stalker oblivion lost ttwg
TRANSCRIPT
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1. Intro & Game size
Stalker: Oblivion Lost is designed to be skirmish game for 28mm set in a science fiction/postapocalyptic setting. While players will command mltiple troops! the focs is more on individal
figres! e"ipment and abilities! than large scale combined arms battles. #hs the detail level is greaterand games will emphasi$e combat more at the sharp and bitter end amidst the grime of blasted rbbleand twisted steel than a detached %od&s eye view of an entire war $one. '( ) '* figres per side is the
ma+imm sggested force si$e.
1A. Keep it Simple, but not Stupid.
#his game follows many standard conventions sed in other rle sets! however the intention
here is to streamline and simplify mechanics to keep the game as fast! fn! and intitive as possible!
withot sacrificing the importance of real world tactics. ,lso! an effort is made here to accommodate avariety of manfactrer&s figres! rather than constrain players to any one particlar line. #hs players
will have to assign game stats! gear! and abilities that are appropriate and consistent with the particlar
miniatres they wish to se.
2. Action Points, D10s & Alternating ActiationSeeing as this game has a more individal focs! the basic mechanic for a model&s in-game
activity fighting! moving! etc is ,0#1O 3O1#S. Whenever a figre /model activates! ,ction
3oints are e+pended to have the figre perform any nmber of tasks on the table top in prsit of theirmission ob4ectives. #hese inclde 5oving! 0limbing! ,ttacking in 5elee! 6iring a Weapon!
3erforming a Specific #ask. , player does not have to spend all their ,ction 3oints every ,ctivation!
bt left over ,ction 3oints ,3s do not carry into the ne+t game trn. ,lso! a model cannot e+pendmore ,ction 3oints than are available to it in a given trn. #he ,ction 3oint pool for figres is renewed
each game trn. , basic hman trooper model has '( ,ction 3oints.
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Stalker: O.L. ses '( sided dice to resolve varios activities like combat! defense and morale
isses. #he basic mechanic is that once the #arget mber for a specific event has been determined!the player rolls the appropriate nmber of 7'(s trying to get the #arget nmber or lessin order for the
desired action to be a Sccess. So! Low rolls are good while igh rolls are bad. , natral 9oll of ' is
an ,tomatic Sccess! with possible bonses while a natral roll of '( is an ,tomatic 6ailre. withpossible penalties
2!. Action Point "osts#
$%'$'(): 5ove ' ; ' ,3
0limb ' ; 2 ,3 9n * ; < ,3
=mp p to 2%ap ; < ,3
"%$!A): 5elee ,ttack ; 2 ,3 >reak Off ; ? ,3
9anged ,ttack Small ,rms ; < ,3
Operate 0rew Served Weapon ; < ,3 9anged ,ttack 5an 3ortable Spport Weapon ; * ,3
9eady @ #hrow and %renade ; * ,3
$IS"#Open door ; ' ,30limb thr window same level ; 2 ,3
Anter/A+it vehicle ; 2 ,3
,im for 9anged ,ttack ; 2 ,3
,d4st 6ire ; ? ,3 switch #arget 3riorityOperate 5achine ; ? ,3 things like trn off/on machine! set charge! free prisoner B
Search 1tem ; ? ,3
3ack/Cnpack 0rew Served Weapon ; < ,39ally ; * ,3
Overwatch ; '( ,3 #his allows models to interrpt opponent&s ,ctivation with D ,3s
2A. Alternating Actiation,lternating ,ctivation! while
not perfect! seems to be the most
appropriate activation mechanic for
games! keeping both players involved
in a game trn and granting
opportnities for tactical action and
reaction. 1n Stalker! players will
alternately activate their models in any
order desired! nit by nit! ntil all
models have activated and e+pended
,ction 3oints. Once a nit is activated!it e+pends its available ,ction 3oints
and cannot be activated again that
game trn. A+ception: Overwatch -
e+plained later.
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*. +nits#
,ll models fall into one of three types of nits in Stalker: Solos! S"ad! or Eehicles.
Solos: this is an individal model sch as a special character! creatre! robot that sally has
better than average abilities or special e"ipment.
Suad##his is a small grop of models that activate together! spending ,ction 3oints togetherto all perform the same action at the same time. Once the action is declared! all models are considered
to have e+pended the appropriate nmber of ,ction 3oints to perform it! even if some members did not
or cold not perform it. S"ads have a leader and mst remain inside his 0ommand 9adis see latere-icles##his is any vehicle that mst be operated by models. Fite often! in-game vehicleshave their own internal driver/gnner! bt occasionally! players mst enter and assme control of the
vehicle. 1n that case! once inside! those models ,3 pool becomes that of the particlar vehicle.
*A. "ommand adius & "o-esion# 5lti model nits fnction as a team! performing thesame action at the same time when ,ctivated. Avery mlti model nit mst have a designated
command model! and all nit models mst stay in cohesion within a "ommand adiusof
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. "ombat esolution#
>efore we detail 0ombat 9esoltion! two basic concepts deserve mention: Line of Sight/Lineof 6ire @ #arget 3riority.
A. 3oS43o5essentially means that in order to shoot a target! yo have to see it. So! an
attacking model mst be able trace a direct! ninterrpted line from the center of its base to the centerof the base of any potential target model. Seeing a small portion of a model does not constitte
LoS/Lo6! and so ranged attacks are not possible. #here are two e+ceptions to this basic rle. #hey are
1ndirect 6ire and Obstrcted Shot! which are e+plained later. 5embers of the same nit do not blockLoS/Lo6! bt other friendly nits do. 1ndirect 6ire capable weapons are addressed in the ,rmory.
!. )arget Prioritis a basic rle of thmb that establishes which enemy nits are more likely
to be the targets of ranged attacks. 1n general! a nit will attack the enemy closest to it becase it
represents the greater obvios threat. ,lso! while shooting/vision is ?D(H capable! an enemy nit in themodel&s front facing arc is more of an obvios threat than one behind it. 1f two or more potential
targets are e"idistant to the attacking nit! the attacker may se his discretion. 1 recogni$e this does
not make every sitation ct @ dry! so resolve serios isses by die roll and keep playing. ,lso! anattacking nit can e+pend ? ,3 to Ad6ust 5ire! and disregard #arget 3riority to attack any enemy nit
within 9ange @ LoS/Lo6. Cnits with Leader or 5arksman ,bilities see later or nits with a Leader
attached do not have to ,d4st 6ire and can target any available enemy nit. 0asalties in a mltimodel nit s"ad mst be selected from those closest and in clear LoS/Lo6 to the attacker.
". anged & $elee "ombat, !rea7 %88
#he format for anged "ombatresoltion is as follows: #he attacking nit mst have enogh
,ction 3oints to fire weapons! then it mst declare its target! pre-measring is allowed thendetermine the #arget nmber necessary for sccess. ,ttackers 0ombat ,bility I/) any
Obstrctions/5odifiers ; #arget mber. #hen the nit mst roll all firing weapons 9ate of 6ire dice.
1f different weapons are involved in the same ranged attack! attacker mst designate/roll differentcolored dice! or resolve weapon types independently. ,ll dice rolls that are the #arget mber or Less
are considered its.
6or each sccessfl it! the defender mst calclate his defense #arget mber. #arget&s,rmor 9ating I/- 0over/5odifiers ) Weapon 7amage ; # e then rolls '7'( per Sccessfl it in
an attempt to block/deflect the it. 1f the #arget mber or less is rolled the >lock is sccessfl and
the it is deflected. 1f the roll is higher! the defender has failed the block and is wonded. #his process
is repeated for every 9anged ,ttack.
$elee Attac7s are similar with some minor ad4stments pecliar to the natre of and to and
0ombat. 1n order for a model to engage an enemy in 5elee! they mst have sfficient ,ction 3oints
available! and they mst be in >ase to >ase 0ontact with an enemy model. #he model initiating themelee combat attacks first! sing the same format as above. 0alclate the #arget mber needed! roll
the nmber of dice appropriate to the weapon being sed! cont p hits #he defender then attempts to
>lock the sccessfl hits with 7efense 9olls. Once an ,ttacker initiates 0lose 0ombat on an enemymodel! both models are engaged ntil either they are destroyed or one breaks off the fight. ,ll the
attacker&s 5elee attacks done dring their activation are rolled/resolved immediately. 1f the 7efender
srvives the attacks! they are allowed one ' free attack back against one model that engaged them.#his does not cost the 7efender any ,ction 3oints and is 9esolved immediately. 5odels with
nresolved 5elee remain engaged into the ne+t trn or ntil the combat is resolved one way or
another! or one of the parties attempts to >reak Off.
#o attempt to !rea7 %88after the initial rond of melee combat! on their ne+t activation! theplayer can e+pend ? ,3 and roll their 0ombat ,bility stat or less! mins the nmber of opponents
engaged! on a 7'(. 1f sccessfl! the model mst immediately move ?I away from the enemy model.
1f nsccessfl! the ,3 is still spent. , model can attempt to break off as many times as they have ,3to attempt/move away.
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'# %er9atc- : #his allows a nit to interrpt an enemy nit&s activation at any point dring
its 5ovement! or prior to 0ombat. Simply declare the interrpt! e+pend ,3 as desired! resolving any
0ombat! then contine with the original player&s activation.
;. eapons#
Weapons are assigned for
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;!. Armor
#his list is by no means e+hastive. Select the closest match to model&s weapons.
Weapon A.P. Cost Effective Range Rate of Fire Damage
>lade/0laws 2 ,3 5elee 2 (
Large 0laws 2 ,3 5elee 2 '
3ower Weapons 2 ,3 5elee 2 2
Large 5onster/9obot 2 ,3 5elee 2 ?
3istol < ,3 5elee-'2 2 '53/S5% < ,3 5elee ) '8 ? '
and %renade H * ,3 2 ) '2 ' Small #. 2/model
6lamethrower/Spray K < ,3 #emplate #emplate ?/model
Shotgn < ,3 ' ) '2 ? 2
%renade Lancher H < ,3
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>. )errain# %bstruction s. "oer. )emplate
eapons. 'leations
#he battlefield is littered with natral andman-made terrain featres which effect
movement and combat. 6or game prposes we
mst make a critical distinction between
Obstrctions and 0over.
1f a terrain featre partially obscres theintended target of a ranged attack! the shot is
consideredB
>A. %bstruction . "oer
%bstructedand there is a penalty to the
,ttacker. -' for every intervening obstacle 1fthe intended target is within ' or less to a
terrain featre! that not only obstrcts the ranged
attack! bt provides "oerfor the 7efender.
essentially additional ,rmor #here are threetypes of 0over.
So8t: bshes! wooden fences! bo+es. -'0, to ,ttacker I' ,9 to 7efender
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?A. !ro7en & all, >roken Cnit sffers the following penalties @ restrictions: it free$es in place and is
considered ,ctivated for the remainder of the crrent #rn. 1t cannot 5ove! 6ire! or initiate 5eleecombat. 1t can defend itself against 5elee attacks at a -' 3enalty. 3lace a sitable tab to mark this
stats. When it is ne+t activated it can spend *,3 and attempt to 9ally itself. #o 9ally! simply roll '
7'( with the #arget mber being the highest 5orale stat of any model in the Cnit. 5odels withLeader ,bility within D can also attempt to 9ally the >roken nit by e+pending *,3 dring their
,ctivation! sing their own 5orale stat as the #arget mber. , 9allied nit retrns to normal
fnctioning stats.
?. $orale & !ro7en +nits#
1n an effort to reflect both the training
and resolve of these fictional people and
creatres in the table top combat setting! $oralebecomes an important factor once the fighting
starts and forces begin to take damage. , Cnit is
forced to take a $orale "-ec7on three
occasions:Once it has taken *(N 0asalties/Wonds
if a Solo Leader model is killed within D andLoS of that Cnit
if the Cnit is attacked by a 0reatre/Weapon
with #error ,bility. see #roop/,rmory otes
Cnits mst take a 5orale 0heck each time
they are attacked by a separate #error
Weapon/0reatre not the same one eachtime a Solo Leader is killed within D @ LoS
bt they only have to take one ' 5orale0heck once they/it falls below the *(Ndamage threshold.
Cnder these three circmstances! the Cnit in"estion mst roll '7'( to pass a 5orale 0heck.
#he #arget mber is simply the Cnit&s 5orale
stat or Lower. 1f a Leader nit is in 0ommand
9adis! or attached to the nit! that nit may sethe Leader&s 5orale stat instead of their own. 1f
the 5.0. is passed! the nit contines to fnction
as normal. 1f the 5.0. is failed! the Cnitbecomes >roken. Once a nit is >roken! frther
attacks/casalties do not prompt frther 5orale
0hecks. Once it has 9allied and retrned tonormal stats however! it is sb4ect to them
again. o ,3s are sed for 5orale 0hecks.
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10. Special Abilities
0ertain nits have Special ,bilities that confer special bonses to their game stats. Cnitscannot have more than two 2 Special ,bilities and they mst be clearly marked on the nit&s roster
for the game. #here is no ,3 0ost for sing Special ,bilities. 6ollowing is a list of crrently available
Special ,bilities:
"@! Specialist#I' 0, for all 5elee attacks
Dual Attac7: 6ires/,ttacks with two weapons at once for only I' ,3 to normal cost.
Grease $on7e#,ll repair or mechanic related tasks cost -' ,3 and I' bons to related Skill 0hecksroken nits within D. ot sb4ect to
#error 5orale 0hecks
$ar7sman#0an ,d4st 6ire at no ,3 cost. I' 0, for all 9anged ,ttacks. 0an select specific #argetin a mlti model nit.
$edic#0an restore dead friendly model for '( ,3. 5st be in >ase to >ase contact. 9estored model
has P ,3 the following activation! then can fnction as normal.
Parr#5odel gets I' >ons to all 5elee related 7efense rolls
)error#0ases immediate 5orale 0heck on any nit it attacks.
11. Gear & 'uipment
Cnits/models have access to speciali$ed e"ipment that confers bonses to in-game stats
and Skill 0hecks. #here is no ,3 0ost for sing this A"ipment/%ear. 1n general! models/nits canonly have ' piece of A"ipment/%ear however more might be made available dring a game from
Searching @ Salvage terrain featres or enemy models. 6ollowing is a list of A"ipment/%ear
crrently available:
Adance )argeting Sstem#I' on all 9anged ,ttacks
Auto:Doc#Csed by 5edic Only. eals for * ,3.
Auto:locks 5ovement @ LoS/Lo6 for ' fll trn.
%b8uscation Gear 1, 2, *#3enalty e"al to level on attacker&s 0, when targeted by 9anged
,ttacks
Smo7e Grenades#6nction as normal grenade. Cse 5arker. >locks LoS/Lo6 for ' fll trn.
ariable "ondition %ptic Sstem#ormal sight with dark! storm or smoke/fog
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12!. !rea7 o88 & am4un %er Attac7s
Eehicles can atomatically >reak Off melee combat by simply e+pending ,3 points for5ovement.
Eehicles may also attempt to 9am/9n Over enemy models to damage them. #his is e"ivalent
to a 5elee attack! bt costs no ,3 points to engage e+cept those spent in 5ovement. #here is no0ombat ,bility roll re"ired! bt the player mst pass a no ,3 cost 5orale 0heck to proceed. 6or
conditions mst be met for a possible 9am/9n Over ,ttack:the direction! distance! and target model/s mst be declared
the line of attack mst be in a straight line off the vehicle&s crrent front or rear facingthe targeted model/s mst be in line with the direction the vehicle is traveling
and the vehicle mst have sfficient movement ,3 to reach base to base contact with enemy
models! pls one inch/,3. #his signifies the vehicle did not stop on contact,ny intervening terrain featre renders a 9am/9n Over attack impossible.
#o resolve a 9am/9n Over attempt! declare the attack and place the attacking vehicle in its
final position. at the declared direction and distance ,ny enemy model whose base toches or comeswithin the vehicle&s travel lane between its starting point and its final position is sb4ect to damage.
#ravel lane ; 6ront face width in inches
#he only recorse the defender has short of the vehicle being targeted by an Overwatch attackis to 7odge ot of the way. #o 7odge! the 7efender mst sccessflly roll their 0ombat ,bility or
less. 5odels that sccessflly 7odge are placed off to one side or the other of the vehicle&s #ravel
Lane! while those that fail take 7amage.
#he >ase 7amage of a 9am/9n Over attack is *! pls the nmber in inches the vehicletraveled prior to reaching the target model. 9esolve 7amage as normal.
12A. e-icle AP Pool, eapons & Armor
Eehicles have separate ,ction 3oint
3ools that are sed when they are activated as
part of a player&s force. 1n addition! mostvehicles have an internal 7river or %nner that
control them! however some missions might
re"ire player models to enter and take thesepositions. 1n that case! they leave the player&s
nit and gain the ,ction 3oints 3ool of the
specific vehicle. Eehicle weapons areconsidered 0rew Served Weapons and have
appropriate ,3 costs @ %ame Stats See
,rmory
Eehicles are assigned ? ,rmor 9ating stats:one for the 6ront 6ace one for the 6lanks and
one for the 9ear @ #op. Eehicle ,rmor
9atings are never to e+ceed a vale of '(. Csea
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1*. Searc-ing4Salage
Scattered throghot the battlefield are opportnities to search for Eictory 3oints and salvagesefl %ear. #hese Qopportnities& mst be clearly noted by all players before the game begins and are
signified by the appropriate models. containers! crates abandoned vehicles #he model Qsearching&
mst be in >ase to >ase contact with the terrain featre being searched and have sfficient ,3. , nitmay search an item once! however items may be searched again by different nits. When Searching!
9oll a single 7'( against the #able below to reveal the reslts.
Die oll esults
' ' Eictory 3oint
2 2 Eictory 3oints
< ' Smoke %renade
* Ampty
D Ampty
M Ampty
8 ' >oost dose
R ? Eictory 3oints
'( 0hoose any ' %ear
%ear is added immediately to the Cnit&s roster and Eictory 3oints cont toward winning the
mission. see later
1/. S7ill "-ec7
7ring the corse of a mission! certain
difficlt tasks need more than ,ction 3oints to
perform them. Sch tasks are clearly notedbeforehand and re"ire a sccessfl Skill 0heck to
be completed. , Skill 0heck re"ires the model
performing the task to pass a 5orale 9oll in additionto e+pending the necessary ,ction 3oints. #his
5oral 9oll can be modified by certain ,bilities! or a
difficlty factor! which is a penalty or '! 2! or ?added to the 7'( die roll. 1f the Skill 0heck is
failed! the ,3 are still spent. , model may attempt
to perform any task as long as it has sfficient ,3 to
do so! and is in >ase to >ase contact with therelevant item/model/terrain featre.
A+ample: a model is attempting to restart a
derelict combat walker. 1t is in >t> contact and thedifficlty factor is 2. #he model&s morale stat is M! so
it mst spend ? ,3 and roll a * or less on a 7'( to
be sccessfl. 1f the model were a %rease 5onkey itwold only cost 2 ,3 and re"ire a D or less to
scceed. 1f the %rease 5onkey had an ,to Wrench
piece of %ear it wold only cost 2 ,3 and no Skill0heck wold be re"ired.
9emember certain pieces of %ear only work
in con4nction with certain ,bilities.
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1/.'nironmental '88ects & andom 'ents# B%ptionalC#he 3ost ,pocalyptic world has been tramati$ed by massive cataclysms! e+treme violence and
tter devastation! giving rise to temporal and spatial anomalies that afflict certain geographical
locations at random. ,t the beginning of every game trn! roll on the Anvironmental ,nomalies #ableto determine if any are temporarily inflencing the battlefield.
Die oll Anomal
' 0ontine as ormal
2 7ark! Storm! 6og. -2 to all 9anged attacks. Affective 9anges ct in
P? 0ontine as ormal
< igh Winds additional -2 0, on all 1ndirect 6ire Weapons
* 0ontine as ormal
D Aerie Wailing. Avery nit mst pass a 5orale 0heck to ,ctivate.
3ass ; ormal fnctioning. 6ail means no ,ctivation.
M 0ontine as ormal
8 %ravity ,berration Aven 9oll; Low %rav .* ,3 cost for 5ove.
Odd 9oll ; igh %rav: +2 ,3 cost for 5ove.
R 0ontine as ormal
'( #remors ,ll infantry models mst first spend 2 ,3 to stand p/get
balance
1/A. andom 'ents: (estlings & $utants
,nytime a model Searches a terrain featre! there is a chance it has distrbed one of themtated deni$ens of the wasteland. On a Search 9oll R! place a cltch of estlings on the opposite side
of the terrain featre. On a roll of '(! place a large mtant. #hese activate immediately following the
Searching model and are controlled by the opposing player. estlings ; '< ,3! ,rmor ?! 0, *! 5elee
,ttack ; 9o6 ?! 7amage '. 5tant ; ,3 '2! ,rmor oth are impervios to Anvironmental Affects and fnction as normal.
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1. inning t-e Game# ictor Points & t-e %b6ecties Dec7
Stalker is scenario driven and offers players different ways to win the game. 5ost games willfnction with a #rn limit! and the main ob4ect is to gain more Eictory 3oints than other players before
the %ame ends. Eictory 3oints are won ? ways:
'. >y Searching @ Salvage.2. >y killing enemy models. ' for every infantry! ? for enemy Solos! * for enemy vehicles
?. >y completing 5ission as otlined on Ob4ectives 0ard.
#o introdce an element of mystery to the game! each player will draw a card at random fromthe Ob4ectives 7eck. 0ompleting the mission as detailed on the 0ard wins them the specified nmberof Eictory 3oints which can be added to their total. Aach completed mission ob4ective is worth *
Eictory 3oints.
$ission %b6ecties#
'. 3assing #hrogh: 3layer mst e+it P his models off the opposite side of the table top.
2. 9econ: 3layer mst travel to within 8 each corner of the table top and retrn back to his
deployment $one. ,t least ' model mst srvive and cannot be >roken.?. Secre Strong old: 3layer mst select one central bilding/terrain area and secre it! holding
it against everyone else for the dration of the game.
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SA$P3' 5%"' %S)'S#
FIVE SUNS SALVAGE CO. 6ive Sns Salvage 0ompany is well known throghot the 9im worlds
as dealers in scrap metal! traders of sed spacecraft and space gear! and for nmeros deep space
recovery operations. 5any %alactic athorities also sspect it of being involved in more illegalbsiness ventres like smggling and some piracy! bt nothing has ever been proven.
9egardless! 6ive Sns Salvage has offices in every sector of known space and has set foot on every
planet! moon and asteroid where there&s a hman presence. >ig >oss >oris likes to travel with his ownhand picked hard bitten crew! seeking adventre and profit wherever opportnities arise.
'. SOLOS
(A$' AP Pool "ombat Abilit Armor ating $orale ounds
>ig >oss >oris '2 M < M 2
,bilities @ %ear
7al ,ttack! Leader. 2 Smoke %renades.
eapon AP "ost '88ectie ange ate o8 5ire Damage
5agnm 3istols +2 < 5elee ) '2 2 '
(A$' AP Pool "ombat Abilit Armor ating $orale ounds#iny '( D < * 2
,bilities @ %ear
0F> Specialist! 3arry
eapon AP "ost '88ectie ange ate o8 5ire Damage
3ower 6ists 2 5elee 2 ?
2. #9OO3S
(A$' AP Pool "ombat Abilit Armor ating $orale ounds
0rew 5ember '( D < D '
7ogs '< * 2 * '
,bilities @ %ear: ' 0rew is a %rease 5onkey with an ,to Wrench.2 apalm 3lasma %renades! ' 7ose of >oost
eapon AP "ost '88ectie ange ate o8 5ire Damage
,ssalt 9ifle < ' ) ?( 2 2
L5% * ' ) ?D < 2
93% * ' ) ?D ' Small #.
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TERRAN SECURITY AGENCY) #.S.,. is a branch of the Aarth 0entral %overnment charged withmaintaining law and order on all Aarth colonies and in 9im space "adrants. aving near total
4risdiction! they are often viewed as strict and hmorless! fining and/or incarcerating colonists and
imponding spacecraft for what are considered minor infractions. While some #.S.,. 0ommanders areindeed petty and heavy handed! in all fairness! that attitde does not e+tend to every one! and
considering the light years of space and nmeros worlds and nder their care! #.S.,. bears an
enormos brden with diligence and steely resolve.
'. SOLOS
(A$' AP Pool "ombat Abilit Armor ating $orale ounds
0olonel oniev '2 M < M 2
,bilities @ %ear: 7al ,ttack! Leader. otshot ,mmo
eapon AP "ost '88ectie ange ate o8 5ire Damage
5achine 3istols +2 < 5elee ) '8 ? '
(A$' AP Pool "ombat Abilit Armor ating $orale ounds
0aptain 0henko '( D * D '
,bilities @ %ear: Leader! ' Smoke %renade! ' apalm/3lasma %renadeeapon AP "ost '88ectie ange ate o8 5ire Damage
,ssalt 9ifle < ' ) ?( 2 2
(A$' AP Pool "ombat Abilit Armor ating $orale ounds
Shadow Op. '2 D < D '
,bilities @ %ear: 0F> Specialist! Obfscation %ear level 2.
eapon AP "ost '88ectie ange ate o8 5ire Damage
S5% < 5elee ) '8 ? '
2. #9OO3S
(A$' AP Pool "ombat Abilit Armor ating $orale ounds0ommissar '( D < M '
#rooper '( D * D '
,bilities @ %ear: 0ommissars have ' Smoke %renade each. #roopers have E-0OS
eapon AP "ost '88ectie ange ate o8 5ire Damage
5achine 3istol < 5elee ) '8 ? '
,ssalt 9ifle < ' -?( 2 2
?. EA10LA
(A$' AP Pool "ombat Abilit Armor ating $orale ounds
ammerhead 'D * 6: M S: * 9@#:< D 2
0an #ransport p to '( 5odels. as internal crew. 1f #ransport is destroyed with passengers! roll'7'( per model. Aven roll;model srvived. Odd roll ; model died in blast.
eapon AP "ost '88ectie ange ate o8 5ire Damage
5% front fire arc < ' )