M.E.R.C.: Mobile Elite Retrieval Corps (v2.4)

“Conquering the universe so you don’t have to.”

By Bryan Rantala

 

Table of Contents

Chapter I: Character Sheets

Chapter II: Attributes

Chapter III: Skills

Chapter IV: Weapons

Chapter V: Equipment

Chapter VI: Character Advancement

Chapter VII: Combat Rules

Chapter VIII: Mercenary Brigades

Chapter IX: The Story

Chapter X: The Characters’ Roles In The Galaxy

Chapter XI: Hostiles

Chapter XII: Special Thanks

Chapter XIII: Version History

 

Chapter I: Character Sheets

 

You can find a character sheet for MERC here. If you are playing the online version, things will be a little more difficult. You will probably need to fill out a form that looks something like the form below. If you don’t get it, don’t worry, just fill out as much as you think you can and then e-mail me with your questions. My e-mail address is at the top of the document.

 

Character Name:

Player:

Role: 

Level:

Height:

Weight:

Gender:

 

Attributes

Strength:

 

Base Melee Attack Bonus:

Base Damage Bonus To Melee Attacks:

 

Maximum Size Points:

 

Base Movement (Unencumbered):

 

Dexterity:

 

Base Armor Class:

Base Ranged Attack Bonus:

 

Base Unarmed Attacks Per Round:

 

Attacks of Opportunity Per Round:

 

Constitution:

 

Hit Points:

Environmental Damage Modifier:

Maximum Rounds of Running:

 

Sixth Sense:

 

Misc Defense Modifier:

 

Affinity:

 

Starting Skill Points:

 

Skills (Copy Lines Below For Each Skill)

Skill Name:

Cost:

Prerequisites:

 

Weapons (Copy Lines Below For Each Skill)

Weapon Name:

Damage:

Attack Bonus:

Attacks Per Round:

Range:

Special Weapon Properties:

Ammo:

Weapon Size:

Total Ammo Size:

Weapon Cost:

Total Ammo Cost:

 

Unarmed Attacks

Damage:

Attack Bonus:

Attacks Per Round:

 

Armor Level:

Total Armor Class:

Special Circumstance AC Bonus:

Cost:

Size:

 

Equipment (Copy Lines Below For Each Piece of Equipment)

Item Name:

Cost:

Size:

 

Other Stats

Remaining Credits:

Total Size Points Remaining:

Adjusted Movement:

 

Chapter II: Attributes

“I believe in my God-given talent to kick some alien ass.”

 

All characters begin with a value of 0 on all their attributes. Increasing an attribute by 1 costs an attribute point. Alternatively, the character can take a negative attribute value and get 1 extra attribute point for every attribute point subtracted. Thereby, he can boost other attributes to very high levels in exchange.

 

An attribute value can only range from –5 to 5, and characters begin with 5 attribute points. It is not recommended that you have a score below –2; this will be a major drawback.

 

The five attributes are as follows:

 

Strength

The Strength value governs three things:

 

1) How easy it is to hit targets with a hand-to-hand attack.

2) How much damage the character’s hand-to-hand attack causes.

3) How many size points worth of weapons and equipment that the character can carry.

 

All characters do a base amount of 1 damage with a punch or kick. Even if the character’s Strength is less than 0, he can never do less than 1 damage with a melee attack so long as he scores a hit. For every additional point beyond 0, the character’s melee attacks do +1 damage; so a character with a Strength of 2 would do 3 points of damage with a punch or kick. This bonus applies to punches and kicks as well as hand-to-hand weapons.

 

All characters can carry 10 size points worth of equipment with a Strength of 0. For every Strength point above or below 0, add or subtract 1 to how many size points the character can carry.

 

For instance, Colonel Zed has a Strength of 0, so he can only carry a Model 89 Photon Cannon (4 size points), a grenade (1 size point), and 5 units of ammo for his photon cannon (another 5 points).

 

Meanwhile, Corporal Hughes has a Strength of 2, so he can carry everything that Zed is carrying, as well as 2 points more.

 

Strength, Size, and Movement: All characters move a base speed of thirty feet per round. However, this can change based on a character’s strength and what he is carrying.

 

30 + Strength – Size Points of Equipment Carried: Rounded To The Nearest Five: Adjusted Movement

 

For instance, if a character with a Strength rating of 3 was carrying 13 size points worth of stuff, that means his base movement is only 20.

 

If running, multiply your base movement by 2. See the description of Constitution below and the Running action in Combat Rules for details on running.

 

Dexterity

Dexterity is often the most valuable attribute for characters. It governs many things:

 

1)       Base Armor Class (how difficult you are to hit).

2)       Base Ranged Attack Bonus.

3)       Base Unarmed Attacks per round.

4)       How many attacks of opportunity the character gets per round.

 

Armor Class: The base armor class for a character is 10 + Dexterity. Armor class can be further improved by armor and certain skills.

 

Base Ranged Attack Bonus: This is equal to your Dexterity score, so a character with a Dexterity of 1 would get +1, and a character with a Dexterity of –3 would get –3, obviously.

 

Base Unarmed Attacks Per Round: You get a number of unarmed attacks per round equal to 1 + (your Dexterity –1). This total can never be below 1.

 

Attacks of Opportunity: You get a number of attacks of opportunity per round equal to 1 + Dexterity (never below 1).

 

Constitution

Constitution has three uses.

 

1) Your Constitution value serves as a modifier to your 10 beginning hit points. A character with a Constitution of 3 has 13 hit points, for instance. A wounded character regenerates hit points per day equal to his Constitution value (never less than 1).

 

2) Constitution modifies how much damage you take from nasty environmental effects. For instance, if Colonel Potter is caught in a munitions explosion that causes a base damage of 5-7, and he has a Constitution of 2, then he automatically subtracts 2 from the total amount of damage he takes, in addition to added protection from any armor he might be wearing. If his Constitution were –2, then he would add 2 points of damage.

 

3) A character can keep up running speed for a number of rounds equal to 1 + Constitution (never below 1). After all of these rounds have been expended, the character can only move five feet the next round.

 

Sixth Sense

Sixth Sense is basically an attribute that when raised above 0, unlocks new potential skills for that character. Sixth Sense is the sum of your character’s latent, minor psionic abilities, innate skill in battle, and unexplained luck.

 

Your Sixth Sense also serves as the modifier for your Misc Defense rolls, which serves as a defense against things that other attributes can’t help you resist, such as psionic abilities.

 

Characters with a Sixth Sense of 5 have a limited sense of precognition. There is only a 40% chance that they will be surprised in combat, and sometimes can tell what actions opponents will take on their next round.

 

Your Misc Defense modifier is a bonus to a d20 roll you make to resist a special attack, usually a psionic mind attack. The number you have to roll depends on how powerful the attack is.

 

Affinity

Affinity is the measure of a character’s ability to learn and manipulate his surroundings. You add your Affinity score to the amount of skills you can buy at first level. Sometimes, you will need a certain amount of Affinity to buy a particular skill.

 

Affinity can also help you successfully use the skills that you have bought with modifiers to rolls.

 

Chapter III: Skills

“You got what it takes, soldier? ‘Cause believe me, you gonna take what they’ve got out there.”

 

Skills are bought with skill points. All characters begin with six skill points.

 

The skills are divided into two distinct types, Combat and Field. Combat skills are those that will benefit a character directly in a combat situation, and generally aid only the attacks and actions he already possesses, rather than adding new ones. Field skills are unlikely to be of much use during battle, but have other, possibly very important applications. As of version 2.0, there are 38 skills.

 

Skill Master Listing:

Combat:

Akimbo Fighting

Akimbo Gunnery

Attack Reflex

Blind-Fighting

Counter-Attack

Dodging

Durability

Endurance

First Aid

Leap

Improved Aim

Improved Disarm

Improved Initiative

Quick-Draw

Quick Reload

Maneuverability

Melee Combat

Martial Arts I

Martial Arts II

Martial Mastery

Medicine

Mobility

Precise Fire

Psionic Defense

Rapid Strike

Rapid-Fire

Sniping

Stealth

Superhuman Accuracy

Unarmed Combat

Unarmed Finesse

Weapon Focus

Weapon Throwing

 

Field:

Armor Repair

Disarm Explosives

Infiltration

Forensics

Hacking

Language

Tracking

Weapon Repair

 

Combat Skills

 

Akimbo Fighting

Cost: 2

If using melee weapons in both hands, the character suffers no penalties for two-weapon fighting.

 

Akimbo Gunnery

Cost: 3

The character suffers no penalties for two-weapon fighting when using a projectile weapon in both hands.

 

Attack Reflex

Cost: 2

The character gets an extra attack of opportunity per round.

 

Blind-Fighting

Cost: 2

Prerequisites: Sixth Sense 2

If your character can’t see, then the rules for fighting unseen attackers are different for the character. The character uses sounds, vibration, and the movement of the air around him, as well as his Sixth Sense, to orient himself. Unlike normal characters, he doesn’t lose his Dexterity bonus to AC, and suffers only a –4 penalty to hit the attacker, as opposed to the normal –8 penalty.

 

Counter-Attack

Cost: 2

If an enemy makes an attack of opportunity on your character and misses, the character then gets his own attack of opportunity against the attacker. If the character misses that attack of opportunity, and the enemy has Counter-Attack as well, Counter-Attack doesn’t count in that case. The use of this attack of opportunity does not count against the character’s maximum allowed attacks of opportunity per round.

 

Dodging

Cost: 1

A character that has Dodging can select one opponent in a combat situation and receive a +1 AC bonus against attacks from that opponent. This bonus does not count if the character loses his Dexterity bonus to AC.

 

Durability

Cost: 1

Your character gets 1 extra hit point. You can take this skill multiple times.

 

Endurance

Cost: 2

The character’s physical fitness is so great that it affords him improved stamina and enhanced resistance to environmental effects. A character with endurance can run for an additional two rounds longer than normal, and gets a further +1 damage reduction against environmental effects. Endurance also helps to protect the character from poison by granting a +2 bonus to his roll against poison.

 

First Aid

Cost: 1

The character can revive incapacitated humans with a great chance of success, or an alien creature with a good chance of success, depending on how similar its physiology is. Generally, the base chance of reviving a human is 90%, and for an alien it decreases to 60%. This chance is modified by 5% for every positive or negative point of Affinity.

 

This skill is used to stop dying characters from bleeding to death and stabilizing their serious physical conditions. It requires only minor equipment that takes up no size points.

 

This skill cannot be used to mend highly unusual injuries and effects, such as poison, radiation, or diseases. Note that a character with First Aid can use the skill on himself, providing that he is still conscious and is physically able to do so.

 

A character with First Aid can restore 1 lost hit point to another character. However, he may only do this to the same character once per day. It takes 5 minutes (60 rounds) of the medic’s time to administer this benefit. The character that is being treated with this skill must remain still.

 

Leaping

Cost: 2

Prerequisites: Martial Arts I

When calculating the total number of feet leapt for a jump, your character can add an additional 2 + your Dexterity. Furthermore, if opting to push on a charge, the character adds +2 to the total number of feet pushed if he jumps and makes a melee attack in mid-air (usually in the form of a jumping kick).

 

Improved Aim

Cost: 1

When taking aim as a full-round action, the character’s attack bonus on the subsequent attack increases to +4. This skill also lessens the effectiveness of the cover an enemy is taking (see Combat Rules for more information). A character that is using Improved Aim may only make 1 attack with that weapon at the +4 bonus; all other subsequent attacks are at the normal bonus.

 

If using two weapons, you may use only one of them in conjunction with this skill.

 

Improved Disarm

Cost: 1

If the character is trying to grab an opponent’s weapon (see Combat Rules), the opponent does not get an attack of opportunity against him.

 

Improved Initiative

Cost: 1

When rolling for initiative, the character gets a +4 bonus to his total. See Initiative Rolling in the Combat section.

 

Quick-Draw

Cost: 1

Prerequisites: Affinity 0

Normally, it takes a character 1 round to draw a weapon. A character with Quick-Draw can draw one weapon per round as a free action.

 

Quick Reload

Cost: 1

Prerequisites: Affinity 0

The rate at which you reload weaponry is doubled (round up).

 

Maneuverability

Cost: 2

Prerequisites: Dodging, Sixth Sense 1

Any attack of opportunity against your character suffers a –4 penalty due to the character’s swift movement and finely tuned senses. Your character does not get this bonus if he loses his Dexterity bonus to AC.

 

Martial Arts I

Cost: 3

With this skill, the character gains the following bonuses:

 

1. The character gets an additional attack per round when using melee attacks.

2. The character inflicts +1 damage with his melee attacks.

3. The character gains a +2 AC bonus against melee attacks. This bonus increases to +3 if the character is wielding a melee weapon.

4. The character’s unarmed attacks cause lethal damage, if he wishes.

5. You have a greater chance of landing on your feet after jumping or falling.

 

Martial Arts II

Cost: 3

Prerequisites: Martial Arts I

With this skill, the character gains the following further bonuses from Martial Arts I:

 

1. The character gains an extra attack per round in addition to the extra attack from Martial Arts I. However, if the character chooses to use all of the attacks, they all suffer a –2 penalty.

2. If the character attacks only once with a melee attack during a round, the attack gets +3 to hit and +3 to damage. These bonuses do not stack with the bonuses from Martial Arts I.

3. The character’s AC bonus against melee attacks increases to +4. This bonus increases to +5 if the character is wielding a melee weapon.

4. You can damage mechanical units with your unarmed attacks.

5. You can perform a reverse running jump (See Jumping in Combat Rules).

 

Martial Mastery

Cost: 1

Prerequisites: Martial Arts II

Characters that are highly proficient in the martial arts can eventually learn to specialize in a specific style of combat. When buying this skill, the character must select a single weapon with which the skill is used. Unarmed attacks can be selected as that weapon. Once the skill is bought, the character selects a specific bonus:

 

Deadly: The character gets a +1 bonus to damage.

Defensive: The character gets a +4 AC bonus vs. melee attacks.

Precise: The character gets a +2 bonus to hit.

Rapid: The character gets an extra attack per round.

 

Martial Mastery can be bought multiple times for either the same or different weapons. However, you cannot buy the same bonus more than once for the same weapon (no stacking).

 

Medicine

Cost: 2

Prerequisites: Affinity 0, First Aid

This skill allows a character to treat others with maladies that defy First Aid. Characters with this skill have to carry 1 size point of special equipment if they wish to have use of the skill on a mission, or they have to rely on another character’s tool-set. The tool-set is free, but only a character with the Medicine skill can begin a mission with his own set.

 

Use this skill to attempt to neutralize poisons, treat burns, treat radiation sickness, set broken limbs, or anything else that a professional doctor would know about.

 

A character with Medicine can restore 1d3 lost hit points to another character. However, he may only do this to the same character once per day. It takes 5-15 (60-180 rounds) minutes of the medic’s time to administer this benefit. The character that is being treated with this skill must remain still.

 

Melee Combat

Cost: 1

When armed with a melee weapon with a size greater than 1, the character’s AC is +2 vs. melee attacks.

 

Mobility

Cost: 2

The character’s base movement is improved by an additional ten feet per round.

 

Precise Fire

Cost: 1

Prerequisites: Sixth Sense 0

Your character doesn’t suffer any penalties for firing into a melee (see Combat Rules).

 

Psionic Defense

Cost: 1

Prerequisites: Sixth Sense 2

Your character gets a +1 bonus to Misc Defense rolls to resist psionic effects and +1 damage reduction against psionic attacks. This skill can be bought multiple times to increase the character’s defenses.

 

Rapid Strike

Cost: 1

The character gets an extra attack per round if attacking unarmed or with a melee weapon in hand-to-hand combat. If all these attacks are used in the round, they each suffer a –2 attack penalty.

 

Rapid-Fire

Cost: 2

If a character possesses the Rapid-Fire skill, and is using a ranged weapon that has 2 or more attacks per round, he gets an extra attack per round. If the character chooses to use all of the attacks during a round, they each suffer a –2 attack penalty.

 

Sniping

Cost: 1

When a character buys this skill for a specific ranged weapon, his range increment is increased by 50%. For instance, if the normal range increment is 100, then it becomes 150. You can purchase this skill to use in conjunction with thrown weapons and grenades if you so choose.

 

Stealth

Cost: 2

Prerequisites: Sixth Sense 1

Your character specializes in launching covert operations in which nearby enemy forces do not detect him—unless it is too late.

 

If your character is moving at half his base speed, he usually makes no sounds with his footsteps. Additionally, he can quiet his breathing easily, avoid coughing and sneezing, and generally refrains from making any other involuntary sound.

 

Characters using Stealth can naturally sneak around sentries in a nearby area, avoiding detection. However, such sentries roll 1d20 + Sixth Sense when the character is within normal detection range. If they get a number equal to or greater than 15 + character’s Sixth Sense + the character’s level, they discover him.

 

Superhuman Accuracy

Cost: 2

Prerequisites: Sixth Sense 3

Your character has an almost supernatural accuracy, and gets a +1 bonus to hit, regardless of what weapon or form of attack that he is using.

 

Unarmed Combat

Cost: 2

Prerequisites: Martial Arts I

The character’s maximum number of unarmed attacks per round is doubled, but the character is considered to be fighting akimbo (He must buy the Akimbo Fighting skill to avoid a –4 penalty to his attack rolls). When calculating the number of unarmed attacks per round the character gets, factor in Unarmed Combat only after you factor in every other skill that enhances the character’s attacks per round.

 

Unarmed Finesse

Cost: 1

Prerequisites: Martial Arts I

Your character’s unarmed attacks use his Dexterity modifier instead of his Strength modifier when calculating your bonus to hit. Strength still applies to damage. Remember that Unarmed Finesse does not apply if you are using a melee weapon.

 

Weapon Focus

Cost: 1

Prerequisites: Affinity 0

Buying this skill for a specific weapon grants the character familiarity and expertise with the use of that weapon. The character gets a +1 bonus to attack with that weapon. This skill can be bought up to three times for the same weapon, to increase the modifier to +3. Weapon Focus can be used to enhance unarmed attacks.

 

Weapon Throwing

Cost: 2

Prerequisites: Sixth Sense 0

Your character can throw most melee weapons with great skill. A thrown weapon does the listed damage, with all damage bonuses applied, and uses Dexterity instead of Strength to modify the bonus to attack. It has a range increment of 10. A character can only throw a weapon if its size is equal to or less than 1 + the character’s Strength. Weapon Focus still applies to the weapons thrown if the character possesses that skill.

 

Field Skills

 

Armor Repair

Cost: 1

Prerequisites: Affinity 2

Characters with this skill are so familiar with armor that they can repair it if it becomes damaged, using only meager supplies and tools that they bring with them. If the character’s armor is damaged (but not destroyed), he has a 50% chance of being able to fix it. You get a +10% bonus to this chance per point of Affinity. In addition, if you have a Sixth Sense greater than 0, you get a further +10% bonus.

 

Disarm Explosives

Cost: 1

A character with this skill is trained to disarm live explosives and bombs. To deactivate an explosive device, the character needs two rounds to work on it. The character rolls 1d20 + Affinity + Sixth Sense. If the If the character’s roll results in a 15 or higher, the explosive device is successfully disarmed. If the character gets lower than 10, the explosive goes off as he’s working on it. A result of 10-14 means that the character failed to deactivate the explosive, but nothing else happens.

 

Infiltration

Cost: 2

A character with this skill is adept at cracking through security measures, be they physical barriers, computerized, or otherwise. Characters with this skill have to carry 1 size point of special equipment if they wish to have use of the skill on a mission, or they have to rely on another character’s tool-set. Only characters with the skill automatically acquire infiltration tools; most of the implements are homemade or drastically altered from their intended usage, and much of the lore is kept secret from those who aren’t in the know.

 

The character gets a circumstance bonus when trying to break locks, crack passwords, deactivate or disable electronic surveillance systems, or any other activity that involves going somewhere that the character doesn’t belong. The character gets a bonus or penalty to his chances according to his Sixth Sense.

 

Forensics

Cost: 1

Prerequisites: Affinity 1

Characters with skill are adept at studying dead bodies and their surroundings to discover both cause and time of death. Your Affinity score modifies your rolls to succeed with this skill. You get a +2 bonus to Forensics checks if you have the Medicine skill.

 

Hacking

Cost: 1

Prerequisites: Infiltration

Characters with the Hacking skill get a +6 bonus to their Infiltration checks when they use the Infiltration skill in an attempt to break into a computer.

 

Language

Cost: 1

Prerequisites: Affinity 1

All characters are assumed to be humans native to Earth. By default, all characters know English, or the native language to the country they come from (Mercenary brigades with soldiers that can’t understand each-other are extremely rare and short-lived).

 

Buying this skill lets your character either have basic knowledge of two extra human languages or have the ability to speak a single extra human language fluently. The character can also attain basic knowledge of an alien language by using 1 point, such as:

 

Krulutar

Zzemboth

Vek’Daath

 

An additional point must be spent to speak an alien language fluently.

 

Tracking

Cost: 2

Your character is adept at finding following the path taken by other troops, vehicles, or miscellaneous things that have been in the area recently. The chance for successfully picking up on something’s trail is a base 50%, and is modified by 10% for each point of Affinity the character possesses. Tracking a target that has the Stealth skill reduces your chances by 20%.

 

Weapon Repair

Cost: 1

Prerequisites: Affinity 2

Characters with this skill are so familiar with weapons that they can repair them if it becomes damaged, or if it misfires or jams, using only meager supplies and tools that they bring with them. If a weapon is damaged (but not destroyed), you have a 50% chance of being able to fix it. You get a +10% bonus to this chance per point of Affinity. A character with a negative Affinity gets a –10% penalty. In addition, if you have a Sixth Sense greater than 0, you get a further +10% bonus.

 

It takes 1 round to fix a weapon that has misfired or jammed.

 

Chapter IV: Weapons

“You called down the thunder. Now reap the whirlwind.”

 

All characters begin with 70 credits to spend on weapons and equipment. As of version 2.4, there are 33 weapons.

 

Master Weapon Listing, In Order of Credit Cost

Vimnar Industries Power Sledge (4)

Grenade (4)

T-5 Combat Knife (5)

K-Class 8-Gauge Shotgun (5)

SB-7 Claw Grenade (6)

Conarri 12-Gauge Shotgun (7)

Conarri Super-Cannon (9)

VK-5 Grenade Launcher (9)

Conarri 10-Gauge Shotgun (11)

M-5 Explosive Charge (12)

Model 89 Photon Cannon (13)

MK-10 Heavy Rocket Launcher (14)

Tamarin Engineering FI-4 Dart Launcher (14)

Vimnar Industries Lightning Prod (15)

.60 Gator Revolver (16)

Laramie Corp Plasma Ripper (20)

.50 Wasp Sniper Rifle (21)

Flamethrower (22)

.20 Wasp Auto-Pistol (23)

Cageni Model Z Rocket Gauntlet (23)

Larret 8mm Sub-Machine Gun (23)

Tarkizi 8mm Auto-Pistol (25)

Larret .60 Sniper Rifle (25)

Tarkizi 9mm Machine Pistol (26)

R-15 Laser Pistol (27)

KL-34 Dart Pistol (27)

Tarkizi .45 Sub-Machine Gun (27)

Laramie Corp Electrode Gun (27)

Laramie Corp Roto-Rifle (32)

Larret 10mm Auto-Pistol (34)

Larret .50 MK3 Assault Rifle (41)

Larret .45 Semi-Automatic Rifle (43)

Conarri Gatling Gun (53)

 

Generic Weapon Terms

 

Class: There are several types of weapons.

 

Explosive: Grenades, rocket launchers, and other weapons that cause mass devastation. A direct hit from an explosive causes double damage.

Handgun: Side arms.

High-Powered Assault: Single-shot weaponry.

Melee: Hand-to-hand weapons.

Rapid-Fire Assault: Weapons with multiple attacks.

Shotgun: Close range scatter-fire weapons.

 

Damage Per Hit: The damage dice that a single attack from the weapon causes.

 

Special: Any special properties that the weapon possesses.

 

Accuracy Modifier: Some weapons are more precise than others. This lists any bonus or penalty you take to your attack roll when targeting something with the weapon.

 

Attacks Per Round: How many times you can ordinarily fire the weapon per round. This generally assumes that you are standing still and firing the weapon at a single target.

 

Range Increment: Listed in feet. As the range of your target increases and decreases, it becomes easier or more difficult to hit. A weapon with a range increment of 25 indicates that at a range of 25 feet or less, you suffer no penalty to your attack roll. At 26-50 feet, you suffer a –1 penalty to your attack. At 51-75 feet, the penalty increases to –2, and so on.

 

Ammo: How much ammo the weapon carries before you have to reload it with more.

 

Reload Time: How much time, in rounds, that it takes you to reload the weapon’s ammunition.

 

Akimbo: If “Yes” is listed, then you can use one of the weapon in each hand, although you will do so at a –3 penalty to attack. If “No,” then you have to use both hands to operate the weapon.

 

Silencer: A silencer will muffle the sound of your weapon’s discharge to the point where it can only be heard from within ten feet by ordinary listening. Equipping a weapon with a silencer adds 1 to the weapon’s total size.

 

Laser: A laser mounted on the weapon allows you to more easily aim your shots, giving you a +1 bonus to attack as long as you can see the laser on the target you are shooting at.

 

Size: How many size points the weapon takes up.

 

Credits: How many credits the weapon will cost your character.

 

Ammo Cost: How many credits it will cost you to buy one additional unit of ammo for the weapon. A unit of ammo is equal to the maximum amount of ammo that the weapon can hold.

 

Ammo Size: How many size points that an additional unit of ammo takes up.

 

Special Weapon Terms

 

Arm Cannon: Arm cannon weapons require that you fit the weapon completely over your forearm before it can be used, meaning that you can’t use that hand for anything but firing the weapon.

 

Explosive Damage: A weapon that does explosive damage is unusually poor at breaking through armor. The effectiveness of armor against this attack is double the usual.

 

Frequently Misfires: A weapon this property always misfires on a natural 1 attack roll.

 

Overheat: A weapon that overheats can only be continuously fired for a certain amount of time before it automatically shuts down for a round. The round capacity indicates how many rounds of time in a row you can fire the weapon before it overheats. Most weapons automatically shut down; you cannot damage and destroy them by overheating them.

 

Never Misfires: A weapon with this property never misfires as described in Weapon Failure, usually do to excellent workmanship.

 

Piercing Damage: Against piercing damage, armor is only half as effective. For instance, a character with 4 points of armor that is struck by piercing damage is treated as if he were only wearing 2 armor. Armor is considered half as effective, rounded up.

 

Range Sensitive: A range sensitive weapon only does its listed damage at a range of ten feet or less. For every ten feet further, the weapon does –1 damage. At long enough ranges, the weapon causes no damage at all.

 

Shot Spread: This weapon fires a burst that hits over a wider area than most other weapons, generally a 5-10 foot area. Improved Shot Spread indicates a 10-15 foot area. At very close and point blank ranges, the effect of the shot spread is negated unless it can go through the obstacle you are firing at.

 

Weapon Manufacturers

 

Cageni: Cageni has thus far completed the designs on one weapon, the Model Z Rocket Gauntlet. The ingenious weapon quickly became a mercenary favorite thanks to its surprising capacity for destruction. New Cageni designs are under-way.

 

Conarri: Founded by the one-time artillery specialist James Conarri, Conarri specializes in the design of high-impact, heavy assault guns. They produce two different well-known shotguns, as well as a lesser-known cannon weapon that is beginning to see increased use in mercenary units.

 

Gator Manufacturing: Gator went out of business twenty years ago thanks to poor advertising and low-standard engineering quality, but its .60 caliber revolvers are regarded as being very combat-worthy even today, and have been reproduced since the collapse of the original manufacturer.

 

Laramie Corp: Laramie is one of the galaxy’s first and best producers of next generation laser weapons. The roto-rifle and plasma ripper have been wildly successful designs.

 

Larret: Larret is one of the oldest and most successful weapons manufacturers still in business. The quality of a Larret weapon is un-matched throughout the galaxy, and many militaries are known to use Larret weapons in bulk. While typically out-dated compared to the newer laser weapon industry, Larret models are still preferred by most, and none more than their assault rifle, which is in heavy use by the Intergalactic Commonwealth.

 

Tamarin Engineering: Tamarin specializes mainly in the use of non-lethal dart weapons, used by law enforcement and wildlife control teams to sedate their targets. However, the experimental FI-4 Dart Launcher was recognized for its superb military potential, and has quickly become a favorite anti-personnel weapon of many brigades. In addition, Tamarin has recently completed testing on the KL-34.

 

Tarkizi: Joseph Tarkizi, a former mercenary, used his amassed fortune to found this weapon manufacturing company thirty years ago, and has met with modest success. Specializing mainly in low-caliber, rapid-fire weapons, his designs can be found in many mercenary brigades.


Vimnar Industries:
Vimnar Industries specializes in superb and somewhat exotic melee weaponry, including the power sledge and a lightning prod weapon. While Vimnar weapons may not always prove useful in all situations, they do pack a mean punch.

 

WaspCo: Founded by former Conarri engineers, the original WaspCo quickly floundered and failed, but just before its demise, the Wasp series of weaponry was devised and made available to the public. Capitalizing on the idea of hand-held explosive weaponry, the guns make viciously effective anti-personnel weapons. Since WaspCo’s failure, its two released models have been reproduced by a number of other manufacturers across the galaxy.

 

Cageni Model Z Rocket Gauntlet

Class: Explosive

Damage Per Hit: 3d6

Special: Blast Radius 10, Arm Cannon

Accuracy: +1

Attacks Per Round: 2

Range Increment: 50

Ammo: 4

Reload Time: 1 per minirocket

Akimbo: No

Silencer: No

Laser: Yes

Size: 4

Credits: 23

Ammo Cost: 12 for 4 minirockets

Ammo Size: 2

 

The Model Z is an incredibly powerful weapon. Attached to the arm and loaded, the launcher can fire two small rockets per round at targets. There are entire mercenary teams known to take only gauntlets along with them to missions.

 

Combat Knife

Class: Melee

Damage Per Hit: 1d6

Special: -

Accuracy Modifier: +1

Attacks Per Round: 2

Range Increment: Melee

Ammo: N/A

Reload Time: N/A

Akimbo: Yes

Silencer: No

Laser: No

Size: 1

Credits: 12

Ammo Cost: N/A

Ammo Size: N/A

 

The combat knife is the most common melee weapon of all mercenaries. When caught in a close scrape, a few slashes and stabs from the blade can end a fight very quickly.

 

Conarri .45 Gatling Gun

Class: Rapid-Fire Assault

Damage Per Hit: 1d8

Special: -

Accuracy: +0

Attacks Per Round: 5

Range Increment: 100

Ammo: 90

Reload Time: 2

Akimbo: No

Silencer: No

Laser: No

Size: 6

Credits: 53

Ammo Cost: 26

Ammo Size: 3

 

This massive weapon requires 2 rounds to set up before it can be fired. Basically used as a heavy assault emplacement, the Conarri .45 Gatling Gun fires off bullets at an impressive rate. The gun excels as a defensive tool, but can also be a great advantage during an offensive operation.

 

Conarri 10-Gauge Shotgun

Class: Shotgun

Damage Per Hit: 1d12 (1d12+1)

Special: Shot Spread, Explosive Damage, Range-Sensitive, (Improved Shot Spread)

Accuracy Modifier: +2 (+0)

Attacks Per Round: 2

Range Increment: 25 (20)

Ammo: 8

Reload Time: 1 per 2 shells

Akimbo: No

Silencer: No

Laser: Yes (No)

Size: 3 (2)

Credits: 11 (21)

Ammo Cost: 6 for 8 shells

Ammo Size: 1

 

While more expensive than Conarri’s 12-Gauge model, the 10-gauge more than makes up for the difference with improved accuracy and damage capability.

 

*Numbers in parentheses indicate modifications caused by a sawed-off barrel.

 

Conarri 12-Gauge Shotgun

Class: Shotgun

Damage Per Hit: 1d10 (1d12)

Special: Shot Spread, Explosive Damage, Range-Sensitive, (Improved Shot Spread)

Accuracy Modifier: +1 (-1)

Attacks Per Round: 2

Range Increment: 20 (15)

Ammo: 8

Reload Time: 1 per 2 shells

Akimbo: No

Silencer: No

Laser: Yes (No)

Size: 3 (2)

Credits: 7 (14)

Ammo Cost: 4 for 8 shells

Ammo Size: 1

 

The Conarri is a common skirmish weapon. It has saved the life of many a mercenary who was caught in a close-range exchange with multiple enemies. While not effective against heavy armor or at medium to long ranges, the Conarri’s deadly shot-spread can hit an area about five feet wide at a range of twenty feet away, bringing down clustered enemies in a hurry.

 

*Numbers in parentheses indicate modifications caused by a sawed-off barrel.

 

Conarri Super Cannon

Class: High-Powered Assault

Damage Per Hit: 1d12+1

Special: -

Accuracy: +0

Attacks Per Round: 1

Range Increment: 120

Ammo: 6

Reload Time: 1 per bullet

Akimbo: No

Silencer: No

Laser: No

Size: 5

Credits: 9

Ammo Cost: 4 for six rounds

Ammo Size: 2

 

The working concept for this shoulder-mounted cannon was that it would be a giant revolver. Conarri’s engineers succeeded in bringing that vision to life, and the .80 caliber Super Cannon was born. Massive in size, the weapon is mainly used for heavy support in open, out-door combat zones, where the user can take advantage of its great range. Mercenary captains typically view the weapon as the creation of overly inventive engineers, and dislike its revolver design, preferring automatic weaponry.

 

However, mercenaries still use it, since Conarri over-produced the gun and flooded the market, lowering prices considerably.

 

Flamethrower

Class: Explosive

Damage Per Hit: 1d8*

Special: Improved Shot Spread, Piercing Damage

Accuracy: +4

Attacks Per Round: 1

Range Increment: 10

Ammo: 10

Reload Time: 2

Akimbo: No

Silencer: No

Laser: No

Size: 4

Credits: 22

Ammo Cost: 11 Per Tank

 

The Flamethrower is an ancient but effective battlefield weapon. Powered by fuel, the weapon is usually about the size of a large rifle. The weapon merely shoots out a jet of flame, but this is enough to both severely damage many victims and often repulses any enemies behind the initial target, forcing them to protect themselves from the fire.

 

Only a fool fires a flamethrower into the wind.

 

There are several flamethrower manufacturers, and some mercenaries are even proficient enough to make their own.

 

*A hit from a flamethrower is all but guaranteed to cause additional fire damage. See Fire in the Combat Rules section.

 

.60 Gator Revolver

Class: Handgun

Damage Per Hit: 1d12

Special: Frequently Misfires

Accuracy Modifier: +0

Attacks Per Round: 1

Range Increment: 110

Ammo: 6

Reload Time: 1

Akimbo: No

Silencer: No

Laser: Yes

Size: 1

Credits: 16

Ammo Cost: 8 For Six Bullets

Ammo Size: ½

 

The .60 Gator is a ridiculously powerful handgun that packs a mean punch. However, it is generally viewed as a rookie’s choice of weapon by experienced mercenaries. While the firepower seems to make it an optimal choice at first, the recoil and antique revolver design on the Gator renders it incapable of rapid fire. Additionally, the gun was not very well designed in terms of ballistics, and lacks accuracy.

 

Grenade

Class: Explosive

Damage Per Hit: 1d12+1

Special: Blast Radius 10, Self-Destructing

Accuracy: +0

Attacks Per Round: 1

Range Increment: 10

Ammo: 1

Reload Time: N/A

Akimbo: No

Silencer: No

Laser: No

Size: 1

Credits: 4

Ammo Cost: N/A

Ammo Size: N/A

 

There are dozens of grenade manufacturers, but mercenaries only use grenades that are light and cause the most impressive damage. The main use of the grenade in most mercenary teams is not as a primary weapon but as either a distraction, a room-clearer, or to take out turrets and inaccessible defensive barriers.

 

Katana

Class: Melee

Damage Per Hit: 1d8

Special: -

Accuracy Modifier: +3

Attacks Per Round: 1

Range Increment: Melee

Ammo: N/A

Reload Time: N/A

Akimbo: Yes

Silencer: No

Laser: No

Size: 3

Credits: 11

Ammo Cost: N/A

Ammo Size: N/A

 

This ancient martial weapon still proves useful in modern mercenary combat if crafted well. Those mercenaries who possess martial arts abilities hold the katana in high esteem. On a critical hit or headshot, the katana deals x3 damage, rather than the normal x2.

 

K-Class 8-Gauge Shotgun

Class: Shotgun

Damage Per Hit: 1d12+1 (1d12+2)

Special: Shot Spread, Explosive Damage, Range-Sensitive, (Improved Shot Spread)

Accuracy Modifier: +2 (+0)

Attacks Per Round: 1

Range Increment: 30 (25)

Ammo: 6

Reload Time: 1 per 2 shells

Akimbo: No

Silencer: No

Laser: No

Size: 4 (3)

Credits: 5 (8)

Ammo Cost: 3 for six shells

Ammo Size: 1

 

A very crudely designed heavy shotgun, the K-Class is widely regarded to be the ultimate boom-stick. No other shotgun on the market surpasses its raw damage capability, and it is great for close-range situations when lesser firepower just doesn’t cut it.

 

*Numbers in parentheses indicate modifications caused by a sawed-off barrel.

 

KL-34 Dart Pistol

Class: Handgun

Damage Per Hit: 1d3 + Special

Special: Tranquilizer

Accuracy Modifier: +3

Attacks Per Round: 2

Range Increment: 50

Ammo: 4

Reload Time: 1

Akimbo: Yes

Silencer: No

Laser: No

Size: 1

Credits: 27

Ammo Cost: 18 per clip

Ammo Size: ½

 

The KL-34 is a highly unconventional weapon that fires tranquilizer darts. It is primarily used as a tool for kidnappings and quick neutralization of enemies. If effective, it can put a victim to sleep for 1d6 hours, three rounds after impact. The poison is only effective if introduced to the blood stream. See Poison in Combat Rules for more information.

 

Laramie Corp Electrode Gun

Class: Explosive

Damage Per Hit: 1d10

Special: Piercing Damage, Range-Sensitive, Frequently Misfires, Overheat (1 turn capacity), Blast Radius 20*

Accuracy: +0

Attacks Per Round: 1

Range Increment: 30

Ammo: 10

Reload Time: 1

Akimbo: No

Silencer: No

Laser: No

Size: 4

Credits: 27

Ammo Cost: 14 per battery

Ammo Size: 1

 

*The blast radius doesn’t affect subjects not touching the same surface as the target. If the electricity is conducted through water, damage is doubled.

 

The Electrode Gun is an early Laramie model, but still has many uses. The electrode gun fires no less than a bolt of lightning, badly damaging the initial target, and greatly harming any surrounding targets as well with the force of the electrical charge.

 

Laramie Corp Plasma Ripper

Class: Explosive

Damage Per Hit: 1d10

Special: Blast Radius 20, Piercing Damage

Accuracy: +0

Attacks Per Round: 1

Range Increment: 50

Ammo: 5

Reload Time: 2

Akimbo: No

Silencer: No

Laser: No

Size: 4

Credits: 20

Ammo Cost: 10 per battery

 

The plasma ripper shoots a thin beam, which on impact blooms into an impressive shockwave of fiery blue energy that shreds through armor like a hot knife through butter. The laser weapon is so efficient and un-demanding on power that it never over-heats. For this reason, it is a favorite of many mercenaries.

 

Laramie Corp Roto-Rifle

Class: Rapid-Fire Assault

Damage Per Hit: 1d8

Special: Piercing Damage, Range-Sensitive, Overheat (3 round capacity)

Accuracy: +0

Attacks Per Round: 5

Range Increment: 50

Ammo: 40

Reload Time: 2

Akimbo: No

Silencer: No

Laser: No

Size: 4

Credits: 32

Ammo Cost: 15 per battery

Ammo Size: 1

 

The Roto-Rifle is a laser weapon that acts as a hand-held Gatling gun. When the trigger is held down, the barrel begins to rotate at a high velocity, generating the kinetic energy needed to help it sustain its high firepower over extended periods of time. The photon-based bolts that fire out of the barrel pierce through armor like butter, but lose strength as they travel over longer distances. Also, in spite of its advanced cooling methods, the gun can only fire continuously for three rounds until the weapon automatically powers down for a round to avoid melting itself.

 

The Roto-Rifle is a common mercenary weapon, widely used for its devastating damage capabilities.

 

Larret 10mm Auto-Pistol

Class: Handgun

Damage Per Hit: 1d8

Special: Never Misfires

Accuracy Modifier: +2

Attacks Per Round: 3

Range Increment: 70

Ammo: 12

Reload Time: 1

Akimbo: Yes

Silencer: No

Laser: Yes

Size: 1

Credits: 34

Ammo Cost: 17 per clip

Ammo Size: ½

 

More powerful than the Tarkizi, the Larret 10mm is the preferred side arm of most mercenary brigades due to its reliability. Unfortunately, the handgun is also inordinately expensive thanks to its painstaking craftsmanship.

 

Larret .50 MK3 Assault Rifle

Class: Rapid-Fire Assault

Damage Per Hit: 1d8+1

Special: Never Misfires

Accuracy: +0

Attacks Per Round: 4

Range Increment: 110

Ammo: 30

Reload Time: 1

Akimbo: No

Silencer: No

Laser: Yes

Size: 4

Credits: 41

Ammo Cost: 20 per clip

Ammo Size: 1

 

The Larret .50 assault rifle is one of the most expensive guns available to the modern mercenary, yet also one of the most reliable and versatile. Mercenaries wielding this rifle command a surprisingly large amount of firepower, and it is among the most common all of weapons found in the average arsenal. The MK3 is Larret’s most lucrative product, and is used throughout the galaxy by both the Commonwealth and the Conglomerate.

 

Larret .45 Semi-Automatic Rifle

Class: Rapid-Fire Assault

Damage Per Hit: 1d8

Special: Never Misfires

Accuracy: +3

Attacks Per Round: 3

Range Increment: 130

Ammo: 30

Reload Time: 1

Akimbo: No

Silencer: Yes

Laser: Yes

Size: 4

Credits: 43

Ammo Cost: 22 per clip

Ammo Size: ½

 

The Larret .45 rifle is a primarily a long distance sniper and skirmish weapon, and is of the finest quality. While not quite as accurate and much less powerful than their .60 rifle, the .45 features very low recoil, and is designed for rapid-fire use, rather than single shot take-downs.

 

Larret .60 Sniper Rifle

Class: High-Powered Assault

Damage Per Hit: 1d12+1

Special: Never Misfires

Accuracy: +5

Attacks Per Round: 1

Range Increment: 150

Ammo: 6

Reload Time: 1

Akimbo: No

Silencer: Yes

Laser: Yes

Size: 5

Credits: 25

Ammo Cost: 13 per clip

Ammo Size: ½

 

The Larret is regarded as the standard for all other sniper rifles. It uses state of the art engineering to produce the most accurate shot possible, and is a favorite of mercenaries that pride themselves on assassination.

 

Larret 8mm Sub-Machine Gun

Class: Rapid-Fire Assault

Damage Per Hit: 1d4

Special: Never Misfires

Accuracy: +0

Attacks Per Round: 5

Range Increment: 50

Ammo: 30

Reload Time: 1

Akimbo: No

Silencer: No

Laser: Yes

Size: 4

Credits: 24

Ammo Cost: 11 per clip

Ammo Size: 1

 

The 8mm Sub-Machine Gun is all about rapid fire and large clip size. The gun is double-barreled and has virtually no recoil. Some mercenary brigades use it to provide covering and suppressive fire in hot zones.

 

M-5 Explosive Charge

Class: Explosive

Damage Per Hit: 2d10

Special: Blast Radius 30, Self-Destructing

Accuracy: +0

Attacks Per Round: 1

Range Increment: N/A

Ammo: 1

Reload Time: N/A

Akimbo: No

Silencer: No

Laser: No

Size: 1

Credits: 12

Ammo Cost: N/A

Ammo Size: N/A

 

The M-5 is designed as a demolitions weapon. About the size of a tape recorder, the M-5 uses highly volatile chemical compounds to create a massive explosion on detonation. Every M-5 unit comes with its own remote radio detonator and fifty feet of wire. The detonator usually works from about a kilometer away. The wire can be connected from charge to charge so that more than one M-5 can be detonated at once.

 

Once the charge is activated, there is a five second delay before the charge detonates. Standing within five feet of an M-5 explosion point counts as a direct hit (double damage).

 

MK-10 Heavy Rocket Launcher

Class: Explosive

Damage Per Hit: 2d10+1

Special: Blast Radius 30

Accuracy: +0

Attacks Per Round: 1

Range Increment: 60

Ammo: 6

Reload Time: 1 per rocket

Akimbo: No

Silencer: No

Laser: No

Size: 6

Credits: 15

Ammo Cost: 8 for 6 rockets

Ammo Size: 3

 

The MK-10 is a weapon of absolute destruction, which is used primarily as anti-armor, as well as a method to “re-shape terrain.” It is a shoulder-mounted heavy rocket launcher of massive size. Users of the MK-10 should take care to avoid close-range confrontations, as it is unsafe to discharge the weapon inside enclosed areas.

 

Model 89 Photon Cannon

Class: High-Powered Assault

Damage Per Hit: 2d8

Special: Piercing Damage, Overheat (1round capacity), Arm Cannon, Frequently Misfires

Accuracy: +1

Attacks Per Round: 1

Range Increment: 100

Ammo: 10

Reload Time: 2

Akimbo: No

Silencer: No

Laser: No

Size: 4

Credits: 13

Ammo Cost: 6 per battery

Ammo Size: 1

 

The Model 89 is a very basic but brutally effective laser-pulse weapon that mounts directly onto the arm of the user. The weapon causes major armor-piercing damage on impact, but is an antique compared to later, less affordable models. This becomes evident in the battlefield when the photon cannon automatically powers down for 1 round after only a single shot to prevent overheating. Still, the 89 is a great asset in most situations.

 

R-15 Laser Pistol

Class: Handgun

Damage Per Hit: 1d6

Special: Piercing damage, Overheat (4 round capacity)

Accuracy Modifier: +1

Attacks Per Round: 3

Range Increment: 50

Ammo: 30

Reload Time: 2

Akimbo: Yes

Silencer: No

Laser: No

Size: 1

Credits: 27

Ammo Cost: 14 per battery

Ammo Size: ½

 

The R-15 is a next generation laser pistol that is beginning to see wider use in the more successful mercenary brigades. Even though it’s only a side arm, the gun can still cause significant damage to even the most heavily armored targets, making it invaluable in difficult situations.

 

SB-7 Claw Grenade

Class: Explosive

Damage Per Hit: 1d12+1

Special: Blast Radius 10, Self-Destructing

Accuracy: +0

Attacks Per Round: 1

Range Increment: 10

Ammo: 1

Reload Time: N/A

Akimbo: No

Silencer: No

Laser: No

Size: 1

Credits: 6

Ammo Cost: N/A

Ammo Size: N/A

 

The SB-7 Claw Grenade is a very special weapon. It can be thrown normally just like any other grenade, but it can also serve as a bomb. The grenade has retractable claws at one end that allows the user to fasten it to most surfaces (fastening a claw grenade takes 1 round). The grenade’s detonation can then either be timed (up to five minutes), or set so that it detonates if it is moved. This means that the claw grenade can be used as both a demolition device and as a mine.

 

For instance, a common use would be to plant the grenade on the under-side of a creaky wooden bridge, or under a large amount of natural concealment. As soon as the wood creaks and the grenade is rattled, it explodes, or as soon as someone trips over it, it explodes.

 

Tripping over an SB-7 counts as a direct hit (double damage).

 

Tamarin Engineering FI-4 Dart Launcher

Class: High-Powered Assault

Damage Per Hit: 1d8

Special: Piercing damage (Organic targets only)

Accuracy Modifier: +1

Attacks Per Round: 2

Range Increment: 30

Ammo: 8

Reload Time: 1 per 2 darts

Akimbo: No

Silencer: No

Laser: No

Size: 4

Credits: 14

Ammo Cost: 7 for 8 darts

Ammo Size: 1

 

This imaginative medium-range weapon fires darts that are charged with electrical energy, causing piercing damage to any living thing that it hits, as well as severe pain. A dart from the FI-4 is about nine inches long.

 

Damage from the dart can be reduced or even eliminated by rubber armor or sufficient shielding. Targets hit by the dart can also harm those that are touching the person hit.

 

Tarkizi 8mm Auto-Pistol

Class: Handgun

Damage Per Hit: 1d4

Special: -

Accuracy Modifier: +3

Attacks Per Round: 4

Range Increment: 50

Ammo: 20

Reload Time: 1

Akimbo: Yes

Silencer: Yes

Laser: Yes

Size: 1

Credits: 25

Ammo Cost: 13 per clip

Ammo Size: ½

 

The Tarkizi is an automatic handgun with relatively low damage capabilities. It’s flipside, however, is that it is highly accurate, has a high firing rate, and can be used one-handed with lasers and silencers.

 

Tarkizi 9mm Machine Pistol

Class: Handgun

Damage Per Hit: 1d6

Special: -

Accuracy Modifier: +0

Attacks Per Round: 4

Range Increment: 50

Ammo: 15

Reload Time: 1

Akimbo: Yes

Silencer: Yes

Laser: Yes

Size: 1

Credits: 30

Ammo Cost: 15 per clip

Ammo Size: ½

 

The 9mm Machine Pistol rivals Tarkizi’s 8mm model in over-all success. The 9mm makes an excellent short-range weapon, and has more stopping power than the 8mm.

 

Tarkizi .45 Sub-Machine Gun

Class: Rapid-Fire Assault

Damage Per Hit: 1d8

Special: -

Accuracy: +1

Attacks Per Round: 3

Range Increment: 100

Ammo: 40

Reload Time: 1

Akimbo: No

Silencer: Yes

Laser: Yes

Size: 3

Credits: 27

Ammo Cost: 13 per clip

Ammo Size: 1

 

This .45 caliber SMG is a fairly common battlefield weapon. With a larger clip-size than its early predecessors, it is versatile and useful in almost any situation.

 

Vimnar Industries Lightning Prod

Class: Melee

Damage Per Hit: 1d4 + 1 Electric Damage

Special: Electric damage is piercing.

Accuracy Modifier: +1

Attacks Per Round: 3

Range Increment: Melee

Ammo: 10

Reload Time: 1

Akimbo: Yes

Silencer: No

Laser: No

Size: 2

Credits: 15

Ammo Cost: 8

Ammo Size: ½

 

A lightning prod can be a very useful hand-to-hand weapon. Even the lightest tap from the weapon delivers an electric shock that ignores armor. The few mercenaries who know martial arts find the prod very useful.

 

Vimnar Industries Power Sledge

Class: Melee

Damage Per Hit: 1d10

Special: -

Accuracy Modifier: +2

Attacks Per Round: 1

Range Increment: Melee

Ammo: N/A

Reload Time: N/A

Akimbo: Yes (See Below; Str Req)

Silencer: No

Laser: No

Size: 4

Credits: 6

Ammo Cost: N/A

Ammo Size: N/A

 

A cheap and often deadly heavy melee weapon, the power sledge is a double-ended large warhammer designed specifically for aerodynamic swinging, which in turn leads to a superb amount of bludgeoning damage. However, only characters with a Strength of 3 or more can wield the sledge well enough to use both hammers in a single round, and even then, are considered to be fighting akimbo.

 

VK-5 Grenade Launcher

Class: Explosive

Damage Per Hit: 2d8/Special*

Special: Blast Radius 10/20

Accuracy: +0

Attacks Per Round: 1

Range Increment: 20

Ammo: 6

Reload Time: 1 per 2 grenades

Akimbo: No

Silencer: No

Laser: No

Size: 3

Credits: 9

Ammo Cost: 5 for six grenades/7 for six grenades

Ammo Size: 2

 

*Values after the slash indicate flash-bang statistics.

 

The VK-5 is a short to medium range weapon with massive damage capability. A switch near the trigger can alternate the grenade settings between exploding on impact or bouncing twice before detonating, allowing the user to fire from around corners at heavily defended positions. The VK-5 is one of the oldest and most successful launcher designs, and is very affordable.

 

Some mercenaries load flash-bang grenades into their VK-5s. Such a weapon blinds and deafens anyone within 20 feet for 1d6 rounds if they are looking at the impact point.

 

.20 Wasp Auto-Pistol

Class: Handgun

Damage Per Hit: 1d8

Special: Explosive damage (Half as effective against armor)

Accuracy Modifier: +2

Attacks Per Round: 4

Range Increment: 40

Ammo: 15

Reload Time: 1

Akimbo: Yes

Silencer: No

Laser: Yes

Size: 1

Credits: 23

Ammo Cost: 12 per clip

Ammo Size: ½

 

The Wasp, manufactured by Dynamus, which also produces the Gator, is a very special kind of side arm. The Wasp’s rounds are designed in such a way that they split apart on impact, causing minor shrapnel spread. This makes the Wasp a brutally effective anti-personnel weapon, but the bullet’s lack of penetration makes it unsuitable for use against most armored targets.

 

.50 Wasp Sniper Rifle

Class: High-Powered Assault

Damage Per Hit: 1d12+1

Special: Explosive Damage

Accuracy: +4

Attacks Per Round: 1

Range Increment: 150

Ammo: 10

Reload Time: 1

Akimbo: No

Silencer: Yes

Laser: Yes

Size: 5

Credits: 21

Ammo Cost: 10 per clip

Ammo Size: 1

 

Big brother to the .20 Wasp handgun, the sniper rifle uses the same explosive rounds as the handgun, making it a deadly anti-personnel weapon.

 

Chapter V: Equipment

“Don’t touch that! . . . I just got it working again.”

 

Standard Equipment: If a piece of equipment is listed as “Standard” under the credit value, that means that all characters begin with that piece of equipment unless they elect not to take it. Standard equipment only costs money if you have to replace it.

 

Armor

Credits: See Below

Armor reduces the damage that your character takes in combat. Characters buy armor in levels. One level of armor costs 3 credits and takes up 1 size point.

 

Examples of Armor By Level:

Level 0: The character isn’t wearing any actual armor.

Level 1: Very light armor, such as Kevlar.

Level 2: (+1 AC) A Kevlar suit that has been beefed up with durasteel shoulder and kneepads.

Level 3: Kevlar re-enforced by a large amount of durasteel armor.

Level 4: (+2 AC) Heavy durasteel and shock plating.

Level 5: Heavy shock plating re-enforced with nitrium impact coils.

 

Characters can only wear up to five levels of armor.

 

Armor doesn’t protect the character from everything; most laser weapons cut right through armor, and many environmental hazards can harm you regardless of armor. Also, keep in mind that continued damage may eventually weaken and destroy your armor.

 

Armor reduces the damage you take by 1 per level. In addition, Armor improves your Armor Class if it is heavy enough.

 

Booster Pack

Credits: 4

Size: 3

 

This basic rocket pack straps onto the back of the character. There is a trigger attached to the cord running out of the pack that ignites it.

 

The booster pack doesn’t allow for sustained flight, but it does add +10 to all of your checks for jumping and leaping. The booster’s fuel capacity allows for ten consecutive ignitions. To use it properly, the character has to jump while simultaneously pressing the trigger down in one of his hands.

 

Called shots made on the booster pack can cause it to explode, causing 1d8 points of environmental fire damage to the user and blasting out in a ten foot radius, causing 1d4 points of environmental damage to others within the radius.

 

Commlink

Credits: 5 (Standard)

Size: 0

 

A Commlink is a powerful electronic signal transmitter that can be affixed to the side of the user’s face like a headset or on his wrist like a watch. It includes a microphone.

 

The main difference between a Commlink and an ordinary radio headset is its range of communication. The Commlink can receive and transmit information from ships and satellites nearby the planet or space station that the current user is on. Mercenaries use Commlinks frequently to update their commanders on the current situation, or receive important information and/or new orders.

 

While the Commlink is primarily an audio transmission device, a ship with the proper technology can transmit holographic images and live video to a Commlink as large as three meters in length and width. In this case, the Commlink is used like an antique film projector. This feature is rarely used, however, because it generates a strong signal that is easy for enemies to detect, or even decrypt, in the worst case scenario.

 

A Commlink has an effective range of as much as half a light year, but the longer the distance, the more “lag” will occur; messages may be received anywhere from a few seconds after their sending to as long as a few days.

 

C-1 Detector Unit

Credits: 16

Size: 4

 

The C-1 is an electronic computer device shaped something like a very large plunger. At the bottom are the controls and read-outs, while the rod contains the various sensors that gather the unit’s database of information.

 

The C-1 has a multitude of functions.

 

1) The unit picks up on any seismic disturbance within sixty feet that has a force greater than 1 pound.

 

2) Three rotating laser-lights with 360 degree rotation spin around the rod. When a laser picks up motion, the C-1 beeps loudly. The speed (Slow, fast) of the lasers’ movement can be altered, as well as the volume of the beeping. The effective range of the laser is forty feet.

 

3) The C-1 constantly takes samples of the air around it. It can identify over 3,000 types and variations of unusual and/or noxious gases, and again, will beep if it has found something, at a user-set level.

 

4) The C-1 acts as an audio recorder with a memory length of eight hours. The C-1’s sensitivity is by default set to human equivalent, but can be set to higher or lower frequencies. When played back, the C-1 decodes the frequency, re-playing it at human sensitivity.

 

5) The C-1 monitors the radiation levels in a sixty foot radius. It beeps whenever it detects radiation levels that are potentially harmful to humans.

 

6) The C-1 picks up radio signals on every imaginable frequency, and is sometimes able to decrypt them.

 

7) The C-1 can record up to eight hours of video using the camera in the top of the rod, and can rotate just like the lasers. The audio and video recorder can be used in conjunction, but in that event records only four hours of information. The video records simultaneously in normal visual quality and in thermal vision.

 

8) The C-1 can both receive and transmit Commlink signals using its audio and video.

 

9) Anyone attempting to access information or adjust the settings on a C-1 must know the password.

 

The C-1 has to be set on the ground before it will function properly.

 

Gas Mask

Credits: 1

Size: 0

A gas mask allows a character to breathe safely in environments where dangerous gases are present.

 

Grapple Gun

Credits: 10

Size: 3

The Grapple Gun is not meant as a conventional weapon. If fired as such, it suffers –4 accuracy, and causes 1d3 damage. The range increment is 25.

 

But the gun’s grip is strong. The grapple uses both magnetic force and gripping claws, and the FlexiSynth™ rope can sustain a weight of up to 500 pounds.

 

The grapple rope retracts at a rate of 20 feet per round, either pulling the user toward the surface gripped on, or simply reeling itself in. If only being reeled in, the rope retracts in one round. The rope is fifty feet long.

 

Infrared Goggles

Credits: 3 (Standard)

Size: 1

In unusual or low-light situations, infrared goggles will allow a character to function normally. Wearing the goggles in bright light causes blindness for several seconds, but the infrared feature can be switched off. The goggles can be zoomed in to pick up images from up to two kilometers away. The goggles also work as an electronic range finder that outputs a range in meters or feet on what you are looking at.

 

Laser

Credits: 2

Size: 0

When mounted onto the appropriate weapon, a laser will increase your personal accuracy when firing the weapon, granting a +1 bonus to your attack. 

 

Radio Head-Set

Credits: 2 (Standard)

Size: 0 when worn, 1 when carried

A radio headset costs 2 points and allows communication with teammates over a wide area. Large obstructions can weaken or block radio signals, as can heavy interference. Discharging a laser weapon close to a radio receiver can temporarily ruin the device’s reception. A headset can easily be destroyed by a direct hit from an attacker.

 

Silencer

Credits: 2

When mounted onto the barrel of the appropriate weapon, a silencer muffles the sound of the weapon’s fire to the point where it can only be heard from within ten feet by normal hearing.

 

Strap

Credits: 1 (Standard)

Size: 0

This durable plastiflex weapon shoulder strap will allow you to drop your weapon and not have to worry about picking it up from where you left it later on. Most large weapons do not come standard with holsters, making it a necessity if you need to be on the move during a battle.

 

Chapter VI: Character Advancement

“This operation just keeps gettin' better and better.”

 

Level

Base Hit Points

Base Skill Points

Attribute Points

Missions Successfully Completed

1

10

6

5

None.

2

11

7

5

1

3

11

8

5

3

4

12

9

6

5

5

12

10

6

7

6

13

11

6

9

7

13

12

6

11

8

14

13

7

13

9

14

14

7

15

10

15

15

7

17

11

15

16

7

19

12

16

17

8

21

13

16

18

8

23

14

17

19

8

25

15

17

20

8

27

16

18

21

9

29

17

18

22

9

31

18

19

23

9

33

19

19

24

9

35

20

20

25

10

37

 

Chapter VII: Combat Rules

“There are no stupid questions! Only maggots like you, who ask questions!”

 

If you’re a little bewildered by the chapters before this, chances are good that you’re going to be downright confused by Combat Rules. This is where MERC starts to get truly complicated. Fret not; your GM will be doing most of the rolling, and knows his system better than anyone.

 

Formula For Attacking:

 

Melee Attacks: 1d20 + Strength Modifier + Accuracy Modifier + Skill Modifiers + Situation Modifiers

 

Ranged Attacks: 1d20 + Dexterity Modifier + Accuracy Modifier + Skill Modifiers + Situation Modifiers

 

To successfully hit something, the modified roll has to be equal to or above the target’s AC (Armor Class).

 

Skill Modifiers: Bonuses you get due to your character’s skills.

 

Situation Modifiers: Bonuses or penalties applied due to certain circumstances.

 

Actions:

 

1) Move thirty feet and:

 

A)      Fire a ranged weapon up to as many times as half its Attacks Per Round (rounded up).

B)       Attack with a melee weapon up to its maximum Attacks Per Round.

C)      Draw or holster a weapon.

 

2) Draw a ranged weapon and fire it once if it has an Attacks Per Round value greater than 1. For a melee weapon, you may attack with up to as many times as half its Attacks Per Round (rounded up).

 

3) Spend a round reloading and move fifteen feet.

 

4) Run sixty feet. You can run sixty feet per round only for a number of rounds equal to 1 + your Constitution (never below 1). After you run two or more rounds, you can only move five feet on the next round.

 

5) Climb or swim fifteen feet.

 

6) Move five feet and fire a weapon up to its maximum Attacks Per Round.

 

7) Get up if knocked over and move fifteen feet.

 

These action rules are tentative. For instance, in the case of (7), instead of moving fifteen feet after you get up, you could draw a weapon or fire it once. There are a lot of combinations that can be made between these seven action types, and not all of it will be clear at first. These seven will generally cover the things you are most likely to do in a round.

 

Special Actions:

Aiming: If the character has the Improved Aim skill, he can spend one round aiming at one target and get a +4 bonus to his attacks on that target in the next round. This action is rendered ineffective under certain conditions:

 

1)       The character is jarred or knocked over. You cannot aim if you are fighting during an earthquake, nor can you aim if a Zzemboth warrior clotheslines you.

2)       You take more than 1 damage in the round you are aiming.

 

Asphyxiation: All characters can survive without oxygen for a number of rounds equal to 6 + Constitution. Once this amount of time is expended, the character loses consciousness for a number of rounds equal to 1d6 + Constitution. After this time is up, the character is dead.

 

Characters with the First Aid skill can spend 1 round tending to another character that is suffering asphyxiation as a result of drowning, and thereby revive the unconscious character.

 

Attacking A Specific Point: If you want to aim an attack at a specific point on a target’s body or otherwise hit a distinct location (besides the broad side of a barn), you suffer a –4 penalty to hit. This is referred to as a called shot.

 

Attacking Prone or Helpless Opponents: An opponent that has been knocked down loses its positive Dexterity modification to AC, if it had one, and you get a +2 to hit. A helpless opponent cannot move at all, and therefore you hit it automatically.

 

Bleeding And Unconsciousness: There is a 10% chance per point of damage taken by a single attack that the wounded character starts bleeding. Blood loss damage is typically 1 every two rounds, and may persist for 1d10 rounds or more.

 

Unconsciousness: Typically, unconsciousness occurs from:

 

-Heavy blood loss (4 hp or more)

-Being knocked to 0 hp by stun damage.

-Being thrown (but not necessarily damaged) by a large explosion

 

There is no set amount of time that you will remain unconscious; it is up to the GM. You may be knocked out for a few mere moments or a few days. Characters with the First Aid skill can attempt to revive unconscious characters.

 

Carrying Other Characters: If you wish to haul an inert or wounded character or NPC off the battlefield, it takes 1 round to pick the character up (using both hands). Such a character has a size value of 5.

 

Charge: If you want to charge an enemy, this is what you do:

 

Movement: You must move before your attack and not after. You must move at least 10 feet and may move up to sixty feet. All movement must be in a straight line. You have to stop moving when you reach the target; you can’t move past and then attack.

 

Attacking: After moving, you get a single melee attack that has a +2 chance to hit and scores +1 damage.

 

Penalties: Your AC drops by 2 points while you are charging.

 

If you wish, you can use a charge to not only damage a target but also push it back several feet. The formula is:

 

1d6 + Your Strength – Target’s Strength – Target’s Dexterity: Number of feet that you push the target back. If the target has negative strength or dexterity, this will add to the number of feet rather than subtract. A pushed target has a 10% chance of falling for every foot that it was pushed back. If you push a target ten feet, it automatically falls over. For every ten feet you push a target, it takes 1 damage, but subtracts its Dexterity from the total damage.

 

For instance, if you somehow managed to push a target 20 feet, but it had a Dexterity of 1, you would cause 1 point of damage.

 

If you end up with a negative end result for your push attempt, it is you who is pushed back instead of the opponent that you charged against. You have a 50% chance of falling over, 35% if you possess Martial Arts I as a skill.

 

Cover: Sometimes a target will not be completely open to attacks from every angle and direction. For instance, a soldier standing behind a three-foot tall brick wall, manning the machine gun turret on a tank, or standing behind a tree. Cover improves the chance that attacks will miss the target.

 

Basically, you have a chance to miss the target equal to the percentage of the target’s body that is covered. For instance, if 50% of your body is covered, than any attack directed at the character has a 50% chance of missing, even if the attack roll met your AC value.

 

Using the Improved Aim skill reduces the chance by 20%, unless the chance started at 100%.

 

Cover may not matter depending on where an explosive is detonated. For instance, if an enemy soldier is half-hidden around a corner, and you fire a rocket at the wall behind him, his cover does not count for anything.

 

Critical Attacks: If on your attack roll, you naturally roll a 20, you automatically score a hit and cause double damage. If you roll a 1 naturally, you automatically miss, and there is a chance that you will drop your weapon or misfire it. See Weapon Failure for more information.

 

Defend Against Charge: If you are defending against a charge, you cannot move, but receive a +2 AC bonus against the charging enemy and get an attack of opportunity against the enemy at +1 damage. You can defend against a charge with a ranged weapon, but in that instance do not get an AC bonus, instead getting a +2 bonus to hit.

 

Explosives: A direct hit from an explosive attack (such as a rocket launcher or grenade) causes double the listed damage.

 

Fighting Defensively: This means that during the round, you are watching out for enemy attacks more than usual. You get a +2 AC bonus, but a –2 penalty to hit.

 

Fire: Occasionally an attack directed at a target may light the target on fire, assuming it is flammable. Generally, only explosives, laser weapons, and flamethrowers can light their victims on fire. The chance to be lit on fire is equal to 5% per point of damage taken from a single attack.

 

Targets that are lit on fire take no hit point damage until two rounds after you hit them. After that, they typically take 1d6 fire environmental damage per round until the fire is somehow put out. Generally, rolling around on the ground for a round has a 60% chance to extinguish a fire. Water always extinguishes a fire, unless special circumstances dictate otherwise (the fire has occurred on the inside of a water-proof tank, for example, or the victim was hit by Greek fire).

 

Firing Into A Melee: If two or more combatants are fighting each other in close quarters, and you fire a ranged attack at one of them, you risk accidentally shooting the wrong target unless you fire with a –4 penalty to attack. Otherwise, if you miss, your attack has a 25-50% chance of hitting another attacker.

 

Flanking: If you are attacking an opponent from a direction in which it cannot see you, you get a +2 bonus to hit.

 

Hit Location: It does matter where you hit a target. Depending on the enemy you are firing on and the damage your gun does, it is possible to dismember opponents with called shots to the limbs or head. Any called shot to the head typically does x2 damage. Whether you dismember a target or not is up to the GM; but don’t inspect much if you are using a weapon that does less than 1d10 damage.

 

Other important locations:

 

-Spinal cord: A hit to the spinal cord will almost certainly paralyze part or all of a victim’s body.

-Throat: Prevents speech, and often causes the victim to choke to death.

-Hands: A hit to the hand will cause the target to drop whatever it is holding in that hand, and probably prevent the hand from functioning again.

-Feet: Usually trips the target up, and will probably inhibit its movement.

 

A direct hit on certain locations may not always be possible, depending on the armor that the target is wearing, or if it lacks that body part naturally.

 

Initiative Rolls: When two opposing forces suddenly meet, the quickest warriors generally go first.

 

Initiative rolls are an optional rule, and don’t always have to be used, especially if one side was ambushed, or in a large battle where rolling everyone’s initiative would be too time-consuming. In that case, the GM just uses common sense to decide who goes first.

 

However, for Initiative rolls, every combatant rolls 1d20 and adds their Dexterity to the total. The order of who gets to go first is determined by who got the highest rolls.

 

If an NPC and a player both got the same roll, the player always goes first in the round. If two players got the same roll, have them each roll a 1d20 (unmodified) to see which of them goes first, or let them decide themselves.

 

Jumping, Falling, And Landing: Occasionally, it may be necessary or helpful for a character to jump around. A jump does not count as a separate action from moving.

 

Running Jump: You can do a running jump if you move at least five feet before jumping. The formula for finding the length of a running jump is as follows:

 

5 + 1d6 + Strength: Number of Feet Jumped

 

Standing Jump: If you don’t want to or can’t perform a running jump, you can always leap from where you are standing. The formula for finding the length of a standing jump is as follows:

 

3 + 1d4 + Strength: Number of Feet Jumped

 

Reserve Jump: You jump backwards. This has to be a standing jump, unless you have Martial Arts II, which allows you to make running jumps while moving backwards.

 

Standing Reverse Jump Formula: 1d4 + Strength – 2: Number of Feet Jumped

Running Reverse Jump Formula: 1d4 + Strength: Number of Feet Jumped

 

You can never jump less than 1 foot unless you specifically want to.

 

Falling: If your character falls down a cliff or pit, or is thrown a great distance by some sort of force, he is likely to take falling damage.

 

Formula For Falling Damage: 1 point of damage per 10 feet of falling. Subtract your Dexterity from the total damage.

 

This may sound strange, but you can fall other directions besides down. Suppose a giant robot swats you out of the way with its forearm. If an opponent is big enough, it can push you as if it were performing a charge this way. The creature will get further bonuses or penalties to the normal number of feet it can push you based on its size.

 

With that in mind, the robot could easily push you ten or more feet, causing falling damage, in addition to damage from its unarmed melee attack.

 

Landing On Your Feet: You may not always be able to land on your feet after a jump or fall, especially if you jump around on difficult terrain or fall a great distance. Generally, the base chance for you landing on your feet in a given circumstance is:

 

Jumping: 50% + 15% per point of Dexterity.

Falling: 10% + 10% per point of Dexterity.

 

If you have a Martial Arts skill, add 15% to your chance. The chance is also modified by circumstance; it is doubtful that you can land on your feet on a surface covered with marbles, for instance.

 

Knock Away or Grab A Weapon: If you want, you can try to shoot or knock a weapon out of an opponent’s hands, but this is incurs a –4 attack penalty, and the creature whose weapon is being shot at has a 15% chance per point of Strength of retaining its hold on the weapon. Regardless, you have a good chance of damaging the weapon if you shoot it.

 

If you want to grab a weapon away, you have to roll a d20 and add your Strength. You succeed in grabbing the weapon away if your roll is higher than 10 + the current holder’s Strength. Even so, doing this provokes an attack of opportunity from the creature you are grabbing the weapon from.

 

Point Blank Fire: If you are shooting at a target that is 15 feet or closer, your attacks cause +1 damage.

 

Poison: Occasionally, both characters and NPCs will be exposed to poisonous substances.

 

If a character is successfully hit with an attack that has the capability of poisoning him, the character must roll 1d20 + Constitution, and come up with a 15 or higher. Add 2 to the roll if the character has the Endurance skill. If the character succeeds, the poison has no effect, or only half effect, at the GM’s option.

 

If the physical damage from the attack was completely blocked by armor, then the poison will not affect the character.

 

Certain creatures and aliens may be resistant or immune to certain poison effects based on their physiology or size.

 

Two-Weapon Fighting: Unless you have the proper skills, you suffer a –4 penalty to all of your attacks when fighting with two weapons.

 

Unarmed Melee Attacks: With an unarmed attack, you do 1 damage + your Strength (never below 1). Creatures reduced to 0 hp with an unarmed attack are not killed; they are merely knocked out from the stun damage. If you want to kill something with unarmed attacks, you have to bring it down to a negative hp total equal to its maximum positive hp total. For instance, a creature with 25 hit points would have to be reduced to –25 hit points before it would die.

 

Mechanical units are not harmed by unarmed attacks unless you have Martial Arts II.

 

You get a number of unarmed attacks per round equal to 1 + (your Dexterity –1). This total can never be below 1.

 

If you armed with a gun or another weapon that is not meant for melee attacks, you can still use it as a melee weapon, although not very well. Because of its unwieldiness, you suffer a –2 to your attack roll, and you can make only 1 attack per round if you don’t have any Martial Arts skills. You do stun damage equal to 2 + your Strength.

 

Unseen Attackers/Attacking: If for any reason the characters or NPCs in a battle can’t see who is attacking them, then they lose their positive Dexterity bonus to AC when being attacked by the invisible attacker, and the attacker gets a +4 bonus to hit. Furthermore, the attacker gets +8 AC if the hindered character tries to attack it in return.

 

Weapon Failure: If you roll a natural 1 on your attack roll, there is a 50% chance that your weapon “jams,” or misfires. This basically means that the gun stops working properly, due to mis-use, over-use, or general damage. A weapon that misfires cannot be fired again until it is fixed with the Weapon Repair skill (which requires 1 round). Some weapons never misfire, and others misfire more often than others.

 

Attacks of Opportunity

An attack of opportunity is a free melee attack granted to combatants under certain conditions. Attacks of opportunity are made automatically, without penalty to the rest of that combatant’s actions during the round, but a character may opt for whatever reason not to make an attack of opportunity.

 

Threatened Area: You threaten the area into which you can make a melee attack, even when it is not your turn to act. Generally, this area is everything that you can see within a five-foot radius. An enemy that takes actions besides attacking you while in your threatened area provokes an attack of opportunity.

 

If something moves into or out of a threatened area without attacking the enemy that threatens before moving, this provokes an attack of opportunity.

 

A character or NPC gets a number of attacks of opportunity per round equal to 1 + Dexterity modifier (never less than 1).

 

You don’t get ranged attacks of opportunity.

 

Game Time

During combat, the action is played out in rounds. This is about five seconds worth of time in-game. Ten rounds equal 1 turn. 12 rounds add up to 1 minute.

 

Long-Distance Movement: If a character is moving at a speed of 30 (thirty feet per round), that means the character can cover about 6.5 kilometers (about 4 miles) in an hour’s worth of game-time. Depending on the difficulty of the terrain, this time may be adjusted. This information is helpful to know if the characters need to move a long distance during a mission.

 

Chapter VIII: Mercenary Brigades

“So, what do you do for a living?”

“Uh. . . Kill stuff.”

 

In the future of warfare-for-hire, not all mercenary teams are created equal. There are several large mercenary brigades in operation, in addition to dozens of smaller ones, and a whole lot of brigades that didn’t get the job done right and were exterminated down to the last man in battle.

 

Mercenary brigades are highly competitive. Sometimes, two brigades take the same job, and that’s when the trouble starts. Opposing mercenaries are highly likely to shoot one another on sight. Only when the situation becomes grim for both sides will two brigades even consider working together, and even then, they will do so with a heavy grudge, often back-stabbing their new allies when the chance arises.

 

The Wolf Pack

Leader: Toras Lang

Numbers: 300+

The Wolf Pack is considered to be the best of the best. Most members have experience in elite military squads and are veteran soldiers. The Wolf Pack has been in operation for thirty years under the direction of Lang, and is by far the most successful brigade ever.

 

The Wolf Pack approaches any mission with absolute professionalism, sustaining minimal casualties. They have been known to defeat enemy forces several times their number with brilliant combat strategy.

 

Grayther’s Rough Riders

Leader: Nesson Grayther

Numbers: 400+

Nesson Grayther recruits anyone who wants to fight, regardless of actual military experience. The rough riders are made up of convicts, both former and escaped, boot camp dropouts, dis-satisfied ex-husbands, and the occasional female, a rarity in military work.

 

Because of this, their success is marginal, but those who survive their first few missions go on to become great mercenaries. A Rough Rider drop-force is 50% experienced soldiers and 50% rookies. Other brigades have little respect for the Rough Riders, who have a history of making disastrous battlefield blunders, but thanks to high casualties among first-time recruits, Grayther and his men don’t have to spread their wealth too thin.

 

The WyrmCorps

Leader: Garrett Ley

Numbers: 1,000+

The WyrmCorps is a unique brigade. Formed by renowned businessman Garrett Ley, the WyrmCorps is just one of his many strange ventures. Wealthy beyond his means, Ley can afford to outfit his soldiers-for-hire with the best and most expensive weaponry, equipment, vehicles, and drop-ships.

 

Members of the WyrmCorps at heart are poor soldiers. Mainly former security guards and low-level law enforcement, they are not trained for the intense combat presented to mercenary units. However, they can rely on high technology, a complete battalion of heavy battle-tanks, and an array of cannons and mortar equipment.

 

While clever and determined enemies can eventually foil the WyrmCorps on the battlefield (as the Wolf Pack has on nearly every occasion), their impressive numbers and heavy support make them a potentially dangerous force.

 

Garrett Lay sends only a modest chunk of his forces into any mission (in case of disaster), and pockets 10-20% of any profit made, using the rest to further subsidize and pay his troops. The WyrmCorps is one of the most active brigades still in operation.

 

The Viper Squadron

Leader: Unknown

Numbers: 100+

The Viper Squadron is perhaps the most mysterious brigade in operation today. It is unknown where the squadron originated from, and their methods are not well documented.

 

The Viper Squadron travels as a small fleet of souped-up stealth fighters, going and staying where they please. Rarely detected, their members specialize in covert operations, including infiltration, sabotage, and assassination. Those who have fought Viper Squadron mercenaries describe them as exceptionally quick and accurate with their weaponry, and very few of their number have been lost in battle.

 

It would seem that the Viper Squadron values secrecy and precision combat above all else.

 

Chapter IX: The Story

Part I: Rise of the Intergalactic Commonwealth

By the year 2100, Earth’s resources were depleted, and the planet’s ecosystem was nearly destroyed by rampant over-population and heavy industrial activity. The United States still reigned as the supreme super-power, and U.S. physicists and engineers, working with NASA, had created the first space-faring vessels.

 

Within ten years, a colony was built on the moon. New sources of energy were being harvested; solar power was now a major commodity, and cold fusion was finally realized. Using these resources, the U.N. was able to populate most of the solar system with space stations and colonies, populating them with millions of people.

 

In 2136, Dr. Abraham Kesling built the first stable light-speed engines. Although light-speed travel requires a huge amount of power, super-power countries quickly built massive cruisers capable of using the revolutionary technology, which over the years would be refined for greater efficiency and stability.

 

It was also during this time that space ships began to be used as military weapons. A civil war on Mars between Russian and Chinese colonists was quickly quelled when a large U.N. battleship arrived to keep the peace. Intent on taking Mars for themselves, Chinese colonial forces mounted an attack using basic star-fighters of their own design. The resulting Battle of Mars was the first space conflict recorded in history, and ended with the annihilation of the small Chinese fleet.

 

Nations and colonial governments across the system quickly realized the value of an armada, and several large fleets were constructed, with advances in space-borne military technology quickly advancing.

 

Meanwhile, the first ships were setting out to explore the rest of the galaxy. Remote space stations were built in the far reaches of space to improve settlement operations and promote further exploration. New planets and systems were discovered and colonized. By 2180, humans occupied 53 different planets spanning over 11 systems.

 

In 2191, first contact was made. Strange aliens calling themselves the Krulutar revealed that they had been studying mankind for over fifty years in secret, and arrived in the Galileo system with an entirely robotic fleet and army.

 

The Krulutar made known their feelings that humankind was little more than a destructive virus, like all other life forms beside the Krulutar, and that they were intent on annihilating all humanity.

 

Automated Krulutar battleships invaded the entire system, releasing a throng of robot warriors against the planetary colonists. Within a week, the Krulutar laid waste to all signs of human civilization in the Galileo system, killing three million people.

 

The U.N., as well as several other independent nations, responded in kind by directing their own fleets to converge on the system and drive back the alien threat at all costs. In the desperate battle that followed, the human armada finally obliterated the Krulutar expeditionary force, which fought them to the death.

 

But the war with this new malevolent species was not over. Possessing a huge amount of information concerning humankind, the Krulutar knew that Earth was the homeworld of all humans, and quickly attacked. Although the Krulutar sustained heavy losses in their assault on the heavily defended world, in the end a mass exodus had to be launched, and Earth was abandoned to the Krulutar war machine.

 

Having under-estimated the cunning tactical and military capabilities of the human race, the Krulutar were surprised to see that the bulk of their own navy and military had been destroyed. The nomadic aliens retreated back into the depths of space, vowing to one day complete the destruction of the human species.

 

Across the galaxy, the human race had seen the damage that the Krulutar inflicted, and mourned the destruction of Earth. In response to this momentous occasion, once opposing nations became strong allies, and the U.N. grew even larger.

 

But with the loss of earth, the idea of human nations was obsolete. Colonies found that they had no use for nationalism, as most had become melting pots for people of all cultures. Slowly, a conglomerate of planetary colonies formed, militarily and economically united. In 2201, the Intergalactic Commonwealth was born.

 

The Commonwealth quickly overtook the few who still felt loyalty only to their nations, leaving behind only a handful of isolationist colonies that wanted no part of the grand alliance. United as never before, the human military became extremely powerful, and colonization efforts continued, oblivious to the Krulutar threat.

 

Part II: The Zzemboth and the Return of the Krulutar

In 2216, Commonwealth colonists discovered the Zzemboth, a race of large, brutish creatures with some psychic ability and little respect for other intelligent life. Opening attempts at communication with the Zzemboth broke down, and their Grand Council of the Zzemboth declared that humans were not to be allowed back into their home system. The Commonwealth reluctantly agreed to this, although scientists yearned to learn more of the tribal creatures.

 

Unfortunately, independent colonies brazenly ignored the Zzemboth decree, attempting to build colonies on planets that the Zzemboth populated. The militaristic isolationism of the Zzemboth quickly turned into bloodthirsty aggression, and human settlements were razed upon their detection by the Zzemboth tribes.

 

The large but technologically under-developed Zzemboth fleet that patrolled their home system in swarms for the first time began to probe outside of their own territory in search of the insolent human presence, as their Grand Council had decided that the offending humans must feel their wrath.

 

Huge armadas of small Zzemboth battleships eventually found various human-controlled systems, and attacked relentlessly, without concern for their own self-preservation. Although the first few waves of Zzemboth ships were repelled rather easily, the scale of their invasion grew. Unbelievable numbers of Zzemboth ships slowly decimated any opposition that dared to resist them rather than flee.

 

After devastating three different systems, most of the Zzemboth went back to their homeworlds to replenish their depleted numbers. Unbeknownst to the Commonwealth at the time, the Zzemboth reproduced only through cloning. As a result, the frenzied Zzemboth armies continued to swell towards ever-greater proportions, until their home system couldn’t even sustain their numbers any longer.

 

The Zzemboth called their second invasion the Great Conquest, and sent hordes of ships and troops across the galaxy to make war with humans wherever they could be found. The massive expeditionary forces are still active to this day, although the Zzemboth have stepped down from their original, focused tidal waves that initially squashed their human enemies.

 

Zzemboth tribes can now be found throughout the galaxy, distinguishing themselves through ritual tattooing and self-mutilation. There are over thirty documented tribes, and probably more that haven’t even left the original Zzemboth homeworlds. Needless to say, the Commonwealth considers the Zzemboth a dangerous threat, and strives to destroy their colonies upon discovery.

 

In 2230, the Krulutar war machine struck again. With new and improved mechanical monstrosities to aid them, the Krulutar swept back across the re-constructed Galileo system, smashing it yet again, and made it their staging point for the great conflict to come. Like the Zzemboth, which they had also made war with on occasion, the Krulutar had learned to hate all humanity, and fought with a renewed malice.

 

By the time the Krulutar returned, fifty systems were under Commonwealth control, and even after fighting with the Zzemboth, the Commonwealth was a great and mighty foe for the Krulutar, who never before had faced such an enemy. Krulutar raiders spread destruction across the galaxy, and now Commonwealth forces are still actively engaged against them.

 

Part III: The Vek’Daath, The Trading Guilds, and the Coming of the Mercenaries

After countless decades of bloody struggle, even the Commonwealth was now consumed by its once latent war-like tendencies. Generals and admirals seized firm political control of the Commonwealth, and it is no longer an institution dedicated merely to the expansion of the human race, but also to the destruction of its numerous enemies.

 

Dismayed by the growing blood-thirst of the Commonwealth leadership, enterprising colonial governors decided that they would go their own way, surviving off of only the wealth that their colonies made. No longer would scores of their youth be transported away to fight the endless wars against the alien powers.

 

Soon, a network of trading guilds formed. Most of the now independent colonies are under the control of the Great Conglomerate. Although the Conglomerate is less involved in the constant conflict across the stars, its leaders are obsessed with profitability, and are constantly squaring off with unofficial union worker groups.

 

As a result, the Great Conglomerate has violently put down multiple worker revolts, and is currently dealing with underground proletariat militants that act as space-age Robin Hoods, frequently ambushing GC freighter shipments and either destroying or stealing their cargo.

 

Conglomerate governors grew angry, and mercenary units began to spring up to deal with the rebellious workers. These were the beginning of the now legendary mercenary brigades.

 

Toras Lang and the Wolf Pack, the most infamous of all the mercenaries, began their work by ruthlessly sacking rebel encampments and waylaying their secret trade routes across various planets, either slaughtering or capturing their victims for profit, and then either returning lost shipments or stealing them in turn. Lang’s exploits grew ever more outstanding, and his men grew into a fighting force that is still unequaled in all the galaxy.

 

Even as the Wolf Pack became a feared name among rebel colonists, more mercenary contingents began to spring up. Soon, even the Commonwealth and independent colonies began to use mercenaries in their operations. Not all mercenary groups met with success, but for every loss, more sprang up, their members attracted to the idea of great personal profit through violence.

 

Eventually, opposing mercenary groups came into direct conflict, and many have growing, clan-like feuds, with scores to settle.

 

Mercenary brigades are now the most feared out of any human military force, renowned for their great expertise and deadly cunning.

 

In 2239, independent explorers discovered the Vek’Daath. Originating from a massive jungle homeworld, the Vek’Daath are a lithe serpentine race with unimaginable psionic power. Ancient enemies of the Zzemboth and Krulutar, the Vek’Daath are relatively few in number but extremely formidable.

 

It was fortunate, then, that the Vek’Daath did not greet the human race with open hostility. Instead, in their cunning, they forged a strong but shadowy alliance with the Commonwealth to defeat their mutual enemies.

 

The first human-witnessed battles involving the Vek’Daath amazed them. The Vek’Daath Assassins pride themselves on their ability to slay an adversary with a single blow, and slashed their way through an entire regiment of Zzemboth forces with relative ease, lopping of limbs left and right with their deadly melee weaponry.

 

At the same time, their Acolytes, the leaders of their race, met their enemies with a combination of psionic energy attacks and all but unbreakable force fields, repulsing wave after wave of enraged Zzemboth warriors. After the initial battle, the Acolytes astounded their human comrades and re-animated the fallen Zzemboth warriors to mop up the remainder of the enemy force.

 

While the Vek’Daath’s final motives remain unclear, it is certain that out of any alien species that humanity has encountered, they are easily the most deadly of all.

 

Part IV: The Coming Storm

The year is 2251.

 

Commonwealth forces are spread out across the boundaries of their galactic territories, valiantly fighting almost never-ending battles with the barbaric Zzemboth and the dreadful machinations of the Krulutar.

 

The Vek’Daath are preparing to meet with a Commonwealth armada in the Halon system, setting up a powerful offensive.

 

The Great Conglomerate is as strong as ever, despite continued sabotage by the self-proclaimed Universal Proletariat. Likewise, the Proletariat has developed a more professional fighting force and appears ready to deliver a serious blow to the Conglomerate for the first time in many years, having recovered from the arrival of the Wolf Pack.

 

Meanwhile, in the backwater regions of the known galaxy, independent colonies have descended into open warfare with one another, attempting to forge their own empires.

 

Mercenary groups throughout the galaxy are signing up with their chosen employers, ready for more action.

 

Chapter X: The Characters’ Roles In The Galaxy

“You are a gnat! An insignificant amoeba! I have more important things stuck to the bottom of my boot!”

 

The players are part of a newly formed mercenary brigade looking to make a name for itself, as well as some money. The characters should choose a name for their brigade and go from there.

 

The characters have an NPC leader-type that gives them a selection of possible missions to take up. Not all missions will still be available later on if the characters do not take it immediately. Missions will pay more based on their difficulty, and characters will also get higher fees as their notoriety increases and their brigade becomes more successful.

 

Characters can choose to serve in a campaign with a single employer or skip around and take jobs as they see fit. However, employers are willing to pay more for a brigade that is willing to stick around.

 

Campaigns

Players receive a selection of missions to take at the beginning of the game. The difficulty and importance of the mission can be gauged by how many credits are being offered for its successful completion.

 

Missions may have secondary objectives that the characters don’t necessarily need to fulfill, but will result in higher pay.

 

Which missions the characters take also have an effect on the course of the campaign. Depending on which missions you complete or fail, new missions may spring up, or some may become unavailable. If you choose one mission over another, the other mission may not be available when you return.

 

Typically only 2-3 missions will be presented at once.

 

You will be able to work for a variety of different employers as you progress.

 

The Intergalactic Commonwealth (Conventional Warfare Against Aliens): Expect to deal with a lot of Zzemboth and Krulutar forces in your work. Thankfully, the Commonwealth has a lot of resources to draw from, and you will often receive help from Commonwealth troops during a mission. After some time, you may have the privilege of fighting alongside the Vek’Daath.

 

The Great Conglomerate (Iron-Fisted Oppression Of The Pathetic Rebels): The Conglomerate uses mercenaries to help put down worker revolts. At times you may either have to fight against mobs of disorganized and poorly armed rioters, or against the well-prepared Universal Proletariat underground.

 

The Great Conglomerate is very fond of anti-personnel vehicles, such as battle-mechs and light tanks equipped with mounted machine guns and flamethrowers. Do not take Conglomerate missions you object to the idea of massacring poorly armed civilians.

 

The Universal Proletariat (Guerilla Tactics Against Conglomerate Tyranny): Even the Proletariat has an occasional use for a mercenary group. Working with the Proletariat, you will often participate in ambushes on Conglomerate trade routes and factories. You may also be called upon to commit acts of sabotage and even assassination.

 

Ultimately, your exploits against the Conglomerate may pit you against the dreaded Wolf Pack.

 

Independent Colonies (Conventional Combat Against Other Professionals): The most remote areas of the human-controlled systems have begun to fall into violent squabbling, mainly over money. Working with one of these independent colonies in a military action would entail a lot of battles with potentially well-prepared and skilled troops.

 

Chapter XI: Hostiles

“Game over, man. Game OVER!”

 

Mercenaries will face off against a wide variety of foes throughout their careers:

 

Conglomerate Enforcer Mechs

Conglomerate Enforcers are mechs designed to support the HK-7 Scorpion, especially against more heavily armored threats. While less durable than the Scorpion, the Enforcer is able to deal out heavy damage in a matter of moments with its combination of dual Gatling lasers and grenade launcher.

 

Challenge: Difficult

 

Gorge Worms

A gorge worm is a nine-foot amphibious invertebrate predator native to Nairedar III, under the scientific name Nemertea Labiosus. It usually survives on the reptilian life forms on the planet, but will eat virtually any living thing smaller than itself.

 

When it reaches what it judges to be attack range, it raises most of its body out of the water, extending a four-toothed, circular maw, and attempts to swallow the target whole. If it can’t, it will just chew until its prey is broken into small enough pieces.

 

Challenge: Easy

 

HK-7 Scorpion Tanks

The Scorpion has seen wide use as a riot suppression tool, used commonly against revolting miners and Universal Proletariat forces. The tank is designed for anti-personnel combat, riddling charging rebels with .45 caliber rounds, and burning them alive with its flamethrower once they close the distance. When used alongside infantry, it proves to be a weapon of deadly power.

 

Challenge: Difficult

 

Krulutar Drones

The main grunt of the Krulutar war machine, the drone is a small spider-like robot with versatile functions. Able to detect the seismic vibrations of incoming enemies, the drones can move along walls, ceilings, and other steep surfaces with ease, traversing even the most difficult terrain when on a mission.

 

Attacking with a simple optical laser and their leg-claws, the drones are brutally effective in large numbers, and have been known to lay in wait to ambush passing enemies.

 

Challenge: Easy

 

Krulutar Overseers

Krulutar Overseers are among the few of their race that are ever seen on the battlefield. Strange, sickly humanoids with tiny heads, they are physically weak, but what they lack in strength they make up for with their psychic abilities. Charged with commanding the Krulutar robot legions, they protect themselves with a large group of robots whenever possible.

 

Overseers do whatever they can to stay out of harm’s way, but will readily defend themselves both with their psionic attack and their force field ability. In addition, they have been known to mentally attack humans, temporarily incapacitating them or even enslaving their minds for a short time.

 

Challenge: Easy

 

Krulutar Troopers

Growingly fascinated by the humanoid form, the Krulutar developed the trooper as a fitting exterminator of humankind. Basically a six-foot humanoid robot that has vaguely human features carved into its steel plating, the trooper is a deadly adversary in battle.

 

The trooper’s laser cannon can easily kill and maim a great deal of enemies in a matter of seconds, and when engaged in hand-to-hand combat, retractable blades jut out from its fists, which it uses to brutally stab enemies, usually in the head and heart.

 

It is rumored that troopers possess a limited regeneration ability that allows a still functioning trooper to repair damage.

 

Challenge: Moderate

 

Turgs

Genetically engineered clone soldiers, the Turgs are believed to have originated as one of the Great Conglomerate Science Division’s horrific experimentations. It is believed that the Conglomerate somehow lost control of the creatures, and they have since spread across the galaxy. While industrious enough to replicate both the method of their cloning and Conglomerate vehicle designs, most Turgs are horribly stupid, and exhibit a barbaric mentality when dealing with others.

 

The Great Conglomerate officially denies any link between their organization and the Turgs.

 

Challenge: Easy

 

Zzemboth

The Zzemboth are a race of clone warriors who distinguish themselves only through clan designation, tattooing, and ritual mutilation. Standing about eight feet tall, they have pale blue-white skin, and muscular frames. The creature’s mouth is much like a zipper, with two rows of teeth extending down from the snout. The creature’s eyes are blood red, and two dull yellow horns extend downward from the back of its head.

 

The Zzemboth are utterly countless in number, and have built colossal armadas of simple transports and attack cruisers in order to move from system to system.

 

Harboring a deep hatred of humans, the Zzemboth attack them on sight. Wielding little more than throwing spears, their infantry units charge recklessly into battle, stopping only when they are completely victorious or dead.

 

It is known that some Zzemboth possess rudimentary carbine rifles.

 

Challenge: Easy

 

Other Threats

There is an ever-growing multitude of potential enemies, for both mercenaries and the human race itself. Not all enemy units are discussed above, and some have yet to be documented even by Commonwealth intelligence efforts.

 

Chapter XII: Special Thanks

-To Gamespy for hosting the GSFRPGs.

-To Wizards of the Coast and TSR for building 3rd edition D&D.

-To every cool futuristic military video game and movie, including Starcraft, Aliens, and even Starship Troopers.

-To Takuhii, Cereal Samurai, and Mr. Self-Destruct for hosting the various versions of MERC online for everyone to see.

-To Metallica for numbing my brain with mp3s while I work on this monster.

-To everyone who has played or signed up for a waiting list for a GSFRPG, because without you this would all be totally worthless.

 

Chapter XIII: Version History

 

V2.4

-Revamped Chapter I.

-Re-organized weapon section alphabetically.

-Added class descriptor to weapon descriptions.

-Added Explosives rule in the Combat Rules section, previously only in the Weapons section.

-Sent version history to the bottom of the document, in case you couldn’t tell. . .

 

V2.3

-Added the Improved Initiative skill.

-Changed Rapid Attack skill to Rapid Strike, to avoid confusion with Rapid-Fire.

-Made editing corrections and minor adjustments to rules to clarify how they can be used.

-Added e-mail link at top of document.

 

V2.2

-Added new chapter: Hostiles.

-Added Hacking skill.

-Added Martial Mastery skill.

 

V2.1 Changes:

-Nerfed Electrode Gun imbalance. Too much damage, especially when you factored in the blast radius. In return, the gun costs less.

-First Aid and Medicine skills boosted to allow slight hit point restoration to other characters.

-Made fixes and amendments to certain rules to address player questions and other issues.

 

V2.0 Changes:

-Added the Conarri .45 Gatling Gun.

-Added the Larret .45 Semi-Automatic Rifle.

-Added the Katana.

-Added the Tarkizi 9mm Machine Pistol.

-Added the Laramie Corp Electrode Gun.

-MK-10 Rocket Launcher modified to improve its over-all usefulness compared with the other weapons.

-VK-5 Grenade Launcher amended to allow the purchase of flash-bang ammo.

-Major design and statistic alterations made to the power sledge. It is now an exceptionally cool weapon.

-Nerfed the T-5 Combat Knife and took away the T-5 prefix. Annoying to continually type.

-Added the C-1 Detector Unit in the equipment section.

-Added Disarm Explosives skill.

-Added Melee Combat skill.

-Added Unarmed Combat skill.

-Amended the Language skill to include information on alien languages.

 

V1.9 Changes:

-Added M-5 Explosive Charge weapon.

-Added KL-34 Dart Launcher weapon.

-Added rules for asphyxiation in Combat Rules.

-Added section on Poison in Combat Rules.

-Added Grapple Gun in equipment section.

-Booster Pack size reduced to 3.

-Stealth skill amended.

 

V1.8 Changes:

-Size or cost of ammo units changed for a great deal of weapons. Some ammo sizes have been reduced to ½.

-Standard equipment rule implemented.

-Added information about hit point recovery in the description of the Constitution attribute.

-Commlink added. Sweet.

-Edited Infrared Goggles, implementing Range-Finder ability.

-Due to the complete uselessness of Chapter VI, it was changed to “Character Advancement.” In later revisions, more might be included in that chapter.

-Certain skills edited for clarity and to address player questions.

-Added some “spice” to the beginning of some of the chapters. More may show up in between skill descriptions if they get a good reception. Always helps to detract from the monotony of rule after rule.

-Edited special thanks slightly to reflect Mr. Self-Destruct’s selfless contribution.

 

V1.7 Changes:

-Maneuverability skill cost reduced to 2.

-Added Sniping skill.

-Added Attack Reflex skill.

 

V1.6 Changes:

-Rules for piercing damage changed to improve weapon balance.

-Added clear statement at start of Weapons chapter and in character sheet stating how many credits characters begin with.

-Added Forensics, a new Field skill.

-Added the Flamethrower as a weapon.

 

V1.5 Changes:

-Added the Larret .50 MK3 Assault Rifle.

-Added Critical Attack rules in Combat Rules. Yeah, I know, I should’ve added that a long time ago. Shame on me.

-Added rules for Weapon Failure in Combat Rules.

-Added “Never Misfires” special property for weapons, and modified several guns to have the trait.

-Added the “Frequently Misfires” special property for weapons.

-Deleted the “Multi-Ammo Attack” special property.

-Added Weapon Manufacturer section in Chapter IV.

-Fixed prerequisites for the Medicine skill.

-Amended the Hit Location rule.

 

V1.4 Changes:

-Radically improved the character sheet in Chapter I.

-Added the Weapon Throwing skill.

-Amended attribute descriptions to include more details on their uses.

-Clarified some skills and rules, generally in relation to melee combat.

-Added Point Blank Fire rule in Combat Rules.

-Added a character level chart at the end of Chapter VI.

-Notice: The demonstration character’s statistics in Chapter VI are laughably out of date with the current version. Never the less, the point has still been made.

 

V1.3 Changes:

-Added rules for carrying other characters in Combat Rules.

-Added rules for Cover in Combat Rules.

-Added rules for being lit on fire in Combat Rules.

-Added the Mobility skill.

-Fixed minor formatting problems.

-Made fixes to the clarity of certain rules in response to players’ questions.

-Unarmed Finesse’s point cost reduced to 1.

-Added the SB-7 Claw Grenade weapon.

-Added rules for Initiative in Combat Rules.

 

V1.2 Changes:

-Added booster pack in Equipment section.

-Added Counter-Attack skill.

-Amended Strength attribute information to include details on alterations of base movement.

-Amended the Tarkizi .45 to be compatible with a silencer and have less attacks per round. Don’t worry; it’s a lot less expensive.

-Added rules for Hit Location in Combat Rules.

-Added rules for Bleeding and Unconsciousness in Combat Rules and amended First Aid skill.

-Amended Unarmed Attacks in Combat Rules. Introduced the concept of stun damage.

-Amended rules for Attacking A Specific Point in Combat Rules.

 

V1.1 Changes:

-Changed weapon damage numbers to die rolls. Random damage is better than set damage, because players won’t know what to expect with random damage. Duh. Originally, I put it at set damage because I thought die rolls would bog down combat.

-Fixed incorrect rules for reloading weapons and the Quick Reload skill.

-Added rules for jumping. Amended rules for the Martial Arts skills accordingly.

-Added rules for falling and landing, which interlock nicely with jumping.

-Added the Leaping skill.

-Amended rules for charging.

-Added an introduction to Combat Rules.

-Added Special Thanks chapter.

-Notice: In Chapter VI, the number of credits spent for armor is incorrect. But I don’t care, because you get the point.