond twice the weapon’s effective range but within maximum range. Ranged attacks may not be made against targets that are beyond maximum range. RANGE DIFFICULTY MODIFIERS TABLE Arranged by weapon classification, the following tables provide effective and maximum ranges for all of the weapons presented within the core rulebook, plus additional statistics for Dark Legion weaponry. Note that the ranges listed are related to squares for a board game in which the action usually occurs within confined spaces; combat is more often that not a close fought, frenetic affair that presents few opportunities for long range aimed shots taken at leisure. GMs are free to adjust these ranges as they see fit for fire fights that take place under different circumstances. HANDGUNS AND MACHINE PISTOLS SUB-MACHINE GUNS AND PERSONAL DEFENCE WEAPONS RANGE DIFFICULTY MODIFIER Less than Effective Range +1 difficulty Within Effective Range No change to difficulty Beyond Effective Range, but within 2x +1 difficulty Equal or greater than 2× Effective Range, within Max Range +2 difficulty Beyond Max Range No ranged attack possible NAME EFFECTIVE RANGE (SQUARES) MAXIMUM RANGE (SQUARES) CAR-24 1-7 16 No.4 Windrider 1-8 18 CAW2000 1-10 22 Mk. III Interceptor 1-6 14 Mk. IVP Plasma Intruder 1-6 14 MP-105GW 1-8 18 MP-103 Hellblazer 1-5 12 NAME EFFECTIVE RANGE (SQUARES) MAXIMUM RANGE (SQUARES) M13 Bolter 1-4 10 M15 Ironfist 1-5 12 No.3 Ronin 1-5 12 P1000 1-7 16 Mk. XIV Aggressor 1-5 12 MP-105 1-6 14 P60 Punisher 1-6 14 Iron Hand Autopistol 1-6 14 P60 ‘PUNISHER’ PIRANHA HANDGUN CAR-24 CLOSE ASSAULT RIFLE CAW2000 MP-105GW HANDGUNS, MACHINE PISTOLS, SUB-MACHINEGUNS AND PERSONAL DEFENCE WEAPONS P1000 63 WEAPONS, POWERS & TALENTS
SNIPER RIFLES NAME EFFECTIVE RANGE (SQUARES) MAXIMUM RANGE (SQUARES) SR-50 Manstalker 6-30 75 No.15 Archer 6-24 60 SR3500 6-35 90 Mk. XII Assailant 6-24 60 PSG-99 6-30 75 Mephisto 6-35 90 Okhotnik 778 6-30 75 ASSAULT RIFLES, BATTLE RIFLES, AND CARBINES LMGS AND SQUAD AUTOMATIC WEAPONS NAME EFFECTIVE RANGE (SQUARES) MAXIMUM RANGE (SQUARES) M606 4-16 40 No.11 Kensai 4-12 30 TSW4000 4-18 45 Mk. XXIII Destroyer 4-16 40 MG-40 4-12 30 AC-40 Justifier 3-8 20 Rebrov LMG 4-12 30 NAME EFFECTIVE RANGE (SQUARES) MAXIMUM RANGE (SQUARES) M50 4-12 30 No.1 Shogun 3-10 25 AR3000 4-15 35 Mk. XIB Invader 4-12 30 Mk. XLIII Plasma Carbine 3-8 20 AG-17 Panzerknacker 4-12 30 AC-19 Volcano 4-12 30 Zhivotnoye Infantry Weapon 3-10 25 M50 ASSAULT RIFLE AG-17 ‘PANZERKNACKER’ ASSAULT RIFLES, BATTLE RIFLES AND CARBINES LIGHT MACHINE GUN AC-40 ‘JUSTIFIER’ SR3500 MEPHISTO SNIPER RIFLE SNIPER RIFLES SQUAD AUTOMATIC WEAPONS M606 64 CHAPTER 02
HMGS AND SUPPORT MACHINE GUNS NAME EFFECTIVE RANGE (SQUARES) MAXIMUM RANGE (SQUARES) Improved M89 4-20 50 No.45 Dragonfire 4-16 40 SSW4200P 4-24 60 Mk. XIXB Charger 4-16 40 MG-80 4-20 50 AC-41 Purifier 4-16 40 Nova Vesna 4-16 40 SHOTGUNS FLAMERS NAME EFFECTIVE RANGE (SQUARES) MAXIMUM RANGE (SQUARES) Light Flamer 1-5 10 Flamer 1-8 12 AC-41 Purifier Flamer 1-5 10 Gehenna Puker 1-8 16 AUTOCANNONS NAME EFFECTIVE RANGE (SQUARES) MAXIMUM RANGE (SQUARES) CA-138 Deathlockdrum 3-20 50 Nimrod Autocannon 3-18 45 GRENADE LAUNCHERS NAME EFFECTIVE RANGE (SQUARES) MAXIMUM RANGE (SQUARES) GL-240 3-8 18 No.23 3-6 14 GL2000/GL3000 3-8 18 Mk. III Interceptor GL 3-8 18 GW-1055 3-6 14 M509 3-10 22 GW-170 3-8 18 CA-138 Grenade Launcher 3-10 22 NAME EFFECTIVE RANGE (SQUARES) MAXIMUM RANGE (SQUARES) M516S 1-3 8 M516D 1-2 6 50/50 Airbrush 1-4 10 SA-SG72001 1-5 12 Mk. XIV Mandible 1-4 10 HG-14 1-4 10 Sawn-off HG-14 1-2 6 Sawn-off Bryzgi 1-2 6 Zhukov 4 Tunnel Clearer 1-4 10 SHOTGUNS AND FLAMERS M516D HG-14 ZHUKOV 4 TUNNEL CLEARER CA-451 ‘GEHENNA PUKER’ HEAVY PLASMA FLAMER MISSILE LAUNCHERS RL MK XIIC ‘SOUTHPAW’ ROCKET LAUNCHER 65 WEAPONS, POWERS & TALENTS
GRENADES Thrown grenades generally have an effective range consisting of between zero squares and a number of squares equal to the throwing character’s Strength attribute, to a maximum range of 20 squares. Line of sight for grenades is not blocked by miniatures or tokens–although a Repercussion could be used to alter this fact–but will be blocked by walls, tall cover, or similar obstructions. Attacks with a grenade that miss–including those launched by a weapon mounted grenade launcher–will land in a random square. Use the Grenade Miss Diagram to determine the grenade’s new target square (numbers from 1-10 can be determined by halving the result of a d20 roll, rounding up). If this is impossible due to some intervening feature, it instead explodes within the original target square. GRENADE MISS DIAGRAM The attacker is located in this general direction Intened target Square. This may be empty or obscured. 1 5 7 2-3 8-9 4 6 10 MISSILE LAUNCHERS NAME EFFECTIVE RANGE (SQUARES) MAXIMUM RANGE (SQUARES) DPAT-9 Deuce 6-20 50 No. 86A5 Daimyo 6-20 50 SSW5500 6-18 45 Mk. IIIC Southpaw 6-16 40 ARG-17 6-18 45 Pushkin 6-18 45 HEAVY MACHINE GUNS AND SUPPORT MACHINE GUNS SSW4200P AC-41 ‘PURIFIER’ AUTOCANNONS MK. I ‘NIMROD’ AUTOCANNON A NOTE ON TILES & RANGES The weapons and ranges in this chapter account for the fact that many scenes within a game will take place outside of a Citadel. For more compact scenarios making use of the Siege of the Citadel tiles, GMs can opt to limit ranges to reflect those presented within the board game’s rules (though effective ranges will also need to be reduced comparatively). After all, a Doomtrooper will rarely be able to take a clear shot across two connecting tiles in such confines, so will adjust their zeroing and tactics accordingly. In general, most ranged weapons will have a minimum of 2 (up to 4 for very special weapons) and a maximum range of 8 (up to 16 for long-distance weapons). 66 CHAPTER 02
DARK LEGION WEAPONRY NAME EFFECTIVE RANGE (SQUARES) MAXIMUM RANGE (SQUARES) Plague Gun 1-4 10 Shrieketh 1-5 12 Sinarack SMG 1-7 16 Belzarach Rifle 3-8 20 Kratach Assault Rifle 4-12 30 Carcass Grenade Launcher 3-8 18 Darelech Sniper Rifle 6-35 90 Valcheck LMG 4-16 40 Blutarch Hand Cannon 2-10 25 Fist of Malice HMG 4-16 40 Nazgaroth HMG 4-20 50 Plaguebringer Cannon 4-16 40 Scythe of Semai HMG 4-20 50 Desovach Shotgun 1-4 10 Tzoteth Symmetry Flamer 1-5 10 Some Dark Legion creatures–and indeed, some mundane creatures–possess abilities that provide them with ranged capabilities; such as a Defiled Avatar’s Symmetry Torrent ability, Mutant Chronicles rulebook p. 291, for instance. To establish effective and maximum ranges for these attacks, the GM should consider the listed range and abilities of the attack, compare those qualities against the statistics for an equivalent weapon from within the Mutant Chronicles core rulebook, then crossreference the selected weapon with the tables presented here. The aforementioned Symmetry Torrent ability, for instance, is comparable to a flamer (Mutant Chronicles rulebook p. 229) in range, damage, and qualities; cross-referencing here provides an effective range of 1-8 squares and a maximum range of 12 squares. These base numbers can then be tweaked as necessary for particularly potent or weak creatures and their attacks. POWERS: ART SPELLS & DARK GIFTS In conjunction with mundane weaponry, tactical ranges need to be established for both Art spells and Dark Gifts. Unlike ranged weapons, there is no effective range to be considered, only a maximum range. The following tables provide maximum range parameters for individual Art spells and Dark Gifts that require them. Subsequent to each table are descriptions for any spells or gifts that require further clarification–indicated with an asterisk in the relevant table, below. ART SPELLS ART SPELLS MAXIMUM RANGE TABLE SPELL NAME ASPECT MAXIMUM RANGE (SQUARES) Contempt Basic 6* Succour Basic 6* Barrier Kinetics 10* Singularity Kinetics 8 Strike Kinetics 10 Communion Manipulation 10* Hypnosis Manipulation 6 Missive Manipulation LOS General note for all spells: The Increase Range Momentum spend increases a spell’s maximum range in squares by a multiplication factor equal 1 plus the amount of Momentum spent, i.e. spending 1 Momentum to increase the range of the Strike spell would multiply its maximum range by 2, for a total of 20 squares., spending 2 Momentum would multiply the maximum range by 3, for a total of 30 squares, etc. Spells with a range stated in a distance other than squares follow the normal rules stated on the Common Momentum Spends Table (Mutant Chronicles corebook p. 171). BARRIER Creates a barrier that hinders movement and ranged attacks, but not line of sight. Use the Blast [Close] template and a Shrapnel Rating of 2 to determine where the barrier may be placed. The shield is considered to occupy the entire square. Doubling the width or height doubles the number of squares occupied for each Momentum, e.g 1 Momentum would create a shield that occupies 2 squares, 2 Momentum would create a shield that occupies 4 squares, etc. DARK LEGION WEAPONRY DARELECH NAZGAROTH KRATACH CARCASS GRENADE LAUNCHER DESOVACH AUTO-SHOTGUN 67 WEAPONS, POWERS & TALENTS
A Brotherhood Inquisitor smites an enemy of the Light GIFT NAME APOSTLE MAXIMUM RANGE (SQUARES) Corrupt Device All 10 Sense Weaves of Power All LOS* Dimensional Flensing Ilian 10* True Corruption Ilian 8* Black Fire Algeroth 10 Vile Cloud Algeroth 3* Black Rot Spew Demnogonis 4 Muddle the Memory Semai 6 Pluck Mind Semai 6 Stir the Dark Heart Semai 10 True Fear Semai 8 Lunacy Muawijhe 6 Veil of Enemies Muawijhe 10 Waking Nightmare Muawijhe 10 68 CHAPTER 02 COMMUNION The caster does not necessarily require line of sight, but must be aware of the target’s presence within the 10 squares maximum range, or further if Momentum is spent to extend the range of the spell. Once a link is established, it can be maintained indefinitely so long as the caster maintains Concentration and the target remains within 100 squares (multiply this figure by a factor equal to any Momentum spent to increase the range of the spell during casting). CONTEMPT Use the Blast [Close] template and a Shrapnel Rating of 2 to determine how many allies are affected by the spell, with the caster as centre of the Impact Zone. All allies within the template are affected, i.e. there is no requirement to spend Momentum. SUCCOUR This spell functions in the same manner as Contempt, above. DARK GIFTS DARK GIFTS MAXIMUM RANGE TABLE DIMENSIONAL FLENSING The wielder chooses a square within maximum range, which then becomes the centre of the Impact Zone. Use the Blast [Close] template with a Shrapnel Rating of 2 to then determine who is affected. SENSE WEAVES OF POWER The target is stated as Self, as the wielder is the one who receives the benefits of the gift. The effects of the gift can be applied to the resultant skill test to against any target or effect within line of sight. TRUE CORRUPTION For the Bleed effect, any additional device must be within range of a number of squares equal to half the corruption damage rolled for the primary target. VILE CLOUD The wielder becomes the centre of the Impact Zone. Use the Blast [Close] template with a Shrapnel Rating of 2 to then determine who is affected.
Shadow Walkers are experts in stealth. 69 WEAPONS, POWERS & TALENTS TALENTS Some skills are directly related to movement and/or combat and include talents that have an effect on, or are affected by, movement and/or combat. Much like weapons and powers, it is therefore necessary to provide some guidance where required to translate these abilities into the tactical grid environment. The following skills and listed associated talents operate differently when using squares for range and movement: ACROBATICS Acrobatics is largely used for the Dodge Response Action (see p.10) and jumping, diving, or tumbling. JUMPING A successful Average (D1) Athletics test as a Sprint Standard action allows a character to jump 1 square horizontally, plus 1 additional square for each Momentum. Unless the GM deems that a creature or character is capable of such feats, no jump may exceed 6 squares. A long jump requires a running start of 2 squares, with the difficulty increasing by one step for each square less than this, whilst encumbered characters increase the difficulty of the test by one step (which can be in addition to the modifier for lack of a running start). A vertical high jump of 1 square that will allow a character to land on their feet requires a Daunting (D3) Athletics test, which is subject to a running start exactly as long jumps. Underfoot conditions, high winds, steep slopes, and slippery surfaces can all affect the difficulty of either type of jump. FALLING Falling damage (Mutant Chronicles corebook p. 129) is suffered for every 2 squares fallen after the first 2, rounding up (i.e. 3 squares fallen results in 1+2 falling damage). • CATFALL: Reduce the distance fallen by 2 squares for each rank. • FREE RUNNER: Difficult terrain only requires 1 square of movement for characters with this talent, instead of 2. ATHLETICS Amongst others, this skill is used for climbing, swimming, and running. CLIMBING A character can move 1 square with a successful Challenging (D2) test as a Standard Action when climbing unaided on a wall that has accessible hand and foot ledges, plus 1 square per Momentum. The climbing surface, gradient of the slope, available equipment, and weather conditions can all increase or decrease the difficulty of the test. SWIMMING In relatively calm waters, a successful Average (D1) Atheltics test allows a character to swim 2 squares with a Movement Restricted Action, plus 1 square per Momentum, to a maximum equal to the character’s normal movement on land. Encumbered characters increase the difficulty of the test by one step and may only swim 1 square. Characters wearing any armour with a Soak of 1 increase the difficulty of swim test by one step, plus one step per point of Soak above this. Weather conditions and current can increase the difficulty of the test. • STRONG SWIMMER: If the character possesses enough ranks in this talent reduce the skill test to Simple (D0), additional ranks beyond this instead provide additional Momentum (rather than being wasted). HEAVY WEAPONS The skill used to operate heavy, man-portable weapons that typically require special equipment, bracing, etc. • FIRE FOR EFFECT: To be affected by this talent, a group (Horde or Squad) must have at least one third of their number covered by the relevant Blast template. OBSERVATION The ability to notice and details and subtle environmental clues. • TOSS THE ROOM: In this instance, Close range equates anything within the Blast (Close) template with a Shrapnel Rating of 2. • RANGED WEAPONS: The use and maintenance of ranged weaponry, including pistols, sub-machine guns, shotguns, assault rifles, sniper rifles, and both grenades and grenade launchers. • CLEAR SHOT: Optimal range refers to effective range. STEALTH The art of going unnoticed, such as staying hidden or moving silently. This skill includes the creation and use of camouflage and disguises, and also the ability to cover one’s tracks. STEALTHY MOVEMENT A character moving stealthily can move up to half their normal distance in squares (rounding up) as a Movement Restricted Action, plus 1 square per Momentum (to a maximum of the character’s normal movement when not moving stealthily). If not opposed by a potential observer’s Observation, the base difficulty is Average (D1), although this may be increased or decreased dependant on external factors such as lighting, noise, weather conditions, etc. In the case of an opposed test, external factors provide a potential observer with 1 bonus Momentum for every two factors. Moving at greater than half the normal rate in squares for a Movement Restricted Action increases the difficulty of the test by two steps, or provides a potential observer with 2 bonus Momentum. It is impossible to move stealthily whilst attacking, running, or charging. At the GMs discretion, small creatures might gain additional benefits, whilst large creatures might suffer additional detriments. If a character has been observed, or is being observed as they begin to move stealthily, it is impossible to gain the benefits of stealth against the observer.
This chapter introduces the brave Doomtroopers that have earned a place as legendary figures amongst the very best of the best. The statistics provided here will allow players and GMs to recreate the epic actions of the heroic Doomtrooper teams as they blast, stalk, and hustle their way deeper into the dark hearts of the Citadels. Doomtroopers normally form paired teams that operate as close combat or ranged experts. The Siege of the Citadel board game, however, introduced the concept of a hacking speciality; a Doomtrooper who is fully capable of bypassing or disarming the alien systems of a Citadel. Each faction therefore presents a trio of characters to choose from: one each from a close combat, ranged, or hacking speciality. To further define their unique characteristics and abilities, the characters have been designed using the relevant sourcebooks for their factions. Some of the Mishima characters, for instance, have access to Ki Powers, whilst those from Cybertronic have been furnished with an ample array of cybernetics. If access to a faction sourcebook is not available, GMs should work with the players to provide alternative talents and abilities, i.e. a Ki Power might emulate an Art spell, or a cybernetic augmentation a talent. Note, however, that the characters presented here may occasionally deviate from the lifepaths as presented within the main rulebook and supplements–these iconic heroes are anything but the norm after all. Each Doomtrooper also has access to their own unique talent. These singular abilities have been designed to draw upon the traits that have woven these characters into the fabric of legends. Of course, it is inevitable that players will seek to create their own heroic characters with which to hunt the Dark Legion in their own backyard. Use the following guidelines to enable this: • Ignoring the usual method of determining a character’s birth faction, choose an affiliation to use as a basis for creating a short background that cumulates with the character joining the Doomtroopers. Select a factionbased initial Signature Skill. • Divide seventy-six points between the ten Attributes. No attribute be lower than seven, though a minimum of five can be achived based on background and GM approval. • Rather than follow each stage of the lifepath through, use a template relevant to the fledgling Doomtrooper’s faction to determine the number of skills available and their expertise/focus. For instance, a Cybertronic character will have twelve skills: two at Exp +1, two at Exp +2, one at Exp +1/ Foc 1, three at Exp +2/Foc 1, etc. Ensure that the skill selections match at least the mandatory skills of the character’s adolescence and primary career path. • Repeat the above step to determine the number of talents available in each of tier one/two, tier three, and tier four talents. Two or three talents may be ‘traded in’ for their relevant XP value in order to purchase another tier two or tier three talent, or vice versa. • Choose either a unique Doomtrooper talent from those presented here, or design a new one. In any case, the talents offered here will be a good starting point when designing a new one. The focus here should again be on the character’s background but should also represent their chosen function within the Doomtroopers (close combat, ranged, or hacking). • Remembering that the character is a Doomtrooper and would usually be furnished with the best gear available, decide on a suitable array of equipment. For Cybertronic characters, be sure to provide a wide array of cybernetics as these items compensate for their slightly reduced number of skills and talents. NOTE: The legendary Brotherhood characters Sebastian Crenshaw and Nikodemus are exceptions to the above guidelines. If seeking to create a Brotherhood character, the template for Maria Costellanos will provide a result that is more closely balanced to the other Doomtrooper heroes. NEW EQUIPMENT ATLAS RIG RESTRICTION: 3 COST: 8 ENCUMBRANCE: 8 RELIABILITY: 3 Similar to a Support Rig (Mutant Chronicles rulebook pg. 263), these specialist rigs have been designed to provide the Heavy Infantry with the option to carry the unstoppable firepower of the Atlas Megacannon into battle on the backs of their soldiers. A Support Rig provides the benefits of a Stable Platform (the character is always considered Braced when using Unwieldy weapons and may use 2H or Unbalanced weapons one-handed without penalty) and halves the encumbrance value of the Atlas Megacannon. Thanks to load distribution dynamics and a superior feed system, the rig also contains four Reloads at a reduced weight. CHROME MASTIFF RESTRICTION: 5 COST: 20 Following the initial success of the hacking devices, the Doomtroopers requested some way to be able deploy its effects remotely. Any member of their teams would be considered as a high-profile target to the Dark Legion, but hacking experts that could shut down parts of a Citadel would be even more so; machinery is easier to replace than elite super soldiers. Although fit for purpose, Cybertronic’s initial offerings were deemed too aesthetically…’Cyber’. Almost in exasperation and not expecting to reach a compromise, the technicians repackaged everything into a remodelled Iron Mastiff and offered it up as a solution. Despite rumours of one of the newly designated Chrome Mastiff’s disappearing into the hands of ISC-20, delivery of the prototypes has allowed Cybertronic to reach an uneasy business alliance with the Imperial corporation. CHROME MASTIFF STRENGTH PHYSIQUE AGILITY AWARENESS 10 10 9 10 COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY 8 8 12 2 ATTRIBUTES CHAPTER 03 HEROES OF THE SIEGE 70 CHAPTER 03
COMBAT FORTITUDE MOVEMENT SENSES SOCIAL TECHNICAL EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC 2 1 2 – 2 1 3 2 1 – 3 2 FIELDS OF EXPERTISE WOUNDS: 7 SOAK: Armoured Chassis: (All 5) ATTACKS: • Cybernetic Jaws (melee): 1+6, Armour Piercing 1, Vicious 1 • Stinger Implant (ranged): Range C, 1+7, Munition, 1H, Close Quarters, Hidden 3, Stun, Vicious 1 Internal: The implant is internal and not visible. The weapon has a single Reload, which recharges after five minutes. SPECIAL ABILITIES • Grasping • Night Vision • Unliving • Protective Umbrella: A Chrome Mastiff may expend its initial Stinger Implant charge and the Reload in a single attack to add Burst (Close) to the weapon’s qualities. • Remote Access Point: A Chrome Mastiff may connect to a Citadel’s systems and act as a remote experimental hacking device. The handler must be within 12 squares (but may be outside of line of sight) and connected with their own device to use the Chrome Mastiff as a remote access point. • Superior Cybernetics: Chrome Mastiff’s possess enhanced systems and an AI to rival a Cuirassier. They may act independently, but will always respond to their handler.” or “They may act independently, but will always respond to their handler’s commands. DARK SYMMETRY SPEND • Dark Defense: When using its Stinger Implant attack, the handler of the Chrome Mastiff may pay two Dark Symmetry Points. If they do so, all Dark Symmetry powers and gifts used before the next round within Close range of the original point of pulse generation have their difficulty increased by one. ETOILES MORTANT BREASTPLATE RESTRICTION: 5 COST: 12 ENCUMBRANCE: 2 RELIABILITY: 4 Based on standard Hussar armour, these lightweight breastplates have been constructed with advanced polymers to reduce weight and aid movement whilst still maintaining significant protection. They are then further blessed by the Light with spells that enhance the wearer’s resistance to corruption and blur their spiritual presence to creatures of Darkness. When worn, an Etoiles Mortant breastplate does not count against the wearer’s weight limit for encumbrance. Additionally, increase the difficulty by one for any creature of Darkness that uses an Insight test, Dark Gift, or power as part of an attempt to detect the wearer’s current location. EXPERIMENTAL HACKING DEVICE RESTRICTION: 5 COST: 10 The Cartels’ first experience of the experimental hacking devices came following a probing assault into the outer chambers of the Citadel of Saladin that led to several Doomtrooper teams being cut off and pinned down. A Cybertronic strike team cut their way into the raging battle before shutting down nearby systems and opening an exit route from the slaughter. Thankfully, more sensible heads than most prevail amongst the ranks of the Doomtroopers, so rather than cry foul corruption, they asked their comrades-in-arms exactly how they had managed to achieve the impossible. Almost as though they had been anticipating the question, their Cybertronic teammates introduced the experimental hacking device: an entirely new weapon against the Dark Legion that can override and shut down even certain necrotechnological functions of the cancerous Citadels. Despite being asked, they have never revealed how they managed to develop this technology, though they did agree to train their fellow Doomtroopers– and only their fellow Doomtroopers–in their use. An experimental hacking device can be used to hack and access the systems of Citadels and certain other technological devices of the Dark Symmetry. Hacking requires a Sciences test. Full rules for hacking a Citadel’s systems are provided in Chapter 4: Black Hacks. For software ratings, see p. 108 Imperial Blood Berets tussle with a Nepharite of Algeroth deep inside the Venusian jungle 71 HEROES OF THE SIEGE
LORI FAUST ENHANCED CHASSEUR (CYBERTRONIC TIFF) MENTAL WOUNDS AGILITY: 10 SKILL EXPERTISE / FOCUS • ACROBATICS +2 1 • CLOSE COMBAT +2 1 – UNARMED COMBAT • STEALTH AWARENESS: 9 SKILL EXPERTISE / FOCUS • OBSERVATION +2 1 – INSIGHT • THIEVERY Coordination: 9 SKILL EXPERTISE / FOCUS • RANGED WEAPONS +3 3 – HEAVY WEAPONS – GUNNERY • PILOT +1 1 – SPACE INTELLIGENCE: 11 SKILL EXPERTISE / FOCUS • EDUCATION +1 – LINGUISTICS – SCIENCE +2 1 • MECHANICS +2 2 • SURVIVAL – VACUUM • TREATMENT – MEDICINE – PSYCHOTHERAPY MENTAL STRENGTH: 9 SKILL EXPERTISE / FOCUS • WILLPOWER • MYSTICISM +2 PERSONALITY: 11 SKILL EXPERTISE / FOCUS • ANIMAL HANDLING • LIFESTYLE +1 • PERSUADE – COMMAND PHYSIQUE: 11 SKILL EXPERTISE / FOCUS • RESISTANCE STRENGTH: 11 SKILL EXPERTISE / FOCUS • ATHLETICS +2 SOAK 3-5 RIGHT ARM SOAK 3 6-8 LEFT ARM SOAK 3 9-14 TORSO SOAK 3 15-17 RIGHT LEG SOAK 1 18-20 LEFT LEG SOAK 1 SERIOUS WOUNDS CRITICAL WOUNDS CHRONICLE POINTS: BONUS MELEE DAMAGE: +2 BONUS RANGE DAMAGE: +1 All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. 1-2 HEAD 0 ATTACKS • AR3000 (RANGED) Range M, 1+6, Burst, Unbalanced Reloads • GL3000 GRENADE LAUNCHER (RANGED) Range M, Munition, As Grenade Anti-personnel grenades Incendiary grenades • CSA400 COMBAT SWORD (MELEE) 1+6, 1H, Parry 1 • BATON (MELEE) 1+3, 1H, Stun EQUIPMENT & CYBERNETICS Titanium-plated cybernetic arms, electric fists, artificial lungs, skeletal reinforcement, mitochondrial infusion, synth-blood transfusion, femoral enhancement, Subreal receptor, cellular link, weapon cyber-link, SARaH, EYE-Tronic (night vision), Mark 2 XLR8, utilitarian military clothing in a Cybertronic style, basic jungle survival kit, basic repair kit, basic medkit, mini-torch, AR3000 (+2 Reloads and a safe target system), CSA 400, anti-personnel grenades (5), incendiary grenades (5), experimental hacking device, ten Assets. CAREER PATH Cybertronic, TIFF–SWI, Heritage World–Venus, MCR TIFF ×2, Enhanced Chasseur CITIZEN TALENT Employee of Cybertronic 20 19-20 01 18-20 02 17-20 03 16-20 04 DREAD
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. LORI FAUST BACKGROUND A former Bauhaus Blitzer, Lori was fatally wounded by a Dark Legion grenade and cut off from support. A Cybertronic patrol drove back the encroaching enemy, scraped her off the jungle floor and took her to their field facility, where a Dr Diana clone carried out reconstructive surgery and replaced Lori’s lost limbs with cybernetics. Scrambled as it was, Lori’s memory underwent a mind-wipe to the point that little of her old self remained, although the memories of her brush with the Legion were retained. She has since gone on to become one of Cybertronics’ best field soldiers, while her hatred of the Dark Legion has led to her fostering an expertise in combating the forces of Darkness across multiple arenas. TALENTS • GRACEFUL: Re-roll one d20 when making an Acrobatics test, but keep the new result. • SPIRITUAL UNDERSTANDING: Re-roll one d20 when making a Mysticism test, but keep the new result. • SNIPER: Re-roll up to two when attacking with Ranged Weapons, but keep the new results. • CLEAR SHOT: Reduce the range penalty for firing at a range other than the weapon’s optimal range by one, to a minimum of zero. • OPERATOR: Re-roll one d20 when making a Sciences test, but keep the new result. • TECHNICIAN: Dark Symmetry Points paid to add additional dice to a Sciences test dealing with complex mathematics or physical sciences add two dice, instead of one. • RESEARCHER: May substitute Sciences for any tests of Mechanics or Education. • COMPTOGRAPHER 1: Reduce the difficulty of Sciences tests related to comptography by one step, to a minimum of one. • STUBBORN: Re-roll one d20 when making a Willpower test, but keep the new result. • IRREPRESSIBLE: Recover two Light or Mental Wounds for each Momentum spent when taking the Shake It Off action. DOOMTROOPER ABILITY • HATRED OF THE DARK: Both Cybertronic and Lori have honed her hatred of the Darkness into an almost supernatural capability to inflict the utmost harm against creatures of the Dark Legion. She benefits from one additional d20 to her test when making an attack against creatures of Darkness, which includes any skill test made to hack the systems of a Citadel. If this additional d20 results in a success, it generates an additional point of Momentum.
VINCE DIAMOND ENHANCED CHASSEUR (CYBERTRONIC TIFF) MENTAL WOUNDS AGILITY: 8 SKILL EXPERTISE / FOCUS • ACROBATICS +2 2 • CLOSE COMBAT – UNARMED COMBAT +2 1 • STEALTH AWARENESS: 10 SKILL EXPERTISE / FOCUS • OBSERVATION +2 – INSIGHT • THIEVERY Coordination: 9 SKILL EXPERTISE / FOCUS • RANGED WEAPONS +2 1 – HEAVY WEAPONS +3 3 – GUNNERY • PILOT – SPACE INTELLIGENCE: 8 SKILL EXPERTISE / FOCUS • EDUCATION +1 – LINGUISTICS – SCIENCE +1 1 • MECHANICS • SURVIVAL – VACUUM • TREATMENT – MEDICINE – PSYCHOTHERAPY MENTAL STRENGTH: 9 SKILL EXPERTISE / FOCUS • WILLPOWER +2 1 • MYSTICISM PERSONALITY: 9 SKILL EXPERTISE / FOCUS • ANIMAL HANDLING • LIFESTYLE +1 • PERSUADE – COMMAND +2 2 PHYSIQUE: 11 SKILL EXPERTISE / FOCUS • RESISTANCE +3 3 STRENGTH: 13 SKILL EXPERTISE / FOCUS • ATHLETICS +2 1 SOAK 3-5 RIGHT ARM SOAK 1 6-8 LEFT ARM SOAK 1 9-14 TORSO SOAK 3 15-17 RIGHT LEG SOAK 1 18-20 LEFT LEG SOAK 1 SERIOUS WOUNDS CRITICAL WOUNDS CHRONICLE POINTS: BONUS MELEE DAMAGE: +3 BONUS RANGE DAMAGE: +2 All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. 1-2 HEAD 1 ATTACKS • SSW4200P (RANGED) Range L, 2+8, Automatic, Unwieldy, Armour Piercing 1, Spread 1 Reloads • TITANIUM COMBAT KNIFE (MELEE) 1+6, 1H, Armour Piercing 1 EQUIPMENT & CYBERNETICS Cybernetic arms and legs (coated with synthetic flesh), artificial organs, skeletal reinforcement, mitochondrial infusion, synth-blood transfusion, Subreal receptor, cellular link, weapon cyber-link, compu-brain and DIANA, EYE-Tronic (night vision), Mark 2 XLR8, utilitarian military clothing in a Cybertronic style, basic repair kit, basic medkit, mini-torch, SSW4200P (+4 Reloads, a safe target system, a complex targeting computer, and a Guncam), titanium knife, ten Assets. CAREER PATH Cybertronic, TIFF–SWI, Heritage Foothold, MCR TIFF, APH TIFF, Enhanced Chasseur CITIZEN TALENT Employee of Cybertronic 20 19-20 01 18-20 02 17-20 03 16-20 04 DREAD
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. VINCE DIAMOND BACKGROUND The current Chasseur known as Vince Diamond is not only a poster celebrity for Cybertronic; he is also one of the deadliest soldiers to have been given life by Cybertronic’s enhancement program. Known as Victor Blain in his former life, he took pleasure in his role as a brutal and vicious enforcer for a Capitolian crime syndicate. Caught and convicted of multiple gangland slayings, he was given the choice of death by firing squad or service in the Freedom Brigades. He joined the Brigades. After seven relentless years on the McCraig line, Blain finally met his end at the hands of the Dark Legion. Officially classified as deceased, his corpse was interred and released from all indentured service. Dr Diana, however, had found herself a perfect specimen. Following successful resuscitation, Blain was placed into the Diamond program and subjected to months of cybernetic surgery, implantation, and brain augmentation until he was forged anew as Vince. His former psychopathic homicidal tendencies have been rewired and placed under tight control so that they now only activate and focus on relevant threats. TALENTS • RIGOROUS TRAINING 1: Generate one additional success on any Athletics test that nets at least one success. • PROFESSIONAL: Re-roll one d20 when making a Command test, but keep the new result. • RAIN OF FIRE: Re-roll up to three when using Heavy Weapons, but keep the new results. • SMOOTH RELOAD: Use a Restricted Action to increase rate of fire and spend one more Reload than normally allowed. • SUPPRESSIVE: When performing a Covering Fire action with a heavy weapon, increase the difficulty of attacks against the assisted character by two, instead of one. • GOOD IMPRESSION: Re-roll one d20 when making a Lifestyle test, but keep the new result. • HARDY: Re-roll any dice that did not generate a success on an initial Resistance test, but accept the new results. • JUST A SCRATCH: Regain an additional Light Wound when resting or recovering naturally. • SHARP SENSES: Re-roll one d20 when making an Observation test, but keep the new result. • MARTIAL ARTIST: Re-roll up to two when making an Unarmed Attack, but keep the new results. • AVOIDANCE: Substitute Unarmed Combat for Acrobatics when taking a Dodge Response Action. DOOMTROOPER ABILITY • DIAMOND CUT: Vince’ compu-brain is married to his SSW4200P more deeply than any other system has ever been integrated before. When making an attack with his SSW4200P, he may pay two Dark Symmetry Points to increase its Armour Piercing quality to 2 and add the Dreadful quality.
CORAL BEACH ENHANCED CHASSEUR (CYBERTRONIC TIFF) MENTAL WOUNDS AGILITY: 9 SKILL EXPERTISE / FOCUS • ACROBATICS +2 2 • CLOSE COMBAT +3 3 – UNARMED COMBAT +2 2 • STEALTH AWARENESS: 9 SKILL EXPERTISE / FOCUS • OBSERVATION +2 1 – INSIGHT • THIEVERY Coordination: 10 SKILL EXPERTISE / FOCUS • RANGED WEAPONS +3 3 – HEAVY WEAPONS – GUNNERY • PILOT – SPACE INTELLIGENCE: 9 SKILL EXPERTISE / FOCUS • EDUCATION +1 – LINGUISTICS – SCIENCE • MECHANICS +2 • SURVIVAL – VACUUM • TREATMENT – MEDICINE – PSYCHOTHERAPY MENTAL STRENGTH: 10 SKILL EXPERTISE / FOCUS • MYSTICISM +2 • WILLPOWER +2 1 PERSONALITY: 8 SKILL EXPERTISE / FOCUS • ANIMAL HANDLING • LIFESTYLE • PERSUADE +1 1 – COMMAND PHYSIQUE: 11 SKILL EXPERTISE / FOCUS • RESISTANCE +2 1 STRENGTH: 11 SKILL EXPERTISE / FOCUS • ATHLETICS +1 1 SOAK 3-5 RIGHT ARM SOAK 4 6-8 LEFT ARM SOAK 4 9-14 TORSO SOAK 5 15-17 RIGHT LEG SOAK 4 18-20 LEFT LEG SOAK 4 SERIOUS WOUNDS CRITICAL WOUNDS CHRONICLE POINTS: BONUS MELEE DAMAGE: +2 BONUS RANGE DAMAGE: +1 All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. 1-2 HEAD 5 ATTACKS • PR4000 (RANGED) Range M, 1+7, Burst, 2H, Incendiary 2, Vicious 2 Reloads • P1000 (RANGED) Range C, 1+4, Burst, 1H, Close Quarters • CSA400 SHOCKSWORD (MELEE) 1+6, 1H, Parry 1, Stun EQUIPMENT & CYBERNETICS Cybernetic arms and legs, artificial organs, skeletal reinforcement, mitochondrial infusion, synth-blood transfusion, Subreal receptor, cellular link, weapon cyber-link, SARaH, EYETronic (night vision), Mark 2 XLR8, utilitarian military clothing in a Cybertronic style, basic repair kit, basic medkit, mini-torch, PR4000 (+2 Reloads and a safe targeting system), P1000 (+2 Reloads and a safe targeting system), titanium combat knife, ten Assets. CAREER PATH Cybertronic, TIFF–SWI, Luna, MCR TIFF, APH TIFF, Enhanced Chasseur CITIZEN TALENT Employee of Cybertronic 20 19-20 01 18-20 02 17-20 03 16-20 04 DREAD
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. CORAL BEACH BACKGROUND Very little is known of the background of Coral Beach. Some say he hailed from Bauhaus, others Capitol, but in truth, no one knows. Only two statements are known to be fact where he is concerned: first, that Coral Beach is not his birth name and, second, that he left his original military career–wherever that took place–at the age of twenty-four to join Cybertronic’s Security, Warfare, and Intelligence Pillar. Throughout the years since, due to a hunger to upgrade as much as a necessity to replace damaged limbs, Beach has undergone cutting-edge cybernetic enhancement. Although he is now more machine than man in body, his brain–excepting a few reflexive and coordinative enhancements–is still almost entirely human; Coral’s dry and crass sense of humour can seem jarringly at odds with his machine-like appearance to those who first meet him. He joined the Doomtroopers for no other reason than to test his skills and enhancements. TALENTS • RIGOROUS TRAINING 1: Generate one additional success on any Athletics test that nets at least one success. • LEVERAGE 1: Roll one additional d20 on tests to lift or move inanimate objects. Ignore any Repercussion generated by this die. • IRRESISTIBLE FORCE: Gain the Knockdown weapon quality on all melee attacks. • NO MERCY: Re-roll up to three when making a close combat attack, but keep the new results. • DEFLECTION: Do not pay a Dark Symmetry point in order to take a Parry Response Action. • RIPOSTE: After successfully executing a Parry Response Action, immediately pay a Dark Symmetry point to make a melee attack against the parried foe. • SHARP SENSES: Re-roll one d20 when making an Observation test, but keep the new result. • SNIPER: Re-roll up to two when making an attack with a ranged weapon, but keep the new results. • THROUGH AND THROUGH 1: The Secondary Target Momentum spend only costs one Momentum when using Ranged Weapons. • CLEAR SHOT: Reduce the range penalty for firing at a range other than the weapon’s optimal range by one, to a minimum of zero. DOOMTROOPER ABILITY • PRECISION COORDINATION: Coral’s enhancements and re-wiring allow him to coordinate his attacks to unparalleled levels when fighting with two weapons. He may use the Swift Strike Momentum spend for free when dual-wielding, so long as the second attack is made with the other weapon (see Mutant Chronicles rulebook pg. 126). The attack made with the Swift Strike benefits from one additional Momentum if successful.
VALERIE DUVAL ETOILES MORTANT (BAUHAUS) MENTAL WOUNDS AGILITY: 11 SKILL EXPERTISE / FOCUS • ACROBATICS +2 2 • CLOSE COMBAT +3 3 – UNARMED COMBAT • STEALTH +4 3 AWARENESS: 10 SKILL EXPERTISE / FOCUS • OBSERVATION +2 2 – INSIGHT • THIEVERY +1 1 Coordination: 10 SKILL EXPERTISE / FOCUS • RANGED WEAPONS +3 3 – HEAVY WEAPONS – GUNNERY • PILOT – SPACE INTELLIGENCE: 9 SKILL EXPERTISE / FOCUS • EDUCATION +2 – LINGUISTICS – SCIENCE • MECHANICS +1 1 • SURVIVAL – VACUUM • TREATMENT +1 1 – MEDICINE +1 – PSYCHOTHERAPY MENTAL STRENGTH: 10 SKILL EXPERTISE / FOCUS • MYSTICISM +2 1 • WILLPOWER +2 1 PERSONALITY: 9 SKILL EXPERTISE / FOCUS • ANIMAL HANDLING • LIFESTYLE +1 • PERSUADE – COMMAND PHYSIQUE: 10 SKILL EXPERTISE / FOCUS • RESISTANCE +2 STRENGTH: 9 SKILL EXPERTISE / FOCUS • ATHLETICS +2 1 SOAK 3-5 RIGHT ARM SOAK 2 6-8 LEFT ARM SOAK 2 9-14 TORSO SOAK 3 15-17 RIGHT LEG SOAK 1 18-20 LEFT LEG SOAK 1 SERIOUS WOUNDS CRITICAL WOUNDS CHRONICLE POINTS: BONUS MELEE DAMAGE: +2 BONUS RANGE DAMAGE: +1 All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. 1-2 HEAD 0 ARMOR • ETOILES MORTANT BREASTPLATE: Valerie wears the specialised armour that is unique to the Etoiles Mortant. See p. 71. ATTACKS • P-60 PUNISHER (RANGED) Range C, 1+6, Burst, Unbalanced, Close Quarters, Knockdown, Pious Reloads • BLADED NIGHTSTICK–BATON (MELEE) 1+5, 1H, Parry 2, Pious, Stun • BLADED NIGHTSTICK–BLADE (MELEE) 1+5, 1H, Armour Piercing 1, Parry 2, Pious EQUIPMENT Military dress uniform, basic medkit, climbing gear, mini-torch, P60 Punisher (+3 Reloads and silencer), 2× bladed nightstick, ten Assets. CAREER PATH Bauhaus, Nobility, Heritage World–Venus, Officer Training, Military (Hussar), Blitzer, Etoiles Mortant CITIZEN TALENT Subject of Bauhaus 20 19-20 01 18-20 02 17-20 03 16-20 04 DREAD
VALERIE DUVAL All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. BACKGROUND As the daughter of a prominent Field Marshal, it was almost preordained that Valerie would follow the family’s long and honoured tradition of joining the Bauhaus military. Already able to push herself far beyond her limits thanks to her cruel and calculating father, she excelled beyond all expectations and became a member of the elite Etoiles Mortant. Across the years, Valerie has dispatched both human and inhuman enemies with silent and merciless grace. She honed her body and mind into an instrument of assassination, but took to accepting missions that sought to remove the vile stain of the Dark Legion above anything else. Her outstanding successes against high-profile targets garnered the attention of the Cartel and led to an invitation to join the Doomtroopers. Valerie accepted on the premise that she would be able to remain active as an Etoile Mortant, so she now divides her time between the affairs of both the Cartel and the Supreme Ministry of Faith. TALENTS • GRACEFUL: Re-roll one d20 when making an Acrobatics test, but keep the new result. • STRONG LEGS: Reduce the difficulty by one on Acrobatics tests to jump, which may eliminate the need for a test. • FREE RUNNER: Ignore all effects of moving through difficult terrain, not including hazardous terrain. • HARD TARGET 1: Acrobatics Focus is one higher when taking a Dodge Response Action. • UNCANNY DODGE: Take Dodge Response Actions against any ranged attacks, including ones that might not be known about. • NO MERCY: Re-roll up to three when making a close combat attack, but keep the new results. • SPECIALIST: Dark Symmetry Points paid to add additional dice when using One-Handed weapons add two dice, instead of one. • WEAPON MASTER: Each point of Momentum for Bonus Damage adds two damage, instead of one, when using One-Handed melee weapons. • SPIRITUAL UNDERSTANDING: Re-roll one d20 when making a Mysticism test, but keep the new result. • DARK KNOWLEDGE 1: Reduce the difficulty by one for any Mysticism test made to identify a creature or power of Darkness. • SNIPER: Re-roll up to two when attacking with Ranged Weapons, but keep the new results. • CLEAR SHOT: Reduce the range penalty for firing at a range other than the weapon’s optimal range by one, to a minimum of zero. • SCOUT: Re-roll one d20 when making a Stealth test, but keep the new result. • LIVING SHADOW: Add two d20s to the stealth pool when attempting to remain unseen or unnoticed. DOOMTROOPER ABILITY • DANCE OF THE DYING STARS: Valerie has mastered a unique martial art that is taught only to the Etoiles Mortant. As a Restricted Action, she may attempt a Challenging (D2) Willpower test to make use of this technique, which remains in effect for up to one minute. If successful, she gains one rank of Supernatural Agility for the duration. If the tactical rules are being used, this will also increase her movement. As a one-time spend, she can use two Momentum to increase the Supernatural Agility rank to two. As a further option, each Momentum spent will increase the duration by one minute.
MAX STEINER VENUSIAN RANGER (BAUHAUS) MENTAL WOUNDS AGILITY: 9 SKILL EXPERTISE / FOCUS • ACROBATICS +2 1 • CLOSE COMBAT +1 1 – UNARMED COMBAT • STEALTH AWARENESS: 10 SKILL EXPERTISE / FOCUS • OBSERVATION +2 1 – INSIGHT • THIEVERY Coordination: 9 SKILL EXPERTISE / FOCUS • RANGED WEAPONS +3 3 – HEAVY WEAPONS +4 3 – GUNNERY • PILOT +1 1 – SPACE INTELLIGENCE: 8 SKILL EXPERTISE / FOCUS • EDUCATION +1 – LINGUISTICS – SCIENCE • MECHANICS • SURVIVAL +2 1 – VACUUM • TREATMENT +1 1 – MEDICINE – PSYCHOTHERAPY MENTAL STRENGTH: 9 SKILL EXPERTISE / FOCUS • MYSTICISM +2 2 • WILLPOWER +2 1 PERSONALITY: 11 SKILL EXPERTISE / FOCUS • ANIMAL HANDLING • LIFESTYLE +2 • PERSUADE +2 2 – COMMAND +3 3 PHYSIQUE: 10 SKILL EXPERTISE / FOCUS • RESISTANCE STRENGTH: 10 SKILL EXPERTISE / FOCUS • ATHLETICS +2 1 SOAK 3-5 RIGHT ARM SOAK 4 6-8 LEFT ARM SOAK 4 9-14 TORSO SOAK 5 15-17 RIGHT LEG SOAK 4 18-20 LEFT LEG SOAK 4 SERIOUS WOUNDS CRITICAL WOUNDS CHRONICLE POINTS: BONUS MELEE DAMAGE: +2 BONUS RANGE DAMAGE: +2 All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. 1-2 HEAD 4 ATTACKS • CA-138 DEATHLOCKDRUM (RANGED) Range M, 2+9, Automatic, Unwieldy, Armour Piercing 1, Spread 1 Reloads • GRENADE LAUNCHER (RANGED) Range M, Munition, As Grenade Anti-personnel grenades Incendiary grenades • P-60 PUNISHER (RANGED) 1+6, Burst, Unbalanced, Close Quarters, Knockdown • COMBAT KNIFE (MELEE) 1+5, 1H, Armour Piercing 1 EQUIPMENT Military dress uniform, heavy cloak (camouflage kit), jungle survival kit, mini-torch, basic medkit, Deathlockdrum (+3 Reloads), anti-personnel grenades (5), anti-armour grenades (5), incendiary grenades (5), combat knife, ten Assets. CAREER PATH Bauhaus, Nobility, Heritage World–Venus, Officer Training, Military (Dragoon), Venusian Ranger CITIZEN TALENT Subject of Bauhaus 20 19-20 01 18-20 02 17-20 03 16-20 04 DREAD
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. MAX STEINER BACKGROUND The Steiner household are a small and affluent noble family that are held in high regard by all the Great and Electoral Houses for their steadfast ability to remain impartial. A young and gregarious Max Steiner put this hard-earned reputation at risk thanks to numerous and oft-scandalous liaisons with many a noble lady, which led to his father delivering an ultimatum: cut out his antics and clean up his reputation, or lose his entire entitlement. His charm and magnetism translated well to the military, where an officer draft eventually led to a commission with the Venusian Rangers. Fierce battles against the Dark Legion under steaming jungle canopies and across frozen wastelands instilled a healthy respect for everything that Bauhaus and humanity were fighting to protect. His actions and leadership not only earned him a well-deserved reputation as an inspiring hero, but also led to his father and superiors turning a blind eye towards his antics when off the battlefield. Max readily accepted the challenge when the Doomtroopers came calling, and not only because his latest dalliance had landed him in hot water; he is truly dedicated to destroying the Dark Legion and taking the fight to them whenever and wherever possible. TALENTS • RIGOROUS TRAINING 1: Generate one additional success on any Athletics test that nets at least one success. • PROFESSIONAL: Re-roll one d20 when making a Command test, but keep the new result. • FONT OF COURAGE 1: Reduce the difficulty of Willpower tests by one step for forces under his command. • RAIN OF FIRE: Re-roll up to four when using Heavy Weapons, but keep the new results. • BIG BOOM 1: Successful heavy weapons attacks gain the Spread 1 quality (add this directly to the Spread quality if the weapon already possesses it). • FIRE FOR EFFECT: If a weapon possesses the Blast quality, he may pay one Dark Symmetry Point to use this talent as a Standard Action against an enemy or group of enemies within a single zone. The attack becomes an opposed test using Heavy Weapons against the target’s Willpower. If successful, no physical damage is dealt, but one rank of Rattled is inflicted, plus one rank for each Momentum spent. • STEADY ARMS: Counts as being braced when firing a Deathlockdrum. • GOOD IMPRESSION: Re-roll one d20 when making a Lifestyle test, but keep the new result. • NETWORK 1: Reduce the difficulty by one whenever attempting to find a contact for assistance, which may eliminate the need for a test. • CHARISMATIC: +1 to his Influence. • BEDROOM EYES: Dark Symmetry Points paid to add additional dice when attempting seduction add two dice, instead of one. • SELF-SUFFICIENT: Re-roll one d20 when making a Survival test, but keep the new result. • TRACKER: Reduce the difficulty by one when tracking an opponent, which may eliminate the need for a test. DOOMTROOPER ABILITY • VAINGLORIOUS DETERMINATION: Not only has Max witnessed many atrocities, but his pride and determination have kept him in the fight when others have crumbled. He gains Soak 2 against any damage that targets his Mental Wounds. Additionally, his Repercussion Range is always read from the line above on the Dread Track.
CARL LIND HUSSAR (BAUHAUS) MENTAL WOUNDS AGILITY: 8 SKILL EXPERTISE / FOCUS • ACROBATICS • CLOSE COMBAT +2 1 – UNARMED COMBAT • STEALTH AWARENESS: 9 SKILL EXPERTISE / FOCUS • OBSERVATION +2 2 – INSIGHT +2 1 • THIEVERY Coordination: 9 SKILL EXPERTISE / FOCUS • RANGED WEAPONS +4 3 – HEAVY WEAPONS – GUNNERY • PILOT +1 – SPACE INTELLIGENCE: 10 SKILL EXPERTISE / FOCUS • EDUCATION +2 1 – LINGUISTICS – SCIENCE +2 2 • MECHANICS +3 3 • SURVIVAL +1 1 – VACUUM • TREATMENT +1 1 – MEDICINE – PSYCHOTHERAPY MENTAL STRENGTH: 11 SKILL EXPERTISE / FOCUS • MYSTICISM +2 1 • WILLPOWER +2 1 PERSONALITY: 7 SKILL EXPERTISE / FOCUS • ANIMAL HANDLING • LIFESTYLE +1 1 • PERSUADE – COMMAND PHYSIQUE: 12 SKILL EXPERTISE / FOCUS • RESISTANCE +2 STRENGTH: 10 SKILL EXPERTISE / FOCUS • ATHLETICS +3 3 SOAK 3-5 RIGHT ARM SOAK 4 6-8 LEFT ARM SOAK 4 9-14 TORSO SOAK 5 15-17 RIGHT LEG SOAK 4 18-20 LEFT LEG SOAK 4 SERIOUS WOUNDS CRITICAL WOUNDS CHRONICLE POINTS: BONUS MELEE DAMAGE: +3 BONUS RANGE DAMAGE: +1 All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. 1-2 HEAD 4 ATTACKS • AG-17 PANZERKNACKER (RANGED) Range C, 1+6, Burst, 2H, Ammo (Armour Piercing 1, Spread 1) Reloads • GW-170 GRENADE LAUNCHER (RANGED) Range M, Munition, As Grenade Anti-personnel grenades Incendiary grenades • COMBAT KNIFE (MELEE) 1+6, 1H, Armour Piercing 1 EQUIPMENT Military dress uniform, jungle survival kit, mini-torch, basic medkit, CX-Multitool, advanced repair kit, AG-17 Panzerknacker (+4 Reloads), anti-personnel grenades (5), incendiary grenades (5), combat knife, experimental hacking device, ten Assets. CAREER PATH Bauhaus, Nobility, Heritage World–Venus, Post Graduate Technical/Scientific, Military (Hussar) ×2 CITIZEN TALENT Subject of Bauhaus 20 19-20 01 18-20 02 17-20 03 16-20 04 DREAD
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. CARL LIND BACKGROUND Born into the powerful House Philippe, the quiet and unassuming Carl Lind often avoided using his family name as his size and strength already garnered him more attention than he was comfortable with. He did, however, put his family’s electronic faculties to good use from an early age, which led him to joining the tech-savants of the Order of the Devilcat at the age of sixteen. Continuing his preference for avoiding the limelight, he shunned the opportunity to draw on his birth right to garner a position as an officer and instead entered the military as a noncommissioned Hussar. Fighting alongside his comrades in the heat of the jungle and the fellow members of his order on the Venusian communications networks, he waged a deadly war on two fronts, but never once wavered. The more death and destruction he was subjected to or misinformation and sabotage he exposed, the more determined he became to destroy the Darkness. It took a while for them to trace him, but his extraordinary abilities on and off the battlefield eventually drew the attention of the Cartel, who wasted no time in offering Carl an opportunity to test his unique skills in the very heart of his enemy’s stronghold. And the rest is history. TALENTS • RIGOROUS TRAINING 2: Generate two additional successes on any Athletics test that nets at least one success. • NATURAL ENGINEER: Re-roll one d20 when making a Mechanics test, but keep the new result. • DESIGN SAVANT 1: When designing new or modifying existing equipment, reduce the difficulty of the Mechanics test by one, which may eliminate the need for a test. • REPURPOSE DEVICE: Succeed at a Challenging (D2) Mechanics test to adapt an existing piece of equipment and overcome a problem. The item is good for one use, plus one use per Momentum spent. The equipment is completely ruined once the final use has been completed. • GREASEMONKEY: When attempting a repair, each point of Momentum spent reduces the repair time by two steps, rather than one. • SNIPER: Re-roll up to two when attacking with Ranged Weapons, but keep the new results. • GUN IN HAND: Use a Response Action to attack someone that is attacking him. The base difficulty is Daunting (D3) and resolves before the enemy’s attack, which prevents their attack if it kills or incapacitates them. • SPEED LOADER: As a Restricted Action, spend one more Reload with a ranged weapon than would normally be allowed. • DOUBLE TAP: Following an initial successful ranged attack, there is no increase in difficulty for any subsequent attack performed as part of a Swift Strike. • OPERATOR: Re-roll one d20 when making a Sciences test, but keep the new result. • COMPTOGRAPHER 1: Reduce the difficulty of Sciences tests related to comptography by one step, to a minimum of one. • STUBBORN: Re-roll one d20 when making a Willpower test, but keep the new result. DOOMTROOPER ABILITY • SPECTRE OF THE DEVILCAT: Carl has become a master at hiding his trail when accessing information systems and data networks, which seems to have made him a ghost to the active systems of Citadels. Attempts to detect the intrusion or pinpoint the location of an experimental hacking device used by Carl have their difficulty increased by one, as do attacks or effects that target Carl from a Citadel or any of its automated systems.
ANGELINA DRAKE MARTIAN BANSHEE (CAPITOL) MENTAL WOUNDS AGILITY: 10 SKILL EXPERTISE / FOCUS • ACROBATICS +3 3 • CLOSE COMBAT +2 1 – UNARMED COMBAT • STEALTH AWARENESS: 9 SKILL EXPERTISE / FOCUS • OBSERVATION +2 1 – INSIGHT +1 1 • THIEVERY Coordination: 11 SKILL EXPERTISE / FOCUS • RANGED WEAPONS +4 3 – HEAVY WEAPONS – GUNNERY • PILOT +2 2 – SPACE INTELLIGENCE: 10 SKILL EXPERTISE / FOCUS • EDUCATION +1 – LINGUISTICS – SCIENCE +2 1 • MECHANICS +3 3 • SURVIVAL +1 – VACUUM • TREATMENT +1 1 – MEDICINE – PSYCHOTHERAPY MENTAL STRENGTH: 10 SKILL EXPERTISE / FOCUS • MYSTICISM +2 1 • WILLPOWER +2 2 PERSONALITY: 7 SKILL EXPERTISE / FOCUS • ANIMAL HANDLING • LIFESTYLE • PERSUADE – COMMAND PHYSIQUE: 10 SKILL EXPERTISE / FOCUS • RESISTANCE +2 STRENGTH: 9 SKILL EXPERTISE / FOCUS • ATHLETICS +2 1 SOAK 3-5 RIGHT ARM SOAK 3 6-8 LEFT ARM SOAK 3 9-14 TORSO SOAK 4 15-17 RIGHT LEG SOAK 2 18-20 LEFT LEG SOAK 2 SERIOUS WOUNDS CRITICAL WOUNDS CHRONICLE POINTS: BONUS MELEE DAMAGE: +1 BONUS RANGE DAMAGE: +1 All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. 1-2 HEAD 3 ARMOR • PREDATOR MK. I ARMOUR: Incorporates a rocket pack (see p. 70 of the Capitol sourcebook) and jet boots (gain one bonus Momentum on all Acrobatics tests made to jump, leap, or avoid falling damage). ATTACKS • M516D (RANGED) Range C, 1+6, Semi-Automatic, 2H, Knockdown, Spread 2 Reloads • P-60 PUNISHER (RANGED) 1+5, Burst, Unbalanced, Close Quarters, Knockdown Reloads • ANTI-ARMOUR GRENADES • COMBAT KNIFE (MELEE) 1+4, 1H, Armour Piercing 1 EQUIPMENT Corporate quality military dress uniform, basic medkit, mini-torch, CX-Multitool, advanced repair kit, M516D (+3 Reloads), P-60 Punisher (+2 Reloads), anti-armour grenades (3), combat knife, experimental hacking device, ten Assets. CAREER PATH Capitol, Working Class, Heritage World–Mars, Military Academy, Military (Airborne Cavalry), Martian Banshee CITIZEN TALENT Shareholder of Capitol 20 19-20 01 18-20 02 17-20 03 16-20 04 DREAD
ANGELINA DRAKE All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. BACKGROUND A raid against the perceived corruption and decadence of Capitol by Mishiman extremists struck at the heart of San Dorado and robbed Angelina Drake of her parents at an early age. Having delivered a statement, the extremists also planted a seed of vengeance. Though the terrible incident has never been forgotten, life soon returned to normal, but for Angelina, that tiny seed blossomed into a towering need for retribution of her own. As soon as she was able, she signed up for the Capitol Armed Forces, where her dedication and skill swiftly led her to joining a unit that consider themselves the sworn enemies of Mishima: the Martian Banshees. As the years passed and her enemies fled from her wrath, she would pause more often to consider her own cold and merciless reflection. Through months of introspection, Angelina came to understand that her hatred was fulfilling the Dark Legion’s designs and pitting the corporations against each other. Worse yet, her own hands had become responsible for new generations of orphans whose sole objective would also be an all-consuming revenge, thus perpetuating a never-ending cycle. She could never reclaim her past nor forget the horrors she had witnessed, but she could turn her awesome talents towards crushing the true enemy of all humanity: the Dark Legion. The Doomtroopers accepted her application and began honing her talents in a new direction. TALENTS • GRACEFUL: Re-roll one d20 when making an Acrobatics test, but keep the new result. • STRONG LEGS: Reduce the difficulty by one on Acrobatics tests to jump, which may eliminate the need for a test. • CATFALL 1: Reduce the distance fallen by three metres (one floor) when calculating falling damage. • ROLL WITH IT: Gain an additional 2 Soak after failing a Dodge Response Action against a melee attack, or a ranged attack with the Blast quality. • NATURAL ENGINEER: Re-roll one d20 when making a Mechanics test, but keep the new result. • SNAP DIAGNOSIS: Reduce the difficulty of Mechanics tests by one, which may eliminate the need for a test. When an Exploit Weakness action is taken, add Armour Piercing 3 to her subsequent attack. • ACE: Re-roll one d20 when making a Pilot test, but keep the new result. • PUSH THE ENVELOPE: Dark Symmetry Points paid to add additional dice when increasing the speed or performance of an airborne vehicle add two dice, instead of one. • SNIPER: Re-roll up to two when attacking with Ranged Weapons, but keep the new results. • CLEAR SHOT: Reduce the range penalty for firing at a range other than the weapon’s optimal range by one, to a minimum of zero. • PRECISE TARGETING: The Called Shot Momentum spend shifts the hit location by two, instead of one, when using ranged weapons. • OPERATOR: Re-roll one d20 when making a Sciences test, but keep the new result. • COMPTOGRAPHER 1: Reduce the difficulty of Sciences tests related to comptography by one step, to a minimum of one. DOOMTROOPER ABILITY • BANSHEE’S WAIL: Angelina has been trained to overwhelm an opponent within the initial exchanges of a battle through shock tactics and lightning strikes. During the first and second rounds of a combat scene, she may spend two Dark Symmetry Points to gain +2 damage to her successful attacks. Additionally, each attack gains the Armour Piercing 1, Stun, and Vicious 1 qualities. This includes attacks made against the systems of a Citadel.
MITCH HUNTER SEA LION (CAPITOL) MENTAL WOUNDS AGILITY: 10 SKILL EXPERTISE / FOCUS • ACROBATICS +2 2 • CLOSE COMBAT +3 3 – UNARMED COMBAT • STEALTH AWARENESS: 9 SKILL EXPERTISE / FOCUS • OBSERVATION +2 1 – INSIGHT • THIEVERY Coordination: 9 SKILL EXPERTISE / FOCUS • RANGED WEAPONS +4 – HEAVY WEAPONS – GUNNERY • PILOT +1 1 – SPACE INTELLIGENCE: 9 SKILL EXPERTISE / FOCUS • EDUCATION +1 1 – LINGUISTICS – SCIENCE • MECHANICS • SURVIVAL +2 1 – VACUUM • TREATMENT +1 – MEDICINE – PSYCHOTHERAPY MENTAL STRENGTH: 10 SKILL EXPERTISE / FOCUS • MYSTICISM +1 1 • WILLPOWER +3 3 PERSONALITY: 9 SKILL EXPERTISE / FOCUS • ANIMAL HANDLING • LIFESTYLE +2 • PERSUADE +2 – COMMAND +2 2 PHYSIQUE: 10 SKILL EXPERTISE / FOCUS • RESISTANCE +2 1 STRENGTH: 10 SKILL EXPERTISE / FOCUS • ATHLETICS +2 1 SOAK 3-5 RIGHT ARM SOAK 2 6-8 LEFT ARM SOAK 2 9-14 TORSO SOAK 2 15-17 RIGHT LEG SOAK 1 18-20 LEFT LEG SOAK 1 SERIOUS WOUNDS CRITICAL WOUNDS CHRONICLE POINTS: BONUS MELEE DAMAGE: +2 BONUS RANGE DAMAGE: +1 All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. 1-2 HEAD 0 ATTACKS • M13 BOLTER (RANGED) Range C, 1+5, Semi-Automatic, Unbalanced, Armour Piercing 1, Close Quarters Reloads Anti-perspmmel Grenades Incendiary Grenades • CAPITOL SWORD OF HONOUR (MELEE) 1+7, Unbalanced, Parry 2 • COMBAT KNIFE (MELEE) 1+5, 1H, Armour Piercing 1 EQUIPMENT Military dress uniform, jungle survival kit, mini-torch, basic medkit, M13 Bolter ×2 (+4 Reloads and laser sight for each), anti-personnel grenades (3), incendiary grenades (5), Capitol sword of honour, combat knife, ten Assets. CAREER PATH Capitol, Unemployed Underclass, Heritage World–Mars, Teenage Draft, Military (Basic), Sea Lion CITIZEN TALENT Shareholder of Capitol 20 19-20 01 18-20 02 17-20 03 16-20 04 DREAD
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. MITCH HUNTER BACKGROUND Mitch survived the mean streets of San Dorado by learning how to handle himself from a very young age. By the time he hit his teens, he had become embroiled in gang activity that ultimately led to him being detained. The arresting officer sensed something different in Mitch; a deep passion for life and a potential for greatness. He convinced the impressionable teenager to enrol in a cadet program, and from there on Mitch never looked back. Through sheer luck, gritty determination, and fearless bravado, he rocketed his way up the military ladder and earned a place amongst the elite Sea Lions. His legend grew with every battle that took place and promotion followed promotion until Colonel Mitch Hunter’s name became known all over the solar system. He became Capitol’s military superstar and their living embodiment of each shareholder’s ability to succeed no matter their start in life. Along the way, Mitch learned that his accolades meant little in comparison to the implacable threat of the Dark Legion, so he joined the Doomtroopers in order to take the fight to the very doorstep of the Nepharites and Apostles. If there is anyone who can give the Darkness a bloody nose and swagger out alive with a smirk on his face, it is Mitch Hunter! TALENTS • RIGOROUS TRAINING 1: Generate one additional success on any Athletics test that nets at least one success. • STRONG SWIMMER 1: Reduce the difficulty of any swimming test by one, which may eliminate the need for a test. • PROFESSIONAL: Re-roll one d20 when making a Command test, but keep the new result. • AIR OF AUTHORITY: Pay one Dark Symmetry Point to draw the attention of a large group, who stop what they are doing for the duration of a brief monologue. Requires a Command test with a difficulty equal to the number of NPCs if used in combat. If successful, they are distracted and may not act against Mitch until after his next turn. Other actions attempted by the NPCs have their difficulty increased by one during this time. • COMMANDING PRESENCE 1: Reduce the difficulty of Command tests by one, which may eliminate the need for a test. • NO MERCY: Re-roll up to four when making a close combat attack, but keep the new results. • DEFLECTION: Do not pay a Dark Symmetry point in order to take a Parry Response Action. • RIPOSTE: After successfully executing a Parry Response Action, immediately pay a Dark Symmetry point to make a melee attack against the parried foe. • REFLEXIVE BLOCK: Substitute Close Combat for Acrobatics any time he attempts a Dodge Response Action. • SNIPER: Re-roll up to two when attacking with Ranged Weapons, but keep the new results. • THROUGH AND THROUGH 2: The Secondary Target Momentum spend only costs one Momentum when using ranged weapons. Further, he may select two additional Secondary Targets with each use. • SCOUT: Re-roll one d20 when making a Stealth test, but keep the new result. DOOMTROOPER ABILITY • HERO’S FORTUNE No matter the situation he finds himself in, Mitch always walks out with a sardonic smile and barely a scratch. He begins each session of play with four Chronicle Points.
BIG BOB WATTS FREE MARINE (CAPITOL) MENTAL WOUNDS AGILITY: 9 SKILL EXPERTISE / FOCUS • ACROBATICS • CLOSE COMBAT +2 1 – UNARMED COMBAT • STEALTH AWARENESS: 9 SKILL EXPERTISE / FOCUS • OBSERVATION +2 1 – INSIGHT +1 1 • THIEVERY +1 Coordination: 9 SKILL EXPERTISE / FOCUS • RANGED WEAPONS +2 2 – HEAVY WEAPONS +4 3 – GUNNERY • PILOT +1 – SPACE INTELLIGENCE: 9 SKILL EXPERTISE / FOCUS • EDUCATION – LINGUISTICS – SCIENCE • MECHANICS +2 • SURVIVAL +2 1 – VACUUM • TREATMENT +1 1 – MEDICINE – PSYCHOTHERAPY MENTAL STRENGTH: 10 SKILL EXPERTISE / FOCUS • MYSTICISM +2 1 • WILLPOWER +2 2 PERSONALITY: 9 SKILL EXPERTISE / FOCUS • ANIMAL HANDLING • LIFESTYLE • PERSUADE – COMMAND +2 PHYSIQUE: 10 SKILL EXPERTISE / FOCUS • RESISTANCE +3 3 STRENGTH: 12 SKILL EXPERTISE / FOCUS • ATHLETICS +3 3 SOAK 3-5 RIGHT ARM SOAK 2 6-8 LEFT ARM SOAK 2 9-14 TORSO SOAK 3 15-17 RIGHT LEG SOAK 2 18-20 LEFT LEG SOAK 2 SERIOUS WOUNDS CRITICAL WOUNDS CHRONICLE POINTS: BONUS MELEE DAMAGE: +3 BONUS RANGE DAMAGE: +2 All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. 1-2 HEAD 0 ATTACKS • ATLAS MEGACANNON (RANGED) Range M, 2+9, Automatic, Unwieldy, Armour Piercing 1, Spread 3, Vicious 1 Reloads Anti-perspmmel Grenades • BIG BOB’S RIG: Big Bob’s unique Atlas Rig (see p. 70) has been further modified to take advantage of his superior strength. Power-assisted load-bearing and counterbalance engineering reduce the weight of each weapon to one-third normal when fitted with two autocannons (rounding up). The weight of the rig itself is increased to ten and the number of Reloads to five. This allows Bob to mount and wield two Atlas Megacannons in battle and remain lightly encumbered. EQUIPMENT Military dress uniform, mini-torch, basic medkit, 2× Atlas Megacannon (+5 Reloads), Big Bob’s Atlas Rig, anti-personnel grenades (3), combat knife, ten Assets. CAREER PATH Capitol (Criminal), Unemployed Underclass, Heritage World–Mars, Grew Up on the Streets, Military (Basic), Heavy Infantry, Free Marine CITIZEN TALENT Shareholder of Capitol 20 19-20 01 18-20 02 17-20 03 16-20 04 DREAD
BIG BOB WATTS All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. BACKGROUND Brought up in The Sprawl, the bleak DMZ just outside of San Dorado’s walls, Big Bob Watts dragged himself free on his eighteenth birthday to join Capitol’s 53rd Heavy Infantry unit, the Heartbreakers. After six years of service that brought Bob commendations for bravery and valour, his squad found itself squaring off against a full host of Dark Legion creatures in the Martian desert. The bungled orders of the 53rd’s commander–a weak man who held his position thanks to politics more than anything else–led to the devastation of almost the entire company. Enraged and grief-stricken, Watts beat the Major to within an inch of his life. When they finally cleared the shrapnel, the inquest found that Sergeant Watt’s assault had actually saved the Heartbreakers from total destruction, however, they could not allow an assault on an officer to go unpunished. Bob was offered a lifeline in the form of the Free Marines. He gleefully accepted the ‘punishment’ and the opportunity to once again fight against Capitol’s enemies. Although he has since earned a pardon for his crime and now serves with the Doomtroopers, Bob will always consider himself an active member of the Free Marines. TALENTS • RIGOROUS TRAINING 2 Generate two additional successes on any Athletics test that nets at least one success. • LEVERAGE 1 Roll one additional d20 on tests to lift or move inanimate objects. Ignore any Repercussion generated by this die. • RAIN OF FIRE Re-roll up to four when using Heavy Weapons, but keep the new results. • BIG BOOM 1 Successful heavy weapons attacks gain the Spread 1 quality (add this directly to the Spread quality if the weapon already possesses it). • FIRE FOR EFFECT If a weapon possesses the Blast quality, he may pay one Dark Symmetry Point to use this talent as a Standard Action against an enemy or group of enemies within a single zone. The attack becomes an opposed test using Heavy Weapons against the target’s Willpower. If successful, no physical damage is dealt, but one rank of Rattled is inflicted, plus one rank for each Momentum spent. • BOOYA! Spend a Chronicle Point when firing an Autocannon to prevent the target from taking a Dodge Response Action. • SNIPER Re-roll up to two when attacking with Ranged Weapons, but keep the new results. • CLEAR SHOT Reduce the range penalty for firing at a range other than the weapon’s optimal range by one, to a minimum of zero. • HARDY Re-roll any dice that did not generate a success on an initial Resistance test, but accept the new results. • JUST A SCRATCH Regain an additional Light Wound when resting or recovering naturally. • RUB SOME DIRT ON IT Reduce the difficulty by one when attempting to recover from a temporary status effect, to a minimum of one. • STUBBORN Re-roll one d20 when making a Willpower test, but keep the new result. DOOMTROOPER ABILITY • THE CHOPPER EFFECT: Big Bob can cause serious mayhem when stalking into battle with his Atlas Rig. When Bob successfully attacks a target behind Cover with both Atlas Megacannons in a single round, he may choose to spend one Reload. If he does so, the Cover is destroyed if Light, or has its Soak value halved if Heavy (which may reduce it to Light Cover). The Reload to create this effect can be spent in addition to any other Reloads that Bob has spent.
SEAN GALLAGHER WOLFBANE COMMANDO (IMPERIAL) MENTAL WOUNDS AGILITY: 10 SKILL EXPERTISE / FOCUS • ACROBATICS +2 2 • CLOSE COMBAT +4 3 – UNARMED COMBAT • STEALTH +1 AWARENESS: 9 SKILL EXPERTISE / FOCUS • OBSERVATION +2 1 – INSIGHT • THIEVERY Coordination: 9 SKILL EXPERTISE / FOCUS • RANGED WEAPONS +3 3 – HEAVY WEAPONS – GUNNERY • PILOT +1 – SPACE INTELLIGENCE: 8 SKILL EXPERTISE / FOCUS • EDUCATION +1 – LINGUISTICS – SCIENCE • MECHANICS +2 • SURVIVAL – VACUUM • TREATMENT – MEDICINE – PSYCHOTHERAPY MENTAL STRENGTH: 10 SKILL EXPERTISE / FOCUS • MYSTICISM +2 2 • WILLPOWER +3 3 PERSONALITY: 10 SKILL EXPERTISE / FOCUS • ANIMAL HANDLING • LIFESTYLE +1 • PERSUADE +1 – COMMAND +2 1 PHYSIQUE: 10 SKILL EXPERTISE / FOCUS • RESISTANCE +2 STRENGTH: 10 SKILL EXPERTISE / FOCUS • ATHLETICS +1 1 SOAK 3-5 RIGHT ARM SOAK 3 6-8 LEFT ARM SOAK 3 9-14 TORSO SOAK 4 15-17 RIGHT LEG SOAK 3 18-20 LEFT LEG SOAK 3 SERIOUS WOUNDS CRITICAL WOUNDS CHRONICLE POINTS: BONUS MELEE DAMAGE: +2 BONUS RANGE DAMAGE: +1 All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. 1-2 HEAD 0 ATTACKS • MK. XIV AGGRESSOR (RANGED) Range C, 1+5, Burst, Unbalanced, Close Quarters Reloads • GALLAGHER CLAYMORE (MELEE) 2+8, 2H, Parry 2, Pious 4 • GALLAGHER RELIC BLADE The claymore that Sean wields is the ancestral weapon of the Gallagher heirs. If the Imperial Sourcebook is available, it has been inscribed with the following runes: Beith, Dair, Gort, Luis, Muin, Sail, and Tinne. It also increases his Corruption Soak to 4. EQUIPMENT Military dress uniform, basic medkit, mini-torch, Wolfbane cloak, Mk. XIV Aggressor (+3 Reloads), Gallagher Claymore, ten Assets CAREER PATH Imperial, Upper, Sequestered–Keep Gladius, Paxton, Military (Clan Regimental [Vengeance Company]), Military (Wolfbairn), Wolfbane Commando CITIZEN TALENT Kinsman of Imperial 20 19-20 01 18-20 02 17-20 03 16-20 04 DREAD
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. SEAN GALLAGHER BACKGROUND The Gallaghers were once renowned as the most prolific and proficient of swordsmiths within the entire solar system. Their smiths were masters of the runic arts and their blades were cherished as weapons of war that cleave aside the Darkness. That all changed following a brutal raid on their ancestral homeland that wiped out almost the entire clan, save one. Sean is the sole surviving member of the Gallagher Clan, Baron of a dead rock, and master of all the clan’s holdings. Spurning his family’s insistence that he become a smith, Sean trained since childhood to become a warrior. It was this point of contention that had kept him away from the family home when the massacre happened. Alone, bereft, and tormented by guilt, he joined the Wolfbanes, where his leadership, ferociousness, combat skill and tactical acumen soon became legendary. He was recently accepted into the Doomtroopers and has taken to volunteering for the most dangerous of already perilous missions. Rumours have always been rife that the Dark Legion were behind the annihilation of his clan; some now say that Sean has uncovered the name of the very Nepharite that ordered it and is carving his way through their ranks in search of ultimate vengeance. TALENTS • GRACEFUL: Re-roll one d20 when making an Acrobatics test, but keep the new result. • HARD TARGET 1: Acrobatics Focus is one higher when taking a Dodge Response Action. • UNCANNY DODGE: Take Dodge Response Actions against any ranged attacks, including ones that might not be known about. • RIGOROUS TRAINING 1: Generate one additional success on any Athletics test that nets at least one success. • PROFESSIONAL: Re-roll one d20 when making a Command test, but keep the new result. • NO MERCY: Re-roll up to six when making a close combat attack, but keep the new results. • DEFLECTION: Do not pay a Dark Symmetry point in order to take a Parry Response Action. • RIPOSTE: After successfully executing a Parry Response Action, immediately pay a Dark Symmetry point to make a melee attack against the parried foe. • REFLEXIVE BLOCK: Substitute Close Combat for Acrobatics any time he attempts a Dodge Response Action. • SPECIALIST: Dark Symmetry Points paid to add additional dice when using Two-Handed weapons add two dice, instead of one. • WEAPON MASTER: Each point of Momentum for Bonus Damage adds two damage, instead of one, when using Two-Handed melee weapons. • SPIRITUAL UNDERSTANDING: Re-roll one d20 when making a Mysticism test, but keep the new result. • DARK KNOWLEDGE 1: Reduce the difficulty by one for any Mysticism test made to identify a creature or power of Darkness. • SNIPER: Re-roll up to two when attacking with Ranged Weapons, but keep the new results. • CLEAR SHOT: Reduce the range penalty for firing at a range other than the weapon’s optimal range by one, to a minimum of zero. • STUBBORN: Re-roll one d20 when making a Willpower test, but keep the new result. DOOMTROOPER ABILITY • FURY OF THE CLANSMEN: Sean can draw upon his guilt and anger to enter a berserk fury. By paying two or more Dark Symmetry Points, he enters a rage and gains two additional Momentum on each successful melee attack. The rage last for a number of rounds equal to the number of Dark Symmetry Points paid. He cannot fire any ranged weapons whilst in this state, though he may still make improvised ranged attacks.
EDWARD MURDOCH GOLDEN LION (IMPERIAL) MENTAL WOUNDS AGILITY: 9 SKILL EXPERTISE / FOCUS • ACROBATICS • CLOSE COMBAT +2 1 – UNARMED COMBAT +3 +3 • STEALTH AWARENESS: 12 SKILL EXPERTISE / FOCUS • OBSERVATION +2 2 – INSIGHT • THIEVERY Coordination: 10 SKILL EXPERTISE / FOCUS • RANGED WEAPONS +4 3 – HEAVY WEAPONS +1 – GUNNERY • PILOT +1 – SPACE INTELLIGENCE: 8 SKILL EXPERTISE / FOCUS • EDUCATION +1 – LINGUISTICS – SCIENCE • MECHANICS +2 • SURVIVAL +2 – VACUUM • TREATMENT – MEDICINE – PSYCHOTHERAPY MENTAL STRENGTH: 8 SKILL EXPERTISE / FOCUS • MYSTICISM +1 1 • WILLPOWER +3 3 PERSONALITY: 8 SKILL EXPERTISE / FOCUS • ANIMAL HANDLING • LIFESTYLE • PERSUADE +1 – COMMAND +2 1 PHYSIQUE: 9 SKILL EXPERTISE / FOCUS • RESISTANCE +2 2 STRENGTH: 9 SKILL EXPERTISE / FOCUS • ATHLETICS +1 1 SOAK 3-5 RIGHT ARM SOAK 5 6-8 LEFT ARM SOAK 5 9-14 TORSO SOAK 4 15-17 RIGHT LEG SOAK 4 18-20 LEFT LEG SOAK 4 SERIOUS WOUNDS CRITICAL WOUNDS CHRONICLE POINTS: BONUS MELEE DAMAGE: +4 BONUS RANGE DAMAGE: +3 All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. 1-2 HEAD 4 ATTACKS • MK. IVP PLASMA INTRUDER (RANGED) Range C, 1+7, Burst, 2H, Ammo (Blast [Close], Vicious 1) Reloads • MK. XIII PLASMA ENRAGER (RANGED): Range C, 1+7, Burst, Unbalanced, Ammo (Blast [Close], Vicious 1), Spread 1 Reloads • COMBAT KNIFE (MELEE) 1+6, Armour Piercing 1 EQUIPMENT Military dress uniform, mini-torch, basic medkit, Mk. XIVP Plasma Intruder (+4 Reloads), Mk. XIII Plasma Enrager (+2 Reloads), anti-personnel grenades (3), combat knife, ten Assets. CAREER PATH Imperial, Working Lower, Foothold–Fukido, Paxton, Military (Basic), Golden Lion CITIZEN TALENT Kinsman of Imperial 20 19-20 01 18-20 02 17-20 03 16-20 04 DREAD
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. EDWARD MURDOCH BACKGROUND Although he bears the Murdoch name with dignity and pride, familial misfortune meant that Edward grew up on the fast-paced mean streets of Fukido. He fought for respect from an early age and added fear to a list of swear words that would have no place in his vocabulary. Always aiming to be part of the military, he earned a place at the prestigious Paxton Military Academy and garnered the attention of the Golden Lions whilst there. He was asked to join the Murdoch clan’s clandestine special forces unit not long after his induction into the Imperial Defence Forces and readily accepted. Edward took part in dozens of covert operations, rose through the ranks to command his own team, and eventually became a training instructor for rookie Lions, though this came to an end when the head of the clan requested that he apply for the Doomtroopers. Edward would have preferred to have stayed with his beloved unit, but understood that it was an order rather than a suggestion. The Murdoch clan had decided that they needed more insight into the operations of the Doomtroopers. Enlisting one of their favoured sons would also curry favour with the Cartel and the Brotherhood. Politics. Although he reluctantly accepted, he now relishes taking the fight to the Darkness and giving the Dark Legion a bloody nose beside his fellow Doomtroopers. TALENTS • RIGOROUS TRAINING 1: Generate one additional success on any Athletics test that nets at least one success. • SPIRITUAL UNDERSTANDING: Re-roll one d20 when making a Mysticism test, but keep the new result. • SHARP SENSES: Re-roll one d20 when making an Observation test, but keep the new result. • SNIPER: Re-roll up to seven when attacking with Ranged Weapons, but keep the new results. • GUN IN HAND: Use a Response Action to attack someone that is attacking him. The base difficulty is Daunting (D3) and resolves before the enemy’s attack, which prevents their attack if it kills or incapacitates them. • SPEED LOADER: As a Restricted Action, spend one more Reload with a ranged weapon than would normally be allowed. • DOUBLE TAP: Following an initial successful ranged attack, there is no increase in difficulty for any subsequent attack performed as part of a Swift Strike. • THROUGH AND THROUGH 2: The Secondary Target Momentum spend only costs one Momentum when using ranged weapons. Further, he may select two additional Secondary Targets with each use. • CLEAR SHOT: Reduce the range penalty for firing at a range other than the weapon’s optimal range by one, to a minimum of zero. • PRECISE TARGETING: The Called Shot Momentum spend shifts the hit location by two, instead of one, when using ranged weapons. • MARTIAL ARTIST: Re-roll up to two when making an Unarmed Attack, but keep the new results. • BLOCK THE ARM: Using Unarmed Combat, he can attempt to parry even when not holding a close combat weapon. • STUBBORN: Re-roll one d20 when making a Willpower test, but keep the new result. • IRREPRESSIBLE: Recover two Light or Mental Wounds for each Momentum spent when taking the Shake It Off action. • COURAGEOUS 1: Reduce the difficulty by one step when attempting a Willpower test due to exposure to a traumatic event, which may eliminate the need for a test. DOOMTROOPER ABILITY • MAD MURDOCH’S ENCOURAGEMENT: Despite humble beginnings, Edward’s implacable and irrepressible nature have allowed him to rise above his peers. These characteristics have translated into an ability to draw the very best out of his comrades and recruits. He gains Soak 1 against any attacks that target his Mental Wounds. Additionally, he may pay one Dark Symmetry Point as a Restricted Action to shout encouragement or bolster the nerve of nearby comrades. If he does so, friendly characters within Close range (6 squares) benefit from Murdoch’s Irrepressible talent if they take a Shake It Off action during their next turn.
SELINA KINGSFIELD BLOOD BERET (IMPERIAL) MENTAL WOUNDS AGILITY: 9 SKILL EXPERTISE / FOCUS • ACROBATICS +1 • CLOSE COMBAT +2 1 – UNARMED COMBAT • STEALTH +3 3 AWARENESS: 10 SKILL EXPERTISE / FOCUS • OBSERVATION +2 2 – INSIGHT • THIEVERY Coordination: 9 SKILL EXPERTISE / FOCUS • RANGED WEAPONS +4 3 – HEAVY WEAPONS +2 2 – GUNNERY • PILOT +1 – SPACE INTELLIGENCE: 10 SKILL EXPERTISE / FOCUS • EDUCATION +1 – LINGUISTICS – SCIENCE +2 • MECHANICS +3 3 • SURVIVAL +2 1 – VACUUM • TREATMENT – MEDICINE – PSYCHOTHERAPY MENTAL STRENGTH: 11 SKILL EXPERTISE / FOCUS • MYSTICISM +1 1 • WILLPOWER +1 1 PERSONALITY: 8 SKILL EXPERTISE / FOCUS • ANIMAL HANDLING • LIFESTYLE • PERSUADE – COMMAND PHYSIQUE: 10 SKILL EXPERTISE / FOCUS • RESISTANCE +1 1 STRENGTH: 9 SKILL EXPERTISE / FOCUS • ATHLETICS +2 SOAK 3-5 RIGHT ARM SOAK 4 6-8 LEFT ARM SOAK 4 9-14 TORSO SOAK 5 15-17 RIGHT LEG SOAK 4 18-20 LEFT LEG SOAK 4 SERIOUS WOUNDS CRITICAL WOUNDS CHRONICLE POINTS: BONUS MELEE DAMAGE: +1 BONUS RANGE DAMAGE: +2 All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. 1-2 HEAD 4 ARMOR • POWER ASSISTED: Mk. V armour is power assisted, granting one bonus Momentum on all strength-based tests and having zero encumbrance whilst the suit is active. Additionally, melee damage bonus increases by 2 (already included in profile), but the difficulty of Acrobatics and Stealth tests is increased by one. • STABLE PLATFORM: Mk V armour means she is always considered Braced when using Unwieldy weapons and may use 2H or Unbalanced weapons one-handed without penalty ATTACKS • GEHENNA PUKER (RANGED) Range C, 2+8, Munition, Unwieldy, Incendiary 4, Torrent 1, Vicious 1 Reloads • MK. XIV AGGRESSOR (RANGED) Range C, 1+6, Burst, Unbalanced, Close Quarters Reloads • COMBAT KNIFE (MELEE) 1H, 1+4, Armour Piercing 1 EQUIPMENT Military dress uniform, mini-torch, basic medkit, basic repair kit, Gehenna Puker (+2 Reloads), Mk. XIV Aggressor (+2 Reloads), combat knife, experimental hacking device, ten Assets. CAREER PATH Imperial, Working Lower, Heritage Foothold–Mckenzie Base (Venus), New Bristol, Military (Basic), Blood Berets 20 19-20 01 18-20 02 17-20 03 16-20 04 DREAD
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. SELINA KINGSFIELD BACKGROUND Living with the stigma of the Kingsfield name eventually forces most who do so onto a path that perpetuates their reputation. Selina, however, was cut from a different cloth and vowed to alter people’s perception of her clan from the moment she first gained an understanding of why doors were so often closed to her. Seeking honour, renown, and an opportunity to prove her clan’s worth, Selina signed up for the Imperial Defence Forces. She was hustled through basic training and sent to the trenches. Hardened by her experiences there, Selina’s fortune finally changed at the age of twenty-two following a commendation for almost single-handedly saving her squad from a rampaging Razide. The Blood Berets sent her a personal invitation to try out for membership of their unit. She accepted the challenge and gained the honour of wearing the claret barely breaking a sweat. After four years of facing down the Dark Legion across all manner of drop zones, she was asked to represent the Blood Berets amongst the Doomtroopers. Selina seized the opportunity to finally prove that being a Kingsfield does not always warrant a hallmark of corruption and bitter disappointment. As with all of the challenges placed before her, she has taken to the experimental technology with a taciturn stoicism that has seen her make great strides towards mastering the art of stealing in to peel open a Citadel’s defences. Selina picks up her Gehenna Puker to melt anything she is unable to hack into. TALENTS • GRACEFUL: Re-roll one d20 when making an Acrobatics test, but keep the new result. • FREE RUNNER: Ignore all effects of moving through difficult terrain, not including hazardous terrain. • RAIN OF FIRE: Re-roll up to three when using Heavy Weapons, but keep the new results. • BIG BOOM 2: Successful heavy weapons attacks gain the Spread 1 quality (add this directly to the Spread quality if the weapon already possesses it). • NATURAL ENGINEER: Re-roll one d20 when making a Mechanics test, but keep the new result. • SHARP SENSES: Re-roll one d20 when making an Observation test, but keep the new result. • QUICK SURVEY: Spend one Momentum to recognise the reason an Observation test was made. If made prior to combat, add one d20 to any skill test made during the first turn (at no additional Dark Symmetry point cost). • BATTLEFIELD PERCEPTION: Make an Average (D1) Observation test as a Restricted Action during combat. Success allows her to determine the severity of her opponent’s wounds. Each Momentum allows her to know remaining Light Wounds on a location of her choice. • FIND THE WEAK SPOT: Make an Average (D1) Observation test as a Restricted Action during combat. If she succeeds and immediately makes an attack, apply additional damage dice equal to her Observation focus level to the attack’s result. • SNIPER: Re-roll up to two when attacking with Ranged Weapons, but keep the new results. • CLEAR SHOT: Reduce the range penalty for firing at a range other than the weapon’s optimal range by one, to a minimum of zero. • JUST A SCRATCH: Regain an additional Light Wound when resting or recovering naturally. • RUB SOME DIRT ON IT: Reduce the difficulty by one when attempting to recover from a temporary status effect, to a minimum of one. • STUBBORN: Re-roll one d20 when making a Willpower test, but keep the new result. DOOMTROOPER ABILITY • DOOM OF THE KINGSFIELDS: Doom and dishonour have followed the Kingfield’s ever since their foiled attempt at seizing power, though Selina’s good heart seems to have turned this against her foes. When using her Find the Weak Spot talent, she may pay X Dark Symmetry points, where X is equal to her current Observation focus. If she does so, her Observation focus is doubled for the purposes of the subsequent attack. Additionally, Selina may apply her Observation talents to any tests taken against a Citadel’s defence systems. CITIZEN TALENT Kinsman of Imperial
TATSU RONIN SAMURAI (MISHIMA) MENTAL WOUNDS AGILITY: 9 SKILL EXPERTISE / FOCUS • ACROBATICS +2 2 • CLOSE COMBAT +3 – UNARMED COMBAT • STEALTH +2 2 AWARENESS: 12 SKILL EXPERTISE / FOCUS • OBSERVATION +2 2 – INSIGHT • THIEVERY Coordination: 10 SKILL EXPERTISE / FOCUS • RANGED WEAPONS +5 4 – HEAVY WEAPONS – GUNNERY • PILOT – SPACE INTELLIGENCE: 8 SKILL EXPERTISE / FOCUS • EDUCATION +1 – LINGUISTICS – SCIENCE • MECHANICS • SURVIVAL +2 1 – VACUUM • TREATMENT – MEDICINE – PSYCHOTHERAPY MENTAL STRENGTH: 7 SKILL EXPERTISE / FOCUS • MYSTICISM +1 1 • WILLPOWER +2 1 PERSONALITY: 8 SKILL EXPERTISE / FOCUS • ANIMAL HANDLING • LIFESTYLE • PERSUADE +1 – COMMAND +1 1 PHYSIQUE: 10 SKILL EXPERTISE / FOCUS • RESISTANCE +2 1 STRENGTH: 9 SKILL EXPERTISE / FOCUS • ATHLETICS +2 SOAK 3-5 RIGHT ARM SOAK 2 6-8 LEFT ARM SOAK 2 9-14 TORSO SOAK 3 15-17 RIGHT LEG SOAK 2 18-20 LEFT LEG SOAK 2 SERIOUS WOUNDS CRITICAL WOUNDS CHRONICLE POINTS: BONUS MELEE DAMAGE: +1 BONUS RANGE DAMAGE: +3 All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. 1-2 HEAD 0 ATTACKS • NO. 11 KENSAI (RANGED) Range M, 1+8, Automatic, 2H, Spread 1 Reloads • KATANA (MELEE) 1+6, Unbalanced, Parry 1 • WAKIZASHI (MELEE) 1+5, 1H, Parry 1 EQUIPMENT Good quality kimono, ballistic nylon training suit, shinken, urban survival kit, basic medkit, mini-torch, No. 11 Kensai (+3 Reloads), Daisho (katana and wakizashi), ten Assets. CAREER PATH Mishima, Samurai (Low Shareholder), Heritage Foothold–Mars, Bushido Training, Military (Bushi), Hatamoto, Ronin CITIZEN TALENT Vassal of Mishima 20 19-20 01 18-20 02 17-20 03 16-20 04 DREAD
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. TATSU BACKGROUND Once part of the Kojo keiretsu on Mars, this former Samurai lost everything following his master’s botched attempt at a hostile takeover of a Capitol subsidiary. Tatsu was the sole survivor of his unit and his house. Badly beaten, abused, and now Ronin, he sunk into a morbid cycle of blood and sake as he struggled to cope with his altered fortunes. His prowess in battle became almost as legendary as his drunkenness, yet he always found employment. It was at the height of one drunken stupor that he finally found a clue to the real villains behind the fall of his house. A cult of Semai had been watching him from afar for months and had been slowly fostering his hatred. Transporting him to their hidden temple whilst inebriated, they hoped to finally convert him. A horrified Tatsu tore through the cell and uncovered clues that connected them to the fall of his house. He vowed from that day to focus and purify his anger so that it remained directed against the Dark Legion. He began stalking the most dangerous streets and darkest of alleys, rooting out Heretics in pursuit of the trail that would uncover the Nepharite that had ordered his master’s death. He discovered that the conspiracy went all the way to the dark Citadels themselves and sought out membership of the Doomtroopers to get himself closer. Tatsu did not have the official credentials and merits that would normally be required to try out for the Doom Troopers, but the severed head of the Nepharite he tossed onto the admissions desk more than made of their absence. TALENTS • GRACEFUL: Re-roll one d20 when making an Acrobatics test, but keep the new result. • RIGOROUS TRAINING 1: Generate one additional success on any Athletics test that nets at least one success. • PROFESSIONAL: Re-roll one d20 when making a Command test, but keep the new result. • NO MERCY: Re-roll up to three when making a close combat attack, but keep the new results. • SPECIALIST: Dark Symmetry Points paid to add additional dice when using Unbalanced weapons add two dice, instead of one. • WEAPON MASTER: Each point of Momentum for Bonus Damage adds two damage, instead of one, when using Unbalanced melee weapons. • SPIRITUAL UNDERSTANDING: Re-roll one d20 when making a Mysticism test, but keep the new result. • SNIPER: Re-roll up to six when attacking with Ranged Weapons, but keep the new results. • GUN IN HAND: Use a Response Action to attack someone that is attacking him. The base difficulty is Daunting (D3) and resolves before the enemy’s attack, which prevents their attack if it kills or incapacitates them. • SPEED LOADER: As a Restricted Action, spend one more Reload with a ranged weapon than would normally be allowed. • DOUBLE TAP: Following an initial successful ranged attack, there is no increase in difficulty for any subsequent attack performed as part of a Swift Strike. • THROUGH AND THROUGH 2: The Secondary Target Momentum spend only costs one Momentum when using ranged weapons. Further, he may select two additional Secondary Targets with each use. • CLEAR SHOT: Reduce the range penalty for firing at a range other than the weapon’s optimal range by one, to a minimum of zero. • PRECISE TARGETING: The Called Shot Momentum spend shifts the hit location by two, instead of one, when using ranged weapons. • HARDY: Re-roll any dice that did not generate a success on an initial Resistance test, but accept the new results. • STUBBORN: Re-roll one d20 when making a Willpower test, but keep the new result. • JADED 1: Gain one additional Mental Wound (already included). DOOMTROOPER ABILITY • DISHONOURED UNTO DEATH: Tatsu’s unbreakable core has allowed him to pursue those responsible for the death of his house relentlessly and without mercy. He will seek vengeance or die trying, and only then will he consider his debt of honour fulfilled. His Repercussion Range is always read from the line above on the Dread Track. Additionally, when Critically Injured, he may pay two Dark Symmetry Points to ignore the negative effects of this status until the end of the current combat scene.
OSHIRO MAKIKO SAMURAI (MISHIMA) MENTAL WOUNDS AGILITY: 11 SKILL EXPERTISE / FOCUS • ACROBATICS +2 2 • CLOSE COMBAT +5 4 – UNARMED COMBAT +3 3 • STEALTH +2 AWARENESS: 9 SKILL EXPERTISE / FOCUS • OBSERVATION +3 2 – INSIGHT +1 • THIEVERY Coordination: 10 SKILL EXPERTISE / FOCUS • RANGED WEAPONS +2 +2 – HEAVY WEAPONS – GUNNERY • PILOT – SPACE INTELLIGENCE: 9 SKILL EXPERTISE / FOCUS • EDUCATION +1 – LINGUISTICS – SCIENCE • MECHANICS • SURVIVAL – VACUUM • TREATMENT – MEDICINE – PSYCHOTHERAPY MENTAL STRENGTH: 10 SKILL EXPERTISE / FOCUS • MYSTICISM +1 1 • WILLPOWER +2 1 PERSONALITY: 8 SKILL EXPERTISE / FOCUS • ANIMAL HANDLING • LIFESTYLE • PERSUADE +1 – COMMAND PHYSIQUE: 10 SKILL EXPERTISE / FOCUS • RESISTANCE +2 1 STRENGTH: 9 SKILL EXPERTISE / FOCUS • ATHLETICS +2 SOAK 3-5 RIGHT ARM SOAK 3 6-8 LEFT ARM SOAK 3 9-14 TORSO SOAK 4 15-17 RIGHT LEG SOAK 3 18-20 LEFT LEG SOAK 3 SERIOUS WOUNDS CRITICAL WOUNDS CHRONICLE POINTS: BONUS MELEE DAMAGE: +4 BONUS RANGE DAMAGE: +3 All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. 1-2 HEAD 0 ATTACKS • NO. 1 SHOGUN (RANGED) Range M, 1+5, Burst, Unbalanced Reloads • KATANA (MELEE) 1+8, Unbalanced, Parry 1 • WAKIZASHI (MELEE) 1+5, 1H, Parry 1 EQUIPMENT Good quality kimono, ballistic nylon training suit, shinken, basic medkit, mini-torch, No. 1 Shogun (+2 Reloads), Daisho (katana and wakizashi), ten Assets. CAREER PATH Mishima, Samurai (Low Shareholder), Heritage World–Mercury, Bushido Training, Military (Bushi), Samurai CITIZEN TALENT Vassal of Mishima 20 19-20 01 18-20 02 17-20 03 16-20 04 DREAD
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. OSHIRO MAKIKO BACKGROUND Born as a Samurai to a small Mishima clan, Makiko has trained with sword in hand since she could walk. Her allotted duty would be a position of great honour as the personal bodyguard of her lord’s daughter, Akane, and she trained relentlessly to fulfil her role. Thanks to a life of virtual seclusion, she had mastered the Blademaster school by the time her charge came of age and was granted the distinct privilege of tutelage in a second martial school at the ceremony that saw her invested with her duties. She has almost mastered the Storm Warrior school as well. Oshiro’s sworn duty was altered on the very night that saw her liege lord murdered. Assassins infiltrated the clan’s compound intent on murdering the lord and his family. Oshiro saved Akane and took care of the assassins that had attacked her lord, though too late to save his life. Learning that the assassins were linked to the Shadow Walker Cult, she petitioned to be temporarily released from her duties so that she might exact revenge. Akane agreed and Oshiro began a merciless pursuit of the clan’s attackers. Her successes, however, drew a surprise intervention from Lord Heir Moya himself, who made a personal visit to Akane and ordered her to send Oshiro for Doomtrooper selection. Trapped by duty and honour, she fears for her lady’s life yet is determined to ensure that she returns to her side. Oshiro fights furiously against the Darkness so that she can finish her term and return to her liege lady. TALENTS • GRACEFUL: Re-roll one d20 when making an Acrobatics test, but keep the new result. • NO MERCY: Re-roll up to five when making a close combat attack, but keep the new results. • DEFLECTION: Do not pay a Dark Symmetry point in order to take a Parry Response Action. • RIPOSTE: After successfully executing a Parry Response Action, immediately pay a Dark Symmetry point to make a melee attack against the parried foe. • SPECIALIST: Dark Symmetry Points paid to add additional dice when using Unbalanced weapons add two dice, instead of one. • WEAPON MASTER: Each point of Momentum for Bonus Damage adds two damage, instead of one, when using Unbalanced melee weapons. • SHARP SENSES: Re-roll one d20 when making an Observation test, but keep the new result. • SNIPER: Re-roll up to two when attacking with Ranged Weapons, but keep the new results. • CLEAR SHOT: Reduce the range penalty for firing at a range other than the weapon’s optimal range by one, to a minimum of zero. • BLADEMASTER TALENTS • WEAPON LINK: +2 damage with Katana • THE TOAD’S GREAT LEAP: Average (D1) Willpower test as a Restricted Action to leap to any adjacent zone, including into Reach of an enemy or a zone above or below the starting point. • NOMURA’S QUICKENED STEP: Average (D1) Willpower test as a Restricted Action to gain one additional Standard Action this turn. • YORAMA’S DEFLECTING HANDS: Average (D1) Willpower test as a Free Action to grant the Full Defence 1 quality to any melee weapon currently being wielded (for Concentration). • YIZO’S PRESCIENCE: Average (D1) Willpower test as a Free Action to become perfectly aware of everything and everyone within Close range (for Concentration). This extends through walls and other obstacles, includes hidden or invisible creatures, and uses of supernatural powers. STORM WARRIOR TALENTS • THE RHINO’S IMPREGNABLE SKIN: One additional Soak in all locations. • DIAMOND WILL: Challenging (D2) Willpower test as a Free Action to ignore status effects caused by injury and Dread (for Concentration). She is also immune to any powers or effects that are reliant on pain. • HOODED VIPER STYLE: Gain one bonus Momentum when wielding a melee weapon in each hand, which must be used for the Swift Strike Momentum spend. DOOMTROOPER ABILITY • INNER FOCUS: Although she has been sorely tested by recent events, Oshiro has completely mastered her Ki. She gains one additional d20 on any tests to manifest Ki powers. If this additional d20 results in a success, it generates an additional point of Momentum.
TETSUKAGE FORMER SHADOW WALKER (MISHIMA) MENTAL WOUNDS AGILITY: 11 SKILL EXPERTISE / FOCUS • ACROBATICS +1 1 • CLOSE COMBAT +2 2 – UNARMED COMBAT • STEALTH +5 4 AWARENESS: 9 SKILL EXPERTISE / FOCUS • OBSERVATION +2 2 – INSIGHT +1 • THIEVERY +3 3 Coordination: 10 SKILL EXPERTISE / FOCUS • RANGED WEAPONS +2 2 – HEAVY WEAPONS – GUNNERY • PILOT – SPACE INTELLIGENCE: 11 SKILL EXPERTISE / FOCUS • EDUCATION +1 – LINGUISTICS – SCIENCE • MECHANICS +2 2 • SURVIVAL – VACUUM • TREATMENT – MEDICINE – PSYCHOTHERAPY MENTAL STRENGTH: 7 SKILL EXPERTISE / FOCUS • MYSTICISM +1 1 • WILLPOWER +2 1 PERSONALITY: 8 SKILL EXPERTISE / FOCUS • ANIMAL HANDLING • LIFESTYLE • PERSUADE – COMMAND PHYSIQUE: 10 SKILL EXPERTISE / FOCUS • RESISTANCE +2 1 STRENGTH: 9 SKILL EXPERTISE / FOCUS • ATHLETICS +2 SOAK 3-5 RIGHT ARM SOAK 3 6-8 LEFT ARM SOAK 3 9-14 TORSO SOAK 4 15-17 RIGHT LEG SOAK 3 18-20 LEFT LEG SOAK 3 SERIOUS WOUNDS CRITICAL WOUNDS CHRONICLE POINTS: BONUS MELEE DAMAGE: +3 BONUS RANGE DAMAGE: +2 All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. 1-2 HEAD 0 ATTACKS • WHISPER MACHINE PISTOL (RANGED) Range C, 1+4, Burst, 1H, Close Quarters, Hidden 1 Reloads • SHURIKEN (RANGED) Range C, 1+3, Munition, Hidden 2 • KATANA (MELEE) 1+6, Unbalanced, Parry 1 • WAKIZASHI (MELEE) 1+5, 1H, Parry 1 EQUIPMENT Shinobi Robes, mini-torch, basic medkit, security suppression kit, 2× Whisper Machine Pistol (+4 Reloads), 4× Shuriken, Daisho (katana and wakizashi), experimental hacking device, ten Assets. CAREER PATH Mishima, Samurai (Ronin/Life), Sequestered, Bushido Training, Intelligence Operative, Shadow Walker Cult CITIZEN TALENT Vassal of Mishima 20 19-20 01 18-20 02 17-20 03 16-20 04 DREAD