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Typical Federation Military forces

Typical Federation Aerospace Force combat pilot


(Usually 5th level)
The recently rebranded Federation Aerospace force is the still glamor branch of the
Federation military. Wealthy parents pay huge bribes to get their young children into
the Flight Academy. and the remaining positions go to the most brilliant students.
Federation pilots have the best chances of moving up in rank and power.
Stats of Note: I.Q. 10, P.S. 13, P.P. 12, P.E. 10, Spd. 19, All others 9.
Hit Points: 19, S.D.C.: 35
Skills of Note: HTH: Basic, Running, Fighter Combat "Elite" Training, Air-to-Air Combat
18%, Pilot Jet Fighters: 66%, Pilot Space Fighter 62%, Navigation Space 60%, Read
Sensory Equipment 60%, Weapon System 60%, Wilderness Survival 50%, W.P. Auto
Pistol (+3 Aimed, +1 Burst).
Combat Skills and Bonuses: 4 Attacks per melee, +2 Parry, +2 Dodge, +2 Roll, +2 Pull,
2D4 Kick Attack.
Weapons and equipment: P111 pistol.
Federation Combat Flight suit
A.R. 18, S.D.C. 30,
Penalties: -10% to prowl, perform gymnastics, acrobatics, climb or swim.
*Note: The suit plugs directly into the fighter allowing the operator to interface with
the crafts computer and life support system.

Moria class fighter


Plagued by cost overruns and a
problematic prototype phase, it was
originally believed this fighter would never
see production. It wasn’t until the flawed
micro fold drive was replaced with a
standard FTL drive, that the Moria was
approved for production.
The original design for this craft was a leap
forward in FEDERAT fighter technology.
The Avionics system was generation more
advanced than anything seen previous
FEDERAT fighters. What most citizens and
military members do not know is how this
was achieved.
About 30 years ago on the FEDERAT
colony world “Yggdrasil 6”, a strange craft
of unknown and advanced origin, crashed.
Almost immediately the government
scientists began to study and reverse engineer the vessel. This lead to rapid advances in military
technology, mostly in weapon, propulsion and navigation systems. It is these advances that turned the
tide in the FEDERAT/Triceraton war. Finally, the stalemate was broken and FEDERAT forces were able to
win several major victories against Triceraton forces. It is believed that this lead to the current
renaissance in Triceraton culture.
The biggest setback to in original design was the prototype “Micro Fold” system. This was an almost
direct copy of the alien craft’s drive system. Unfortunately, the FEDERAT scientists were unable to get
the drive to work properly, and after several catastrophic failures, it was scrapped for a more standard
FTL system. Even without the alien drive, the Moria is the most advanced craft the Federation has ever
produced truthfully it is probably the most advanced fighter design current in production, even rivaling
the best Havalish designs.

Affiliation: FEDERAT and allies


Ship Type: S-32 Type C Space Superiority Fighter
Class: Starfighter
Manufacturer: Zarac Industries
Crew: 1 pilot and 1 copilot/gunner
Cargo: 200 pounds

MDC BY LOCATION:

Main Hull - 425


cockpit - 120
Engines - 100 each (4)
Wings - 100

SPEED:

Speed – Space mach 16


Speed - Atmosphere 620 mph with shields off, Mach 8 with shields on
FTL - 300 LY per hour
Maximum Range: can operate for up to 1 week under normal conditions.

STATISTICAL DATA:
Length: 19 feet
Height: 29 feet
Width: 85 feet
Weight: 18 tons

WEAPON SYSTEMS:

Draeger Industries Rapid fire laser cannons (4)


Primary Purpose: anti-fighter
Secondary Purpose: anti-ship
Range (Space) – 6 miles
Range (Atmosphere) – 4 miles
Damage: 2d6x10+30 per blast, 5d6x10 fire linked
Rate of Fire: equal to pilot’s attacks
Payload: unlimited
Bonus: +2 strike

Concussion Missile Launchers (2)


Primary Purpose: anti-ship
Secondary Purpose: anti-fighter
Range (Space) – 10 miles
Range (Atmosphere) – 6 Miles
Damage: 8d6x10 per missiles
Rate of Fire: 1 or 2, 3 times per melee
Payload: 4 per launcher
Bonuses: +1 strike

Systems of note:

Advanced Navigation Computer: Originally designed with the Micro Fold drive system in mind, the new
NAVCOM has been configured to work the standard FTL drive. Its navigation skill equivalent is 70% for
use in non FTL, but is reduced to 40% when calculating FTL “jumps”.

TC4X Combat Computer: This is the pinnacle of combat computer technology. It allow a single fighter to
link with and feed data from up to two dozen other fighters and other ships, providing itm with
substantial bonuses, including +2 on initiative, +1 to strike and dodge, and +5% to combat oriented
piloting rolls. A single spacecraft receiving data from such computers, can make use of their full
capabilities, giving it +2 on initiative, + 1 to strike with all weapons, +2 to dodge and + 10% to combat
related piloting rolls.
It can track and identify up to 500 targets to a range of 2,000 miles (3,200 km), and keep track of up to
250 more out to a range of 4,000 miles (6,400 km). Ranges are halved in an atmosphere.

Electronic Countermeasures (ECMs): ECMs are powerful systems designed to interfere with the proper
operation of electronic combat systems such as targeting computers, radar locks, laser targeting,
sensors, and other systems. ECMs are especially useful for protecting spacecraft from attacks that use
computer tracking, locking, and auto-guidance, including robots, missiles, and ship based weaponry.
ECMs do little against direct fired weapons like those used by power armors and interceptors. In game
terms, an active ECM unit provides the vessel with a bonus of +4 to dodge any incoming attack except
guided missiles, against which an ECM provides a dodge bonus of +6.

Self-Destruct System: The Moria is outfitted with a series of engine overloading systems that can
generate enough damage to completely destroy the fighter from the inside out. This creates a blast
equal to 100 MD to 120 feet around the craft. This is usually activated by the pilot if he/she feels that
the fighter is in danger of being captured by enemy forces, it can also be remotely detonated by any
Federation officer that has the proper clearances and is authorized to do so. This is usually the Squadron
commander and members of the carrier’s command staff.

Typical Federation Ground Forces trooper


(usually level 2 to 5)
Stats of Note: I.Q. 10, M.E. 13, P.S. 16, P.P. 11, P.E. 15,
Spd. 12, All others 9.
Hit Points: 30, S.D.C.: 76
Skills of Note: HTH: Expert, Military Etiquette 80%,
Demolitions 95%, Demolitions Disposal 95%,
Intelligence 67%, Tracking 65%, Detect Ambush 70%, Pilot
Tank 71%, Athletics, Boxing, Pilot Hovercraft 70%, W.P.
Knife (+1 Throw, +1 Strike, +2 Parry), W.P. Energy Pistol
(+4 Aimed, +2 Burst), W.P. Rifle (+4 Aimed, +2 Burst).
Combat Skills and Bonuses: 6 Attacks per melee, +2
Initiative, +2 Strike, +6 Parry, +6 Dodge, +2 Pull,
+4 Roll, 2D4 Kick Attack, Backward Sweep, 1D10 Crescent
Kick.
Weapons: Standard FEDERAT weapons and equipment
Federation Ground Forces Modular Combat Armor
The current body armor system issued to the Federation
Ground forces units. The pouches and holsters can be
configured to the operator’s preference.
A.R.: 14 SDC: 100
Weapons

FEDERAT Combat Rifle (Advanced) R-89 C


Damage: 6D6 (standard) 8D6 (Sniper Mode)
Range: 750 feet standard mode, 2000 feet in sniper mode
Rate of Fire: Standard
Charges 100 blasts when used in standard, 50 shots in sniper mode.
Bonuses: The advanced optic grants the user a +2 to strike in standard mode and + 3 to strike in sniper
mode.
Description: The R-89 is a substantial upgrade for the Federation ground forces. It a reverse engendered
design and it is packed with advanced features that make the job of the infantrybeing much easier.
One of the things that makes the R-89 so unique is it can be used a standard infantry rifle, or by flipping
a switch it can be used as a sniper rifle. In sniper mode the rifles barrel shroud slides forward,
lengthening the weapons barrel, an integral combat scope pops up.

P 111 Pistol
Damage: 3D6
Range: 120 feet
Charges: 20 blasts per “magazine”
Rate of Fire: Semi-automatic
Bonuses: Due to the ergonomic design of the weapon it provides a +
1 to strike
Description: This is the standard sidearm for the Federation military. It fires a compressed energy blast
that inflicts devastating damage on its victim.

Federation Naval Infantry


The Federation Naval Infantry is the spear tip of the Federation military. Unlike
the regular Ground Forces, the N.I. is an all-volunteer unit. Because of this the
overall moral in the N.I. is much higher than any other branch of the military.
Typical Naval Infantry Marine
(usually level 2 to 5)
Stats of Note: I.Q. 13, M.E. 14, P.S. 25, P.P. 13, P.E. 11, All others 9.
Hit Points: 32, S.D.C.: 76
Skills of Note: HTH: Expert, Military Etiquette 85%, Find Contraband 70%,
Trap/Mine Detection
70%, Intelligence 71%, Escape Artist 75%, Tracking 70%, Wrestling, Acrobatics,
Pilot Truck 79%,
W.P. Knife (+1 Throw, +1 Strike, +1 Parry), W.P. Auto Rifle (+4 Aimed, +2 Burst),
(+4 Aimed, +2 Burst).
Combat Skills and Bonuses: 5 Attacks per melee, +2 Initiative, +2 Strike, +3
Parry, +3 Dodge, +2 Pull,
+5 Roll, +10 Damage, 2D4 Kick Attack, Backward Sweep, 3D6 Roundhouse Kick,
Critical 19/20.
Weapons: Standard FEDERAT weapons and equipment
FEDERAT Naval Infantry Armor
What this armor lacks in modularity it makes up in overall protection.
A.R.: 16, SDC: 160
* Note: This armor also incorporates a Wide-spectrum Helmet this combination
Tactical helmet, optical system and radio features night sight, infrared,
thermographic and telescopic vision features. It also has a 200-mile range radio
transceiver with pre-set decryption capabilities for encoded channels. All optics
have a range of 1,000 feet. Magnification is x20. Also includes a targeting sight that adds +2 to aimed
shots.
C-33 V 2 Combat Rifle
Damage: 7D6
Range: 1000 feet
Charges: 100 blasts per “magazine”
Rate of Fire: Standard
Bonuses: The Advanced Combat Optic provides the user with a +2 to strike
Description: The C-33 is an improved and modernized version of the older Federation Combat Rifle. It
was redesigned to meet the requirements of the Naval Infantry. The most obvious difference is the
shorter barrel length and an integral rifle optic.

Kraken R-44 – A SMG


Damage: 4D6
Range: 300 feet
Charges: 100 blasts per “magazine”
Rate of Fire: Standard
Bonuses: The main upgrade from the R-44 to the R- 44-A is
the inclusion of an advanced holographic weapon sight. This
optic gives the user +2 to strike with all shots.
Description: A modernized version of the Federation Naval
Infantry SMG. It fires a compressed energy blast like the P111.

l Teams
The I Teams are an all-volunteer force that draws candidates from all branches of the FEDERAT military,
Called I-Teams for their mission description: Insertion behind enemy lines to gain intelligence and build
insurrection against enemy by inciting the indigenous population. I-Teams often work with FEDERAT
Intelligence Command. A minimum of three years' time in service is required and most I-Team members
are on their second or third tours.
The screening is more stringent than any other FEDERAT Special Operations unit, and had a 80% failure
rate, the training lasts 15 months.
In addition to recon type instruction, the future I-Team members learn how to contact, work with and
train indigenous life forms. Languages proficiency is required.
Despite the mission description, I-Teams are also used for covert missions such as sabotage,
assassination, etc. ..., and occasionally work with MARSOC units and other branches of the fleet.
Regular marines sometimes joke about the "cold-blooded efficiency of the evil eye", meaning 'I-Team'.
Typical I Team Operator
(Usually 6th to 10th level)
Stats of Note: I.Q. 19, M.E. 18, P.S. 21, P.P. 17, P.E. 22, All others 9.
Hit Points: 49, S.D.C.: 73
Skills of Note: HTH: Martial Arts, Find Contraband 71%, Military Parachuting 98%, Trap/Mine Detection
95%, Escape Artist 98%, Intelligence 92%, Tracking 95%, Pilot Truck 98%, Boxing, Acrobatics, W.P. Energy
Rifle (+6 Aimed, +4 Burst), W.P. Knife (+2 Throw, +2 Strike, +3 Parry), W.P. Energy Pistol (+6 Aimed, +4
Burst). , W.P. Auto Rifle (+6 Aimed, +4 Burst), , W.P. Auto-Pistol (+6 Aimed, +4 Burst),
Combat Skills and Bonuses: 7 Attacks per melee, +3 Initiative, +3 Strike, +6 Parry, +6 Dodge, +3 Pull,
+6 Roll, +2 Disarm, +6 Damage, 2D4 Kick Attack, Backward Sweep, 1D6 Snap Kick, 1D10 Crescent
Kick, 3D6 Roundhouse Kick, Jump Kick (all), 1D6 Bodyflip/Throw, Paired Weapons, Leap Attack,
Critical 18/19/20, +2 Save vs. Psionics/Insanity, +14% Save vs. Coma, +4 Save vs. Psionics/Magic.
Weapons: Pretty much any weapon is available, but usually the operator will use weapons available to
the indigenous persons that they are working with.

FEDERAT I Team 9 “Hard Corps” battle armor


I Team 9, or Team 9 as it is commonly known, are primarily
focused on conducting Anti-Triceraton Special operations. They
are tasked with hostage rescue, counter insurgency and direct-
action operations. Because of the size, strength and combat
ferocity of their primary foes, Team 9 uses the “Hard Corps”
combat armor designed for direct combat against Triceraton
Commandos
Model Type: SSIII MK 2
Class: Augmented Body Armor
Armor Rating: 18 (includes helmet)
S.D.C. by Location:
* Helmet - 70
Jet Pack - 70
Maneuver Jet Boots (2) -20 each
Arms (2) - 50
Legs (2) - 70
** Main Body – 260
*This is a small target and requires a called shot at -3 to the die
roll
Depleting the damage capacity of the main body will render the
armor useless and eliminates all protection.
Speed:
Running: Equal to the speed attribute of the character wearing
the armor. Leaping: Based on the strength of the character
wearing the armor.
Flying: The jet pack has a speed of 95 mph ( 1 52 km) in an
atmosphere, maximum altitude: 5200 feet (1 585 m), and 500
mph (800 km) in space.
Underwater: The suit is full EBA and functions under-water; maximum depth tolerance is 800 feet (244
m). Maximum swimming speed is 10 mph ( 16 km or 8.6 knots).
Statistical Data:
Height: Adds 8-1 0 inches (0.23 m) to the height of the wearer.
Width: Adds 18 inches (0.46 m) to the width of the wearer.
Weight: 245 Ibs (1 1 0.25 kg); 300 Ibs (135 kg) with flight capabilities.
Physical Strength: 26 (Superhuman P.S.).
Cargo: Detachable hip pouches, backpack, belts and harnesses worn over the armor.
Penalties: -15% movement penalty to prowl, climb, acrobatics, gymnastics and similar skills when in an
atmosphere and under the effects of gravity. No penalties in zero G.
Power System: Self-sustaining, electric micro-generators.
Weapon Systems:

GR 36 Rail Gun
Damage: 3D6 +10
Range: 3000 feet
Feed: 600 round box Magazine
Rate of Fire: 10 round burst, 60 bursts
Bonuses: This weapon is wirelessly linked into the suit and grants the user a +4 to strike
Description: While not actually part of the armor, this is gun is designed to specifically work with the
Hard Corp armor. Anyone wishing to use this weapon without the armor suit is at a -4 to strike unless
they have a strength of 20 or better.

Additional Systems: The Hard Corps battle armor comes with the following added systems standard:
radio signal scrambler, loudspeaker, targeting sight, combat computer
Bonuses: In addition to the pilot's bonuses from training and P.P., the armor provides +3 on initiative, +2
to strike, +2 to parry and dodge, +2 to roll with impact, +3 to pull punch, +3 to disarm, and + 15 to
damage.

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