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[[File:BughuntersSWADE.logo.png | 650px ]]
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Based on the TSR setting 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).
  
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).
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==BRIEF HISTORY OF EARTH 2198==
 
 
==INTRO TO THE BUGHUNTERS SETTING==
 
<font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br>
 
[[File:Bughunter.SWADE_Armor.4.jpg | 400px | right ]]
 
 
''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.''</br>
 
''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.''</br>
 
''I grabbed my medkit and checked my pistol. West was still vainly trying to raise someone on the radio.''</br>
 
''I grabbed my medkit and checked my pistol. West was still vainly trying to raise someone on the radio.''</br>
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''Cursing, I took careful aim with my pistol...''</br>
 
''Cursing, I took careful aim with my pistol...''</br>
  
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.  
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Mankind discoved safe interstellar travel in the late 21st century but finds the average human can't handle the physical stress outside of a stasis chamber. Synthetic humans (synths or synners) are cloned from paid average citizens, enhanced and sent out to protect human interests as they settle the cosmos. Along the way they have encounter hostile aliens.
 
 
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.
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These synners are "born" with all the memories of their hosts, given enhanced attributes, denser skeletons, plastic reinforced organ protection and preprogrammed skills. Only created to serve the United Terran Reconnaissance and Peacekeeping Force (UTRPF or ''utter-puff'') spawning a human rights movement for them back home on Earth a place they themselves are forbidden from ever setting foot on.  
  
"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.
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They are slaves and heroes, envied and looked up, fear, 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.
  
Welcome to the future of 2179
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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.
  
 
==SETTING RULES==
 
==SETTING RULES==
<font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br>
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Savage Worlds Adventure Edition -Setting Rules (pg. -145)
Savage Worlds Adventure Edition -Setting Rules (pg. 136-141)
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:'''''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.
:'''''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.
 
:'''''Wound Cap''''': a wound causes a max of 4 wounds each.
Also...
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:'''''Wealth''''': 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.
:'''''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.
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:'''''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.
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Also
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:'''Arcane Background (Psionics)''': There are Psionics in this game along with the Psionic skill but this is very rare still. See notes below if a character wishes to play one.
  
==CHARACTER CREATION==
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===Character Creation===
<font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br>
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From the introduction to the UTRPF Soldoir's Handbook of common Tasks:</br>
'''''From the introduction of the 'UTRPF Soldior's Handbook of common Tasks'''''':</br>
 
 
''"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.''</br>
 
''"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.''</br>
 
''"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.''</br>
 
''"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.''</br>
 
''"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."''</br>
 
''"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."''</br>
  
:'''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.  
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* '''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.
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* '''Assign Traits, Edges and Hindrances''': Based on your doner you determine your basic Traits, Skills, Edge(s) and Hindrances. This are limits in many cases to what skills you can take or Edges allowed and even Hindrances allowed. The points you spend on Hindrances are not limited in most cases BUT Edges must be Novice rank and skills that have a Donor Max listed must also be followed. No matter who or what your donor was you cannot have any Attributes bases less then d4 (before the cloning process).  
:'''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)
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* '''Apply Cloning Processs Bonuses''': The process to creating super soldiers means that you gain a +1 step to Agility and +2 steps to your Strength and Vigor. Also add +1 to Toughness and Edges Alertness, Brawny and Strong Willed. Then gain a bonus Edge (see list)  
:'''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.   
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* '''Pick and MOS you Qualify for and Apply Bonuses''': After the clone process is done, newly 'born' 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.
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* '''Finishing Touches''': Name, rank, background story, etc. but also various affects and additonal details that can be added.
  
 
====Doner Background====
 
====Doner Background====
<font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br>
 
 
''"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.''</br>  
 
''"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.''</br>  
 
''"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.''</br>   
 
''"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.''</br>   
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-PFC. Rudy Talavera, UTRPF</br>
 
-PFC. Rudy Talavera, UTRPF</br>
  
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. </br>
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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 Ace-C-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. </br>
 
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.</br>
 
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.</br>
 
Why would anyone agree to this? Well the reasons are a varied as the Donor's themselves. </br>   
 
Why would anyone agree to this? Well the reasons are a varied as the Donor's themselves. </br>   
  
 
'''Draw a Card'''</br>
 
'''Draw a Card'''</br>
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). </br>
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2 of ♣ - '''Brainscan Failure!!!''': 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 comuter generation implants along with experimental subliminal and auto-muscle stimulance to learn to read and write, walk and talk, basic personality creation and 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). </br>
 
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.</br>
 
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.</br>
  
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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..</br>
 
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..</br>
  
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.</br>
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9-10 of ♣, ♦, ♥, ♠ - '''Under Employed/Unskilled Worker''': This could be a part-time worker or include such work as a Cashiers, Converient Store Clerks, Cleaning Crew, Waiters, Receptionist, Park Lot Attendents, etc. (still kind of rare as many of these jobs have been replaced by automated), are 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.</br>
 
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.</br>
 
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.</br>
  
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.</br>
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Jack of ♣ - '''Factory Worker'''</br>
 
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.</br>
 
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.</br>
  
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.</br>
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Jack of ♦ - '''Colonist'''</br>
 
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.
 
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.</br>
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Jack of ♥ - '''Educator'''</br>
 
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.</br>
 
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.</br>
  
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.</br>
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Jack of ♠ - '''Law Enforcement Officer'''</br>
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.</br>
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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, Social or Weird Edges or the Investigator Edge so long as you qualify for it.</br>
  
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.</br>
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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. </br>
 
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.</br>
 
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.</br>
  
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.</br>
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Queen of ♦ - '''Military Enlisted'''</br>
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.</br>
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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, Social or Weird Edges or the Soldiers Edge so long as you qualify for it.</br>
  
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.</br>
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Queen of ♥  - '''Doctor/Medical Specialist'''</br>
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.</br>
+
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 (Healing, Research or Science) Edge so long as you qualify for it.</br>
  
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.</br>
+
Queen of ♠ - '''Bureaucrat/Goverment Offical'''</br>
 
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.</br>
 
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.</br>
  
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.</br>
+
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. </br>
 
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.</br>
 
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.</br>
  
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.</br>
+
King of ♦ - '''Military Officer''':</br>
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.</br>
+
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, Social or Weird Edges or the Soldiers Edge so long as you qualify for it.</br>
  
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. </br>
+
King of ♥ - '''Millionaire'''</br>
 
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.</br>
 
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.</br>
  
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. </br>
+
King of ♠ - '''High Ranking Government Offical'''</br>
 
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.</br>
 
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.</br>
  
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.</br>
+
Black JOKER - '''Billionaire/Ultra Rich'''</br>
 
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.</br>
 
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.</br>
  
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. </br>
+
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, an Exterme Sports Explorer, a </br>
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.</br>
 
  
 
* 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 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 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.
+
* 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. 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====
 
====Cloning Process====
<font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br>
 
 
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. </br>
 
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. </br>
  
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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.  
 
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.  
+
* These process has made them a supersoldiers! Gamewise, add +1 step to Agility (and a max starting of a d12+1) and +2 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 Strong Willed.  
: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.  
+
* Basic Training grants you +6 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).
+
* Then gain a bonus Edge that can include and Combat or Leadership Edge 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 the character wants they can also choice the Arcane Background (Psionics) and skill Psionics d6 during this time. If so they also gain the Hindrances Anemic (Minor) and Outsider (Minor). These Hindrances can exceed the standard Hindarances (1 Major and 2 Minor). If gained 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.</br>
::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====
 
====Military Specialty Occupation (MSO) Training====
<font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br>
 
 
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. </br>
 
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. </br>
 
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. </br>
 
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. </br>
These include memembers for the MOS breakdowns by a standard 10 'synner' squad.</br>
 
  
'''Electronic/Communications Specialist''': There is one Elect/Comm secialist per squard.</br>
+
'''Electronic/Tech/Communications Specialist''':</br>
''Min Requirements'': Smarts d6+; Electronics d4+, Repair d4+. Shooting d6+</br>
+
''Min Requirements'': Smarts d6+; Electronics d6+, Repair d6+. Shooting d6+</br>
 
''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 </br>
 
''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 </br>
  
'''Heavy Weapons Specialist''': There is one Heavy Weapon specialists per squad</br>
+
'''Heavy Weapons Specialist''':</br>
''Min Requirements'': Strength d10+, Vigor d10+; Notice d6+, Repair d4+, Shooting d6+</br>
+
''Min Requirements'': Strength d10+, Vigor d10+; Battle d4+, Notice d6+, Repair d6+, Shooting d6+</br>
 
''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 </br>
 
''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 </br>
  
'''Medic Specialist''': Generally a very popular member of every squad. There is one Medic service each squad.</br>
+
'''Medic Specialist''': Generally a very popular member of every squad</br>
 
''Min Requirements'': Smarts d6+, Spirits d6+; Healing d6+ </br>
 
''Min Requirements'': Smarts d6+, Spirits d6+; Healing d6+ </br>
 
''Bonues'': any one Combat Edge and either Healer or Soldier Edge (ignore requirements) plus add +4 skill points in Healing, Shooting and Stealth. </br>
 
''Bonues'': any one Combat Edge and either Healer or Soldier Edge (ignore requirements) plus add +4 skill points in Healing, Shooting and Stealth. </br>
  
'''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.</br>
+
'''Riflemen/Combat Engineering Specialist''': Riflemen 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.</br>
''Min Requirements'': Smarts d6+, Spirits d6+; Battle d4+, Intimidate d4+, Persuasion d6+, Shooting d6+</br>
+
''Min Requirements'': Smarts d6+; Battle d4+, Fighting d4+, Notice d6+, Repair d4+, Stealth d6+, Shooting d6+, Survival d4+</br>
''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. </br>
 
 
 
'''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.</br>
 
''Min Requirements'': Smarts d6+; Fighting d4+, Repair d4+, Shooting d6+</br>
 
 
''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 </br>
 
''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 </br>
  
'''Scout/Sniper Specialist''': There is one Scout per squad.</br>
+
'''Scout/Sniper Specialist''': </br>
''Min Requirements'': Agility d8+, Smarts d6+; Notice d6+, Shooting d6+, Stealth d6+</br>
+
''Min Requirements'': Agility d8+, Smarts d6+; Notice d6+, Shooting d8+, Stealth d8+, Survival d4+</br>
 
''Bonues'': any one Combat Edge and either Soldier or Woodsmen Edge (ignore requirements) plus add +4 skill points in Notice, Shooting, Stealth and Survial.</br>
 
''Bonues'': any one Combat Edge and either Soldier or Woodsmen Edge (ignore requirements) plus add +4 skill points in Notice, Shooting, Stealth and Survial.</br>
  
'''''Optional''''' </br>
+
'''Sergeant''': 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 Staff Sergeant and lead UTRPF squads in the field.</br>
'''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.</br>
+
''Min Requirements'': Smarts d6+, Spirits d6+; Battle d6+, Intimidate d4+, Persuasion d6+, Shooting d6+</br>
 +
''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. </br>
 +
 
 +
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.</br>
 
''Min Requirements'': Smarts d6+, Spirits d6+; Arcane Background (Psionics); Psionics d6+</br>
 
''Min Requirements'': Smarts d6+, Spirits d6+; Arcane Background (Psionics); Psionics d6+</br>
 
''Bonues'': any Combat or Power Edge or +1 step to your Smarts (pick two) plus +4 in Notice, Occult, Psionics and Persuasion</br>
 
''Bonues'': any Combat or Power Edge or +1 step to your Smarts (pick two) plus +4 in Notice, Occult, Psionics and Persuasion</br>
  
 
====Finishing Touches====
 
====Finishing Touches====
<font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br>
 
Chose a name, determine your rank, and personality.
 
  
 
===New and Modified Hindrances and Edges===
 
===New and Modified Hindrances and Edges===
<font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br>
 
BACKGROUND EDGES</br>
 
'''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).</br>
 
  
 +
===Updated Skill Usage===
  
COMBAT</br>
 
''''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).</br>
 
 
 
PROFESSIONAL EDGES</br>
 
'''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.</br>
 
 
'''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).</br>
 
 
===Updated Skill Usage===
 
<font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br>
 
 
===Psionic Updates===
 
===Psionic Updates===
<font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br>
 
 
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.</br>
 
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.</br>
  
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.</br>
+
The most commonly known powers are 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.</br>
  
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.</br>
+
The following powers are not allowed in Star Trek – 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 not normally allowed for most characters or normally encounters but can still be found among powerful psychic beings.</br>
  
 
'''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.</br>
 
'''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.</br>
Line 201: Line 170:
 
NEW POWER</br>
 
NEW POWER</br>
 
'''SUGGESTION'''</br>
 
'''SUGGESTION'''</br>
:'''Rank''': Novice</br>
+
'''Rank''': Novice</br>
:'''Power Points''': 2</br>
+
'''Power Points''': 2</br>
:'''Range''': Smarts</br>
+
'''Range''': Smarts</br>
:'''Duration''': Instant</br>
+
'''Duration''': Instant</br>
:'''Trappings''': Implant Suggestion and Thoughts</br>
+
'''Trappings''': Implant Suggestion and Thoughts</br>
 
:''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.</br>
 
:''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.</br>
 
:*'''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.
 
:*'''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==
 
==GEAR==
<font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br>
 
 
''"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.''</br>
 
''"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.''</br>
 
''"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.''</br>
 
''"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.''</br>
Line 216: Line 184:
 
-Drill Sergeant Jack Rasiko, UTRPF</br>
 
-Drill Sergeant Jack Rasiko, UTRPF</br>
  
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. </br>
+
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 lacks 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.</br>
 
 
===Armor===
 
===Armor===
<font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br>
 
 
{| class="wikitable" border="0"  
 
{| class="wikitable" border="0"  
| '''Name''' || '''Armor''' || '''Tough''' || '''Ballistic''' || '''Min Str''' || '''Weight''' || '''Wealth''' || '''Covers'''  
+
| '''Name''' || '''Armor''' || '''Tough''' || '''Ballistic''' || '''Min Str''' || '''Weight''' || '''Wealth Pen''' || '''Covers'''  
 
|-
 
|-
| Infantry Vest || +4 || +0 || -4 || d4 || 4 || +0 || Torso   
+
| Infantry Vest || +4 || +0 || -4 || d4 || 6 || +0 || Torso   
 
|-
 
|-
| Infantry Body Armor || +4 || +0 || -4 || d4 || 6 || +0 || Torso, arms, legs  
+
| Infantry Body Armor || +4 || +0 || -4 || d4 || 8 || +0 || Torso, arms, legs  
 
|-
 
|-
 
| Infranty Helm || +4 || +1 || -4 || d6 || 2 || -1 || Head-- optional full face (but then -1 Notice with Vision)   
 
| 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)   
+
| Light Combat Armor || +5 || +2 || -4 || d6 || 10 || -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)
+
| Medium Combat Armor || +8 || +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)
+
| Armored Envro Suit || +5 || +2 || -2 || d8 || 18 || -3 || Full Body (-1 Notice with Vision)
 
|-
 
|-
| Vaccsuit || +2 || 0 || -2 || d4 || 14 || -1 || Full Body (-1 Notice with Vision)
+
| Tactical Vaccumsuit || +4 || +1 || -2 || d8 || 14 || -3 || 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)
 
 
|-
 
|-
 +
| Armored Vaccumsuit || +6 || +2 || -2 || d8 || 24 || -3 || Full Body (-1 Notice with Vision)
 
|}
 
|}
  
Line 249: Line 210:
 
'''Infrantry Armor''': Private Secruity and poorer National Military.</br>
 
'''Infrantry Armor''': Private Secruity and poorer National Military.</br>
 
'''Infrantry Helm''': Private Secruity and poorer National Military.</br>
 
'''Infrantry Helm''': Private Secruity and poorer National Military.</br>
'''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.</br>
+
'''Light Combat Armor''': Can be fully sealed for 6 hours of breathable air. After that filters adding +2 to all inhaled and touch based toxins.</br>
'''Medium Combat Armor''': Military. As Light Combat armor protections. </br>
+
'''Medium Combat Armor''': Military. Can be fully sealed for 6 hours of breathable air. After that filters adding +2 to all inhaled and touch based toxins. </br>
'''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. </br>
+
'''Arnored Enviro Suit''': Military. Can be fully sealed for 12 hours of breathable air. After that filters adding +4 to all inhaled and touch based toxins.</br>
'''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.</br>
+
'''Tactical Vaccumsuit''': Naval Military. Provides 18 hours of full life support</br>
'''Arnored Enviro Suit''': Military. As civilian Enviro Suits protections.</br>
+
'''Arnored Vaccumsuit''': Military. Provides 18 hours of full life support </br>
'''Tactical Vaccsuit''': Military (Navy Standard). As civilian Vaccsuits protections.</br>
 
'''Arnored Vaccsuit''': Military. As civilian vaccsuits protections. </br>
 
  
 
NOTE that Ballistic means that this is the ammount of damage reduction that the armor stops from ballistic and caseless firearms.
 
NOTE that Ballistic means that this is the ammount of damage reduction that the armor stops from ballistic and caseless firearms.
  
 
===Weapons===
 
===Weapons===
See SWADE Core rulebook for common primative and modern armor, weapon and basic gear.  
+
See SWADE Core ruleboo for common primative and modern armor, weapon and basic gear.  
 
====Melee Weapons====
 
====Melee Weapons====
<font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br>
 
 
Future Melee Weapons use the following Mods and costs. </br>  
 
Future Melee Weapons use the following Mods and costs. </br>  
'''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</br>
+
'''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 check -2</br>
'''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</br>
+
'''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 check +0</br>
'''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</br>
+
'''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 check -2.</br>
  
 
====Personal Firearm/Ranged Weapons====
 
====Personal Firearm/Ranged Weapons====
<font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br>
+
<font size =1>
 
{| class="wikitable" border="0"  
 
{| class="wikitable" border="0"  
| '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Min Str''' || '''Wt''' || '''Wealth''' || '''Notes'''
+
| '''Name''' || '''Range''' || '''Damage''' || '''AP''' || '''ROF''' || '''Shots''' || '''Min Str''' || '''Wt''' || '''Wealth Pen''' || '''Notes'''
 
|-
 
|-
| Stub X Palm Pistol || 8/16/32 || 2d4+1 || 2 || 1 || 8 || d4 || 2 || +1 || Holdout, Silencer
+
| Stub X Palm Pistol || 8/16/32 || 2d4+1 || 2 || 1 || 8 || d4 || 2 || +0 || Holdout, Silencer
 
|-
 
|-
| S&W 'Zapper' Taser Pistol || 5/10/20 || Stun || 0 || 1 || 6 || d4 || 2 || +2 || Holdout, Stunning
+
| S&W 'Zapper' Taser Pistol || 5/10/20 || Stun || 0 || 1 || 8 || d4 || 2 || +0 || Holdout, Stunning
 
|-
 
|-
| Colt Manhunter M7 Auto Pistol || 12/24/48 || 2d6+1 || 2 || 1 || 17 || d6 || 3 || +1 || Caseless
+
| Colt Manhunter M7 Auto Pistol || 12/24/48 || 2d6+1 || 2 || 1 || 17 || d6 || 3 || +0 || Caseless
 
|-
 
|-
| S&W Sterline Revolver || 12/24/48 || 2d6+2 || 2 || 1 || 6 || d6 || 3 || +2 || -
+
| S&W Sterline Revolver || 12/24/48 || 2d6+2 || 2 || 1 || 6 || d6 || 3 || +0 || -
 
|-
 
|-
| Glock 'Hand Cannon' Pistol || 15/30/60 || 2d10 || 2 || 1 || 5 || d8 || 5 || -1 || 1½ handed
+
| Glock 'Hand Cannon' Pistol || 15/30/60 || 2d8+1 || 4 || 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
+
| Volkov 'Shrieker' Gyro Pistol || 15/30/60 || 2d8* || 8 || 1 || 8 || d8 || || -2 || 1½ handed, HW, SBT
 
|-
 
|-
| Weiss MXP Machine Pistol || 10/20/40 || 2d6 || 1 || 3 || 24 || d4 || 4 || +0 || Holdout, Suppresser  
+
| Weiss MXP Machine Pistol || 10/20/40 || 2d6 || 1 || 3 || 24 || d4 || 4 || -1 || Holdout, Suppresser  
 
|-
 
|-
| Fusia F3m SMG || 18/36/72 || 2d6+1 || 1 || 3 || 80 || d6 || 8 || -2 || 3RB, 1½ handed, Low-G setting, Suppresser
+
| Fusia F3m SMG || 18/36/72 || 2d6+2 || 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
+
| Ingrum-Martin IM3X SMG || 18/36/72 || 2d6+2 || 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
+
| Volkov 'Trencher' Shotgun Pistol || 5/10/20 || 1-3d6 || 0 || 1 || 2 || d6 || 5 || +1 || 1½ handed, Shotgun
 
|-
 
|-
| Remi-Genn Pump Action Shotgun || 12/24/48 || 1-3d6 || 0 || 1 || 7 || d6 || 7 || +1 || Shotgun, Two-Handed
+
| Remi-Genn Pump Action 6 Shotgun || 12/24/48 || 1-3d6 || 0 || 1 || 7 || d6 || 8 || +1 || Shotgun, Two-Handed
 
|-
 
|-
 
| Mossberg 'Wraith' Combat Shotgun || 12/24/48 || 1-3d6 || 0 || 3 || 20 || d8 || 18 || -1 || 3RB, 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 || 2d10 || 2 || 3 || 100 || d8 || 14 || -2 ||  3RB, Low-G setting, Caseless, Two-Handed  
|-
 
| 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
+
| M3a Grenade Launcher || 24/48/96 || varies || varies  || 1 || 1 || d6 || 2 || +0 || 1½ handed
 
|-
 
|-
 
| M3 Grenade Launcher || 24/48/96|| varies || varies || 4 || 1 || d6 || 5 || +0 || 1½ handed
 
| M3 Grenade Launcher || 24/48/96|| varies || varies || 4 || 1 || d6 || 5 || +0 || 1½ handed
Line 307: Line 263:
 
| Ingram-Martin 3XC 'Big Mama' Grenade Rifle || 24/48/96 || varies || varies || 1 || 12 || d6 || 20 || -1 || Two-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
+
| M-8L Gatline 'Howler' Smartgun || 30/60/120 || 2d10 || 2 || 4 || 200 || d10 || 26 || -4 || Smart-Fire System, Snapshot, Two-Handed
 
|-
 
|-
| Fusia 'Gorgon' Gyro Rifle  || 30/50/120 || 2d8 || 8 || 1 || 20 || d8 || 16 || -2 || HW, SBT, Two-Handed  
+
| Fusia 'Gorgon' Gyro Rifle  || 30/50/120 || 2d8 || 8 || 1 || 20 || d8 || 14 || -2 || HW, SMT, Two-Handed  
 
|-
 
|-
| M52 Flame Gun || Cone || 3d6 || 0 || 1 || 15 || d6 || 16 || +0 || Fire, Two-Handed
+
| M52 Flame Gun || Blast || 3d6 || 0 || 1 || 15 || d6 || 16 || -1 || 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-A2 'Ignis' Laser Rifle  || 40/80/160 || 2d6+1 || 2 || 3 || 60 || d6 || 15 || -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
+
| X-C5 'Höllenfeuer' Sniper Laser Rifle  || 60/120/240 || 2d10+1 || 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
+
| Remi-Gen 'Smasher' Anti-Matheral Gun || 40/80/160 || 4d8 || 20 || 1 || 10 || d10 || 25 || -4 || 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  
+
|  Argen 'Triple-Betty' Missile Launcher || 75/150/300 || 5d8 || 20 || 1 || 3 || d8 || 24 || -3 || HW, Misssile, MBT, Two-Handed  
 
|-
 
|-
 
| Locheed-Nolen Mortar || 50/100/200 || varies || varies  || 1 || 1 || d4* || 50 || -1 || Mortar
 
| Locheed-Nolen Mortar || 50/100/200 || varies || varies  || 1 || 1 || d4* || 50 || -1 || Mortar
 
|-
 
|-
 
|}
 
|}
 +
</font size>
 
PERSONAL FIREARM/RANGED WEAPON DESCRIPTIONS</br>
 
PERSONAL FIREARM/RANGED WEAPON DESCRIPTIONS</br>
'''Stub X Palm Pistol''': Small 8mm autopistol that is easy to hide on your person with built in silencer.</br>
+
'''Stub X Palm Pistol''': Small 8mm autopistol that is easy built in silencer.</br>
 
'''S&W 'Zapper' Taser Pistol''': Wireless taser shots to stun foes.</br>  
 
'''S&W 'Zapper' Taser Pistol''': Wireless taser shots to stun foes.</br>  
 
'''Colt Manhunter M7 Auto Pistol''': Standard 10mm UTRPF sidearm, generally issued on requires.</br>
 
'''Colt Manhunter M7 Auto Pistol''': Standard 10mm UTRPF sidearm, generally issued on requires.</br>
Line 335: Line 292:
 
'''Ingram-Martin IM3X SMG''': This 10mm SMG is a corp security favored weapon has a build in silencer.</br>
 
'''Ingram-Martin IM3X SMG''': This 10mm SMG is a corp security favored weapon has a build in silencer.</br>
 
'''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.</br>
 
'''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.</br>
'''Remi-Genn Pump Action Shotgun''': Common colonist shotgun. </br>
+
'''Remi-Genn Pump Action 6 Shotgun''': Common colonist shotgun. </br>
'''Mossberg 'Wraith' Combat Shotgun''': An assualt combat shotgun.</br>
+
'''Mossberg 'Wraith' Combat Shotgun''':An assualt combat shotgun.</br>
'''Ruger 15 Hunting Rifle''': Common 15mm colonist rifle. </br>
+
'''Ruger Hunting Rifle''': Common colonist rifle. </br>
 
'''M-25a Pulse Rifle''': This is the standard 10mm caseless UTRPF combat infantry rifle and generally includes a interated underbarrel M3 GL.</br>
 
'''M-25a Pulse Rifle''': This is the standard 10mm caseless UTRPF combat infantry rifle and generally includes a interated underbarrel M3 GL.</br>
 
'''M3a Grenade Launcher''': One-shot mini GL</br>
 
'''M3a Grenade Launcher''': One-shot mini GL</br>
Line 348: Line 305:
 
'''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.</br>   
 
'''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.</br>   
 
'''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.</br>
 
'''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.</br>
'''Argen 'Triple-Betty' Missile Launcher''': This three barrel missile launcher is occasionally issued to troops facing armored vehicles (tanks) or aircraft.</br>
+
'''Argen 'Triple-Betty' Missile Launcher''': This three barrel missile launcher is occasionally issued to troops facing tanks or aircraft.</br>
 
'''Locheed-Nolen Motor''': This mortor unit is meant to be carried and fired by two-troopers.</br>
 
'''Locheed-Nolen Motor''': This mortor unit is meant to be carried and fired by two-troopers.</br>
  
Line 369: Line 326:
 
'''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.</br>
 
'''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.</br>
 
'''Two-Handed''': requires 2 hands to use. When fired with one hand increase the Min Str by +1 step and suffer a -2 ''Shooting''.</br>
 
'''Two-Handed''': requires 2 hands to use. When fired with one hand increase the Min Str by +1 step and suffer a -2 ''Shooting''.</br>
'''Cone''': base range 0 and hits everyone in a Cone template for attacking all targets in area.</br>
+
'''Blast''': base range 0 and a blast template for attacking all targets in area.</br>
 
'''Varies''': these weapons deal damage and have the AP of the mini-grenade or mortor round that they are firing.</br>
 
'''Varies''': these weapons deal damage and have the AP of the mini-grenade or mortor round that they are firing.</br>
 
'''SBT''': Small Burst Template. </br>
 
'''SBT''': Small Burst Template. </br>
 
'''MBT''': Medium Burst Template.</br>
 
'''MBT''': Medium Burst Template.</br>
 
'''LBT''': Large Burst Template.</br>
 
'''LBT''': Large Burst Template.</br>
'''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). </br>
+
'''Missile''': Missile are meant to be fired at 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). </br>
 
'''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). </br>
 
'''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). </br>
  
  
 
BASIC AMMO NOTES</br>
 
BASIC AMMO NOTES</br>
A Ballistic firearm can be converted to Caseless with an additional -1 to base cost.</br>
+
Ballistic and Caseless Standard rounds for a pistols and revolvers Wealth +2 for 50 rounds (1lb); for heavy pistols and SMG, Wealth +1 for 50 rounds (1½lb); for hand cannon, assault rifles and shotgun rounds, Wealth +0 for 50 rounds (2lbs). Ballistic and Caseless rounds are not interchangable.</br>
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).</br>
 
 
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. </br>
 
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. </br>
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).</br>  
+
Standard Gyro Mini-Rocket rounds cost -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).</br>  
Laser Rifle and Laser Sniper Rifles repacement powercell, Wealth -1, and weigh 5lbs each. These powercells are interchanged between the two weapon types.</br>
+
Laser Rifle and Laser Sniper Rifles repacement powercell, Wealth -1, and weigh 5lbs each. These powercells are interchanged.
 
Flame Rifles fuel canister replacements Wealth +1 and weigh 7lbs each.</br>
 
Flame Rifles fuel canister replacements Wealth +1 and weigh 7lbs each.</br>
Anti-Material rounds Wealth -1 for a full clip and weigh 6lbs each. They do not come outside of a full sealed clips.</br>
+
Anti-Material rounds Wealth -1 for a full clip and weigh 6lbs each. They do not come outside of a full clip as it is sealed.</br>
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.</br>
+
Missile replacement Wealth -2 and weigh 6lbs each. Anti-Aircraft rounds deal 5d8 damage with AP 4 and a range of 150/300/600, 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. All damage work as HW. </br>
  
 
SPECIAL AMMO FOR BALLISTIC AND CASELESS ROUNDS</br>
 
SPECIAL AMMO FOR BALLISTIC AND CASELESS ROUNDS</br>
'''AP'''- Armor Piercing Rounds: change the AP of the rounds to 4 but deal -2 damage. Wealth as standard rounds. </br>
+
'''AP'''- Armor Piercing Rounds: change the AP of the rounds to -4 but deal -2 damage. Wealth as standard rounds. </br>
'''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.</br>
+
'''APHE''' - Armor Piercing High Explosive Rounds: Standard UTRPF rounds for the Pulse Rifle and SMG. These weapons change the AP value to 4 and Adds +1d6 damage (a Raise on the ''Shooting'' check adds another d10 instead of d6). Wealth of standard rounds with another -2 and Military only.</br>
 +
'''Man-Stopper Rounds''': Dense heavy-core bullets; add +2 damage increase AP by another -1. Wealth of standard round with another -1. </br>
 
'''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.</br>
 
'''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.</br>
'''Man-Stopper Rounds''': Dense heavy-core bullets; add +2 damage. Wealth +1 for same number of rounds. </br>
+
'''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 of standard round with another -1.</br>
'''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.</br>
 
  
 
SPECIAL SHOTGUN ROUNDS</br>
 
SPECIAL SHOTGUN ROUNDS</br>
'''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.</br>
+
'''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 3lbs for 50 rounds.</br>
'''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.</br>
+
'''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 base range (round down). Wealth cost an additional -1 and weigh 3lb for 50 rounds.</br>
  
  
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====Grenades, Explosives and Other Chemicals====
 
====Grenades, Explosives and Other Chemicals====
<font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br>
 
 
GRENADES</br>
 
GRENADES</br>
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.</br>
+
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. For Mortor Rounds change name from Grenade to Mortor, increase weight to 6lbs each and 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 for each.</br>
'''Concussion Grenade''': Damage 2d8, AP 8, LBT. Wealth +2 for 3 grenades</br>
+
'''Concussion Grenade''': Damage 2d8, AP 8, LBT. Wealth +2 each</br>
'''Frag Grenade''': Damage 3d6, AP 4, MBT, HW. Wealth +1 for 3 grenades</br>
+
'''Frag Grenade''': Damage 3d6, AP 4, MBT, HW. Wealth +1 each</br>
'''High Explosive Grenade''': Damage 3d10, LBT. Wealth +0 for 3 grenades </br>
+
'''High Explosive Grenade''': Damage 3d10, LBT. Wealth +0 each </br>
'''Anti-Armor Grenade''': Damage 3d6, AP 16, SBT, HW. Wealth -2 for 3 grenades</br>
+
'''Anti-Armor Grenade''': Damage 3d6, AP 16, SBT, HW. Wealth -2 each</br>
'''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</br>
+
'''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 each</br>
'''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</br>
+
'''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 +0 each</br>
'''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. </br>
+
'''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 +3 each. </br>
'''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.</br>
+
'''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 each</br>
'''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.</br>
+
'''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 each</br>
'''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</br>
+
'''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</br>
  
 
UTILITY CHEMICALS & OTHER EXPLOSIVE</br>
 
UTILITY CHEMICALS & OTHER EXPLOSIVE</br>
'''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) </br>
+
'''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 (+50). Wt. 3lbs, Wealth +1 </br>
 
'''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</br>
 
'''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</br>
 
'''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</br>
 
'''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</br>
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'''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. </br>
 
'''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. </br>
  
===Standard Gear Carried by UTRPF Ground Troopers===
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===Standard Gear===
<font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br>
+
These items tend to be carried by most if not all of the troopers in all missions.</br>
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 </br>
+
'''Tactical Helm Com and Camera Rig''': this communications mic and camera rig allows the soldiers to communicate with command staff and transmit viedo back to their location within about 5 miles (in optinal conditions). Weight is neglegable, Wealth -1</br>
'''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</br>
+
'''Shoulder Tac Lamp''': This robust shoulder mounted lamp can project a beam out to 40" (80 yds) that cancels Piitch Black illumination within its beam. Weight 1lb, , Wealth +1</br>
'''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)</br>
+
'''ABTS''' (Asset-Based Targeting System): this is attacked to a weapon scope allowing for the computer system to indentify possible friendly targets and civilians so as not to fire on them directly. In game terms this firing into melee will only hit a bystandard on a 1 on the ''Shooting'' dice if using Autofire or a Critical Fumble with ROF 1. Weight is neglegable, Wealth +0</br>
'''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</br>
+
'''CTS''' (Computer Targeting System) and the '''Smart System''' (as on the M-8L Gatline Smartgun): This comptuer targeting scope and compture allow that weilder a +1 to'' Shooting'' and can elimate 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</br>
'''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</br>
+
'''FTI Tag''' (Friendly target identify): This small advesive chip is attached to a UTRPF soldier's uniform and allows targeting systems and Motion tracks to be indentify by others. In game terms Firing into Melee with this tag and the ABTS will not hit a friendly target even with a Critical Fumble. Weight is neglegable, Wealth +0</br>
'''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</br>
+
'''Load Bearing Web Gear''': this web gear is attached to all UTRPF soldiers armor and allows you to carry up to 6 light item (no more then 2-3lbs) such as a Grenade, an standard ammo Clip (but not a ammo drum) 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</br>
'''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</br>
+
'''Combat Belt''': part of ones armor, this belt can carry ammo clips and drums, pistol, etc. up to 12lbs. total. Takes an action to Ready a item from the belt. It adds no extra weight, Wealth +2</br>
'''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</br>
 
'''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</br>
 
 
'''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 </br>
 
'''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 </br>
'''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</br>
+
'''Long Range Com Rig''': Shoulder mounted pack (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 tranmit range is around 100 miles. Wt. 5lbs, Wealth -1</br>
 
'''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 </br>
 
'''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 </br>
 
'''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</br>
 
'''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</br>
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'''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</br>
 
'''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</br>
 
'''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</br>
 
'''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</br>
'''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</br>
+
'''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</br>
 
'''Electrobinoculars''': computer enhanced macrobinoculars, add +2 to vision-based ''Notice'' with a penalty of -1 per 1,000 yards (500”). Wt. 2lbs, Wealth +0</br>
 
'''Electrobinoculars''': computer enhanced macrobinoculars, add +2 to vision-based ''Notice'' with a penalty of -1 per 1,000 yards (500”). Wt. 2lbs, Wealth +0</br>
'''Ration Packs''': Advanced nution packs of food that can sustain a full grown supersoldier for a day. 1lb each, Wealth +2 for four days.</br>
+
'''UTRPF Ration Packs''': Advanced nution packs of food that can sustain a full grown supersoldier for a day. 1lb each, Wealth +2 for four days.</br>
 
'''Filter Cantens''': Light weight advanced bioplastic with filtration system for re-rilling in the field. Wt.0.1lb empty, 4lbs full, Wealth +2</br>
 
'''Filter Cantens''': Light weight advanced bioplastic with filtration system for re-rilling in the field. Wt.0.1lb empty, 4lbs full, Wealth +2</br>
 
'''Personal Basic/Mesh Kit''': Items for daily care in the filed. Suffer a -1 to ''Survival'' checks without them. Wt. 1lb, Wealth +4</br>
 
'''Personal Basic/Mesh Kit''': Items for daily care in the filed. Suffer a -1 to ''Survival'' checks without them. Wt. 1lb, Wealth +4</br>
 +
  
 
OPTION ITEMS </br>
 
OPTION ITEMS </br>
 
These items are genearally available on request. Items listed above and additional weapons are optional of the command staff to give out </br>
 
These items are genearally available on request. Items listed above and additional weapons are optional of the command staff to give out </br>
'''Biosyth Rope''': standard 40 yards (20") of rope that will support up to 1,500lbs of weight. Wt. 1lb, Wealth +0</br>
+
'''Boisyth Rope''': standard 40 yards (20") of rope that will support up to 1,500lbs of weight. Wt. 1lb, Wealth +0</br>
 
'''Explosives Detector''': hand-wand scanner unit (Detect – Explosives, ''Electronics'' +2). Wt. 2lbs, Wealth -1</br>
 
'''Explosives Detector''': hand-wand scanner unit (Detect – Explosives, ''Electronics'' +2). Wt. 2lbs, Wealth -1</br>
'''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</br>
+
'''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 30 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</br>
'''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</br>
 
''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.</br>
 
'''M52 Flame Gun''' (16lbs)</br>
 
'''Argen 'Triple-Betty' Missile Launcher''' (24lbs)</br>
 
'''Charge Pack(s)''' (10lbs)</br>
 
'''XR-Bomb(s)''' (10lbs)</br>
 
  
  
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'''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.</br>
 
'''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.</br>
  
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)</br>
+
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)</br>
  
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 High-G worlds or environments crew can be equiped with a '''High-G Exoskeleton Frame'''. This device can be worn beneath their 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...</br>
 
For long-term reconnaissance missions...</br>
Line 499: Line 447:
 
:'''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.
 
:'''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===
+
===Standard Combat Load per MOS===
<font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br>
+
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.  
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. </br>
 
 
 
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.</br>
 
  
:'''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)
+
:'''Electronic/Tech/Communications Specialist''': Mark3 Medium Combat Armor (this includes a anti-flare/reflective face shield that grants +2 to resistain sudden flashes and elimated the normal -1 to ''Notice'' for sight when the visor is down. When deployed the vision provides IR targeting system. Also Grip Boots add +1 to ''Athletics'' when climbing or moving over difficult terrian. 16lbs) with Tactical Helm Com and Camera Rig, FTI Tag and 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
 
: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)
+
:'''Heavy Weapons Specialist''': Mark3 Medium Combat Armor (this includes a anti-flare/reflective face shield that grants +2 to resistain sudden flashes and elimated the normal -1 to ''Notice'' for sight when the visor is down. When deployed the vision provides IR targeting system. Also Grip Boots add +1 to ''Athletics'' when climbing or moving over difficult terrian. 16lbs) with Tactical Helm Com and Camera Rig, FTI Tag and Shoulder Tac Lamp (1lb), M-8L Gatline Smartgun (26lbs) 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), 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)
+
:Total Weight load: 97 lbs
  
:'''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)
+
:'''Medic Specialist''': Mark3 Medium Combat Armor (this includes a anti-flare/reflective face shield that grants +2 to resistain sudden flashes and elimated the normal -1 to ''Notice'' for sight when the visor is down. When deployed the vision provides IR targeting system. Also Grip Boots add +1 to ''Athletics'' when climbing or moving over difficult terrian. 16lbs) with Tactical Helm Com Rig and Camera Rig, FTI Tag and Shoulder 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
 
: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)
+
:'''Riflemen/Combat Engineering Specialist''': Mark3 Medium Combat Armor (this includes a anti-flare/reflective face shield that grants +2 to resistain sudden flashes and elimated the normal -1 to ''Notice'' for sight when the visor is down. When deployed the vision provides IR targeting system. Also Grip Boots add +1 to ''Athletics'' when climbing or moving over difficult terrian. 16lbs) with Tactical Helm Com and Camera Rig, FTI Tag and 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 ounds of Platics Explosive with micro Timers/Remote Detination kits (5lbs), 2 Thermite Burning Bar (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
+
:Total Weight load: 79 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)
+
:'''Scout/Sniper Specialist''': Mark5 Light Combat Armor (this includes a anti-flare/reflective face shield that grants +2 to resistain sudden flashes and elimated the normal -1 to ''Notice'' for sight when the visor is down. When deployed the vision provides IR targeting system. Also Grip Boots add +1 to ''Athletics'' when climbing or moving over difficult terrian. 10lbs) with Tactical Helm Com and Camera Rig, FTI Tag and 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 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
+
:Total Weight load: 80 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)
+
:'''Sergeant''': Mark3 Medium Combat Armor (this includes a anti-flare/reflective face shield that grants +2 to resistain sudden flashes and elimated the normal -1 to ''Notice'' for sight when the visor is down. When deployed the vision provides IR targeting system. Also Grip Boots add +1 to ''Athletics'' when climbing or moving over difficult terrian. 16lbs) with Tactical Helm Com and Camera Rig FTI Tag and 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
 
: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)
+
:Optional '''Psionic Specialist''': Mark5 Light Combat Armor (this includes a anti-flare/reflective face shield that grants +2 to resistain sudden flashes and elimated the normal -1 to ''Notice'' for sight when the visor is down. When deployed the vision provides IR targeting system. Also Grip Boots add +1 to ''Athletics'' when climbing or moving over difficult terrian. 10lbs) with Tactical Helm Com and Camera Rig, FTI Tag and 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
+
:Total Weight Load: 59lbs
 
 
  
'''NON-STANDARD COMBAT LOADS'''</br>
+
==VEHICLES & STARSHIPS==
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...</br>
 
 
 
==SFC UPDATES==
 
<font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br>
 
 
''"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."''</br>  
 
''"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."''</br>  
 
- Star Lieutenant Alison Hawkins, Hyperspace Pilot, UTRPF
 
- Star Lieutenant Alison Hawkins, Hyperspace Pilot, UTRPF
  
I am using the basic vehicle builds and Mods found in my Star Law setting here[https://wiki.rpg.net/index.php/SWAE.SF.StarLaw#SFC_UPDATES] 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.  
+
I am using the basic vehicle builds and Mods found in my Star Law setting here[https://wiki.rpg.net/index.php/SWAE.SF.StarLaw#SFC_UPDATES] so no need to repeat myself. 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. In this setting also adding '''Statis Field Sleeping Pods''' as a Mod that can be added to both vehicles and starships (and found in a few medical facilities planet side). For 1 Mod and $50K the vessel can hold 8 passengers whom are keep in the statis pod, basically asleep for the whole jounry. They can be added any number of times up to the vessel's open Mod spaces. Each unit of 8 pods uses om Energy of the vessel per week that it is running.  
 
 
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...
+
However one big change is that instead of '''Drill Spike Drive''' I am renaming them '''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.
{| class="wikitable" border="0"
 
| '''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.
+
The Mod Entry should read as... A standard Shuttlewarp Drive allows a vessel to enter hyperspace and travel at fantastic speeds there. Each drive creates a Drive Speed of 1. In hyperspace a drive uses ¼ its Size (keep factors) x the Drives, in Energy points each day it remains within hyperspace. This includes both the drive and the astrogation system required to use it. Each 'Drive' adds a 1 to the base Drive Speed. See Shuttlewarp Speed for more information. 'Minimum size of a vessel to include a functioning drive is 10 but unmanned probs can go down to 6 in size and stll work. Each drive uses half the vessel's Size in Mods and the total price (if it matters which it does to UT Gov) is $500K x'Drives' x¼ ship's Size
  
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.  
+
A basic Shuttlewarp Drive has a Speed Rating of 1 per Drive and can travel at 1 lightyear a day Divided by the Ship's Size. So a Warpshuttle Drive 5 install into a Laviathan Starcraft makes around 0.2 light years a day, while the same drives in a Great Starship would make a half a lightyear a day.
  
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.
+
Note also there is no stellar build up of pollutants in the Shuttlewarp drives. Ships can spend as long as they want. However they do a hour of cold down in normal space for every day spent in in hyperspace to reused it again.  
  
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.  
+
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.  
  
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.  
+
To plot a course in Shuttlewarp space requires a ''Science'' skill check with a penalty of -1 per 10 light years 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.  
  
 
===Vehicle Examples===
 
===Vehicle Examples===
<font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br>
+
'''MVII 'Warthog' ATAPC'''[https://www.artstation.com/marketplace/p/96Nn/apc-concept?utm_campaign=amp&utm_source=organic&utm_medium=author]" 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) </br>
'''MVII ''Warthog''-Class ATAPC'''[https://www.artstation.com/marketplace/p/96Nn/apc-concept?utm_campaign=amp&utm_source=organic&utm_medium=author]" 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) </br>
+
'''Size''' 6 - Heavy, '''Handling''' +0, '''TS''' 45mph, '''Toughness''' 33 (10/heavy armor), '''Wounds*''' +1, '''Crew'''  2+8, '''Mods''' (7 remaining mostly for storage) -Amphibious (can move at 1/2 its speed with a -1 Handling for its size on the surface of water) (2),  Armor II (+4/Heavy) (2),  Imroved Handling +1 (1), Command Post (allows and officer to monitor troopers via their comms and vidcamm if with range) (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) (3), Speed 3 (+30mph) (4), Targeting System (ignore 4 range penalties) (1), Weaon Turrent with Linked Weapons (2)</br>
'''Size''' 6 - Heavy, '''Handling''' +0, '''TS''' 45mph, '''Toughness''' 33 (10) Heavy, '''Wounds*''' +1, '''Crew'''  2+12
+
Weapons</br>
:'''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)</br>
+
:Twin Linked Turreted Medium Autocannon: Range 100/200/400, Damage 4d8+2, AP 6, ROF 3, Shots 100, HW
:Weapons
 
::Twin Linked Turreted Medium Autocannon: Range 100/200/400, Damage 4d8+2, AP 6, ROF 3, Shots 100, HW
 
  
 
===Spacecraft Examples===
 
===Spacecraft Examples===
<font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br>
+
'''Alex-Martin KM4 Heavy Dropship'''[https://www.pinterest.com/pin/327566572903898857/]: This is the standard work-horse of the UTRPF but tends to be 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</br>
'''Alex-Martin KM4 Heavy Dropship'''[https://www.pinterest.com/pin/375346950193640248/]: 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</br>
+
'''Size''' 10 - Great, '''TS''' 2 (700mph), '''Handling''' +1, '''Toughness''' 37 (8), '''Wounds*''' +2, '''Crew''' 2+23, '''Energy''': 5, '''Mods''' (10 remaining; can be used for extra storage or for mods to carry two size 6 craft): AMCM (Anti-Missile Counter Measures are integrated jammers and decoys. They add +2 to ''Piloting'' or ''Electronics'' checks to evade missile attacks) (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. This includes heat shielding and additional work to handle the stress and strain of entry. Has 3VTOL take-off and landing capability with reinforced landing struts) (5), Electromagnetic Shielding (Adds +12 to the vehicle’s effective Toughness from EMP missiles) (4), Forward Fixed and Linked Weapon Mount (1), 4 Fixed Missile Launcher (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), Hanger (can carry one size 6 vehicle within its hold. Special mounting, doors, etc. allows for the vessel to be load or unloaded for 1d6 rounds) (8), Life Support, Short Term (3 days a supplies with an additional 3 days of emgency) (+2), Orbiter (meant mostly to drop into a planets atmosphere and operate in space only limited time. Halve the Space Speed (round down) but count full atmosphere speed, including Speed Mods. Reduce Engergy to Half Size. Most also that the Short Term Life Support Mod) (+5), Reinforce Structure I (+2 Toughness) (2), Sensor Suite, Planetary (functions exactly like the Medium Sensor Suite SFC p. 16 but has a base range of 10K miles) (1), Speed II (+200mph) (4), Targeting System (ignore 4 range penalties) (1)</br>
'''Size''' Great -Size 12, '''TS''' 2 (800mph), '''Handling''' +1, '''Toughness''' 35 (7), '''Crew''' 2+12, '''Energy''' 6</br>
+
Weapons</br>
:'''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)</br>
+
:Twin Linked Forward Fixed Medium Autocannon: Range 100/200/400, Damage 4d8+2, AP 6, ROF 3, Shots 100, HW
:Weapons
+
: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
::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'''[https://www.pinterest.com/pin/674977062909228303/visual-search/]: 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.</br>
+
'''UTRPF 'Katana'-Class Space Interspetor'''[https://www.pinterest.com/pin/674977062909228303/visual-search/]: 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.</br>
'''Size''' Tiny -6, '''TS''' 12 (1,200mph), '''Handling''' +3, '''Toughness''' 31 (10), '''Wounds*''' +1, '''Crew''' 1, '''Energy''' 25
+
'''Size''' Tiny -6, '''TS''' 10 (1,000mph), '''Handling''' +3, '''Toughness''' 31 (10), '''Wounds*''' +1, '''Crew''' 1, '''Energy''' 25, '''Mods''' (0 remaining) -AMCM (Anti-Missile Counter Measures are integrated jammers and decoys. They add +2 to ''Piloting'' or ''Electronics'' checks to evade missile attacks) (1), Armor I (+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 atmospheres. This includes heat shielding and additional work to handle the stress and strain of entry. Has VTOL take-off and landing capability with reinforced landing struts) (3),  Electromagnetic Shielding (Adds +12 to the vehicle’s effective Toughness from EMP missiles; see SFC p. 25) (2), Forward Fixed and Linked Weapon Mount (1), 4 Fixed Missile Launcher (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), Life Support, Short Term (3 days a supplies with an additional 3 days of emgency) (+1), Reinforce Structure I (+2 Toughness) (2), Sensor Suite, Planetary (functions exactly like the Medium Sensor Suite SFC p. 16 but has a base range of 10K miles) (1), Speed IV (+400mph) (4), Targeting System (ignore 4 range penalties) (1)</br>
:'''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)</br>
+
Weapons</br>
:Weapons
+
:Twin Linked Medium Laser Cannon: Range 800/1,600/3,200 (space 8/16/32), Damage 3d10+2, AP 10, ROF 1, Shots 100 (cost one Energy Point to recharge)
::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
::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===
 
===Intersteller Craft===
<font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br>
 
'''UTRPF X223A 'Victorious' ''Templar''-Class Light Cruiser'''[https://www.pinterest.com/pin/367395282075406283/]: 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)</br>
 
'''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)</br>
 
: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'''[https://www.pinterest.com/pin/87890630218233813/visual-search/]: 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.</br>
 
'''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===
 
<font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br>
 
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'''
 
{| class="wikitable" border="0"
 
| '''1d20''' || '''Results'''
 
|-
 
| 1 || xx
 
|-
 
|}
 
  
 
==TIME LINE==
 
==TIME LINE==
<font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br>
 
 
''"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."'' </br>
 
''"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."'' </br>
 
- Drill Sergeant Andros Owens, Synthetic Human, United Terra Reconnaissance and Peacekeeping Force (UTRPF)  
 
- Drill Sergeant Andros Owens, Synthetic Human, United Terra Reconnaissance and Peacekeeping Force (UTRPF)  
Line 664: Line 549:
 
'''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 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 2149''': An outpost team is sent to Wolf 359. Automated probes are sent to Ross 128 and Groombridge 34.
  
'''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 2150''': An outpost team is sent to UV eti. Automated probes are sent to 61 Cygni, LFT 1729, and Procyon.
  
 
'''AD 2151''': Outpost teams are sent to Ross 154 and Ross 248.
 
'''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 2152''': Automated probes are sent to Struve, Epsilon lnd i, and Tau Ceti.
  
'''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 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 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.  
  
 
'''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 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.
Line 682: Line 567:
 
'''AD 2159''': A cargo ship sent to Ross-248 fails to return.
 
'''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 2160''': The UT Security Council announces the formation of UTRPF, a paramilitary force composed largely of clone warriors assigned to protect Earth and its colonies from invasion. They are not yet ready to be deploued and 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 2163''': A UT security team encounters beings that would later be dubbed ''Wrath 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 2165''': The UTRPF Troopers are offically deployed for the first time to a dozen UT colonys and outposts. They are successful in killing a ''Devil Snake'' that had destroying 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 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.
  
'''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 2168''': Outpost and mining teams are sent to 61 Cygmi.  
  
'''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 2170''': Cargo ship sent to Groombridge 1618 fail to arrive at the outpost.
  
 
'''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 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).
Line 700: Line 585:
 
'''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 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 2178''': A research outposts are set up on both Ross-614 and UGS 0722-05.  
  
'''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. 
+
(more to come)
 
===Important Corps and Organization===
 
===Important Corps and Organization===
 
DawnStar Intergallatic Industry
 
DawnStar Intergallatic Industry
Line 708: Line 593:
 
Conglomerated Amalgamated ("ConAm") Mining Industrial
 
Conglomerated Amalgamated ("ConAm") Mining Industrial
  
Interstellar Genetic Technologies
+
Intersteller Genetic Technologies
  
Cobalt Computer Systems
+
Cobalt Compture Systems
  
 
Biomedical Initiative
 
Biomedical Initiative
  
 
Maxwell Pharmaceuticals Inc.
 
Maxwell Pharmaceuticals Inc.
 
Velara Corp
 
 
Talyon Cartel Group
 
 
Mercer-Glass Mining Consortium
 
  
 
===Dangers===
 
===Dangers===
<font size=1>[https://wiki.rpg.net/index.php/SWADE.SF.Bughunters Back to the Top]</font size></br>
 
 
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.
 
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'''[https://www.pinterest.com/pin/100979216634572124/visual-search/]: 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.  
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'''Absorbing Mass'''[https://www.pinterest.com/pin/100979216634572124/visual-search/]: 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''''[https://www.pinterest.com/pin/30821578689621203/visual-search/]: 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.  
 
'''Devil Snakes''''[https://www.pinterest.com/pin/30821578689621203/visual-search/]: 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.  
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'''Demon Sharks'''[https://www.pinterest.com/pin/16607092366946685/visual-search/]: Also encountered on Acey-Two but strangely there are uncomfirmed reports of the creatures also being encountered on XX
 
'''Demon Sharks'''[https://www.pinterest.com/pin/16607092366946685/visual-search/]: Also encountered on Acey-Two but strangely there are uncomfirmed reports of the creatures also being encountered on XX
  
'''Ghouls'''[https://www.pinterest.com/pin/8936899249199618/visual-search/] or [https://www.artstation.com/artwork/w6qo1O]: 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.
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'''Hell Horents'''[https://www.pinterest.com/pin/342906959128493010/visual-search/]: 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.
 
 
'''Hell Hornets'''[https://www.pinterest.com/pin/342906959128493010/visual-search/]: 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'''[https://www.pinterest.com/pin/731342426999399327/visual-search/]: 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.
 
'''Hunter-Stalkers'''[https://www.pinterest.com/pin/731342426999399327/visual-search/]: 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.
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'''Lizard-Apes'''[https://www.pinterest.com/pin/37576978131161375/visual-search/]: 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.  
 
'''Lizard-Apes'''[https://www.pinterest.com/pin/37576978131161375/visual-search/]: 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'''[https://www.pinterest.com/pin/477944579209659713/visual-search/?x=11&y=33&w=543&h=398]: 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.  
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'''Monkey Wasps'''[https://www.pinterest.com/pin/477944579209659713/visual-search/?x=11&y=33&w=543&h=398]: this strange lizard like creatures are expert 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.
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'''Thunder Lizards'''[https://www.pinterest.com/pin/255297872614233787/visual-search/]: Found only on XX (so far) these great beasts are very similar to Terran dinosaurs of the past, hench their nick name by troopers.  
  
'''Thunder Lizards'''[https://www.pinterest.com/pin/255297872614233787/visual-search/]: 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.
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'''Wrath Ghouls'''[https://www.pinterest.com/pin/8936899249199618/visual-search/] or [https://www.artstation.com/artwork/w6qo1O]: 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.

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