Soldiers
Marine Commander
Medium sentient humanoid (7d6)Marine Commander
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 18
HEALTH 40SOAK 8; VULN noneIMMUNE none
INITIATIVE 6d6PERCEPTION 6d6SPEED 6; CLIMB 3; JUMP 12'/3'CARRY 90lb (max lift 300lb)
REACH 5-ftACTIONS 2
π 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, medkit
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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.
Heavy Gunner
Medium sentient humanoid (6d6)Heavy Gunner
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 24
HEALTH 60SOAK 12 (riot armor); VULN noneIMMUNE none
INITIATIVE 3d6PERCEPTION 3d6SPEED 4; CLIMB 2; JUMP 6'/6'CARRY 200lb (max lift 500lb)
REACH 5-ftACTIONS 2
π 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 armor
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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.
Marine
Medium sentient humanoid (6d6)Β Marine
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 18
HEALTH 36SOAK 6; VULN noneIMMUNE none
INITIATIVE 3d6PERCEPTION 5d6Β SPEED 6; CLIMB 3; JUMP 6'/3'CARRY 120lb (max lift 150lb)
REACH 5-ftACTIONS 2
π 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 scanner
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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.