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Earth

Expansion Era

The home of humankind, in orbit around a Yellow Dwarf Star on the outer edge of the Galaxy.

The Earth's ecosystem has all but failed, extreme weather patterns cause large-scale disruption the oceans have risen by over 2 meters. The deserts have spread globally and the atmosphere is damaged. The quality of life is so bad, that the elite have all but left Earth to live aboard the huge habitats and colonies. The mortality rate on Earth is extremely high. Conflict over resources has become a global issue.

The U.E.N or Union has declared Earth a disaster zone and began the evacuation of as many people as it can, however, the limited Solar System resources did not allow for many to be evacuated.

ATLAN built the first Habitat “Hab One” and relocated entirely to it. Taking all of its staff, resources and facilities with it. ATLAN later built “Hab Two” as a haven for the wealthy and made a large profit.

Since the creation of the RipGate which is located near Saturn ATLAN and the UNION have opened up the Galaxy to colonisation. 

The only RipGate that is keyed to transmit to Earth is Gliese; all traffic must pass through the Gliese RipGate to get to Earth.

Neo-London Metroplex – after the rise of the UNION the NLM became the dominant social and economic hub for the Western world. This is the original home of the Union of Earth Nations and to the ATLAN corporation. 

Nu-Beijing - home of the largest nation on earth and a technical powerhouse. However, due to social and economic issues, the disparity between the upper and working classes is so vast that society exists in two very different levels. The Hyper Elite of Nu-Beijing are absurdly wealthy and live such lavish lifestyles that even the super-wealthy of the Union struggle to achieve that level of opulence. 


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The HST is the elite special forces in the Helion Republic.

Augmented super soldiers equipped with power armour.

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Due to the nature of augments, they were not intended as a way of turning a human into a super soldier. There are two types of augments, Medical and Cosmetic.

Medical Augments are full replacements for lost, damaged or worn parts. They are replaced and designed to match the user’s current performance levels. If they were to be made stronger then they rip themselves from the surrounding tissue or the limiters prevent them from over performing.

Cybernetic Modifications can be purchased for the character. Augments have three costs, the cost for parts in credits, the cost for Surgery in credits, and the Psyche Cost, which is subtracted from the character’s Psyche Derived Characteristic. The Surgery Cost depends on the level of the surgery required to implant the part.


Surgery Costs

Neglible Surgery Costs: Included with installation; time: 1 hr; damage: 1

Minor Surgery Costs: 500 Credits; time: 2 hrs; damage: 1d6+1

Major Surgery Costs: 1,500 Credits; time: 4 hrs; damage: 2d6+1

Critical Surgery Costs: 2,500 Credits; time: 6 hrs; damage: 3d6+1

Tech Levels 

Gen 1 +1 Psyche cost, 20% discount, anti-rejection drugs required.

Gen 2 standard cost, standard cost

Gen 3 -1 Psyche cost, +50% cost



COSMETIC MODS

Implant

Surgery

Cost

Psyche

Artificial Hair

N

250

0

Artificial hair of any colour can be implanted.

Light Hair

N

500

0

Artificial hair that can change colour and even glow

Glowtoo’s

N

250

0

Drawn into the skin by injecting photo luminescent ink of any colour. The photo ink absorbs light and then emits other shades and hues, making the tattoo’s glow in the dark.

Sex Change

MA

10000

0/2

At its basic level it is a cosmetic change and sex organs have no real functionality. However a full change using the latest cloning and nano-surgery completely in every sense change gender.

Subdermal Watch

N

250

0

An implanted microscopic clock chip is connected to a photo-polymer display just under the skin and is powered by body heat.

NEO SKINS

Chamoskin

MA

1500 / Lvl

2 /Lvl

The skin can change colour making you harder to spot adding +5% per level to Stealth. This does not work against thermo-graphics and you must also be naked as clothes remain visible.

Colour Skin

MA

1500

2

With this modification you are able to change the colour of your skin at will. It cannot act as chamoskin however it can give +15% to wardrobe & style

Dura Skin

MA

3000

6

This skin looks perfectly normal, it consists of an integrated microweave mesh and will heal as normal skin. It provides 1D6 but as its skin there will always be 1 point of damage applied.

Sensa Skin

MA

2000

4

This skin  makes you extremely sensitive to touch. You can notice small changes in heat, vibrations and texture.  +15% to Perception when performing related tasks.

Slip Skin

MA

5000

4

You can make your skin nearly frictionless.  You can easily slide off things and moving through water is greatly increased. Unfortunately you cannot feel texture when it is on.  +25% to escape and double swimming speed.

CYBERLIMBS a limb can take 20 Health before being damaged and up to 30 before being destroyed. +1 DC to damage

Cyber Hands

MA

3000

4

A cyber hand is normally set to match the owners current Body and Prowess. It costs an extra 1 OP per point of increase. Up to a max of +3 to Body and Prowess. It also does an extra 2DC of stun damage. It has 4 slots and each finger can have an option.

Cyber Arm

CR

6000

8

A cyber arm is normally set to match the owners current Body. It can be increased by up to +5 for each 2 OP spent. It does killing damage in combat. It may take up to 4 options.

Cyber Legs

CR

8000

8 or 20

A cyber leg is normally set to match the owners Move it can be increased by +1 per 4 cost spent. A kick causes killing damage. It may take 4 options.

CYBERLIMB OPTIONS

Coverings

N

V

0

This uses ½ an option space. By default cyberlimbs come uncovered; raw metal, bolts and screws are all visible. Often however they are covered in a sheath to protect it from environment and unwanted attention.

Plastic skin is the oldest most common cover and costs 500.

Synthaskin makes the limb look real and the user has full tactile senses and costs 1000.

Chrome, the limb is completely chromed giving it a very distinctive look and costs 750.

Cyber Armour

N

2500

2

This cost 1 option space. The armour layer provides 3D6 to the limb.

Double Jointed

N

1000

1

This costs 1 option space. This enables the cyberlimb bidirectional movement.

EMP Shielding

N

8000

1

This takes 1 option slot but protects the limb against EMP, radiation and electrical surges.

Optical Wiring

N

1000 per limb

0

This costs ½ an option space. All electrical wiring is replaced with optical circuits and fibre optic wiring. The limb is immune to EMP, electrical surges, radiation and water.

Biopolymer Ceramic Replacement

N

5000

1

This costs ½ an option space. All metal is replaced by this compound. Rendering the limb undetectable by metal detectors and ensuring it never rusts.

Removable Socket

N

1000

2

This costs 1 option space. The base of this limb is easily detachable and can be simply removed and replaced.

CYBERHAND OPTIONS

Modular Hand

N

3000

2

This costs 3 option spaces. It contains a hypo-spray, a garrotte wire, a vibroblade, a lockpick and 4x4cm storage compartment.

Tool Set

N

500

1

This uses 2 option spaces and all finger spaces.

Grappling Hand

N

1000

5

This costs 2 option spaces. Part of the hand can be detached and used as a grappling hook. A spool wire gives it a 50m length and it can support up to 300m.

Ripper Blades

N

2000

1

2" long retractable blades are implanted under the fingernails making a claw like appearance when fully extended. 2D6 Damage

Finger Blades

N

1500

1

1/2" long razors are implanted into the finger tips they are retractable. Popular with Razor-girls. 1D6 Damage. 1 option space + all fingers.

Hand Blades

M

2500

5

6" long blades that extend from between the knuckles. 3D6 Damage, 2 option spaces.

Hand Spike

M

1500

5

A single large spoke extends from between the knuckles when the hand is clenched. 3D6 damage, 2 option spaces.

CYBERARM OPTIONS

Arm Blades

N

3000

5

A set of or single blade shoots out over the arm from the back of the forearm.

4D6 damage. 1 option space.

Auto Holster

N

1000

4

A compartment that can store 0.8kg per option point spent. 1 - 4 option spaces.

Implanted Device

N

500+ Device

1

With modification any reasonable device can be implanted. A scanner, radio, computer, etc. It can store 1 kilo per option point spent and holds a max of 4Kg

CYBERLEG OPTIONS

Auto Holster

N

1500

4

A compartment than can store 1.2Kg per option point spent. 1 - 4 option spaces.

Implanted Device

N

500+ Device

1

With modification any reasonable device can be implanted. A scanner, radio, computer, etc. It can store 1.5 kilos per option point spent and holds a max of 6Kg

Magnetic Feet

N

1000

1

The feet are electro-magnetic. 1 option space

Skate Feet

N

2000

1

A set of inline skates extends from a compartment in the feet allowing you to skate at 2xMOVE. Athletics test required.

BODY WARE

Grafted Muscles

CR

6000

8

Cloned or donor muscles are grafted onto your limbs. +2 Body

Bio-Muscular Augmentation

CR

15000/25000

10/20

Bio-muscula is a strong artificial muscle with high strength to weight ratio. All muscles are replaced in the body giving you +2 Body, +5 Health, +5 Stun. The second level is considerable more noticeable and gives +4 Body, +10 Health, +10 Stun..

Gills

MA

4000

2

Artificial gills can extract oxygen from water for up to 4 hours.

Metabolic Control System

M

3000

3

You can control the involuntary systems in your body, such as pulse, blood flow, breathing, digestion etc. You gain the talent Simulate Death and reduce food, water and oxygen intake by 30%.

Skeletal Strengthening

CR

15000

15

The process involves strengthening all major bones using a calcium/carbon laminate with titanium braces. The process is so extensive it requires about 1 month to recover +10Kg to body weight, +3 body.

Nanotech Skeletal Strengthening

MA

20000

8

The same as above but using nano-tech to construct the laminates.

EndoSkeletal Strengthening

CR

25000

25

This process replaces all bones with Biopolymer Ceramic and takes about 2 months to recover. +10Kg to body weight, +4 Body

Bio Enhanced MediBody

M

1500

2/lvl

This is a built in repair system. +5 Health and +1 Fortitude.

Nanite Repair System

M

6000/lvl

3/lvl

Bio repair Nanites are introduced into your system. These are able to repair damaged tissue quickly. +2 REC at lvl 1, +4 REC at lvl 2, +6 REC at lvl 3.

Subdermal Armour

CR

5000

10

Subdermal armour is a type of plating that is placed just under the skin in vital areas. This gives 2D6 armour but you lose -2 Prowess due to the added bulk and inflexibility. It stacks with armour.

Torso Plating

CR

7500

15

This armour plating is grafted on to the users body (it cannot be hidden) it protects the Torso, abdomen and vitals giving 3D6 to those areas, however is causes -4 Prowess due to its bulk and weight.

Head Plating

CR

6000

10

This armour plating is grafted onto the entire head. It cannot be disguised and is often mistaken for a combat helmet it can be stylised to whatever the user desires. It gives 4D6 to the head.

Internal Oxygen System

M

1000/hr

3

This gives you an internal oxygen supply. It takes 2 hrs per hour to resupply and cost 1 per hour supply max 5hrs.

Major Organ Replacement

CR

20000

18

All major organs are replaced with synthetic ones. You receive +2 Body, +5 Health, +5 Stun.

OPTRONICS

Cyber Eye

MA

2000

5

This is a full artificial replacement for the original it is set to match the original unless otherwise required. It is designed to take up to 4 options. However there is another option available the ‘borg’-like’ eye which can take up to 6 options. However it only costs 1000 but costs 8 Psyche.

Imaging Enhancer

N

1000

0.5

Each level gives you +10% Perception to visual based tests.

Optical Readout

N

500

1

A HUD to the connected device appears.

AutoChrome

N

1500

2

This anti-flash implant chromes over to prevent blinding.

Low-lite

N

1500

1

This implant allows the user to see in low light not in total darkness. Colour is not discernible.

Thermograph

N

1000

4

You can see in the infrared spectrum no penalty in total darkness, no colour is discernible. +15% to Perception checks for looking for heat signatures.

Microscopic

N

1000/lvl

2

Level 1 = x10, Level 2 = x100 and Level 3 = x1000

Colour Shift

N

500

0.5

This implant can shift the colour or pattern of the iris on command.

Video Camera

N

1000

1

A HD video camera is installed allowing 1hrs worth or recording.

Ultra-violet

N

1500

4

Allows the user to see in the ultraviolet spectrum.

AUDIOTRONICS

Cyber Ear

MA

2000

5

This is designed to be a natural looking replacement. It can however be designed not to and appear ‘cyborg-like’ however cost is 1 and 7 Psyche. Up to 4 options can be fitted normally but 6 in the ‘cyborg-like’ ear.

Acoustic Enhancer

N

1000

0.5

This boosts the hearing +10% Perception on hearing based tests.

Phone Splice

N

500

1

This implant is a cellular phone directly implanted.

Voice Stress Analyzer

N

2500

3

Acts as a lie detector +10% to Intuition.

Micro Recorder

N

500

3

This implant can record for up to 1 hr

Subsonic Hearing

N

2000

1

Can hear in subsonic frequencies up to 1 block away.

Radio Wave

N

3000

4

The user can hear radio waves, long waves, microwaves and short waves.

Motion Sensor

N

5000

2

This can be used only in LOS it gives +20% Perception when activated. It can however be totally overwhelming in normal circumstances causing headaches

COMMUNICATIONS

Implanted com-splice

M

1000

3

This is a communication implant

Datalink

M

500

2

This is a high speed port allowing transfer of images it’s not a Neural interface

Sat Map System

MA

2500

2

This is a GPS satellite navigation system using installed maps giving the talent of Direction Sense.

Subsonic Voice

M

2000

2

You can speak in the subsonic range.

Ultrasonic Voice

M

2000

2

You can speak in the ultrasonic range.

Voice Synthesizer

M

2000

3

This implant can mimic any voice pattern stored in its memory (max 10)

Silvertongue

M

10000

3

You voice carries a subsonic harmonious tone which humans find pleasing. This can be modulated depending on how it’s being used +2 Social

NEUROTRONICS

Chip Socket Processor

MA

2000

6

This is an external slot on the side of the head +1000 to be hidden.

Psych Augments

NA

3000

3

This implant can add/remove a single psychological complication.

Berserker Chip

NA

3000

5

This gives the user the Berserker personality trait it is normal set to default of off but can be set on or set to trigger words.

Dork Chip

NA

1000/-2Mind

5

This implant reduces the users Mind and Aptitude by a given amount, often used on slaves.

Meta-REM Chip

NA

4000

5

The user only requires 6 hrs of sleep per week.

Pain Buffer

NA

1500

3

Reduces shock and pain adding +5 Fatigue.

Coordination Chip

NA

15000

5

Gives the user +2 Prowess and a level of the Ambidexterity Perk.

Eidetic RAM

NA

3000

4

Stores on full day of memories gives the Eidetic Memory perk.

Skill Chips

NA

5000/lvl

1/lvl

This gives the user the skill it gives +5% per level (max +25%) and will override the users natural skills (even if they are naturally higher). It is not uncommon for the user to carry a pack of chips for ‘hot swapping’.

Data Chips

NA

500

2

These chips are ROMS containing specific manuals or books.

Emotion Chip

NA

1500

10

This gives you a constant emotional feeling only 1 emotion can be accessed per chip. When off you feel as per normal.

Null Emotion Chip

NA

3000

10

This chip prevents any emotions at all.

Empathy Chip

NA

5000

5

This gives you full control of your emotions +2 Social.

Psyche Emulator Chip

NA

1000

NA

This chip can restore negative Psyche up to a max of +5, you are still a cold and distant BUT not a complete “Bot”.

Memory Implant Chip

NA

500+

5

A 1hr experience costs 2, a week costs 500 and varies for longer. Once removed the memories of the trip remains.

Neural Operating System

CR

10000

10

This o/s for you brain allows fast indexing and adds +2 Mind however if it’s removed you will have total amnesia.

NEUROWARE

Boosted Reflexes

MA

20000

8/lvl

This complete neural rewire adds +2 Prowess up to a max of +6, this is always on.

Reaction Acceleration Booster

MA

10000

8/lvl

This rewire enhances the users response time. Each level increases Prowess by +2 for 5 rounds (max +6) a cool down of 5 rounds must occur before reactivating.

Combat Reflex Booster

MA

30000

10

Based on the BR+RAB this gives an auto response feedback ‘sixth sense’. Gain Blind Reaction perk and +2 Combat Sense.

Battlecomp

CR

50000

14

A small battle computer is installed in the base of the neck. If the user is rendered unconscious during combat the computer will kick in and take over using the user’s skills.

V.I. Battlecomp

CR

100000

20

Similar to the standard battlecomp but with a Virtual Intelligence. A cyberbrain is spliced with the users merging the users brain with the V.I. if the user is rendered unconscious it will take over. The V.I.’s skills are available to the user and via a neural interface port the user can let the V.I. multitask for him. The V.I. however does not have its own personality. It knows tactics and strategy, detailed Data on equipment and enemy information. And other skills can be hardwired in (max +25%) at +500/5% cost.

 

NEURAL INTERFACES

Neural Interface Socket

M

1000

2

In order to use interface chips you must have an interface socket for them to be installed into. Sockets can be placed anywhere but usually appear in the base of the neck, behind the ear and on the wrist or palm (especially for Smart-linked weapons). Only 1 type of chip can be used at a time.

Neural Computer Interface Chip

MA

2000

1

This popular port allows a human and a computer to directly interface. +10% to all computer skills.

Neural Vehicle Interface Chip

MA

2000

1

This port gives the user direct control of a vehicle fitted with a Vehicle Control System, +10% to all vehicle skills.

Neural Tech Interface Chip

MA

2000

1

This chip gives you control over heavy machinery, diagnostic equipment, scientific machinery and any APT based related united fitted with a control interface. +10% to tech based skill tests.

Weapon Link Interface Chip

MA

3000/lvl

5/lvl

In order for this to work you must have a both a cybereye with Optical Readout and a weapon-link on the weapon. The weapon-link on the weapon acts as an active locating tracking system seen via your cybereye with a crosshair which tracks to where the gun is pointing. Each level adds +5%to Acc (max +20%)

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Hardsuits are a wearer sized suit that is fully environmentally sealed. It consists of an integrated exoframe and systems to enhance the wearer’s performance. Due to the nature of Hardsuit, it takes special training to be able to use it effectively. A Hardsuit skill test is required in place of the following skill tests: Acrobatics, EVA, Evade, Athletics, Brawl, Martial Arts and Thrown. Unlike a Mech which is piloted from a cockpit a Hardsuit is worn. Only a Body Sleeve be worn underneath. Hardsuits do not have hard points but can hook in and power external systems. Hardsuits use hand held weapons the same way a normal person does.

Name

Weight

AR

SP

Bod

Pro

Move

Jump

BP

Credits

Zerus

259kg

6D6

120

+4

-2

12

50

97

24,250

Warrior

355kg

1D4X10

170

+6

-2

10

80

 

 

Brute

421kg

2D4+1X10

220

+8

-2

8

50

 

 

 

Common Features

Life Support

1km Comms

+10% Perception checks

 

Armour Rating: AR

1 BP per increment in armour, +5kg per increment up to 6 ranks the n10kg per subsequent rank. For every 3 ranks of armour reduce Move by 1 and Jump by 10m

Structure Points: SP

10 BP for Base 120 SP (60kg), 1 BP per 5 SP, 2kg per SP (min 120-240)

Body Modifier

2 BP per 1 point of modifier, +10kg per Body point, for every 2 Body reduce Prowess by 1 (Max +8). For every 2 Bod increase add 6” to height.

Prowess Modifier

Starts at -6, cost 3 BP per point to increase, +5kg per point

Move modifier

2 BP per meter of move, +2kg per point

Jump

3 BP per 10 meters of jump, +5kg per 10 meters

 

 

Comms

1km

0 BP

 

5km

2 BP

 

10km

4 BP

 

25km

6 BP

 

100km

10 BP

Power Cell

2 BP per  40 hours of operation before recharge is required

1BP = 250c

 

Step/BP

Armour Increment

Mov Pen

Jump

Weight

1

5D6

-1

-10

+5

2

6D6

-1

-10

+10

3

1D4X10

-1

-10

+15

4

1D4+1X10

-2

-20

+20

5

1D6X10

-2

-20

+25

6

1D6+1X10

-2

-20

+30

7

2D4X10

-3

-30

+40

8

2D4+1X10

-3

-30

+50

9

2D6X10

-4

-40

+80

10

2D6+1X10

-5

-50

+100

 

 

Repairs

Damage Level

% of SP damaged

Time

Cost in parts

Effect

Light Damage

01-50%

15 mins

10%

Full repair

Moderate Damage

51-75%

1 hour

20%

Full repair

Heavily Damaged

76-90%

6 hours

40%

Full repair

Nearly Destroyed

91-99%

1 day

80%

Full repair

 

 

 

 

 

Quick repair

 

1 min

100

10% of max SD

 

Weapon

ACC

DMG

RNG

CLIP

ROF

WT

Cost

Punch

0

2D6

0

NA

NA

NA

NA

Power Kick

-10%

3D6

0

NA

NA

NA

NA

 

Body

Modify damage by

3-6

-4

7-9

-1

10-12

0

13-15

+1

16-18

+2

19-20

+4

21-22

+6

23-24

+8

25-26

+10

27-28

+12

Hardsuit Armaments

Weapon

ACC

DMG

RNG

CLIP

ROF

WT

Cost

Energy Lance

0

1D6X10

-

-

-

60kg

1600

Vibro Claw

0

6D6

-

-

-

50kg

1200

Power Glove

0

6D6

-

-

-

40kg

800

Electo Whip

-10%

1D4X10

50

-

-

25kg

1500

 

Hardsuit Modules

Autocannon modular units are mounted as a harness

Weapon

ACC

DMG

RNG

CLIP

ROF

WT

Cost

Autocannon

+10%/-10%

1D6+1X10/2D6X10

600

250

10/30

100kg

6500

 

Missile Swarm modular units are mounted as a harness

Weapon

ACC

DMG

RNG

CLIP

ROF

WT

Cost

Swarm Launcher

+10%

4D6X10*

800

250

10

100kg

13500

* 1D6X10 per missile

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ArmourARModifiersCostLicence
Combat Armour5D6-6 Pro2500R
Cyborg Plating1D6*-2 Pro per D6, +50kg per D6 to weight500/DR
Drop Suit*/4D6-6 Pro10,000R
Duramesh2D6NA250-
Enviro Suit4D6-8 Pro5000-
Hardened Space SuitAR: 3D6, SP: 60-4 Pro3500R
Merc Outfit3D6-2 Pro250-
Microweave1D6Concealable100*-
Portable Shield GeneratorSP: 200Cannot be moved once turned on, 6 hours per power cell10,000R
Raider Armour3D6-4 Pro150-
Ranger Battle Armour6D6-4 Pro, +10% small arms, +2 Bod4500R
Recon Armour2D6+3-2 Pro, +10% Stealth1000R
Security Armour2D6+3
400R
Space SuitAR: 2D6, SP: 30-2 Pro2000

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Microweave  – Standard clothes made from high-tech microweave fabrics, a little stiffer than normal cloth but hardly noticeable. Most space farers wear a microweave body sleeve. This does not stack with other armours.

Duramesh  – A triple-layer microweave outfit, modified to better protect its owner in combat. While it has the name Duramesh armour, it appears as microweave with extra padding to protect vulnerable areas. 

Security Armour – the military-grade Duramesh combat suit adds ceramic inserts into the chest, shoulders and groin of the wearer

Merc Outfit – The merc outfit comprises a long leather duramesh coat, worn over a t-shirt or a vest. The lower part of the armour consists of microweave combat fatigues and a pair of army boots. 

Raider Armour – Worn by raiders, raider armour consists of recycled parts, a mix of leather, metal and ceramic plates.

Recon Armour – the recon armour is a vacuum-sealed duramesh jumpsuit covering the entire body it incorporates a sophisticated thermal shroud to better hide its wearer.
Combat Armour – the military-grade combat armour was designed to protect key human body sections from ballistic trauma with hard armoured plates made from complex polymers and ceramics, with a flexible body suit interwoven with thermal-dissipative membranes and bulletproof material.
   
Ranger Battle Armour – The Ranger battle armour is a variant of combat armour incorporating a light exoframe. The matching Ranger battle helmet also has Lowlight vision. It is not enviro sealed.

Enviro Suit – Anti-corrosive, fireproof, pressure resistant, cold resistant and fully sealed environmental suit. Originally designed for hazardous environments it has found great use in exploration. The same suit it also the base layer of the Drop Suit. Each air canister last 10 hours, the suit also has rebreathers and an aqualung to conserve the tanks.

Cyborg Plating – armoured plates that directly fit to the chassis of the wearer, they come in a variety of colours and patterns. This can be fitted to synthetics as well as Cyborgs.

Drop Suit – designed as Orbital Insertion Low Opening (OILO) suit for Special Forces, it has also found a place as an emergency escape system on board space craft that do not have room for escape pods. An ablative reflective layer burns off during re-entry and the lifters are spent for a single drop. The base layer is a full Enviro Suit. Each air canister last 10 hours, the suit also has rebreathers and an aqualung to conserve the tanks.

Space Suit – a standard space suit that provides protection from the rigours of space and its hazards. Is has 10 hours of air but can be supplemented by additional canisters. Hardened Space Suits are designed for military use, but are often found in the hands of Belters.

Portable Shield Generator – it’s portable! If it’s a large, unwieldy, heavy device, this is the armour for you. Weighing around 100kg this device once turned on generates an Integrity/repulsion shield. It can absorb 200 points of damage before it fails. It will also prevent anything apart from non-harmful light from passing through whilst it has power running through it. A power cell will keep it going for up to 6 hours.

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Viskeus are a native species of apex predator crocodilian from Kalos. They have been domesticated by implanting neural control chips this allows Volk to be identified as a “friend” and they can understand simple commands such as, wait, follow, go, attack and other simple commands. Their large size and heavy carapace make them walking tanks, they are also known to carry Naregogga into combat.

A Plasma Cannon has been grafter into them making them formidable foes. (A Volk or Telepath can also take control of the weapon and fire as a gunner)



Viskeus

Type: Aberration

Size: Huge

Toughness: Standard

Body: 39

Health: 270

Skill Tier: Skilled

Basic: 40%

Combat: 50%

Advanced: 20%

Skills of Note: Stealth 40%, Moord become almost invisible when they enter Stealth even in plain sight.

Armour: Shell 5D6+2

Attacks

Bite. Attack/Crit: 50%/10%, Damage 7D6+14.

Plasma Cannon. Attack/Crit: 50%/10%, Damage 2D6X10, Range 400m, AOE: 5m.

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Commissars are Helion Creed's enforcers and ensure its strict codes and ethics are upheld.

Both feared and respected by the citizens and Military of Helion these agents act as Judge, Jury and Executioner of the creed with almost absolute power to enforce it.


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Seekat are biomechanical constructs utilising the DNA of Octopi on Earth. Created by the Tegneise as hunter-killers. These tentacled monstrosities have had neural control chips implanted giving enhanced intelligence and the ability to follow detailed instructions as well as a pathological desire to kill anything human. 

N.B. If the chip can be removed this allows for the Seekat to retain its enhanced intelligence but removes the murderous drive. They can be persuaded to side with humans as they also see them as victims of the Volk, these Seekat take the species name of “Octoforms”. Their intelligence is equal to an adult human.

Seekat can traverse in any plane, land, water, air, and zero-G.



Seekt

Type: Aberration

Size: Medium

Toughness: Standard

Body: 18

Health: 90

Move: 50 (fly)

Skill Tier: Skilled

Basic: 40%

Combat: 50%

Advanced: 20%

Skills of Note: Stealth 60%, Moord become almost invisible when they enter Stealth even in plain sight.

Armour: Scale 3D6+2

Energy Blaster. Attack/Crit: 50%/10%, Damage 1D4X10, Range 600m.

Tentacle Strike. Attack/Crit: 50%/10%, Damage: 4D6.

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