Difference between revisions of "SWADE.SF.Bughunters"

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(Standard Gear)
(Standard Gear)
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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 device can be worn beneath loose clothing 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. 10lbs,
+
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. 10lbs, Wealth -2.
  
 
For long-term reconnaissance missions...</br>
 
For long-term reconnaissance missions...</br>

Revision as of 21:22, 1 November 2021

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).

BRIEF HISTORY OF EARTH 2198

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

Mankind discoved 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.

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.

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.

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

Savage Worlds Adventure Edition -Setting Rules (pg. -145)

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.
Wound Cap: a wound causes a max of 4 wounds each.
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.

Also

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

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

  • Origin: Draw a Card from a standard Playing Card Deck. This will get you your basic Donor's origin and determines the basics of what and where your points for things like Attributes, Skills, Edgea and Hindrances can be spent.
  • Assign 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: 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 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, background story, etc. but also various affects and additonal details that can be added.

Doner Background

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.
If they are approved they give a DNA sample and then over the course of a year report to the facility for every month for the Brain Copying-Transfering Personality Process that 'copies' and 'transfers' the Donor's personality and background into the still vat-growing Clone.
Why would anyone agree to this? Well the reasons are a varied as the Donor's themselves.

Draw a Card
2 of ♣ - Brainscan 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).
The character starts out with a d6 in all Attributes and 12 points for skills from the following list- Athletics, Battle (max d6), Common Knownledge (max d6), Drive, Fighting, Healing, Language, Notice, Persuasion (max d4), Piloting (max d4), Repair (max d6), Shooting and Stealth. You gain one Combat or Weird Edge as part of your background (use the Born a Hero setting for these Edge ignoring Rank requirement for it). You automatically gain a Hindrance called Blank Slate this is your major Hindrance choice and it means you have Reduced Core Skill (Persuasion) and Skill Penalty (Common Knowledge -2). You can take most other Minor Hindrances as you character is slowly building her own personality by the start of the game.

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

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

9-10 of ♣, ♦, ♥, ♠ - Under Employed/Unskilled Worker: This could be a part-time worker or include such work as a Cashiers, Converient Store Clerks, Cleaning Crew, Waiters, Receptionist, Park Lot Attendents, etc. (kind of rare and 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.
You have 5 points for Attributres and 12 points for the following Skills - Athletics, Common Knowledge, Electronics (max d4), Fighting, Gambling, Intimidate, Language, Notice, Performance, Persuasion, Repair (max d4), Research (max d4), Shoot, Stealth, Taunt. You gain one free Background (except for any Arcane Background, Aristocrat, Fame or Rich), Social or Weird Edges so long as you qualify for it.

Jack of ♣ - Factory Worker
You have 5 points for Attributres and 12 points for the following Skills - Athletics, Common Knowledge, Electronics, Fighting, Gambling, Healing (max d6), Intimidate, Language, Notice, Performance, Persuasion, Repair, Research (max d4), Shoot, Stealth, Taunt. You gain one free Background (except for any Arcane Background, Aristocrat, Fame or Rich), Social or Weird Edges or the Brawler or Mr. Fix It Edge so long as you qualify for it.

Jack of ♦ - Colonist
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
You have 5 points for Attributres and 12 points for the following Skills - Academics, Athletics, Battle, Common Knowledge, Electronics, Gambling, Healing, Intimidate, Language, Notice, Performance, Persuasion, Repair (max d6), Research, Science, Taunt. You gain one free Background (except for any Arcane Background, Aristocrat, Fame or Rich), Social or Weird Edges or the Scholar Edge so long as you qualify for it.

Jack of ♠ - Law Enforcement Officer
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.

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.
You have 5 points for Attributres and 12 points for the following Skills - Academics, Athletics, Battle, Boating, Common Knowledge, Drive, Electronocs, Gambling, Intimidate, Language, Notice, Persuasion, Repair, Research, Shooting, Taunt. You gain one free Background (except for any Arcane Background, Aristocrat, Fame or Rich), Professional, Social or Weird Edges so long as you qualify for it.

Queen of ♦ - Military Enlisted
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.

Queen of ♥ - Doctor/Medical Specialist
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.

Queen of ♠ - Bureaucrat/Goverment Offical
You have 5 points for Attributres and 12 points for the following Skills - Academics, Athletics, Battle, Boating, Common Knowledge, Drive, Electronocs, Gambling, Intimidate, Language, Notice, Persuasion, Repair, Research, Shooting, Taunt. You gain one free Background (except for any Arcane Background, Aristocrat, Fame or Rich), Professional, Social or Weird Edges so long as you qualify for it.

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

King of ♦ - Military Officer:
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.

King of ♥ - Millionaire
You have 5 points for Attributres and 12 points for any allowed Skills. You gain one free Background (except for any Arcane Background or Aristocrat), Combat, Leadership, Social or Weird Edges so long as you qualify for it.

King of ♠ - High Ranking Government Offical
You have 5 points for Attributres and 12 points for any allowed Skills. You gain one free Background (except for any Arcane Background), Combat, Leadership, Social or Weird Edges so long as you qualify for it.

Black JOKER - Billionaire/Ultra Rich
You have 5 points for Attributres and 12 points for any allowed Skills. You gain one free Background (except for any Arcane Background), Combat, Leadership, Social or Weird Edges so long as you qualify for it.

Red JOKER - Player's Choice/Wild Card: Your donor is an exception or something not cover here. As such you are allowed to spend you Attributes, Skills and free Background edge on any allowed items within the SWADE. Explain or come up with whatever you want. Maybe you are a Star Ship Pilot, an Exterme Sports Explorer, a

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

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

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

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

  • These process has made them a supersoldiers! Game wise, 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.
  • 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.
  • 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).
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.

Military Specialty Occupation (MSO) Training

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 Army. Characters for this game are all in the Army.
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.

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

Heavy Weapons Specialist:
Min Requirements: Strength d10+, Vigor d10+; Battle d4+, Notice d6+, Repair d6+, Shooting d6+
Bonues: any one Combat Edge and either the Rock-And-Roll or Soldier Edge (ignore requirement)

Medic Specialist:
Min Requirements: Smarts d6+, Spirits d6+; Healing d6+
Bonues: any one Combat Edge and either Healer or Soldier Edge (ignore requirements) plus add +4 skill points in Healing, Shooting and Stealth.

Riflemen/Combat Engineering Specialist:
Min Requirements: Smarts d6+; Battle d4+, Fighting d4+, Notice d6+, Repair d4+, Stealth d6+, Shooting d6+, Survival d4+
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, Survival,

Scout/Sniper Specialist:
Min Requirements: Agility d8+, Smarts d6+; Notice d6+, Shooting d8+, Stealth d8+, Survival d4+
Bonues: any one Combat Edge and either Thief or Woodsmen Edge (ignore requirements) plus add +4 skill points in Notice, Shooting, Stealth, Survial.

Sergeant:
Min Requirements: Smarts d6+, Spirits d6+; Battle d6+, Intimidate d4+, Persuasion d6+, Shooting d6+
Bonues: any one Combat Edge and the Command Edge or any other Leadership edge (if you already haev Command; ignore requirements) plus +4 skills in Battle, Intimidate or Persuasion.

Optional Psionic Specialist
Min Requirements: Smarts d6+, Spirits d6+; Arcane Background (Psionics); Psionics d6+
Bonues: any Combat or Power Edge or +1 step to your Smarts (pick two) plus +4 in Notice, Occult, Psionics, Persuasion

Finishing Touches

New and Modified Hindrances and Edges

Updated Skill Usage

Psionic Updates

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

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

The following powers are not allowed in 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.

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

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

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

NEW POWER
SUGGESTION
Rank: Novice
Power Points: 2
Range: Smarts
Duration: Instant
Trappings: Implant Suggestion and Thoughts

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

GEAR

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.

Armor

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

ARMOR DESCRIPTIONS
Infantry Vest: Private Secruity and poorer National Military.
Infrantry Armor: Private Secruity and poorer National Military.
Infrantry Helm: Private Secruity and poorer National Military.
Light Combat Armor: Can be fully sealed for 6 hours of breathable air. After that filters adding +2 to all inhaled and touch based toxins.
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.
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.
Tactical Vaccumsuit: Naval Military. Provides 18 hours of full life support
Arnored Vaccumsuit: Military. Provides 18 hours of full life support

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

Weapons

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

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

Melee Weapons

Future Melee Weapons use the following Mods and costs.
Molecular Blade: Edged weapons such as daggers or swords can be given a monofilament, “molecular,” or extremely thin edge, making them far sharper than usual. This gives the weapon +2 damage and adds half its damage die type in AP (+2 AP for a d4, +4 AP for a d8, etc.). Molecular blades require no power. Wealth check -2
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
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.

Personal Firearm/Ranged Weapons

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 +0 Holdout, Silencer
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 +0 Caseless
S&W Sterline Revolver 12/24/48 2d6+2 2 1 6 d6 3 +0 -
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 -2 1½ handed, HW, SBT
Weiss MXP Machine Pistol 10/20/40 2d6 1 3 24 d4 4 -1 Holdout, 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+2 1 3 40 d6 6 -1 3RB, 1½ handed, Silencer
Volkov 'Trencher' Shotgun Pistol 5/10/20 1-3d6 0 1 2 d6 5 +1 1½ handed, Shotgun
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
M-25a Pulse Rifle 30/60/120 2d10 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 +0 1½ handed
M3 Grenade Launcher 24/48/96 varies varies 4 1 d6 5 +0 1½ handed
Ingram-Martin 3XC 'Big Mama' Grenade Rifle 24/48/96 varies varies 1 12 d6 20 -1 Two-Handed
M-8L Gatline 'Howler' Smartgun 30/60/120 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 14 -2 HW, SMT, 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+1 2 3 60 d6 15 -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 -4 Caseless, HW, SBT, Snapshot, 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

PERSONAL FIREARM/RANGED WEAPON DESCRIPTIONS
Stub X Palm Pistol: Small 8mm autopistol that is easy built in silencer.
S&W 'Zapper' Taser Pistol: Wireless taser shots to stun foes.
Colt Manhunter M7 Auto Pistol: Standard 10mm UTRPF sidearm, generally issued on requires.
S&W Sterline Revolver: compact and sleek 10mm revolver.
Glock 'Hand Cannon' Pistol: Heavy 20mm auto pistol that looks like a five-cylender heavy revolver with a double trigger for safety.
Volkov 'Shrieker' Gyro Pistol: A gyro-pistol that fire a mini-rocket round. Non-standard mini-rockets are also used.
Weiss MXP Machine Pistol: Sleek 8mm machine pistol that can be hidden on one person and has a built in suppressor.
Fusia F3m SMG: standard issue UTRPF 10mm Caseless SMG for scouts, with a built in suppressor and often includes an intergated underbarrel M3a GL.
Ingram-Martin IM3X SMG: This 10mm SMG is a corp security favored weapon has a build in silencer.
Volkov 'Trencher' Shotgun Pistol: a two barrel sawed off pistol shotgun with break-barrel reloading. Doubled Barrel and can use those notes on SWADE pg. 105 for this type of shot.
Remi-Genn Pump Action 6 Shotgun: Common colonist shotgun.
Mossberg 'Wraith' Combat Shotgun:An assualt combat shotgun.
Ruger Hunting Rifle: Common colonist rifle.
M-25a Pulse Rifle: This is the standard 10mm caseless UTRPF combat infantry rifle and generally includes a interated underbarrel M3 GL.
M3a Grenade Launcher: One-shot mini GL
M3 Grenade Launcher: Stander 4-round pump action GL
Ingrum-Martin 3XC 'Big Mama' Grenade Rifle: Looking like an oversized 12-cylinder revolver this GL can hold multiple minigranades
M-8L Gatline 'Howler' Smartgun: Standard UTRPF 10mm infantry support weapon that generally includes a weapon harness gibble.
Fusia 'Gorgon' Gyro Rifle: As the gyro-pistol but holds more rouds.
M52 Flamer Rifle: Standard UTRPF flame thrower rifle.
X-A2 'Ignis' Laser Rifle: These delicate firearms are often issued to UTRPF soldiers in zero-g enviroments
X-C5 'Höllenfeuer' Sniper Laser Rifle: Standard issue for UTRPF scope/snipers his are bulky but very accurate weapon systems. The scope on these models elimates up to 2 penalties from ranged, cover and called shots.
Remi-Gen 'Smasher' Anti-Matheral Gun: A weapon onto itself they fire heavy 20mm soild AP rounds that is mean as an light anti-armor and structure weapon.
Argen 'Triple-Betty' Missile Launcher: This three barrel missile launcher is occasionally issued to troops facing tanks or aircraft.
Locheed-Nolen Motor: This mortor unit is meant to be carried and fired by two-troopers.


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


BASIC AMMO NOTES
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.
Grenade Launchers use mini-grenades. They have the same stats and cost as Hand Grenades (see below) but only weigh 1lb each and use the GL ranges.
Standard Gyro Mini-Rocket rounds 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).
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.
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.
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.

SPECIAL AMMO FOR BALLISTIC AND CASELESS ROUNDS
AP- Armor Piercing Rounds: change the AP of the rounds to -4 but deal -2 damage. Wealth as standard rounds.
APHE - Armor Piercing High Explosive Rounds: Standard XXX 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.
Man-Stopper Rounds: Dense heavy-core bullets; add +2 damage increase AP by another -1. Wealth of standard round with another -1.
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.
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.

SPECIAL SHOTGUN ROUNDS
Solid Slug Shot: No reduction of damage by range increment, Damage is 2d10, AP 2. No bonus to Shooting. Wealth as standard rounds but weight 3lbs for 50 rounds.
Sunder Rounds: Explosive rounds made to breach doors, bypass armor, etc. Treat as Solid Slug rounds but add +1d10 damage, change AP to 8 but halves base Shotgun base range (round down). Wealth cost an additional -1 and weigh 3lb for 50 rounds.


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

Grenades, Explosives and Other Chemicals

GRENADES
Hand Grenades when thrown range of 5/10/20, using Athletics skill and all weigh 2lbs each. If shot from a grenade launcher use weapon’s range and change weight to 1lb each. For Mortor Rounds increase weight to 5lbs, all LBT each. If there is a gas it lingers twice as long. Increase the wealth cost down a additional -2 for each.
Concussion Grenade: Damage 2d8, AP 8, LBT. Wealth +2 each
Frag Grenade: Damage 3d6, AP 4, MBT, HW. Wealth +1 each
High Explosive Grenade: Damage 3d10, LBT. Wealth +0 each
Anti-Armor Grenade: Damage 3d6, AP 16, SBT, HW. Wealth -2 each
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
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
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.
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
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
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

UTILITY CHEMICALS & OTHER EXPLOSIVE
Glue Sprayer: an almost instantly hardening super-glue sealant (if it matters STR d12+4). The sprayer comes with 10 applications before it is required to be refilled (+50). Wt. 3lbs,
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,
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
Thermite Burning Bar: Damage 4d6, AP 4, HW. Causes continuous damage for 4 rounds. A super-hot burning brick that when exposed to the air it started to heat up and does burning damage. Its’ surface is adhesive and can be stuck to most locks, etc. and takes a Standard action and Repair skill check to set property. Wt. 1lb,
Charge Pack: a simple explosive shackles meant to be ‘set’ (pull fuse) and thrown (Range 5/10/15). Detonates in 3 rounds after fuse pulled. Damage 4d8, AP 5, HW, MBT. Wt. 10lbs,
XR-Bomb: Damage 6d10, AP 12, HW, base Repair check and can be set for any Burst Template (Small, Medium, Large or Cone with a seperate Repair skill check), time from 1 round to 2 hours. A peal-back adhesive strip for the XR explosive bomb charge designed to quickly adhere to almost any surfaces. Wt. 10lb,
Mines: Anti-vehicle mines causes 5d10 damage, AP 20, but are only set off by at least 1,000 pounds of pressure. Anti-personnel mines detect movement and detonate for 4d6 damage in a MBT. Both require a Repair check to set. Finding a mine requires a Notice check –4, and removing it is saftely a Repair check at –2. Wt. 15lbs and Wealth -2 each for anti-vehicle or 5lb for anti-personal, Wealth -1 each.

Standard Gear

These items tend to be carried by some troopers in all missions.
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
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
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
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
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
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
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
Rucksack: A military backpack or belt pack that is reistant to tears, heat and cold, and that holds up to 20lbs of gear. It takes an extra Action to ready a weapon from it. Weight 1lbs empty, Wealth +2
Long Range Com Rig: Shoulder mounted 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
Mini-Electronics Repair Kit: required for electrical systems, computers, etc. Electronic and Repair checks. Can also be used for electrical Hacking and Thievery of locks and security systems. Wt. 5lbs, Wealth +0
Weapon Harness Gimble: body harness and built in stablizer motor that is attached to a heavy weapon (like the 'Howler'). Negates penalties for recoil (like the Rock-An-Roll Edge). It also allowes an additional +1 to Shooting when aiming with stablizer. Cannot move to ignore recoil penalties. If the weilder does have the Rock-An-Roll Edge, whent moving the recoil penalty is reduce to -1 each attack. Wt. 10lb, Wealth -1
First Aid Kit: basic disposable healers kit (+1 Healing checks, takesn 1d4 rounds to use) 3 uses. Wt. 2lbs, Wealth +1
Advanced Field Medical Kit: Includes autoinjector and medical diagnosis scanner (+2 Healing checs, takes 2d6 rounds rounds to use). 10 uses (replacement 5lb). Also include one tube of Med-Gel and 2 dose of each of the Standard Medical Drugs (see Drugs below). Wt. 12lbs, Wealth -1
Camo Cloak: Advanced cloak that uses computer assisted patter changer with background, adding +2 to Stealth when motionless and +1 when moving up to Pace 6. Wt. 3lbs, Wealth -3
Tactical Pullout Flat-Screen Map': These roll-out flexable flat-screen plastic display map can call up local maps, zooming in or out as needed. Map quality depends on satellite imaging and local mapping usage. Grades +2 to Survival when locating or moving over long distance. Wt. 2lbs, Wealth +0
Electrobinoculars: computer enhanced macrobinoculars, add +2 to vision-based Notice with a penalty of -1 per 1,000 yards (500”). Wt. 2lbs, Wealth +0
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.
Filter Cantens: Light weight advanced bioplastic with filtration system for re-rilling in the field. Wt.0.1lb empty, 4lbs full, Wealth +2
Personal Basic/Mesh Kit: Items for daily care in the filed. Suffer a -1 to Survival checks without them. Wt. 1lb, Wealth +4


OPTION ITEMS
These items are genearally available on request. Items listed above and additional weapons are optional of the command staff to give out
Boisyth Rope: standard 40 yards (20") of rope that will support up to 1,500lbs of weight. Wt. 1lb, Wealth +0
Explosives Detector: hand-wand scanner unit (Detect – Explosives, Electronics +2). Wt. 2lbs, Wealth -1
Matter Cutter/Wielder: These devices use ultrasonics lasers with molecular disruption to make narrow cuts through matter or seal a cut. Each .5” wide, foot long, foot deep cut requires a single round (real world measurements, not game inches). Double the time required for every full 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


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

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

For High-G worlds or environments crew can be equiped with a High-G Exoskeleton Frame. This 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. 10lbs, Wealth -2.

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


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


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

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

Non-Standard Drugs...

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

Standard Combat Load per MOS

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.

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
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 lbs
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
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: 79 lbs
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: 80 lbs
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
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: 59lbs

VEHICLES & STARSHIPS

I am using the basic vehicle builds and Mods found in my Star Law setting here[1] so no need to repeat myself. However one minor change is that Drill Spike Drive are renamed 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.

To plot a course in Shuttlewarp space requires a Science skill check with a penalty of -1 per 10 light years. 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.

Type I Shuttlewarp has a speed of 5 light years a day divided by Ship's size. Typer II has a speed of 10 light years a day divided by Ship's size. Type III has a speed of 20 light years a day divided by Ship's size.

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.

Vehicle Examples

MVII 'Warthog' ATAPC[2]" A standard UTRPF ATAPC (All -Terrain Armored Personnel Carrier )-common ly pronounced "a-tapsy"- land craft used by the army and transported planetside by the KM4 drop ship (or to be moved around the planet quickly as needed)
Size 6 - Heavy, Handling +0, TS 45mph, Toughness 33 (10/heavy armor), Wounds* +1, Crew 2+8, Mods (9 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) (2), Speed 3 (+30mph) (3), Targeting System (ignore 4 range penalties) (1) Weaon Turrent with Linked Weapons (2)

  • Twin Linked Medium Autocannon: Range 100/200/400, Damage 4d8+2, AP 6, ROF 3, Shots 100, HW

Alex-Martin KM4 Heavy Dropship[3]: 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).
Size 12 - Colissus, Handling +0, TS 600mph, Toughness 40 (9/heavy armor), Wounds* +3, Crew 2+18, Mods (4 remaining): Aircraft, VTOL (Vertical Take Off and Landing aircraft. Base TS 100mph and a +1 to their Handling based on size. They can hover and fly and have no stall speed) (6), 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—from driving to weapons. 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 operater’s Action Card. Giving the AI a short verbal command is a free action) (1), Cargo Container/Attachment (allows vehicle to attach up to a Size 6 vehicle and carry 12 tons of addition cargo) (12), Crew Reduction (Add +10 Mods for 40 less crew and passengers), Electromagnetic Shielding (Adds +12 to the vehicle’s effective Toughness from EMP missiles; see SFC p. 25) (4), Forward Fixed and Linked Weapon Mount (2), Handling +2 (2), Heavy Armor (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), Orbiter (allows a ship to acheive orbit and make planet fall) (12), Sensor Suite (functions exactly like the Medium Sensor Suite; see SFC p. 16 but uses Electronics skill with a base range of 1,000"/2,000yds) (1), Speed X (+500mph) (10), Targeting System (ignore 4 range penalties) (1), Vaccumed Sealed (provides oxgyen, pressure and protection from the vaccum of space for 48 hours. Also 40 man days of food and water) (4)

  • 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 200/400/800. By Missile Type. Light Missiles - Damage 5d6, AP 6, Small Burst Template; Heavy Missiles - Damage 8d6, AP 12, Medium Burst Template

Starship Examples

UTRPF 'Katana'-Class Space Intersetor[4]: Operated by the UTRPF Navy forces.
Size 8 -Medium, Handling +2, TS 1,000mph (space 10), Toughness 34 (9), Wounds* +2, Crew 1, Energy 100, 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 +2 (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) (4), Electromagnetic Shielding (Adds +12 to the vehicle’s effective Toughness from EMP missiles; see SFC p. 25) (4), Fewer Crew (4 less for +1 mod), 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), REinforce Structure I (+2 Toughness) (1), 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)

  • Twin Linked Medium Laser Cannon: Range 400/800/1,600 (space 4/8/16), Damage 3d10+2, AP 10, ROF 1, Shots 100 (cost one Energy Point to recharge)
  • Four Forward Mounted Missile Launchers: Range 200/400/800 (space 2/4/8); by Missile Type. Light Missiles - Damage 5d6, AP 6, Small Burst Template; Heavy Missiles - Damage 8d6, AP 12, Medium Burst Template

TIME LINE

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

AD 2149: An outpost team is sent to Wolf 359. Automated probes are sent to Ross 128 and Groombridge 34.

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

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

AD 2160: The UT Security Council announces the formation of UTRPF, a paramilitary force 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 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 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.

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.

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

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

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

AD 2178: A research outposts are set up on both Ross-614 and UGS 0722-05.

(more to come)

Important Corps and Organization

DawnStar Intergallatic Industry

Conglomerated Amalgamated ("ConAm") Mining Industrial

Intersteller Genetic Technologies

Cobalt Compture Systems

Biomedical Initiative

Maxwell Pharmaceuticals Inc.

Dangers

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.

Absorbing Mass[5]: 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'[6]: a water horror encountered in the seas of Acey-Two and believed to be responsible for a number of fishing vessels disappearing along with at least two confirmed attacks on coastal communities. All have been at least 50 feet in length and weighed several tons.

Demon Sharks[7]: Also encountered on Acey-Two but strangely there are uncomfirmed reports of the creatures also being encountered on XX

Hell Horents[8]: 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[9]: an inorganic wolf like thing that will patiently stalk prey for days without making its presence know, only to attack when its victums are most vulnerable. There bodies are armored and resistance to even APHE rounds.

Infaltrators[10]: these cyborg constructions appear very human like, with a bioflesh grown over the cybernetic frame. As to why they look so human like down to the mechanical under structure some troopers believe that a Terran based corporation is behind them. The Brass denies this and actively discourages 'rumor spreaders and gossip' among the troops.

Lizard-Apes[11]: 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[12]: 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.

Thunder Lizards[13]: Found only on XX (so far) these great beasts are very similar to Terran dinosaurs of the past, hench their nick name by troopers.

Wrath Ghouls[14]: are humanoid cybernetic monstrisities that stand well over 7 feet all and have three or four arms each fitteld with a 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.