Medium sentient humanoid (7d6)STR 6 (3d6) AGI 6 (3d6) END 3 (2d6)INT 10 (4d6) LOG 6 (3d6) WIL 3 (2d6)CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)MELEE DEFENCE 16RANGED DEFENCE 24MENTAL DEFENCE 18VITAL DEFENCE 18HEALTH 40SOAK 8; VULN noneIMMUNE noneINITIATIVE 6d6PERCEPTION 6d6SPEED 6; CLIMB 3; JUMP 12'/3'CARRY 90lb (max lift 300lb)REACH 5-ftACTIONS 2π
Brawling 5d6 (2d6+2 blunt damage)π
‘ Laser rifle 6d6 (3d6 heat damage; range 14)Skills rifles 3 (d6), pistols 3 (2d6), brawling 3 (2d6), heavy armor 3 (2d6), medicine 1 (1d6),Β computers 1 (1d6),Β hardy3 (2d6), swimming Β (0d6), carrying 3 (2d6), tactics 3 (2d6), dodging 3 (2d6), swords 3 (2d6), hardy 6 (3d6)Gear laser rifle, laser pistol, navy battle suit, hand scanner, medkitββββββββββ
Hunker down. Marines take half damage when in cover.Protector. Marines can take an attack meant for an adjacent ally. If the attack hits the ally, the marine takes the damage instead. If the marine has a shield, the ally also benefits from the shield's defense bonus.Get on with it. Once per day, marines can pause for two actions and recover 2d6 HEALTH. Medium sentient humanoid (6d6)STR 10 (4d6) AGI 3 (2d6) END 10 (4d6)INT 3 (2d6) LOG 3 (2d6) WIL 6 (3d6)CHA 3 (2d6) LUC 1 (1d6) REP 6 (3d6)MELEE DEFENCE 24RANGED DEFENCE 12MENTAL DEFENCE 12VITAL DEFENCE 24HEALTH 60SOAK 12 (riot armor); VULN noneIMMUNE noneINITIATIVE 3d6PERCEPTION 3d6SPEED 4; CLIMB 2; JUMP 6'/6'CARRY 200lb (max lift 500lb)REACH 5-ftACTIONS 2π
Brawling 5d6 melee (3d6 blunt damage)π
‘ Minigun 6d6 ranged (3d6+4 ballistic damage; range 9; spray, auto, heavy)π
₯ Grenade launcher 5d6 vital (3d6 heat damage; range 10; burst 2)Skills hardy 36 (8d6), combat 3 (2d6), perception 1 (1d6), reactions 1 (1d6),Β heavy weapons6 (3d6)Gear minigun, grenade launcher, riot armorββββββββββ
Spray. The heavy gunner can use his mini-gun to blanket a 30' cone in a hail of bullets, attacking all targets within that area.Rocket man. Against vehicles, and other inanimate objects,Β a heavy gunner does double damage. Medium sentient humanoid (6d6)Β STR 10 (4d6) AGI 6 (3d6) END 6 (3d6)INT 6 (3d6) LOG 4 (2d6) WIL 6 (3d6)Β CHA 4 (2d6) LUC 4 (2d6) REP 4 (2d6)MELEE DEFENCE 18RANGED DEFENCE 18MENTAL DEFENCE 24VITAL DEFENCE 18HEALTH 36SOAK 6; VULN noneIMMUNE noneINITIATIVE 3d6PERCEPTION 5d6Β SPEED 6; CLIMB 3; JUMP 6'/3'CARRY 120lb (max lift 150lb)REACH 5-ftACTIONS 2π
Brawling 5d6 melee (3d6 blunt damage)π
‘ Rifle 5d6 ranged (3d6 heat damage; range 9)Skills brawling 3 (2d6), rifles 6 (3d6), pistols 6 (3d6), tactics 6 (3d6), survibval 6 (3d6)Gear rifle, armor, military scannerββββββββββ
Hunker down. Marines take half damage when in cover.Protector. Marines can take an attack meant for an adjacent ally. If the attack hits the ally, the marine takes the damage instead. If the marine has a shield, the ally also benefits from the shield's defense bonus.Get on with it. Once per day, marines can pause for two actions and recover 2d6 HEALTH.