SWADE.SF.Bughunters

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Based on the TSR setting of Amazing Engines Bughunters, these rules are a converion of the favor of that game to the Savage Worlds Adenture Edition (SWADE) with ideas and updates from the Science Fiction Companion (SFC).

INTRO TO THE BUGHUNTERS SETTING[edit]

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Bughunter.SWADE Armor.4.jpg

Captain Harley set the ship down in the middle of the colony's main street. Somehow he managed not to land on any of the bodies.
I grabbed my medkit and checked my pistol. West was still vainly trying to raise someone on the radio.
"Give it up, Stanley," Clinton said as she hefted an assault rifle and popped the hatch.
Muggy air invaded the cabin. It bore green odors of the surrounding jungle and an undertone of nearer decay. Clinton wrinkled her nose, muttered an oath, and hopped out. She crossed the street to the chewed remains of a colonist. A shadow slid toward her.
"Look out!" I cried. Too late—a thing like a monkey mated with a wasp dropped from the sky and bore her to the ground. She went rigid when it stung her in the throat.
Cursing, I took careful aim with my pistol...

Mankind discoved interstellar travel in the late 21st century but found that the average human could not handle the physical and mental stress of Shuttlewarp travel outside of a stasis chamber. They quickly began to exploration of nearby stars, spending first unmanned probes but soon setting up colonies. Along the way they have encounter hostile aliens. This lead to the formation of the United Terran Reconnaissance and Peacekeeping Force (UTRPF or utter-puff) and its clone army almost 30 years ago. Synthetic humans (or synths or synners) are cloned soldiers made from the DNA and brainscans of paid average citizens, enhanced and trained to be sent out to protect human interests as they settle the cosmos.

Synners are "born" with all the memories and personality of their hosts, given enhanced attributes, denser skeletons, plastic reinforced organ protection and preprogrammed skills and some of the most advanced weapons and armor around. Only created to serve the UTRPF spawning a human rights movement for them back home on Earth a place they themselves are forbidden from ever setting foot on.

They are slaves and heroes, envied and looked up to, feared, abused and entrusted with the future of the human race. PCs explore new worlds, pacify (ala exterminate all hostile life forms) them for colonization, perform SAR missions and combat hostiles.

"Bughunters" are understandably fatalistic. They don’t have much to look forward to in life except another dangerous mission to another dangerous rock to tangle with another dangerous alien life form. Their real reward isn’t their paycheck but the gratitude of the colonists whose lives they save.

Welcome to the future of 2179

SETTING RULES[edit]

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Savage Worlds Adventure Edition -Setting Rules (pg. 136-141)

Gritty Wounds: Whenever a Wild Card takes a Wound, roll on the Injury Table and apply the results immediately (but roll only once per incident regardless of how many Wounds are actually caused). A hero who takes two Wounds from an attack, for example, rolls once on the Injury Table.
Multiple Languages: as the Linguist Edge, characters start with their Native tongue at a d8 and 1/2 their Smarts die in other Languages at d6 each. The standard language of the UT Gov is English for simplisticy sake.
Wound Cap: a wound causes a max of 4 wounds each.

Also...

Wealth (SWADE pg. 145): as characters are in the military that provide their basic gear and 'owning' certain items is not allowed the basic Wealth die of a d6 and used for personal items like cloths or maybe a conputure (not weapons). Generally cannot have Proverty or Rich edges in the game but some origins have bonuses.
Arcane Background (Psionics) (SWADE pg. 37 and pg. 148): Psionics exist in this game setting but this is very rare (the result of Shuttlewarp drive expierences and the Cloning Process to make clone resist to this jump-sickness). See notes below if a character wishes to play one.

CHARACTER CREATION[edit]

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From the introduction of the 'UTRPF Soldior's Handbook of common Tasks':
"The UTRPF was established as an elite paramilitary force dedicated to the preservation of human life and human endeavor. As members of its cadre, we have the unique privilege and responsibility of protecting humanity from its enemies on Earth and in space. To a large extent, the future of the race depends upon our performance.
"If we are strong, brave, dedicated, and honorable, humanity will prosper as its pioneers explore new stars, establish outposts, found colonies, and tame new worlds. But if we are weak, the human race will suffer, its enemies will prosper, and its heirs will languish on Earth, cheated of their birthright.
"All the knowledge of the human race is at our disposal. We enjoy the most advanced equipment, the most expert Intelligence, the experience of all human history, and the toughest, best trained soldiers in existence. Together, we stand as humanity's mighty shield, and we strike as the race's terrible sword of Justice. You play an essential part within that proud association, trooper."

Origin: Draw a Card from a standard Playing Card Deck. This will get you your basic Donor's origin and determines the basics of what and where your points for things like Attributes, Skills, Edgea and Hindrances can be spent.
Assign Novice basic Traits, Edges and Hindrances: as steps SWADE pg. 9-11 (5 points for Attributes, 12 points for Skills, 1 Major and 2 Minor Hindrances) but your Origin can restict where you can spend Skills points and what Human Edges you are allowed. The points you spend from Hindrances are not limited but any Edges must be Novice rank (but see in individual donor notes) and skills that have a Donor Max listed must also be followed.
Apply Cloning Processs Bonuses and Basic Training: The process to creating super soldiers means that you gain a +1 die step to Agility and +2 die steps to your Strength and Vigor. Also add +1 to your final Toughness score and gain the edges Alertness, Brawny and Jump Acclimation. Then gain a bonus Edge and Basic Training skills (see below).
Pick a MOS you Qualify for and Apply Bonuses: After the clone process is done and basic training, synners are assigned a MOS based on their natural talents, skills and background. NOTE that their is one unusual MOS that is fairly uncommon etc. and that is Psionics specialist. This is extremely rare (and only a recent phenomenon discovered with the advent of space travel) so this Background Edge may only be taken by those Donors who have experienced space travel (Colonist or high ranking/rich folk who have been off world; ask your GM) or Clones who have unlocked this ability doing the cloning process. See the Cloning Process and Psionic Specialist under the MOS for more details.
Finishing Touches: Name, rank, background story, etc. but also various affects and additonal details that can be added.

Doner Background[edit]

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"I was working in a factory- I say 'I,' because that's how it seems- and I wasn't really satisfied. It wasn't so bad a job the pay and benefits were pretty good, and you just about had to 'moon ' the CEO to get fired. But the work was less than absorbing; and I had this constant, low-level tension that I might lose a finger, or hand, or some -thing. What was worse, though, was that I'd watch these old guys retire and not know what to do with themselves. Most of them would go home and die of uselessness within six months to a year. I didn 't want that to be me.
"So when I saw the ad asking for clone donors for United Terra's peacekeepers, I signed up. I remember thinking that I'd have a little extra money coming in that way, and at least a version of myself would get some adventure. That seemed worth any risk from the cloning procedure itself.
"Now back in Bayamon, Puerto Rico, 'I' am once again at work in the factory, probably dreaming of my exploits among the stars. Meanwhile, here I am slogging through a swamp on Acey-Two with a 15-kilo pack on my back, looking for monsters (and not really wanting to find them). I don't know whether to curse 'me ' or bless 'me.' But one thing's for certain: there ain't no getting outa this job."
-PFC. Rudy Talavera, UTRPF

In order to qualify for the Cloning Process the Donor must report to a United Terran Donor Board to submit to multiple physical and metal interviews and tests. These review boards are only located on Earth, the Mars colony and the Alpha Centurior colony world of Acey-Two. Donors from other colonies or facilities would have had to traveled to one of the planets and stayed there a year to be able to donnate and so would have been restricted to certain backgrounds (those rich enough or access to transportation to do this). Work with the GM to see if its ok.
If they are approved they give a DNA sample and then over the course of a year report to the facility for every month for the Brain Copying-Transfering Personality Process that 'copies' and 'transfers' the Donor's personality and background into the still vat-growing Clone.
Why would anyone agree to this? Well the reasons are a varied as the Donor's themselves.

Draw a Card
2 of ♣ - Brainscan Malfunction!!!: The standard brain scan of a doner's personality and skills somehow failed (probably reulting in the death of the doner themselves). The character was force-grow to '18ish' as all other clones are but was 'born' with the memories of a baby! They had to under go 1-2 years of intense and very advanced memory and personality computer generation implants along with experimental subliminal and auto-muscle stimulance to learn to read and write, walk and talk, basic personality creating coping skills. If these were successful in creation a basic personality for the clone then they then are submitted to the UTRPF Basic Training course (about a year on average).
The character starts out with a d6 in all Attributes and 12 points for skills from the following list- Athletics, Battle (max d6), Common Knownledge (max d6), Drive, Fighting, Healing, Language, Notice, Persuasion (max d4), Piloting (max d4), Repair (max d6), Shooting and Stealth. You gain one Combat or Weird Edge as part of your background (use the Born a Hero setting for these Edge ignoring Rank requirement for it). You automatically gain a Hindrance called Blank Slate this is your major Hindrance choice and it means you have Reduced Core Skill (Persuasion) and Skill Penalty (Common Knowledge -2). You can take most other Minor Hindrances as you character is slowly building her own personality by the start of the game.

2 of ♦,♥, ♠ - Criminal: Generally anyone with a criminal record is not accepted by the Review Board of the United Earth Gov for cloning of their synner process. But you somehow slipped through (either by somehow avoiding the law and never being arrested or by having a really great fake ID tag).
You start with 5 points for Attributes and 12 points for the following Skills - Athletics, Common Knowledge, Drive, Electronics (max d6), Fighting, Gambling, Hacking, Intimidate, Language, Notice, Performance, Persuasion, Repair (max d6), Research (max d6), Shooting, Stealth, Taunt, Thievery. You gain one free Background (except any Arcane Backgrounds, Aristocrat, Fame or Rich), Social or Weird Edges or also Thief if you qualify for it. You must have some level of Secret or Shamed (if your past is known) as one of your Hindrences.

3-8 of ♣,♦, ♥, ♠ - Unemployed: The vast majority of the citizen of Earth are unemployed. This is because technology, automation and higher skill levels are required and so much is produced that not everyone needs a job. The United Terran Government provide everyone with shelter, basic medical needs, entertainment (though in home VR and VIDCOM providers and spoundering various Sporting and Entertaining Events around the world for low cost in-person attendence), food and a stipen to all citizens. Most have an increably boring life and do whatever they can to entertain themself. More then a few fall to petty crime which can lead to disqualification in most case. But more are just bored and looking for a little excitement. They dream about what adventures their clone is facing out there in the black. And the extra Donor Stipend does not hurt!
You have 5 points for Attributres and 12 points for the following Skills - Athletics, Common Knowledge, Fighting, Gambling, Intimidate, Language, Notice, Performance, Persuasion, Repair (max d4), Research (max d4), Shoot, Stealth, Taunt. You gain one free Background (except for any Arcane Background, Aristocrat, Fame or Rich), Social or Weird Edges or the Brawler Edge so long as you qualify for it..

9-10 of ♣, ♦, ♥, ♠ - Under Employed/Unskilled Worker: This could be a part-time worker or include such work as a Cashiers, Converient Store Attendents, Cleaning Crew, Waiters, Receptionist, Park Lot Staff, Sales Clerk, etc. These jobs are rather of rare as many of these jobs have been replaced by automated, but those few lucky (or unlucky depending) enough to have scored one of the few remaining positions in this field. Their jobs are dull but for some its better then sitting at home and watched VIDCOM all day. They often volunteer for the Donor process must for the same reasons that the unemployed do.
You have 5 points for Attributres and 12 points for the following Skills - Athletics, Common Knowledge, Electronics (max d4), Fighting, Gambling, Intimidate, Language, Notice, Performance, Persuasion, Repair (max d4), Research (max d4), Shoot, Stealth, Taunt. You gain one free Background (except for any Arcane Background, Aristocrat, Fame or Rich), Social or Weird Edges so long as you qualify for it.

Jack of ♣ - Factory Worker: In the 22nd century, by and large, factory workers are factory workers because they like to be. They take some pride in having been trained to do a specific type of labor, and while their wages may be modest, their other benefits (insurance, retirement plan, company input) are usually quite good. In all, the occupation makes for a stable, respectable lifestyle. But occasionally a factory worker will get a hankering to do something out of the ordi nary and decides to become a donor for UTRPF. Usually, the sense of adventurousness gained in having done so is sufficient to send the person back to the job, satisfied.
You have 5 points for Attributres and 12 points for the following Skills - Athletics, Common Knowledge, Electronics, Fighting, Gambling, Healing (max d6), Intimidate, Language, Notice, Performance, Persuasion, Repair, Research (max d4), Shoot, Stealth, Taunt. You gain one free Background (except for any Arcane Background, Aristocrat, Fame or Rich), Social or Weird Edges or the Brawler or Mr. Fix It Edge so long as you qualify for it.

Jack of ♦ - Colonist: Hailing either the Mars or Acey-Two these doners tend to be hardy survivalist, individuals and indepent as they need to be to make a home off of Earth on a frontier world. Most are proud and feisty independent who braved colonization to being back on Earth and having to follow all the rules. For many, the mind-set of following orders in the military is not for them. But a few do donate out of civic duty. Their clones are all out serving the colony after all.
You have 5 points for Attributres and 12 points for the following Skills - Athletics, Boating, Common Knowledge, Drive, Electronics, Fighting, Gambling, Healing, Intimidate, Language, Notice, Persuasion, Pilot, Repair, Research (max d4), Ride, Shooting, Stealth, Survival. You gain one free Background (except for Aristocrat, Fame or Rich), Social or Weird Edges or the Brawler, McGyver, Mr. Fix It or Woodsman Edge so long as you qualify for it.

Jack of ♥ - Educator/Teacher: Historically, teaching has been a career that demands considerable knowledge and attention to detail but offers less remuneration than might be expected in terms of both salary and esteem. Nevertheless, teachers continue continue to arise in every generation. And many 22nd-century teachers share a spark of adventurousness that leads them to volunteer as UTRPF donors. They can repersent all level of Educator from Grade School Teachers to College Professors.
You have 5 points for Attributres and 12 points for the following Skills - Academics, Athletics, Battle, Common Knowledge, Electronics, Gambling, Healing, Intimidate, Language, Notice, Performance, Persuasion, Repair (max d6), Research, Science, Taunt. You gain one free Background (except for any Arcane Background, Aristocrat, Fame or Rich), Social or Weird Edges or the Scholar Edge so long as you qualify for it.

Jack of ♠ - Law Enforcement Officer: Much like Military personal, law enforcers, be they private security specialist, detective, or beat cops in the urban jungle, often volunteer to become donor's out of civic duty and honor. It also looks good on the reviews for promotion with the advance boards of more companies or government institutions.
You have 5 points for Attributres and 12 points for the following Skills - Athletics, Boating, Common Knowledge, Drive, Gambling, Fighting, Healing, Intimidate, Language, Notice, Persuasion, Repair (max d4), Research, Shooting, Stealth, Taunt. You gain one free Background (except for any Arcane Background, Aristocrat, Fame or Rich), Combat (you can ignore Rank requirements for any Combat Edge), Social or Weird Edges or the Investigator Edge so long as you qualify for it.

Queen of ♣ - Professional: These range from Research Scientists, Sports Figures (not as famous as celebrites), Corporate Lawyers, Office Managers, to College Professor who do little teaching, etc. Such people typically volunteer as donors for the excitement and pride involved in proving that they could have succeeded in an entirely different sort of life from their own- that of a soldier.
You have 5 points for Attributres and 12 points for the following Skills - Academics, Athletics, Battle, Boating, Common Knowledge, Drive, Electronocs, Gambling, Intimidate, Language, Notice, Persuasion, Repair, Research, Shooting, Taunt. You gain one free Background (except for any Arcane Background, Aristocrat, Fame or Rich), Professional, Social or Weird Edges so long as you qualify for it.

Queen of ♦ - Military Enlisted: Like military officers, enlisted members of the Earth's various national military and corporate paramilitary forces often volunteer as UTRPF clone donors out of a sense of devotion to protection of the human race. But the pension to be drawn means something to them as well.
You have 5 points for Attributres and 12 points for the following Skills - Athletics, Battle (max d4), Boating, Common Knowledge, Drive, Gambling, Fighting, Healing, Intimidate, Language, Notice, Persuasion, Repair (max d4), Shooting, Stealth, Survial, Taunt. You gain one free Background (except for any Arcane Background, Aristocrat, Fame or Rich), Combat (you can ignore Rank requirements for any Combat Edge), Social or Weird Edges or the Soldiers Edge so long as you qualify for it.

Queen of ♥ - Doctor/Medical Specialist: Doctors, nurses and medical specialists of the 22nd century are still in high demand and command a great deal of repect from others. Most wor for corporations or the government and have had their education paid for by their employer. Of course many are not as high a status as government offical, corporate officers and the rich but they are still better off then 95% of the rest of society. As with many others they become donors out of a sense of pride and sense of duty to others.
You have 5 points for Attributres and 12 points for the following Skills - Academics, Athletics, Common Knowledge, Healing, Intimidate, Language, Notice, Persuasion, Repair (max d6), Research, Science, Taunt. You gain one free Background (except for any Arcane Background, Aristocrat, Fame or Rich), Social or Weird Edges or the Scholar (in Healing, Research or Science) Edge so long as you qualify for it.

Queen of ♠ - Bureaucrat/Goverment Offical/Low End Managers of Companies: Making up most of middle management in the government, corporation and elected offices (like city councilmen) these are the folks that keep the trains to run on time, the factories to produce the next wigget on time and the 'machines of progress' moving.
You have 5 points for Attributres and 12 points for the following Skills - Academics, Athletics, Battle, Boating, Common Knowledge, Drive, Electronocs, Gambling, Intimidate, Language, Notice, Persuasion, Repair, Research, Shooting, Taunt. You gain one free Background (except for any Arcane Background, Aristocrat, Fame or Rich), Professional, Social or Weird Edges so long as you qualify for it.

King of ♣ - 'Celebrity: Any thing from singing sensation to a football star to a famous actoress, the Celebrity enjoyed a comfortable and rich lifestyle full of fame and fortune. They rarely become doners expect maybe as a joke or to live out their lives like true action heroes.
You have 5 points for Attributres and 12 points for any allowed Skills. You gain one free Background (except for any Arcane Background, Aristocrat or Rich), Social or Weird Edges or the Acrobatic or Jack-of-All-Trade Edges so long as you qualify for it.

King of ♦ - Military Officer: Many national military and orporate paramilitary officers volunteer as UTRPF donors as a means of lending their expertise to humanity's defense in an extra way. Upon occasion, even UTRPF officers volunteer. Of course synners are all enlisted personnel or warrant officers; they are barred from full officer status, which is reserved for normal humans. Of course, in such cases, the clone is assigned to a separate unit from the donor to avoid the potential psychological stress of donors commanding their own clones.
You have 5 points for Attributres and 12 points for the following Skills - Athletics, Battle, Boating, Common Knowledge, Drive, Gambling, Fighting, Healing, Intimidate, Language, Notice, Persuasion, Repair (max d4), Shooting, Stealth, Survial, Taunt. You gain one free Background (except for any Arcane Background, Aristocrat, Fame or Rich), Combat, Leadership (you can ignore Rank requirements for any Combat and Leadership Edges), Social or Weird Edges or the Soldiers Edge so long as you qualify for it.

King of ♥ - Millionaire: The idle rich and owners of minor industry are either bored with their lives and looking for excitement or spend all day at the office trying to make themselves richer. Few become donors and those that do are not above monitoring their clone selves and occasionally donoring to the personal funds through back channel. Other will ignore them becoming a donor to impress their equals and betters, not out of any sense of duty.
You have 5 points for Attributres and 12 points for any allowed Skills. You gain one free Background (except for any Arcane Background or Aristocrat), Combat, Leadership, Social or Weird Edges so long as you qualify for it.

King of ♠ - High Ranking Government Offical/Corperate Excutives: These powerful memebers of society tend to have a great deal of influence on government and corporate policy. Like their wealthier, billionairs - spawned counterparts, clones of major government leaders, international corporate heads, and other millionaires enjoy a large bank accounts, excellent energency health care, and considerable latitude in their behavoir. The difference is only degree. Whereas billionair's clones can buy virtually anything, synners of this slightly lower category might not have as much influence and wealth. But still better then most other troopers. They also can apply extensive pressure on behalf of their clones.
You have 5 points for Attributres and 12 points for any allowed Skills. You gain one free Background (except for any Arcane Background), Combat, Leadership, Social or Weird Edges so long as you qualify for it.

Black JOKER - Billionaire/Ultra Rich: Such donors are among the wealthiest people in existen. Usually, they are elderly and participate in the program for the sense of immortality to be gained from having a clone live on beyond their own impending deaths. Billionaire donors are extremely intersted in seeing their clones succeced, and they have the wherewithal to help their other selves along. Officially, synners from such donor ar no different than any others. But in reality, they have many advantage that most other do not, all related to th fact that their donors are watching over them. For one thing, the peranal fund of this synners can be quite high (with the Rich or Flith Rich edges their bank accounts are often filled with "an anonymous donor" ), allowing them to purchase equipment not normally available and to live in coniclerabl luxury between missions. Also, in case of injury, the absolute best medical care known to humanity can become available to them as immediately a possible, often with world-renowned medical experts "voluntering" to aid UTRPF in their care.
You have 5 points for Attributres and 12 points for any allowed Skills. You gain one free Background (except for any Arcane Background), Combat, Leadership, Social or Weird Edges so long as you qualify for it.

Red JOKER - Player's Choice/Wild Card: Your donor is an exception or something not cover here. As such you are allowed to spend you Attributes, Skills and free Background edge on any allowed items within the SWADE. Explain or come up with whatever you want. Maybe you are a Star Ship Pilot Rock Star on the side, or an Exterme Sports Explorer and Archaeologist, etc.
Spend your 5 points on Attribute, take whatever Edge you want (your Human bonus) and ignore rank requirements (including Legendary but you have to meet all other requirements as normal) and then Skills as you wish.

  • NOTE that any Physical Hindrance that the Donor may had had are fixed in the Cloning Process. Also certain Mental Hindrances would disqualify a person from the donor process. For this case, as the donor's reflect the backgrounds and basic abilities of the Clone the following Hindrances are Disallowed for characters -- Anemic, Arrogant, Bad Eyes (Major), Blind, Bloodthirsty, Delusional (Major), Elderly, Greedy (Major), Habit (Major), Hard of Hearing (Major), Illiterate, Jealous (Major), Mute, Obese, Obligation, One Arm, One Eye, Outsider (Major), Pacifist, Phobia (Major), Small, Suspicious (Major), Vengeful (Major), Wanted, Young.
  • NOTE that for certain High Ranking donors that the character is allowed to take Edges like Aristocrat, Fame or Rich. How this would work is that the other soldiers might recognize you and treat you differently or you donor will pull-strings to keep an eye on you so that the bass treats you favoribly and grant you access to a 'fund' for extra cash.
  • NOTE that the Arcane Background (Psionics) or Arcane Resistance are generally not allowed as your Human bonus feat choice from those listed here. However with the GM permission (see above) you can work it into your background why you might have gained these abilities. This also allows you to add the Psionics skill to your Donor Origin skill allowed points. If your Donor was a psychics and you gained these ability you must also choice the Hindrances Anemic (Minor) and Outsider (Minor) automatically.

Cloning Process[edit]

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This process takes about a year to vat-grow a subject based on their DNA that are extracted at the beginning of the process by the doner. During this year long process they also implanted with the memories of the Donor through brain copying-transfering to the clone.

After they are 'born' into 18ish year old bodies they go through a two-month reflective training program (to relearn how to use this younger, stronger body) and then a 8 month UTRPF Basic Training. After that they report to a six month MOS training program (see next step).

These new born bodies not only are they younger version of the donors (in most case very much younger) but they have also been generitically enhanced and have had their bone structure reinforced and made denser and have had bioplastic implants to cover certain vital area of their bodies.

1.) These process has made them a supersoldiers! Gamewise, add +1 die step to Agility (and a max starting of a d12+1) and +2 die steps to your Strength and Vigor (and a max starting in each of a d12+2). Also add +1 to Toughness and Edges Alertness, Brawny and Jump Acclimation.
2.) Basic Training grants you +4 skill points that can be spent on the follwing skills - Battle, Drive, Electronics, Fighting, Healing, Intimidate, Notice, Repair, Shooting, Stealth, Survival.
3.) Then gain a bonus Edge of either Combat or Leadership so long as you qualify (Note that for this edge use the Born A Hero setting rule and ignore Rank requirements).
Optional -Psionic -If the character wants they can choice the Arcane Background (Psionics) their Bonus Edge and gain a starting skill in Psionics at d6. Your skll level is paid for by also gaining the Hindrances Anemic (Minor) and Outsider (Minor). These Hindrances can exceed the standard Hindarances (1 Major and 2 Minor).
If gained Psionics during the Donor process the character must have applied these hindrance to their character as part of their background. They don't gain extra hindrance as it where, nore the skill level for free. It just counts as their two Minor Hindarnces.

Military Specialty Occupation (MSO) Training[edit]

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After cloning, physical & mental and basic training process the character is assigned an MOS that he or she is most qualified for. There are two branchs within the UTRPF served by Synners - The Navy and Marines. Characters for this game are all in the Marines.
Note of course that no one in the UTRPF service is a simply a riflemen or just a scout, everyone gets some extra training in what ever field is needed.
These include memembers for the MOS breakdowns by a standard 10 'synner' squad.

Electronic/Communications Specialist: There is one Elect/Comm secialist per squard.
Min Requirements: Smarts d6+; Electronics d4+, Repair d4+. Shooting d6+
Bonues: any one Combat Edge and either Mr. Fix It, Soldier or Thief Edge (ignore requirements) plus +4 skill points in Elecronics, Hacking, Repair and Thievery

Heavy Weapons Specialist: There is one Heavy Weapon specialists per squad
Min Requirements: Strength d10+, Vigor d10+; Notice d6+, Repair d4+, Shooting d6+
Bonues: any one Combat Edge and either the Rock-And-Roll or Soldier Edge (ignore requirement), plus +4 skill points in Battle, Notice, Repair and Shooting

Medic Specialist: Generally a very popular member of every squad. There is one Medic service each squad.
Min Requirements: Smarts d6+, Spirits d6+; Healing d6+
Bonues: any one Combat Edge and either Healer or Soldier Edge (ignore requirements) plus add +4 skill points in Healing, Shooting and Stealth.

NCO: Those clones that some an aptitude towards command abilities gain special training in command and small unit taction. They gain the rank of at least a Lance Corporal and lead UTRPF squads in the field. There are two NCO in each squad, ome Lance Corporal and one Sergeant. in a full squad.
Min Requirements: Smarts d6+, Spirits d6+; Battle d4+, Intimidate d4+, Persuasion d6+, Shooting d6+
Bonues: any one Combat Edge and the Command Edge or any other Leadership edge (if you already have Command; ignore requirements) plus +4 skills in Battle, Intimidate and Persuasion.

Riflemen/Combat Engineering Specialist: Riflemen are also gain training in the use of explosives are equiped with such items. They are a sort of Jack of all Trades in the squad, doing a little bit of everything to help flesh out the weak spots within their unit. There are four Riflemen per squad.
Min Requirements: Smarts d6+; Fighting d4+, Repair d4+, Shooting d6+
Bonues: any one Combat Edge and either Jack-Of-All-Trades, McGyver or Soldier edge (ignore requirements) plus add +4 skill points Battle, Fighting, Notice, Repair, Stealth and Survival

Scout/Sniper Specialist: There is one Scout per squad.
Min Requirements: Agility d8+, Smarts d6+; Notice d6+, Shooting d6+, Stealth d6+
Bonues: any one Combat Edge and either Soldier or Woodsmen Edge (ignore requirements) plus add +4 skill points in Notice, Shooting, Stealth and Survial.

Optional
Psionic Specialist: These rare individuals can be assigned to a standard UTRPF squad at the Officer choice. Most are distrusted and are a bit sickly as it where but they can be invaluable with their strange powers. They are always made warrent officers and as such are outside the normal chain of command but still answer to a Human Officer in the end.
Min Requirements: Smarts d6+, Spirits d6+; Arcane Background (Psionics); Psionics d6+
Bonues: any Combat or Power Edge or +1 step to your Smarts (pick two) plus +4 in Notice, Occult, Psionics and Persuasion

Finishing Touches[edit]

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Chose a name, determine your rank, and personality.

New and Modified Hindrances and Edges[edit]

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BACKGROUND EDGES
Jump Acclimation [Novice, Clone]: the Isler Drive causes several problems for living tissue: terrible nausea, extreme disorientation, and sometimes insanity or even death. These effects often last long after the individual leaves the Isler field. Synners are conditioned through gene-threapy and training to be acclimated against these affect. They greatly extend the time before any possible side effects occuring, add +4 to all resistances checks as well as a -4 from rolls on Isker Field Sickness chart (see Isler Field Sickness below).


COMBAT
'Short Bursts!' [Novice, Shooting d8+]: You are better control when firing a weapon with the 3-Round Burst option. When using this option with firearms that list it increase the bonus to Shooting and Damage to +2 (see SWADE pg. 67 and firearms below).


PROFESSIONAL EDGES
Atmospheric Acclimation [Novice]: Travelers who have spent substantial time in Thin or Dense Atmosphere (see Atmsphere SFC pg. 26) can learn breathing techniques to negate its ill effects. This Edge may be taken twice, once for each kind of atmosphere. Doing so allows the character to operate normally in that environment—he doesn’t have to make Vigor rolls.

Gravitic Acclimation [Novice, Agility d6+]: The spacer knows how to operate in different gravities. He ignores the typical –2 penalty for operating in a gravity other than his own (see Gravity on SFC pg. 27).

Updated Skill Usage[edit]

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Psionic Updates[edit]

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While the powers section from SWADE are ok as is, it does not completely reflect how Psionics works in this setting. First and foremost, psionics cannot share their psionic powers with others. The number of powers available is also limited and most involve telepathic like abilites.

The most commonly known powers are Empathy, Mind Link, Mind Reading and Mind Wipe. Anyone taking the psionic powers arcane background must chose at least one of these as one of their starting powers.

The following powers are not allowed in Bughunters – Banish, Barrier, Lower Trait, Burrow, Damage Field, Divination, Entangle, Fly, Growth/Shrink, Intangibility, Resurrection, Shape Change, Summon Ally, Teleport, Wall Walker or Zombie. These powers are not normally encounters but can still be found among very rare powerful psychic beings.

Modified Powers Arcane Protection, Boost Trait, Darksight, Environmental Protection, Farsight, Invisibility, Protection, Relief, Sloth, Speed, Smite, Read Language and Warrior’s Gilt – all change to Range: Self only.

Drain Power Points, Fear, Mind Link and Mind Reading, Mind Wipe, Puppet, Slumber and Stun – all change that they suffer a -2 Penalty and a increase in Power Points of +1 for user with range greater then Touch.

Blast, Bolt and Burst can reflect a number of telekinic abilities (like force, heat, and cold trappings) but all cost +1 Power Point to use.

NEW POWER
SUGGESTION

Rank: Novice
Power Points: 2
Range: Smarts
Duration: Instant
Trappings: Implant Suggestion and Thoughts
Suggestion allows you to make unbelievable suggestions that do not threaten the target. Make an opposed Psionic vs. Spirits roll, on success the target believes your lie or follows your suggestion like it was his idea. You can also make a small illusion that distracts your target. Make a Psionic test, on success your target is distracted for one round and you may attempt a Stealth roll even if he was watching you before or you can attempt to get ‘The Drop’ on him. Your target gets a Notice check (-4 if you scored a raise on your Psionic test) to avoid surprised.
  • Additional Targets: The same suggestion can be sent to additional targets with range for every additional Power Point. Each resists the suggestion separately against the original test.

GEAR[edit]

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"The object of this exercise is to familiarize you with the array of standard weapons available to you as troops of the United Terra Reconnaissance and Peacekeeping Force.
"All these items should be used with the following strategy in mind: the point is not to die for your planet. Instead it is to make sure the motherless creatures you'll be facing die for their planet. No offense intended.
"This strategy depends upon judicious usage of the devices you see before you."
-Drill Sergeant Jack Rasiko, UTRPF

Any gear from the SWADE Core except Future items can be purchased with Wealth checks as a personal item of the trooper. Offiers are generally lax when it comes to personal weapons or other items but GM can make the call.
The UTRPF provides the troops with all their basic gear and food, sheter, training, medical needs, etc. Wealth bonus/penalty are listed for most to give an idea of an items worth and if the character wants to purchase anything for themselves. Most officers turn a blind eye to light weapon and even the occational drug use but they are not always so 'blind' and might confiscate inappropriate or illegal goods.

Armor[edit]

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Name Armor Tough Ballistic Min Str Weight Wealth Covers
Infantry Vest +4 +0 -4 d4 4 +0 Torso
Infantry Body Armor +4 +0 -4 d4 6 +0 Torso, arms, legs
Infranty Helm +4 +1 -4 d6 2 -1 Head-- optional full face (but then -1 Notice with Vision)
Light Combat Armor +4 +1 -4 d6 8 -2 Torso, arms, legs, head-- optional full face (but then -1 Notice with Vision)
Medium Combat Armor +6 +2 -4 d8 16 -3 Torso, arms, legs, head-- optional full face (but then -1 Notice with Vision)
Envro Suit +2 0 0 d4 10 -1 Full Body (-1 Notice with Vision)
Vaccsuit +2 0 -2 d4 14 -1 Full Body (-1 Notice with Vision)
Armored Envro Suit +5 +1 -2 d8 18 -3 Full Body (-1 Notice with Vision)
Tactical Vaccsuit +4 0 -2 d8 14 -3 Full Body (-1 Notice with Vision)
Armored Vaccsuit +6 +1 -2 d8 24 -3 Full Body (-1 Notice with Vision)

ARMOR DESCRIPTIONS
Infantry Vest: Private Secruity and poorer National Military.
Infrantry Armor: Private Secruity and poorer National Military.
Infrantry Helm: Private Secruity and poorer National Military.
Light Combat Armor: Military and private security forces. Provides +2 to Cold, Electrical, Heat and Radiation checks. Can be fully sealed for 6 hours of breathable air (full protection from Diseases, Drowing and Posions). After that filters adding +2 to all inhaled and touch based toxins and posions.
Medium Combat Armor: Military. As Light Combat armor protections.
Enviro-Suit: Civilian. Provides +4 to Cold, Electrical, Heat and Radiation checks. Provides 18 hours of environmental protection (chemical, toxin, contact). After that filters adding +4 to all inhaled and touch based toxins and posions. Falling, combat, obsucals etc. can cause tears or rips that can breach the suits. Spot repairs can be made with Adheive Patches (see Standard Gear below) but otherwise user loses protection.
Vaccsuit: Civilian. Provides 18 hours of full life support and protection from but the most extreme types of Cold, Heat and Radiation (and a +4 vs. these condition). Falling, combat, obsucals etc. can cause tears or rips that can breach the suit. Spot repairs can be made with Adheive Patches (see Standard Gear below) but otherwise user loses protection.
Arnored Enviro Suit: Military. As civilian Enviro Suits protections.
Tactical Vaccsuit: Military (Navy Standard). As civilian Vaccsuits protections.
Arnored Vaccsuit: Military. As civilian vaccsuits protections.

NOTE that Ballistic means that this is the ammount of damage reduction that the armor stops from ballistic and caseless firearms.

Weapons[edit]

See SWADE Core rulebook for common primative and modern armor, weapon and basic gear.

Melee Weapons[edit]

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Future Melee Weapons use the following Mods and costs.
Molecular Blade: Edged weapons such as daggers or swords can be given a monofilament, “molecular,” or extremely thin edge, making them far sharper than usual. This gives the weapon +2 damage and adds half its damage die type in AP (+2 AP for a d4, +4 AP for a d8, etc.). Molecular blades require no power. Wealth for daggers and short swords (or similar) -2. all others -3
Stun Charged: Blunt weapons can be rigged to deliver a stunning charge of energy. After a target is hit by the weapon (including a Touch Attack that deal no damage but gain +2 to Fighting rolls to hit), resolve damage. If the target is successful hit it must make a Vigor check -2 (-4 with a raise) or are Stunned (SWADE pg. 106). At the start of each subsequent action, he makes a Vigor roll to revive. Success means he revives but is Distracted and Vulnerable until his next action. With raise means he revives instantly and is not Distracted and Vulnerable. An unpowered stun weapon does normal damage. Wealth +1
Vibro Blade: Any bladed weapon, such as a sword or axe, can be fitted with a fine microwire that is made to vibrate at extremely high frequencies. Vibro blades are extremely loud, but adds one die steps damage and increase AP +2 to the weapon’s basic statistics. Unpowered, the blade is a normal weapon of its type. The power cell add 1/4 the basic weapons weight and lasts for one hour of continues use. Wealth for daggers and short swords (or similar) -1. all others -3

Personal Firearm/Ranged Weapons[edit]

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Name Range Damage AP ROF Shots Min Str Wt Wealth Notes
Stub X Palm Pistol 8/16/32 2d4+1 2 1 8 d4 2 +1 Holdout, Silencer
S&W 'Zapper' Taser Pistol 5/10/20 Stun 0 1 6 d4 2 +2 Holdout, Stunning
Colt Manhunter M7 Auto Pistol 12/24/48 2d6+1 2 1 17 d6 3 +1 Caseless
S&W Sterline Revolver 12/24/48 2d6+2 2 1 6 d6 3 +2 -
Glock 'Hand Cannon' Pistol 15/30/60 2d10 2 1 5 d8 5 -1 1½ handed
Volkov 'Shrieker' Gyro Pistol 15/30/60 2d8 8 1 8 d8 6 -2 1½ handed, HW, SBT
Weiss MXP Machine Pistol 10/20/40 2d6 1 3 24 d4 4 +0 Holdout, Suppresser
Fusia F3m SMG 18/36/72 2d6+1 1 3 80 d6 8 -2 3RB, 1½ handed, Low-G setting, Suppresser
Ingrum-Martin IM3X SMG 18/36/72 2d6+1 1 3 40 d6 6 -1 3RB, 1½ handed, Silencer
Volkov 'Trencher' Shotgun Pistol 5/10/20 1-3d6 0 1 2 d6 4 +1 1½ handed, Shotgun
Remi-Genn Pump Action Shotgun 12/24/48 1-3d6 0 1 7 d6 7 +1 Shotgun, Two-Handed
Mossberg 'Wraith' Combat Shotgun 12/24/48 1-3d6 0 3 20 d8 18 -1 3RB, Shotgun, Two-Handed
Ruger 15 Hunting Rifle 24/48/96 2d10 2 1 8 d6 8 +1 -
M-25a Pulse Rifle 30/60/120 2d8+1 2 3 100 d8 14 -2 3RB, Low-G setting, Caseless, Two-Handed
M3a Grenade Launcher 24/48/96 varies varies 1 1 d6 2 +1 1½ handed
M3 Grenade Launcher 24/48/96 varies varies 4 1 d6 5 +0 1½ handed
Ingram-Martin 3XC 'Big Mama' Grenade Rifle 24/48/96 varies varies 1 12 d6 20 -1 Two-Handed
M-8L Gatline 'Howler' Smartgun 30/60/120 2d8+1 2 4 200 d10 26 -3 Smart-Fire System, Snapshot, Two-Handed
Fusia 'Gorgon' Gyro Rifle 30/50/120 2d8 8 1 20 d8 16 -2 HW, SBT, Two-Handed
M52 Flame Gun Cone 3d6 0 1 15 d6 16 +0 Fire, Two-Handed
X-A2 'Ignis' Laser Rifle 40/80/160 2d6 2 3 60 d6 10 -2 Cauterization, No Recoil, Snapshot, Two-Handed
X-C5 'Höllenfeuer' Sniper Laser Rifle 60/120/240 2d10 4 1 20 d6 20 -2 Cauterization, No Recoil, Snapshot, Two-Handed
Remi-Gen 'Smasher' Anti-Matheral Gun 40/80/160 4d8 20 1 10 d10 25 -3 Caseless, HW, SBT, Snapshot, Two-Handed
Argen 'Triple-Betty' Missile Launcher 75/150/300 5d8 20 1 3 d8 24 -2 HW, Misssile, MBT, Two-Handed
Locheed-Nolen Mortar 50/100/200 varies varies 1 1 d4* 50 -1 Mortar

PERSONAL FIREARM/RANGED WEAPON DESCRIPTIONS
Stub X Palm Pistol: Small 8mm autopistol that is easy to hide on your person with built in silencer.
S&W 'Zapper' Taser Pistol: Wireless taser shots to stun foes.
Colt Manhunter M7 Auto Pistol: Standard 10mm UTRPF sidearm, generally issued on requires.
S&W Sterline Revolver: compact and sleek 10mm revolver.
Glock 'Hand Cannon' Pistol: Heavy 20mm auto pistol that looks like a five-cylender heavy revolver with a double trigger for safety.
Volkov 'Shrieker' Gyro Pistol: A gyro-pistol that fire a mini-rocket round. Non-standard mini-rockets are also used.
Weiss MXP Machine Pistol: Sleek 8mm machine pistol that can be hidden on one person and has a built in suppressor.
Fusia F3m SMG: standard issue UTRPF 10mm Caseless SMG for scouts, with a built in suppressor and often includes an intergated underbarrel M3a GL.
Ingram-Martin IM3X SMG: This 10mm SMG is a corp security favored weapon has a build in silencer.
Volkov 'Trencher' Shotgun Pistol: a two barrel sawed off pistol shotgun with break-barrel reloading. Doubled Barrel and can use those notes on SWADE pg. 105 for this type of shot.
Remi-Genn Pump Action Shotgun: Common colonist shotgun.
Mossberg 'Wraith' Combat Shotgun: An assualt combat shotgun.
Ruger 15 Hunting Rifle: Common 15mm colonist rifle.
M-25a Pulse Rifle: This is the standard 10mm caseless UTRPF combat infantry rifle and generally includes a interated underbarrel M3 GL.
M3a Grenade Launcher: One-shot mini GL
M3 Grenade Launcher: Stander 4-round pump action GL
Ingrum-Martin 3XC 'Big Mama' Grenade Rifle: Looking like an oversized 12-cylinder revolver this GL can hold multiple minigranades
M-8L Gatline 'Howler' Smartgun: Standard UTRPF 10mm infantry support weapon that generally includes a weapon harness gibble.
Fusia 'Gorgon' Gyro Rifle: As the gyro-pistol but holds more rouds.
M52 Flamer Rifle: Standard UTRPF flame thrower rifle.
X-A2 'Ignis' Laser Rifle: These delicate firearms are often issued to UTRPF soldiers in zero-g enviroments
X-C5 'Höllenfeuer' Sniper Laser Rifle: Standard issue for UTRPF scope/snipers his are bulky but very accurate weapon systems. The scope on these models elimates up to 2 penalties from ranged, cover and called shots.
Remi-Gen 'Smasher' Anti-Matheral Gun: A weapon onto itself they fire heavy 20mm soild AP rounds that is mean as an light anti-armor and structure weapon.
Argen 'Triple-Betty' Missile Launcher: This three barrel missile launcher is occasionally issued to troops facing armored vehicles (tanks) or aircraft.
Locheed-Nolen Motor: This mortor unit is meant to be carried and fired by two-troopers.


WEAPON NOTES
Holdout: add +2 to Stealth to hide weapon on person
Stunning: This weapon deals no damage. Instead the target must make a Vigor check -2 (-4 with a raise) or are Stunned (SWADE pg. 106). At the start of each subsequent action, he makes a Vigor roll to revive. Success means he revives but is Distracted and Vulnerable until his next action. With raise means he revives instantly and is not Distracted and Vulnerable.
3RB - 3 round burst, requires 3 rounds; adds +1 to Shooting and damage result. SWAE pg. 67
Shotgun: see the Shotgun rules found on SWADE pg. 74 and 105 (but use solid slug ammo notes listed here).
HW - Heavy Weapon: uses the rules found on SWADE pg. 66
Snapshot: on the round the attacker moves he is -2 Shooting with weapon, SWAE pg. 66
Fire: Ignores half of all non-sealed armor points (round down), and targets must make a Agility check or catch fire, suffer 2d6 damage each round. Takes an Action and Agility -2 check to put fire out. Rolling on the ground adds +2 and immerses into water automatically succeeds.
Silencer: lower noise from ballistic and caseless firearm weapon single shot discharge (ROF 1), others suffer a -4 to listen Notice checks.
Suppresser: lowers noise and muzzle flash from automatic fire of ballistic and caseless firearms (ROF 2+ or 3RB), offers suffer a -2 to Notice checks.
Low-G setting: This weapon system have a low-g setting that can be activated as a Action. While not totally safe, this setting is often employed when on a starcraft as the rounds are unlike to penatrate the outer hull. When active this weapon deals one less dice step of damage (i.e. a weapon that normally inflicts 2d6+1 now deals 2d4+1 damage) and reduces the base AP by 2 (if lower then 0, treat as AP 0). In low-g setting does not cause any penalties to Shooting. In a zero-g setting the Shooting penalty to lowered to -1 and no penalty base penalty to Stablizing yourself.
Caseless: These weapons do not have an 'open' discharge system and as such can be fired in hostile enviroments or even in a vaccum without having the system damage by them.
Smart: see CST and Smart systems in Standard UTRPF Gear; see below.
Cauterization: Anyone Incapacitated by a cauterizing weapon adds +2 Vigor vs. Bleeding Out
No-Recoil: These weapons do not suffer a recoil penalty for multiple attacks in a round. Recoilless weapons are also recoilless and do not impose extra disadvantages when fired in z-g environments.
1½ handed: can be used one or two handed. When fired 1 handed suffer a -1 to Shooting unless you have +1 step over the Min Str required.
Two-Handed: requires 2 hands to use. When fired with one hand increase the Min Str by +1 step and suffer a -2 Shooting.
Cone: base range 0 and hits everyone in a Cone template for attacking all targets in area.
Varies: these weapons deal damage and have the AP of the mini-grenade or mortor round that they are firing.
SBT: Small Burst Template.
MBT: Medium Burst Template.
LBT: Large Burst Template.
Missile: Missile are meant to be fired at armored vehicles (tanks) or aircraft and suffer a -4 Shooting against anything less then a Size of 4. The firer also suffers a -4 to their Shooting if the move (Pace 1+) and fire in the same round (like Snapshot but worst).
Mortar: this weapon fires mortor rounds. See Grenades for notes on mortor effects. Mortors must be set up in order to be fired (takes 2 rounds for two troopers, 3 rounds for one) in order to be fire and then half a ROF of 1 per 2 rounds (again if there are two troopers, with just one it can fire one round every 3 rounds).


BASIC AMMO NOTES
A Ballistic firearm can be converted to Caseless with an additional -1 to base cost.
Standard Ammunition for Ballistic and Caseless firearms a Wealth check +2 for 50 rounds of all types of pistols and revolvers (not hand cannons) (Wt. 1lb); for SMG and Hunting Rifles same check gains 40 rounds (1lb); for hand cannon, assault rifles, LMG (the Howler for example) and shotgun same check gains 30 rounds (1½lbs). Ballistic and Caseless rounds are not interchangable with any other firearm and only for the weapon they were purchased for (i.e. Machine Pistl, Revolver, etc).
Grenade Launchers use mini-grenades. They have the same stats and cost as Hand Grenades (see below) but only weigh 1lb each and use the GL ranges.
Standard Gyro Mini-Rocket rounds Wealth -1 for 50 rounds (5lb). Boomer rounds deal 5d6 damage in a LBT, count as Heavy Weapons but lose all AP, Wealth -2 for 50 rounds (5lb). HEAT Seeker rounds deal 3d6 damage no AP and adds +2 to Shooting checks to hit 'living' targets and vehicles that are powered on. Wealth -1 for 50 rounds (5lbs).
Laser Rifle and Laser Sniper Rifles repacement powercell, Wealth -1, and weigh 5lbs each. These powercells are interchanged between the two weapon types.
Flame Rifles fuel canister replacements Wealth +1 and weigh 7lbs each.
Anti-Material rounds Wealth -1 for a full clip and weigh 6lbs each. They do not come outside of a full sealed clips.
Missile replacement Wealth -1 and weigh 6lbs each. Anti-Aircraft rounds deal 5d8 damage with AP 4 and a range of 500/1,000/2,000, within a SBT with the same cost and weight as anti-armor rounds. HE anti-personal missiles deal 4d8 damage, AP 4, within a LBT at the same cost and weight as other missiles. HE are not Heavy Weapons.

SPECIAL AMMO FOR BALLISTIC AND CASELESS ROUNDS
AP- Armor Piercing Rounds: change the AP of the rounds to 4 but deal -2 damage. Wealth as standard rounds.
APHE - Armor Piercing High Explosive Rounds: Standard UTRPF rounds for the Pulse Rifle and SMG. These weapons change the AP value to a 4, adds +3 base damage and a Raise on the Shooting check adds another d10 instead of d6 damage. Wealth +0 for same number of rounds and Military only.
Gel Rounds: this ammo deal non-lethal damage (i.e. does not kill a target and Wounds make a recovery roll every 6 hours), but deal -1 damage per die (including Aces, etc.). Wealth as standard rounds.
Man-Stopper Rounds: Dense heavy-core bullets; add +2 damage. Wealth +1 for same number of rounds.
Stick-n-Shock Rounds: base damage to target, but converted to “electrical” damage and target must make a Vigor check -2 or be Distracted and Vulnerable until end of its next round. Wealth +1 for same number of rounds.

SPECIAL SHOTGUN ROUNDS
Solid Slug Shot: No reduction of damage by range increment, Damage is 2d10, AP 2. No bonus to Shooting. Wealth as standard rounds but weight 2lbs for 30 rounds.
Sunder Rounds: Explosive rounds made to breach doors, bypass armor, etc. Treat as Solid Slug rounds but add +1d10 damage, change AP to 8 but halves base Shotgun range (round down). Also a Raise on the Shooting check adds another d10 instead of d6 damage. Wealth check +1 and weigh 2½lb for 30 rounds.


OTHER FIREARM WEAPON ACCESSORY AND UPGRADES
Silencer Attachment: lower noise from ballistic and caseless firearm weapon single shot discharge (ROF 1), others suffer a -4 to listen Notice checks. Wt. +1lb, Wealth +1
Suppressor Attachment: lowers noise and muzzle flash from automatic fire of ballistic and caseless firearms (ROF 2+ or 3RB), offers suffer a -2 to Notice checks. Wt. +2lb, Wealth -1
Motion Predictor: complex target-tracking cogitator. Eliminates 2 ranged penalties for any moving target (Pace 2+) due to range, cover, called shots, illuminations and recoil. Wt. +2lb, Wealth -2

Grenades, Explosives and Other Chemicals[edit]

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GRENADES
Hand Grenades when thrown range of 5/10/20, using Athletics skill and all weigh 2lbs each. If shot from a grenade launcher use weapon’s range and change weight to 1lb each. Military grade Mini-Grenades (and GL) are also Caseless allowing the weapon to remain sealed. For Mortor Rounds change name from Grenade to Mortor, increase weight to 6lbs each and add +2dx damage dice (i.e. a Frag Mortor would deal 5d6 damage). All have an area-of-effect of a LBT if not already. If there is a gas it lingers twice as long. If a mortor round causes damage then add HW if not already. Increase the wealth cost down a additional -2.
Concussion Grenade: Damage 2d8, AP 8, LBT. Wealth +2 for 3 grenades
Frag Grenade: Damage 3d6, AP 4, MBT, HW. Wealth +1 for 3 grenades
High Explosive Grenade: Damage 3d10, LBT. Wealth +0 for 3 grenades
Anti-Armor Grenade: Damage 3d6, AP 16, SBT, HW. Wealth -2 for 3 grenades
Photon Flash Grenade: LBT, Notes -targets in area must make an Agility -2 (-4 with raise) check or be ‘Blind’ (-6 to all vision based skills & checks) for 2d4 rounds. Wealth +0 for 3 grenades
Flame Burst Grenade: Damage:3d8, MBT, Notes -Ignores half non-sealed armor points (round down), targets in area must make a Agility check or catch fire, suffer 2d6 damage each round. Takes an Action and Agility -2 check to put fire out. Rolling on the ground adds +2 and immerses into water automatically succeeds. Wealth -1 for 3 grenades
Smoke Grenade: LBT, Notes -produces thick smoke for 1 minute plus 1d6 rounds. Penalty -4 to all non-IR vision based Notice and Shooting checks into and out of the area. Wealth +4 for 3 grenades.
Thermal Smoke Grenade: LBT, Notes -produces thick smoke for 1 minute plus 1d6 rounds. Thermal-signature to confuse IR, Penalty -4 to all Vision based Notice and Shooting checks into and out of the area. Wealth +2 for 3 grenades.
Stun/Shock Grenade: MBT, Notes -everyone within area must make a Vigor -2 or be knocked unconscious for 1d4 minutes. After that Shaken but can recover normal after that. Wealth +1 for 3 grenades.
Tear Gas: LBT, Notes -gas lasts 2d6 rounds. Vigor -4 or Distracted and Vulnerable for 1d6 minites. When outside are targets can make a Vigor -4 each round to recover. Also acts as a Smoke Grenade that creates obscuring smoke. Wealth +1 for 3 grenades

UTILITY CHEMICALS & OTHER EXPLOSIVE
Glue Sprayer: an almost instantly hardening super-glue sealant (if it matters STR d12+4). The sprayer comes with 10 applications before it is required to be refilled. Wt. 3lbs, Wealth +1 (refilling the applier +2)
Explosive Paste: Damage 4d6, AP 8, SMT. Comes in a small canister this spray-on-paste can be detonated with an included timer or remotely (up to 50”). Takes a Standard action to set with Repair check (can also be set to form a MBT with a seperate Repair check). Wt. 1lb, Wealth -1
Plastic Explosives: Damage 4d6, AP 4, SBT, Wt. 1lbs.; requires a Repair check. Can be combined. For 2lbs. Damage 6d6; for 3lbs. Damage 8d6, MBT and HW; for 4lbs. Damage 10d6, LBT, HW. Each additional +2lbs adds +1d6 damage. If the esplosive is enought to create a Burst Template install can make a seperate Repair check to change that to a Blast Temple (in the direction they wish). Remote detonator and Timers cost 50¥ each with a range of 500” (1,000 yds) or set up to two hours timer. Wt. 1lb, Wealth -1
Thermite Burning Bar: Damage 4d6, AP 4, HW. Causes continuous damage for 4 rounds. A super-hot burning brick that when exposed to the air it started to heat up and does burning damage. Its’ surface is adhesive and can be stuck to most locks, etc. and takes a Standard action and Repair skill check to set property. Wt. 1lb, Wealth -1
Charge Pack: a simple explosive shackles meant to be ‘set’ (pull fuse) and thrown (Range 5/10/15). Detonates in 3 rounds after fuse pulled. Damage 4d8, AP 5, HW, MBT. Wt. 10lbs, Wealth -2
XR-Bomb: Damage 6d10, AP 12, HW, base Repair check and can be set for any Burst Template (Small, Medium, Large or Cone with a seperate Repair skill check), time from 1 round to 2 hours. A peal-back adhesive strip for the XR explosive bomb charge designed to quickly adhere to almost any surfaces. Wt. 10lb, Wealth -2
Mines: Anti-vehicle mines causes 5d10 damage, AP 20, but are only set off by at least 1,000 pounds of pressure. Anti-personnel mines detect movement and detonate for 4d6 damage in a MBT. Both require a Repair check to set. Finding a mine requires a Notice check –4, and removing it is saftely a Repair check at –2. Wt. 15lbs and Wealth -2 each for anti-vehicle or 5lb for anti-personal, Wealth -1 each.

Standard Gear Carried by UTRPF Ground Troopers[edit]

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These items tend to be carried by most if not all of the troopers in standard missions. Included here are only what infantry troopers might encounter. Other high tech equipment from the SFC (or even the Star Law link) might able around on a case-by-case bases. Ask the GM if your character is thinking on buying something from there or outside the scope of the game
Mark3 Medium Combat Armor: As Medium Combat Armor, this is standard issue infranty trooper combat armor worn by most troops in the field. Enhancements include a helmets plastishield visor includes a anti-flare/reflective shield that grants +2 to resisting sudden flashes and eliminates the normal -1 to Notice for sight of standard medium armor visors. When deployed the vision can provides IR targeting system. Also includes Intergraded Battle-Tac Stealth Camo Pattern Mark I that ads +1 to Stealth (from computer generated camo pattern display system) and Grip Boots that add +1 to Athletics when climbing or moving over difficult terrian. Weight 16lbs
Mark5 Light Combat Armor: As Light Combat Armor, assigned to scouts and other troopers that don't want the extra weight of a medium combat armor (or need to carry other specialized gear). Enhancements include a helmets plastishield visor includes a anti-flare/reflective shield that grants +2 to resisting sudden flashes and eliminates the normal -1 to Notice for sight of standard medium armor visors. When deployed the vision can provides IR targeting system. Also includes Intergraded Battle-Tac Stealth Camo-Com Pattern Mark I that ads +1 to Stealth (from computer generated camo pattern display system or Mark II for the Scout Troopers that adds +2 instead) and Grip Boots that add +1 to Athletics when climbing or moving over difficult terrian. Weight 8lbs)
Combat Helmet Array: the standard helmet array worn by UTRPF Marines includes the Tactical Helm Communicator and a Camera Rig which allows the soldiers to communicate with each other and command staff along transmit viedo back to their location within about 5 miles, in optimal conditions. Also includes a FTI Tag (Friendly Target Identify) which is a adhesive chip allows for the targeting systems and Motion tracks to be identify friends from foe. In game terms Firing into Melee with this tag and the ABTS system will not hit a ally even with a Critical Fumble. Weight is negligible, Wealth -1
Shoulder Tac Lamp: This robust shoulder mounted lamp can project a beam out to 40" (80 yds) that cancels Pitch Black illumination within its beam. Weight 1lb, , Wealth +1
ABTS (Asset-Based Targeting System): this weapon scope system allowing for the computer system to identify possible friendly targets and civilians so as not to fire on them directly. In game terms this Firing Into Melee will only hit a by standard on a 1 on the Shooting dice if using Autofire or a Critical Fumble with ROF 1. Weight is negligible, Wealth +0
CTS (Computer Targeting System) and the Smart System (as on the M-8L Gatline Smartgun): This computer targeting scope grant that weilder a +1 to Shooting and can eliminates up to 2 points of penalties due to range, cover and called shots. These bonuses stack with any other equipment enhancement and Edges. Wt. 1lb, Wealth -1
Load Bearing Web Gear: this web gear is attached to all UTRPF soldiers armor and allows you to carry up to 8 light item (no more then 2-3lbs) such as a Grenade, an standard ammo Clip (but not a ammo drum or powercell) a knife or 3 mini-grenades in each webbing slot. It is a free action to ready a item from this rig. This webbing adds no extra weight It is part of ones armor weight, Wealth +2
Combat Belt: part of ones armor, this belt can carry ammo clips and drums, pistol, etc. up to 12lbs. total (2-12 small objects, no more the 6lbs each). Takes an action to Ready a item from the belt. It adds no extra weight, Wealth +2
Rucksack: A military backpack or belt pack that is reistant to tears, heat and cold, and that holds up to 20lbs of gear. It takes an extra Action to ready a weapon from it. Weight 1lbs empty, Wealth +2
Long Range Com Rig: Shoulder mounted rig (think football shoulder pad) with satellite uplink unit, that can route squads radio and vidcam transmits back to command. Range with satellites can be routed planetary wide, otherwise transmit range is around 100 miles. Wt. 5lbs, Wealth -1
Mini-Electronics Repair Kit: required for electrical systems, computers, etc. Electronic and Repair checks. Can also be used for electrical Hacking and Thievery of locks and security systems. Wt. 5lbs, Wealth +0
Weapon Harness Gimble: body harness and built in stablizer motor that is attached to a heavy weapon (like the 'Howler'). Negates penalties for recoil (like the Rock-An-Roll Edge). It also allowes an additional +1 to Shooting when aiming with stablizer. Cannot move to ignore recoil penalties. If the weilder does have the Rock-An-Roll Edge, whent moving the recoil penalty is reduce to -1 each attack. Wt. 10lb, Wealth -1
First Aid Kit: basic disposable healers kit (+1 Healing checks, takesn 1d4 rounds to use) 3 uses. Wt. 2lbs, Wealth +1
Advanced Field Medical Kit: Includes autoinjector and medical diagnosis scanner (+2 Healing checs, takes 2d6 rounds rounds to use). 10 uses (replacement 5lb). Also include one tube of Med-Gel and 2 dose of each of the Standard Medical Drugs (see Drugs below). Wt. 12lbs, Wealth -1
Camo Cloak: Advanced cloak that uses computer assisted patter changer with background, adding +2 to Stealth when motionless and +1 when moving up to Pace 6. Wt. 3lbs, Wealth -3
Tactical Pullout Flat-Screen Map: These roll-out flexable flat-screen plastic display map can call up local maps, zooming in or out as needed. Map quality depends on satellite imaging and local mapping usage. Grades +2 to Survival when locating or moving over long distance. Wt. 2lbs, Wealth +0
Electrobinoculars: computer enhanced macrobinoculars, add +2 to vision-based Notice with a penalty of -1 per 1,000 yards (500”). Wt. 2lbs, Wealth +0
Ration Packs: Advanced nution packs of food that can sustain a full grown supersoldier for a day. 1lb each, Wealth +2 for four days.
Filter Cantens: Light weight advanced bioplastic with filtration system for re-rilling in the field. Wt.0.1lb empty, 4lbs full, Wealth +2
Personal Basic/Mesh Kit: Items for daily care in the filed. Suffer a -1 to Survival checks without them. Wt. 1lb, Wealth +4

OPTION ITEMS
These items are genearally available on request. Items listed above and additional weapons are optional of the command staff to give out
Biosyth Rope: standard 40 yards (20") of rope that will support up to 1,500lbs of weight. Wt. 1lb, Wealth +0
Explosives Detector: hand-wand scanner unit (Detect – Explosives, Electronics +2). Wt. 2lbs, Wealth -1
Matter Cutter/Wielder: These devices use ultrasonics lasers with molecular disruption to make narrow cuts through matter or seal a cut. Each .5” wide, foot long, foot deep cut requires a single round (real world measurements, not game inches). Double the time required for every full 20 points of Armor the material has. As an improvised melee weapon. Sealing works the same if the surfaces can be joined. if used as an Improvised weapon it causes 2d8 Damage with AP 10, Str Min d6, but subtracts 2 from Fighting checks and to weilder Parry score. Has full for 10 rounds of us. Wt. 4lbs, Wealth -2
Motion Tracker: Used to detect motion within a short area (base Electtronics skill check vs. Stealth, -1 per 10”/20yds Range). Ignores smoke and mist obscre and darkness penalties within range (also ignores invisibility). Note targets must be moving (Stationary ‘living’ targets get +2 to Stealth checks). Can track through terrain and moderate walls/structures. GM may assign a skill penalties depending on the situation. Wt. 4lbs, Wealth +0
Other Weapons: Officers often assign extra weapons to the combat loud of a trooper, depending on the needs or situations. Of course the troopers can normally request them.
M52 Flame Gun (16lbs)
Argen 'Triple-Betty' Missile Launcher (24lbs)
Charge Pack(s) (10lbs)
XR-Bomb(s) (10lbs)


MISSION SPECIFIC GEAR
When carrying out missions that required special atmospheric and chemical, bioharzored or nuclear harzards or vaccum conditions soldiers replace their standard armor with an Armored Enviro-Suit or Vaccum Suit and are issued...
Adhesive Patches: small squares bio-metallic adhesive patches are a quick puncture repair kit. One patch is required for each breach. It generally takes an action to apply to each tear. While there is no skill check multi-action penalties can apply if doing anything else. Wt. 1lb for 4 patches, Wealth +2/for 4.

For Zero-G environments replace the standard issue SMG and Pulse Rifles (and mini-grenades) with the X-A2 'Ignis' Laser Rifle (15lbs) and extra powercell (5lbs)

For High-G worlds or environments crew can be equiped with a High-G Exoskeleton Frame. This frame worn over trooper's Armor or BDUs and enhances an individual’s core Strength by +2 steps but with a -2 Pace and -1 steps to Run die. Wearer is also -1 to their Fighting checks and suffer a -1 to their Parry score. Power cell lasts around 18 hours of continuous use. Wt. 20lbs, Wealth -2.

For long-term reconnaissance missions...
Generally the standard combat load loses extra grenades and ammo clips to carry extra food and water along with...
Energy Tent: An easy-to-assemble 2-man tent using energy sheet material that can absorbs and releases energy to provide environmental protection from about 150° Fahrenheit down to about –50°. Once charged, it retains enough energy for 72 hours of continuous use. The tent and collapsible poles are contained in a small drawstring bag. Wt. 2lbs, Wealth +0


OTHER GEAR THAT MIGHT BE USED IN SOME SITUATIONS
Cargo Loader: Essentially power armor without the communications gear or protection, this powerful piece of hardware has a Strength of d12+6 and a Pace of 2. It has two arms with crude, blunt pincers to lift, carry, and load heavy cargo (up to 2,000lbs). The pincers are awkward if used for combat and act as an Improvised Weapon (–2 Fighting checks and to Parry score). They cause Str+d6 damage. Wt. 1,500lbs, Wealth -4


STANDARD MEDICAL DRUGS
A standard Medic's Advanced Field Medical Kit carries 2 each doses and a tube of Medi-Gel. Price -2.

Antibiotics: As an Action to inject into a subject and adds +2 to checks to recover from any most disease.
Antitoxin: As an Action to inject into a subect, adds +2 to any checks to resist or recover from any known toxin or poison, both inhaled or injected (positive or negative) but painful to administer. After taking drug Distracted and Vulnerable for 2d6 rounds. Wealth +1 each dose
Calm Mind: an Action to inject into a subect, adds +2 to any check for a subject to recover from temporary madness or other mental states. Wealth +1 each dose
Healing Spray: if admistered within 10 minutes of suffering a Wound, as a free action when applied adds +2 to Healing checks (stacks with any other bonus to heal Wounds) and +2 to Vigor checks to avoid Bleeding Out. Wealth +1 per dose
Medi-Gel: A tube of advanced healing gel. Takes a Action to apply and auto stablize someone from Bleeding Out and adds +2 to a subjects' Vigor roll. Success heals one Wound 1d6 rounds afterwards. Contains 10 uses. Wt. 6oz tube, Wealth +0 for the tube.
Painkiller: allows the subject to ignore up to 2 points of Wound Penalty for 1d4+2 hours. Wealth +1 each dose
Radcleaser: an Action to inject into a subect, adds +4 to any check to recover from radiation poisoning and damage. Wealth +0 each dose
Stimulant: an Action to inject into a subect, this non-addictive stimulant allows the subject to ignore 2 points of Fatigue causes by lack of sleep or similar situations for 1d4+4 hours. Wealth +1 each dose

Non-Standard Drugs...

Frenzon: combat drug, lasts 1d10 minutes. Takes an Action to inject into a subect, gains Immunity to fear and the Frenzy Edge. Wt. nil, Wealth +0 per dose. Illegal (note this drug is also very addictive. Character needs to make a Vigor check -1 per each time they have used it, or become addicted to it. When in combat without then -1 to all rolls).
Obscura: As an Action to inject into a subect, makes a Vigor test at -2 or in 1d4 rounds they enters a dream like hallucinogen state for 1d5 hours and then 1d10 hours afterwards from depression (-1 to all non-Soak rolls). Fairly additive. Wt. nil, Wealth +0 per dose, Illegal.
Slaught: Also known as “onslaught”, it heightens awareness and improves reaction time, but causes Fatigue and eventual neural damage. Taking a dose requires an Action to inject into a subect, and adds Alertness and Quick Edges for 1d5 hours. At the end suffer a level of Fatigue (which last 1d5 hours). Wt. nil, Wealth -1 per dose.

Standard Combat Load via MOS[edit]

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The following are basic standard load carried by each MOS on a standard mission. There also also z-g Mission load and Vaccum/Hostile Enviro load replacement of most gear in these situations. As Synner Clone Soliders have a minimum Strength of a d8 and the Brawny Edge they carrying load of most is 80lbs.

Troopers can swap out the Mark3 Medium Combat Armor (16lbs) and the Mark5 Light Combat Armor (8lbs) and/or the M-25a Pulse Rifle with intergal underbarrel M3 Grenade Launcher (19lbs) and Fusia F3m Pulse SMG with intergal underbarrel M3a one-shot Grenade Launcher (10lbs) if they want a heavier/lighter load then standard. This still requires Officers approval but most do so automatically.

Electronic/Communications Specialist: Mark3 Medium Combat Armor (16lbs) with Helm Array (Tactical Helm Comm, Camera Rig, FTI Tag) and a Shoulder Tac Lamp (1lb), M-25a Pulse Rifle with intergal underbarrel M3 Grenade Launcher (19lbs) with a with a CTS and ABTS Scope (1lb) and two additon fully loaded 100 round standard APHE rounds foe the M-25a (3lbs each/6lbs) and six addition mini-Grenades (either Thermal Smoke, Frag or Concution. 1lbs each/6lbs), 2 standard Grenades (either Thermal Smoke, Frag or Concution. 2lbs each/4lbs), Molecular Survival Knife (1lb), Mini-Electronics Repair Kit (5lbs), Long Range Com Rig (5lbs), Load Bearing Web Gear (No extra weight), Combat Belt (No extra weight), Rucksack (1lbs) with at least one set of replacement battle dress uniforms (BDUs), T-shirts, socks, underwear, etc., a towel (4lbs), Personal Basic/Mesh Kit (1lb), basic First Aid Kit (2lbs), 4 days of Ration Packs (1lb each/4lbs), 2 Filter Cantens (0.1lb empty, 4lbs full/8lbs)
Total Weight load: 80 lbs
Heavy Weapons Specialist: Mark3 Medium Combat Armor (16lbs) with Helm Array (Tactical Helm Comm, Camera Rig, FTI Tag) and a Shoulder Tac Lamp (1lb), M-8L Gatline Smartgun (26lbs) or the Remi-Gen 'Smasher' Anti-Matheral Gun (25lbs) with a ABTS Scope (1lb) attached to a Weapon Harness Gimble (10lbs) and carrying three additional fully load 200 round drums of standard APHE rounds for the M-8 (6lbs each/18lbs) or four additional 10 round Anti-Material Rounds Clipb 5 each/20lbs), 4 standard Grenades (either Thermal Smoke, Frag or Concution. 2lbs each/8lbs), Molecular Survival Knife (1lb), Load Bearing Web Gear (No extra weight), Combat Belt (No extra weight), Rucksack (1lbs) with at least one set of replacement battle dress uniforms (BDUs), T-shirts, socks, underwear, etc., a towel (4lbs), Personal Basic/Mesh Kit (1lb), basic First Aid Kit (2lbs), 4 days of Ration Packs (1lb each/4lbs), 2 Filter Cantens (0.1lb empty, 4lbs full/8lbs)
Total Weight load: 97 or 98 lbs (any Anti-Material Rifle)
Medic Specialist: Mark3 Medium Combat Armor (16lbs) with with Helm Array (Tactical Helm Comm, Camera Rig, FTI Tag) and aShoulder Tac Lamp (1lb), M-25a Pulse Rifle with intergal underbarrel M3 Grenade Launcher (19lbs) two additon fully loaded 100 round standard APHE rounds foe the M-25a (3lbs each/6lbs) with a CTS and ABTS Scope (1lb) and six addition mini-Grenades (either Thermal Smoke, Frag or Concution. 1lbs each/6lbs), 2 standard Grenades (either Thermal Smoke, Frag or Concution. 2lbs each/4lbs), Molecular Survival Knife (1lb), Load Bearing Web Gear (No extra weight), Combat Belt (No extra weight), Rucksack (1lbs) with at least one set of replacement battle dress uniforms (BDUs), T-shirts, socks, underwear, etc., a towel (4lbs), Personal Basic/Mesh Kit (1lb), Advanced Field Medical Kit (12lbs), 4 days of Ration Packs (1lb each/4lbs), 2 Filter Cantens (0.1lb empty, 4lbs full/8lbs)
Total Weight load: 80 lbs
NCO: Mark3 Medium Combat Armor (16lbs) with with Helm Array (Tactical Helm Comm, Camera Rig, FTI Tag) and a Shoulder Tac Lamp (1lb), M-25a Pulse Rifle with intergal underbarrel M3 Grenade Launcher (19lbs) with a CTS and ABTS Scope (1lb) and two additon fully loaded 100 round standard APHE rounds foe the M-25a (3lbs each/6lbs) and six addition mini-Grenades (either Thermal Smoke, Frag or Concution. 1lbs each/6lbs), 2 standard Grenades (either Thermal Smoke, Frag or Concution. 2lbs each/4lbs), Colt Manhunter M7 Auto Pistol (3lbs) amd one additional full ammo clip of Standard Rounds (1lb), Molecular Survival Knife (1lb), Load Bearing Web Gear (No extra weight), Combat Belt (No extra weight), Rucksack (1lbs) with at least one set of replacement battle dress uniforms (BDUs), T-shirts, socks, underwear, etc., a towel (4lbs), Personal Basic/Mesh Kit (1lb), Tactical Pullout Flat-Screen Map (2lbs), Electrobinoculars (2lbs), basic First Aid Kit (2lbs), 4 days of Ration Packs (1lb each/4lbs), 2 Filter Cantens (0.1lb empty, 4lbs full/8lbs)
Total Weight load: 78 lbs
Riflemen/Combat Engineering Specialist: Mark3 Medium Combat Armor (16lbs) with with Helm Array (Tactical Helm Comm, Camera Rig, FTI Tag) and a Shoulder Tac Lamp (1lb), M-25a Pulse Rifle with intergal underbarrel M3 Grenade Launcher (19lbs) with a CTS and ABTS Scope (1lb) and two additon fully loaded 100 round standard APHE rounds foe the M-25a (3lbs each/6lbs) and six addition mini-Grenades (either Thermal Smoke, Frag or Concution. llb each/6lbs), 2 standard Grenades (either Thermal Smoke, Frag or Concution. 2lbs each/4lbs), Molecular Survival Knife (1lb), 4 pounds of Platics Paste with micro Timers/Remote Detination kits (4lbs), 2 Thermite Burning Bar (1lb each/2lbs), Demolistions Kit (2lbs), Load Bearing Web Gear (No extra weight), Combat Belt (No extra weight), Rucksack (1lbs) with at least one set of replacement battle dress uniforms (BDUs), T-shirts, socks, underwear, etc., a towel (4lbs), Personal Basic/Mesh Kit (1lb), basic First Aid Kit (2lbs), 4 days of Ration Packs (1lb each/4lbs), 2 Filter Cantens (0.1lb empty, 4lbs full/8lbs)
Total Weight load: 78 lbs
Scout/Sniper Specialist: Mark5 Light Combat Armor (8lbs) with upgraded Intergraded Battle-Tac Stealth Camo Pattern Mark II system and Helm Array (Tactical Helm Comm, Camera Rig, FTI Tag) and a Tac Lamp (1lb), Fusia F3m Pulse SMG with intergal underbarrel M3a one-shot Grenade Launcher (10lbs) with a CTS and ABTS Scope (1lb) and one additon fully loaded 80 round standard APHE rounds for the F3m (2lbs) and three addition mini-Grenades (either Thermal Smoke, Frag or Concution. 1lbs each/3lbs), X-C5 'Höllenfeuer' Sniper Laser Rifle (20lbs) with one additonal Power Cell replacement (5lbs), 2 standard Grenades (either Thermal Smoke, Frag or Concution. 2lbs each/4lbs), Molecular Survival Knife (1lb), Camo Cloak (3lbs), Load Bearing Web Gear (No extra weight), Combat Belt (No extra weight), Rucksack (1lbs) with at least one set of replacement battle dress uniforms (BDUs), T-shirts, socks, underwear, etc., a towel (4lbs), Personal Basic/Mesh Kit (1lb), basic First Aid Kit (2lbs), 4 days of Ration Packs (1lb each/4lbs), 2 Filter Cantens (0.1lb empty, 4lbs full/8lbs)
Total Weight load: 78 lbs
Optional Psionic Specialist: Mark5 Light Combat Armor (8lbs) with Helm Array (Tactical Helm Comm, Camera Rig, FTI Tag) and a Shoulder Tac Lamp (1lb), Fusia F3m Pulse SMG with intergal underbarrel M3a one-shot Grenade Launcher (10lbs) with a CTS and ABTS Scope (1lb) and two additon fully loaded 80 round standard APHE rounds for the F3m (2lbs each/4lbs) and three addition four mini-Grenades (either Thermal Smoke, Frag or Concution. 1lbs each/4lbs), 2 standard Grenades (either Thermal Smoke, Frag or Concution. 2lbs each/4lbs), Colt Manhunter M7 Auto Pistol (3lbs) amd one additional full ammo clip of Standard Rounds (1lb), Molecular Survival Knife (1lb), Load Bearing Web Gear (No extra weight), Combat Belt (No extra weight), Rucksack (1lbs) with at least one set of replacement battle dress uniforms (BDUs), T-shirts, socks, underwear, etc., a towel (4lbs), Personal Basic/Mesh Kit (1lb), basic First Aid Kit (2lbs), 4 days of Ration Packs (1lb each/4lbs), 2 Filter Cantens (0.1lb empty, 4lbs full/8lbs)
Total Weight Load: 57lbs


NON-STANDARD COMBAT LOADS
Not all mission take place on Earth like settings. For example on Ship Board operations where Command does not want the starship to be damaged troops are restricted to low-g setting SMGs and Rifles or even Pistols, and no explosives or armor piercing. Situations can change but here are some common non-standard loads...

SFC UPDATES[edit]

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"None of these are sleek, stream lined ship like you'd see in those old movies. They're tight; they smell bad; and they don't always work the way they're supposed to. But jumping through hyperspace is a beautiful thing, and it's something no normal human will ever know."
- Star Lieutenant Alison Hawkins, Hyperspace Pilot, UTRPF

I am using the basic vehicle builds and Mods found in my Star Law setting here[1] so no need to repeat myself. These rules are based on the Science Fiction Companion. Vehicles and Starhips are going to be WELL out of the price range of characters and not really easy to transport to different planets so just ignore costs.

The Drill Spike Drive do not exist in this setting. Instead I am using the Isler Shuttlewar Drive. These drives work by creates a micro-hyperspace blink warp field that causes a ship to move at faster then light travel, as follows.

New Mod entry should read as...

Starship Mods Mods Cost
Shuttleward Drive Engines (6): A standard Shuttlewarp Drive allows a vessel to blink into hyperspace hundreds of times a second to travel at fantastic speeds there. The drive uses half the vessel's Size x the Drive Rating in Energy points each week the vessel remains using the Shuttlewarp. This includes both the drive and the astrogation system required to use it. Minimum size of a vessel for shuttlewarp drives is a 16 but unmanned probs can be as small as Size 8. ½ Size $1M x Drives x Size
Statis Field Sleeping Pods (U): These add statis tubes that can sustain a human life for years (theoretically) and can be added to both vehicles and starships (and found in a few medical facilities planet side). Each unit holds 20 passengers whom can be keep in statis to protect them from the harmful effects of Shuttlewarp Drives. Each unit of 20 pods uses one Energy of the vessel per month (30 days) that it is running. 1 $50K

A basic Shuttlewarp Drive has a Speed Rating of 1 per Drive and can travel at one lightyear a day Divided by the Ship's Size. So a Shuttlewarp Drive II install into a Laviathan Starcraft makes around 0.05 lightyears a day, while the same drives in a Greater Starship would makes 0.125 lightyears a day.

Vessel's must spend at least one hour to cold-down its Shuttlewarp drive when it returns to normal space for every day spent in in hyperspace before the engines can be reused again.

There is a complication of course (isn't there always?) and that is that traveling in hyperspace is harrazadous to a personal's physical and mental health. Synners (and hench all the players) have an extermely high resistance to these harrazader but normal humans suffer ill effects even for short term skips.

To plot a course in Shuttlewarp space requires a Science skill check with a penalty of -1 per 5 lightyears to the destination. Plotting a course takes a base one hour. Plotting a course is 20 minutes imposes a -2 penalty. Taking three hours adds +2 to the check. Advanced computers can grant a bonus (up to +2). A ship’s AI can plot or provide a Support roll. Most civilian ships plot a maximum course of 20 light years taking 3 hours to be on the safe side. Failure results in the shuttlewarp not engaging. Critical Failure damages the drive and requires 1d6 days of Repair and parts.

Due to the nature of Starship engines in this setting, a ship that is at low power, orbiting a planet, etc. Recharges 1 Energy Point per Size of the Ship per week.

Vehicle Examples[edit]

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MVII Warthog-Class ATAPC[2]" A standard UTRPF ATAPC (All-Terrain-Armored-Personnel-Carrier) -commonly pronounced "a-tapsy"- land craft used by the Marines and transported planetside by the KM4 drop ship (or to be moved around the planet quickly as needed)
Size 6 - Heavy, Handling +0, TS 45mph, Toughness 33 (10) Heavy, Wounds* +1, Crew 2+12

Mods (3 remaining mostly for storage; extra ammo. etc): Amphibious (can move at 1/2 its speed with a -1 Handling for its size on the surface of water) (3), Armor II (+4/Heavy) (2), Imroved Handling I (1), Command Post (allows and officer to monitor troopers via their comms and vidcamm if with range) (2), Crew Space I (1), Link Weapons (2), Off Road (ignore Drive penalities for difficult terrain. Speed reduction from such conditions is on 1.5 instead of 2) (1), Reinforced Chassis II (Toughness +4) (2), Speed 3 (+30mph) (2), Targeting System (ignore 4 range penalties) (1)
Weapons
Twin Linked Turreted Medium Autocannon: Range 100/200/400, Damage 4d8+2, AP 6, ROF 3, Shots 100, HW

Spacecraft Examples[edit]

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Alex-Martin KM4 Heavy Dropship[3]: This is the standard work-horse of the UTRPF, piloted and operated by the Navy Corp branch (Clone troopers of course). While not a true Spacecraft they are launched from space and can operate in a vaccum. Note of course their speed in space and in an atmoshpere is different to reflect that
Size Great -Size 12, TS 2 (800mph), Handling +1, Toughness 35 (7), Crew 2+12, Energy 6

Mods (5 remaining; extra gear, equipment, ammo, etc. ): AMCM (Anti-Missile Counter Measures. Add +2 to Piloting or Electronics checks to evade missile attacks) (1), Armor I (AP+3) (1), Artificial Intelligence (vehicle’s AI can operate all systems with skill level of d10 in these tasks, but is an “Extra” and does not receive a Wild Die. The AI does not suffer from multi-action penalties if given simultaneous tasks. In combat, the AI acts on the operater’s Action Card. Giving the AI a short verbal command is a free action. AI can also give Support) (1), Atmospheric (the ship to enter planetary atmospheres) (6), Electromagnetic Shielding (Adds +12 to the vehicle’s effective Toughness from EMP missiles) (2), Forward Fixed and Linked Weapon Mount (1), Hanger (carrying a size 6 vehicle within its hold. Special mounting, doors, etc. allows for the vessel to be load or unloaded for 1d6 rounds) (7), Life Support, Short Term (3 days a supplies with an additional 3 days of emgency), Missile Launcher IV (each launcher allows up to four Light or two Heavy missiles to be fired at once) (4) with internal Storage for 24 light and 24 heavy missiles (5), Orbiter (+12), Reinforce Structure II (+4 Toughness) (6), Sensor Suite, Planetary (base range of 10K miles) (1), Speed III (+200mph) (9), Targeting System (ignore 4 range penalties) (1)
Weapons
Twin Linked Forward Fixed Medium Autocannon: Range 100/200/400, Damage 4d8+2, AP 6, ROF 3, Shots 100, HW
Four Forward Mounted Missile Launchers: Range 1,000/2,000/4,000. By Missile Type. Light Missiles - Damage 5d6, AP 6, Small Burst Template; Heavy Missiles - Damage 8d6, AP 12, Medium Burst Template (both are HW)


UTRPF Katana-Class Space Interspetor[4]: Operated by the UTRPF Navy this is a standard light ineterspector starfighter that can also operate within a planet's atmosphere to offer ground support to Marine units.
Size Tiny -6, TS 12 (1,200mph), Handling +3, Toughness 31 (10), Wounds* +1, Crew 1, Energy 25

Mods (0 remaining) - AMCM (Anti-Missile Counter Measures. Add +2 to Electronics or Hacking checks to evade missile attacks) (1), Armor I (AP+4) (1), Artificial Intelligence (vehicle’s AI can operate all systems with skill level of d10 in these tasks, but is an “Extra” and does not receive a Wild Die. The AI does not suffer from multi-action penalties if given simultaneous tasks. In combat, the AI acts on the operater’s Action Card. Giving the AI a short verbal command is a free action. AI can also give Support) (1), Atmospheric (the ship to enter planetary atmosphere) (3), Electromagnetic Shielding (Adds +12 to the vehicle’s effective Toughness from EMP missiles) (2), Forward Fixed and Linked Weapon Mount (1), Life Support, Short Term (6 days a supplies with an additional 6 days of emgency) (1), Reinforce Structure I (Tough +4) (2), Sensor Suite, Planetary (base range of 10K miles) (1), Speed VI (+600mph) (6), Targeting System (ignore 4 range penalties) (1)
Weapons
Twin Linked Medium Laser Cannon: Range 800/1,600/3,200 (space 8/16/32), Damage 3d10+2, AP 10, HW, ROF 1, Shots 100 (Laser cannon linked guns can be recharged with 4 energy point)
Four Forward Mounted Missile Launchers: Range 1,000/2,000/4,000 (space 10/20/40). By Missile Type. Light Missiles - Damage 5d6, AP 6, Small Burst Template; Heavy Missiles - Damage 8d6, AP 12, Medium Burst Template (both HW)

Intersteller Craft[edit]

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UTRPF X223A 'Victorious' Templar-Class Light Cruiser[5]: This light cuirser is the standard UTRPF troop transport and fighting vessel of the Navy, crewed almost initerly by synner personal. Marine troopers and the crew are fairly crammed in as the ship is stuffed with the Shuttlewarp drive, extra gear and equipment, engines, life support, etc. The standard navy crew of 10 and up to 30 marines. Human officers generally spend their time in statis (an extra for emergencies), leaving the Synners the run of the place. The vessel tends to carry two MVII 'Warthog' ATAPC, two Alex-Martin KM4 Heavy Dropships and two UTRPF 'Katana'-Class Space Interspetor in it dual Hanger bays and the same amount of each in storage (takes on average 2 days per Size of the vessel to ready them)
Size 24 -Garganturan, TS 5, Handling -2, Toughness 66 (19), Wounds* +6, Crew 10+30, Energy 600

Mods (13 remeaining; used to store extra gear, spare parts and vehicles) - AMCM (Anti-Missile Counter Measures. Add +2 to Piloting or Electronics or Hacking to avoid missile attacks) (1), Armor I (+4) (2), Artificial Intelligence (ship’s AI can operate all systems— from locomotion to weapons to opening or closing hatches. It has a skill level of d10 in these tasks, but is an “Extra” and does not receive a Wild Die. The AI does not suffer from multi-action penalties if given simultaneous tasks. In combat, the AI acts on the captain’s Action. Giving the AI a short verbal command is a free action. Can also make Support checks) (1), Electromagnetic Shielding (Adds +6 to the vehicle’s effective Toughness from EMP missiles) (6), Energy Reserves I (+300 energy points (6), Fewer Crew (160 less crew due to advanced automation and almost no passenger space) (+40), Fixed Mounted Weapons Systems (5), Hangers (two internal hangers; can carry a total of twenty size 6 or ten size 8 vessels or vehicles, eight size 10 vessels or four size 12 vessels. Includes tools for replair and maintance of the vessels) (28), Life Support (30 days for standard and 30 days of emgency crew and passengers of fourty; 1.2000 days of supply, and emgency supplies), Linked Weapon Systems (6), Reinforced Structure (+2) (6), Sensor Suite, Galactic (base range 1 lightyear away; +2 rolls within 10K miles) (2), Shuttlewarp Drive III (Drive Speed 3, can travel 0.15 lightyears a day. Uses 36 energy per week spent in hyperspace) (36), Speed II (+2) (12), Statis Field Sleeping Pods (20 pods, uses 1 energy per month of operation) (1), Stored for 20 light torpedos and 10 heavy torpedos (5), Targeting System (negates 4 range penalties) (1), Torpode Launchers 2 (2)
Weapons
Four (one each Arc) Duel Linked Fix Light Auto-Cannon Defense Guns: Range 1*, Damage 2d12+2, AP 4, ROF 4, Shoots 200, Reaction Fire
Turreted Duel Linked Heavy Laser Cannon: Range 8/16/32, Damage 4d10+2, AP 15, ROF 1, Shots 100 (Laser cannon linked guns can be recharged with 4 energy point)
Forward Fixed Heavy Mass Driver: Range 10/20/40, Damage 9d10, AP 0, ROF 1, Shots 15
Two Forward Torbedo Launcher: Rabge 12/24/48, Damage by Torpedo Type, ROF 1, Light Torpedo Damage 5d12, AP 50, AOE 1; Heavy Torpedo Damage 8d12, AP 50, AOE 1


UTS LA13 Icarus-Class Transport[6]: This is a standard UT Colony Ship that can transport up too 6,000 colonist in statis. The vessel carries four civilian large shuttles landers to transport the pasengers when they wake up down a planet. The crew of 40 only needs 10 'awake' at a time and they take turns with two days 'awake' and six days asleep in statis.
Size 40 -Levathan, TS 2, Handling -4, Toughness 80 (25), Wounds* +10, Crew 40, Energy 4,000

Mods (29 remaining; used to carry serveral ktons of supplies to support the new cononist) - Energy Reserve (+3,200 energy points) (40), Fewer Crew (advanced automatic and space for extra Statis Pods -900 less) (+240), Hangers (two internal hangers; can carry a total of twenty size 6 or ten size 8 vessels or vehicles, eight size 10 vessels or four size 12 vessels. Includes tools for replair and maintance of the vessels) (28), Life Support (30 days for standard and 30 days of emgency crew and passengers of fourty; or 1,200 days of supply, and emgency supplies), Sensor Suite, Planetary (functions exactly like the Sensor Suite (base range of 10K miles) (1), Shuttlewarp Drive II (Drive Speed 2, can travel at 0.05 lightyears a day. Uses 80 energy per week of in hyperspace) (40), Statis Field Sleeping Pods 302 (6,040 pods, uses 302 energy per month of operation) (302)

Isler Field Sickness[edit]

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Normal Huamans require a Vigor check even with a short time exposer to a Shuttlewarp field (within 1d8 minutes!). Failure of this check causes nausea in the person or one level of Fatigue (takes 12 hours outside an active Shuttlewarp field to recover. Cannot while Shuttlewarp is active). A Critical Failure on this check requires a roll on the Isler Field Sickness Chart below.

A Synner can suffer these affects after a week but they gain +4 to their Vigor roll (see Jump Acclimation above under New Edges) and suffer the affects as a Critical Fumble as above but this roll on rhw chart is at -4 on the result.

After spending a 24 hours in an Shuttlewarp field regular humans requires another Vigor roll as above and a Spirits check. Failure of the Vigor roll causes the nausea or one level of Fatigue (as above and is cumlative). Failing the Spirits check cause mild delusions or hallucinations which cause Distraction and Vulnerable (SWADE pg. 100) to the subject. A Critical Fumble roll on either check requires a roll on the Isler Field Sickness Chart below. Each time additional time one must make a roll on this chart their is also a cumlative +1 to the rolls result.

For every day after that requires an additional seperate Vigor and Spirits but now with a cumulative -1 penalty for every 24 hours after the first spent in an active Shuttlwarp field. Any Incapacitation from Fatigue does not cause death BUT a normal human must continue to make these checks every 24 hours they are exposed to the field as they suffer can suffer from the Isler Field Sickness Chart.

Synners need these rolls after spending one additional week within an active Shuttlewarp field, and the affects are cumulative as above. But again they still start with a +4 bonus to both checks. Critical Fumble on either of these checks requires a roll on the Isler Field Sickness Chart below. As with normally additional rolls on that chart have a cumulative +1 to the results (but again Synners start with a -4 on the chart results).

The edge Strong Will helps against both the Vigor and Spirits checks to resist the affects Isler Field Sickness. If taken by a Synner the affects stack (so a base +6 starting to resist) but normal Humans also benifit somewhat with this edge.

This is why most Humans (and occasionally Synners) spent the entire Shuttlewarp trips in a Statis Field Sleeping Pods (see new SPC mods above). Time spent within these pods provides full immunity to all effects of normal Isler Field Sickness.


Isler Field Sickness Chart

1d20 Results
1 xx

TIME LINE[edit]

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"Do you know why people hate rats and roaches? It's a sort of professional competition. The three toughest creatures in existence, the three species that survive even in the wreckage of a holocaust, are cockroaches , rats, and humans. And we 'synners' are the toughest and most despised of them."
- Drill Sergeant Andros Owens, Synthetic Human, United Terra Reconnaissance and Peacekeeping Force (UTRPF)

AD 2029: Under mounting pressure from numerous multinational corporations and business conglomerates, the United Nations establishes within itself a new voting body, the Economic Assembly, an international business congress of megacorporate representatives, thereby giving these businesses a direct vote on world issues. One of the first motions passed under this new arrangement is to change the name of the United Nations to United Terra, reflecting the newly reached balance of power.

AD 2031: As part of a renewed US push into space, NASA launches the core module of Clarke Station, establishing a long-term space facility in near-Earth orbit.

AD 2049: The Ryan Shield, a practical electromagnetic field generator capable of diverting the hazardous background radiation of space, is developed under the direction of Dr. Avery Ryan at MIT, thereby increasing the feasibility of extended habitation outside the Earth's protective atmosphere.

AD 2063: NASA and the European Space Agency (ESA) pool their resources under a United Terra program , forming the new United Terra Space Association (UTSA). Using Clarke Station as a launching point, UTSA creates Unity Station, a permanent facility on Luna intended largely as a base for construction of future orbital facilities.

AD 2067: Edison Point, a UTSA pure-research lab, is constructed at L-4 from parts prefabricated on Luna.

AD 2076: UTSA starts Bradbury Colony, near the center of Mare Acidalium on Mars. Plans are laid for Burroughs and Wells Colonies at nearby locations, and a long-term terraforming project is begun, largely involving the dropping of ice ateroids onto the planet's far side.

AD 2081: The Isler Shuttlewarp Drive (named after its chief inventor, Dr. Christine Isler) is developed at Edison Point. Based upon hyperspace experiments originally performed on Earth, the procedure proves to operate much more effectively at a distance from planetary masses. As a result, the entire Edison Point facility is transported near instantaneously a distance of some 100,000 kilometers from L-4. When rescued by a shuttle from Luna, lab members complained of lingering disorientation and nausea.

AD 2083: Continued UTSA experimentation to develop an Isler Shuttlewarp Drive spacecraft yields an engine capable of cycling a vessel through a rapid series of successive jumps. Testing also demonstrates that sleeping occupants of such a vessel suffer less severe malaise. Work proceeds on developing vessels to explore the outer planets of the Solar System.

AD 2086: As a navigational experiment, the Edison Point facility is cautiously returned to L-4 in 1,000-kilometer Isler Shuttlewarp Drive micro-jumps.

AD 2098: A small Isler Shuttlewarp Drive spacecraft reaches Jupiter. Travel time is mere days, which the crew spends in drugged sleep. When the ship returns, UTSA initiates a program to develop star travel, hoping to relieve severe population pressures on Earth by colonizing extra-solar worlds.

AD 2099: Scientists at Edison Point create a weak, short-lived, and microscopic-but nonetheless measurable-artificial gravity field.

AD 2101: In a gesture of confidence or hope, UTSA begins construction of Stargate, a launching facility for future starships, at L-5.

AD 2113: An automated probe is sent from Stargate to Alpha Centauri. The round trip takes 13 months, but when the probe returns, it bears proof of a planetary system existing around that star. The second planet out from the twin suns is Earth-like, its breathable atmosphere and warm climate supporting savannahs and lush jungles.

AD 2112: In search of a means of life-support for unconscious starship crew members during the extended times necessary for stellar travel, researchers on Luna devise a stasis field pod. By slowing molecular movement within its field to a virtual halt, such a pod effectively brings time to a near-standstill for its occupant. The new technology also promises a revolution in food industries on Earth, allowing for perfect long-term storage of comestibles.

AD 2131: An automated starship with a stasised crew is sent to Alpha Centauri and returns with detailed reports of that system's suitability for human habitation. Plans are begun for establishing an outpost on the system's second world and for eventual wide -spread colonization.

AD 2145: A second vessel is sent to "Acey-Two" (AC-2, Alpha Centauri's second planet) with volunteers for a permanent outpost. Automated probes are sent to Barnard 's Star, Wolf 359, Lalande, Sirius, Innes' Star, and UV Ceti.

AD 2147: Staff and materials for a mining outpost are sent to Barnard's Star. Automated probes are sent to Ross 154, Ross 248, and Epsilon Eridani. A breakthrough in genetic cloning research makes it possible to clone mammals; the morality of doing so becomes a hotly debated issue.

AD 2149: An outpost team is sent to Wolf 359. Automated probes are sent to Ross 128 and Groombridge 34. An Outpost is set up in Wolf 359 by 2061 and colony on Ross 128 in 2065.

AD 2150: An outpost team is sent to UV eti. A colony is set up here by 2060. Automated probes are sent to 61 Cygni, LFT 1729, and Procyon.

AD 2151: Outpost teams are sent to Ross 154 and Ross 248.

AD 2152: Automated probes are sent to Struve, Epsilon lnd i, and Tau Ceti. Outpost teams are sent to Struve in 2157 and Tau Ceti in 2159.

AD 2153: An automated cargo ship sent to the UV Ceti outpost fails to return, as does the automated probe sent to Procyon in 2150. A modified probe is sent to UV Ceti to scout out the situation. Experiments with specially modified clones of apes and rats develop an animal largely unaffected by hyperspace jumps.

AD 2155: The UV Ceti probe returns with photos from orbit, showing the cargo ship landed at the outpost but with recordings of radio silence from the facility. UT sents a security reconnaissance mission to the system in 2156.

AD 2157: A single member of the UV Ceti reconnaissance mission returns with a horrifying story of the team 's slaughter at the hands of hostile alien creatures.

AD 2158: A cargo ship sent to Ross-154 fails to return. The UT Security Council authorizes secret work to create human clones capable of remaining conscious during hyperspace jumps without subsequent delterious effects.

AD 2159: A cargo ship sent to Ross-248 fails to return.

AD 2160: The UT Security Council announces the formation of UTRPF, a paramilitary force that will be composed largely of clone warriors assigned to protect Earth and its colonies from invasion. The first group of 8 'Synner' Clones are introduced to the public during the annoucncement. The debate on Earth is intence.

AD 2163: A UT security team encounters beings that would later be dubbed Ghouls by UTRPF troopers at Ross-248. They also record a possible alien UFO in obrit around the outpost. This was the first offical contact with these aliens but would not be the last.

AD 2165: The UTRPF Troopers force have been sent to at least a half dozen missions in the last five years. One of the most public successes is in killing a Devil Snake that had been destroying a number of fishing vessels on oceans of Acey-Two.

AD 2167: Probs are sent to Groombridge 1618 and confirm an Earth like planet in the system. A outpost is set up by 2170 and colony is establish by 2180. Clone Marine Trooper Zachary Ward suffers severe battlefield wounds and allowed to retire to the small colony on UV eti. He is the first offical clone that has been allowed to retire from the UTRPF due to his wounds (clones are not allowed to retire and are assumed to serve for 'life' but after Ward's injuries were made public the UT Gov started making exceptions)

AD 2168: Outpost and mining teams are sent to 61 Cygmi. UTRPF forces suffer a number of casualties over the last three years with encounters with hostile alines. The public is never informed of the excate numbers but rumors suggest at least 25% of the overall clone forces were killed or injured badly enough to been sent back to Stargate Station for years of treatment.

AD 2170: Cargo ship sent to Groombridge 1618 fail to arrive at the outpost. The UTRPF Troopers force is offically listed their clone forces as 240 Marines and 120 Navy personal.

AD 2173: Probes sent to Van Maanen's Star report a lush jungle world that seems perfect for colonization except for the huge lizard like beast there. UTRPF troops dube these creatures Thunder Lizards as they resemble dinosaurs! A colony is establish here by 2180 and UTRPF forces are permenatly establish to provide protection (along with a 50ft high metal reinforced wall).

AD 2176: A colony is establish on EZ Aquarii. While the moon in orbit around a gas giant within the triple star system is rather dry and hot, the ground proves to be surprising fertile.

AD 2177: Contact is lost to one of the colonial outpost cities on Acey-Two. Investigate the outpost's status is sent but no trace of the colonist are found. Buildings appear to have been abondond mid-meal in some cases.

AD 2178: A research outposts are set up on both Ross-614 and UGS 0722-05. Casualties continue to mount for the UTRPF troopers as more hostile beings are encounters and more then a few teams and their ship's simply disappear or are found to have been destoryed.

AD 2179: Present Year. UTRPF Troopers based on Stargate Station but at least half the troops strength is spread throughout a dozens of outposts and colonies of Known Space. The UT offically says that they have established 11 full colonies, with 12 more start up colonies partly established now and over a hundred outpots and mining colonies (some star systems have more then one in the same systems). These do not include the four colonies in the Sol System (on the Moon, Mars, Jupiter's moon Europa and Saturn's moon Titan) and the dozens of orbital platforms and unknown outposts and research stations shattered about.

Important Corps and Organization[edit]

DawnStar Intergallatic Industry

Conglomerated Amalgamated ("ConAm") Mining Industrial

Interstellar Genetic Technologies

Cobalt Computer Systems

Biomedical Initiative

Maxwell Pharmaceuticals Inc.

Velara Corp

Talyon Cartel Group

Mercer-Glass Mining Consortium

Dangers[edit]

Back to the Top
These creatures have been encountered by the UTRPF soldiers multiple times and in many cases different star system. The Top Brass has been very hush-hush about this but as many of the creatures are inorganic in nature, most troopers believe that there maybe some unknown intelligence somewhere hidden from view and unleashing these monsters throughout Known Space.These are some of the more well known by the troops.

Assimilator Goo[7]: Encountered on at least six different colonies and outpost in different system this monster seem to 'absorb' and can then copy some of the traits of its victims. UTRPF troopers whom have survival the creatures 'touch' show signs of a terrible acid-like burns.

Devil Snakes'[8]: a water horror encountered in the seas of Acey-Two and believed to be responsible for a number of fishing vessels disappearing along with at least two confirmed attacks on coastal communities. All have been at least 50 feet in length and weighed several tons.

Demon Sharks[9]: Also encountered on Acey-Two but strangely there are uncomfirmed reports of the creatures also being encountered on XX

Ghouls[10] or [11]: are humanoid cybernetic monstrisities that stand well over 7 feet all and have two or four 'arms' each fitteld with a deadly melee or ranged energy projector. They have been encountered by UTRPF troopers are lease recorded three times in three seperate star ships. They are nicknamed Ghouls as the drag off the dead of both there own falling fellows and their vitcims.

Hell Hornets[12]: These flying insect like creatures give off an increadably loud buzzing noise when they are excited (or attacking). The implant their embroy's into living hosts through their stringer. If not removed the hatched young bore through the host causing massing blood and tissue last and killing most. They have only been offically sighted on Acee-Two but there are uncomfirmed reports of sightings on other worlds.

Hunter-Stalkers[13]: an inorganic wolf like thing that will patiently stalk prey for days without making its presence know, only to attack when its victums are most vulnerable. There bodies are armored and resistance to even APHE rounds.

Infaltrators[14]: these cyborg constructions appear very human like, with a bioflesh grown over the cybernetic frame. As to why they look so human like down to the mechanical under structure some troopers believe that a Terran based corporation is behind them. The Brass denies this and actively discourages 'rumor spreaders and gossip' among the troops.

Lizard-Apes[15]: these huge creatures appear to be cross between a gorilla and a lizard. They are extremely aggressive and hostile and seem to hold no fear, changing foes even when heavily wounded.

Monkey Wasps[16]: this strange lizard like creatures are expert leapers and climbers, even when moving on the sides of metal walls, etc. Their tail has a string that can paralysis targets with a powerful neurotoxin that takes affect almost instantly.

Thunder Lizards[17]: Found only on Groombridge 161 (so far) these great beasts are very similar to Terran dinosaurs of the past, hench their nick name by troopers. There at least a dozen different kinds of these huge monsters and maybe twice as many that are not as big but just as hungry.