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COUNTERBLAST DLX - Beta v1.

5
Crew Lists
Rules Text Version 1.5 - February 2017
2017 Bombshell Miniatures - All Rights Reserved
Learn more about Counterblast at www.bombshellminis.com

BEASTS 2
CHARACTERS 4
EDOFLEINI 7
GCW BOTS 10
GCW CITIZENS 12
MEKKUS 17
NEIRAN EMPIRE 20
VEHICLES 24

1
BEASTS
Mv STR AGL INT Def Life Size Pts

Anguille - Aquatic, Burrow, Cold Blooded, Pounce, Quick | Neuro Pulse R4 Pwr 4 | Jaws Pwr 5

6 2D+0 2D+0 2D+0 8 3 M 36

Edofleini are constantly bioengineering new forms of Edokin, and the Anguille, or Arc Eel, is one such example.
Although its delicate rippling fins seem to glide it through thin air, the Arc Eel actually uses the power of The Deep
to levitate. It large pale round eyes are able to detect heat signatures, and its needle-like teeth can deliver a nasty
bite. The eel gets its name and is feared, however, for its ability to generate a powerful arcing electric field which
acts much like the Edofleini's Arc weaponry.

Drogalla - Burrow, Cold Blooded, Fearless, Scary | Bite Pwr 6 | Shield 1D

6 4D+3 2D+0 2D+0 8 4 L 49

Discovered by the Neiran on the desert world Dunerrak, Drogalla, like the Vorog, proved unfit as bondbeasts, but
are nevertheless highly trainable. Massive serpentine reptiles, they often measure ten meters in length or more.
Their strong muscular bodies are covered in incredibly tough armored scales that resist all but the most powerful
blaster fire. Intelligent and cunning, Drogalla are able to operate independently. They are often loosed to burrow
beneath the ground and come up underneath enemy units to strike quickly with their great needle-like teeth and
incite panic. A favorite Neiran tactic is to use Drogalla to outflank or maneuver behind a force to block an enemys
escape.

Eye Slug - Acid Spit, Burrow | Bite Pwr3

4 1D+0 1D+0 1D+0 7 1 S 13

Eyeslugs are dangerous creatures that can be found throughout the galaxy, although they are most common in
unsettled areas. Approximately three feet in length, the majority of an eyeslug's amorphous body houses an ocular
organ which scientists have determined can see in the infrared spectrum as well as in extreme low-light conditions.
A long dorsal appendage ending in a fanged mouth can be used to inflict a vicious bite or spit acid at nearby
victims or attackers. Eyeslugs eat meat and hunt by burrowing into the ground to ambush unsuspecting passing
prey.

Motokk - Bonded, Ferocious, Scary, Sure Footed [3] | Fangs & Claws Pwr 6

6 3D+3 2D+0 2D+0 8 3 L 43

A motokk is beyond doubt the most favored bondbeast sought by huntresses to form a Bond Pair. A particularly
vicious Neiran feline covered with plated scales along its back, motokks move with a sinewy grace that belies their
great size. Its razor claws and powerful fanged jaws can tear through armor with ease. Not truly a mount, a motokk
shares a unique psychic bond with its huntress, the two able to gracefully synchronize their attacks in perfect
unison. The huntress benefits from her bondbeasts keen senses and is difficult to surprise or hit with weapons fire
due to the creatures mental warnings. Should the huntress fall, her bondbeast will defend her ferociously, ready to
slay any enemy who approaches too closely. Even Neiran rescue parties must tranquilize the animal before they
can retrieve an injured huntress and get her to medical care. Legends tell of exceptionally intelligent bondbeasts.
Some are said to remember their huntresss killer, and upon encountering them again, will attack instantly to
avenge their fallen mistress.

2
Mv STR AGL INT Def Life Size Pts

Thulle - Psionic 2D+0, Focused | Bite Pwr3 | Tentacle Pwr3 | Stinger |

6 1D+2 1D+2 2D+0 7 2 S 35

One of the most dreaded creatures to be encountered in the Outer Reaches is known as the thule monster. Of
unknown origin, some GCW scientists speculate this strange creature is an Edofleini creation, but there is currently
little evidence to support this claim. Standing approximately nine to ten feet tall, the thule monster possesses a
powerful sinewy body supported on four multi-jointed legs. Its torso ends in a wide circular mouth filled with sharp
teeth. Six powerful tentacles sprout from its body to grasp unfortunate prey. Its most frightening ability is its psionic
power to appear out of nowhere. It is thought the thule monster can utilize a Deep portal although biologists have
been unable to confirm this belief as the creatures disappear when they die.

Vorog - Scary, Fearless, Ferocious, Tough | Fists Pwr 7 | Shield 2D

6 4D+3 2D+0 1D+0 8 6 L 51

One of the most feared creatures indigenous to Neira, Vorogs are large, ferocious primates who dwell in the
wildest regions of the planet. Primitive, but possessing a startling sentience, Vorogs live in family colonies,
sometimes establishing dens in intricate cave systems or within the massive trees of forested areas. In ancient
times, the Neiran sought them out as bondbeasts, but quickly discovered obtaining a bond meld with a Vorog was
almost impossible. Many huntresses attempting the bond were torn apart by their enraged Vorog targets for their
trouble. Legends say this rare meld was achieved, but only once. With Vorogs unfit as bondbeasts, the Neiran
changed tactics and eventually succeeded in enlisting the aid of Vorogs in their armies as independent allies.
Incredibly powerful, with surprising speed and agility for such a massive creature, and able to withstand fire that
would down the toughest Neiran, a single Vorog charging through the ranks is enough to set any opponent on its
heels.

Xenolith - Combustible, Acid Spit, Brave, Chameleon, Coldblooded, Fearless, Sure Footed [3]
Claws Pwr 6, Shield 2D

6 3D+2 2D+0 2D+0 8 3 S 51

Humanoid bipeds composed of a thick chitinous plating who are capable of blending into thier surroundings.

3
CHARACTERS
Mv STR AGL INT Def Life Size Pts

Dr. Zardov [Cyberform] - Doc, Resourceful, Surgeon, Scary


| Particle pistol | Pincer Pwr3 | Medkit | Lead Helmet |Shield 1D

6 1D+3 2D+0 3D+0 9 4 S 42

Dr. Zardov, a brilliant and preeminent scientist and physician of Earth was employed by the GDF to serve on a
special task force to research the unusual AI technology of the Mekkus in the hopes of finding a way to shut the
menacing machines down and end their threat once and for all. Supplied with the remains of various downed
Mekkus, Zardov studied their construction and compared AI components from both the same and different units.
He became intrigued and eventually obsessed with the integration of the organic and the mechanical, seeing it as
a means to achieve immortality. GDF officials learned and disapproved of his experiments. When they attempted
to halt his research, Zardov rebelled, furious with the GDF's short-sightedness. The GDF stripped him of his
clearances and reassigned him to Combot deveolpment. Zardov fled to the Outer Reaches to continue his
experiments in secret. He created HLpR bots who performed surgery on Zardov following a terrible lab fire,
managing to save his brain and integrate it into a modified BdE bot chassis. Now with the strength and computing
power of a robot as well as his brilliant yet twisted mind, Dr. Zardov seeks to continue his grisly experiments with
the aid of his robot minions.

1ST1 [Cyberform] - Master Mechanic | Particle pistol | Lead Helmet | Toolkit | Shield 1D

6 1D+2 1D+2 2D+0 9 2 S 22

1ST1 - Zardov's first successful integration of human brain tissue with a bot was designated 1ST1, was originally
of the HLpR line, a popular bot series most commonly used by civilians of the Galactic Council of Worlds. 1ST1,
still retained the arms, legs, and barrel-shaped torso characteristic of its model, but its dome hardware and
programming has changed significantly into 1ST1's most unusual feature--a mass of living brain tissue encased
within a clear pressurized dome mounted above its metallic torso. However, whatever residual essence existing
within the brain of that unfortunate individual had been lost during the procedure that bestowed the organ to 1ST1.
In that regard, the bot knew its creation had been a failure. Its modifications had not achieved the desired goal, but
The Doctor had learned much from the experiments performed on 1ST1.

2ND1 [Cyberform] - Doc, Surgeon, Tech Savvy | Particle pistol | Lead Helmet | Toolkit | Shield 1D

6 2D+0 2D+0 2D+3 9 3 S 34

2ND1, constructed by Zardov with 1ST1's assistance, is the doctor's latest step in his search for immortality. A
modified HLpR bot like 1ST1, 2ND1's brain successfully retained the scientific and medical knowledge of its brains
previous owner, but little of its personality. More advanced than its sibling bot, 2ND1 often behaves in ways to
protect 1ST1. 2ND1 led the surgery to save Dr. Zardov once both it and 1ST1 pulled him from the fire.

4
Mv STR AGL INT Def Life Size Pts

Sally Starfield - Fearless, Resourceful, Weapon Specialist


| Particle pistol | Rocket Pack | Envirosuit | Xenon Mesh | Shield 2D

6 2D+3 2D+3 2D+0 8 2 S 58

One of the first humans to succeed in joining the Galactic Defense Force special forces, Commander Starfield
often leads small rescue or escort missions. While her team varies from mission to mission, Sally is always
accompanied by her trusty GHnT Spybot, SK-OWT. She favors pistols when using her jetpack, although she is
trained in a multitude of weaponry, and helped inspire the development of the Earth's Space Aces. Sally reports to
General Brak Mackster, Chief of Earth Military Affairs in the GDF, who values her as one of his finest field
operatives.

Dr. Helen Salinger - Resourceful, Tech Savvy, Knack: Tech, | Particle pistol | Techpad | Xenon Mesh | Shield 1D

6 2D+0 2D+0 2D+0 8 2 S 35

A scientific liaison between the Galactic Council of Worlds and the Galactic Defense Force (GDF), Dr. Helen
Salinger met Wanda Whitestar during a previous mission for the GDF, and the two have maintained a professional
friendship ever since. Dr. Salingers primary function on Wandas crew is as a medic, but her scientific insight
regarding alien environments and lifeforms often proves invaluable. Not very skilled at combat, she usually uses
her weapons only in self-defense.

Skip Westmoreland - Knack: Shoot, Resourceful, Sure Shot, Quick | Pulsar Rifle | Xenon Mesh | Shield 1D

6 3D+0 3D+0 2D+1 7 3 S 39

Currently a licensed agent of the Galactic Recovery Agency, (it's been revoked several times), Skip Westmoreland
started his career in salvage recovery as a smuggler often operating on the wrong side of the law. Much to the
GRA's chagrin, that is a practice he frequently continues to this day. He often partners with his long time and
trusted friend, Smap, or operates alone. Skip has a reputation as a gunman, for getting the job done, and for
getting into trouble.

Smap [Illyrian] - Master Mechanic, Quick, Knack: Eng, Weapon Specialist | Pulsar Rifle | Xenon Mesh | Shield 1D

6 2D+0 3D+0 2D+2 7 2 S 31

A licensed agent of the GRA, Galactic Recovery Agency, the Illyrian Smap makes it possible for Wanda and her
crew to access many lucrative jobs retrieving salvage, stolen goods, or even apprehending fugitives. A gifted
mechanic and engineer, he graduated with highest honors from the prestigious Triple Eye, the Illyria Interstellar
Institute of Technology and Engineering, a fact hes more than happy to share to anyone who will listen. His pride
and joy is his robot FB-7 which he maintains in prime condition.

5
Mv STR AGL INT Def Life Size Pts

Wanda Whitestar - Deadeye, Tech Savvy, Resourceful, Quick, Fearless | Pulsar Rifle | Xenon Mesh | Shield 1D

6 2D+2 2D+3 2D+0 7 3 S 48

Before the arrival of the Illyrians and the formation of the United Earth Alliance, Wanda served in the OSS, Office
of Strategic Services, during WW2 as a smuggler of medicines, food and other supplies to resistance groups in
Western Europe. She continues her work in a similar vein by aiding oppressed people of the galaxy, smuggling
supplies to Neiran prison planets and slave colonies. Acting as an independent operative, when possible Wanda
gathers valuable intel regarding the Neiran Empire as well as Edo or Mekkus movements to exchange for financial
aid and military grade equipment from the GCW. These efforts have enabled her to arm her crew with Pulsar
weapons as well as the finest in intelligence gathering equipment and medical gear. Her crew and her mission are
her primary concerns.

Neema [Illyrian] - Master Mechanic, Quick, Knack: Tech, Tech Savvy | Particle pistol | Xenon Mesh | Shield 1D

6 2D+0 2D+1 1D+2 7 2 S 34

Neema went to work for the famed Illyrian Ship Works immediately after graduating from school. She worked there
many years, but became bored with the politics of corporate power-grabbing and left. Heading out to the Outer
Reaches, she now hires herself out as a ship mechanic and technician for a moderate fee.

6
EDOFLEINI
Mv STR AGL INT Def Life Size Pts

Prime Leader [Edofleini] - Psionic 3D+1, Brainiac, Chameleon


| Arc rod | Tentacle Pwr4 0-1 | Edo Mantle | Shield 1D

6 2D+0 2D+2 1D+1 8 5 S 44

Ranging somewhere in size between humans and Neiran, Edo leaders are the most commonly seen commanders
of Edo forces in the galaxy. Able to rend or suffocate foes with its powerful tentacles, an Edo leader also has useful
psi powers at its disposal. Using the Deep, it is capable of powerful mind control and can also protect itself by
generating a Force Field. It also possesses the ability to harm an opponent with the malign force of its mind,
referred to as a Mind Blast. Edo leaders are often seen wearing strange collars or mantles fashioned from exotic
metals etched with unusual designs and wielding their dreaded Arc rods.

Undermind [Edofleini] - Psionic 3D+3, Chameleon, Fly, Scary | Tentacle Pwr6 0-2 | Shield 3D

6 3D+3 1D+0 2D+0 9 6 L 55

With psi powers second only to the incredibly mighty Overmind, Underminds are the most powerful Edoflenii seen
to date by the other races of the galaxy, and even then Underminds are glimpsed only rarely. Not quite far enough
along in their development to connect to an Edoflenii colony of their own and oversee its development,
Underminds serve the Edoflenii by directing the largest of their forces.

Spawnguard [Edofleini] - Psionic 2D+2, Chameleon | Arc pistol | Arc Halberd | Edo Mantle | Shield 1D

6 3D+3 2D+1 1D+1 8 4 S 50

An apparent elite version of guardling troops, Spawnguard have only been observed away from Edo colonies in
the company of Underminds or important Edo leaders. They are most common in Edo colonies where their main
tasks are to protect the Spawning pools and Overminds. Engineered to be tougher and stronger than Guardlings,
Spawnguard are typically equipped identical to their weaker brethren.

Edo Spawnling - Psionic 2D+0, Chameleon | Arc pistol | Tentacle Pwr3 | Shield 1D

6 1D+0 1D+0 1D+0 8 1 S 16

Some scientists of other races speculate spawnlings are merely immature Edo and grow to become underlings or
possibly Edo leaders. Others have hypothesized spawnlings can become all manner of Edo, undergoing some
strange bio-engineered metamorphosis to become Psi-ders or even Underminds.

Edo Underling - Psionic 3D+0, Chameleon | Arc Rifle | Tentacle Pwr3 | Shield 1D

6 1D+0 1D+0 2D+0 8 2 S 22

The most commonly seen Edo troop, underlings are smaller mollusks appearing much like miniature versions of
Edo leaders. Armed with Arc pistols and possessing a weaker version of the Edo leader's Mind Control power,
underlings are often placed in the Edo frontline to soften enemy forces and lay down covering fire for other
advancing Edo. Under direction of their implacable leader, underlings will not falter with the loss of comrades as
may other races. Indeed, they will continue to advance until all are destroyed.

7
Mv STR AGL INT Def Life Size Pts

Edo Guardling - Psionic 2D+0, Chameleon | Arc pistol | Arc Halberd | Shield 1D

6 2D+0 1D+0 1D+0 8 2 S 26

Sometimes mistaken for Edo leaders by those unfamiliar with Edoflenii, guardlings serve a different purpose in an
Edo force. The size of most races, with powerful tentacles, guardlings make excellent melee troops. Like all Edo,
they possess psi-power, but perhaps more frightening, they wield deadly Arc Halberds.

Trapper [Edokin] - Psionic 2D+0, Chameleon, Disposable, Sticky Goo, Sure footed [2] | Claw Pwr4

6 2D+1 2D+1 1D+0 8 1 S 20

An odd type of spider-crab hybrid, trappers seem to travel with and on Edoflenii forces until under some unseen
alien direction they swarm together to surge toward enemies. As they go, the trappers release an extremely sticky
web-like substance that ensnares and immobilizes any being or creature unwary or unlucky enough to get too
close. As unsettling as they appear, they pose no other danger, seemingly used by the Edo to slow enemies until
the main Edo troops can arrive.

Eyespy [Edokin] - Psionic 2D+0, Enhanced Chameleon, Disposable, Fly, Infiltrator, Ink Cloud, Night Vision,
Spotter | Neuro Pulse r4, Pw4 1+1 |

6 1D+0 1D+0 1D+0 8 2 S 29

Another creature thought to be biologically engineered by the Edo, the Eye-Spy looks like an underling with a
singular prominent eye in its brain textured head. The Eye-Spy has a chameleon-like ability, capable of altering the
color of its skin to avoid detection by the unaided eye. Its psi-powers enable it to float swiftly about searching for
enemy troops or strongholds. Upon discovering an enemy, the Eye-Spy uses its enhanced optics to report what it
sees to its fellow Edo. It may also have a limited mind probe ability it can use to learn strategies and secrets from
enemy forces if it manages to achieve close enough proximity to its target.

Mindstealer [Edokin] - Psionic 2D+1, Chameleon, Disposable, Fly, Minder, Night Vision, Savant: Deep

6 2D+0 1D+0 1D+0 8 1 S 28

Looking like something akin to floating jellyfish, mindstealers are sometimes released by Edo, particularly when
dealing with larger enemy forces. Small and innocuous, mindstealers are often ignored by opponents--until it is too
late! The creatures are actually parasites and if not destroyed, will attach themselves to an enemy host. Once
secured to an adversary, a mindstealer uses a limited form of Mind Control to direct the host's actions to the
benefit of the Edo.

Cuttleswarm [Edokin] - Psionic 2D+1, Chameleon, Disposable, Fly, Ink Cloud | Bite Pwr3 | Shield 1D

6 2D+2 1D+0 3D+0 8 4 L 33

Miniature versions of flying cuttlefish, cuttle swarms dart about under direction from the Edo leaders or
Underminds, taking action where the Edo are best served. A cuttle swarm can envelop an enemy, using their
linked psi capabilities to stun opponents. They can also release secretions that react with air to produce a dark
gaseous screen to provide cover for friendly units.

8
Mv STR AGL INT Def Life Size Pts

Psider [Edokin] - Psionic 2D+3, Enhanced Chameleon, Fearless, Ferocious, Infiltrator, Scary, Surefooted [3],
Stinger | Tentacle Pwr6, 0-1

6 3D+3 1D+0 1D+0 8 4 M 41

Large and fearsome, a Psider's abilities can put even the most battle-harded veteran on edge. Psiders share the
chameleon ability of Eye-Spys, due to the enhanced chromatophores of their skin, allowing them to infiltrate
enemy forces. Mighty wielders of the Deep, Psiders are able to surround the pseudopods at the tips of their
tentacles with Arc energy during their attacks. They can also protect themselves with force fields and have a
powerful ability that apparently allows them to fold space and move instantaneously from one spot to another,
more limited, not unlike what Jump drives perform for rocketships.

Kraken [Edokin] - Psionic 3D+3, Chameleon, Combustible [3], Fearless, Ferocious, Fly, Scary
| Tentacle Pwr6, 0-1 | Neuro Pulse R4 Pwr4 |

6 4D+3 1D+0 1D+0 9 6 L 61

Comparable in size to the Undermind and sometimes mistaken for one, a Kraken is the largest of the Edo
creatures ever seen. Fortunately for other species, these dangerous Edo are rarely encountered. Able to move
itself about with telekinesis and protected by powerful force fields, the Kraken moves about in battle releasing acid
spores and using their radiating Power Blast ability to terrible effect. Other species had best be wary as a Kraken
is a biological explosive. It will attempt to maneuver itself close to as many enemy troops and structures as it can,
so if injured and it can not return to its allies, it is capable of initiating its self destruct ability. The detonation of a
Kraken is devastating, quite capable of vaporizing both beings and structures alike.

9
GCW BOTS
Mv STR AGL INT Def Life Size Pts

GDF Combot [Robot] - Fearless, Weapon Specialist | Pincer Pw4 |Pulsar rifle | Xenon Mesh | Shield 1D

6 2D+0 2D+1 1D+0 9 1 S 35

Relatively new to the GDF, Combots are protected by LazSteel armor plating, capable of deflecting the most
powerful of energy bolts. These bots are programmed for both armed and unarmed combat, making them
extremely useful warriors. When deployed with a force, they most often lay down covering fire with their Pulsar
rifles, but can engage an enemy in melee, grappling an opponent with their strong metal pincers. Combots are
very sturdy and are capable of carrying specialist weapons. Some Combots are even equipped to perform
demolitions when the risk to living races is deemed too great.

GDF Heavy Combot [Robot] - Fearless, Weapon Specialist


| Pincer Pw6 | Autopulsar | Hvy Lazsteel plating | Shield 2D

6 2D+0 2D+1 1D+0 9 3 L 46

This an upscaled version of the standard Combot. Escalating encounters with larger Edo creatures and vehicles
necessitated a more durable bot to defend against this scale of threat. Capable of mounting assorted Specialist
Weapons on articulated shoulder mounts, the Heavy Combot is a formidable asset for any crew. Articulated legs
allow it to cover a variety of terrain like many mech vehicles do and its powered pincer fists provide plenty of punch
if cornered in close quarters.

GhNT Security Bot [Robot] - Fearless, Fly | Neuro Pulse R4 | Pulsar Rifle | Xenon Mesh | Shield 1D

8 1D+2 3D+2 1D+0 9 1 S 49

Protected by durable LazSteel armor plating like Combots, Security Bots are indispensable due to their hover
ability, allowing them to fly over certain obstacles during combat or while pursuing a foe. Usually armed with twin
Pulsars, Security Bots can also be equipped with robotic arms and programmed for both armed and unarmed
combat. Widely used in civilian conflicts, Security Bots are also equipped with a Neuaralizer pistol, enabling it to
subdue opponents in a nonlethal manner for apprehension.

GhNT Fire Bot [Robot] - Fearless, Fly | Neuro Pulse R4 | Fire Extinguisher | Xenon Mesh | Shield 1D

8 1D+2 3D+2 1D+2 9 1 S 45

The bots are built on the same reliable GhNT chassis and are equipped for fire suppression. Usually they are
deployed in large installations such as mining facilities, refineries, or larger transport ships. As bots they have
access to the base of any fire in such tight confines which may be too hazardous for living crew members to reach.

GhNT EMT Bot [Robot] - Fearless, Doc, Fly, Surgeon | Neuro Pulse R4 | Xenon Mesh | Shield 1D

8 1D+2 1D+2 3D+2 9 1 S 43

EMT bots are programmed to search for and rescue injured and wounded crew. The standard GhNT chassis is
equipped with surgical implements that are refined enough to perform delicate surgical operations and administer
medical aid as necessary. They are durable enough to withstand many of the most hostile environments. Most
Lancers crews find them to be more mobile and less costly to upkeep than a living medic.

10
Mv STR AGL INT Def Life Size Pts

GhNT Spybot [Robot] - Fearless, Fly, Infiltrator, Spotter | Neuropulse R4 | Xenon Mesh | Shield 1D

8 1D+0 1D+0 1D+0 9 1 S 35

Working from a similar, but smaller, design, the Spybot is lightly armed and built for stealth, infiltration, and
observation. Its size allows it to deploy unseen deep into hostile areas where it can radio back images and sounds
revealing enemy positions.

HLpR Bot [Robot] - Fearless, Master Mechanic | Particle Pistol | Neuropulse R4 | Xenon Mesh | Shield 1D

6 1D+2 1D+2 2D+1 9 1 S 31

Small of stature, but immensely useful, the HLpR Bot is a mechanical automaton manufactured by Vallifok
Industries and its partner, Carchar Robotics. Legally available for civilian use and programmable for a variety of
helpful purposes, HLpR Bots are often seen working among both military and civilian crews. They work very well
unsupervised and are valued for their reliability. Lancers crews like to modify their HLpR Bots, equipping them with
sidearms, and by law, a permit is required to do so. The bots diverse programming and design enables it to step in
for a fallen or incapacitated crew mate if the situation calls for it. Some Lancers view HLpR Bots as little more than
mechanical servants while others treat them as companions rather than machines. Indeed, it is not uncommon to
hear a Lancer profess that their bot has developed a unique personality, causing many scientists and engineers to
wonder if bot AI programming is capable of evolving all on its own.

HOpR Bot [Robot] - Fearless, Strafing Fire | Particle Pistol | Neuropulse R4 | Jetpack | Xenon Mesh | Shield 1D

6 1D+2 1D+2 2D+1 9 1 S 49

Variants of the familiar and versatile HLpR Bot, these small robots are specially equipped with jet packs to aid in
their swift response to wherever they are needed in battle. Known as HOpR Bots, they can be equipped for a
variety of tasks, including security, reconnaissance, mining, engineering, and medical situations. With their speed,
light armor, and pulsar pistols, HOpR Bots make great additions to GDF units to help support them in the
protection of a free galaxy.

Crew Bot [Robot] - Fearless, Master Mechanic, Surgeon, Tech Savvy | Particle Pistol | Xenon Mesh | Shield 1D

6 1D+2 1D+2 1D+2 9 1 S 29

Taller than HLpR bots and usually more humanoid in shape and configuration, Crew Bot styles vary wildly and
range from scavenged military grade Combots to refined corporate assistant BdE bots programmed for hospitality
and courtesy tasks. Crew Bots are capable of serving multiple roles in any crew. Their diverse programming and
LazSteel armor make them highly desirable to crews who tend to be in trouble with the law anyway. Crew Bots are
much less likely to develop unique personalities than HLpR Bots. This is perhaps due to some military code
requirements in their programming, but despite this, rumors of such independently-minded Crew Bots persist.

MInE Bot [Robot] - Fearless, Disposable, Master Mechanic, Tech Savvy, Weapon Specialist
| Particle pistol | Xenon Mesh | Shield 1D

4 1D+0 1D+0 1D+0 9 1 S 19

Small and unobtrusive, these bots are ideal for light maintenance or even subterfuge if necessary.

11
GCW CITIZENS
Mv STR AGL INT Def Life Size Pts

GDF Commander - Brave, Disciplined, Commanding Presence, Weapon Specialist


| Pulsar Pistol | Pulsar Rifle | Envirosuit | Shield 1D

6 3D+2 3D+2 1D+1 8 5 S or M 58

Veterans of many battles, skilled, experienced, and self-assured, Commanders are the consummate leaders of the
Galactic Defense Force. While accomplished fighters in their own right, Commanders are mentors and examples
to their subordinates, and preparing, inspiring, and organizing their crew is their primary duty. Using comlinks, they
direct their forces in battle, inspiring daring and bravery as well as rallying faltering units. Like their troops,
Commanders are armed with pulsar rifles and carry a pulsar pistol sidearm. Most Commanders rise through the
ranks over years of service although impromptu battlefield promotions do occur from time to time.

GDF Lieutenant - Disciplined, Weapon Specialist | Pulsar Pistol | Pulsar Rifle | Environ Suit | Shield 1D

6 2D+2 2D+2 1D+1 8 4 S or M 47

Lieutenants are officers that report directly to the Commander of a crew if one is present. Although less
experienced, they make good leaders in their own right, able to lead GDF forces into battle. Armed like their
troops, Lieutenants often possess additional knowledge in a specialty area such as security, science, or some
other crew operation.

GDF Chief Engineer- Disciplined, Master Mechanic, Spotter, Weapon Specialist | Pulsar Pistol | Toolkit

6 1D+0 2D+1 2D+3 7 3 S or M 32

These highly trained individuals handle the specialized duties needed by a crew including medical attention,
scientific research, and other types of technical expertise. All specialists must serve as a sentry before advancing
in rank, so they are all trained in combat to lay down fire when called upon.

GDF Medical Officer - Disciplined, Doc, Surgeon | Pulsar Pistol | Med Kit | Med Gel

6 1D+0 1D+1 2D+3 7 3 S or M 30

These highly trained individuals handle the specialized duties needed by a crew including medical attention,
scientific research, and other types of technical expertise. All specialists must serve as a sentry before advancing
in rank, so they are all trained in combat to lay down fire when called upon.

GDF Tech Officer- Disciplined, Tech Savvy | Pulsar Pistol | Techpad

6 1D+0 2D+1 2D+3 7 3 S or M 31

These highly trained individuals handle the specialized duties needed by a crew including medical attention,
scientific research, and other types of technical expertise. All specialists must serve as a sentry before advancing
in rank, so they are all trained in combat to lay down fire when called upon.

12
Mv STR AGL INT Def Life Size Pts

GDF Envoy - Disciplined, Resourceful | Pulsar Pistol | Techpad

6 1D+0 1D+1 2D+0 7 3 S or M 20

Envoys are often the adjutants or aides to external organizations and as such enjoy a diplomatic rank. They are
skilled in negotiation, linguistics, intergalactic law, and understanding alien cultures and protocol. They may serve
as a permanent part of a crew or just be a temporary passenger transported from one local to another for some
diplomatic agenda. Envoys usually report directly to the commander and in some cases may even act as an
advisor to provide the commanding officer with information and direction. While on possessing only minimal
combat skill, envoys carry standard issue pulsar pistols to defend themselves.

GDF Sentry - Disciplined, Weapon Specialist | Pulsar pistol | Pulsar rifle | Envirosuit | Shield 1D

6 1D+2 1D+2 1D+0 8 1 S 32

The very heart of the Galactic Defense Force, Sentries form the main combat and police within the Galactic
Defense Force. Equipped with standard issue uniforms, pulsar pistols and rifles, as well as medical, technical or
other supplies, these troops are resourceful and stalwart in accomplishing their missions.

GDF Ranger - Disciplined, Infiltrator, Spotter, Sure Footed [1], Weapon Specialist
| Pulsar pistol | Pulsar rifle | Environsuit | Shield 1D

6 1D+2 1D+2 1D+0 8 2 S 31

Selected from the ranks of GDF Sentries to specialize in exploration, Rangers serve the GDF as intergalactic
scouts. Armed and armored like sentries, Rangers are trained for various missions, mostly involving
reconnaissance and alien wildlife management. Their assignments frequently require them to be on their own for
protracted periods of time, so Rangers often carry survival gear and additional specialized equipment suited to
their mission. Many loner and solitary types often volunteer to enter the Ranger ranks where they are trained to be
consummate survivalists.

GDF Enforcer - Disciplined, Ferocious, Scary | Lazblade | Pulsar pistol | Envirosuit | Lasteel Armor | Shield 2D

6 3D+2 1D+1 1D+0 8 3 S 45

The strongest and most imposing members of the GCW are often recruited to become Enforcers in the GDF. Most
are either Alanti Psycryf or Shrinarr, although a particularly muscular human may occasionally join their ranks.
These formidable individuals serve as shock troops, well trained in both ranged and melee combat, and specialize
in overpowering and demoralizing enemy combatants. Although standard armament is pulsar pistols and
lazblades, their speed and brute strength are perhaps their greatest weapons, enabling them to devastate even
the most powerful of opponents. The speed and efficiency with which Enforcers are able to slay adversaries is
renowned, and many enemies pale to see them enter the fray.

13
Mv STR AGL INT Def Life Size Pts

Captain - Quick, Tough, Weapon Specialist | Particle Pistol | Particle Rifle | Xenon Mesh | Shield 1D

6 3D+2 3D+2 1D+1 8 5 S or M 58

As varied as the crews they lead, Lancer captains share one skill in common--the charismatic ability and
knowledge to direct and command others. Often a jack-of-all trades by necessity, captains have access to a wide
array of skills and use weapons, techpads, and toolkits with equal proficiency. They tend to equip themselves for
any eventuality, arming themselves with a variety of weapons like particle beam or gamma disrupter firearms.
Whether they are honest freighter merchants, pirates, nomads, smugglers, prospectors, mercenaries, or
privateers, Lancer captains recruit and manage crews through respect, force of will, brute force, bribery, or
whatever means necessary.

First Mate - Quick, Tough, Weapon Specialist | Particle Pistol | Particle Rifle | Xenon Mesh | Shield 1D

6 2D+2 2D+2 1D+1 8 4 S or M 55

Often seen as the next reasonable choice to lead the crew in the event of the loss of its captain, First Mates are
capable individuals and fighters. They may wield rifles and pistols with equal skill. Many tend to have a specialized
skill that is useful to the ship and crew as a whole and carry toolkits to aid them in those tasks. While some officers
may have close ties with their captain, this is not always the case, but regardless, officers answer directly to their
captain and sometimes assist in directing the rest of the crew.

Quartermaster - Dependable, Infiltrator, Quick, Resourceful | Particle Pistol | Techpad

6 1D+2 2D+1 1D+0 8 3 S or M 37

Valued for their ability to arrange exchanges, haggle over cargo prices, mediate the odd black-market transaction,
and avoid conflicts, negotiators join crews as skilled traders and envoys. Prepared in the event negotiations fail,
they carry sidearms, usually pistols, to help them hold their own in a fight. More common on merchant vessels,
negotiators carry techpads to enable them to stay ahead in the game of interstellar trade.

Fixer - Master Mechanic, Quick, Tech Savvy | Particle Pistol | Toolkit | Techpad

6 1D+0 1D+1 2D+3 7 3 S or M 29

Ship repair, bot repair, equipment repair, Fixers do it all. Essential to crews in their own right, these mechanics are
indispensable to keep ships, bots and equipment operating at peak performance.

Medic - Doc, Quick, Surgeon | Particle Pistol | Medkit | Med Gel

6 1D+0 1D+1 2D+2 7 3 S or M 29

Tasked with keeping the crew operating at full efficiency, medics prove useful tending wounds, aiding crew mates
against environmental hazards like poisons or diseases, and saving lives. Most medics begin their careers as first
responders, trained only in first aid. Advanced medics are doctors or even surgeons, skilled at helping even the
most grievously injured crew mate make a full recovery.

14
Mv STR AGL INT Def Life Size Pts

Psifer - Quick, Psionic 2D+1, Focused | Particle Pistol

6 1D+0 1D+0 2D+2 8 3 S or M 31

An independent Psifer's circumstances usually differ greatly from those in the galactic military. Unless discharged
from the GDF, Psifers receive only colloquial training, if they receive any at all. Often unable to adequately
understand or control their connection to the Deep, Psifers are frequently self-made outcasts. Others may simply
choose not to enter military service and seek employment elsewhere. These wielders of the Deep improve their
skills mostly through trial and error. They aid their crew mates with their powers where possible. While they may
sometimes be armed and armored, Psifers primarily rely on their psionic capabilities more than their weaponry,
only resorting to its use when their connection to the Deep is broken. All individuals possessing psi capability who
join the GDF receive training as Psifers. Like GDF Sentries, these troops begin their careers in basic training, but
upon graduation, they are then sent to the Alanti home world of Oshania. There they are given instruction on
wielding the formidable energies of what most psi adepts refer to as the Deep from some of the most skilled
Psifers of the GDF.

GDF Sharpshooter - Deadeye, Disciplined, Infiltrator | Pulsar pistol | Sniper rifle | Xenon mesh | Shield 1D

6 2D+0 3D+2 1D+0 8 2 S or M 46

More often acting independently, Sharpshooters attempt to find high ground as close to enemy areas as possible.
They will seek out the most advantageous vantage point to set up a crossfire with their crew. Multiple
sharpshooters in a crew will use teamwork whenever possible to maximize their effectiveness in taking out multiple
targets.

Security Officer - Disciplined | Particle pistol | Neuralizer baton | Xenon Mesh | Shield 1D

6 1D+2 1D+2 1D+0 8 1 S or M 31

Most corporations, civil defense forces, and independent contractors employ security to attend to their own
interests. Many are culled from the ranks of the military while most have only the barest minimum training
available.

Lanceguard - Quick, Weapon Specialist | Knife | Particle rifle | Xenon mesh | Shield 1D

6 1D+2 2D+2 1D+2 7 1 S-M 33

Basic shiphands forming the backbone of most crews, Lanceguard, sometimes referred to as pluggers, often carry
standard ranged weapons from pistols to rifles when expecting trouble. These crew mates often handle an
assortment of heavy weaponry from gamma disruptor cannons to particle multiblasters. Alanti Pyscryf, Shrinarr,
and even some humans are large and powerful enough to handle these devastating weapons on their own.

Brute - Ferocious, Quick, Surgical Strike, Tough | Lazblade | Particle rifle | Xenon mesh | Shield 1D

6 3D+3 1D+2 1D+0 8 3 S or M 47

Large and powerful, Brutes are the 'muscle' of Lancer crews. Often mercs with military backgrounds and training,
Brutes excel at melee combat and are often adept with ranged weapons as well. Able to wield a multitude of hand
weapons with skill and force, Brutes are a welcome addition to any Lancer crew expecting close quarters fighting.

15
Mv STR AGL INT Def Life Size Pts

Scout - Infiltrator, Quick, Spotter, Sure Footed [1], Weapon Specialist


| Knife | Particle rifle | Xenon mesh | Shield 1D

6 1D+3 2D+1 1D+1 8 2 S or M 41

The life of a crew is not necessarily hauling freight or transporting passengers. Especially in unexplored regions of
space like the Reaches, crews often require individuals with the ability to cautiously reconnoiter areas of potential
danger. That's where scouts come in. Skilled at moving about silently and unseen, scouts carry varied equipment
to aid them in gathering information useful to their captain and crew.

Clipper - Deadeye, Infiltrator, Quick, Spotter, Sure Shot | Particle pistol | Sniper rifle | Xenon mesh | Shield 1D

6 2D+2 3D+2 1D+0 8 2 S or M 51

More often acting as solo operatives than crew, clippers, as assassins or bounty hunters are called among Lancer
circles, are usually as feared by their crew mates as they are by those they hunt. Commonly of disreputable
natures, clippers tend to serve themselves. They are most often motivated by money, although other goals, such
as revenge or even satisfying a strange code of honor may be behind their agendas. Clippers seek to maintain or
increase their reputations through the best equipment and skill in their work, however notorious and vile it might
be. Clippers favor the GDF's sniper rifle equipped with a scope for its power, dependability and accuracy. They
often also carry pistol sidearms to cover other eventualities.

16
MEKKUS
Mv STR AGL INT Def Life Size Pts

Central Command Unit [Robot] - Fearless, Commanding Presence, Fly, Tactician, Weapon Specialist, Uplink
Node | NeuroPulse R4 Pwr4 | Particle Cannon | Shield 2D

8 2D+2 3D+3 1D+0 9 6 L 39

The Central Command Unit of any operating Mekkus force is the Command Node leader, overseeing and directing
all Mekkus units under its control. All tactical data is transmitted from the Orbital Interstellar Command Station and
relayed to the rest of the force. Typically a CCU will deploy with other Mekkus forces and entrench itself in a
fortified or easily defensible position. Among the largest of the Mekkus, the CCU has a central scanning tower
equipped with a powerful uplink receiver array. It serves as the primary uplink node for the Mekkus force, able to
provide all units with directives and guidance it in turn receives from the Mekkus Orbital Station. Covered in heavy
LazSteel armor and protected by defensive screens, a CCU is capable of deflecting all but the most powerful
ballistic or energy attacks. Mounted around its base are three turrets armed with twinlinked weapons providing
plenty of firepower to repel ground and aerial attacks.

Cyren [Cyberform] - Psionic 3D+2, Brainiac, Fearless, Scary, Tactician, Uplink Node | NeuroPulse R4 Pwr4 |
Extraction Tool | Hvy Force Field | Shield 2D

6 2D+1 2D+2 1D+0 8 6 M-L 75

Cyren are unsightly horrors of Mekkus engineering and a precursor of what the next generation may become. The
Cyren are a melding of machine and biologics that can strike terror into the heart of all who see them. Having
assessed the value of organic components, the Mekkus created a useful hybrid to counter organic infestations with
connections to The Deep. Once psifers of various species, these powerful sensitives of The Deep have now lost
their identity and compassion, totally reprogrammed to the will of the Mekkus. The machines have learned females
capable of Descent into The Deep are the most resilient for undergoing the transmogrification process. While Edo
possess a strong Deep connection, they are far too delicate physically to survive the Melding, and Neiran prove far
too willful. Cruel mechanical apparatus suspend organic and brain tissue which is supported on a mobile platform.
Possessing uplink capability, shielding, and formidable psi powers, the Cyren is a mighty foe.

Artificer [Robot] - Fearless, Commanding Presence, Tactician, Uplink Node


NeuroPulse R4 Pwr4 | Extraction Tool | Pincers Pw4 | Shield 2D

6 2D+1 1D+1 2D+1 8 4 L 62

Like other inhabitants of the Outer Reaches, the Mekkus run on ultonium. It is perhaps more vital to them than any
other species, if the Mekkus can be considered as such. Artificer Nodes are responsible for the mining and
processing of ultonium. They are capable of drilling many meters into solid rock and extracting molecular particles
of ultonium too small to be detected by other equipment. Many GCW scientists have attempted to examine
Mekkus scanning technology, but have been unable to determine exactly how Artificers can find such minute
traces and signatures of ultonium. Artificer Nodes can render energy weapons useless with technology that
enables them to redirect the power of ultonium into an EMP attack. They can also use their Extraction Tool to drain
the molecular integrity of an ultonium power core for later use, rendering the core into a lump of inert slag.

17
Mv STR AGL INT Def Life Size Pts

Salvagor [Robot] - Fearless, Fly, Master Mechanic, Tech Savvy, Uplink Node | Pincers R5 0-2 | Particle Rifle |
Force Field | Shield 2D

6 2D+1 2D+0 1D+1 8 5 L 47

Among the wreckage of battle, Salvagors search for useful parts capable of being repurposed. Regardless of the
alien technology salvaged, these Mekkus nodes are mobile repair stations capable of the most intricate
technological design and reconstruction. Any fallen weapon, apparatus or mechanical system can be repurposed
in a matter of moments, turned to the will of the Mekkus. Fallen GCW bots have often been salvaged and turned
on their comrades. Even the alien war machines of the Edo are malleable enough to be bent to the technological
skill of Salvagors. Although they can serve as uplink nodes for their fellows, the primary role of the Salvagor is to
repair fallen Mekkus units. The modular designs of the Mekkus allow for rapid replacement of damaged systems
and interchangeable parts assure that the scavenged pieces can be recycled to form workable units.

Aggressor [Robot] - Fearless, Fly, Strafing Fire | Particle Rifle | Neuropulse R4 | Forcefield | Shield 1D

8 1D+0 2D+1 1D+0 8 2 S 35

These small, but durable and versatile units form the core of any Mekkus attack force. Built upon an aerial chassis,
Aggressors can be armed with basic weaponry of various energy types. These mobile attack drones are utilized for
taking and holding objectives, reconnaissance, and the defense of other Mekkus units.

Harvestor [Robot] - Fearless, Fly | Extraction Tool | Pincer Pw4 | Particle Rifle | Neuropulse R4 | Forcefield |
Shield 1D

8 1D+0 2D+1 1D+0 8 2 S 65

Programmed to collect and store ultonium for transport back to the Orbital Command Station, Harvestors are
essentially mobile mining drones. They mainly work in conjunction with Salvagor , Artificer and Reaper Nodes.
Harvestors are capable of transporting raw, processed, and refined ultonium ore, salvaged parts, or even raw
organic material. Swooping down upon unsuspecting targets, Harvestor Nodes can unleash their neurocharge
pulse and extend their pincers to capture incapacitated victims. They scour vast areas tirelessly, picking through
debris and carnage to locate valuable salvageable parts or charged ultonium cells to collect for the Salvager and
Reaper Nodes.

Reaper [Robot] - Fearless, Scary, Sure Footed [1], Surgical Strike


| Pincer Pw5 0-2| Neuropulse R4 | Pulsar Rifle | Extraction Tool | Forcefield | Shield 1D

8 1D+0 2D+1 1D+0 8 2 M 69

The most grisly of all the Mekkus are the Reaper Nodes. These singular Mekkus scan and seek out living tissue to
be used in the Melding transmogrification process. Injured, unconscious, or otherwise incapacitated organic life
forms are all targets for conversion. If none are available, the Reaper Node is equipped with a potent neurocharge
pulse that will stun organic prey, making them easier to process. Specimens are then shuffled into the storage
compartment and returned to the Orbital Command Station and held until needed. Most organic lifeforms are
suitable for the Melding as cyberforms, but specially selected individuals sensitive to The Deep are reserved for
Cybots or Cyren.

18
Mv STR AGL INT Def Life Size Pts

Cybot [Cyberform] - Fearless, Psionic 2D+1, Sure Footed [1], Weapon Specialist
| Pincer Pw4 | Particle Rifle | Forcefield | Shield 1D

6 2D+0 2D+1 1D+0 8 2 L 46

Like the Cyren, the Cybots are a hybrid of organic material and cybernetic experimentation, although not as
elaborate in construction nor as powerful. Encased within a domed compartment are the remnants of an organic
brain. While Cyren are the preeminent Mekkus troop to wield powers of The Deep, Cybots manage to manifest a
similar, albeit weaker, connection. This grants them not only psionic power, but greater resistance to mind attacks.
Their mechanized enhancements grant them great strength in hand to hand combat. It also enables them to carry
heavy weaponry. It is rumored their Deep foresight allows them to better prepare for combat as well.

Seeker [Robot] - Fearless, Chameleon, Fly, Spotter, Infiltrator, Uplink Node


| EMP Burst R4 | Neuropulse R4 | Forcefield | Shield 1D

8 1D+0 1D+0 1D+0 8 3 S 57

Lightly armed and armored, Seekers are all about stealth. Electronic interference screens act as a disruptive
camouflage, making Seekers difficult to detect and target. They are adept at making their way deep into enemy
territory and lying in wait to expose opposing troops, locate specific individuals, or identify objectives. Upon
reaching their target, Seekers instantly transmit their data to the nearest Mekkus uplink node, who in turn
broadcasts the information to the rest of the force.

Defendor [Robot] - Fearless, Deadeye, Sure Footed [1], Weapon Specialist


| Neuropulse R4 | Particle Cannon | Forcefield | Shield 1D

6 1D+0 2D+2 1D+0 9 3 S 58

A basic troop like the Aggressors, Defendors are constructed on modular frames mounted with heavy trends,
allowing them to move over terrain with greater ease than regular vehicles. Although not very agile, these Mekkus
tanks are heavily armored with the strongest known Lazsteel. Lumbering into position, they brace themselves with
stabilizers to bring their heavy weapons to bear. Defendors can be equipped with an array of twin-linked weapons
on two turrets, enabling them to barrage a large area with a devastating field of fire.

Strafer [Robot] - Fearless, Deadeye, Fixed Weapon, Fly, Strafing Fire


| Neuropulse R4 | Particle Cannon | Forcefield | Shield 1D

8 1D+2 1D+2 2D+1 9 3 L 63

Strafers are perhaps the most dangerous of all Mekkus units. Able to fly overhead of enemies while laying down
deadly fire, Strafers are lethal, especially in large numbers. These units can combine their attacks, concentrating
fire on ground or aerial targets until they are annihilated. They are more heavily armed than Aggressors. Strafers
may also be fitted with rocket pod payloads in place of their normal armament. These payloads include Arc Burst,
Particle Burst, and Neuralizer rockets. Strafers may choose any one of these rockets each time they fire, making
them extremely mobile and highly versatile support craft.

Braindrone [Cyberform] - Fearless, Fly, Spotter, Infiltrator


Pincer Pw4 | Neuropulse R4 | Forcefield | Shield 1D

8 1D+0 1D+0 1D+0 7 1 S 29

Hideous workers fabricated from brains unsuitable for Cybots, these drones are menial workers programmed for
the most menial tasks.

19
NEIRAN EMPIRE
Mv STR AGL INT Def Life Size Pts

Jamad - Brave, Commanding Presence, Sure Footed [2], Tough, Weapon Specialist
| Jekara | Neiran Pistol | Long Rifle

6 4D+1 3D+2 1D+0 8 6 M 39

Jamada (plural of Jamad) are the elite commanders of the Neiran army. Veterans of many battles and multiple
duels, Neiran earning the rank of Jamad are renowned fighters and cunning warriors. They not only lead their
warriors, but their Houses as well, serving as its Foremother. Neiran Tradition allows Jamada much latitude in the
running of their Houses. Some will surround themselves with advisors, both male and female, leaving the
mundane concerns of the House in the hands of trusted stewards. Others rule their Houses like tyrants, making
arbitrary rulings on a whim. Most Jamada prefer to direct troops in combat, often from where fighting is thickest,
wielding their jekara or Neiran longrifles with lethal accuracy. If a Jamad falls in battle, another is appointed,
chosen from among the members of the House in question by the remaining Foremothers, subject to the
Empresss approval. However, Neiran Tradition allows if a Jamad is defeated in a duel, her slayer becomes her
successor.

20
Mv STR AGL INT Def Life Size Pts

Oracle - Psionic 3D+3, Brave, Commanding Presence, Focus | Neiran Stave | Neiran Pistol |

6 2D+0 2D+0 1D+1 8 6 M 64

Oracles are selected from only the highest ranking priestesses of Aoth. Serving as acolytes for many years,
learning every rite and teaching of The Firstmother, while developing enduring connections to The Deep, these
devout servants of the Giver of Life and Death wield influence and power throughout the Neiran Empire matched
only by Jamada or the Empress herself. By the time an acolyte becomes an Oracle, she is required to sever all ties
to her House and live apart to serve only the will of Aoth and her divine daughter, the Empress. Reputed to be
impartial, Oracles are responsible for settling major disputes between Houses as well as handling the judgement
and sentencing of criminals deemed worth bringing to their attention. Oracles are elaborately gowned or robed in
silks or other expensive cloth. Adorned with jeweled pendants of office, they bear finely wrought weapons with
equal pride. Grand Oracle Azhia is currently Chief Advisor to
Empress Messilina IV and served the two previous predecessors.

Huntress - Brave, Bonded, Sure Footed [2], Tough, Weapon Specialist


| Jekara | Neiran Pistol | Long Rifle

6 3D+3 2D+3 1D+1 8 5 M 71

Clansisters are sometimes promoted by their Jamad to the rank of Huntress. Only a Huntress may undergo the
Khom Zo Naad to gain a bond beast. If Clansisters are the backbone of a Neiran force, a Huntress, especially one
in a Bonded Pair, are certainly its muscle. Forever linked with their chosen bondbeast, Huntresses can become
even more savage, effected over time by the feral nature of their companion. While motokks are by far the most
common choice, huntresses can, and do, select other, more exotic bondbeasts.

Merchant - Brave, Resourceful, Tech Savvy | Neiran Pistol |

6 2D+0 1D+2 1D+0 8 1 M 31

To Neiran, a merchant is someone who brokers, trades, or arbitrates anything, including politics, so even an
ambassador is considered a merchant on Neira. Exclusively male, merchants are shrewd and intelligent
individuals who can skillfully manipulate negotiations and manage the affairs of their House with guile and
knowledge. They are
not trained in combat although most can make proficient use of a pistol. Most merchants
prefer to employ bodyguards for protection. As males are subservient to females in Neiran
culture, merchants are limited in those they are permitted to command, able to choose only
gladiators or arnts to serve them.

Clansister - Brave, Sure Footed [1], Weapon Specialist | Jekara | Long Rifle | Xenon mesh |Shield 1D

6 2D+1 2D+2 1D+0 8 2 M 42

The life of a Clansister begins at birth. The House Jamad and other important House leaders cull any infants
deemed weak or otherwise unsuitable. Female children who survive this initial winnowing undergo fourteen years
of rigorous training within the House of their birth to test their strength, wits, and discipline. The survivors, called
Tah Shom, are then sent to compete in a series of trials with Tah Shom of other Houses. Successful graduates
become new Clansisters in the Neiran army. These basic troops are armed with longswords, called jekara, and
Neiran longrifles. Strong, stalwart, and bred to be ambitious, these skilled and efficient fighters hope to prove their
worth and be selected to serve in elite units or granted permission by their Jamad to undergo the Kohm Zo Naad.
Failing this rite means return to their House for censure, which may take the form of execution, exile,
enslavement, or some lesser punishment, determined solely at the whim of the House Jamad. Some who fail seek
out Aoth rather than return home.

21
Mv STR AGL INT Def Life Size Pts

Scythesister - Brave, Fearless, Ferocious, Sure Footed [1], | Shashar | Xenon mesh | Shield 1D

6 2D+2 2D+0 1D+0 8 2 M 34

Those Clansisters exhibiting exceptional skill with hand weapons are honored with the offer to join an elite fighting
group devoted solely to melee combat. Receiving additional training to wield their signature dual weapons, called
shashar, these warriors, known as Scythesisters, use strength and agility to fight their foes. Scythesisters are
deadly in hand-to-hand encounters. The devout ferocity of these troops can prove intimidating to many opponents.

Acolyte - Psionic 2D+2, Brave, Disciplined, Focused | Neiran pistol | Glaive

6 1D+0 1D+0 1D+0 8 2 M 44

Only the most devout Clansisters are chosen to serve Aoth as a priestess of her order. Novice warrior priestesses
of the Firstmother, acolytes are perhaps the most fanatical members of any Neiran force. These Daughters of Aoth
serve the Neiran Empire through the directives of their Oracles, leaders of the Neiran religion. Although skilled in
the use of weaponry, acolytes are most valued due to their attunement to The Deep. They often use of Fahz Jiin,
Neiran holy dust made from finely ground processed ultonium. The dust, inhaled through the nostril slits found
along the back of the jaw, often stains the skin in that area as a result. Fahz Jiin is seen as a gift from Aoth,
granting acolytes various impressive cosmic powers appropriate for combat. Prolonged use is rumored to
physically weaken those who employ it over time.

Praetoris - Brave, Disciplined, Sure Footed [1], Weapon Specialist


| Shashar| Praetor carbine | Xenon mesh | Shield 1D

6 3D+2 2D+3 1D+0 8 3 M 60

Only the most skilled and loyal fighters are chosen to join the ranks of the Praetoris, the elite Imperial Royal Guard.
They are only appointed by the Empress herself or one of her closest advisors. One of the few Neiran troops to
use armor, Praetoris wear ornate breastplates and helms reinforced with personal force field generators. They
carry sidearms, but make use of a sawed-off version of the longrifle for most ranged attacks. This weapon has a
shorter range than the Neiran longrifle, but its explosive ultonium cartridges can scatter, causing devastating
damage to multiple targets. If drawn into melee, Praetoris use their ceremonial glaives to deadly effect. Praetoris
serve as bodyguards only to their Empress or to extremely high-ranking Jamad, Oracles, or officials.

Shadowsister - Brave, Infiltrator, Sure Footed [2], Weapon Specialist


| Jekara | Long Rifle | Chameleon Suit

7 2D+2 2D+2 2D+1 8 3 S 57

Whenever Jamad warleaders need information about enemies abroad or even closer to home, they call on the
services of Shadowsisters. These elite troops, drawn from the Clansister and Scythesister ranks, use their training
and special gear to perform missions requiring stealth and speed. Shadowsisters are versatile operatives, not only
accomplished fighters and marksmen, but are also skilled techs, able to hack into even the most secure systems
to retrieve valuable information. They are also capable demolitionists useful for destroying enemy strongholds or
disrupting supply lines. It is commonly believed that Shadowsisters are employed by the Neiran to perform
rescues, kidnappings, and even assassinations.

22
Mv STR AGL INT Def Life Size Pts

Gladiator - Brave, Disciplined, Disposable, Fearless, Ferocious, Tough | Neiran Glaive | Xenon Mesh | Shield 1D

6 1D+0 1D+0 2D+0 7 3 S 37

With the exception of the occasional condemned Neiran, gladiators are elite among arnts, specially chosen from
the slave ranks by their Neiran owners to enter the Arena Eviscorita for the entertainment of the general populace.
Arnts of all ages are indoctrinated, including the very young, who undergo grueling and brutal training to become
full-fledged gladiatorial warriors. Conditioned to be savage and strong, trained in a multitude of melee weaponry for
the delight of the Arena spectators, most gladiators endure bloodthirsty and short careers. A few, who show
intelligence and violent cunning instead of mere mindless bloodlust, are often pulled from the Arena on orders of a
Jamad or some other powerful Neiran to serve under their command. These rare few are occasionally offered or
awarded their freedom in exchange for some service if they prove their fealty in battle.

Arnt - Controlled, Disposable, Fearless | Club

6 1D+0 1D+0 1D+0 7 1 S or M 13

In the Neiran Empire, all non-Neiran are classified as arnts. However, any Neiran who commits a crime, or breaks
a social taboo that does not merit execution, is stripped of all rank and privileges and expelled from their House to
become an arnt as well. Arnts are often used on the front lines of battle as expendable fodder troops. Although
bleak, an arnts fate is not without hope. The Neiran respect for strength, skill at combat, and bravery is a
cornerstone of their society. Arnts that prove skilled and cunning enough to survive ten battles are named Druzh-
Shaad, Survivor of the Ten. After a brief ceremony branding them forever as Druzh-Shaad, they are granted their
freedom. Neiran freed this way are viewed as having paid their debt to Neiran society and are restored to their
previous rank and status. Non-Neiran are transported to a neutral world to make their own way in the galaxy from
there as best they can. Few arnts manage to attain the Ceremony of Druzh-Shaad. The rest have fallen in battle.

Azhro Cavalry - Brave, Strafing Fire, Sure Footed [2] | Razorbeak Pwr4 | Jekara | Long Rifle | Xenon mesh |
Shield 1D

9 3D+1 2D+2 1D+0 8 4 L 58

The main cavalry force of the Neiran army, many clansisters aspire to becoming an Ahzro rider when they are first
inducted, seeing the post as a way to quick status. Others choose this path only after failing to obtain a bondbeast
through Kohm Zo Naad. The Ahzro is no bondbeast, but it is still a swift and impressive mount. A flightless reptilian
bird native to the wide grassland regions of Neira, Ahzro are fierce, temperamental creatures valued by the Neiran
for their aggressiveness in battle. While unable to bond with their mounts like Neiran huntresses and their
bondbeasts, Ahzro riders spend much time training their mounts to aid them in combat. This training includes
conditioning the beast to remain calm in the chaos of battle and to attack enemies with its sharp-toothed beak and
great taloned feet. Armed with blades and longrifles and mounted on their aggressive avians, Ahzro riders seek to
strike their opponents swiftly and with deadly results.

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VEHICLES
Mv STR AGL INT Def Life Size Pts

Rocket Bike - Fixed Weapon, Fly, Quick, Strafing Fire | Particle Rifle | Force Field | Shield 1D

10 2D+1 2D+2 1D+0 9 3 M 51

The Barracuda rocket bike is a hybrid design by existing Alanti manufacturers and North American Aviation that
were introduced around 1948 or so. Primarily as a scouting vehicle, it was acquired in the 50s as surplus by many
survey companies. There are military versions of it still in service by the United Earth Defense as well as
independent Lancers all over the Outer Reaches.

Armed with forward fixed pulsar rifles and protected by limited shields, these fast attack bikes are often used to
engage the flank and rear positions of enemies. They can also serve to quickly move resources around a
battlefield when necessary. Rocket Bikers usually also carry a pistol sidearm.

Edo Scutter [Mech] - Psionic 1D+2, Chameleon, Sure Footed [2], Weapon Specialist
| Pincers Pwr6 0-1 | Arc Rifle | Hvy Force Field | Shield 2D

6 2D+3 3D+0 1D+1 8 3 L 46

While Edoflenii seem to be a species that has developed and continues to practice advanced bio-engineering, they
also apparently have their own technology as well. An example of this technology are the formidable Edo Scutters.
Fashioned in the image of their makers, these machines stride across the battlefield on articulated legs bearing
their Edo pilots in domed cockpits above. All walkers boast some form of Arc weaponry controlled by the pilot, with
some versions equipped with rotating Arc weapon turrets as well. These turrets are usually manned by underlings
or some times guardlings.

Edo Strider [Mech] - Psionic 1D+2, Chameleon, Sure Footed [3], Weapon Specialist
| Pincers Pwr6 0-1 | Arc Cannon | Arc Burst Rockets | Hvy Force Field | Shield 2D

8 4D+3 3D+2 1D+1 9 5 L 89

A larger and more powerful version of the Scutter, the Edo Strider can wade its way into the thick of forces, laying
waste to them with the devastating Arc powered burst attacks. Striders are piloted by a trio of Underlings working
in unison to coordinate attacks via psionic link. One crew mate pilots the war machine while the other two focus on
operating the weapon system consoles. The Strider comes equipped with devastating Arc Burst rockets in addition
to its Arc Ray Cannon and powerful metal pincers. Edo will often employ Striders to form a perimeter, operating as
escorts while the Undermind searches for a suitable spot to establish a new colony.

Utilipod [Flyer] - Fly | Heavy Particle Blaster | Force Field - 2D Shield

8 1D+0 2D+3 1D+0 7 6 L 45

Designed for a pilot and gunner, these versatile hover craft are commonly deployed throughout the Outer Reaches
and can be used as mounted weapons platforms, and as standard are equipped with shields. They are also
utilized as mining vehicles or personnel carriers. Utilipods have seen extremely long service in the GDF but are
prone to breaking down when a unit can least afford it. To offset this liability, teams including an engineer are
routinely assigned to utilipods. Their primary role is reconnaissance, survey, and patrol.

24
Mv STR AGL INT Def Life Size Pts

Stout [Flyer] - Fly, Transport [5] | LazSteel Plating - 2D Shield

8 2D+0 2D+0 2D+0 9 6 L 28

Utilitarian, rugged, and reliable, the Alanti-made Stout hovercraft is one of the most common vehicles used in the
territories of the Outer Reaches. Protected by durable LazSteel plating, maneuverable, capable of moderate
speeds, and able to carry heavy loads, Stouts see much use among Lancers crews. Stoust have room for one pilot
and 5 other passengers if they are on small bases. These versatile hovercraft frequently see long service and
often undergo various modifications by their owners to suit the crew's specific needs. An example of this is
weaponry. Stouts as standard do not come with weapon mounts, but they can be easily added. Although galactic
law prohibits civilian use of most weapons currently available, conventional human weapons, termed "sluggers",
being relatively new, have yet to be officially outlawed. Many Lancers crews have been known to exploit this
loophole. Easy to maintain and dependable, Stouts are highly valued by Lancers as well as mercenaries, and
mining crews.

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