Archetypes and Character Creation
To create a character, first pick an archetype. There are Scouts, Grunts, Support troops, Medics, Psionic Defenders, Psionic Blasters, and Commandos. Scouts, Grunts, Support troops, and Medics are available to players when they begin. Once a player reaches Command Rank 5 (“Major”), they can recruit Psionic Defenders. At Command Rank 7 (“Colonel”), they can recruit Psionic Blasters. At Command Rank 9 (“General”), they can recruit the deadly Commandos.
When a new character is created, the Commander must pay for a Recruitment and Training fee. Every month thereafter the Commander must pay an upkeep for the soldier’s continuing service equal to one-tenth the cost of their Recruitment and Training fee. This upkeep cost represents the trooper’s paycheck, continuing training, and hazard pay.
In addition, the character starts with beginning armament that is included within the Recruitment and Training fee. In some cases, the player may have a choice of what their characters start with. Additional weapons/equipment will have to be purchased separately.
Scouts will start with a choice of Basic Pistol or Basic Rifle, and start with ten clips for either. They also begin with two basic grenades, and a motion scanner.
Grunts will start with a choice of Basic Rifle and ten clips of ammo and Basic Pistol with five clips or ammo, OR a Heavy Cannon with four belts of armor-piercing ammo, and one belt of high-explosive ammo. Grunts also get five basic grenades and two smoke grenades, regardless of weapon choice.
Support troops start with an Autocannon, and receive five belts of armor-piercing ammunition, two belts of high-explosive ammunition, and one belt of laser bolts. They also start with a basic demo pack and six high-explosive grenades.
Medics start with a choice of Razorwind Pistol and two clips of ammunition OR two Basic Pistols and ten clips of ammunition. They also receive a motion scanner, two standard medikits, and a Medic’s Kit.
Psi Defenders rate more valuable equipment. They get a Psi-Amp, and A.S.P. Pistol with four clips of ammunition. They also start with medium armor.
For more information on the various archetypes, check their individual pages. It is advised that when players create a squad of soldiers, they take into account the strengths and weaknesses of each archetype and that the players should try to balance the squad accordingly. For instance, while a squad of Scouts would make for a very stealthy and quiet squad, when the hammer falls they would be on the short end of the boomstick. Likewise, a squad composed entirely of Support troopers might have the edge in sheer destructive power, but not in speed, maneuverability, and perception.
Scouts
Scouts are the eyes and ears of a standard squad, usually scouting far ahead of the rest of the team and locating enemies for the rest of the team to take out. Speed and stealth are their strengths, and physical weakness is the cost of those strengths. While they can’t take as many hits as a Grunt they prove their usefulness in other ways. Naturally proficient with small arms and various types of equipment necessary to their role in a team, the squad without a scout leading the way is often moving blind into dangerous territory.
Recruitment and Training Cost: $10,000
Starting Attributes / Attribute Point Cost
Strength: 8 / 3
Stamina: 25 / 1
Speed: 40 / 0.75
Mind: 20 / 1.5
Firing Accuracy: 35 / 2 (Pistols: 45, Rifles: 30, Heavy: 15)
Throwing Accuracy: 25 / 1
Reflexes: 30 / 1
Stealth: 45
Health: 20
Psi Defense: 20
Action Points: 40
At character creation, a scout receives 20 Attribute Points to distribute among their various attributes. Unused points after this distribution are lost. Every level-up thereafter, a scout receives 1D6+5 additional Attribute Points to distribute. Unused points used after leveling up should be marked on the player’s character sheet. This is done so that unused fractions do not get lost and the player does not lose their attribute points over time.
Scout Skills
Fade (Level 1): By concentrating very hard and not moving, a Scout can increase their Stealth rating by a number equal to their Mind rating for a number of turns equal to their level. The Scout can not fire while using this skill, but can still spot for other members of the squad. This ability does not drain Stamina, but a character may not regenerate Stamina while using this skill.
Tracker’s Tools (Level 2): A scout must master the tools of his trade if he intends to be a long-lived scout. At level 2 scouts gain additional aptitude in the use of tools and equipment related to their job such as TAG and Motion Scanners, as well as various visual imaging tools. Their Mind Rating is increased by their character level times three for the purpose of using these tools. This skill is passive, always on, and requires no Stamina to use.
Speedy Stealth (Level 3): By focusing his mind on his surroundings, a Scout can run while Stealthed with no penalty to their Stealth rating. Speedy Stealth lasts 1 turn and may be used once every 3 turns. Scouts can not fire while Speedy Stealth is active, and must stay immobile for 1 turn after its use, though they may take other actions during that turn.
Swift (Level 4) : Through rigorous training a scout gains the ability to momentarily increase their sprinting speed by their character level for one turn. In addition, when a scout uses this skill, their sprinting only requires half of their available action points. Swift may only be used once every three turns.
Sixth Sense (Level 5) : A paranoid scout is a live scout. This passive skill lets scouts know when they are being watched by a creature/person with hostile intent. It does not give them a direction or location in which this being is located or watching them from, just lets them know that they ARE being watched or observed by someone or something with ill intent.
Unblinking Gaze (Level 6): A Scout using this skill allows their eyes to lose focus and has a MUCH better chance to spot an enemy stealthed (doubles the enemy’s Stealth roll), but the Scout’s Firing Accuracy is halved while using this ability. It does not drain Stamina, and the Scout may use this ability freely whenever and however long they want, but the Firing Accuracy penalty remains after the player stops using the skill for as many turns as the skill was in use. (Example: Walter has a feeling he’s being watched, and decides to use Unblinking Gaze. He uses the power for 3 turns, enough time to spot and kill the enemy. Upon turning off the skill, his Scout’s eyes are still trying to refocus and he suffers the same penalty to his Firing Accuracy for 3 more turns before his vision clears.)
Intense Training (Level 7): At level 7, scouts receive double the bonus of the training regimen they choose for that level.
Elveneyes (Level 8): By this time a scout has proven themself time and time again. They’ve gained the attention and temporary sponsorship of some higher-ups, and that sponsorship allows them to get either a cybernetic implant or biotech alteration of the ocular nerves, giving them perfect night vision.
Wary Prey(Level 9): A Scout attaining level 9 gains this passive skill. It is always on, and drains no Stamina. For the purposes of Opportunity Shots, Wary Prey doubles the Scout’s Reflex attribute. For the purposes of dodging enemy ranged attacks, the Scout’s Reflex attribute gains +10 permanently.
At level 10, a Scout may pick one of the following unique skills, abilities, or rewards.
Infiltrator: This scout is learned in the art of sabotage, security, and stealth. When in enemy territory, they receive a +20 Mind bonus in the use of skills, abilities, or equipment when used for avoiding detection, gaining entry, or demolition. This is a passive ability, and requires no Stamina to activate or use.
Sniper: This soldier is trained in the use of camouflage (the Fade skill becoming TWICE as effective, as well as allows firing) and Rifles. Increase Rifle accuracy by 15, and the bonus from taking aim is doubled as well.