Starship Troopers RPG questions

tonyngc

Mongoose
Hello, I'm new to these forums. And just had some questions about the SST RPG.
Are there any ready-made MI NPC's out there to use ? (I'm planning a one shot to get the group interested)

Hi, I just got the RPG book (the hardcover) and was looking through it, and was wondering now that we have a book on the bugs coming out, will there be one for the Skinnies? I just think they should have more options, in the original novel, they had some pretty good weapons, it just seems funny that they hardly get any that deal lethal damage, I think that from the CGI series, they used those because they WANTED to capture the humans instead of kill them, I'm sure they have something more lethal than a goo spray, the novel hinted at missles and beam weapons.

Has anyone come up with stats for the powersuits as described in the novel?

And is the FAQ for the pocket or full-sized version?
 
Mongoose decided to kill off SST in favour of doing it as a setting for their new Traveller game, so there will be no Skinnies book, no Fleet book, no new books at all. There was a thread with general MI stats in the SST sub-forum, but that was deleted to make way for Traveller.

As for stats for the Armour from the book, peversely, the stats for Battledress and Grav Belts from Traveller T20 are probably the closest match.

For new Stats you are pretty much stuck with making them up yourself or converting from T20, D20 Future or Dawning Star if you have any of these....
 
They used to have a sst rpg forum, with ready-made npcs, and plenty of custom rules. Then Mongoose went and deleted it. I myself have been trying to dig up the old npc stats, so if anyone could post them and/or direct me to the person who created them, that would be great.
 
This is not my own work. This is not the complete list that did exist.

MI Rookie Private (Trooper 1)
Init +5;
Def 23 (touch 14, flat-footed 19);
hp 15;
Spd 35 ft;
Atk: Morita rifle +6 ranged (2d8+3/20), combat knife +5 melee (1d4+4/19-20);
SQ Basic Training, On the Bounce;
SV Fort +4, Ref +4, Will +1;
Str 14/18, Dex 16, Con 15, Int 11, Wis 12, Cha 9;
Prs +1;
AP 4/1d6.

Skills: Acrobatics +5, Athletics +6, Computer Use +1, Drive +5, Knowledge (alien species) +1, Knowledge (tactics) +2, Perception +3, Repair +2, Stealth +5, Survival +3, Technical (structural) +2.

Feats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Power Suit Proficiency, Exotic Weapon Proficiency (Thud Gun), Dodge, Weapon Focus (Morita rifle).

Equipment: Morita assault rifle, 8 Morita clips, underslung grenade launcher (HE rounds), Peacemaker pistol, combat knife, Power Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, search and rescue kit.
























MI Veteran Private (Trooper 2)
Init +5;
Def 24 (touch 15, flat-footed 19);
hp 17;
Spd 35 ft;
Atk: Morita rifle +7 ranged (2d8+3/20), combat knife +6 melee (1d4+4/19-20);
SQ Basic Training, On the Bounce, Hard-Hitting, Fearless (warrior bug);
SV Fort +5, Ref +5, Will +1;
Str 14/18, Dex 16, Con 15, Int 11, Wis 12, Cha 9;
Prs +1;
AP 5/1d6.

Skills: Acrobatics +5, Athletics +6, Computer Use +1, Drive +6, Knowledge (alien species) +3, Knowledge (tactics) +5, Perception +3, Repair +2, Stealth +5, Survival +3, Technical (structural) +2.

Feats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Power Suit Proficiency, Exotic Weapon Proficiency (Thud Gun), Dodge, Weapon Focus (Morita rifle), Point-Blank Shot.

Equipment: Morita assault rifle, 8 Morita clips, underslung grenade launcher (HE rounds), Peacemaker pistol, combat knife, Power Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, search and rescue kit.























MI Corporal (Trooper 3)
Init +5;
Def 24 (touch 15, flat-footed 19);
hp 19;
Spd 35 ft;
Atk: Morita rifle +9 ranged (2d8+3/20), combat knife +8 melee (1d4+4/19-20);
SQ Basic Training, On the Bounce, Hard-Hitting, Fearless (warrior bug), Battle Hardened (attacks);
SV Fort +5, Ref +5, Will +2;
Str 14/18, Dex 16, Con 15, Int 11, Wis 12, Cha 9;
Prs +2;
AP 5/1d6.

Skills: Acrobatics +5, Athletics +6, Computer Use +1, Drive +7, Knowledge (alien species) +5, Knowledge (tactics) +6, Perception +4, Repair +2, Stealth +5, Survival +3, Technical (structural) +2.

Feats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Power Suit Proficiency, Exotic Weapon Proficiency (Triple GL), Dodge, Weapon Focus (Morita rifle), Point-Blank Shot, Precise Shot.

Equipment: Morita assault rifle, 8 Morita clips, underslung grenade launcher (HE rounds), Peacemaker pistol, combat knife, Power Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, search and rescue kit.






















MI Sergeant (Trooper 5)
Init +5;
Def 25 (touch 16, flat-footed 19);
hp 23;
Spd 35 ft;
Atk: Morita rifle +11 ranged (2d8+3/20), combat knife +10 melee (1d4+4/19-20);
SQ Basic Training, On the Bounce, Hard-Hitting, Fearless (warrior bug, hopper bug), Battle Hardened (attacks), Advanced Training (Demolitions, Persuasion);
SV Fort +6, Ref +6, Will +4;
Str 14/18, Dex 16, Con 15, Int 11, Wis 12, Cha 10;
Prs +3;
AP 7/1d6.

Skills: Acrobatics +5, Athletics +6, Computer Use +1, Drive +8, Knowledge (alien species) +6, Knowledge (tactics) +7, Perception +4, Repair +2, Stealth +6, Survival +4, Technical (structural) +2, Demolitions +2, Persuasion +3.

Feats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Power Suit Proficiency, Exotic Weapon Proficiency (Javelin), Dodge, Weapon Focus (Morita rifle), Point-Blank Shot, Precise Shot, Iron Will.

Equipment: Morita assault rifle, 8 Morita clips, underslung grenade launcher (HE rounds), Peacemaker pistol, combat knife, Power Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, search and rescue kit.





















MI Senior Sergeant (Trooper 7)
Init +5;
Def 26 (touch 17, flat-footed 19);
hp 27;
Spd 35 ft;
Atk: Morita rifle +13 ranged (2d8+5/20), combat knife +12 melee (1d4+4/19-20);
SQ Basic Training, On the Bounce, Hard-Hitting, Fearless (warrior bug, hopper bug, tanker bug), Battle Hardened (attacks), Advanced Training (Demolitions, Persuasion), Weapon of Choice (Morita rifle);
SV Fort +7, Ref +7, Will +5;
Str 14/18, Dex 16, Con 15, Int 11, Wis 12, Cha 10;
Prs +4;
AP 8/2d6.

Skills: Acrobatics +5, Athletics +6, Computer Use +1, Drive +9, Knowledge (alien species) +8, Knowledge (tactics) +9, Perception +6, Repair +2, Stealth +6, Survival +4, Technical (structural) +2, Demolitions +4, Persuasion +6.

Feats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Power Suit Proficiency, Exotic Weapon Proficiency (Javelin), Dodge, Weapon Focus (Morita rifle), Point-Blank Shot, Precise Shot, Iron Will, Alertness, Heroic Surge.

Equipment: Morita assault rifle, 8 Morita clips, underslung grenade launcher (HE rounds), Peacemaker pistol, combat knife, Power Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, search and rescue kit.




















MI Sergeant-Major (Trooper 9)
Init +9;
Def 27 (touch 18, flat-footed 19);
hp 32;
Spd 35 ft;
Atk: Morita rifle +15 ranged (2d8+5/20), combat knife +14 melee (1d4+4/19-20);
SQ Basic Training, On the Bounce, Hard-Hitting, Fearless (warrior bug, hopper bug, tanker bug, king tanker), Battle Hardened (attacks), Advanced Training (Demolitions, Persuasion), Weapon of Choice (Morita rifle), Sustained Fire;
SV Fort +9, Ref +7, Will +6;
Str 14/18, Dex 16, Con 16, Int 11, Wis 12, Cha 10;
Prs +5;
AP 9/2d6.

Skills: Acrobatics +5, Athletics +6, Computer Use +1, Drive +9, Knowledge (alien species) +8, Knowledge (tactics) +12, Perception +6, Repair +2, Stealth +6, Survival +4, Technical (structural) +2, Demolitions +5, Persuasion +12.

Feats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Power Suit Proficiency, Exotic Weapon Proficiency (Javelin), Dodge, Weapon Focus (Morita rifle), Point-Blank Shot, Precise Shot, Iron Will, Alertness, Heroic Surge, Improved Initiative, Supreme Effort.

Equipment: Morita assault rifle, 8 Morita clips, underslung grenade launcher (HE rounds), Peacemaker pistol, combat knife, Power Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, search and rescue kit.



















MI Comms Technician (Trooper 5/Comms 3)
Init +5;
Def 27 (touch 18, flat-footed 19);
hp 20;
Spd 35 ft;
Atk: Morita rifle +13 ranged (2d8+3/20), combat knife +12 melee (1d4+4/19-20);
SQ Basic Training, On the Bounce, Hard-Hitting, Fearless (warrior bug, hopper bug), Battle Hardened (Computer Use, Technical/electrical), Advanced Training (Code-Breaking, Persuasion), Come in Central, Break Interference, Speak with Authority (6 CPs);
SV Fort +5,
Ref +8, Will +5;
Str 14/18, Dex 16, Con 9, Int 16, Wis 12, Cha 12;
Prs +3;
AP 10/2d6.

Skills: Acrobatics +5, Athletics +5, Computer Use +15, Drive +10, Knowledge (alien species) +6, Knowledge (tactics) +9, Perception +12, Repair +11, Stealth +5, Survival +4, Techical (electrical) +19, Code-Breaking +17, Persuasion +8, Research +8.

Feats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Power Suit Proficiency, Exotic Weapon Proficiency (Triple GL), Dodge, Weapon Focus (Morita rifle), Skill Focus (Code-Breaking), Natural Mathematician, Iron Will, Technical Expert (electrical), Language (SICON).

Equipment: Morita assault rifle, 8 Morita clips, underslung laser, Peacemaker pistol, combat knife, Power Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, Communications Set, Electrical Toolkit (basic), search and rescue kit.


















MI Engineer (Trooper 5/Engineer 3)
Init +5;
Def 27 (touch 18, flat-footed 19);
hp 23;
Spd 35 ft;
Atk: Morita rifle +13 ranged (2d8+3/20), combat knife +12 melee (1d4+4/19-20);
SQ Basic Training, On the Bounce, Hard-Hitting, Fearless (warrior bug, tanker bug), Battle Hardened (Repair, Techical/mechanical), Advanced Training (Demolitions, Technical/electrical), Mechanical Magic, Enhance Explosive, Restore and Repair, Improve Performance, True Demolitions;
SV Fort +7, Ref +8, Will +3;
Str 14/18, Dex 16, Con 12, Int 16, Wis 12, Cha 9;
Prs +3;
AP 8/2d6.

Skills: Acrobatics +5, Athletics +9, Computer Use +10, Drive +10, Knowledge (alien species) +5, Knowledge (tactics) +5, Perception +6, Repair +12, Stealth +5, Survival +5, Techical (mechanical) +16, Technical (electrical) +10, Technical (structural) +10, Demolitions +11, Pilot +5, Sabotage +8.

Feats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Power Suit Proficiency, Exotic Weapon Proficiency (Triple GL), Dodge, Weapon Focus (Morita rifle), Gearhead, Technical Expert (mechanical), Natural Mathematician, Salvage, Surface Vehicle Operation.

Equipment: Morita assault rifle, 8 Morita clips, underslung laser, Peacemaker pistol, combat knife, Engineer Power Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, Demolitions Kit, Electrical Toolkit (deluxe) or Mechanical Toolkit (deluxe), duct tape, multipurpose tool, search and rescue kit.
















MI Field Medic (Trooper 5/Medic 3)
Init +4;
Def 26 (touch 17, flat-footed 19);
hp 21;
Spd 35 ft;
Atk: Morita rifle +12 ranged (2d8+2/20), combat knife +10 melee (1d4+2/19-20);
SQ Basic Training, On the Bounce, Hard-Hitting, Fearless (warrior bug, hopper bug), Battle Hardened (saves), Advanced Training (Persuasion, Treat Injury), Hang On, Back on Your Feet, Full Recovery;
SV Fort +7, Ref +8, Will +7;
Str 11/15, Dex 14, Con 10, Int 16, Wis 16, Cha 12;
Prs +3;
AP 10/2d6.

Skills: Acrobatics +7, Athletics +5, Computer Use +8, Drive +7, Knowledge (alien species) +10, Knowledge (tactics) +5, Knowledge (behavioral sciences) +9, Knowledge (earth/life sciences) +9, Knowledge (physical sciences) +5, Knowledge (technology) +5, Perception +8, Repair +6, Stealth +7, Survival +8, Techical (chemical) +12, Persuasion +7, Treat Injury +19, Research +8.

Feats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Power Suit Proficiency, Exotic Weapon Proficiency (Thud Gun), Dodge, Weapon Focus (Morita rifle), Surgery, Medical Expert, Educated (behavioral sciences, earth/life sciences), Xenomedic.

Equipment: Morita assault rifle, 8 Morita clips, underslung laser, Peacemaker pistol, combat knife, Power Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, 6 First Aid Kits, Medical Kit, search and rescue kit.

















MI Marauder Driver (Trooper 5/Driver 3)
Init +5;
Def 28 (touch 19, flat-footed 19);
hp 29;
Spd 35 ft;
Atk: Morita rifle +13 ranged (2d8+3/20), combat knife +12 melee (1d4+3/19-20);

SQ Basic Training, On the Bounce, Hard-Hitting, Fearless (warrior bug, tanker bug), Battle Hardened (attacks), Advanced Training (Demolitions, Persuasion), Lock and Load, Focused Fire, Salvo Mastery;
SV Fort +11, Ref +8, Will +3; Str 12/16, Dex 16, Con 15, Int 14, Wis 12, Cha 10;
Prs +3;
AP 10/2d6.

Skills: Acrobatics +10, Athletics +10, Computer Use +5, Drive +14, Knowledge (alien species) +4, Knowledge (tactics) +10, Perception +5, Repair +10, Stealth +5, Survival +5, Techical (electrical) +10, Technical (mechanical) +6, Demolitions +4, Persuasion +2, Pilot +7, Research +6.

Feats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Power Suit Proficiency, Mounted Weapons Proficiency, Dodge, Surface Vehicle Operation, Marauder Mastery, Great Fortitude, Vehicle Expert (walker), Vehicle Dodge, Atmospheric Vehicle Operation.

Equipment: Morita assault rifle, 8 Morita clips, underslung shotgun, Peacemaker pistol, combat knife, Power Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, M-8 Ape or M-9 Chickenhawk Marauder, Mechanical Toolkit (deluxe), search and rescue kit.






















MI Neodog Handler (Trooper 5/Handler 3)
Init +4;
Def 27 (touch 18, flat-footed 19);
hp 24;
Spd 35 ft; Atk: Morita rifle +12 ranged (2d8+2/20), combat knife +10 melee (1d4+2/19-20);
SQ Basic Training, On the Bounce, Hard-Hitting, Fearless (warrior bug, tanker bug), Battle Hardened (Perception, Survival), Advanced Training (Handle Animal, Persuasion);

SV Fort +8, Ref +9, Will +6;
Str 11/15, Dex 14, Con 10, Int 12, Wis 16, Cha 16;
Prs +3;
AP 12/2d6.

Skills: Acrobatics +4, Athletics +4, Computer Use +2, Drive +3, Knowledge (alien species) +3, Knowledge (tactics) +3, Perception +18, Repair +2, Stealth +7, Survival +14, Techical (structural) +3, Handle Animal +14, Persuasion +10, Sabotage +3, Treat Injury +5, Investigate +5.

Feats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Power Suit Proficiency, Exotic Weapon Proficiency (Thud Gun), Dodge, Weapon Focus (Morita rifle), Point-Blank Shot, Precise Shot, Track, Beat Feet, Shot on the Run.

Equipment: Morita assault rifle, 8 Morita clips, underslung shotgun, Peacemaker pistol, combat knife, Power Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, Caleb Mk I or Mk II Neodog, Neodog Pannier Bags, search and rescue kit.

















MI Officer (Trooper 9/Officer 3)
Init +5;
Def 28 (touch 19, flat-footed 19);
hp 29;
Spd 35 ft; Atk: Morita rifle +17 ranged (2d8+5/20), combat knife +15 melee (1d4+3/19-20);
SQ Basic Training, On the Bounce, Hard-Hitting, Fearless (warrior bug, hopper bug, tanker bug, kamikaze rippler), Battle Hardened (saves), Advanced Training (Knowledge/history/moral philosophy, Persuasion), Weapon of Choice (Morita), Aura of Responsibility, Command (21 CPs), First Tour of Duty, Final Test;
SV Fort +8, Ref +9, Will +10;
Str 12/16, Dex 16, Con 10, Int 14, Wis 12, Cha 16;
Prs +6;
AP 14/2d6.

Skills: Acrobatics +7, Athletics +6, Computer Use +5, Drive +10, Knowledge (alien species) +7, Knowledge (tactics) +19, Knowledge (history/moral philosophy) +19, Knowledge (technology) +7, Perception +16, Repair +5, Stealth +10, Survival +6, Techical (electrical) +5, Persuasion +18, Pilot +8.

Feats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Power Suit Proficiency, Exotic Weapon Proficiency (Thud Gun), Dodge, Weapon Focus (Morita rifle), Point-Blank Shot, Precise Shot, Iron Will, Shot on the Run, Educated (tactics, history/moral philosophy), Supreme Effort, Language (SICON), Surface Vehicle Operation.

Equipment: Morita assault rifle, 8 Morita clips, underslung grenade launcher (HE rounds), Peacemaker pistol, combat knife, Command Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, search and rescue kit, databox.

















MI Sniper (Trooper 7/Sniper 3)
Init +6;
Def 28 (touch 19, flat-footed 19);
hp 30;
Spd 35 ft;
Atk: Long rifle +17 ranged (2d8+6/19-20), combat knife +10 melee (1d4+3/19-20);
SQ Basic Training, On the Bounce, Hard-Hitting, Fearless (warrior bug, hopper bug, tanker bug), Battle Hardened (attacks), Advanced Training (Demolitions, Treat Injury), Weapon of Choice (Hawkeye), Angel of Death, Precision Shooting, One Shot One Kill;
SV Fort +8, Ref +11, Will +6;
Str 12/16, Dex 18, Con 15, Int 11, Wis 14, Cha 9;
Prs +5;
AP 9/2d6.

Skills: Acrobatics +9, Athletics +5, Computer Use +1, Drive +6, Knowledge (alien species) +3, Knowledge (tactics) +4, Perception +15, Repair +3, Stealth +17, Survival +10, Techical (mechanical) +3, Demolitions +2, Treat Injury +4, Pilot +8.

Feats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Power Suit Proficiency, Dodge, Weapon Focus (Long rifle), Point-Blank Shot, Precise Shot, Dead Aim, Far Shot, Heroic Surge, Track, Mounted Weapons Proficiency, Shot on the Run.

Equipment: Morita Long rifle, 8 Morita clips, Peacemaker pistol, combat knife, Power Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, search and rescue kit.
























MI Chaplain (Trooper 5/Chaplain 3)
Init +3;
Def 25 (touch 16, flat-footed 19); hp 23;
Spd 35 ft;
Atk: Morita rifle +10 ranged (2d8+1/20), combat knife +9 melee (1d4+1/19-20);
SQ Basic Training, On the Bounce, Hard-Hitting, Fearless (warrior bug, tanker bug), Battle Hardened (saves), Advanced Training (Knowledge/behavioral sciences, Persuasion), Words of Wisdom, Hold it Together Apes!, Unforgettable Action, Icon of Inspiration;
SV Fort +9, Ref +7, Will +8;
Str 9/13, Dex 12, Con 12, Int 16, Wis 14, Cha 16;
Prs +4;
AP 12/2d6.

Skills: Acrobatics +3, Athletics +3, Computer Use +7, Code-Breaking +5, Concentration +8, Drive +7, Knowledge (alien species) +7, Knowledge (behavioral sciences) +14, Knowledge (tactics) +7, Perception +6, Persuasion +16, Repair +7, Research +7, Stealth +5, Survival 6, Technical (electrical) +7, Technical (mechanical) +7.

Feats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Power Suit Proficiency, Dodge, Language (SICON), Confident, Heroic Surge, Point Blank Shot, Iron Will, Precise Shot.

Equipment: Morita assault rifle, 8 Morita clips, underslung shotgun, Emancipator pistol, combat knife, Power Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, search and rescue kit, SICON regulation manual.
 
You might be able to recover stuff at http://web.archive.org, though traditionally trying to get something posted in a forum can sometimes be difficult.
 
Since I noticed this, and I was the original poster for those stats, I'll re-post them here. I have them saved on a word file at home.
 
A few more MI specialists from Signs & Portents and the MI Field Guide:

MI Remote Operator (Trooper 5/Remote 3)
Init +5; Def 27 (touch 18, flat-footed 19); hp 25; Spd 35 ft; Atk: Morita rifle +12 ranged (2d8+3/20), combat knife +11 melee (1d4+3/19-20); SQ Basic Training, On the Bounce, Hard-Hitting, Fearless (warrior bug, hopper bug), Battle Hardened (Computer Use, Pilot), Advanced Training (Demolitions, Pilot), Remote Operation, Remote Specialization, Improved Performance, Multitask; SV Fort +8, Ref +8, Will +3; Str 12/16, Dex 16, Con 14, Int 16, Wis 12, Cha 9; Prs +4; AP 8/2d6.
Skills: Acrobatics +5, Athletics +5, Computer Use +14, Demolitions +11, Drive +11, Knowledge (alien species) +7, Knowledge (tactics) +7, Perception +12, Pilot +14, Repair +7, Sabotage +7, Stealth +7, Survival +3, Technical (electrical) +14.
Feats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Power Suit Proficiency, Dodge, Atmospheric Vehicle Operation, Vehicle Expert (air), Point Blank Shot, Precise Shot, Mounted Weapon Proficiency, Surface Vehicle Operation.
Equipment: Morita assault rifle, 8 Morita clips, underslung shotgun, Emancipator pistol, combat knife, Power Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, search and rescue kit, Attack Drone or Reconnaissance Drone, Electrical Toolkit (basic), Remote Operation Station.

MI Bug Wrangler (Trooper 5/Wrangler 5)
Init +5; Def 28 (touch 19, flat-footed 19); hp 30; Spd 35 ft; Atk: Morita rifle +14 ranged (2d8+3/20), combat knife +11 melee (1d4+1/19-20); SQ Basic Training, On the Bounce, Fearless (warrior bug, hopper bug, tanker bug), Hard-Hitting, Battle Hardened (Handle Animal, Survival), Advanced Training (Demolitions, Handle Animal), Bug Pacification, Bagged and Tagged +4, Tunnel Fighter, Limb Damage; SV Fort +8, Ref +10, Will +5; Str 9/13, Dex 16, Con 12, Int 14, Wis 12, Cha 16; Prs +5; AP 13/2d6.
Skills: Acrobatics +6, Athletics +14, Computer Use +4, Demolitions +3, Drive +9, Knowledge (alien species) +15, Knowledge (tactics) +6, Handle Animal +17, Perception +16, Repair +4, Stealth +16, Survival +15, Technical (structural) +4.
Feats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Power Suit Proficiency, Dodge, Point Blank Shot, Precise Shot, Alertness, Far Shot, Dead Aim, Iron Will.
Equipment: Morita assault rifle, 8 Morita clips, underslung shotgun, Peacemaker pistol, combat knife, Power Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, search and rescue kit, shock stick.

MI Wasp Trooper (Trooper 5/Wasp 3)
Init +5; Def 27 (touch 18, flat-footed 19); hp 27; Spd 35 ft; Atk: Morita rifle +12 ranged (2d8+3/20), combat knife +11 melee (1d4+3/19-20); SQ Basic Training, On the Bounce, Fearless (warrior bug, hopper bug), Hard-Hitting, Battle Hardened (Acrobatics, Pilot), Advanced Training (Demolitions, Pilot), WASP Pack proficiency, Jet Wash, Hover, Death from Above; SV Fort +8, Ref +9, Will +3; Str 12/16, Dex 16, Con 16, Int 14, Wis 12, Cha 9; Prs +3; AP 8/2d6.
Skills: Athletics +8, Acrobatics +15, Computer Use +4, Drive +7, Knowledge (alien species) +8, Knowledge (tactics) +8, Perception +7, Pilot +14, Repair +6, Stealth +5, Survival +5, Technical (electrical) +13, Technical (mechanical) +6.
Feats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Power Suit Proficiency, Dodge, Atmospheric Vehicle Operation, Vehicle Expert (air), Beat Feet, Disengage, Mounted Weapon Proficiency, Point Blank Shot, Precise Shot.
Equipment: Morita assault rifle, 8 Morita clips, underslung laser, Emancipator pistol, combat knife, Power Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, search and rescue kit, WASP Pack, 6 HE grenades, Electrical Toolkit (basic), Mechanical Toolkit (basic).
 
Pathfinders - special forces that make even MI veterans nervous:

MI Pathfinder Recruit (Trooper 5/Pathfinder 1)
Init +5; Def 26 (touch 17, flat-footed 19); hp 25; Spd 35 ft; Atk: Morita rifle +12 ranged (2d8+3/20), combat knife +11 melee (1d4+3/19-20); SQ Basic Training, On the Bounce, Fearless (warrior bug, tanker bug), Hard-Hitting, Battle Hardened (attacks), Advanced Training (Demolitions, Sabotage), Duck and Cover, Surprise Attack +2; SV Fort +7, Ref +7, Will +5; Str 12/16, Dex 16, Con 15, Int 12, Wis 14, Cha 9; Prs +3; AP 7/1d6.
Skills: Acrobatics +5, Athletics +10, Computer Use +3, Demolitions +7, Drive +5, Knowledge (alien species) +7, Knowledge (tactics) +7, Perception +8, Repair +3, Stealth +12, Survival +8, Technical (electrical) +3.
Feats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Power Suit Proficiency, Dodge, Point Blank Shot, Precise Shot, Far Shot, Language (SICON), Track, Iron Will.
Equipment: Morita assault rifle, 9 Morita clips, underslung grenade laucher (HE rounds), Peacemaker pistol, combat knife, Pathfinder Suit, Combat Belt, Lizard Line, 5 field rations, 3 canteens, search and rescue kit.

MI Pathfinder Veteran (Trooper 5/Pathfinder 3)
Init +9; Def 27 (touch 18, flat-footed 19); hp 30; Spd 35 ft; Atk: Morita rifle +14 ranged (2d8+3/20), combat knife +13 melee (1d4+3/19-20); SQ Basic Training, On the Bounce, Fearless (warrior bug, tanker bug), Hard-Hitting, Battle Hardened (attacks), Advanced Training (Demolitions, Sabotage), Duck and Cover, Surprise Attack +2, Tunnel Fighter; SV Fort +9, Ref +8, Will +7; Str 12/16, Dex 16, Con 16, Int 12, Wis 14, Cha 9; Prs +4; AP 8/2d6.
Skills: Acrobatics +5, Athletics +10, Code-Breaking +4, Computer Use +3, Demolitions +9, Drive +5, Knowledge (alien species) +9, Knowledge (tactics) +9, Perception +8, Repair +3, Sabotage +4, Stealth +14, Survival +10, Technical (electrical) +3.
Feats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Power Suit Proficiency, Dodge, Point Blank Shot, Precise Shot, Far Shot, Language (SICON), Track, Iron Will, Improved Initiative.
Equipment: Morita assault rifle, 9 Morita clips, underslung grenade launcher (HE rounds), Peacemaker pistol, combat knife, Pathfinder Suit, Combat Belt, Lizard Line, 5 field rations, 3 canteens, search and rescue kit.

MI Pathfinder Squad Leader (Trooper 5/Pathfinder 7)
Init +9; Def 29 (touch 20, flat-footed 19); hp 38; Spd 35 ft; Atk: Morita rifle +18 ranged (2d8+3/20), combat knife +17 melee (1d4+3/19-20); SQ Basic Training, On the Bounce, Fearless (warrior bug, tanker bug), Hard-Hitting, Battle Hardened (attacks), Advanced Training (Demolitions, Sabotage), Duck and Cover, Surprise Attack +4, Tunnel Fighter, Seen One Ugly...; SV Fort +11, Ref +9, Will +9; Str 12/16, Dex 16, Con 16, Int 12, Wis 14, Cha 10; Prs +5; AP 11/2d6.
Skills: Acrobatics +5, Athletics +10, Code-Breaking +4, Computer Use +4, Demolitions +10, Drive +6, Escape Artist +5, Knowledge (alien species) +10, Knowledge (tactics) +13, Perception +12, Persuasion +2, Repair +3, Research +3, Sabotage +4, Stealth +18, Survival +14, Technical (electrical) +3.
Feats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Power Suit Proficiency, Dodge, Point Blank Shot, Precise Shot, Far Shot, Language (SICON), Track, Iron Will, Improved Initiative, Shoot on the Run, Heroic Surge.
Equipment: Morita assault rifle, 9 Morita clips, underslung grenade launcher (HE rounds), Peacemaker pistol, combat knife, Pathfinder Suit, Combat Belt, Lizard Line, 5 field rations, 3 canteens, search and rescue kit.
 
MI Light armor troopers - soon to be issued red shirts

Light MI Raw Recruit/Militia (Light MI 1)
Init +3; Def 18 (touch 14, flat-footed 14); hp 15; Spd 30 ft; Atk: Morita rifle +5 ranged (2d8+3/20), combat knife +3 melee (1d4+2/19-20); SQ Prior Experience (Blue Collar), Accelerated Training; SV Fort +3, Ref +5, Will +1; Str 14, Dex 16, Con 15, Int 11, Wis 12, Cha 9; Prs +0; AP 4/1d6.
Skills: Acrobatics +5, Athletics +6, Computer Use +2, Drive +7, Knowledge (tactics) +4, Perception +5, Stealth +7, Survival +5, Repair +2.
Feats: Simple Firearms Proficiency, Dodge, Weapon Focus (Morita rifle).
Equipment: Morita assault rifle, 5 Morita clips, underslung shotgun, Peacemaker pistol, combat knife, Raider Suit, Combat Belt, Lizard Line, 2 field rations, canteen.

Light MI Veteran Private (Light MI 2)
Init +5; Def 19 (touch 15, flat-footed 14); hp 16; Spd 30 ft; Atk: Morita rifle +6 ranged (2d8+3/20), combat knife +4 melee (1d4+2/19-20); SQ Prior Experience (Blue Collar), Accelerated Training, Ambition; SV Fort +4, Ref +6, Will +1; Str 14, Dex 16, Con 15, Int 11, Wis 12, Cha 9; Prs +1; AP 4/1d6.
Skills: Acrobatics +6, Athletics +7, Computer Use +2, Drive +8, Knowledge (tactics) +5, Perception +6, Stealth +8, Survival +6, Repair +2.
Feats: Simple Firearms Proficiency, Dodge, Weapon Focus (Morita rifle), Mounted Weapons Proficiency.
Equipment: Morita assault rifle, 5 Morita clips, underslung shotgun, Peacemaker pistol, combat knife, Raider Suit, Combat Belt, Lizard Line, 2 field rations, canteen.

Light MI Corporal (Light MI 3)
Init +5; Def 19 (touch 15, flat-footed 14); hp 19; Spd 30 ft; Atk: Morita rifle +7 ranged (2d8+3/20), combat knife +5 melee (1d4+2/19-20); SQ Prior Experience (Blue Collar), Accelerated Training, Ambition, Fearless (warrior bug); SV Fort +4, Ref +6, Will +2; Str 14, Dex 16, Con 15, Int 11, Wis 12, Cha 9; Prs +2; AP 5/1d6.
Skills: Acrobatics +7, Athletics +8, Computer Use +2, Drive +9, Knowledge (tactics) +6, Perception +7, Stealth +9, Survival +7, Repair +2.
Feats: Simple Firearms Proficiency, Dodge, Weapon Focus (Morita rifle), Mounted Weapons Proficiency, Advanced Firearms Proficiency, Toughness.
Equipment: Morita assault rifle, 5 Morita clips, underslung shotgun, Peacemaker pistol, combat knife, Raider Suit, Combat Belt, Lizard Line, 2 field rations, canteen.

Light MI Sergeant (Light MI 4)
Init +5; Def 20 (touch 16, flat-footed 14); hp 20; Spd 30 ft; Atk: Morita rifle +8 ranged (2d8+3/20), combat knife +6 melee (1d4+2/19-20); SQ Prior Experience (Blue Collar), Accelerated Training, Ambition, Fearless (warrior bug), Class Skill (Knowledge-alien species), Combined Fire; SV Fort +4, Ref +7, Will +2; Str 14, Dex 16, Con 15, Int 11, Wis 12, Cha 10; Prs +3; AP 6/1d6.
Skills: Acrobatics +7, Athletics +9, Computer Use +2, Drive +9, Knowledge (tactics) +7, Perception +8, Stealth +9, Survival +8, Repair +2, Knowledge (alien species) +3.
Feats: Simple Firearms Proficiency, Dodge, Weapon Focus (Morita rifle), Mounted Weapons Proficiency, Advanced Firearms Proficiency, Toughness.
Equipment: Morita assault rifle, 5 Morita clips, underslung shotgun, Peacemaker pistol, combat knife, Raider Suit, Combat Belt, Lizard Line, 2 field rations, canteen.

Light MI Senior Sergeant (Light MI 6)
Init +5; Def 20 (touch 16, flat-footed 14); hp 22; Spd 30 ft; Atk: Morita rifle +10 ranged (2d8+3/20), combat knife +8 melee (1d4+2/19-20); SQ Prior Experience (Blue Collar), Accelerated Training, Ambition, Fearless (warrior bug, tanker bug), Class Skill (Knowledge-alien species), Combined Fire, Battle Hardened (saves); SV Fort +6, Ref +9, Will +6; Str 14, Dex 16, Con 15, Int 11, Wis 12, Cha 10; Prs +4; AP 7/1d6.
Skills: Acrobatics +7, Athletics +10, Computer Use +2, Drive +10, Knowledge (tactics) +9, Perception +10, Stealth +10, Survival +10, Repair +2, Knowledge (alien species) +8.
Feats: Simple Firearms Proficiency, Dodge, Weapon Focus (Morita rifle), Mounted Weapons Proficiency, Advanced Firearms Proficiency, Toughness, Heroic Surge, Iron Will.
Equipment: Morita assault rifle, 5 Morita clips, underslung shotgun, Peacemaker pistol, combat knife, Raider Suit, Combat Belt, Lizard Line, 2 field rations, canteen.

Light MI Sergeant-Major (Light MI 7)
Init +5; Def 21 (touch 17, flat-footed 14); hp 23; Spd 30 ft; Atk: Morita rifle +11 ranged (2d8+3/20), combat knife +9 melee (1d4+2/19-20); SQ Prior Experience (Blue Collar), Accelerated Training, Ambition, Fearless (warrior bug, tanker bug), Class Skill (Knowledge-alien species), Combined Fire, Battle Hardened (saves), Rain of Fire; SV Fort +7, Ref +9, Will +7; Str 14, Dex 16, Con 15, Int 11, Wis 12, Cha 10; Prs +5; AP 7/2d6.
Skills: Acrobatics +7, Athletics +10, Computer Use +2, Drive +10, Knowledge (tactics) +10, Perception +10, Stealth +10, Survival +10, Repair +2, Knowledge (alien species) +9, Persuasion +4.
Feats: Simple Firearms Proficiency, Dodge, Weapon Focus (Morita rifle), Mounted Weapons Proficiency, Advanced Firearms Proficiency, Toughness, Heroic Surge, Iron Will.
Equipment: Morita assault rifle, 5 Morita clips, underslung shotgun, Peacemaker pistol, combat knife, Raider Suit, Combat Belt, Lizard Line, 2 field rations, canteen.

MI Rambler Scout (Light 5/Rambler 3)
Init +3; Def 22 (touch 18, flat-footed 14); hp 26; Spd 30 ft; Atk: Morita rifle +11 ranged (2d8+3/20), combat knife +9 melee (1d4+1/19-20); SQ Prior Experience (Blue Collar), Accelerated Training, Ambition, Fearless (warrior bug), Combined Fire, Two Wheels are Better than Four, Corral Foe; SV Fort +8, Ref +10, Will +4; Str 12, Dex 16, Con 16, Int 12, Wis 14, Cha 9; Prs +4; AP 8/2d6.
Skills: Acrobatics +11, Athletics +9, Computer Use +9, Drive +14, Knowledge (tactics) +12, Perception +13, Stealth +12, Survival +11, Technical (mechanical) +12.
Feats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Surface Vehicle Operation, Vehicle Expert (ground), Drive By Attack, Dodge, Mounted Weapon Proficiency, Point Blank Shot, Vehicle Dodge.
Equipment: Morita assault rifle, 5 Morita clips, underslung shotgun, Peacemaker pistol, combat knife, Raider Suit, Combat Belt, Lizard Line, 2 field rations, canteen, Rambler Scout Bike, Mechanical Toolkit (basic), search and rescue kit (+2 flares).
 
Military intelligence - a polite oxymoron

SICON Intelligence Officer (Agent 2)
Init +2; Def 22 (touch 13, flat-footed 19); hp 16; Spd 30 ft; Atk: Morita carbine +2 ranged (2d8+1/20), combat knife +1 melee (1d4+1/19-20); SQ Foreboding (1 hp), Hunch (2 hp), Mental Focus (1 hp), Awareness, Career Choice (military); SV Fort +2, Ref +1, Will +3; Str 9/13, Dex 12, Con 15, Int 14, Wis 11, Cha 16; Prs +1; AP 9/1d6; Psychic Bonus +5.
Skills: Computer Use +6, Concentration +7, Drive +3, Knowledge (alien species) +7, Knowledge (tactics) +6, Perception +4, Research +8, Technical (electrical) +4, Code-Breaking +9.
Feats: Simple Firearms Proficiency, Power Suit Proficiency, Psychic Talent, Studious.
Equipment: Morita carbine, 8 Morita clips, underslung laser, Reaper pistol, combat knife, Command Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, databox.

SICON Intelligence Telepath (Agent 5/Telepath 5)
Init +2; Def 26 (touch 17, flat-footed 19); hp 17; Spd 30 ft; Atk: Morita carbine +6 ranged (2d8+1/20), combat knife +5 melee (1d4+1/19-20); SQ Foreboding (1 hp), Hunch (2 hp), Mental Focus (1 hp), Awareness, Career Choice (military), Mental Endurance (wave of pain), Instincts (3 hp), Critical Focus (4 hp), Contact (1 hp), Wave of Pain (1 hp), Sense Minds (2 hp), Mental Strike (4 hp), Though Link (1 hp), Mind Mastery; SV Fort +5, Ref +3, Will +10; Str 9/13, Dex 12, Con 16, Int 14, Wis 12, Cha 16; Prs +4; AP 13/2d6+1; Psychic Bonus +13.
Skills: Computer Use +10, Concentration +16, Drive +3, Knowledge (alien species) +10, Knowledge (behavioral sciences) +15, Knowledge (tactics) +10, Perception +16, Research +10, Technical (electrical) +6, Code-Breaking +15.
Feats: Simple Firearms Proficiency, Power Suit Proficiency, Psychic Talent, Studious, Confident, Alertness, Iron Will.
Equipment: Morita carbine, 8 Morita clips, underslung laser, Reaper pistol, combat knife, Command Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, databox.

SICON Intelligence Senser (Agent 5/Senser 5)
Init +2; Def 27 (touch 18, flat-footed 19); hp 17; Spd 30 ft; Atk: Morita carbine +6 ranged (2d8+1/20), combat knife +5 melee (1d4+1/19-20); SQ Foreboding (1 hp), Hunch (2 hp), Mental Focus (1 hp), Awareness, Career Choice (military), Mental Endurance (remote sensing), Instincts (3 hp), Critical Focus (4 hp), Quick Glance (2 hp), Remote Sensing (1 hp), Seeking Sight (2 hp), Understanding (5 hp), Vision Mastery; SV Fort +5, Ref +3, Will +10; Str 9/13, Dex 12, Con 16, Int 14, Wis 12, Cha 16; Prs +4; AP 13/2d6+1; Psychic Bonus +13.
Skills: Computer Use +13, Concentration +16, Drive +3, Knowledge (alien species) +15, Knowledge (current events) +15, Knowledge (tactics) +15, Perception +16, Research +10, Technical (electrical) +6, Code-Breaking +15.
Feats: Simple Firearms Proficiency, Power Suit Proficiency, Psychic Talent, Studious, Heroic Surge, Alertness, Iron Will.
Equipment: Morita carbine, 8 Morita clips, underslung laser, Reaper pistol, combat knife, Command Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, databox.

SICON Intelligence Agent (Trooper 9/Intel 3)
Init +7; Def 26 (touch 17, flat-footed 19); hp 31; Spd 35 ft; Atk: Morita rifle +15 ranged (2d8+2/20), combat knife +14 (1d4+2/19-20); SQ Basic Training, On the Bounce, Fearless (warrior bug, hopper bug, tanker bug, rippler bug), Hard-Hitting, Battle Hardened (Investigate, Persuasion), Advanced Training (Investigate, Persuasion), Weapon of Choice (Morita rifle), Sustained Fire, Federation Presence, Strictly Need to Know, Intelligence Techniques, For the Federation; SV Fort +8, Ref +6, Will +10; Str 10/14, Dex 12, Con 12, Int 16, Wis 14, Cha 16; Prs +6; AP 14/2d6.
Skills: Code Breaking +13, Computer Use +18, Drive +3, Investigate +23, Knowledge (alien species) +5, Knowledge (history/moral philosophy) +15, Knowledge (tactics) +7, Perception +7, Persuasion +25, Stealth +5, Survival +6.
Feats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Power Suit Proficiency, Dodge, Point Blank Shot, Precise Shot, Quick Draw, Weapon Focus (Morita rifle), Confident, Educated (history/moral philosophy, tactics), Pistol Fighter, Iron Will, Improved Initiative, Exotic Weapon Proficiency (Javelin).
Equipment: Morita assault rifle, 8 Morita clips, underslung laser, Emancipator pistol, combat knife, Power Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, search and rescue kit, military intelligence agent uniform, encrypted databox.
 
MI does the dying, Fleet just does the flying...

Fleet Officer (Fleet 1)
Init +2; Def 13 (touch 12, flat-footed 11); hp 11; Spd 30 ft; Atk: Morita carbine +2 ranged (2d8+2/19-20); combat knife -1 melee (1d4-1/19-20); SQ Academy Training; SV Fort +1, Ref +3, Will +2; Str 9, Dex 15, Con 11, Int 16, Wis 12, Cha 14; Prs +0; AP 7/1d6.
Skills: Acrobatics +4, Athletics +1, Computer Use +9, Knowledge (alien species) +5, Knowledge (tactics) +7, Perception +3, Pilot +8, Persuasion +6, Repair +7, Survival +3, Technical (electrical) +7, Knowledge (technology) +7, Code-Breaking +5.
Feats: Simple Firearms Proficiency, Spacer, Zero-G Training, Atmospheric Vehicle Operation, Starship Operation.
Equipment: Morita carbine, underslung laser, Peacemaker pistol, combat knife, Combat Flight Suit, Combat Belt, Multipurpose Tool.

Fleet Pilot (Fleet 3)
Init +2; Def 15 (touch 14, flat-footed 11); hp 15; Spd 30 ft; Atk: Morita carbine +4 ranged (2d8+2/19-20); combat knife +1 melee (1d4-1/19-20); SQ Academy Training, Fleet Support; SV Fort +2, Ref +4, Will +3; Str 9, Dex 15, Con 11, Int 16, Wis 12, Cha 14; Prs +2; AP 8/1d6.
Skills: Acrobatics +4, Athletics +1, Computer Use +11, Knowledge (alien species) +7, Knowledge (tactics) +9, Perception +3, Pilot +13, Persuasion +8, Repair +9, Survival +5, Technical (electrical) +9, Knowledge (technology) +7, Code-Breaking +5.
Feats: Simple Firearms Proficiency, Spacer, Zero-G Training, Atmospheric Vehicle Operation, Starship Operation, Starship Gunnery, Skill Focus (Pilot).
Equipment: Morita carbine, underslung laser, Peacemaker pistol, combat knife, Combat Flight Suit, Combat Belt, Multipurpose Tool.
 
Civilians - the other white meat :wink:

FedNet Reporter (Civilian 1)
Init +2; Def 21 (touch 12, flat-footed 19); hp 11; Spd 30 ft; Atk: Morita carbine +2 ranged (2d8+1/20), combat knife +1 melee (1d4+1); SQ Background (Academic), Expertise (Investigate); SV Fort +0, Ref +2, Will +3; Str 9/13, Dex 12, Con 11, Int 16, Wis 14, Cha 15; Prs +0; AP 7/1d6.
Skills: Investigate +7, Knowledge (current events) +7, Knowledge (popular culture) +7, Persuasion +6, Research +7, Technical (electrical) +7, Computer Use +7, Forgery +7, Knowledge (alien species) +5, Perception +4.
Feats: Simple Firearms Proficiency, Power Suit Proficiency.
Equipment: Morita carbine, 8 Morita clips, underslung shotgun, Peacemaker pistol, combat knife, Power Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, Forgery Kit, Holovid Camera, databox.

Veteran FedNet Reporter (Civilian 1/Reporter 5)
Init +2; Def 23 (touch 12, flat-footed 19); hp 16; Spd 30 ft; Atk: Morita carbine +4 ranged (2d8+1/20), combat knife +3 melee (1d4+1); SQ Background (Academic), Expertise (Investigate), Reporter's Luck, Unearth Information I/II, Composure I/II, Survival Instinct; SV Fort +1, Ref +3, Will +7; Str 9/13, Dex 12, Con 11, Int 16, Wis 14, Cha 16; Prs +4; AP 11/1d6.
Skills: Investigate +18, Knowledge (current events) +12, Knowledge (popular culture) +12, Persuasion +17, Research +16, Technical (electrical) +7, Computer Use +12, Forgery +7, Knowledge (alien species) +10, Perception +6, Concentration +9, Sleight of Hand +6, Drive +6.
Feats: Simple Firearms Proficiency, Power Suit Proficiency, Alertness, Confident.
Equipment: Morita carbine, 8 Morita clips, underslung shotgun, Peacemaker pistol, combat knife, Power Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, Forgery Kit, Holovid Camera, databox.

Doctor (Civilian 1)
Init +1; Def 13 (touch 12, flat-footed 11); hp 11; Spd 30 ft; Atk: Peacemaker pistol -3 ranged (2d6+1/20), combat knife -1 melee (1d4-1/19-20); SQ Background (Doctor), Expertise (Treat Injury); SV Fort +0, Ref +1, Will +3; Str 9, Dex 12, Con 11, Int 16, Wis 15, Cha 14; Prs +0; AP 7/1d6.
Skills: Treat Injury +8, Knowledge (behavioral sciences) +7, Knowledge (earth/life sciences) +7, Computer Use +7, Technical (chemical) +9, Persuasion +6, Research +7, Concentration +2, Knowledge (alien species) +5, Knowledge (technology) +5.
Feats: Surgery, Medical Expert.
Equipment: Peacemaker pistol, combat knife, Combat Flight Suit, Chemical Kit, First Aid Kit, Medical Kit, Pharmacist Kit, Surgery Kit, databox.
 
Black Cross - fighting bugs for fun and profit

Black Cross Mercenary (Mercenary 1)
Init +3; Def 18 (touch 14, flat-footed 14); hp 15; Spd 30 ft; Atk: Morita rifle +5 ranged (2d8+3/20), combat knife +3 melee (1d4+2/19-20); SQ Mercenary, Face the Void; SV Fort +4, Ref +4, Will +1; Str 14, Dex 16, Con 15, Int 11, Wis 12, Cha 9; Prs +1; AP 4/1d6.
Skills: Acrobatics +4, Athletics +4, Computer Use +1, Drive +4, Knowledge (alien species) +2, Knowledge (streetwise) +2, Knowledge (tactics) +4, Perception +3, Pilot +4, Repair +1, Stealth +5, Survival +2.
Feats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Dodge, Weapon Focus (Morita).
Equipment: Morita assault rifle, 5 Morita clips, underslung shotgun, Peacemaker pistol, combat knife, Raider Suit, Combat Belt, Lizard Line, 2 field rations, canteen.

Black Cross Veteran (Mercenary 3)
Init +4; Def 20 (touch 15, flat-footed 15); hp 19; Spd 35 ft; Atk: Morita rifle +7 ranged (2d8+3/20), combat knife +5 melee (1d4+2/19-20); SQ Mercenary, Face the Void, Mercenary Bond, Fearless (warrior bug); SV Fort +5, Ref +5, Will +2; Str 14, Dex 16, Con 15, Int 11, Wis 12, Cha 9; Prs +2; AP 5/1d6.
Skills: Acrobatics +4, Athletics +4, Computer Use +1, Drive +4, Knowledge (alien species) +4, Knowledge (streetwise) +4, Knowledge (tactics) +6, Perception +5, Pilot +4, Repair +1, Stealth +6, Survival +3.
Feats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Dodge, Weapon Focus (Morita), Not Paid by the Hour, Power Suit Proficiency, Point Blank Shot.
Equipment: Morita assault rifle, 8 Morita clips, underslung shotgun, Peacemaker pistol, combat knife, Stryker Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, search and rescue kit.

Black Cross Sergeant (Mercenary 5)
Init +6; Def 21 (touch 16, flat-footed 15); hp 23; Spd 35 ft; Atk: Morita rifle +9 ranged (2d8+3/20), combat knife +7 melee (1d4+2/19-20); SQ Mercenary, Face the Void, Mercenary Bond, Fearless (warrior bug, tanker bug), Space Legs, Upper Hand; SV Fort +6, Ref +6, Will +2; Str 14, Dex 16, Con 15, Int 11, Wis 12, Cha 10; Prs +3; AP 7/1d6.
Skills: Acrobatics +4, Athletics +4, Computer Use +1, Drive +4, Knowledge (alien species) +4, Knowledge (streetwise) +4, Knowledge (tactics) +8, Perception +5, Pilot +4, Repair +1, Stealth +6, Survival +3, Persuasion +4.
Feats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Dodge, Weapon Focus (Morita), Not Paid by the Hour, Power Suit Proficiency, Point Blank Shot, Precise Shot.
Equipment: Morita assault rifle, 8 Morita clips, underslung shotgun, Peacemaker pistol, combat knife, Stryker Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, search and rescue kit.

Black Cross Officer (Mercenary 8 )
Init +6; Def 22 (touch 17, flat-footed 15); hp 29; Spd 35 ft; Atk: Morita rifle +12 ranged (2d8+3/20), combat knife +10 melee (1d4+2/19-20); SQ Mercenary, Face the Void, Mercenary Bond, Fearless (warrior bug, tanker bug, hopper bug), Space Legs, Upper Hand, Battle Hardened (saves), Adaptable, Reputation Means Everything; SV Fort +9, Ref +8, Will +6; Str 14, Dex 16, Con 15, Int 12, Wis 12, Cha 10; Prs +4; AP 9/2d6.
Skills: Acrobatics +4, Athletics +4, Computer Use +4, Drive +4, Knowledge (alien species) +5, Knowledge (streetwise) +9, Knowledge (tactics) +11, Perception +7, Pilot +4, Repair +2, Stealth +8, Survival +5, Persuasion +5.
Feats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Dodge, Weapon Focus (Morita), Not Paid by the Hour, Power Suit Proficiency, Point Blank Shot, Precise Shot, Legitimate Contact, Heroic Surge, Iron Will.
Equipment: Morita assault rifle, 8 Morita clips, underslung shotgun, Peacemaker pistol, combat knife, Stryker Suit, Combat Belt, Lizard Line, 3 field rations, 2 canteens, search and rescue kit.
 
Untrained, poorly armed civilians vs. elite powered armor troopers - sounds good to me :wink:

Civilian Militiaman (Militiaman 1)
Init +3; Def 18 (touch 14, flat-footed 14); hp 15; Spd 30 ft; Atk: archaic rifle +3 ranged (1d10+3/20), combat knife +2 melee (1d4+2/19-20); SQ Combat Training, Partisan Training; SV Fort +3, Ref +4, Will +1; Str 14, Dex 16, Con 15, Int 12, Wis 9, Cha 11; Prs +1; AP 5/1d6.
Skills: Acrobatics +4, Athletics +4, Computer Use +5, Demolitions +3, Drive +4, Knowledge (physical sciences) +2, Knowledge (tactics) +2, Perception +3, Persuasion +4, Sabotage +6, Stealth +6, Survival +2, Technical (chemical) +4.
Feats: Simple Firearms Proficiency, Dodge, Point Blank Shot.
Equipment: Archaic rifle, 5 rifle clips, archaic pistol, combat knife, Raider Suit, Lizard Line (civilian), Demolitions Kit.

Veteran Militiaman (Militiaman 4)
Init +3; Def 20 (touch 16, flat-footed 14); hp 18; Spd 30 ft; Atk: Morita carbine +7 ranged (2d8+3/20), combat knife +5 melee (1d4+2/19-20); SQ Combat Training, Partisan Training, Locked Mind I, Cover Identity I; SV Fort +4, Ref +5, Will +3; Str 14, Dex 16, Con 15, Int 12, Wis 9, Cha 12; Prs +2; AP 8/1d6.
Skills: Acrobatics +4, Athletics +4, Computer Use +8, Demolitions +6, Drive +4, Knowledge (physical sciences) +2, Knowledge (tactics) +5, Perception +6, Persuasion +8, Sabotage +9, Stealth +9, Survival +2, Technical (chemical) +4.
Feats: Simple Firearms Proficiency, Dodge, Point Blank Shot, Advanced Firearms Proficiency, Precise Shot, Weapon Focus (Morita).
Equipment: Morita carbine, 5 Morita clips, underslung shotgun, Peacemaker pistol, combat knife, Raider Suit, Lizard Line (civilian), Demolitions Kit.

Militia Commander (Militiaman 6)
Init +3; Def 22 (touch 17, flat-footed 15); hp 20; Spd 30 ft; Atk: Morita rifle +8 ranged (2d8+3/20), combat knife +8 melee (1d4+4/19-20); SQ Combat Training, Partisan Training, Locked Mind I, Cover Identity I/II, Battle Hardened (saves); SV Fort +6, Ref +7, Will +6; Str 14/18, Dex 16, Con 15, Int 12, Wis 10, Cha 12; Prs +3; AP 9/1d6.
Skills: Acrobatics +4, Athletics +6, Computer Use +8, Demolitions +8, Drive +4, Knowledge (physical sciences) +2, Knowledge (tactics) +7, Perception +9, Persuasion +12, Sabotage +11, Stealth +11, Survival +5, Technical (chemical) +4.
Feats: Simple Firearms Proficiency, Dodge, Point Blank Shot, Advanced Firearms Proficiency, Precise Shot, Weapon Focus (Morita), Power Suit Proficiency, Confident, Heroic Surge.
Equipment: Morita assault rifle, 8 Morita clips, underslung shotgun, Peacemaker pistol, combat knife, Mining Suit, Lizard Line (civilian), Demolitions Kit.

Militia Spy (Militia 6)
Init +1; Def 14 (touch 14, flat-footed 10); hp 16; Spd 30 ft; Atk: Peacemaker pistol +5 ranged (2d6+1/20), combat knife +3 melee (1d4-1/19-20); SQ Combat Training, Partisan Training, Locked Mind I, Cover Identity I/II, One Step Ahead, Support Cell; SV Fort +3, Ref +4, Will +7; Str 9, Dex 12, Con 11, Int 16, Wis 14, Cha 16; Prs +3; AP 11/1d6.
Skills: Computer Use +14, Demolitions +14, Disguise +10, Drive +3, Knowledge (streetwise) +10, Perception +11, Persuasion +14, Sabotage +14, Stealth +10, Technical (chemical) +14.
Feats: Simple Firearms Proficiency, Advanced Firearms Proficiency, Legitimate Contact, Quick Draw, Skill Focus (disguise, knowledge - streetwise), Confident, Cautious.
Equipment: Peacemaker pistol, combat knife, Disguise Kit, Demolitions Kit, false Unicard.
 
Skinnies - not as scary as bugs, but they shoot back!

Novice Skinny Raider (Raider 1)
Init +9; Def 21 (touch 16, flat-footed 15); hp 13; Spd 35 ft; Atk: Constrictor rifle +6 ranged (1d4*+Special/20), powered glove +3 melee (1d8*/20); SQ Low-light vision, Skinny Comm, Darkvision 60 ft, Raider Training, Ranged Prowess, Fleet Footed (35 ft); SV Fort +1, Ref +7, Will +1; Str 12/14, Dex 18/20, Con 13, Int 14, Wis 11, Cha 9; Prs +0; AP 4/1d6.
Skills: Acrobatics +7, Computer Use +4, Drive +7, Escape Artist +7, Knowledge (tactics) +6, Perception +4, Stealth +9, Technical (electrical) +4, Treat Injury +2.
Feats: Simple Firearms Proficiency, Power Suit Proficiency, Beat Feet, Dodge, Improved Initiative.
Equipment: Constrictor rifle, Light neural beamer, Powered glove, 2 Vertigo grenades, Raider suit, belt modules, steel handcuffs.

Skinny Gunner (Raider 3)
Init +9; Def 22 (touch 17, flat-footed 15); hp 15; Spd 35 ft; Atk: Neural beamer rifle +9 ranged (2d6*+Daze), powered glove +5 melee (1d8*/20); SQ Low-light vision, Skinny Comm, Darkvision 60 ft, Raider Training, Ranged Prowess, Fleet Footed (35 ft), Chosen Role (gunner); SV Fort +2, Ref +8, Will +2; Str 12/14, Dex 18/20, Con 13, Int 14, Wis 11, Cha 9; Prs +1; AP 5/1d6.
Skills: Acrobatics +9, Computer Use +4, Drive +9, Escape Artist +9, Knowledge (tactics) +8, Perception +6, Stealth +11, Technical (electrical) +4, Treat Injury +2.
Feats: Simple Firearms Proficiency, Power Suit Proficiency, Beat Feet, Dodge, Improved Initiative, Weapon Focus (neural beamer), Point Blank Shot.
Equipment: Neural beamer rifle, Constrictor pistol, Powered glove, 2 Vertigo grenades, Raider suit, belt modules, steel handcuffs.

Skinny Spotter (Raider 3)
Init +8; Def 21 (touch 16, flat-footed 15); hp 15; Spd 35 ft; Atk: twin Constrictor pistols +5/+5 ranged (1d2*+Special/20), powered glove +3 melee (1d8*/20); SQ Low-light vision, Skinny Comm, Darkvision 60 ft, Raider Training, Ranged Prowess, Fleet Footed (35 ft), Chosen Role (spotter); SV Fort +2, Ref +7, Will +5; Str 9/11, Dex 16/18, Con 13, Int 14, Wis 16, Cha 9; Prs +0; AP 5/1d6.
Skills: Acrobatics +8, Computer Use +4, Drive +6, Escape Artist +8, Knowledge (tactics) +6, Perception +13, Stealth +10, Technical (electrical) +4, Treat Injury +9.
Feats: Simple Firearms Proficiency, Power Suit Proficiency, Beat Feet, Dodge, Improved Initiative, Alertness, Two-Weapon Fighting.
Equipment: Two Constrictor pistols, Powered glove, 2 Vertigo grenades, Raider suit, belt modules, steel handcuffs.

Skinny Leader (Raider 3)
Init +8; Def 21 (touch 16, flat-footed 15); hp 15; Spd 35 ft; Atk: Constrictor rifle +7 ranged (1d4*+Special/20), powered glove +1 melee (1d8*/20); SQ Low-light vision, Skinny Comm, Darkvision 60 ft, Raider Training, Ranged Prowess, Fleet Footed (35 ft), Chosen Role (leader); SV Fort +2, Ref +7, Will +4; Str 7/9, Dex 16/18, Con 13, Int 14, Wis 11, Cha 16; Prs +2; AP 9/1d6.
Skills: Acrobatics +6, Computer Use +8, Drive +6, Escape Artist +6, Knowledge (tactics) +8, Perception +6, Stealth +8, Technical (electrical) +4, Treat Injury +2, Persuasion +8.
Feats: Simple Firearms Proficiency, Power Suit Proficiency, Beat Feet, Dodge, Improved Initiative, Iron Will, Confident.
Equipment: Constrictor rifle, Light neural beamer, Powered glove, Grab net, 2 Vertigo grenades, Raider suit, belt modules, steel handcuffs.

Master Raider (Raider 10)
Init +8; Def 24 (touch 19, flat-footed 15); hp 23; Spd 50 ft; Atk: Constrictor rifle +14 ranged (1d4*+Special/20), powered glove +8 melee (1d8*/20); SQ Low-light vision, Skinny Comm, Darkvision 60 ft, Raider Training, Ranged Prowess, Fleet Footed (50 ft), Chosen Role (leader), Quick Capture, Hit and Fade, Master Raider; SV Fort +5, Ref +11, Will +8; Str 7/9, Dex 16/18, Con 14, Int 14, Wis 12, Cha 16; Prs +3; AP 13/2d6.
Skills: Acrobatics +11, Computer Use +15, Drive +6, Escape Artist +6, Knowledge (tactics) +15, Perception +7, Stealth +17, Technical (electrical) +9, Treat Injury +8, Persuasion +11.
Feats: Simple Firearms Proficiency, Power Suit Proficiency, Beat Feet, Dodge, Improved Initiative, Iron Will, Confident, Point Blank Shot, Shot on the Run, Heroic Surge, Precise Shot.
Equipment: Constrictor rifle, Light neural beamer, Powered glove, Grab net, 2 Vertigo grenades, Raider suit, belt modules, steel handcuffs.
 
Im sorry for the late response, i posted on multiple topics and forgot to check this one.

I really can't thank you enough for posting these stats :D :D
 
Im a little confused by the jump jet rules in SST, maybe someone here can clarify. It says jump jets can be used to jump up to 90ft in a single jump. Does this mean the troopers base movement is effectively changed to 90 when jumping? Somewhere in the book it also specifies what happens when the trooper is hit in mid-air, which leads me to believe it takes them more than 1 turn to complete a 90ft jump. How have other people dealt with this, and, has anyone had a problem with jump jets being too unbalancing?
 
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