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I.

The Basics
This game is based on West End Game's D6 system, specifically its Star Wars ole!"laying Game. WEG's Star Wars is no long in print, b#t their brand ne$ %etabarons game $ill pro&ide yo# $ith additional info yo# might need. Go pic' #p a copy( If yo# ha&e any )#estions or comments, please email me and I'll try to ans$er them for yo#.

G*%E %E+,*-I+S
The Dice
The system re)#ires players to roll si.!sided dice /D60, $hich represent a character's attrib#tes and s'ills. When appropriate, the Game %aster $ill tell a player to roll a n#mber of dice e)#al to either the attrib#te or s'ill being #sed. The player rolls the appropriate n#mber of dice, adds the &al#es together and tells the G% the s#m. If the s#m is e)#al to or greater than the diffic#lty n#mber /See belo$0, the character s#cceeds. If it is lo$er, the character fails.

E.ample1 +ob#rn is trying to $al' along a thin ledge $itho#t falling. ,e has a De.terity of 2D. The G% sets a diffic#lty n#mber and then the player controlling +ob#rn $ill roll 2 dice and s#m the res#lts to see if he is s#ccessf#l. E.ample 31 +ob#rn is trying to con&ince a militia officer to lend him his 4eep. ,e has a "ers#asion s'ill of 3D53. The G% sets the diffc#lty and the player controlling +ob#rn $ill s#m the res#lt of 3 dice and add 3.

The Wild Die

Each player sho#ld designate one of his or her dice to be the Wild Die /it is helpf#l if it's a different color or shape0. Whene&er the the Wild Die comes #p $ith a 3,2,6, or 7, add the res#lt to the other dice as normal. B#t, if the Die comes #p $ith a 6, add 6 to the dice total and roll the Wild Die again and add the ne$ &al#e to the dice total. If another 6 comes #p, roll and add again. This contin#es as long as the player contin#es to roll 6's on the Wild Die.

E.ample1 +ob#rn has a 8irearms s'ill of 6D. When he fires, he rolls 6 dice. ,is &al#es are 3,7,2 and on the Wild Die, a 6, res#lting in 96. ,e rolls the Wild Die again and gets another 6( The total is no$ 33 and he gets to roll again. This time, he gets a 9 and adds that to the s#m to get a 32 for his shot.
If the Wild Die comes #p $ith a 9 $hen a character is first rolling a S'ill or *ttrib#te +hec', roll the Wild Die again. If the &al#e is 9 thro#gh 7, remo&e the Wild Die and the die $ith the highest &al#e from the dice to be added.

E.ample1 +ob#rn is shooting again. ,e rolls a 3,7,6 and on the Wild Die a 9. ,e rerolls the Wild Die and gets a 3. ,e remo&es the Wild Die and the die that came #p 6 and adds the remaining t$o dice together to get :.
If the second Wild Die roll comes #p to be a 6, then the character has +omplicated. ,e or she has scre$ed #p in a partic#larly bad $ay....perhaps dropping his $eapon do$n into a se$er grating or t$isting an an'le $hile trying to dodge. +omplications sho#ld ma'e a character's life more diffic#lt, b#t ne&er 'ill them o#tright.

E.ample1 +ob#rn is r#nning a$ay from a pair of ,ydralis's o&er ro#gh terrain. The G% has him ma'e a r#nning roll $ith a diffic#lty of 9; to a&oid tripping o&er some 4agged roc's. +ob#rn, $ith a #nning s'ill of 2D, rolls 2 dice. ,e gets a 3,2 and on the Wild Die a 9. ,e rerolls the Wild and gets a 6( ,e not only fails b#t +omplicates. The G% tells him that he not only trips o&er the roc's can, b#t he drops his rifle into an inaccessible crac'. ,e $ill be defenseless if the ,ydralis's catch #p $ith him(

The G% co#ld ha&e 4#st as $ell said that +ob#rn got a m#scle!cramp and is !9D to all De.terity actions for the ne.t 7 ro#nds, or that he is st#nned for the ne.t ro#nd. *nything that ma'es +ob#rn's life a little more scary.

Diffic#lty -#mbers

When a character ma'es an *ttrib#te or S'ill chec', they are #s#ally rolling against a diffic#lty n#mber. Diffic#lties are di&ided into the follo$ing catagories1 Diffic Diffic#lt #lty Description y -#m bers <ery *nyone sho#ld be able to do this most of the time. E.ample1 Dri&ing a 9!7 Easy car in moderate traffic. %ost characters sho#ld be able to do this most of the time, tho#gh Easy 6!9; there is still a change for fail#re. E.ample1 Dri&ing a 4eep o&er mildly ro#gh terrain. %odera e)#ires a fair amo#nt of s'ill and=or effort. %ost #ns'illed characters 99!97 te $ill fail s#ch an attempt. E.ample1 Dri&ing a 4eep o&er ro#gh terrain. >nly highly s'illed characters s#cceed at these $ith any reg#larity. Diffic#lt 96!3; E.ample1 ?ig!@agging a 4eep thro#gh the middle of combat @one f#ll of enemies. E&en pros ha&e a hard time p#lling these attempts off. E.ample1 <ery 39!37 Steering yo#r car into oncoming traffic and a&oiding collisions $hile at Diffic#lt high speeds. E.trem >nly the l#c'iest and most s'illed are s#ccessf#l. E.ample1 A#mping 2;!6; ely Diff. onto the bac' of an Bltralis' $hile it attempts to hac' yo# apart. The stuff of legends. Example: flying a Wraith starfighter through the Heroic 40-50 tunnels of a Zerg Hatchery. * character m#st ha&e ad&anced psionic po$ers to e&en consider the Bneart attempt. 7;!:7 hly E.ample1 *ccessing latent psionic po$ers capable of destroying a capital!scale starship or entity. >nly rare beings of #ni)#e po$er $ill s#cceed. "ractically godli'e. Impossi :75 E.ample1 Bsing psionic s'ills to rese)#ence the genetic code of another ble race. When a character is testing his or her *ttrib#tes or S'ills against those of another /"+ or -"+0, the parties in&ol&ed ma'e >pposed olls. The one $ith the highest roll $ins.

>pposed olls

E.ample1 >ne character tries to shoot another. The first ma'es a 8irearms roll $hile the other ma'es a Dodge roll. If the attac'er's roll is higher than the others' Dodge, then he hits.

+haracter "oints

* character may spend his or her +haracter "oints to gain additional dice d#ring an action. They recei&e an additional die for each point spent. * character may spend #p to 2 +"'s per action or attac', and #p to 7 +"'s for any defensi&e action /Dodging, +onstit#tion rolls &ers#s damage, etc.0. If the die p#rchased $ith a +" comes #p a 6, the player may re!roll it and add the ne$ &al#e to the total /as for the Wild Die, tho#gh there is no penalty for rolling a 90. Tho#gh +"'s may be #sed to a#gment an attac', they may not be #sed to increase damage.

E.ample1 +ob#rn gets p#nched by a demon for for 32 points of damage. ,e rolls his +onstit#tion of 2D and gets a 9;. That's 92 points belo$ the damage le&el, $hich is %ortally Wo#nded. +ob#rn's player decides to spend some +haracter "oints. ,e spend one for an additional die and gets a 7, red#cing the difference to C, meaning +ob#rn's Wo#nded. The player decides to spend an additional +" and rolls a 6( ,e gets to roll again and gets a 6, $hich means his +onstit#tion roll is 3 o&er the damage roll. +ob#rn s#ffers no damage from the attac'(

+haracter "oints may not be #sed the same aro#nd that +hi is #sed.

+hi "oints

+hi represents a character's inner strength and /possible0 cosmic Dl#c'D. When a character spends a +hi point, all s'ill and attrib#te dice totals are do#bled for that entire ro#nd. *nything $hich is not part of a character /a $eapon or &ehicle0, is not affected.

E.ample 91 +ob#rn is armed $ith a s$ord and is in melee combat $ith an ?ergling. ,e decides to spend a +hi point one ro#nd. ,is %elee Weapon1 S$ord s'ill is normally 6D. This ro#nd, it $ill be CD. ,e $o#ld normally do 6D53 points of damage $ith the s$ord /2D for his Strength 5 9D53 for the s$ord0. This ro#nd, his Strength $ill be do#bled, for D6 damage, and then added to the damage for the s$ord, 9D53, for a total of :D53. E.ample 31 +ob#rn is firing his pistol at a "rotoss ?ealot and decides to spend a +hi point. ,is 8irearm s'ill do#bles from 6D to CD, b#t the pistol's damage /6D0 remains the same.
See +haracters1 +hi for r#les abo#t #sing and regaining +hi. emember, +hi may not be #sed the same ro#nd +haracter "oints are spent.

Effect <al#e

Some s#ccesses /and fail#res0 are more dramatic than others. 8or each 9; points /ro#nd do$n0 a character rolls o&er the base Diffic#lty for an action, he $ill ha&e an additional Effect <al#e of 9. This may increase damage by 9D for each Effect <al#e or simply res#lt in a more ad&antago#s o#tcome.

E.ample 91 +obr#n is firing his pistol at a "rotoss ?ealot again. The Diffic#lty is 9;. The player rolls +ob#rn's 8irearms s'ill and ends #p $ith a 29 /nice shooting0. Beca#se that is at least 3; o&er the Diffic#lty, he has an Effect <al#e of 3 and adds 3D to the damage roll from the pistol.

II. +,* *+TE S


TE%"E*TES
In order to play Starcraft D6, yo#'ll need a character. The list belo$ is really only ill#strati&e. There are fol's from e&ery $al' of life, profession, and bac'gro#nd in the Starcraft gala.y. E&en those in the same profession speciali@e in different areas. Fo# can select one from the list belo$ or create yo#r o$n. TERRANS PROTOSS ZERG Bureaucrat Administrator Cerebral obe Co! "udicon Hound Criminal Heretic Abberation #host $ntelligence Agent %tal&er 'arine Zealot Hydralis& Al!ha 'edic Healer #enerati(e 'ilitia %oldier Tem!lar Acolyte Zergling Al!ha )ilot *lyer )arasitic %cout +,!lorer %cout ong!robe Technician +ngineer %!licer %yscomm Cyborg -!erations Tele!ath in&ling Tan& "oc&ey %cientist *ree Thin&er )sionic *ugiti(e .ar& Acolyte 'utant %train *ield %cientist $ndustrialist 'erchant +opy the str#ct#re from one of the +haracter Templates abo&e onto a piece of paper to create yo#r &ery o$n character sheet. I $ill try to ma'e and post one $hen I get time, b#t don't hold yo#r breath(

*TT IBBTES

*ll characters recei&e 9C dice to separate among the 6 attrib#tes. Dice may be bro'en #p into 2 DpipsD, or D59'sD, per die /See e.ample belo$0. The *ttrib#tes are1

Strength1 a meas#re of the character's m#scle po$er. De.terity1 indicates the character's fle.ibility, grace and hand!eye coordination. +onstit#tion1 represents the character's hardiness, s#ch as resistance to disease, e.ha#stion and pain. Gno$ledge1 ser&es to sho$ ho$ broad and deep a character's general #nderstanding of the $orld, from streetsmarts to scholarship. Incl#des technical and mechanical s'ills. Instincts1 ma'e #p one's percepti&e abilities!!his a$areness to his en&ironment as $ell as beha&ioral c#es from other people. "resence1 represents the character's force of personality, ability to perform, orate and con&ince other people. Generally, his Dpeople s'ills.D "si1 all "rotoss and only certain rare Terrans ha&e the genetic potential to tap into their mental energies and manifest them as a$esome po$ers. The ?erg thirst for this "sionic potential, to add it to its genetic perfection.

E.ample1 Dan is ma'ing a character named +ob#rn, a Terran E.plorer. ,e decides to create his o$n template rather than #se the one pro&ided. ,e comes #p $ith the follo$ing *ttrib#tes1 Strength1 2D De.terity1 2D +onstit#tion1 2D Gno$ledge1 2D Instincts1 2D53 "resence1 3D59 "si1 ;D. -ote1 >nce an *ttrib#te is raised beyond HD53, it mo&es to the ne.t dice le&el /If Dan had assigned the DpipD in "resence to his Instincts instead, it $o#ld be 6D, not 2D520.

DET*IES
This is yo#r opport#nity to ro#nd o#t the character and pro&ide a description, bac'gro#nd, personality )#ir's, goals, etc.

Speed

-ormal characters can mo&e 9; meters per ro#nd $hile $al'ing. With s#ccessf#l #nning rolls, they can increase this &al#e.

,it "oints /sometimes referred to as Body "oints in the game0

These represent the physical to#ghness of yo#r character. To get starting ,it "oints, roll a n#mber of dice e)#al to the character's +onstit#tion and add 3;. If a character increases his +onstit#tion attrib#te in the f#t#re, he may roll another die. 8#rthermore, certain cybernetic enhancements may increase this n#mber.

Description

Describe yo#r character1 ,o$ tall is heI What 'ind of clothes does he $earI Does he ha&e any noticeable mar's s#ch as tattoos or scarsI Does he ha&e cybernetic implantsI Bl#e hairI B#g!li'e antennaeI A#st $hat 'ind of frea' are yo# creating, manI

Bac'gro#nd

E&ery indi&id#al has some 'ind of history, be it m#ndane, romantic or criminal. What bro#ght the character #p to the point $here the game's campaign beginsI *re there ghosts that may ha#nt his f#t#reI >ld ri&als, lost lo&ed ones, foregone opport#nitiesI

"ersonality >b4ecti&es

Is yo#r character a gro#chI Is she imp#lsi&e, al$ays itching for a fight, or is she more tho#ghtf#l and ca#tio#sI E&eryone has a goal in life, e&en if is only to cr#sh other species for the glory of the >&ermind. Why does yo#r character act, and $hat does she hope to achie&eI ,o$ far $ill she go to get itI

+onnection to other +haracters

%ost of the characters $ill 4#st be meeting one another as the game campaign starts. They may be assigned to the same police s)#ad or li&e in the same b#ilding. Some may ha&e 'no$n others for longer periods. They may be related, or lo&ers, or e&en enemies.

+,>>SI-G SGIEES Starting s'ills

Each character starts $ith :D to di&ide among S'ills at +haracter +reation. 8#rthermore, each character can list 2 additional s'ills that they ta'e a D;DD #nder each *ttrib#te. The character may still perform any other s'ills #nder that attrib#te, b#t at a !9D diffic#lty. There'are t$o e.ceptions to this r#le1 G%'s may /and sho#ld0 e.cercise discretion in assigning higher diffic#lty le&els to D#nlearnedD s'ills. +ertain characters may not ha&e the bac'gro#nd necessary to attempt certain s'ills. 8or e.ample, a ?erg character $ill ha&e absol#te no idea ho$ to fi. a po$ers#it /DBm, o', I sniff it, $al' aro#nd it a co#ple of times, then I bite the leg. Did that $or'ID0 *d&anced s'ills represent m#ch more comple. areas of st#dy. *s s#ch, a character cannot attempt an *d&anced s'ill $itho#t ha&ing assigned at least 9 die to it.

Speciali@ations1

%any s'ills ha&e speciali@ations $hich allo$ the character to foc#s on a certain aspect of the s'ill. If a speciali@ation is ta'en, a character may ad&ance in that speciali@ed aspect of the s'ill at half the normal cost of ad&ancement. ,o$e&er, #ses of the s'ill not co&ered in the Speciali@ation remain at the base s'ill le&el.

E.ample1 +ob#rn has 8irearms at 6D. ,e decides to ta'e the speciali@ation 8irearms1 *ssa#lt ifles to ad&ance to 7D at a cost of 6 +" rather than 93 +". *nytime he fires a s#bmachine g#n, he gets to roll 7D, b#t all other firearms are #sed at 6D.
Speciali@ations may be selected at +haracter +reation. If so, the character recei&es 3 dice for e&ery 9 spent. Th#s, a player decides to Speciali@e in S#bmachine g#ns, he can gets 53D to all rolls $ith that 'ind of $eapon. *lternately, the player may p#t 9 die into S#bmachine g#n and p#t another in some other Speciali@ation /s#ch as Dri&ing1 %otorcyle, etc.0. -ote1 +haracters may not start $ith general s'ills greater than 6D or Speciali@ations greater than :D( Speciali@ations are independent of the s'ill from $hich they are deri&ed. If the player later increases the s'ill, the Speciali@ation does not increase. If the Speciali@ation increases, there is no change in the base s'ill.

*d&anced s'ills1 +,I

Some partic#larly complicated s'ills re)#ire t$o times the normal amo#nt of +haracter "oints to allo$ for *d&ancement. They also typically re)#ire some other prere)#isite s'ill. +hi symboli@es the inner strength and reso#rces of a character. It is #s#ally a manifestation of their heroic )#alities. ,o$e&er, ethics and morals in the $orld of Starcraft are often m#r'y and highly s#b4ecti&e. Bs#ally, characters may only gain additional +hi points by spending the ones they ha&e. This is a bit of a gamble, since they $ill not al$ays regain spent points. *t the end of each game session, the G% decides $hether the characters regain spent points and if they are granted additional +hi. In other D6 games, characters gain +hi=8orce=,ero points $hen they #se e.isting points to preform heroic actions. In Starcraft D6, heroism is often in the eye of the beholder. So, in deciding $hether the character regains the spent +hi point, or is granted an additional one, the G% sho#ld first decide $hether the character acted DheroicallyD $ithin the character's o$n personality or code of ethics. *t it's most basic le&el, good g#ys sho#ld act li'e good g#ys and &illains sho#ld perform &illainy. -ote that there is no e)#i&alent to S'eptic or Dar' 8orce points in this game. Bad g#ys 4#st act li'e bad g#ys, and the players $ant to play a 4er', yo# sho#ld let them /tho#gh yo# can certainly ma'e life more diffic#lt for them in other $ays(0 Generally, yo# may follo$ the g#idelines belo$1

If the character spends the +hi point to perform a heroic act, #s#ally to sa&e someone's life, stop a bad g#y, or attempt an action that ris' his o$n life, then he sho#ld recei&e the point bac' and gain another. If the character #ses the +hi point to perform a diffic#lt tas', b#t that is either not &ery dramatic or heroic, then he sho#ld get the point bac' b#t not gain another. If the character spends the +hi point to accomplish a relati&ely normal feat or to 4#st sa&e his o$n sorry hide, he does not get the point bac'. * character may spend #p to 3 +hi per ro#nd, each do#bling the dice pools of 9 action/See Bsing +hi0. 8inally, if a character has no +hi points, the G% may decide to grant one after a partic#larly heroic or ris'y act /or an act that f#rthers the character's strong moti&ation0.

*D<*-+E%E-T

*t the end of each ad&ent#re, players $ill #s#ally be re$arded +haracter "oints at the end of an ad&ent#re by the Gamemaster. They may 'eep these +"'s for later #se or spend them on learning s'ills. Increasing s'ill le&els 8or normal s'ills, it costs a n#mber of +haracter "oints e)#al to the c#rrent dice &al#e of the S'ill to increase by one pip. Th#s to ad&ance from 6D to 6D59, the player m#st spend 6 +"'s. Speciali@ations cost the c#rrent dice &al#e di&ided in half , ro#nding #p /i.e., mo&ing from 6D to 6D59 $o#ld cost 3 +"'s0. *d&anced s'ills cost the c#rrent dice &al#e . 3. If the character has the s'ill at D;D,D meaning e)#al to his controlling attrib#te, he is considered to D'no$D the s'ill and ad&ances in this manner.

E.ample1 +ob#rn has 8irearms at 6D and $ants to increase it to :D. To do so, he m#st spend 9C +" /6 for 6D59, 6 more for 6D53, and 6 more to go from 6D53 to :D0. ,e decides that's too e.pensi&e, so he Speciali@es in ,andg#ns and ta'es 8irearms1 ,andg#ns at :D, costing him a total of 93 +" instead.
Eearning ne$ s'ills To learn a ne$ s'ill, the character m#st spend a n#mber of +"'s e)#al to the controlling attrib#te. If the character does not D'no$D the s'ill /i.e., he s#ffers a penalty $hen #sing the s'ill beca#se he did not choose it at D;DD0, the s'ill starts at a le&el e)#al to the controlling attrib#te.

E.ample1 +ob#rn $ants to learn the "iloting s'ill. ,e has a De.terity of 2D. Th#s, he spends 2 +"'s and and gets "iloting at 2D. To increase to 6D, he $o#ld ha&e to spend another J +"'s /see abo&e0.
Eearning *d&anced S'ills %ome s&ills re!resent (ery com!le, sets of abilities. These s&ills/ referred to as 0Ad(anced %&ills0 usually ha(e !rere1uisite s&ills that the character must first gain !roficiency in before the Ad(anced s&ill may be chosen.

E.ample1 +ob#rn s#ddenly decides he $ants to be physician. ,e m#st first meet the prere)#isites for %edicine, $hich are 8irst *id at 7D, Eife Sciences at 6D, and Ed#cation at 6D. *ss#me that he ta'en those s'ills at D;D.D ,e has a Gno$ledge attrib#te of 2D, so he m#st pay 2.2KJ+"s to get 8irst *id at 6D, then another 93 to get it to 7D. -e.t, he'll ha&e to spend J+"'s get Eife Sciences at 6D, and another J to get Ed#cation at 6D. 8inally, he'll be able to start learning %edicine. ,e m#st then pay 2.6K93+"'s to get %edicine at 2D. That's 79+"'s( ,e'd better start sa&ing those +"'s no$...
A Note on Eggheads: A Proposed Scholarship Program $2(e often noticed that !layers a(oid ha(ing a 0scholarly0 character in many games. 'any systems ma&e it easier to be a battle-ready thug than a learned !hysician. This is !robably some3hat close to reality/ but it ma&es for unbalanced games--and !unishes those 3ho 3ant to do more than hac& and slash. -ften s!ecialists/ such as !hysicians/ end u! hel!ing other characters more than they themsel(es gain from their o3n s&ills. %o $ recommend that #'2s consider a 0scholarshi!0 !rogram for !layers 3ho 3ant to start out as !hysicians or some other e,!ensi(e s!ecialist. )erha!s gi(e them some e,tra dice at character creation to !ut into these s!eciali4ed s&ills. $f it seems that you are imbalancing the game/ you can saddle them 3ith dee! debts or other !roblems as a result of their 0higher0 education. Impro&ing attrib#tes To impro&e an attrib#te, a character m#st spend 9;. their c#rrent s'ill &al#e to increase by 9 pip.

III. ATTRIB TES AN! S"I##S


'any of the s&ills that are used in %tarcraft .5 are e,actly the same as those used in West +nd #ames2 'etabarons game/ or the ne3 .C 6ni(erse. Ho3e(er/ $ ha(e made a fe3 changes. The lin&s belo3 lead to each Attribute and e,!lanations of the s&ills they control 7many of the s&ills are more com!letely e,!lained in the West +nd #ames ruleboo&s8.

Attri$%tes:
Attributes re!resent a character2s !hysical and mental characteristics. +ach Attribute controls a number of s&ills 3hose starting le(el de!ends on the current score of the Attribute.

%trength9 ra3 !hysical !o3er for lifting/ :um!ing and fighting. .e,terity9 balance/ hand-eye coordination/ and reaction time. Constitution9 !hysical and mental toughness. ;no3ledge9 sco!e of understanding/ education and analytical ability. $nstincts9 !erce!ti(eness and intuittion. )resence9 charisma and inter!ersonal abilities. )si9 the character2s !sionic !otential and control. This Attribute and its associated !o3ers
are described in the )sionics section.

%&ills are listed under each Attribute. Terms:


S&ill name: Aside from :ust the s&ill name/ the s&ill may be designated as 7A8d(anced or 7%8!ecial. Ad(anced s&ills usually re1uire !rere1uisites and are more difficult in 3hich to gain le(els. %!ecial s&ills are !articular for some other reason/ usually because there are certain rules that a!!ly only to those s&ills. Prere'%isites: Any s&ills and their le(els that must be attained before the s&ill in 1uestion may be ta&en. Time o( se: Amount of time that !asses 3hile the character attem!ts the s&ill 7regardless of 3hether or not it is successful8. This can be highly (ariable and de!ends on the #'2s discretion. An action that ta&es < round means that it is the only s&ill the character can attem!t in that round. An action that ta&es 0< action0 can be attem!ted in con:unction 3ith as many other actions as the character can !erform in one round. -ther attem!ts may ta&e any3here from a minute to days 7%crounge/ for e,am!le8. .ifficulty numbers may (ary de!ending on time s!ent as 3ell. !i((ic%lt): This gi(es an a!!ro,imate .ifficulty le(el to successfully use the s&ill. #'2s should (ary this de!ening on the situation9 including stress/ a(ailable tools/ amount of time dedicated to the tas&/ familiarity 3ith the situation and other factors. !escription: A 7ho!efully8 brief descri!tion of 3hat the s&ill does includes and other notes. $f a s&ill is listed by not gi(en any other information/ assume that it is a(ailable in one of West +nd #ames2 !roducts 7!robably the %tar Wars boo&s/ =rd +dition8.

STRENGT*
Bra+ling
Time Ta&en: -ne action. Speciali,ations: none. !i((ic%lt): +asy 7<08 Brawling co(ers basic hand-to-hand combat. $t is less graceful than 'artial Arts/ but can be e1ually effecti(e. A character 3ill do an amount of damage e1ual to his %trength > <. !er +ffect ?alue 7<0 o(er the Target @umber8. Note: Brawling may be taken under Strength of Dexterity.

-lim$ing
Time Ta&e: -ne action 7but #'2s may decide to ha(e characters :ust roll once for an entire 0!itch08 Speciali,ations: .ifferent things climbed9 buildings/ trees/ roc& faces. !i((ic%lt): 'oderate 7<58 While Climbing co(ers the actual act of scam!ering u! something/ it may also be used 3hen a character tries to do things li&e hold on to the hood of a s!eeding car 7the 0T" Hoo&er maneu(er08 or grab on to the struts of a helico!ter as it ta&es off/ etc. The difficulty may be increased if the character is burdened or 3earing armor.

.%mping
Time o( se: < action. @ote that 0big0 :um!s may re1uire a certain amount of 0hang time.0 #'2s should consider this in modifing difficulties for other actions that are attem!ted 3hile the character is in the air.

Speciali,ations: @one. !i((ic%lt): The distance co(ered de!ends on die total attained. %ee belo3. "um!ing is not really an 0academic0 s&ill/ but it is a talent that may be cultured nonetheless. Aou may notice a some3hat strange !rogression in the distance co(ered and the number of successes. This is because almost anyone can :um! at least a little/ but only a fe3 !eo!le can really :um! far. A roll of 40 is about the ma,imum that an -lym!ic :um!er could get 7assuming he didn2t use Wild .ice/ Chi or Character )oints--all of 3hich/ $ thin&/ are illegal at the -lym!ics8--this assumes a %trength of 4 > "um!ing s&ill of 5 7World Class8 and a getting an a(erage of 4 or greater on each die. After 40/ the distance increases dramatically. This is because the :um!er 3ill only get this far if aided by technology 7cybernetics8 or some other 0su!erhuman0 means 7Chi or Character )oints8. $ 3ould recommend to #'2s that a result of 40 be the 0ma,imum0 allo3ed any non-augmented :um!er 7this includes the use of Chi and C)2s8 because the la3s of !hysics and gra(ity ha(e to a!!ly some3here. There is sim!ly no 3ay for a 0normal0 human to :um! 50 feet hori4ontallyB Approximate !i((ic%lt) !istance -o/ered Horit4ontal9 about C.5 5 feet. ?ertical9 about = feet. Hori4ontal9 about 4 <0 feet. ?ertical9 about 4 feet. Hori4ontal9 about 5 feet. <5 ?etical9 about 5.5 feet. Hori4ontal9 about <0 C0 feet ?ertical9 about 5 feet Hori4ontal9 about <5 C5 feet. ?ertical9 about D feet Hori4ontal9 about C0 =0 feet. ?ertical9 about E feet Hori4ontal9 about C5 feet. =5 ?ertical9 about <0 feet. Hori4ontal9 about =0 feet 7this is about the current 3orld record8. 40 ?ertical9 about <C feet. Hori4ontal9 about 40 feet. 50 ?ertical9 about <5 feet. Beyond 50/ a :um!er may only achie(e these distances if aided by magic or technology. +(en Chi and C)2s should not be !ermitted to carry a :um!er this far. Hori4ontal9 about D5 feet 50 ?ertical9 about =5 feet. Hori4ontal9 about <00 feet. D0 ?ertical9 about 50 feet. E0 Hori4ontal9 about <C5 feet.

?ertical9 about D5 feet. *or each additional 5/ add about C5 feet to the result.

#i(ting
Time Ta&en9 < action %!eciali4ations9 none .ifficulty9 .e!ends u!on the 3eight and bul&iness of the item. ifting re!resents more an innate ability than a learned s&ill 7though you can certainly learn the 0correct0 3ay to lift hea(y ob:ects8. .ifficulty de!ends on the 3eight of the ob:ect. The table belo3 indicates the difficulty of lifting a common ob:ect of about the !ro(ided 3eight. Characters 3ill be able to life much more than this amount if they bench !ress 7a!!ro,imately = , the amount8 or do a dead lift 7a!!ro,imately 4, this amount8 0eight o( O$1ect !i((ic%lt) C0 !ounds ?ery +asy 758 50 !ounds +asy 7<08 D5 !ounds 'oderate 7<58 <00 !ounds .ifficult 7C08 <50 !ounds ?ery .ifficult 7C58 C00 !ounds Heroic 7=08 $ncrease .ifficulty by 5 for each additional 50 !ounds

!E2TERIT3
Acro$atics
Time Ta&en: -ne round Speciali,ations:Tumbling/ Balancing/ %3inging Acrobatics is used 3hene(er a character attem!ts to ma&e an unusual or difficult maneu(er 3ith her body. A character may attem!t an Acrobatics chec& if they fall or are thro3n to the ground to roll to her feet or a(oid damage 7roll Acrobatics (ersus the damage. $f the Acrobatics roll is higher/ subtract the difference from the damage ta&en8. Acrobatics may also be used in combat. $f a character uses Acrobatics during combat they can !otentially rea! one of the follo3ing benefits9 A successful chec& (ersus a 'oderate difficulty adds a ><. to either the character2s attac& or .odge 7but not )arry8 attem!ts. The Acrobatics roll does not count as an action if successful. $f it fails/ it counts as an action.. With a ?ery .ifficult chec&/ the character may get a ><. to both her Attac& and .odge attem!ts this round and the Acrobatics attem!t does not count as an action. $f she fails/ it counts as an action. Whene(er Acrobatics is used for one of the abo(e !ur!oses in combat/ the character is considered to act last in the round 7her attac&s 3ill land in the 0second segment08.

Bra+ling
Time Ta&en: -ne action. Speciali,ations: none. !i((ic%lt): +asy 7<08 Bra3ling co(ers basic hand-to-hand combat. $t is less graceful than 'artial Arts/ but can be e1ually effecti(e. A character 3ill do an amount of damage e1ual to his %trength > <. !er +ffect ?alue. Note: Brawling may be taken under Strength of Dexterity.

!odge
Time Ta&en: -ne round. Speciali,ations: @one. Dodge is the art of getting out of the 3ay. A character need only ma&e one .odge roll !er round. The result becomes the base difficulty for anyone shooting or thro3ing anything at the character. Thus/ if a character ma&es a .odge roll resulting in C0/ enemies 3ill need at least a C0 to hit the character. The .odge result replaces the base difficulty/ thus a bad .odge result can !ut the character in a 3orse !osition than if he had :ust stood still. .odge may also be used to get out of the 3ay of other ob:ects that are not !ur!osely aimed at the character/ such as falling boulders/ careening busses or out-of-control s&ateboarders.

!ri/e
Time Ta&en: -ne round.

Speciali,ations: )articular ty!es of (ehicles/ such as 'otorcyles/ "ee!s/ Ho(ercraft/ etc. .ri(e a!!lies to the conduction of common!lace !assenger (ehicles. $t 3on2t do you a lic& of good in a tan&...

4irearms 5Archaic 0eapons64irearms 7Pistols and Ri(les86#ight Artiller)6*ea/) Artiller)69ehicle 0eapons6Remote 0eapons:
Time Ta&en: -ne round. Speciali,ations: )articular 3ea!ons ty!es. *or e,am!le/ *irearms9 Fifles. When choosing the *ire Wea!ons s&ill/ the !layer must choose one of the categories listed abo(e. The character is considered uns&ills in all the other categories unless they too are selected. 'arines using may only use #auss rifles 3hen 3earing a )o3ered Combat %uit/ but they fire them using the *irearms9 Fifle s&ill.

;artial Arts
Time Ta&en: -ne round. Speciali,ations: none. .ifficulty9 'oderate 7<C8 for standard blo3s 7.amage G %TF ><. !er +ffect ?alue8H %!ecial 'o(es ha(e (ariable .ifficulties. artial Arts co(ers the study of unarmed hand-to-hand combat. At character creation/ the character recei(es one s!ecial maneu(er for each die they !lace in the s&ill. When the character ad(ances 3ith e,!erience/ each s!ecial mo(e costs an additional E C)2s 7a character can buy as many as he 3ould li&e8.

Example: Coburn has a Dexterity of !D and at character creation adds an additional die into artial Arts "gi#ing him a total of $D in artial Arts%. &e chooses Disarm' (lbow Smash' ultiple Strikes' and )ower Block. *ater' he increases the artial Arts skill from $D to +D "costing ,- C).s% and decides to purchase Spinning /ick for an additional 0 C).s.
SPE-IA# ;O9ES The standard .ifficulty for each mo(e is gi(en in !arenthesis. !isarm 7.89 if the character2s attac& is successful and not !arried or dodged/ the target is disarmed. El$o+ Smash 7.89 if successful/ attac&er may add ><. to the damage roll. 4lip 7'89 $f successful/ the attac&er thro3s the target to the ground and does =. damage. The target must ta&e an action and an +asy .e, roll to get to his feet. 4l)ing "ic& 7?.89 $f successful/ attac&er does %TF >C. > C !oints of damage. $f she fails/ the attac&er is off balance and at -<. to all actions in the ne,t round. 4oot S+eep 7+89 Will tri! the target 3ho must ta&e an action and ma&e an +asy .e, the ne,t round to stand. *ead$%tt 7+89 Can only be used if the attac&er is close to the target 7gra!!ling/ etc.8. .oes ><. damage. *old6Grapple 7?+ > o!!osing %TF89 -nce the target has been successfully held/ the attac&er must ma&e an o!!osing 'artial Arts (ersus the target2s 'artial Arts/ Bra3ling/ of %trength each round to continue to hold them. $f the target is held/ he or she cannot attac&. Instant "noc&do+n 7.89 $f landed successfully/ this attac& &noc&s the target to the ground. The target must s!end the ne,t round getting u! or suffer multi!le action !enalties. Instant Stand 7'89 Allo3s the martial artist to automatically stand u! 3ithout ta&ing an additional action. Instant St%n 7.89 $f successfully landed/ this attac& stuns the target for one round. ;%ltiple Stri&es 7.89 A character can ma&e an additional attac& this round doing %TF damage 3ithout a !enalty for an additional action. Ner/e P%nch 7?.89 $f successful/ the attac& !unches a bundle of ner(es on the target and renders a limb unusable for =. rounds. $f the attac&er beats the difficulty number by <5/ the target is rendered unconscious for =. rounds. @ote/ this 3ill generally not 3or& against cyborgsB Po+er Bloc& 7'89 A successful )o3er Bloc& sto!s an unarmed attac& and inflicts %TF -<. damage to the attac&er 7note9 it does %TF minus <. dmg8. Re/ersal 7-!!osed %TF or Bra3l or 'artial Arts89 -nly 3or&s 3hile being held or gra!!led. $f successful/ the martial artist brea&s free and renders !erson holding him or her immobile 7see HoldI#ra!!le abo(e8. Silent Stri&e 7.89 $f the character snea&s u! on a target and also rolls a successful %ilent %tri&e/ the attac&er does B.? ><. damage 3ithout ma&ing a sound. Spinning6Po+er "ic& 7'8 %TF > C. damage. $f the attac& fails/ the attac&er is off balance and suffers a -<. to all actions ne,t round. Sho%lder Thro+ 7'89 A successful attem!t 3ill allo3 the martial artist to hurl a target to the ground doing =. damage. The target must ta&e an action and ma&e an +asy .e, roll.

0eapon Bloc& 7-!!osed 'artial Arts (ersus 'elee Combat roll89 Allo3s an unarmed martial artist to !arry a 3ea!on used in a melee attac&.

;elee 0eapon
Time o( se9 < action. Speciali,ations9 )articular 3ea!on 0classes09 e.g./ s3ordsH &ni(esH blunt 3ea!onsH !si-blades/ etc.

;issile 0eapons
Time o( se: < action. Speciali,ations: )articular archaic missile 3ea!ons9 Bo3/ Crossbo3/ %lingshot/ .artgun/ etc

Pilot 5Aircra(t6 Star(ighter 6 4reighter 6 -apital Ship:


Time o( se: < action. Speciali,ations: )articular models of machinery 3ithin the chosen category. When the !layer chooses )ilot/ he must choose one of the categories 3ithin the brac&ets. He is considered uns&illed in all other areas.

Ride Animal
Time o( se: < action. Speciali,ations: )articular animals.

R%nning
Time o( se: < action. Speciali,ations: none !i((ic%lt): +asy. 'ay be increased if there are obstacles or the character is burdened. 1unning includes not only the ability to mo(e your feet ra!idly/ but also of a(oiding ob:ects and stumbling 3hile you are doing so. Funning is often one of those essential s&ills for a(oiding becoming dead.

Thro+ing
Time o( se: < action. Speciali,ations: )articular ob:ects9 grenades/ s!ears/ shoes. This co(ers the hand-eye coordination re1uired to !ic& something u! and hit a target. .ifficulty de!ends on 3hether the ob:ect 3as designed to be thro3n and range 7see +1ui!ment8.

-ONSTIT TION
End%rance:
Time o( se9 < round. #enerally not considered an action. Speciali,ations9 )articular forms of e,ercise9 Climbing/ Funning/ %3imming/ etc. Characters must ma&e +ndurance chec&s 3hen they e,ert themsel(es !hysically and begin to !ush the limits of their energy. The #' may decide 3hen rolls are a!!ro!riate. *or e,am!le/ if a character is chasing a theif through se3er tunnel/ he 3ill ma&e a Funning roll. $f the chase continues for a long time/ the #' 3ill as& the character to ma&e an +ndurance roll. $f he fails/ he 3ill ha(e to sto! running to catch his breath. The difficulty of the rolls should increase 3ith the time of the !hysical e,ertion.

Resistance:
Time o( se: < round. Speciali,ations: )articular forms of duress9 .rugs/ )ain/ #ra(itational forces 7good for !ilots8/ etc. 1esistance indicates the character2s !hysical resiliency against outside duress/ such as !ain or drugs. *urthermore/ for 3hen a character rolls to establish his Hit )oints/ he may roll Fesistance if it is higher than his Constitution. Also/ as he may roll an additional die each time he increases his Fesistance s&ill le(el 7only to the general s&ill/ not %!eciali4ations8.

S+imming:
Time o( se: < action. Speciali,ations: @one. When you &no3 ho3 to s3im/ you generally 3on2t dro3n. This is a good thing.

0illpo+er:
Time o( se: < action. Speciali,ations: @one. 2illpower re!resents the strength of the character2s mind and ability to resist outside influences. Characters must ma&e Will!o3er chec&s to a(oid tem!tations/ fight the !o3ers of suggesti(e drugs/ and remain conscious 3hen !hysically 3ea& or in e,treme !ain. )sionic indi(iduals may use their Will!o3er to !erform certain actions. %ome machines/ such as the )rotoss

%li!bi&e/ res!ond only to the users 3ill rather than !hysical commands. These indi(iduals may %!eciali4e in using these !articular machines.

"NO0#E!GE
Alien Species
Time o( se: < round. !i((ic%lt): 'oderate 7<58. Speciali,ations: )articular s!ecies9 HumanH )rotossH Zerg. Alien Species is the &no3ledge of the biology/ culture and general inclinations of a !articular s!ecies.

Astrogation
Time o( se: < minute to se(eral hours. !i((ic%lt): .e!ends on distance tra(elled. %ee %!ace Tra(el. Speciali,ations: @one. To tra(el the stars (ia hy!ers!ace/ an indi(idual must &no3 ho3 to na(igate around the (arious !lanets/ suns and nebulae that 3ill smash/ burn/ or sim!ly disintigrate one2s shi!. This is done 3ith a combination of star charts/ mathematics/ and a fair bit of guessing.

B%rea%crac)
Time o( se: < round to se(eral hours. !i((ic%lt): +asy 7<08. 'ay be increased for !articularly obscure or secret bureaucratic information. This character has an unfortunately ad(anced &no3ledge of ho3 bureaucracies 3or&. They 3ill &no3 3ho is in charge of 3hat duties/ 3here !a!er3or& is &e!t/ and 3hat !rocesses must be follo3ed to get something done in a bureaucratic chain of command. +(ery s!ecies has its o3n &ind on bureaucracy/ and a smart indi(idual can learn ho3 to use it to his ad(antage.

B%siness
Time o( se: usually ongoing. !i((ic%lt): 'oderate 7<58 for most matters. This character &no3s ho3 economic !rinci!les can be best a!!lied to a gi(en situation. They can organi4e !rofitma&ing (entures/ find a!!ro!riate contacts/ and recogni4e needed resources. $n %tarcraft/ characters 3ith Business may ma&e a 'oderate 7<58 Business Chec& once !er game to gain an additional F) for their team. They gain an additional F) for each +ffect ?alue of the attem!t 7Chi and C)2s may not be s!ent on this attem!t8. -nly one character !er team may attem!t this in a game/ but characters may aid each other 7><. for each additional character s&illed in Business8.

-omm%nications
Time o( se: < round. Speciali,ations: @one. !i((ic%lt): usually +asy 7<08. Fe!resents familiarity 3ith (arious forms of communication de(ices and ho3 to best use them. $t may also be used to diagnosis !roblems or !ro!ose im!ro(ements/ though the actual 3or& re1uires (lectronics.

-omp%ters
Time o( se: < round. !i((ic%lt): +asy 7<08. $ncreased for com!le, actions li&e Hac&ing 7.ifficult to +,. .ifficult8 and brea&ing encry!tions 7de!ending on the strength of the ci!her8. Com!uters re!resents an o(erall ability to use and mani!ulate com!uters. The character not only &no3s ho3 to access files/ but can brea& through security/ !rogram/ and do all sorts of other fun things. $t may also be used to diagnosis !roblems or !ro!ose im!ro(ements/ though the actual 3or& re1uires (lectronics.

!emolitions Ed%cation
Time o( se: < round to se(eral hours. Speciali,ations: )articular areas of study. (ducation indicates the de!th of the character2s academic bac&ground. Characters may ma&e +ducation chec&s in areas that re1uire general &no3ledge/ such as #eogra!hy/ History/ #ree& mythology/ basic mathematics/ etc. This differs from %ocial %ciences/ ife %ciences and )hysical %ciences in that the &no3ledge is not generally a!!licable to real !roblems in front of the character--it only indicates that the character has a (ery general &no3ledg. The table belo3 gi(es a rough idea of 3hat each le(el in +ducation re!resents. @ote that it is not necessary to go to college to ha(e a le(el = or 4 +ducation/ it :ust means that the character has in(ested time in learning on his o3n 7in fact/ lots of !eo!le 3ho graduate from college ne(er !aid much attention and might only ha(e a le(el C +ducation8.

-omparati /e Ed%cation #e/el < C = 4 5 5 D

Schooling E'%i/alent +lementary %chool High %chool College )ost-graduate studies Ad(anced studies World re&no3ned scholar Fe(olutionary scholar

Electronics
Time o( se: < round !i((ic%lt): ?aries greatly. 6sually 'oderate 7<58. Speciali,ations: ?arious electronic de(ices9 o!ticsH shield generatorsH starshi! systemsH building systemsH etc. (lectronics re!resents a com!rehensi(e &no3ledge of 0things 3ith 3ires.0 #ot itJ

4irst Aid .%r) Rig


Time o( se: < round to se(eral minutes. Speciali,ations: "ury-rigging !articular ob:ects such as cars/ 3ea!ons/ or com!uters. %omeone 3ith .%r) Rig can fi, almost anything/ at least for a fe3 minutes. This is the 1uic&-fi,/ the hac&/ that gets something 3or&ing 3hen it needs to be 3or&ing. But 3ithout more time and better !arts/ it 3on2t last long. A "uryrigged item 3ill continue to function for < hour !er +ffect ?alue !oint. The #' may alter this time table as he sees fit. %ome (ery broad e,am!les of "ury-rigging and the associated difficulties are gi(en belo39 Attempted Action !i((ic%lt) #etting a decent/ but malfunctioning/ car started +asy 7<08 *i,ing the heat sin&s on an old com!uter so it 3ill run 'oderate 7<58 3ithout o(erheating. Wor&ing out the &in&s in an old ele(ator that 3on2t .ifficult 7C08 budge. Fe-attaching a 3ing to a busted u! air!lane ?ery .ifficult 7C58 Fe-3iring a ne3ly disco(ered and e,tremely com!le, +,tremely .ifficult 7=08 alien technology.

#ang%ages #a+ ;echanics


Time o( se: < round for sim!le attem!ts. -fen 3ill ta&e se(eral minutes or hours for most re!airs. arger !ro:ects 3ill ta&e days. Speciali,ations: !articular machines9 Wal&ers 7#oliaths and .ragoons8H %tarshi!sH )assenger ?ehicles/ etc. !i((ic%lt): .e!ends on the action attem!ted and the condition of the unit 3or&ed on. .efault is 'oderate 7<58. echanics is some3hat of a catch-all s&ill for the !hysical re!airs of mechanical units. $t usually a!!lies to the actual/ mo(ing !arts and their engines. +lectronics is to be used for on-board com!uters/ shields/ o!tics/ and other more s!eciali4ed systems.

;edicine 7A8
Time o( se: < round to se(eral hours or days. Prere'%isites: %ciences 4./ *irst Aid 5./ +ducation 4. Speciali,ations9 )articular areas9 cardiology/ o!tomology/ etc. !i((ic%lt): .e!ends on action attem!ted. 5 to render basic aid. <0 to !eform ad(anced aid 7!atient is 'ortally Wounded8. <5 to !erform light surgery. C0 for basic surgery. C5 for in(asi(e surgery or to diagnosis a rare disorder. =0 for e,!erimental or no(el 3or&. Special: Though 'edicine is under ;no3ledge/ 3hen the s&ill is ta&en/ it is at <. 7not the character2s ;no3ledge s&ill8. At <. 3ill be considered a medic or med student. At C./ a registered @urse or an intern. At =./ a doctor. At 4./ a s!ecialist or e,!erienced doctor. At 5. and abo(e/ the doctor 3ill ha(e a good re!utation in the field/ !erha!s e(en be 3orld re&no3ned. edicine re!resents the 3hole of medical sciences/ from ad(anced medic !rocedures/ to surgery/ to e,!erimentation

and de(elo!ment. When a character uses the 'edicine s&ill to !erform first aid and basic fieldIemergency !rocedures 7including light surgery8/ it is added to the character2s *irst Aid s&ill. *urthermore/ it may be added to )hysical %ciences rolls 3hen !erforming biological e,!eriments. *inally/ it may be added to Fesearch s&ills 3hen doing a medical research in libraries or 3ith a com!uter. )enalties may accrue 3hen 3or&ing in substandard conditions or 3ith !atients 3ho are not human.

Na/igation
Time o( se: < round. !i((ic%lt): +asy 7<08H modified de!ending on conditions and the familiarity of the character has 3ith her surroundings. Speciali,ations: !articular local areas. Na#igation is the ability to orient onself by terrestrial landmar&s. This includes using stars/ but only in so far as they !ro(ide directions and relati(e distances to other !laces on a !lanet2s surface. %tellar na(igation is controlled by Astrogation.

Sciences
Time o( se9 < action 7to se(eral hours/ de!ending on the action8. Speciali,ations9 )articular fields of study9 )hysics/ Chemistry/ Biology/ etc. !i((ic%lt)9 +asy 7<08/ but increased for more com!le, or obscure scientific theories. Sciences re!resents &no3ledge in fields such as !hysics/ mathematics/ chemistry and biology.

Scro%nge
Time o( se9 < round to se(eral hours 7#'2s discretion8. Speciali,ations9 @one. !i((ic%lt)9 'oderate 7<58. 'odify for a(ailable resources to scrounge in 7dum!s are better than :ail cells8. Scrounge is the ability to find useful things :ust about any3here. @eed a bro&en tele(isionJ A battery 3ith some :uice still in itJ This is the s&ill for you. *ind both useful things and semi-(aluable :un&. With the right s&ills/ you may find :ust the !art you need to get you car/ toaster or robot 3or&ing again...

Sec%rit)
Time o( se: < round to se(eral minutes. Speciali,ations: ?arious ty!es of security systems9 Terran $nstallationsH )rotoss BasesH Zerg Colony/ etc. !i((ic%lt): 'oderate 7<58. ?aries 3idely de!ending on the 1uality of the defending security system. %ecurity re!resents the ability to set u! solid security systems or to defeat them. $t also includes &no3ledge of encry!tion de(ices/ (arious codes/ mechanical loc&s/ and :ust about anything one !erson 3ould use to &ee! something from another.

Sensors
Time o( se: < round to se(eral minutes. Speciali,ations: @one. !i((ic%lt): +asy 7<08. 'ay be increased due to conditions such as terrain/ ambient radiation/ !oor 1uality sensors/ etc. Sensors is the ability to best use mechanical sensory de(ices. $t may also be used to diagnosis !roblems or !ro!ose im!ro(ements/ though the actual 3or& re1uires (lectronics.

Street+ise
Time o( se: < round. !i((ic%lt): +asy. .ifficulty may be increased if used in a city unfamiliar to the character. Streetwise re!resents a character2s ability to ta! into the resources of the dar&er side of society. This s&ill may be used to !rocure stolen items/ contact assassins/ or score some drugs. $t may also be used to find more unsa(ory and alien creatures and items.

Tactics
Time o( se: < round. !i((ic%lt): .e!endent u!on the situation. %ee Combat9 'ass Combat. To guess an enemy2s strategy/ toll (s. -!!onent2s 3actics. 3actics is used 3hene(er a commander attem!ts to guide his troo!s into battle. $t may also be used to second-guess an o!!onent and !redict means of attac&.

0eapons Technolog)
Time o( se: < round to se(eral hours de!ending on the action ta&en. Speciali,ations: !articular 3ea!ons classes9 Archaic Wea!onsH *irearmsH )sionic Wea!onsH %tarshi! Wea!onsH ?ehicle Wea!onsH etc. 2eapons 3ech refers to one2s &no3ledge of (arious forms of 3ea!onry and ho3 to build andIor re!air them.

9al%e
Time o( se: < round to se(eral if the character must research the item. Speciali,ations9 !articular ty!es of items 7:e3elry/ 3ea!ons/ technology/ te,ts/ etc.8 !i((ic%lt)9 +asy 7<08. #'2s should freely modify this difficulty/ de!nding on the obscurity of the item. 4alue re!resents the a familiarity 3ith the economic (alue of things--boo&s/ real estate/ collectibles/ etc.

INSTIN-TS
In/estigation Gam$ling Pro(ile
Time o( se: .e!ends on difficulty 7%ee belo38. !i((ic%lt)9 'oderate 7<58/ modified by the table belo3. Speciali,ations: .etecting certain beha(ioral !atterns such as lying/ 3orry/ anger/ a!!rehension/ guilt etc. With )rofile/ a character can attem!t to si4e u! a target/ ma&ing educated estimates of the target2s emotional and mental state. The longer the s&ill user studies her sub:ect/ the greater chance she 3ill dra3 the a!!ro!riate conclusions. The base difficulty is the target2s o!!osing Will!o3er chec&. Additional difficulty modifiers are as follo3s9 !i((ic%lt !esired O%tcome ) %urface emotions >0 +motions or thoughts the target acti(ely attem!ting to hide >5 +motions or thoughts that the target is in denial about ><0 +motions or thoughts that the target doesn2t e(en &no3 he2s ha(ing 7secretly in lo(e ><5 3ith someone/ etc.8 Attem!ting to use this s&ill in a single round ><5 %!ending = rounds to use this s&ill. ><0 %!ending 5 rounds using this s&ill. >5 %!ending a full minute using this s&ill. >0 $nter(ie3ing target 7as&ing !ersonal 1uestions8. -<0 -bser(ing the target closely for more than one hour. -D

Search
Time o( se: #'2s discretion. $t de!ends on ho3 large the area searched is and 3hat is being sought. %!eciali4ations9 @one. %earch re!resents the character2s ability to !ic& u! on clues/ notice little details/ and general alertness to her surroundings.

Stealth
Time o( se: < round. Speciali,ations: Ty!e of habitat in 3hich character see&s to be stealth9 *orest/ 6rban/ A1uatic/ etc. With Stealth/ a character attem!ts to mo(e unnoticed. This s&ill includes 3al&ing silently as 3ell as hiding in shado3s and blending in 3ith a cro3d. A character using stealth mo(es at half-s!eed 73al&ing8. To mo(e 1uic&ly 3hile being stealthy/ the character must endure increased difficulty le(els 7#'2s discretion8.

S%r/i/al
Time o( se: -ne roll should re!resent < 0e(ent.0 Speciali,ations: )articular habitats9 *orest/ "ungle/ 6rban/ A1uatic/ .esert/ Arctic/ etc. A character 3ith Sur#i#al may attem!t to endure the rigors of the natural 3orld in a number of en(ironments and situations. The s&ill is used 3hen the character must find food and shelter or ta&e other actions to sur(i(e in the 3ild. @ote that Sur#i#al only co(ers 3hat is needed for substinence. $f you 3ant to build a nice house li&e they ha(e on #illigan2s $sland/ you2d better learn Craftsmanshi!9 Car!entry or something similar....ifficulty le(els increase 3hen the character is using Sur#i#al not only for himself but to aid others as 3ell.

Trac&ing
Time o( se: < round. Speciali,ations9 Trac&ing in !articular habitats9 *orest/ "ungle/ 6rban/ %ubterranean/ .esert/ Arctic/ etc. !i((ic%lt)9 +asy 7<08 to .ifficult 7C08 de!ending 3hat is being trac&ed and 3here. 3racking re!resents the s&ill of follo3ing and catching 0!rey.0 This does not include the ability to &ill or tra! it 7those are different s&ills8. Ho3e(er/ the character can !ic& u! on small traces/ estimate ho3 long it has been since the !rey 3as in the area/ and ma&e educated guesses as to the condition of the animal.

PRESEN-E
Bargain
Time o( se: < round. Speciali,ations: Bargaining o(er certain items9 3ea!ons/ natural resources/ shi!s/ etc. !i((ic%lt): Ty!ically an o!!osed roll against the other bargaining !arty. Bargain re!resents the character2s ability to haggle o(er :ust about anything. $n the ;o!rulu %ector/ nearly e(erything is u! for sale/ and merchants tend to be shre3d. Without this s&ill/ characters may find themsel(es much more than they should for goods and ser(ices. The table belo3 gi(es general outcomes of Bargain 0battles09 $f the 3inner is the buyer/ reduce the 0real !rice0 7#'2s discretion8 by the )rice 'ulti!lier. $f the 3inner is the seller/ inflate the !rice accordingly. 0inner<s Total = Price ;%ltiplier #oser<s Roll <-5 , <.5 5-<0 , <.D5 <<-<5 ,C <5-C0 ,= C<-C5 ,4 C5> ,5

-ommand
Time o( se: < action. Speciali,ations: Commanding certain ty!es of troo!s9 $nfantry/ *ighter %1uads/ Battleshi! Armadas/ etc. !i((ic%lt): +asy 7<08 to 'oderate 7<58 de!ending on the situation. Can be easier or hardier de!ending on the s&ill and morale of the troo!s. With this s&ill/ a character can manage/ direct and mobili4e others in a 3ide (ariety of endea(ors. %he &no3s ho3 to gi(e clear instructions and ins!ire obediance and !rom!t res!onse. $n the heat of battle/ an able commander is essential.

-on
Time o( se: < action. Speciali,ations: Certain ty!es of cons9 disguise/ fast-tal&ing/ forgery/ etc. !i((ic%lt): -!!onants may ma&e a Will!o3er or ;no3ledge o!!osing roll to rat out a Conning !layer. Con re!resents a character2s ability to bend the truth and slide by on fast-tal&ing. $t also includes other 3ays of being less than honest--disguise/ forgery/ etc.

Gam$ling
Time o( se: < round. Can roll for 3hole 0games0 or gambling e(ents. Speciali,ations: )articular games9 )o&er/ Blac&:ac&/ )rotoss )si-chess/ etc. !i((ic%lt): .e!ends on the game. #enerally/ +asy for sim!le games u! to ?ery .ifficult for (ery com!le, ones. Can be used as an -!!osing Action against other gamblers. #ambling can be found all o(er the ;o!rulu %ector--in the bac& rooms of the local %u!!ly .e!ot/ the bun&s of Barrac&s/ and/ most li&ely/ bet3een the technicians &illing time in the stoc& room of a Command Center. %&illed gamblers can ma&e a nice little income :ust !laying the (arious games a(ailable on a base.

Per(orm
Time o( se: < round. Can roll for one 3hole !erformace. Speciali,ations: )articular !erformance arts9 music/ acting/ (isual art/ etc. !i((ic%lt): 'oderate 7<58. ?ary difficulty de!ending on the 1uality and intricacy of the art attem!ted. With )erform/ a character can attem!t :ust about any art form. *rom song-and-dance to scul!ture/ the character can e,!ress herself and !erha!s ma&e a buc& or t3o for the effort. The ;o!rulu %ector has become a 3ell-de(elo!ed human society/ and has many celebrities/ entertainers/ and a burgeoning art 3orld.

Pers%asion
Time o( se: < action. Speciali,ations: )articular forms of !ersuasi(e s!eech9 %eduction/ -ration/ .ebate/ !i((ic%lt): +asy 7<08. Targets may ma&e -!!osed Will!o3er rolls to set a .ifficulty.

)ersuasion measures a character2s ability to con(ice others of :ust about anything. $t does not include the ability to bar& orders 7see Command8/ but rather to debate 3ith logic/ a!!eal to sym!athy/ and other3ise (erbally con(ince others to see things the character2s 3ay.

I9. PSIONI-S
)si re!resents the !sionic !otential of an indi(idual. $n general/ e(ery )rotoss indi(idual has at least <. of )si/ only a (ery fe3 Humans ha(e any )si/ and no Zerg ha(e yet added it to their genome. A character 3ith <. in )si may choose one )si s&ill. Additional s&ills may be added for each ne3 !i! in )si the character achie(es. $ndi(idual )si !o3ers may be im!ro(ed as normal or Ad(anced s&ills 7C, normal cost8. 6nli&e other Attributes/ )si costs =, the current Attribute Fating to im!ro(e. Belo3 is a list of some of the more common )si )o3er/ sometimes referred to as )sionics. 'ore ideas for !sionic !o3ers may be ta&en from W+#2s %tar Wars or 'etabarons boo&s. There are also other .5 resources on the 3eb 3ith lists of !sionics and magical !o3ers that might be useful. !esign note: #'2s and !layers may find it easier to sim!ly im!ort W+#2s %tar Wars rules for *orce !o3ers rather than use the )sionic system belo3. $n that case/ the )sionic 3ould ha(e three 0!si-attributes09 Control/ Alter and %ense. %ee W+#2s %tar Wars boo&s for more information. $ belie(e 'etabarons uses a (ery similar system/ but $ ha(e not read it.

Terms:
Psionic name: Aside from :ust the name/ the )sionic !o3er may be designated as 7A8d(anced. Ad(anced !o3er usually re1uire !rere1uisites and are t3ice as e,!ensi(e to ad(ance in. Prere'%isites: Any !o3ers or s&ills and their le(els that must be attained before the !o3er in 1uestion may be ta&en. Time o( se: Amount of time that !asses 3hile the character attem!ts the !o3er 7regardless of 3hether or not it is successful8. This can be highly (ariable and de!ends on the #'2s discretion. An action that ta&es < round means that it is the only !o3er the character can attem!t in that round. An action that ta&es 0< action0 can be attem!ted in con:unction 3ith as many other actions as the character can !erform in one round. -ther attem!ts may ta&e any3here from a minute to days 7*oresight/ for e,am!le8. .ifficulty numbers may (ary de!ending on time s!ent as 3ell. !%ration: the length of time the !o3er 3ill remain in effect. %ome !o3ers may be 0&e!t u!0 if the )sionic concentrates on them each round. To &ee! a !o3er 0u!0 costs < action !er round 7thus all other actions are at -<. that round8. $f the character is distracted or harmed/ she must ma&e a 'oderate Will!o3er roll 7at -<. for the 0u!0 !o3er8 to maintain her concentration or the !o3er 3ill deacti(ate. !i((ic%lt): This gi(es an a!!ro,imate .ifficulty le(el to successfully use the !o3er. #'2s should (ary this de!ening on the situation9 including stress/ any !sionic enhancment tools/ amount of time dedicated to the tas&/ familiarity 3ith the situation and other factors. !escription: A 7ho!efully8 brief descri!tion of 3hat the !o3er does includes and other notes.

-loa&ing 7A8
Time o( se: < round. !i((ic%lt): .e!ends on the 0com!leteness0 of the Cloa& 7see belo38. !%ration: *or e(ery minute the character is cloa&ed/ she must ma&e an +asy +ndurance roll. $f she fails the roll/ she is e,hausted and loses the Cloa&. %he 3ill be -<. to all actions until she rests for <0 minutes. This !o3er must be &e!t u! to e,tend beyond one round. A )sionic may attem!t to hide herself from detection in a (ariety of 3ays. +ach comes 3ith its o3n ad(antages and disad(antages/ as 3ell as its o3n .ifficulty e(el. Humans and )rotoss ha(e managed to design some de(ices that enhance an indi(idual2s cloa&ing ability. %ome of the most common 3ays are gi(en belo39 -loa& !i((ic%lt) !escription T)pe .iffus +asy 7<08 Creates a static field around the target about 5m in radius. This field disru!ts any ion technological or !sionic method used to trac& the target 7they 3ill !oint to3ards the diffused 0s!here08. *urthermore/ it adds <0 to any other Trac&ing attem!ts 7such as by scent8. $t has no affect on (isual obser(ations ho3e(er. %hado .ifficult Co(ers the target in a !sionic shroud of shado3/ !ermitting the target to hide in a(ailable 3s 7C08 shado3s--e(en in daylight. This adds >=. to %tealth attem!ts during the day and >5. at night. @ote/ this s!ell does not affect sounds or scents from the target. $n(isi +,tremely Fenders the target com!letely in(isible to (isual detection by normal humans 7or those bility .ifficult 3ith e1ui(alent eyesight8. The target and his !ersonal belongings 3ill be in(isible/ but

7=08

3ill still be detectable by touch/ scent and sound.

-oncentration
Time o( se: < action. Concentration may only be used once !er minute 7< !er <0 rounds8. !i((ic%lt): +asy 7<08. 'ay be increased if the )sionic is agitated. !%ration: < action. The )sionic can focus his mental energies and release them into one single action in the same round as the Concentration attem!t. $f successful/ the )sionic may add 4. to that action.

-ontrol Pains
Time o( se: < action. !i((ic%lt): ?ery +asy 758 to reduce )ain +ffects by <.. *or e(ery +ffect ?alue/ the )sionic may reduce )ain +ffects by an additional <.. !%ration: < minute. This !o3er may be &e!t u!. The )sionic may control !ains suffered from in:uries 7including drugs and stun effects8/ reducing their !enalties by <. according the .ifficulty achie(ed 7see abo(e8.

Emotion -ontrol
Time o( se9 < round. !%ration9 5 minutes >< minute for e(ery 5 o(er the .ifficultyH may be negated by a successful Will!o3er chec& or certain negating !sionics. !escription9 #rants the ability to mani!ulate the emotional state of a target or targets. The .ifficulty increases 3ith the intensity of the emotions and the Will!o3er chec&s of any un3illing targets. !i((ic%lt)9 !i((ic%lt) !escription +asy 7<08 $nduces a moderate mood shift in any direction desired by the )sionic. 'oderate *orces the target into the mood of the )sionic2s desire. The target 3ill attem!t to act on the 7<58 im!ulses of her mood unless she ma&es an +asy Will!o3er chec& 7may ma&e one each minute8. .ifficult Com!letely !ossesses the target2s emotional control. .uring the duration/ the caster may change the 7C08 target2s emotions at 3ill/ ma&ing them as mild or fierce as desired. The Target may attem!t to resist 3ith a Will!o3er chec& of 'oderate once !er minute. +ach %!reads the effect of the .ifficulty out an additional <0 meters from the !oint of casting/ e,!anding additional the )sionic2s s!here of influence. 5

Enhance Ph)sical Attri$%te


Time to se: < action. !i((ic%lt): ?ery +asy 758 to raise an Attribute <.. *or each +ffect ?alue 7<0 o(er Base .ifficulty8/ increase the Attribute by another <.. With this !o3er/ the )sionic can use his mental energies to augment his !hysical body. %trength/ .e,terity or Constitution may be tem!orarily increased by a (alue determined by the 1uality of the )sionic2s attem!t 7see .ifficulty abo(e8. The effect 3ill last for C.5 rounds/ not long/ but long enough to !erform su!erhuman feats in times of need. +ach Attribute may be +nhanced at the same time/ but the affects to a single Attribute cannot be cumulati(e 7thus if the )sionic attem!ts to +nhance his %trength 3hen it is already +nhanced/ the ne3 result 3ill re!lace the first8.

Enhance ;ental Attri$%te


Time to se: < action. !i((ic%lt): ?ery +asy 758 to raise an Attribute by C.. *or each +ffect ?alue 7<0 o(er Base .ifficulty8 increase the Attribute another <.. 6sing this ability/ the )sionic focuses his !si-energy to charge his other mental faculties to abo(e-normal !erformance. ;no3ledge/ $nstincts or )resence may be augmented for u! to <.5 minutes. +ach Attribute may be +nhanced at the same time/ but the affects to a single Attribute cannot be cumulati(e 7thus if the )sionic attem!ts to +nhance his ;no3ledge 3hen it is already +nhanced/ the ne3 result 3ill re!lace the first8.

4oresight
Time o( se9 C.5 minutes. !%ration9 Can foresee one 0e(ent0 or get a general im!ression of a furture occurrence. !escription9 This re!resents a some3hat limited ability to see the future 70Al3ays in motion is the future08. The .ifficulty @umber selected 3ill de!end on the s!ecificity sought and the distance o(er time before the e(ent 3ill

occur. !i((ic%lt): !i((ic%lt) 'oderate 7<58 .ifficult 7C08 ?ery .ifficult 7C58

!escription The character may foresee (ague im!ressions from the future/ 3ith a fe3 tantali4ing details 70A horder of Zerg...a hori4on 3ith a lone tree ato! a hill...blood...bloodB08 The character might !redict s!ecific e(ents of general concern 7it 3ill rain ne,t 3ee&8 or (ague notions regarding a !articular !erson 70;errigan...has a future full of dar&ness and (iolence...but greatness and redem!tion may be hers08. Here/ the character may learn some (ery s!ecific information about a !articular !erson 70Tassadar 3ill die a heroic death to sa(e his !eo!le from the Zerg08. Ho3e(er/ remember that the future is al3ays fluid/ and images ta&en from it should ne(er be considered certain.

*ealing
Time to se: <.5 rounds. 'ay only be attem!ted once !er day on a gi(en !atient. !i((ic%lt): As for 'edicine Attem!ts/ de!ending on the condition of the !atient. 'ay also be increased for alien s!ecies. With Healing/ the )sionic see&s to enhance the natural healing !o3ers of an organism. Bones may be set/ 3ounds closed/ diseases cured/ all 3ith nothing more than a thought. )sionics re1uire no additional e1ui!ment or !re!aration/ other than concentrating 3hile standing o(er the !atient being treated. When a )sionic heals another/ he must endure searing !ain and ris& in:uring to himself. He 3ill ta&e <. ><. !er Wound e(el healed. He may ma&e a Fesistance Foll to reduce the damage. Any e,cess 3ounding damage is subtracted from the )sionic2s Hit )oints until he heals. )sionics may attem!t to heal themsel(es/ but do so at -<. 7but they do not suffer the 3ound feedbac&8.

*indsight
Time o( se: C.5 minutes. !%ration9 Will see one 0e(ent0 or 0scene0 attached to a gi(en !lace/ ob:ect or !erson. !escription9 With this s!ell/ the )sionic may see& to read the !ast of a !erson/ ob:ect or !lace by touching it and concentrating. The character 3ill 0e,!erience0 images in her mind. The clarity of the e,!erience increases 3ith great success of the attem!t. A minimal success may lea(e the )sionic 3ith a (ague im!ression of 3hat occurred/ 3hile a fine success 3ill be li&e she 3as actually there in the room 3hen the e(ent occurred. !i((ic%lt)9 +asy 7<08 for e(ents 3ithin C4 hours. 'oderate 7<58 for e(ents 3ithin < 3ee&. .ifficult 7C08 for e(ents 3ithin < year. ?ery .ifficult 7C58 for e(ents 3ithin <0 years. Heroic 7508 for e(ents 3ithin the !ast fe3 thousand years.

#ing%istics
Time o( se: <.5 minutes of listening to the ne3 language. !i((ic%lt): ?ery +asy 758 for relati(ely sim!le or familiar languages. .ifficulty increases 3ith the com!le,ity of the language and the degree of communication desired. !%ration: <0 minutes > <0 minutes !er +ffect ?alue. This s&ill may be &e!t u!. %ome )si-talents can acti(ate the !ortions of their brains that handle language s&ills and enhance them to 1uic&ly !rocess ne3 languages. This acts as a translator talent/ !ermiting the )sionic to understand and s!ea& foreign or alien languages as if they 3ere his nati(e tongue. The character can also understand the 3ritten form of the language if a 'oderate chec& is made. When the s&ill2s duration runs out the )sionic forgets anything he &ne3 of the language.

#oc&do+n
Time o( se: < round. !i((ic%lt): +asy 7<08. .ifficulty may be increased if target electronics are s!ecially !rotected someho3. !%ration: < round >< round !er +ffect ?alue. This !o3er may be &e!t u!/ but the )sionic must ma&e a 'oderate !o3er chec& each round. Fange9 All electronics 3ithin a C meters s!here/ as long as the focal !oint is 3ithin <0 meters of the )sionic. $ncrease the .ifficulty by 5 for each additional 5 meters affected by the !o3er andIor increased distance from the )sionic. @ote that oc&do3n rounds ha(e a much more focused effect/ on a single target but at a much greater distance. Terran !si-researchers ha(e disco(ered that some !sionics can focus on electronic de(ices and cause them to free4e u! for short !eriods of time. 'ost !sionics ha(e only enough !o3er to affect sim!le/ unshield electronics such as calculators or light bulbs. But the Terrans ha(e de(elo!ed a s!ecial form of ammunition/ referred to as 0 oc&do3n rounds/0 that absorb and focus a )sionic2s oc&do3n energies. When fired at an enemy target/ the oc&do3n rounds 3ill immobili4e the target2s electronics for a short !eriod of time. %ome Terran )sionics may be able to de(elo! oc&do3n sufficiently to use it 3ithout oc&do3n rounds/ but their @eural $nhibitors !re(ent them from getting more than =. in the s&ill.

;agni() Senses
Time o( se: <.5 rounds to acti(ate. !i((ic%lt): ?ery +asy 758. !%ration: 5 minutes > 5 minutes !er +ffect ?alue. This !o3er may be &e!t u!. The )sionic can increase his !hysical senses beyond their normal range. %he can see small things or ob:ects far in the distance/ hear outside the normal s!ectrum/ feel e(en the slightest bum!s or changes in tem!erature. Add the 'agnify %enses %&ills to the character2s $nstincts Attribute ><. !er +ffect ?alue.

;ind -ontrol 7A8


Time o( se: = rounds to acti(ate. !i((ic%lt): 'oderate or Targets -!!osing Will!o3er attem!t 73hiche(er is higher8. $f the target is forced to do something contrary to his nature or !ersonal ob:ecti(es/ he may ma&e another Will!o3er roll to brea& free of the Control. !%ration: 5 minutes > 5 minutes !er +ffect ?alue. Target must remain in the line of sight of the )sionic. Targets may ma&e a .ifficult Will!o3er chec& once !er minute in an attem!t to brea& free. This !o3er is considered to be &e!t u! 3hile the target is being controlled. This !o3erful disci!line grants the user the ability to in(ade and !ossess the mind of another sentient being. The target 3ill obey the tele!athic commands of the controller/ resisting only the most contrary or dangerous orders 7see .ifficulty8 abo(e. 'ind Control is an e,hausting endea(or. The Controller must ma&e an +asy +ndurance Chec& each minute in order to a(oid becoming too ta,ed to maintain the control.

Psi>Blades
Time to se: < action. !i((ic%lt): ?ery +asy 758 to acti(ate a blade. )si-Blade technology has been de(elo!ed by the )rotoss and remains un&no3n to other s!ecies. With it/ the )rotoss can channel !sionic energy through ;haydarin crystals into focused beams of !o3er. The )rotoss may do damage e1ual to their )si-Blade %&ill Fating. Combat attem!ts are controlled by the user2s 'elee Wea!on9 )si-Blade %&ill 7under .e,terity8.

Psi>Bolts
Time to se: < action. !i((ic%lt)9 ?ery +asy 758 to charge a bolt. )rotoss technology has de(elo!ed a (ariety of 3ays to focus !sionic energy into missile 3ea!ons. )si-Bolts re!resents a character ability to focus on a !sionic firearm or bo3 and charge its missiles 3ith sufficient !si-energy to do damage. The 3ea!on 3ill concentrate the energy some3hat/ but does damage largely de!endent on the user2s )si-Bolt %&ill Fating.

Psionic Piloting
Time to se: < action. !i((ic%lt): 'oderate 7<58. 'ay be increased for !articular actions. 'any )rotoss (ehicles and shi!s may only be !iloted by those trained in using their minds alone to control the craft. These elite !ilots often ha(e faster reaction times than those that must de!end u!on !hysical controls to conduct their machines. %ome !ilots 3ear am!lifier helmets and suits to better interface 3ith their machines.

Sense #i(e(orm
Time to se: < round. !i((ic%lt): +asy 7<08. 'ay be increased if the user is loo&ing for a !articular &ind of lifeform/ or the lifeform is so alien it is difficult to recogni4e as such. !%ration: < round. 'ay be &e!t u! to 0scan0 an area for lifeforms. The )sionic can reach out 3ith her mind and s&im o(er the li(ing organisms 3ithin range of her !o3er. When a li(ing being is found/ the )sionic focuses on it momentarily/ only long enough to establish that it is in fact li(ing and 3hether it is sentient or not. The )sionic 3ill &no3 the s!eed and direction in 3hich the lifeform mo(es and !erha!s its s!ecies 7if it has encountered them before8. Farely 3ill she be able to tell indi(iduals or other details. 'ost modern cloa&ing technology 3ill disru!t the )sionic2s ability to detect the a!!roachign lifeform. The .ifficulty increases to ?ery .ifficult in such cases.

Shield 7A8
Time to se: < action to raise the shield. !i((ic%lt): +asy 7<08. $ncreases by 5 for each additional 5 meters the %hield is e,!anded. !%ration: < round. This !o3er may be &e!t u!. A fe3 )sionics ha(e learned ho3 to generate !o3erful shields for themsel(es 3ithout the use of artificial shield generators. With this ability/ the user can erect a !rotecti(e bubble around themsel(es that 3ill absorb damage u! to

a (alue e1ual to the )sionic2s %hield roll , 5 7for e,am!le/ the )sionic has 4. in %hield and rolls a <C. The %hield 3ill ta&e D0 !oints of damage before the user 3ill be in:ured8.

Tele&inesis 7A8
Time to se: < action to acti(ate and !erform a sim!le action. !i((ic%lt): ?ery +asy 758 to Acti(ate. *inal .ifficulty de!ends on the 3eight of the ob:ect lifted and the com!le,ity of the attem!ted manue(er. -b:ects may be mo(ed by <0 meters !er round. Add 5 to the .ifficulty for each additional <0 meters !er round attem!ted. !%ration: < round. This !o3er may be &e!t u!. !i((ic%l 0eight -omplexit) Range t) %im!le u!-do3n or side-to-side >0 ess than < &g <-= meters mo(ement >5 <-<0 &g #entle mo(ements 4-<0 meters <<-=0 ><0 <<-<00 &g +asy manue(ers meters =<-<00 ><5 <0<-<000 &g Com!le, manue(ers meters <0<-C00 >C0 <000-5000 &g ?ery Com!le, manue(ers meters $ntricate manue(ers 3ith C0<-500 >C5 5000-C0/000 &g multi!le ob:ects meters C0/000 &g 50<-C000 >=0 50/000 &g meters 50/000 >40 C.<-5 &m <00/000 &g Tele&insis !ermits the )sionic to lift and mo(e ob:ects 3ith only a thought. -nce the ob:ect has been lifted/ the character may hold it in !lace 3ithout additional rolls 7the !o3er is considered 0u!0 as an action and the character suffers -<. to all other actions that round8. $f the character attem!ts to do something ne3 3ith the ob:ect/ he must ma&e an additional roll. $f the )sionic fails any controlling roll or the ob:ect is remo(ed from his line of sight/ the )sionic 3ill dro! it. Tele&inesis may be used as an attac&/ either directly or to thro3 ob:ects at a target. When used directly/ it acts as a crushing blo3/ doing damage e1ual to the Tele&inesis %&ill rating. -b:ects dro!!ed or thro3n do damage de!ending on their 3eight9 <. for ob:ects <-5 &gH C. for 5-<5 &gH =. for <5-50 &gH 4. for 50-<00 &gH 5. for <00-500 &gH 5. for 500-<500 &gH D. for <500-<0/000 &gH E. for <0/000-C0/000 &g. @ote/ the target may get buried under a hea(y ob:ect and be unable to mo(e itB

Telepath)
Time to se: < action to acti(ate and gi(e a sim!le communication. !i((ic%lt): ?ery +asy 758 to acti(ate and communicate 3ith familiar !eo!le. .ifficulty increases for ne3 !eo!le 7>58/ those 3ho resist communication 7><08/ and alien s!ecies 7><58. The !o3er also attenuates 3ith range. Add >5 for <00-<000 metersH ><0 for < &m-<0 &mH ><5 for <0&m-50 &mH >C0 for 50-<00&m. !%ration: = rounds of con(ersation 3ith additional rolls. After that/ this !o3er may be &e!t u!. With Tele!athy/ a )sionic may !ro:ect his thoughts into the mind of another and 0hear0 the other2s thoughts as if there 3ere holding a con(ersation. The t3o beings must be able to understand the language being 0thought.0 +ach !artici!ant 3ill also recei(e a basic understanding of the other2s emotional state 7'oderate Will!o3er attem!t re1uired to hide it8. Targets may resist recei(ing or transmitting thoughts by ma&ing a Will!o3er attem!t in o!!osition to the )sionic2s Tele!athy roll.

9. A-TIONS ? -O;BAT
TA"ING A-TIONS
Time
*or much of the game/ #ame 'asters can inform characters as to ho3 much time has !assed bet3een e(ents. But for certain actions/ such as combat or a s&ill used under timed conditions/ a more accurate method is re1uired. ;elee Ro%nds: 'elee Founds are about 5 seconds long. $n general/ a character can ta&e one action !er round 3ithout accruing !enalties. Indi/id%al Initiati/e: Characters may act in the order of their $nstincts scores 7from highest to lo3est8. A character 3ith a higher $nstincts may choose to Hold his Action/ letting someone 3ith a lo3er $nstincts act first before he decides 3hat to do. ;ass Ro%nds: 'ass rounds are about =0 seconds long and are used to resol(e combat bet3een units 7see 'ass Combat belo38. ;ass -om$at Initiati/e: -!!osing forces may act in the order of their Tactics score 7from highest to lo3est8. The commander 3ith a higher $nstincts may choose to Hold his Action/ letting another commander act first before he decides 3hat to do.

;%ltiple Actions in a Ro%nd


*or e(ery additional action/ the character suffers a -<. to all actions ta&en that round. 6nder normal conditions/ a character can ta&e a ma,imum of 5 actions !er round 73ith a cumulati(e !enalty of -5. to all actions8. %ome s!ells allo3 for more actions !er round 3ith reduced !enalties. Any additional actions are considered to be ta&en in the second segment of the round. Thus/ all first actions 7by e(eryone acting in the round8 are resol(ed in the first !art of a round and any e,tra actions are resol(ed after3ards. Who acts first in a round de!ends u!on Initiati/e 7see abo(e8.

Example: Cullen is in combat again. &e decides he will take two actions: he will attack and Dodge. &e will be 5,D to both actions.

Reacting
-ccasionally/ a character 3ill need to react to something that has occurred during a round. $f the character has already acted in the round/ the reaction s&ill is at -<. for being a reaction and -<. for each action already ta&en in the round. .odge/ 'elee )arry and Bra3lingI'artial Arts are commonly used as Feaction %&ills to a(oid damage. $f a Feaction %&ill is used 3hile defending from an attac&/ the dice roll becomes the difficulty the attac&er must o(ercome to be successful/ e#en if the reaction skill roll is lower than the original difficulty of the attack6

Example: Cullen is in combat and has already acted once this round. Suddenly' someone shoots at him and he attempts to Dodge. &is Dodge skill is normally $D' but since he has already acted' it is now -D "5,D for ha#ing already acted and 5,D for being a 1eaction Skill%. 3he shooter.s base difficulty was ,7. Cullen rolls - dice and gets a result of 8. 3he shooter only needs a 8 or better to hit Cullen.
4%ll Reactions $f the character decides that the only action she 3ill ta&e in a round is to react/ then her Feaction s&ill roll is attem!ted 3ith full dice and the result is added to the attac&er2s difficulty.

Example: /arine knows someone is shooting at her from a rooftop. She decides that all she will do this round is Dodge. She rolls her full $D for Dodge gets ,+. 3he shooter must now roll higher than ,7 "standard difficulty% 9 ,+ : -+ in order to hit her6

Appl)ing Reactions to the Entire Ro%nd


.odge rolls a!!ly to all ranged attac&s in a round. Thus a character need only .odge once to attem!t to a(oid attac&ers using guns/ thro3n 3ea!ons or grenades. )arry rolls must be made for e/er) attac&B Thus/ in close combat/ if a character is !unched four times/ he must either attem!t four !arries using his Bra3ling or 'artial Arts s&ill or be ta&e the damageB

RANGE! -O;BAT
Ranged com$at di((ic%lt) targets:
Range )oint Blan& %hort 'ediu m ong +,trem e !i((ic%lt) ?ery +asy 7<-58 +asy 75-<08 'oderate 7<<-<58 .ifficult 7<5-C08 ?ery .ifficult to Heroic 7C0>8

Shooting at ;%ltiple Targets


Characters may choose to aim at more than one target in a gi(en round. $f they do so/ they suffer a cumulati(e -<. 3hen shooting at each target beyond the first.

Example 1: /arine is cornered by two drooling ;erglings. She is armed with a <auss 1ifle that can shoot up to + shots per round. She can either shoot at one without a penalty or attempt to shoot at both. She decides to fire once at both of her attackers. &er total dice penalty is 5,D to the first shot "the penalty for taking multiple actions% and 5-D to the second shot "the penalty for multiple actions 9 the second target penalty%. Example 2: /arine is cornered again' this time by three )rotoss =ealots. She decides to fire once at each "! actions' - additional targets%. She suffers a 5-D to her first shot "for the two additional actions%' a 5!D to the second' and a 5$D to the third6

Spra)ing B%llets
%ome 3ea!ons/ such as fully automatic machine guns/ allo3 the bearer to s!ray bullets at an enemy. This has a (ariety of ad(antages and disad(antages9 Ad/antage !isad/antage %hooter gets ><. to hit and does The shooter may !otentially hit anyone in the direction in not suffer any !enalties for aiming 3hich he is !ointing the gun 7including allies and at multi!le targets in a round. innocents8. $f the shooter is trying to a(oid hitting a friendly target/ add <5 to the difficulty number to hit. $f the shooter rolls less than <5 o(er the standard difficulty 7de!endent on range8 / he hits the friendly target as 3ell. Foll damage normally. 6ses ammunition more 1uic&ly. $f the attac& is successful/ roll one less die for damage.

sing t+o g%ns at once:


Ad/antage %hooter does not suffer any !enalties for shooting at more than one target in a round 3ithout declaring a 0%!raying0 action 7see %!raying Bullets belo38. Both first shots are fired in the first segment of the round 7if one gun is shot t3ice/ the second shot is considered to go off in the last !art of the round/ after all other first attac&s ha(e been resol(ed. )ermits the character to fire the ma,imum number of bullets from both guns in a round 7thus/ is a shooter is using t3o !istols 3hich may fire = times in a round/ she can shoot 5 times total in the round8. !isad/antage %hooting a second 3ea!on counts as an action 7resulting in an additional -<. to each action in the round8. %hooter suffers an additional -<. to any shot ta&en 3ith his or her 0off0 hand.

$f someone using t3o guns sto!s to reload/ they must ta&e an additional action to sto3 one gun 3hile the other is reloaded. There is no additional action if the 0e,tra0 gun is thro3n a3ay.

S-A#E
%tarcraft .5 does not use %cale to modify attac& attem!ts or damage as some other .5 games do. *ran&ly/ it :ust adds more math and chart-chec&ing. $t is assumed that technology is sufficient to !ro(ide ade1uate targeting for larger scale 3ea!ons to hit smaller scale ones. *urthermore/ the loss of the smaller unit2s bonus to hit the larger may be seen as an indication that the smaller unit is less li&ely to harm the larger/ e(en if the blo3 lands. $2(e left in references to %cale in certain !arts of the game to illustrate the relati(e si4e of different units.

-O;BAT ;O!I4IERS
A number of factors can affect a character2s chances to succeed in combat. %mo&e may obstruct a target/ oil on the floor may ma&e dodging more difficult/ etc. *ollo3ing are a number of modifiers #ame 'asters may choose to a!!ly in the game. !ra+ing 0eapons: .ra3ing a 3ea!on counts as an action in a round 7all other actions are at -<. this round8. Reloading 0eapons: The time re1uired to reload a 3ea!on (aries de!ending on the ty!e. 'ost re1uire < action to reload. %ee the 3ea!on descri!tions in the +1ui!ment section. Targeting S)stems: %ome 3ea!ons/ usually in aircraft or tan&s/ ha(e targeting systems that hel! the gunner. These de!end on the 3ea!on ty!e and 1uality. Rate o( 4ire 7RO48: This statistic is gi(en for each 3ea!on. A 3ea!on cannot be fired more times than its F-* in a round/ regardless of the number of actions the character ta&es. -alled Shots: Attac&ers can ma&e a 0called shot0 against a s!ecific target/ such as a !articular !art of a target2s body 7a hand/ head/ etc8 or a small item. Add ><. to the difficulty for a target <0-50 cm 7a!!ro,imately =-<E inches8 long. Add >4. to the difficulty for a target <-<0 cm long. Add >E. to the difficulty for a target less than a centimeter long. -o/er: )ro(ides a target 3ith some !rotection from detection and attac&. Add the follo3ing modifiers to attem!ts to detect or hit a target/ 3hen a!!ro!riate 9is%al ;odi(ier to -o/er !i((ic%lt) ight %mo&e >5 Thic& %mo&e ><0 ?ery Thic& ><5 %mo&e )oor ight >5 'oonlight ><0 Com!lete >C0 .ar&ness

Characters can also hide behind ob:ects/ such as 3alls and (ehicles/ 3hich !ro(ide !rotection against attac&. Add the follo3ing modifiers de!ending on ho3 much of the target is co(ered.
;odi(ier >5 ><0 ><5 $f co(er !ro(ides !rotection/ attac&er cannot hit target directly. .amage is absorbed by the item gi(ing !rotection/ until it2s Body rating is de!leted 7see )rotection belo38. "rotection1 Inanimate ob4ects ha&e a strength rating to resist damage. If the attac'er rolls $ell eno#gh to o&ercome the *rmor <al#e, red#ce the the ob4ect's Body Strength by the remainder. When the ob4ect has no Body "oints left, the characters hiding behind them ta'e any additional damage. Sample "rotection *rmor <al#e Body Strength 8limsy $ooden door 9; 9; Standard $ooden door 97 97 Standard metal door 3; 37 einforced door 2; 7; Blast door 67 9;; Target is <I4 co(ered <IC co(ered =I4 co(ered *ully co(ered

If the damage roll is lo$er than the *rmor <al#e, the protection is not damaged at all and the target character s#ffers no damage. If the

damage roll is e)#al to or greather than the protection's *rmor <al#e roll, find the difference on the chart belo$ to see ho$ badly the protection is damage. 8#rthermore, its *rmor <al#e is red#ced by 9.
emaining Body "oints 2=6 to all 9=3!2=6 9=6!9=3 9 point to 9=6 ; "rotection is1 -ot serio#sly damaged Eightly damaged ,ea&ily damaged Se&erely damaged Destroyed

* character behind protection may s#ffer some damaged depending #pon ho$ badly his protection is damaged. S#btract dice from the attac''s damage based on the chart belo$.
"rotection is1 -ot serio#sly damaged Eightly damaged ,ea&ily damaged Se&erely damaged Destroyed ed#ce $eapon's damage by1 +haracter is completely protected !6D !3D !9D +haracter s#ffers f#ll damage.

Armor: Armor !rotects the 3earer from damage. $n the game/ add the (alue of the armor to the Constitution roll of the character suffering damage. %ee the +1ui!ment section for different armor ty!es.

;E#EE -O;BAT
*and>to>*and -om$at Stri&ing:
The standard difficulty to hit 3ith Bra3ling roll is ?ery +asy 758. .amage is e1ual to the character2s %trength roll > <. !er +ffect ?alue 7see +ffect ?alue8. The standard difficulty to hit 3ith 'artial Arts is +asy 7<08/ resulting in damage e1ual to the character2s %trength. A fighter s&illed in 'artial Arts may attem!t more com!licated maneu(ers to render more damage/ but must roll against a higher difficulty number to hit.

Bloc&ing:
Character2s may attem!t to bloc& an attac& using their Bra3ling or 'artial Arts s&ills. )layers must declare they 3ill be attem!ting to bloc& before the attac& occurs. $f they do not/ they suffer an additional -<. 3hen attem!ting to bloc&.

Example: Cullen is in a fight with another 3erran. &e decides to strike but forgets to >hold an action> in case he needs to block. 3he 3erran takes a swing and Cullen decides he had better try to block. &e must roll Brawling at 5-D. ?f his blocking roll is higher than the 3erran.s attack roll' he will ha#e parried the blow. ?f not' he may take damage. Example: Somewhat bruised from last round' Cullen decides he will hold an action this round in case he needs to block. 3his means he is 5,D to both his attack and blocking roll.
An unarmed character may not attem!t to bloc& an attac&er 3ith a 3ea!on 3ithout a s!ecial 'artial Arts mo(e.

;elee -om$at
'elee Combat is handled much the same 3ay 6narmed Combat is/ e,ce!t that the characters in(ol(ed use 'elee Combat and are armed 3ith handheld 3ea!ons.

A character armed 3ith a 3ea!on may use it to bloc& an unarmed assailant.

Damage

When an attac'er s#ccessf#lly hits his target, he rolls the appropriate n#mber of dice to designate damage /see the $eapons list in the E)#ipment section0. anged $eapons do a set amo#nt /e.g. a ,ea&y "istol does 7D damage0. %elee $eapons do a the bearer's ST 5 additional dice for the $eapon type 5 9D for e&ery 3 E< points. The targeted character then rolls his Strength dice and adds any armor &al#e, if armor is $orn. If the target's strength roll is greater than the attac'er's roll, the she had resisted the damage. If not, cons#lt the table belo$ for res#lts1 Body "oints Effect Description emaining +haracter s#ffers a !9D to all s'ill and attrib#te dice for the rest of the ro#nd and 2=6!all St#nned the ne.t. If a character s#ffers a n#mber of st#ns e)#al to her strength, she falls #nconscio#s for 9d6 min#tes. +haracters fall prone and can ta'e no actions for the rest of the ro#nd. The character 9=3!2=6 Wo#nded s#ffers a !9D to all s'ills and attrib#tes #ntil healed. Serio#sly 9=6!9=3 8alls prone and is in pain. !3D to all actions. Wo#nded 8alls prone, and hea&ily da@ed and $ill %ortally 9 point to 9=6 remain that $ay #ntil healed. !2D to all Wo#nded *ttrib#te and S'ill chec's. 8alls Bnconcio#s and m#st ma'e +on or ; #nconscio#s End#rance chec's to remain ali&e /See or dies. belo$0. The Big Good$)e: At 0 B)2s/ the character must roll a 'oderate Con or +ndurance chec& once !er 5 minutes. $f you fail/ you 3ill die in 5 minutes. C)2s can be s!ent freely to ma&e these rolls. -nce C)2s are s!ent/ a character may s!end Chi. +ach Chi !oint buys you <0 minutes of time. -nce you2re out of C)2s and Chi/ you2re !retty much done for. P%lping: Cruel #'2s may decide that if a character falls to -<0 B)/ their body is 0!ul!ed/0 or com!letely destroyed instantly. This is a ma:or bummer for characters/ as you might imagine/ but it ma&es for a cinematic moment...

*rmor
+haracters may choose to $ear *rmor to pro&ide them $ith some protection against damage. The *rmor <al#e of the protection is ded#cted from any damage rolls against the character. E&ery time a character $earing armor ta'es damage abo&e his armor, the armor's &al#e is red#ced by 9. Different types of armor are listed in the E)#ipment section.

E.ample1 +#llen is $earing leather clothing, $hich pro&ides 6 points of *rmor against damage. * +onfederate soldier shoots and hits him for 9; points of damage. +#llen ta'es only 6 points of damage and his leather armor loses one point of its *rmor <al#e. The ne.t time he is hit, it $ill only pro&ide him $ith 7 points of protection.

;ASS -O;BAT
@ote9 there are many game systems out there 3ith 3ell throught out/ detailed rules for mass combat. This is not one of them. .5 doesn2t really lend itself to mass combat rules/ and $2m not really smart enough to come u! 3ith a fla3less system. 'ass combat in %tarcraft .5 is intended to !ro(ide bac&ground for the ad(entures of the !layer2s characters/ not be the clima, of the ad(enture iteself.

Time in ;ass com$at:


'ass Combat Actions are bro&en into 'ass Combat Founds of a!!ro,imately =0 seconds/ 3hich is di(ided into t3o segments. 6nits may choose to mo(e or attac& in either segment 7but it may only do each action once !er round8.

All attac&s that occur in the same segment are resol(ed simultaneously 7the effects of casualties do not manifest until the ne,t segment begins.

nits:
The ground troo!s of each race may be s!lit into small grou!s that act as a single unit for combat !ur!oses. The number of indi(iduals at that construe a unit de!ends on the race and the troo!er ty!e. *or sim!licity2s sa&e/ only one ty!e of creature may be in a unit. Race9 The race of the acting unit. @ Indi/id%als Per nit: the number of indi(iduals that com!ose the unit. -as%alt) -ategories: As the unit is reduced it2s efficacy also declines. Feduce .amage and Fesistance .ice by the amount indicated for each category. When necessary/ brea& the a!!ro!riate dice into !i!s 7<.G= !i!s8. !amage !ice: amount of .ice added to to the .amage roll for the attac&ing force. Resistance !ice: amount of .ice added to the .efense roll for an attac&ed force. ;o/ement: s!eed at 3hich a unit may mo(e in 'ass Combat Found %egment. @ -as%alt) Race Indi/id%als !amage !ice Resistance !ice ;o/ement -ategories per nit <0-EG*ull .ice C.I6nit if !lasma shields are !o3ered )rotoss<0 Zealots C.Iunit u!. C0mIsegment D-4GCI= .ice <.I6nit if only armor is 3orn. <-=G<I= .ice <0-EG*ull .ice <.I'arine 6nit C0mIsegment for 'arines <0 'arines Terran <.I6nit <0 *irebats D-4GCI= .ice C.I*irebat 6nit <0mIsegment for *irebats <-=G<I= .ice C0-<5G*ull <.IZergling C5mIsegment for C0 Zerglings .ice 6nit 0.IZerg 6nit Zerglings Zerg <0 E-<4GCI= .ice C.IHydralis& C.IHydralis& 6nit C0mIsegment for Hydralis&s <-DG<I= .ice 6nit Hydralis&s.

Example 1: Cullen is commanding , unit of 3erran marines into battle. &is Damage Dice will be ,D ",D@unit% and 1esistance Dice will also be ,D ",D@unit% the first round. After one round of fighting' he has lost ! marines. &is Damage Dice and 1esistance Dice will both be reduced to -@! normal' or 9- ",D : ! pips% . ?f he were to lose another marines' he will ha#e + soldiers left and his Damage and 1esistance Dice will be remain at 9-. ?f he were to lose - more marines "! left in the unit%' his Dice would be reduced to 9,. Example 2: Dan is commanding , unit of &ydralisks in a raid. &is Damage Dice will be -D and his 1esistance Dice will be -D. After one round of fighting' he has lost ! &ydralisks. &is Damage and 1esistance Dice will both be reduced to -@! normal' or ,D9, "-D : A pips' and ,@! of A is -. Subtract - pips from -D and you get ,D9,%. ?f he were to lose another $ &ydralisks "! left%' he would only ha#e Damage and 1esistance Dice : 9-.

Attac& Roll
Base !i((ic%lt): 5 at Close Fange/ <0 at %hort Fange/ <5 at 'edium Fange/ C0 at ong Fange. %ome units--such as Zerglings and Zealots can only attac& at Close Fange. -ther units may be 6!graded to e,tend their Fange. Attac& !ice Pool: Commander2s Tactics > 6nit %i4e> Bonuses 7sur!rise/ terrain/ s!ecial training/ etc.8. !amage: <. 7acts as a Wild .ie8 > <. !er 6nit .amage ><. !er +ffect ?alue 7<0 o(er base .ifficulty8 > Bonuses 73ea!on u!grades/ etc8.

Example: Terrans /s. Zerg on open gro%nd. Ast Segment Terran Actions9 Cullen has C units of marines 7C0 troo!ers8 and is leading them into battle against C units of Zerglings 740 Zerglings8. Because the Terrans ha(e their #uass Fifles/ they need not mo(e in order to attac& this round. %o/ Cullen 3ill attac& by rolling his Tactics 74.8 > 6nit %i4e 7C.8 for 5. 7he has no bonuses8. His units are at %hort Fange 7.ifficultyG<08 and he rolls a CC. To establish the amount of damage done/ he 3ill roll <. >C. 7<.Iunit8 ><. for +ffect ?alueG4.. Cullen rolls a 4/ =/ 5/ and C for <5 !oints of damage/ or &illing <5 Zerglings. Zerg actions9 Because the Zerg must s!end this 'ass Found closing in on the Terrans/ they 3ill ta&e damage before they may attac& in the second segment. Zerglings ha(e no Fesistance .ice naturally/ so they 3ill ta&e full damage/ reducing their numbers to C5. Bnd Segment Terran Actions9 %ince Cullen attac&ed in the first segment/ he may only mo(e in this segment. He decides his forces 3ill fall bac& a bit/ to higher ground 7><. to Fesistance .ice8. Zerg Actions9 This segment/ the Zerg on on the marines. The Zerg commander rolls its Tactics 7=.8 > 6nit %i4e 7<. for < full unit and > < for the e,tra 5 remaining after the Terran attac&8 G 4.>< 3ith a .ifficulty of 5. The Zerg manage a <5. *or damage/ they 3ill roll <. > <.>< ><. 7for +ffect ?alue8G=.><. The Zerg get a 4/ 5/ and = >< for <= !oints of damage to the Terran units. The Terrans roll their Automatic .efensi(e Chec&/ 3hich 3ill be C. 7<. !er unit8 ><. for Higher #round/ for a C/ =/ and 5G<0. Thus/ the Terrans only ta&e = !oints of damage/ losing = marines to the Zerg onslaught. Casualties may be reduced by 'edics.

!e(ensi/e Roll
A%tomatic: 'ost units and indi(idual soldiers 3ill ta&e some action to a(oid damage from an attac&. %o all units ha(e an Automatic .efensi(e Foll/ reducing their chances for casualties slightly. A%tomatic !e(ensi/e !ice Pool: 6nits2 Fesistance .ice. Res%lt: %ubtract sum from the Attac&er2s .amage result. !e(ensi/e ;an%e/ers: Father than order an attac&/ a commander may ha(e a unit 7or multi!le units8 dig in and ta&e a defensi(e !osition. .uring that 'ass Combat round/ the unit 3ill not attac& but 3ill benefit from greater !rotection against enemy assaults. $f .efensi(e 'anue(ers are ta&en/ the unit does not ma&e an Automatic .efensi(e roll. !e(ensi/e !ice Pool: Commander2s Tactics > Fesistance .ice > Co(er Bonuses 7for terrain/ fortifications/ etc.8 Res%lt: The .efensi(e 'anue(ers result becomes the ne3 Base .ifficulty for the attac&ing forces.

,E*EI-G
+haracters can heal in a &ariety of $ays, b#t the three most common methods are nat#ral healing, first aid 'its, and medical bays /or medlabs0.

-at#ral ,ealing1

* character can heal nat#rally, b#t this process is both slo$er and ris'ier than getting medical care. The character m#st rest a specified amo#nt of time and then can ma'e a healing roll1 the character's f#ll +onsti#tion to see if the character heals. ,ealing characters can do &irt#ally nothing b#t rest. * character $ho tried to $or', e.ercise or ad&ent#re m#st s#btract !9D from his +onstit#tion $hen he ma'es his healing roll. *ny character $ho opts to Dta'e it easyD and do &irt#ally nothing for t$ice the necessary time may add 59D to his +onstit#tion to heal. * $o#nded character may roll once per day for healing1 Degree of In4#ry %tunned/ unconscious Wounded %eriously Wounded 'ortally Wounded Diffic#lty of +onstit#tion oll Res%lt 'oderate .ifficult ?ery .ifficult +,tremely .ifficult Fe(i(es. Characte raised to =I4 H) )atient raised to <IC H) . )atient raised to <I4 H) > <.5 !er +?.

8irst *id Gits=%edpacs


8irst *id 'its #s#ally ha&e bandages, antiseptics, anti!inflammatories, pain'illers and other light$eight medical s#pplies. * standard 'it can be #sed t$o times before needing to be restoc'ed.

* 8irst *id roll is re)#ired to #se a 8irst *id 'it /or medpac0. The diffic#lty depends on the se&erity of the patient's in4#ry1 Degree of Res%lt Diffic#lty In4#ry %tunned/ ?ery +asy Fe(i(es !atient. unconscious )atient Faised to =I4 H) Wounded +asy > <.5 !er +?. %eriously )atient raised to <IC H) > 'oderate Wounded <.5 !er +?. 'ortally )atient raised to <I4 H) > .ifficult Wounded <.5 !er +?. 6nearthly 7508 7must be attem!ted the round after )atient has < H). ;illed the !atient has been &illed. If the 8irst *id roll is #ns#ccessf#l, the character's condition remains the same. If the 8irst *id roll misses the diffic#lty by more than 9; points, the patient remains the same and another 8irst *id roll cannot be made for another 36 ho#rs. %#ltiple 8irst *id attempts can be made on a patient $ithin a single day, b#t the 8irst *id diffic#lty increases one le&el for each additional #se.

%edical Bays=%edlabs=Emergency ooms

%ost colonies and bases ha&e fairly ad&anced medical facilities, tho#gh some of the far!fl#ng o#tposts approach medie&al standards $ith their medical care. *liens may ha&e far different concepts of medical care as $ell /?erg may simply be 'illed and their biological matter reincorporated into the +reepL "rotoss may permit their bodies to be discarded and their minds transplanted in other machines0. To #se these facilities, a character m#st ha&e the %edicine /*0 s'ill. Degree of In4#ry Diffic#lty and Time Wo#nded <ery Easy $ith 9D ho#rs of care. Serio#sly Wo#nded Easy $ith 6D ho#rs of care. %ortally Wo#nded %oderate $ith 9D days. Gilled Bnearthly /7;0 $ith 9;D days.

?$. %TAF%H$) * $#HT K -)+FAT$-@%


This section of %tarcraft is ada!ted from the %!ace Tra(el K Combat section of the %tar Wars Fole-)laying #ame 7=rd8 by West +nd #ames. Their ne3 'etabarons li&ely contains the same materials 3ith some im!ro(ements. 'ost li&ely it 3ill !ro(ide you 3ith a much more com!rehensi(e rule system for s!ace tra(el. ists of each starshi! ty!e can be found under the descri!tions for each s!ecies.

Introd%ction
The three main s!ecies in %tarcraft ha(e (ery different methods of tra(elling through the stars. Terrans ha(e de(elo!ed faster-than-light engines that can 3ar! s!ace and tra(el through a s!ace-time Lsli!streamM &no3n as Lhy!ers!ace.M The Zerg ha(e managed to assimilate giant s!ace-d3elling creatures ca!able of organically 3ar!ing s!ace-time and entering hy!ers!ace. The )rotoss use their !rodigious mental !o3ers to actually bend reality sli! into hy!ers!aceH they can also establish stargates that !ermit tele!ortation from one !oint in s!ace to another. Fegardless of the method/ each s!ecies has de(elo!ed the ability to tra(el hundreds of light-years in relati(ely short !eriods. This is essential for tra(el e(en bet3een !lanets in the same solar system/ since at sublight s!eeds such :ourneys 3ould ta&e 3ee&s at the least.

S B#IG*T TRA9E#
All starshi!s are e1ui!!ed 3ith engines that !ermit ra!id/ but slo3-than-lights!eed tra(el in s!ace. The Base .ifficulty to !ilot a starshi! in o!en s!ace is +asy 7<08. $n the game/ this s!eed is listed under a starshi!Ns L%!aceM rating and estimated in L%!ace 6nits.M This is not measure of real (elocity/ but a relati(e measure bet3een different starshi! s!eeds. #'Ns should feel free to ma&e the %!ace rating e1ual to 3hate(er real (elocity they feel is a!!ro!riate. 'ost shi!s 3ill also ha(e an Atmos!here %!eed rating gi(en in &ilometers. The %!ace rating gi(en for any shi! is its %tandard or Cruising %!eed 7no difficulty modifier to !iloting attem!ts8. $t may be cut in half 7round u!8 to decrease !iloting difficulty by 5. %hi!s may also be mo(ed at High %!eed 3hich is e1ual to double the %tandard %!eed and adds >5 to the !iloting .ifficulty. *inally/ a !ilot may !ush his shi! to go All-out/ 3hich is e1ual to 4 times its %!ace rating and increases the !ilotNs .ifficulty by <5.

Example: Coburn is flying a 2raith with a Space of 0. ?f he decides to only mo#e $ units in a round' his piloting Difficulty will be 4ery (asy "+%. ?f he decides to accelerate to &igh Speed' he will fly up to ,A units and ha#e a piloting difficulty of oderate ",+%. Binally' after one round of tra#eling at &igh Speed he may attempt to go All5Cut' with a speed of !- units6 But his Difficulty will be 4ery Difficulty "-+%.
)iloting difficulties should also increase if the fly-4one is littered 3ith debris/ amidst a battle/ affected by cosmic e(ents/ the shi! is damaged 7>5 for each damage le(el8/ etc.

S%$light Piloting Errors


When a !ilot fails to ma&e a %tarshi! )iloting roll successfully/ he tem!orarily loses control of his (essel and un!leasant results ensue. #'Ns may craft their o3n de(ious conse1uences or consult the table belo3 7decided by the number of !oints by 3hich the attem!t failed89 A>C Slip: The shi! slides and sli!s/ li&e a car fish-tailing on a 3et road. The !ilot com!letes the attem!ted mo(ement/ but he is -<. to all other actions this round and the ne,t. D>E Sloshing: The shi! roc&s shar!ly side to side 7anyone standing must ma&e a .e,terity chec& or be hurled to the dec& and ta&e C. damage8. The shi! only com!letes half its %!ace mo(e this round and the !ilot suffers -=. to all other actions this round and -<. to actions ne,t round. F>AG Spinning: The shi! begins a ra!id s!in/ com!leting only one fourth of its attem!t %!ace mo(ement and is (eering shar!ly off course. The !ilot cannot ta&e any other actions this round and can only ma&e a 'oderate !iloting attem!t to get the shi! bac& under control ne,t round. AA>AH ;inor O/erload6-ollision: The shi! either scra!es against something or the engines o(erload and the shi! suffers systems damage 7e1ual to <0. damage if there is a collision 7consider armor and shields8/ or =. damage internally 7ignore armor and shields/ !assengers ta&es C. damage8. The !ilot cannot act this round and the shi! is sent into a %!in 7see %!inning abo(e8. AE>BG Serio%s O/erload6-ollision: The shi! either crashes into something or suffers serious engine and internal damage 7blo3-outs/ s!ar&s/ smo&e/ etc.8. $f the shi! stri&es something/ it ta&es C0. damage 7consider armor and shields8 or suffers <0. internal damage 7ignore armor and shields/ !assengers ta&e =. damage8. The !ilot cannot act this round and the shi! is sent into a %!in 7see %!inning abo(e8. BAI ;a1or ;eltdo+n6-ollision: The shi! either rams into something or suffers a com!lete engine meltdo3n. $f the shi! stri&es something/ it ta&es =0. damage 7consider armor and shields8 or suffers C0. internal damage 7ignore armor and shields/ !assengers ta&e 5. damage8.

Acceleration: %tarshi!s may increase or decrease their s!eed le(els by < le(el !er round. Some general g%idelines (or s%$light space speeds ma) $e: A!!ro,imately =-5 minutes to fly from a high orbit to a safe distance to ma&e a hy!ers!ace :um!. Half an hour to fly from a !lanet to one of its moons. C-5 hours to fly bet3een ad:acent !lanets in a system. <0-4E hours to fly from a !lanet to the edge of its solar system. %ometimes s&illed astrogators 3ill ma&e micro-:um!s into hy!ers!ace 3hile still in a solar system. This re1uires !recise calculations and adds ><0 to the Astrogration difficulty because of (arious gra(itational interferences.

*3PERSPA-E TRA9E#
While hy!ers!ace is essentially a 3ar!ing of real s!ace-time/ it still has !hysical distance and actual time. Thus/ the greater the distance bet3een t3o !oints/ the more time one must s!end in hy!ers!ace to ma&e the :ourney. Tra(el distances are estimated in hours 7or days8 of tra(el at Class < 7,<8 s!eeds. .ifferent hy!erdri(e engines 3ill ha(e different s!eed Classes that act as Lhy!ers!ace multi!lier.M The Hy!erdri(e Class is multi!lied against the standard tra(el time to estimate the total number of hours re1uired to ma&e a gi(en :ourney 7#'Ns should feel free to (ary this estimate a bit8.

Example: Coburn and 1ed are both flying ships from 3arsonis to /orhal' which would be a Dourney of , day "-$ hours% in a Class , ship. Coburn is in a Confederate 2raith' which has a Class ! hyperdri#e' so the trip will take 8- hours. 1ed is in an old cargo freighter with a Class + hyperdri#e. ?t will be ,-7 hours "+ days% to reach /orhal.

Na/igating in Space
When hurtling through s!ace at lights!eeds/ a !ilot must be careful to not collide 3ith !lanets/ stray comets/ suns/ or anything else that might ma&e life un!leasant. He must use starcharts to !lot a course using the Astrogration s&ill and !lug directions into his shi!Ns na(igational com!uter before ma&ing the :um! to hy!ers!ace. The standard attem!t to !lot a course ta&es about one minute and is of 'oderate 7<58 .ifficulty . 'any 3elltra(elled routes 3ill ha(e !re-calculated coordinates that shi!s can access u!on re1uest to a !lanetNs star-traffic control system 7sometimes for a !rice/ and the 1uality is sometimes 1uestionable8. The .ifficulty is increased if the !ilot rushes the calculations 7>5 for e(ery round I 5 seconds cut off8/ does not ha(e a com!uter to assist in the calculations 7><58/ or has ne(er been to that region of s!ace 7><08. #'Ns should add other .ifficulties de!ending on the situation 7damaged shi!/ une,!lained steller !henomena/ drun& !ilot/ etc.8. *or each damage le(el the shi! has endured/ increase the Astrogation .ifficulty by >5.

Astrogation ;ishaps
$f the astrogater fails in his attem!t to !lot a course/ (arious un!leasant circumstances may ensue. Foll C.5 to find out conse1uences9 B *)perdri/e -%t>o%t and !amaged: the shi!Ns engines begin to o(erload and automatically shut do3n 7if the Lhy!erdri(eM is organic/ the animal is e,hausted and 3ounded8. A 'oderate 7<58 'echanics%tarshi! 7or *irst Aid for animals8 roll is re1uired to get the engines bac& online. C>D Radiation 4l%ct%ations: )assengers and the shi! ta&e 5. of radiation damage 7ignore the shi!Ns armor/ but flight suits and !o3er armor 3ill !rotect characters8. The hy!erdri(e 3ill function belo3 o!timum le(els and be <.5 hours slo3er for each !oint by 3hich the astrogaterNs attem!t missed the .ifficulty. H>E *)perdri/e -%t>o%t: the hy!erdri(eNs sensors ha(e !ic&ed u! a large mass nearby and cut-out to a(oid a collision. The !ilot must recalculate the course before they can :um! to hy!ers!ace again. F>J The ship is o(( co%rse and lost. A ne3 :um! must be calculated. Add the difference bet3een the astrogatorNs missed roll and the .ifficulty of the first attem!t to the ne3 roll. K S)stems Blo+>o%t. The shi! suffers significant electrical o(erload and damage. The shi! dro!s out of hy!ers!ace and goes into dar& mode 7lo3-!o3er8. A 'oderate 7<58 +lectronics-%tarshi! %ystems re!air roll must be made to bring the system bac& online. Add C. , the Hy!erdri(e Class hours to the :ourney. AG Engine Strain. The hy!erdri(e engine suffers serious damage. The shi! 3ill be able to finish the :ourney/ but its hy!erdri(e engines 3ill not be able to be used again until re!laced or a ?ery .ifficult 7C58 re!air roll is made. AA>AB -ollision 6 *ea/) !amage: The shi! collides 3ith an ob:ect. The shi! ta&es damage de!ending on its si4e 7<5.,<0 for %tarshi! scale/ C0. , <0 !oints of damage from Ca!ital scale8. %hields 3ill be &noc&ed out/ life su!!ort 3ill be minimal or blac&ed out/ and !arts of the hull 3ill be ru!tured. %erious re!airs 3ill ha(e to be made before the shi! can :um! to hy!ers!ace again 7?ery .ifficult 7C58 re!airs8.

SING SENSORS
@early e(er starshi! is e1ui!!ed 3ith at least rudimentary sensors--flying blind 3ould be certain suicideB 'ost sensor systems ha(e four distinct sensor modes e,!lained belo39 Passi/e sensors are continually running/ gi(ing (ery basic information about 3hat surrounds the shi!s. (xamples9 the shi! is !assing a !lanet to !ortH a large (essel is off to starboard/ etc. Scan mode must be !ur!osely used and inter!reted by the sensor o!erator. The sensor array emits !ulses in all directions from the shi! and collects more detailed information. (xamples9 the !lanet is a gas giantH the (essel is a starshi! closing in on the shi!Ns location. Search mode narro3s the sensor array to a single arc 7for3ard/ starboard/ !ort/ or aft8 and 3ill e,tend the distance of the sensor range and !ro(ide greater detail. (xamples9 there is a small (essel in lo3 orbit of the !lanetH the incoming starshi! is a Terran battlecruiser mo(ing at 5 units !er round. 4oc%s mode only !ro(ides information about a single ob:ect or an e,tremely limited area. (xamples9 the !lanetNs atmos!here is com!osed mainly of nitrogen/ o,ygen/ hydrogen/ and heliumH the battlecruiser has a Aamato cannon and reinforced hull !lating.

#imitations on Sensors
%ensors must be used by a s&illed o!erator 7;no3ledge9 %ensors8 in order to be effecti(e. *urthermore/ sensors are Lline-of-sightM/ meaning a target ho!ing to a(oid detection may attem!t to hide behind another shi!/ !lanet/ or other sensor-bloc&ing !henomena. -loa&ed Ships: %tandard sensors cannot detect cloa&ed indi(iduals or (essels. -nly delicate and ad(anced sensor arrays may !ierce cloa&ing technology. R%nning Silent: A shi! may attem!t to confound the sensors of an o!!onant by Lrunning silent/M or shutting do3n all systems e,ce!t a minimal life su!!ort. The shi! 3ill drift until !o3er is restored 7but since thereNs no friction in s!ace/ it 3ill tra(el at the same (elocity it 3as tra(eling at 3hen the systems 3ere shut do3n8. %hutting do3n !o3er may be attem!ted in C rounds 3ith a 'oderate %tarshi! )iloting roll. Festarting engines ta&es at least one minute. %hi!s can rarely !ro(ide life su!!ort for more than 5 minutes 3hile running silent/ unless they ha(e been s!ecially modified. .amming: *inally/ one shi! may attem!t to use its sensors to :am another. This 3ill flood the area 3ith static. The o!!osing shi! 3ill &no3 a shi! is emitting the :amming signal/ but 3ill ha(e a ?ery .ifficult 7C58 time narro3ing its scans to locate it. A sensor o!erator may attem!t to clear the static by ma&ing an o!!osing %ensors chec&.

STARS*IP -O;; NI-ATIONS


Terrans: the humans2 interstellar communications are relati(ely crude com!ared to those of other. Thus/ communications are often delayed bet3een the Terran !lanets/ sometimes for days. Felay buoys may increase the s!eed some3hat. Protoss: tele!athic relays and am!lifiers can send messages at the s!eed of a single thought. The )rotoss also use their 3ar! gate technology to transfer messages o(er thousands of light years 3ith the same s!eed as if the t3o communicants 3ere standing right ne,t to each other. )rotoss units also use electronic communicators as bac&-u!s 3hen necessary. The Zerg: the %3arm stays in continual contact 3ith the -(ermind through a tele-em!athic lin&. While L3ordsM are not necessarily transferred at the s!eed-of-thought/ LideasM and LordersM are. The %3arm instantantly relay information bac& to the -(ermind/ and it deli(ers its commands 3ith e1ual s!eed. Ho3e(er/ since the Zerg %3arm mainly stays in the same system/ the Zerg ha(e yet to de(elo! hy!ers!ace communication.

STARS*IP -O;BAT
Combat bet3een shi!s is handled much as it is bet3een characters 7see Actions K Combat8. +ach round/ 3hiche(er !ilot has the highest $nstincts 3ins iniati(e.

;o/ement in -om$at
A !ilot need not ta&e an action to fly his shi! in a straight line and at the same s!eed as the !re(ious round. Ho3e(er/ if he attem!ts maneu(ers/ dodges or acceleration/ he must attem!t a %tarshi! )iloting chec&. When attac&ed/ the !ilot may LdodgeM 3ith the starshi! :ust as he might use the .odge s&ill in !ersonal combat. The !ilot may roll his %tarshi! )iloting chec& and set the total as the ne3 .ifficulty for attac&ers.

Example: Coburn is in his 2raith fighter and fails to see a )rotoss Scout waiting up ahead in ambush. As Coburn flies by' he spots the enemy Dust as it unleashes missiles and Coburn decides to attempt a Dodge. &e rolls his Starship )ilot of $D and adds the 2raithEs anue#erability of -D' getting a total of -7. 3he )rotoss attacker needs at least a -7 to hit CoburnEs ship.

A !ilot may start the round intending to !erform e(asi(e manue(ers. He can ta&e no other actions that round 7this acts as a *ull .odge does in !ersonal combat8. The total of the !ilotNs %tarshi! )iloting chec& is added to the Base .ifficulty for the attac&er.

Example: 3hree more )rotoss Scouts show up and Coburn decides to spend his next round doing nothing but e#asi#e manue#ers. &e rolls his AD again' this time getting a total of --. 3he Scout are at Close 1ange for their missiles' so they only needed a ,7 to hit Coburn before his manue#ers. Now they will need !- "Base Difficulty ,7 9 CoburnEs --% to hit6

Starship !amage
%tarshi!s ha(e Body )oints :ust as indi(idual characters ha(e Hit )oints. +ach time the shi! ta&es damage/ its armor and !erformance 3ill also decline. The .amage e(el of a %hi! is estimated by a !ercentage decrease in Body )oints9 A 4e+ Scrapes and B%rns 7G>AGL8: 'ost shi!s can endure about a <0O reduction in Body )oints before suffer debilitating effects. +ach time a shi! ta&es damage 3ithin this <0O/ the !ilot loses the shi!Ns 'anue(eribility .ice and is also -C. to additional actions that round 7time is s!ent controlling the shi!8 and the ne,t round. 'anue(eribility .ice are regained in the second round. -ther shi! systems remain undamaged. #ightl) !amaged 7AA>BHL8: $n this range/ the shi! has lost some of its outer !lating/ engines are beginning to heat u!/ a fe3 s!ar&s might fly. When a shi! ta&es damage in this range/ the cre3 lose the benefits of the 'anue(eribilty Fating for C rounds/ cannot act that round 7controls short out8 and suffers a -<. to all o!erations chec&s until the damage is re!aired. 'anue(eribility .ice return the ne,t round. +ach time a shi! ta&es damage in this category/ roll on the table belo39 A Thr%ster ;is(ire: %hi! loses -<. to 'anue(eribility until re!airs are made. $f 'anue(eribility already e1uals 0./ its %!ace 'o(ement rating is reduced by < B -ne on-board 3ea!ons system 3as hit and has ta&en damage. All *ire Control .ice are lost. $f the system is hit again/ it 3ill be una(ailable until re!aired 7'oderate Wea!ons Tech roll8. C Po+er S%rge: the %ensors and Communications are tem!orarily blo3n out. $t 3ill ta&e 'oderate %ensors and Communications rolls to get the systems bac& online. $f another )o3er %urge occurs before the systems are brought bac& online/ increase the .ifficulty for both attem!ts by 5. D *)perdri/e !amage: each time the dri(e is so damaged/ it adds ><0 to Astrogation attem!ts until re!aired 7this is a cumulati(e effect8. $f the shi! lac&s a Hy!erdri(e/ reroll. H Shield 6 Armor B%c&ling: $f the shi! has o!erating %hields/ they buc&le and go do3n 7but 3ill begin recharging immediately8. $f the shi! only has Armor/ it loses an additional .5 !oints. E S%$light Engine !amage: %hi! has its %!ace rating reduced by <. *ea/il) !amaged 7BE>HGL8: @o3 youN(e got to start 3orrying. The shi! is (enting !lasma/ youN(e lost your comm antenna and you canNt find the off s3itch for that annoying bu44ing alarm. The 'anue(eribility .ice are lost for = rounds. The cre3 also suffers -C. to shi!Ns o!erations attem!ts until the damage is re!aired. The second time a shi! ta&es damage in this range/ roll belo3 for additional damage9 A Thr%ster !amage: %hi! loses C. to 'anue(eribility. $f the shi! has 0. 'anue(eribility/ reduce is %!ace rating by C. B 0eapons !estro)ed: one of the shi!Ns 3ea!ons is destroyed. -n larger shi!s/ all the 3ea!ons in a gi(en arc go do3n. = %ystems -(erload9 the sensors and communications arrays ta&e hea(y damage. They blo3 out/ causing =. damage to their o!erators. They 3ill ta&e =.5 hours to fi, 3ith 'oderate %tarshi! +ngineering or .ifficulty %ensors and Communications attem!ts. %hi!board communications are also do3n. D *)perdri/e !amage: the hy!erdri(e has gone do3n and can only be brought bac& online 3ith an +asy %tarshi! +ngineering roll. $t 3ill then re1uire recalibration for about < hour. 6ntil then/ ><0 is added to all Astrogation rolls. H !e(ensi/e S)stem !amage: $f the shi! has shields/ their generators are blo3n out and cannot be rebooted until a 'oderate %tarshi! +ngineering roll is successful. $f the shi! does not ha(e %hields/ it suffers an additional C.5 damage to its armor. E S%$light Engines !amage: the shi!Ns %!ace rating is reduced by C. Se/erel) !amage 7HA>FHL8: 'ulti!le hull breaches/ loss of sensors and communications/ life su!!ort is failing/ thrust control is s!oradic....and thatNs the good ne3s. WhereNs that esca!e !od againJ The 'anue(eribility .ice are lost for good 7until the shi! is re!aired8 and the cre3 suffers a -=. to all o!erations attem!ts. The second time a shi! ta&es damage in this range/ roll for additional damage belo39 A Thr%sters O((line: The shi! loses any 'anue(eribility it has left. The !ilot suffers an additional -<. to all )iloting actions. $f the shi! has 0. 'anue(eribility/ reduce is %!ace rating by =.

B 0eapons Bac&(ire: one of the shi!Ns 3ea!ons is destroyed and blo3s u!. %tarfighters and freighters ta&e an additional 5. damage internally 7ignore armor8. Ca!ital shi!s suffer an additional <0. damage internally 7ignore armor8. C S)stems Blo+$ac&: the sensors and communications arrays e,!lode. $nternally/ this causes 5. damage to their o!erators and 5. damage to starfighters or <0. to ca!ital shi!s8. They must be re!laced/ 3hich 3ill ta&e 4.5 hours if !arts are a(ailable. %hi!board communications are also do3n. D *)perdri/e Redline: the hy!erdri(e has ta&en damage and is (enting coolant. $t 3ill o(erheat and be destroyed in <. rounds if not re!aired 7'oderate %tarshi! +ngineering attem!t8. -nce shut do3n/ it 3ill ta&e <. hours to bring bac& online. $t 3ill then re1uire recalibration for about < hour. 6ntil then/ ><0 is added to all Astrogation rolls. H !e(ensi/e S)stems !egraded: $f the shi! has shields/ their generators are blo3n out and cannot used until re!laced. $f the shi! does not ha(e %hields/ it suffers an additional 5.5 damage to its armor. E S%$light Engines !amage: the shi!Ns %!ace rating is reduced by =.

-riticall) !amage 7EF>AGGL8: Things are no3 (ery grim. %ay your goodbyes and :ust ho!e you manage to seal your (ac-suit before e(erything blo3s u!. The shi! has lost all 'anue(erability/ %ensors and Communications. The !ilot is -=. to all !iloting rolls as 3ell. +ach time after the first the shi! ta&es damage in this category/ roll on the table belo39 A !ead in Space: all dri(es are destroyed. The shi! is adrift in s!ace. B O/erloaded engines: the shi!Ns engines is o(erloading. 6nless itNs com!letely shut do3n/ it 3ill blo3 u! in <. rounds and com!letely destroy the shi!. $t 3ill ta&e C.5 hours and a 'oderate %tarshi! +ngineering attem!t to get them bac& online. C *)perdri/e is do+n: the hy!erdri(e engine has been o(erheated and 3rec&ed. $t 3ill ha(e to be re!laced before the shi! can go to hy!ers!ace again. D 0eapons do+n: all of the shi!Ns 3ea!ons lose !o3er. Foll .5 again9 on <-4/ the 3ea!ons lose !o3er but can be restored 3ith a .ifficult 7C08 %tarshi! +ngineering rollH 5-5 the 3ea!ons Lblo3 outM and are useless until re!laced. H Str%ct%ral !amage: Hull breaches eru!t all o(er the shi! and the shi! begins to fall a!art. The cre3 a!!ro,imately C.5 rounds to e(acuate before the shi! is com!letely destroyed. E !estro)ed: The shi! e,!lodes in a ball of flames. -!tional Fule9 )layer characters aboard the shi! may !re(ent the .estroyed result by each s!ending < Chi !oint 73hich 3ill not be regained at the ad(entureNs end8. The shi! 3ill instead ha(e %tructural .amage and the cre3 3ill ha(e C.5 rounds to e(aculate. )assengers may ta&e damage during the course of combat. +lectronics may blo3 out/ engines can s!ring coolant lea&s that free4e/ hulls can de(elo! micro-fissures to o!en s!ace...a shi! in combat is a dangerous !lace to be. #'Ns should use their discretion and assign damage 3hen they see fit.

9II. A##IES ? ENE;IES


%tarcraft is about a 3ar bet3een three s!ecies9 the Terrans of +arth/ the )rotoss of Aiur/ and the Zerg of Zerus. These three mighty s!ecies ha(e collided in the ;o!rulu %ector and fight for their (ery e,istence. The !ages belo3 describe their histories/ military units/ structures and !o3ers. While reading these materials through/ remember that these s!ecies are not only fighting one another/ they are also fighting ci(il 3ars 3ith their o3n &ind. $n %tarcraft/ alliegences and enmities shift 3ith the tides of 3ar and !olitical machinations.

The Species:

Terrans: the 0young0 s!ecies of Humanity/ struggling to sur(i(e at the edge of their gala,y. Protoss: the Pel2@aga2s first born/ a mature and ad(anced race of !sionic 3arriors. Zerg: (oracious and sa(age/ the %3arm continually e(ol(es see&ing genetic !erfection and the
destruction of any lesser s!ecies.

TERRANS
TERRAN *ISTOR3
The BAst -ent%r): The !ecline o( Nation>States .uring the C<st Century/ many of the technological/ economic and military differences that had se!arated the many nations began to e(a!orate. Ad(anced com!uter technology and 3ea!ons of mass destruction 3ere a(ailable to nearly all countries and/ cor!orations/ and occasionally !ri(ate indi(iduals 3ith their o3n agenda. The classic !o3er structures foundered and though many !ros!ered/ tensions began to rise. The Human s!ecies itself 3as also undergoing radical changes. With the ad(ent of genetic engineering and cybernetics/ citi4ens sought to enhance their natural/ !hysical attributes. An increasing number began to sho3 signs of !hysical and mental mutations/ that included une,!ected !sychic !o3ers. By the C=rd Century/ o(er!o!ulation and its myriad of !roblems--star(ation/ disease/ 3ar--reach e!idemic !ro!orations in e(ery nation. )olitical and religious factions began to fighto!enly/ challenging established go(ernments at e(ery turn. Brutality 3as met 3ith brutality/ and the cycle of (iolence escalated into a chaos Humanity had ne(er before endured. The nited Po+er #eag%e: EarthMs ne+ order in the BCrd -ent%r) -ut of the ashes of the old 6nited @ations/ the 6nited )o3ers eague rose to fill the (acuum of authority/ controlling most of the +arth. $t em!loyed fascist tactics of brutal !olice !o3er/ limited freedoms/ and toothless !ublic recourse. The 6) (ie3ed many of the scientific and biological ad(ances of the !re(ious centuries 3ith contem!t and distrust. They 4ealously sought to outla3 cybernetics/ genetic engineering/ and to rigorously control any 3ho sho3ed signs of !sychic ability. A ne3 $n1uisition arose/ in 3hich 6) $n1uisitors scoured the !lanet/ 3i!ing out LdegenerateM dissidents of all stri!es9 including mutants/ scientists/ !olitical dissenters/ cyborgs and (arious religious leaders. By the end/ nearly 400 million !eo!le 3ere &illed or other3ise LcontroledM by the ne3 order. 'ean3hile/ the 6) rigorously !ursued Lacce!tableM scientific endea(ors in robotics/ 3ea!ons technology/ and s!ace tra(el. %tri(es in cryogenic free4ing and faster-than-light engines 73ar!Ihy!ers!ace dri(es8 released the Humans from the confines of their solar system. By the end of the C=rd century/ Human colonies e,isted throughout +arthNs sector. %till/ +arthNs leaders sought to e,!and Terran influence to ne3 star systems. Father than ris& L1ualityM Human li(es on a ris&y e,!loration/ the $) selected 40/000 !risoners/ rounded u! during the )urification/ to be !laced into cryogenic starshi!s and hurtled off to3ards the !lanet #antris ?$. $f these e,iles managed to sur(i(e the :ourney/ they 3ould gain their freedom by establishing ne3 colonies for +arth and mining the !lanetNs resorces. .uring the year-long tri!/ the +,ile shi!s 3ere to be 3atched o(er by the su!er-com!uter AT A% 7LArtificial Teleem!athic ogistics Analysis %ystemM8 3hich s!ent the long :ourney re(ie3ing the genetic code of the slee!ing cre3s. AT A% disco(ered that nearly <O of the !risoners had the genetic material re1uired to access !o3erful !sionic abilities. %omething 3ent 3rong during the :ourney and AT A% sent offline. 6nguided/ the +,ile shi!s hurtled through s!ace at 3ar! s!eed for nearly =0 years. *inally/ the shi!sN engines melted do3n/ and the shi!sN com!uters guided them to nearest hos!itable 3orlds. T3o of the carriers/ the Feagan and the %arengo/ crash-landed on the !lanet that 3ould later be called 6mo:a. -nly the Feagan actually managed to touch do3n 3ithout &illing its !assengers. The e,iles 3ere 3o&en from their long slee!/ 3ithout any idea of ho3 long their :ourney had been nor 3here they had managed to land.

-n the nearby 3orld of 'oria/ the Argo managed to control its descent and safely deli(er its !assengers to the surface. Aet/ these sur(i(ors also lac&ed any &no3ledge of 3here they 3ere or ho3 long they had tra(elled/ and had no 3ay to contact their sister shi!s. *inally/ the shi! @agglfar crashed u!on the 3orld Tarsonis. $ts com!uter systems remained intact enough to !ermit the e,iles to learn about ho3 long they had :ourneyed. Aet/ they had no ho!e of contact +arth or e(ey returning. The Rise o( the -on(ederac) The e,iles/ no3 colonists/ stri!!ed their starshi!s for ra3 materials and set about establishing inde!endent societies u!on each 3orld. With a fe3 generations/ the three colonies had established contact 3ith one another/ created ad(anced cities/ and 3ere !roducing starshi!s ca!able of sublight s!eeds. Tarsonis 3as the most ad(anced and dominant of the three and it used this !o3er to establish ne3 colonies throughout the system. %oon/ it formed the Terran Confederacy/ 3ith its ca!itol on Tarsonis. $tNs e,!ansi(e !o3ers made it the unchallenged authority in this region of s!ace/ no3 called the ;or!ulu %ector To !rotect itself from the increasingly aggressi(e Confederate military/ 'oria organi4ed its mining colonies into the ;el-'orian Combine. This cor!orate/ e,tra-legal entity secretly challenged Confederate !o3er and e(entually engaged in the #uild Wars. After four years of !itched battles/ the t3o sides reached an uneasy !eace/ that 3as almost certainly an affirmation of Confederate su!eriority. *earing a similar fate/ the !lanet 6mo:an organi4ed its colonies into a )rotectorate. Though small/ the )rotectorate managed to &ee! Confederate domination at bay. The Rise o( Re$ellion: "orhalMs #egac) *inally/ the ConfederacyNs iron-handed tactics began to bac&lash. ;orhal/ one of the ConfederacyNs core 3orlds/ began to agitate for greate freedoms. Fiots bro&e out and the citi4enry 3ere sub:ected to harsh military rule. ed by a chararismatic senator/ Angus 'engs&/ the ;orhalians rose u! in rebellion and ca!tured most of the Confederate bases on the !lanet. *inally/ 3hen (ictory seemed to belong to the rebels/ the Confederacy sent in elite assassins to slay 'engs& and his family. 'engs&Ns assassins/ ho3e(er/ left one member of the family ali(e. Arcturus 'engs&/ AngusN estranged son/ had been a !ros!ector on the Fim for years. While he had no taste for !olitics/ the assassination of his father turned him into a rebel leader. He rallied ne3 forces to him and/ !erha!s/ formed a secret alliance 3ith the 6mo:an )rotectorate to challenge the Confederacy. )anic&ed/ the Confederacy attem!ted to 3i!e out the rebellion in one last stro&e. $t unleased a sal(o of nuclear 3ea!ons on ;orhal/ &illing o(er 4 million in the first attac& alone. The remnants of ;orhalNs citi4ens and their su!!orters/ managed to band together and form the %ons of ;orhol. 6nder 'engs&Ns leadershi!/ they continue to !ose the most significant challenge to the ConfederacyNs !o3er. The Arri/al o( the Zerg and the Protoss Beseiged by rebels/ u!start #uilds/ and rogue !irate militias/ the Confederacy already had its hands full 3hen the )rotoss 3arshi!s a!!eared and (a!ori4ed the colony on Chau %ara. $gnorant of the )rotosN true !ur!ose--to 3i!e out the Zerg infestation before it s!read to more Terran and )rotoss 3orlds--the Terrans rallied and fought bac&. Though hardly damaged/ the )rotoss 3ithdre3. %oon/ Confederate forces encountered the Zerg race. *aced 3ith this unimaginable nightmare/ the Terran colonies race for their li(es/ to !roduce ade1uate 3ea!ons and armies to hold off these alien in(asions.

A(ter the Battle o( Ai%r 7Brood 0ar Era8


.uring the 3ar 3ith the Zerg and )rotoss/ the Confederacy 3as sufficiently 3ea&ened for Arcturus 'engs& to land his &illing blo3. .estroying the Confederate !o3er structure/ 'engs& formed the Terran .ominion/ o(er 3hich he ser(ed as +m!eror. Across the gala,y/ the 6) 3atched 3ith interest. $t had obser(ed the fate and history of its +,ile e,!eriment since the beginning. With the arri(al of the )rotoss and Zeg/ the 6) Ns reactionary leaders !ressed for e(en stricter military rule. Feforming as the 6nited +arth .irectorate/ +arthNs leaders sent a massi(e armada of 3arshi!s to cleanse the ;or!ulu %ector of all alien life--Zerg and )rotoss--and to bring the 3ay3ard colonies directly under +arthNs control.

T*E TERRAN 4A-TIONS The -on(ederac)


The Confederacy is formed by nearly a do4en !lanets in the ;o!rulu %ector and is by far the dominant !o3er in the region. The core Confederate 3orlds are Tarsonis 7the ca!ital8/ Tyrador $P/ Brontes/ Chau %ara/ and .ylar $?. Confederate money and !o3er is centered on these 3orlds/ 3hile out on the Fim/ small out!osts often go 3ithout ade1uate food/ education and defense. Fim-d3ellers are often seen as bac&3ards and/ by some/ seditious.

The Confederate military is 3ell armed and e,tremely aggressi(e. The infantry is com!osed !rimarily of e,-con(icts and 1uasi-!sychotics 3ho ha(e undergone @eural Fesociali4ation to turn them into 4ealously loyal guardians of the Confederacy. The most 3ell-&no3n military units are listed belo39

Omega S'%adron 7NThe !eathMs *ead #egionO8


-ommander: t. Cmdr. #regory Fei&son !esignation: Hea(y Assault %1uadron Base o( Operations: .ylar $? S'%adron -olor: Blac& -mega %1uadron/ as it name suggests/ is associated 3ith finality in any battle into 3hich it enters. $ts troo!s fight 3ith a 4eal that borders on religious madness/ sa(agely cutting through o!!osition. The .eathNs Head egion re!utation is so 3ell-&no3n that rebel elements ha(e been &no3n to surrender at the mere threat of the egionNs de!loyment.

No/a S'%adron
-ommander: Col. "ac&son Hauler !esignation: Blac& -!sI+s!ionage Base o( Operations: 'obile S'%adron: )ur!le @o(a %1uadron stands a!art from all other military units because of its role in !olicing the Confederacy for all forms of corru!tion. $ts agents ha(e infiltrated e(ery other military/ go(ernmental/ religious/ and commercial organi4ation. Col. Hauler has managed to hold on to his !osition des!ite (arious attem!ts to remo(e him 7both !olitical mo(ements and attem!ted assasinations8. He is !erha!s one of the fe3 honest leaders the 3ithin the u!!er echelons of the Confederate !olitical body/ but he is not abo(e using his (arious agents in blac& o!erations and other e,tralegal tactics.

Alpha S'%adron 7NThe Blood *a+&sO8


-ommander: #en. +dmund .u&e !esignation: Ad(anced Tactical %tri&e %1uadron Base o( Operations: Chau %ara S'%adron -olor: White Al!ha %1uadron is com!osed of the best and brightest of the Confederate military. $t hand !ic&s e(ery troo!er/ technician/ and !ilot from other s1uadrons/ often recruiting ci(ilians into its ran&s. $ts forces are the best-armed/ best-trained/ best-su!!orted in the Confederacy. And its su!remacy sho3s on the battlefield9 the Blood Ha3&s ha(e the highest &ill to casualty ration in the Confederate Armed *orces.

The Independent 4actions: Re$el ? Pirate ;ilitias


Along the borders of the Confederacy/ (arious inde!endent grou!s o!erate contrary to the Confederate authority. %ome of these grou!s are nothing better than !irate gangs/ ra(aging out!ost colonies/ hi:ac&ing cargo shi!s/ and feeding blac& mar&et economies throughout the %ector. -thers are legitimate Trader #uilds 3ho see& to o!erate outside the confines of Confederate regulation. *inally/ there are numerous rebel elements s!ringing u! 3ithin the Confederacy and along the Fim.

The Sons o( "orhal


-ommander: Acturus 'engs& !esignation: Fenegade Acti(ist Coalition Base o( Operations: 'obile ;ilitia -olor: Fed The Confederate nuclear stri&e on ;orhal only ser(ed to solidify the resol(e of the rebel elements there. ed by the increasingly (indicti(e Arcturus 'engs&/ the %ons of ;orhal continue to stri&e at Confederate !osts throughout the %ector. Their !o!ularity also continues to increase 3ith each ne3 (ictory. Though they are a rag-tag grou!/ the %on of ;orhal ha(e come to re!resent the one chance for freedom in the ;o!rulu %ector. But 'engs&Ns methods can be un!redictable and harsh/ and his o3n ambitions may be as great as the ConfederacyNs.

The mo1an Protectorate


-ommander: 'inister "orgensen !esignation: @eutral )rotectorate Base o( Operations: 6mo:a ;ilitia -olor: A1ua The 6ma:oran citi4ens ta&e fierce !ride in their inde!endence from Confederate control. $ndeed/ they see their society as the %ectorNs most ad(anced. $n many 3ays they are right--6ma:orans en:oy the highest standard of li(ing in the %ector than&s to a 3ealth of natural resources and !rudent !lanning. Their armed forces are !rimarily designed for system of their small region of s!ace along the Confederate Fim and thus far they ha(e been unscathed by alien in(asion. The 'inister is a 3ise and !olitically-saa(y 3oman 3ho 3ill use 'achia(ellian techni1ues to

!rotect her !eo!le 3hen necessary. "orgensen see&s to form a treaty 3ith the )rotoss/ belie(ing the aliens can lead humanity into the ne,t !hase of its de(elo!ment.

The "el>;orian -om$ine


-ommander: #en 'ah %a&ai !esignation: 'ining CoalitionIFenegade )irate #rou! Base o( Operations: 'oria ;ilitia -olor: #reen *ormed by the ;elanis #uild and the 'orian 'ining Com!any/ the Combine has amassed ade1uate !o3er to gi(e Confederate e,!ansionists !ause. The Combine is the most efficient mining o!eration in the %ector/ ca!able of draining 3hole !lanets of their resources in a matter of 3ee&s. The Combine has treatiest 3ith nearly e(ery !o3er in the %ector/ su!!lying each 3ith at least some of the resources necessary to fuel their gro3ing economies and armed forces. $ndeed/ the Confederacy has become so reliant on the Combine that it has signed a treaty agreeing to ne(er !rosecute the Combine for criminal acti(ity 3ithin its borders. The Combine matches its economic !o3ers 3ith a broad military force. $t maintains cor!orate-marshall la3 on many of its colonies and strictly limits !ersonal freedoms. At the same time/ many of its out!osts are essentially la3less !laces/ 3here any ser(ice/ good/ or e(en !erson may be bought.

TERRAN *EROES
Artc%r%s ;engs&
*ormer )ros!ector I Febel eader +m!eror of the Terran .ominion 7Brood War +ra8 Species: Terran Sex: 'ale Age: =E STR: C. !E2: C. Bra3ling 5.H *irearms 5.H .odge 5.H )ilot %tarshi! 4.>CH %tarshi! #unnery 5.H Tan& -!s 5.H ?ehicle Wea!ons 4. -ON: =. +ndurance 4.H Fesistance 4. "NO: 4. Tactics E.H +ducation 5.H ?alue D.H %ur(i(al 5.H .emolitions 5.H Bureaucracy E.H Business E.H INS: =. %earch 5.H )rofile 5.H %tealth 4. PRE: 4. Command Q.H $ntimidate D.H Con 5.H )ersuade D.H $nterogate D.H Bargain E.. PSI: 0. -nce a successful )ros!ector/ Arcturus has gro3n to be the ConfederacyNs greatest enemy. After Confederate forces assassinted his father and unleashed a nuclear holocaust do3n u!on ;orhal $?/ Arcturus formed the %ons of ;orhal/ a militant terrorist 3ing that see&s to bring do3n the Confederacy. With his !o!ularity gro3ing and the strained Confederacy under fresh assaults from alien in(aders/ Arcturus sees his chance to crush the Confederacy and usher in a ne3 era--ho!efully under his 3atchful rule.

.im Ra)nor
*ormal Colonial 'arshal I Current Commander of the %ons of ;orhal Species: Terran Sex: 'ale Age: CQ STR: =.>< !E2: =.>< Bra3ling 5.H *irearms D.>CH .odge D.H Funning 5.H )ilot Ho(er(ehicle E.H ?ehicle Wea!ons D.H )ilot %tarshi! 5.H %tarshi! #unnery 5. -ON: =. +ndurance 5.H Fesistance 4. "NO: C.>< Tactics-%mall 6nits D.>CH %ur(i(al D. INS: =. %earch 5.H %tealth 5.>C PRE: =. Command 5.><H Con 5.>CH )ersuade 5.H $nterrogate 4.H Bargain 5. PSI: -. After years of loyally ser(ing the Confederacy as a !olice marshal/ Faynor abandoned it in the face of gro3ing corru!tion/ brutality and disregard for citi4ens. "oining the %ons of ;orhal/ he has 1uic&ly risen to become one of its !rimary field leaders/ often ad(ising 'engs&. FaynorNs influence may ha(e gro3n/ but he retains a close bond 3ith the troo!s under him and clear moral (ision for the ultimate goals of the rebellion. $f 'engs& 3ere to abandon those goals/ it is unclear 3hether he 3ould still garner FaynorNs su!!ort.

Sarah "errigan
*ormer Confederate #host Assassin I Cnd in Command of the %ons of ;orhal Species: Terran

Sex: *emale Age: C5 Atri$%tes 7As o( the Battle o( Ne+ Gett)s$%rg8 STR: C.>< !E2: 4. 'artial Arts 5.H 'elee Wea!ons9 D.H .odge D.H *irearms 5.>CH )ilot %tarshi! 5.H %tarshi! #unnery 4.>CH )ilot Ho(ercraft 5.H ?ehicle Wea!ons 5.><H Tan& -!s 4.>C -ON: C.>C +ndurance 5.H Fesistance 5.H %3imming 4.>CH Will!o3er 5. "NO: =. Tactics 5.H %ur(i(al 5.>CH %treet3ise 5.H Bureaucracy 4.H Alien %!ecies 4.>CH %ensors 5.H %ensors9 @uclear Targeting E.H Communications 5.H Wea!ons Tech 4.. INS: =. %earch D.H %tealth E.H )rofile 5. PRE: =. Command 5.H Con 5.H )ersuade 5. PSI: <. 7@eural $nhibitor in !lace8 Concentration 4. 7learned8. Cloa& E. 7H+% Cloa&ing .e(ice8/ oc&do3n E. 7Cannister Fifle 3I oc&do3n Founds8/ +nhance )hysical Attribute 5. 7H+% suit8H +nhance 'ental Attribute 4. 7H+% suit8. Atri$%tes 7As the Zerg Empress at the Battle o( Ai%r8 STR: E. !E2: Q. 'artial Arts <0.H .odge <0. -ON: E. Fesistance Q.H +ndurance Q.H Will!o3er <0. "NO: E. Tactics Q.H Alien %!ecies <0.H anguages Q.H %cience9 #enetics <C.H )sionic Fesearch <0. INS: D. %earch <0.H %tealth Q.H )rofile E. PRE: D. Command <0.H $ntimidate Q. PSI: E. 7@eural $nhibitor remo(ed8 Concentration Q.H oc&do3n 7organic8 <0.H Cloa&ing 7organic8 <0.H Tele!athy <C.H 'ind Control Q.H Tele&inesis <0.H %hield Q.. ;errigan li&ely has many other mental !o3ers but they are rarely used because she usually commands her %3arm in battle rather than directly engage the enemy herself. At the Battle of @e3 #ettysburg/ Arcturus 'engs& abandoned ;errigan and her fall to the Zerg. But recogni4ing the !o3erful !sionic !otential in this Terran/ the -(ermind ca!tured her and began to mani!ulate her .@A. ;erriganNs body and mind 3as transformed in a Zerg Chyrsalis and she 3as LrebornM as a ne3 Zerg strain9 'odified Terran )sionic. ;errigan 3as released from the @eural $nhibitor and her !sionic !o3ers gre3 immense. When the -(ermind 3as slain/ ;errigan assumed control o(er most of the Zerg s3arm. Ho3e(er/ it remains unclear 3hether the Cerebrates 3ill acce!t this ne3 L1ueenM and ;erriganNs dominion o(er the Zerg forces is far from com!lete. As a Zerg/ ;erriganNs humanity a!!ears to ha(e been almost entirely erased. %he 3ill assimilate other humans if gi(en the chance/ and her hatred for the )rotoss is e1ually strong. But some !art of her human self may remain and that small ho!e may be &ey to ending the 3ars.

Edm%nd !%&e
*ormer Confederate #eneral I #eneral in the %ons of ;orhal I Chief %ecretary of the Armed *orces for the Terran .ominion Species: Terran Sex: 'ale Age: 5= STR: C. Bra3ling 5. !E2: C. *irearms D.H )ilot %tarshi! D.H Tan& -!s E.H %tarshi! #unnery D.H ?ehicle Wea!ons D.H .odge 5.H .ri(e D. -ON: 4. Fesistance 5.H +ndurance 5.H Will!o3er D. "NO: C. Tactics E.H Bureaucracy-Confederate D.H %ur(i(al 5.H %ensors 5.H Communications 5.H +ducation =.H Alien %!ecies 4. INS: 4. %earch 5.H )rofile 5. PRE: 4. Command Q.H $ntimidate 5.H )ersuade 5. PSI: 0. As leader of the re&no3ned Al!ha %1uadron/ .u&e has en:oyed some celebrity among the Confederacy for his military (ictories. %eens as a !lain-s!o&en man of the !eo!le/ .u&e 3as highly (alued by the Confederate hierarchy/ but also feared as a !otential ri(al for !o3er. .u&eNs o(erbearing ego and ruthless tactics made him a li&ely candidate for !olitical office. After a Zerg sur!rise attac& on Al!ha %1uadron/ .u&eNs flagshi! @orad $$ crashlanded on a !lanet controlled by the %3arm. The Confederates acce!ted the loss and made no rescue attem!t. %eeing an o!!ortunity/ 'engs& mounted a rescue o!eration and sa(ed the remaining colonists and .u&e. %ubse1uently/ .u&e :oined 'engs&Ns rebellion force and has 1uic&ly become one of his staunchest allies.

Brood 0ar Era *eroes


.uring the Brood Wars/ all of the abo(e heroes remain in !lay. 'engs& has risen to the throne of +m!erorH Faynor

remains a rebel outla3/ only no3 he o!!oses 'engs&H .u&e ser(es as 'engs&Ns chief military counselH and ;errigan has been infected by the Zerg. @e3 Terran !layers also enter the scene. %ent by the 6+./ these military officers 3ill !lay (ital roles in the fate of humanity.

Gerard !%galle
Admiral of the 6+. +,!editionary *orce Species: Terran Sex: 'ale Age: 54 STR: C. !E2: C. *irearms 5.H .odge 4.H 'elee Wea!ons--%3ord D.H )ilot %tarshi! 5.H %tarshi! #unnery 4.H .ri(e 4.. -ON: =. Will!o3er E.H Fesistance 4.H +ndurance 5. "NO: =.>< Tactics Q.H Tactics-*leet Combat <0.H Bureaucracy E.H +ducation 5. INS: =.>C %earch 5. PRE: 4. Command E.>C PSI: -. As the greatest li(ing Terran military mind/ .ugalle 3as the first choice to head the the +,!editionary *orce to the ;o!rulu %ector. He is under orders to use a !si-emitter to ta&e control of the leaderless Zerg s3arms and use them against any )rotoss that remain in the %ector. -nce that is accom!lished/ he is to bring 'engs& and the %ector bac& under +arthNs control. Though a consumate soldier and e,tremely loyal/ .ugalle has some hesitancy about using the Zerg as a 3ea!on. He 3ould rather 3in a (ictory by straightfor3ard military tactics than loose the un!redictable beasts u!on an honorable enemy.

Alexei St%&o/
?ice-Admiral of the 6+. +,!editionary *orce Species: Terran Sex: 'ale Age: 5C STR: C. !E2: C. 'artial Arts 5.H *irearms D.H .odge 4.H )ilot %tarshi! 5.H %tarshi! #unnery 5.H .ri(e 5.H Tan& -!s D.H ?ehicle Wea!ons 5. -ON: =. Fesistance 5.H +ndurance 5.H Will!o3er D. "NO: 4. Tactics D.H %cience D.H Wea!ons Tech Q.H +lectronics E.H 'echanics E.H %ensors D.>CH Communications D.>CH +ducation 5.H Construction 5. INS: 4. %earch 5.H )rofile 5. PRE: =. Command D. PSI: -. With a &een/ but uncon(entional/ tactical and scientific mind/ %tu&o( sometimes seems an unli&ely match for .ugalle. Aet the t3o ha(e &no3n each other for decades and share a close and trusting friendshi!. %tu&o( has gained re&no3n more for his de(elo!ment of ne3 3ea!ons technologies than as a battlefield commander/ yet he has no lac& of e,!erience in combat. %ome of the 6+.Ns more conser(ati(e elements distrust %tu&o(Ns creati(ity and uncon(entional tactics/ but his selection as ?ice-Admiral 3as cemented u!on .ugalleNs endorsement.

Samir !%ran
*ormer Confederate -!erati(e I Febel eader I Ad(isor to the 6+. *orces Species: Terran Sex: 'ale Age: == STR: =. !E2: 4. 'artial Arts 5.H *irearms 5.H .odge 5.H )ilot %tarshi! 5.H %tarshi! #unnery 5.H Tan& -!s 5.>CH ?ehicle Wea!ons 5.>CH .ri(e 5.H Hea(y Wea!ons D.H 'elee Wea!ons 5.H Thro3ing 5. -ON: =.>C +ndurance 5.H Fesistance 4.><H Will!o3er 5. "NO: C. Tactics 5.H %ur(i(al 5.H .emolitions 5.H +ducation =. INS: C.>C %earch 5.>CH %tealth 5. PRE: =. Command D.H Con 5.H )ersuade 5.H $ntimidate 5.>C PSI: 0. As !art of Al!ha %1uadron/ .uran claims to ha(e ser(ed for years under #en. .u&e. But/ as 'engs& grabbed !o3er and began his iron rule/ .uran and a fe3 li&e-minded elite soldiers banded together to form a small terrorist cell. .uran ho!es to sufficiently destabili4e 'engs&Ns control to bring do3n the Terran .ominion. With the arri(al of the

6+./ .uran has begun to ser(e as an ad(isor to the +arth forces. Ho3e(er/ .uranNs true origins and loyalties remain in 1uestion.

TERRAN NITS
Cle(er and resiliant/ the Terrans ha(e managed to coloni4e a large number of 3orlds in the face of harsh conditions/ meager resources and hostile aliens. While neither as technologically ad(anced as the )rotoss nor as genetically gifted as the Zerg/ Terrans ma&e do 3ith a mi, of ingenius technology and biological ada!tability. $t a!!ears that this 0young0 s!ecies has a firm foothold in the sector/ though ho3 long that lasts is anyone2s guess...

-i/ilian -olonist
STRG C.9 Bra3ling =. !E2G C.9 *irearms =.H .ri(e #round ?ehicle =. -ONG C.9 +ndurance =.. "NOG C.9 "ury-Fig =.H "ob9 *arming or 'ining =. INSG C.9 %uri(al =. PREG C. The Terran colonists are a hardy breed of indi(idualists/ scratching out a li(ing on desolate 3orlds/ half-forgotten out!osts/ and dila!idated mining stations. The tend to be 3ary of outsiders/ es!ecially any of an alien (ariety. 'any thin& of the colonists as bac&3ards/ uneducated and crude. But the ma:ority of colonists ha(e neither the time nor tem!erament for !olite niceties and their able minds are bent to3ards day-to-day sur(i(al rather than tri(ial entertainments and !etty gossi!. -f late/ the colonists ha(e been di(iding themsel(es more and more into factions/ sometimes leading to (iolence. 'any of these ne3 grou!s focus on !olitical and military matters. %till others stem from religious re(i(als/ sometimes bordering on obsessi(e cults.

Technician
STRG C.>C9 Bra3ling =.H ifting =.. !E2G C.><9 *irearms C.>CH .odge C.>CH 'elee Wea!on9 )lasma Torch =.H )ilot9 %C? -ONGC.><9 Fesistance =. "NOG=.9 'echanics 4.H Fesource +,traction 4.H Com!uters 4.H +lectronics 4.H "ury Fig =.>C INSG<.>C9 PREG<.>C9 E'%ipment: %!ace Construction ?ehicleH Tool&itH Hand com!uters. Technicians are highly (alued among the ci(ilian and military !o!ulace ali&e. While any s!acefaring human needs to &no3 a thing or t3o about engineering/ only a fe3 are truly ca!able 3ith all things mechanical. Technicians do e(erything from e,tracting ra3 materials to building com!le, factories and (ehicles. $n s!ace/ the time it ta&es to to debug a s!ace station2s com!uter net/ build a secure bun&er/ or re!air a %eige Tan& may mean the difference bet3een life and death 'any Technicians use %!ace Construction ?ehicles 7%C?2s8 in their re!air and construction efforts. Though smart and able/ many technicians are social misfits 3ith e,tremely !oor !eo!le s&ills. %ome are arrogant/ others shy to the !oint of debilitation.

;edic
STRG C. !E2G =.9 .odge =.><H Funning 4. -ONG C.>C9 +ndurance =.. "NOG =.9 *irst Aid 5.H %ciences 4.H +ducation 4.H 'edicine C.H +ngineering C. INSG C.>C9 %earch =.. PREG C.>C Special:9 -n the battlefield/ 'edics 3ear )auling Armored %uit 7)A%8/ a !o3ered !rotecti(e suit 3ith built in medical su!!lies and tools. The The 'edic Cor!s is also 3ell-recei(ed in many !arts of Terran %!ace. These 0Angels of 'ercy0 carry out 3ides!read/ mobile health care to all of the colonial out!osts in times of !eace. .uring conflicts 73hich is all the time/ these days8/ the 'edics Cor! members don sealed/ armored suits and bra(e the front lines 3ith other Terran troo!s. Though they do not engage the enemy--indeed/ many ha(e ta&en an oath to ne(er harm another li(ing being--the 'edics bolster Terran forces by healing their 3ounds so that they may return to battle more 1uic&ly. Because 'edics are !o!ular among other Terrans/ they generally get a ><. 3hen dealing 3ith other humans in a

friendly manner 7bargaining for goods/ trying to !ersuade someone of a course of action/ seduction/ etc.8. Ho3e(er/ !eo!le are al3ays badgering 'edics for fa(ors--to ta&e a loo& at an old 3ound/ as& (arious medical ad(ice/ attem!t to get a !erscri!tion/ etc. *or this reason/ may 'edics !refer to &ee! their identies as secret as !ossible.

;ilitia Soldier
STRG =.9 Bra3ling9 4.H Climbing =.>C !E2G C.>C9 *irearms9 =.>CH Hea(y Wea!ons9 =.H .odge =.H Funning =.H 'elee Wea!ons =.H Thro3ing =. -ONG =.9 +ndurance =.>CH Fesistance =.>C "NOG <.>C9 Tactics C.H %treet3ise C.>CH "ury-rig C.>< INSG =.9 %earch =.>CH %tealth =.>C. PREG <.>C9 Command C. 0eapons: 6sually assault rifles 7D.8 or shotguns 75.8. -ccasionally 3ill ha(e hea(y 3ea!ons/ grenades or demolitions. Armor: 6sually ;e(lar ?ests or/ occasionally/ !ersonal !o3ered armor 7see the Armor section in Terran +1ui!ment8. 'ilitia %oldiers ma&e u! the bul& of the regular army and !olice forces on the Terran Worlds. 'ilitia soldiers ha(e a 3ide (ariety of training/ e,!eriences and e1ui!ment--de!ending on the 3ealth and contentiousness of their colony. A fe3 of the more talented soldiers are !romoted into the ran&s of the regular armor--to !erha!s :oin the Confederate na(y as a !ilot or battleshi! cre3man.

Armored ;arine
STRG =.>< 75. in armor89 Bra3ling 4.H Climbing =.>CH "um!ing =.>C. 7@ote9 %trength bonus only increases damage/ ifting and "um!ing s&ills/ not Climbing and Bra3ling8. !E2G =.><9 *irearms 4.H Thro3ing =.>CH .odge =.>CH Funning =.>C. -ONG =.><9 +ndurance 4.H Fesistance 4.H Will!o3er =.>C. "NOG <.>C9 Tactics C.><H "ury-rig C.><H %treet3ise C.>C. INSG C.>C9 %earch =.H %tealth =.. PREG <.>C9 Command C.><H $ntimidate C.>C. 0eapons: 0$m!aler0 #auss Fifle 7E.8. Armor: C'C-=00I400 )o3ered Combat %uit 7Armor ?alue9 =0 I C= I <5 I Q8. 'ost marines are criminals or other social misfits that ha(e undergone @eural Fesociali4ation to ma&e them loyal/ if some3hat mindless/ soldiers. They tend to be a fairly crude and uneducated bunch/ s!oiling for a fight and holding their ground to the bitter end. These men and 3omen are the bac&bone of the Terran defenses. Though they are (aluable for re!elling attac&s and 3i!ing out enemy out!osts/ these soldiers are treated as fairly dis!osable.

4ire$at
STRG =.>< 75. in armor89 Bra3ling 4.H Climbing =.>CH "um!ing =.>C !E2G =.><9 *irearms 4.H Thro3ing =.>CH .odge =.>CH Funning =.>C. -ONG =.>C9 +ndurance 4.H Fesistance 4.H Will!o3er =.>C. "NOG <.>C9 Tactics C.><H "ury-rig C.><H %treet3ise C.>C. INSG C.>C9 %earch =.H %tealth =.. PREG <.>C9 Command C.><H $ntimidate C.>C. 0eapons: )erdition *lamethro3er 7Q.8. Armor: C'C-500 )o3ered Combat %uit 7Armor ?alue9 == I C5 I <D I Q8. 'ost marines are criminals or other social misfits that ha(e undergone @eural Fesociali4ation to ma&e them loyal/ if some3hat mindless/ soldiers. They tend to be a fairly crude and uneducated bunch/ s!oiling for a fight and holding their ground to the bitter end. These men and 3omen are the bac&bone of the Terran defenses. Though they are (aluable for re!elling attac&s and 3i!ing out enemy out!osts/ these soldiers are treated as fairly dis!osable.

Ghost
STRG =.9 Climbing 5.H "um!ing 5. !E2G 4.9 *irearms 5.H Thro3ing 5.H .odge 5.H Funning 5.H 'elee Wea!ons 5.H 'artial Arts 5... -ONG =.>C9 +ndurance 4.H Fesistance 4.H Will!o3er 5.. "NOG C.9 Tactics =.>CH %ciences =.>CH %ecurity 4.. INSG 4.9 %earch 4.>CH %tealth 5.. PREG C.9 Command =.. PSIG C. 7*itted 3ith a )sychic .am!ener. The #host cannot learn any ne3 !sychic s&ills beyond those taught to him by his military handlers.8. %&ills usually include Cloa& %elf/ %ense ifeform/ #litchH HealingH +nhance %trength/ +nhance .e,terity/ +nhance Constitution.

0eapons: C5 mm Cannister Fifle 75.8. Armor: H+% +s!ionage %uit. 7Armor ?alue9 C5 I <Q I <= I D8. #hosts are hand!ic&ed at birth because of their !otential !sychic abilities. These rare humans are trained throughout their childhood to become assassins and s!ies for the Terran go(ernment. +ach is also fit 3ith a )sychic .am!ener to !re(ent the #host from inde!endently de(elo!ing her !o3ers and gro3ing too !otent 7Heroic %urgical Attem!t to remo(e8. %ur!risingly/ many #hosts a!!ear as normal fol&s/ rarely manifesting their !sychic abiliies. A fe3 o!t to ha(e cybernetic im!lants to enhance their effecti(eness as assassins.

9%lt%re -a/alr)
STRG C.>C9 Bra3ling =.. !E2G =.9 *irearms =.>CH .ri(e9 Ho(ercycle 4.H .odge =.>CH Bra3ling =.>CH ?ehicle Wea!ons9 Ho(erbi&e #renade auncher9 4.. -ONG C.>C9 Fesistance =.. "NOG C.9 Tactics9 ?ultures =.H 'echanics =.H #eogra!hy =.H @a(igation =.. INSG C.><9 %earch =.. PREG C.9 Command =.. 0eapons: %tandard %idearms 7)istol 4.8. Armor: eather or Combat ?ests. 9ehicle9 %ca(enger Ho(erbi&e. 'ost ?ulture riders are !art bi&er gang thug/ !art Wild West co3boy/ and !art stunt man. They ride fast and hard o(er the rough terrain of the Terran 3orlds. ?ultures are highly useful for 1uic& raids and snea& attac&s/ and are often used for scouting missions.

Tan& !ri/er
STRG C.9 !E2G C.><9 *irearms =.H Tan& -!s 4.H ?ehicle Wea!ons9 Tan& Cannons 4.H .odge9 C.>CH Bra3ling C.>C. -ONG C.>C9 Fesistance =.. "NOG C.><9 Tactics9 Tan&s =.H 'echanics =.H #eogra!hy =.H @a(igation =.H Communications =.. INSG C.9 %earch =.. PREG C.9 Command =.. 0eapons: %tandard %idearms 7)istol 4.8. Armor: Combat ?ests or 6n!o3ered Body Armor. 9ehicle9 Arclite %iege Tan&. Tan&s form the bac&bone of Terran ground forces/ !ro(iding highly destructi(e fire!o3er 3hile 3ithstanding im!ressi(e damage. 'ost Tan& .ri(ers ha(e e,tensi(e battlefield e,!erience and some &no3ledge of armored tactics. They are usually men and 3omen of fe3 3ords/ but they ta&e a s!ecial !leasure in firing big guns and laying 3aste to enemy forces.

0al&er .oc&e)
STRG C.9 !E2G C.><9 *irearms =.H Wal&er -!s 4.H ?ehicle Wea!ons9 Wal&er Wea!ons 4.H .odge9 C.>CH Bra3ling C.>C. -ONG C.><9 Fesistance =.. "NOG C.>C9 Tactics9 $nfantry =.><H 'echanics =.H #eogra!hy =.H @a(igation =.H Communications =.. INSG C.9 %earch =.. PREG C.9 Command =.. 0eapons: %tandard %idearms 7)istol 4.8. Armor: Combat ?ests or 6n!o3ered Body Armor. 9ehicle9 #oliath Assault Wal&er. Wal&ers are the infantryman2s big brother--to3ering o(erhead/ ready to !ound the enemy to a !ul!. *ast/ agile/ and !o3erfully armed/ Wal&ers are a 3elcome sight to allies and a cause for concern among enemies. Wal&er "oc&ey2s tend to &no3 this/ and so they2re a bit coc&y more often than not--some refer to them as 0fight !ilots 3ithout 3ings.0 "oc&eys tend to hang out together and &no3 other :oc&eys by re!utation e(en if they2(e ne(er met.

Science -re+man
STRG C.9 !E2G C.9 *irearms C.>CH .odge9 C.><H )ilot Trans!ort9 %cience ?essel =.. -ONG C.9 "NOG =.>C9 %cience 4.H 'echanics 4.H +lectronics 4.H Communications 4.H %tarshi! -!erations 4.. INSG C.9 %earch =.. PREG C.9 0eapons: %tandard %idearms 7)istol 4.8. Armor: Combat ?ests. 9ehicle9 +,!lorer %cience ?essel.

%cience Cre3man staff the mobile research stations that the Terrans once de!loyed along the outer reaches of their s!ace. With the in(asions of the )rotoss and Zerg/ the %cience ?essels ha(e been recalled to ;no3n %!ace to aid in the Terran defense. Where these cre3s once e,!lored ne3 3orlds and studied un&no3n !henomena/ they must no3 use their shi!s in the heat of battle/ to defend their comerades and stri&e at the enemy ho3e(er !ossible. @eedless to say/ fe3 science cre3men signed on for such dire duty/ and many ha(e a hard time of it.

4reighter Pilot
STRG C.><9 !E2G =.9 )ilot Trans!ort 4.H %tarshi! Wea!ons9 %cience ?essel Wea!ons. -ONG C.><9 Fesistance =.. "NOG C.>C9 %cience 4.H 'echanics 4.H +lectronics 4.H Communications 4.H %tarshi! -!erations 4.. INSG C.><9 %earch =.H #ambling =.. PREG C.9 Con C.>C 0eapons: %tandard %idearms 7)istol 4.8. Armor: Combat ?ests. 9ehicle9 %tandard *reighter or 'ilitary .ro!shi!. *reighter )ilots ma&e u! the bul& of the Terran trans!ort fleet. Ci(ilian !ilots handle cargo trans!ortation/ !assenger shi!s/ and courier (essels. 'ilitary freighter !ilots are res!onsible for the .ro!shi!s 3hich bring Terran units into the field of battle. *reighter !ilots/ es!ecially .ro!shi! !ilots/ tend to ha(e ner(es of steel--often flying large/ slo3/ and unarmed shi!s right into the a hot 4one in order to dro! or e,tract troo!s. Though these !ilots rarely get the glory of those flying starfighters or ca!ital shi!s/ they are an im!ortant !art of the Terran defense force.

4ighter Pilot
STRG C.>C9 !E2G =.>C9 )ilot %tarfighter 4.H %tarshi! Wea!ons 4.. -ONG =.9 +ndurance =.><. "NOG C.>C9 Tactics9 %tarfighters =.H 'echanics =.H +lectronics =.H Communications =.H %tarshi! -!erations 4.H %ensors =.. INSG C.><9 %earch =.. PREG C.9 Command =. 0eapons: %tandard %idearms 7)istol 4.8. Armor: *light %uit. 9ehicle9 Wraith %tarfighter. *ighter !ilots are the cream of the Terran na(y--the 1uic&est/ coolest and most dangerous units a(ailable 7at least in their o3n o!inion8. *lying the C*IA-<D Wraith/ 3ith its (ersatile 3ea!ons systems and cloa&ing !otential/ these !ilots often ma&e good on their boasts. They can sli! right !ast enemy units in full daylight and lay 3aste to an o!!osition base. )ilots tend to be coc&y and 3illing to ta&e unnecessary ris&s/ but in the heat of battle/ they tend to fight 3ell together/ &ee! their heads/ and sho3 the same ferocious tenacity as the units on the ground.

-apital Ship -re+man


STRG C.9 !E2G =.9 )ilot Ca!ital %hi! 4.H Ca!ital %hi! #unnery 4.. -ONG =.9 +ndurance =.><. "NOG C.>C9 Tactics =.>CH 'echanics =>C.H +lectronics =.>CH Communications =.H %tarshi! -!erations 4.H %ensors 4.. INSG C.>C9 %earch =.. PREG C.>C9 Command =.>C 0eapons: %tandard %idearms 7)istol 4.8. Armor: @one 7standard uniform8. 9ehicle9 Behemoth Battlecruiser. These cre3men man the controls of the Terran fleet2s mightiest (essels9 the Behemoth Battlecruisers. These shi!s not only !ac& the most !o3erful !unch of the Terrans/ they also ser(e as the command shi!s for the generals and admierals guiding the 3ar effort. To ser(e aboard such a (essel is both an honor and a !ri(ilege. The cre3men &no3 this and 3or& e,tra hard to &ee! things running smooth and/ ho!efully/ be considered for !romotion...

T+FFA@%9 %tructures K 6!grades


Terrans are an e,tremely ada!table and fle,ible s!ecies. To sur(i(e in the harsh ;o!rulu %ector/ they need ingenuity/ 3ill!o3er and more than a little luc&. Their structures re!resent this mi,9 they tend to be robot-dri(en factories and command centers 3ith inde!endent !o3er su!!lies/ :ury-rigged systems/ dis!osable subsections/ and a ramshac&le a!!earence. ;o$ilit): All im!ortant Terran structures are ca!able of lo3-altitude flight. Though e,tremely slo3 7'o(e G <0 mIroundH R 5 &m Ihr8/ this ability ma&es it !ossible for bases to be mo(ed from one mining site to another. $n times of 3ar/ it !ermits bases to mo(e de!ending on 3here the 3ar front is to better su!!ort troo!s. -ritical B%ilding !amage: Because all Terran structures are internally !o3ered and often !atch-3or& structures/ they can become dangerously unstable 3hen seriously damaged. When any structure gets do3n belo3 <0O of its original integrity 7Hit )oints8/ it 3ill go to LFed AlertM and continue to lose Hit )oints at a rate of 5 !er round e(en if it is no longer under attac&. $t 3ill ta&e a .ifficult 'echanics or +lectronics roll to stabili4e the structure. Add>ons: 'any Terran structures ha(e o!tional additions that may be built if deemed necessary 7or affordable8. These s!ecial add-on buildings !ro(ide increased facilities for a base. 6nfortunately/ add-ons cannot be mobili4e to fly a3ay to ne3 base settlements. Ho3e(er/ because of the modular nature of all Terran structures/ a mobile structure may be landed ne,t to and utili4e an add-on that someone else constructed.

-ommand -enter
Role: 'obile -!erations Control *it Points: <=00 Armor: 40 Airspeed: <0mIroundH 5 &mh 4acilities: %C? Assembly ine9 Command Centers ha(e an in-house/ robotic factory ca!able of !roducing the %C?Ns (ital to any mining or military o!eration. 'ineral Fefinery9 as the first structure built in any base/ Command Centers need to be able to !roduce the materials for subse1uent buildings. +ach Center uses small smelting and manufacturing facilities to brea& do3n ra3 materials and manufacture usuable !arts. -!s Center9 the Centers also ser(e as the !rimary o!erations core for any base. +ach has e,tended communication and com!uter facilities/ debriefing rooms/ and offices for command !ersonnel. %taff Suarters9 most Centers are outfitted to house at least the core staff needed to run the base. prades: @one. Add>ons:

-omSat Station: Com%ats im!ro(e the communications and sensor facilities for a
Center. *it Points: =50 -omm%nications 4acilities: may ha(e long-range s!ace communications. Also/ add >=. to any Communications or %ecurity9 +ncry!tion attem!s. Sensors: 7ranges gi(en for in an atmos!here. 'ult!ly by <0 for %!ace distance8. )assi(e9 C0&m I 0. %can9 5 &m I <. %earch9 C&m I C. *ocus9 < &m I =.. Cloa& .isru!tion9 Com%ats ha(e sensiti(e sensors that may be em!loyed to !ierce any cloa& 3ithin a scanned area. These sensors must be acti(ated !ur!osely 7i.e./ the controlling character must announce he is doing so8 and can only be used once e(ery 5 minutes.

N%clear Silo: 3hile full-scale nuclear 3ea!ons are no longer used/ smaller/ tactical
nu&es may be built by some Confederate forces. *it Points: 400. N%&e 4actor): each %ilo has a robot factory ca!able of !roducing one nuclear 3arhead

and roc&et at a time. The missile 3ill fill u! the silo 3hen built and another cannot be built until the first one is launched. N%clear !amage: =0. damage to all targets 3ithin C00 m of the !rimary target. Feduce damage by C. for each addtional <0 m frm 4one of im!act. The area 3ill remain radioacti(e for a long time after3ards/ doing 5. radiation damage to any u!rotected indi(idual in the hot 4one. P%ic& !amage: 5.>E4 G%idance: To !re(ent hac&ers from o(er-riding a nu&eNs course !rogramming/ Terrans ha(e stri!!ed nuclear 3arheads of any inde!endent guidance com!uters. While nu&es may be launched to stri&e any fi,ed !osition on a !lanet or 3ithin lo3 orbit. Ho3e(er/ they re1uire a #host to L!aintM the target site 3ith guidance lasers. $n general/ the #host must be 3ithin line of sight of the nu&e. .uring the missile flight/ the #host 3ill recei(e the missileNs telemetry and ma&e minor corrections to best guide the 3ea!on LhomeM. A nu&e fired 3ithout a guidance scout on the ground 3ill almost certainly miss its mar& and 3ill li&ely be o(erridden by enemy systems---and !erha!s directed bac& on its ma&ers.

S%ppl) !epot
Role: -!erations %u!!ly %tructure *it Points: =00 Air Speed: 0 7cannot be mo(ed8. 4acilites: %torage9 %u!!ly .e!ots ser(e mainly as the storage centers for gro3ing bases. They house the food/ standard arms/ fuel/ and other necessities for a Terran Base. %tores9 %u!!ly .e!ots are often outfitted by !ri(ate com!anies that sub-contract to bring su!!lies to a base. They often ha(e !ri(ate stores 3here miners and soldiers can s!end hard-earned chi!s on lu,aries li&e candy/ soa! and !ornogra!hy. %ome of the more de(elo!ed .e!ots 3ill ha(e blac&-mar&et goods/ illicit entertainment facilities/ and ser(e as ha(ens for the local underground.

9espene Re(iner)
Role: ?es!ene +,traction and )rocessing %tation *it Points: 450 Air Speed: 0 7cannot be mo(ed8. 4acilities: ?es!ene drilling and !rocessing assembly9 !o3ered by robotic drills and human 3or&ers/ Fefineries e,tract the !recious ?es!ene gas from geysers belo3/ filter out im!urities/ and !ac&age it for transfer to Terran factories. pgrade: none. Fefineries are a common sight throughout the ;or!ulu %ector. These structures are often half-falling a!art/ &e!t together by a fe3 scre3s/ some duct ta!e and a fa(orable 3ind. $nside/ robot and human 3or&ers dig a3ay at the earth to better e,tract ?es!ene gas.

Barrac&s
Role: Troo!er Training and Housing *acility *it Points: 500 Air Speed: <= mI roundH R E &m I hour. 4acilities: Troo! Training Center9 all ne3 recruits are brought in and trained in the Barrac&s. Troo! Bun&rooms9 each soldier is bun&ed 3ith his troo! mates in long rooms that ha(e little but bun&beds and 3ashrooms. Fec-rooms and .ining Halls9 most Barrac&s ha(e some meager entertainment facilities. While they all ha(e cafeterias/ the food is of broad/ and often grotes1ue/ 1uality. pgrades: @one. Barrac&s are the central facility for the Terran armed forces. @e3 recruits are brought in and sub:ected to (arious forms of humiliating ha4ing/ then 3hi!!ed into sha!e by sadistic sargeants/ only to be fitted 3ith armor/ handed a 3ea!on and flung out to face the alien forces 3hich menace humanity. Barrac&s house all the soldiers/ regardless of their ran& or duties. They are a good !lace for the troo!s to mingle 3hen off-duty. The barrac&s are a soldierNs dysfunctional home9 hounding su!erior officers/ annoying bun&mates/

cold sho3ers/ and sub-standard food. But/ home it is/ and most troo!ers begin to miss the comaraderie of the Barrac&s once a3ay from it for any !eriod of time.

Academ)
Role: +lite Troo!er Training and Fesearch *acility *it Points: 400 Armor: 40 Air Speed: 0 7cannot be mo(ed8. 4acilities: +lite Training Center9 e(ery Academy has facilities 3here to! troo!ers may be trained 3ith ad(anced 3ea!onry and techni1ues. Academies are necessary for any base 3ith *irebats/ 'edics or #hosts. Fesearch abs9 Academies also house to! Terran 3ea!ons scientists. $n their labs/ they !roduce 3ea!ons and drugs to ma&e the infantry a more efficient &illing machine. pgrades: 6-C=E %hells9 Academy micro-factories may be used to !roduce s!ecial uranium shells that 3ill fire much further than the standard C-<4 #uass $m!aler round. (ffect9 .ouble all ranges for the C-<4 $m!aler for troo!ers ser(ed by this base. Cost: C F) %tim)ac&s9 Academy bio-techs may also formulate dangerous stimulant-coc&tails that can be gi(en to 'arines and *irebats. These drugs increase the &illing-ca!acity of the infantry/ but cause some tissue damage. ong-term side effects include addiction/ organ damage/ and !sychosis 7R < O of multi!le users8. (ffects9 *or = rounds/ add >=. to any attac& attem!ts. Also add9 ><. to %trengthH >C. "um!ingH ><. .odgeH >C. FunningH >C. to Will!o3er Side (ffects9 +ach time the %tim)ac& is used/ the troo!er suffers <0 damage 7cannot be reduced8. *urthermore/ the troo!er must ma&e an +asy Will!o3er roll. *ailure results in addiction. A Critical *ailure 7Com!lication8 means that the troo!er has de(elo!ed a !sychosis ma&ing him dangerous to others and himself. He must be treated for <.5 3ee&s to rid himself of the !sychosis. Well guarded and shining/ the Academy is the !ride of many Terran bases. $t re!resents the elite nature of a !articular base. 'ore im!ortantly/ it !roduces the %tim that so many troo!ers long for in battle. Within its 3alls/ secret e,!eriments run continually on li(e soldiers/ su!er com!uters/ ad(anced 3ea!onry and ca!tured aliens.

Engineering Ba)
Role: Ad(anced $nfantry Armory *it Points: 550 Armor: 40 Air Speed: <0mIroundH R 5 &mh 4acilities: $nfantry Wea!ons ab9 the Bay houses labs and u!grade facilities to im!ro(e the 3ea!ons used by 'arines/ *irebats and #hosts. Armor *orge9 the BayNs facilities may also be used to coat the Terran !o3ersuits 3ith ne3 layers of !rotecti(e materials. 'issile Turret 'aterials )roduction9 Bays also ha(e the !roduction facilities re1uired to ma&e the com!onant !arts of the Terran 'issle Turrets. pgrades: $nfantry Wea!ons9 Faises the damage for 'arines/ *irebats and #hosts by <. !er 6!grade e(el. Cost9 Current 6!grade e(el , < F). $nfantry Armor9 Hardens the armor of 'arines/ *irebats and #hosts by an amount s!ecified under each !o3ersuit descri!tion. Cost9 Current 6!grade e(el , < F). +ngineering Bays are actually most focused on outfitting the Terran infantry 3ith more !otent 3ea!onry and !rotection. Bays are often o(er-heated/ loud !laces/ full of Terran 3ea!on techs surrounded by !iles of s!are !arts/ disassembled !o3er suits/ and assistant droids. 'ost troo!ers shy a3ay from them/ letting the tech nerds do their magic. 4actor) Role: #round ?ehicle )roduction Center *it Points: E00 Armor: 40 Air Speed: <0mIround. 5 &mh 4acilities: Assembly ine9 *actories are hea(ily automated !roduction facilities for all Terran ground (ehicles. A su!er-com!uter o(ersees !roduction of each indi(idual unit and is ca!able of s3itching bet3een different (ehicle ty!es as needed. -nly one (ehicle can be !roduced at a time.

pgrades: @one. Add>ons: ;achine Shop: the %ho! greatly enhances the *actoryNs ca!acity to !roduce more ad(anced hea(y 3ea!onry. *it Points: 500 Armor: 40 ;o/ement: 0 7cannot be mo(ed8. 4acilities:

Tan& )arts Assembly9 the s!ecialty e1ui!ment in the %ho!s is re1uired to !roduce the Terran Arclite Tan&s.

pgrades:

$on Thrusters9 may be modified and fit u!on the ?ulture Ho(ercyles to greatly increase their s!eed.

(ffect9 adds C0mIround to the ?ultureNs s!eed. Cost9 < F).

%!ider 'ines9 modifies ?ultures to carry u! to three of these !o3erful mines 7%ee Terran +1ui!ment %ection8

Cost9 < F).

%iege Tech9 %ho! facilities may also be dedicated to forging the !arts re1uired to turn the Arclite tan&s into transformable hea(y cannons.

(ffect9 !ermits all Arclites ser(ed by this base to transform into %iege 'ode. Cost9 C F)

Armor)
Role: ?ehicle Wea!ons and Armor 6!grade *acility *it Points: 500 Armor: 40 Air Speed: 0 7cannot be mo(ed8 4acilities: ?ehicular Fesearch and .e(elo!ment ab9 each Armory ser(es as the !rimary facility for Terran engineers to design and !roduce better 3ea!onry for Terran (ehicles and shi!s. These labs are to! secret and often ha(e small manufacturing !lants to !roduce !rototy!es. #oliath #yrosco!e Calibrations9 the sensiti(e e1ui!ment in the Armory may be used to !roduce the delicate gyrosco!es re1uired for the mighty #oliath 3al&ers 73hich can then be !roduced in a *actory8. pgrades: ?ehicle Wea!ons9 (ffect9 $ncreases (ehicle 3ea!ons for ?ultures/ #oliath and %iege Tan&s ser(ed by this base by <. !er 6!grade e(el. Cost9 Current 6!grade e(el , C F). ?ehicle )lating9 (ffect9 $ncreases armor on the ?ulture/ #oliath/ and Tan& units as noted under each descri!tion. Cost9 Current 6!grade e(el , < F). %hi! Wea!ons9 (ffect9 $ncrease 3ea!ons damage for the Wraith/ ?al&rie/ and Battlecruiser as !er the amounts s!ecified by each shi! ty!e. Cost9 Current 6!grade e(el , < F). %hi! )lating9

(ffect9 $ncrease the Armor ?alue of the Wraith/ ?al&rie/ .ro!shi!/ and Battlecruiser units as !er amount s!ecified by each shi! ty!e. Cost9 Current 6!grade e(el , C F). Because of its utility in u!grading the essential Terran mechani4ed units/ and its ability to hel! !roduce #oliaths/ Armories are essential structures in nearly e(ery Terran base. Their lac& of mobility is unfortunate/ but they 3ill often continue their research and de(elo!ment e(en 3hen the main base structures ha(e flo3n a3ay to e,tract resources else3here.

Starport
Role: )rimary %tarshi! )roduction *acility *it Points: EC5 Armor: 40 Air Speed: <0mIroundH 5 &mh 4acilities: %tarshi! Assembly )lants9 The first and most im!ortant role of Terran %tar!orts is to !roduce the .ro!shi!s/ *rigates/ Wraiths and Battlecruisers that constitute the Terran *leet. ?ital to any base in !eace or 3ar/ these shi!s are a necessity for successful defense/ e,!loration/ and/ ultimately/ (ictory. Traders #uilds9 many star!orts--usually those a3ay from the front lines of combat--also ser(e as the !rimary trading facility for out!osts. $m!orts and e,!orts flo3 through their bays/ and local authorities usually ha(e some tariffs on all. The #uilds often ha(e an agenda inde!endent of Confederate authority-sometimes for !rofit/ other times for !olitical sedition. pgrades: @one. Add>ons: -ontrol To+er Role: Ad(anced 'anufacturing -(ersight *acility *it Points: =00 Armor: =5 4acilities:

)lanning and .esign Team9 to! astronautics engineers 3ill be assigned to a To3er to o(ersee the construction of .ro!shi!s/ *rigates/ Battlecruisers and %cience ?essels.

pgrades:

Cloa&ing *ield9 To3er engineers may also !ro(ide the local Wraith shi!s 3ith the co(eted cloa&ing de(ices ca!able of hiding the Wraiths from most enemy detection for short !eriod of time.

(ffect9 Cloa&ed Wraiths may not be detected by normal sensors or (ision. %!ecial .etectors may s!ot and disru!t the Cloa& effect. Cost9 = F).

A!ollo Feactor9 Wraith reactors may be u!graded to increase the amount of time they remain cloa&ed/ and s!eed the cloa&Ns recharge time.

(ffect9 .oubles the amount of time a Wraith may be cloa&ed and hal(es the recharge time. Cost9 C F)

Science 4acilit)
Role: )rimary %cience Fesearch Center *it Points: 550 Armor: 40 Airspeed: <0mIroundH 5&mh 4acilities: FK. abs9 once the Terran %cience *acilities 3ere dedicated to e,!loration of ne3 !lanets/ chemical combinations/ and engineering techni1ues. @o3/ they dedicate themsel(es to finding stronger 3ea!ons of 3ar.

%cience ?essel %chematics9 each *acility also has a database 3ith schematics on ho3 to contruct the delicate Terran %cience ?essels. These may be transmitted to the %tar!ort/ usually including minor fi,es to com!ensate for local conditions and !roduction materials. pgrades: +') %hoc&3a(e9 *acilities may research ho3 their ?essels can use their sensors to release electromagnetic !ulses that 3ill disru!t the mechani4ed units of the enemy. (ffect9 !ermits %cience ?essels to use their sensors to create the +') 3a(e The %cience ?essel remains unaffected by its o3n +') 3a(e. Cost9 C F) $rradiate9 (ffect9 %cience ?essels may use their !o3erful sensors to $rradiate enemy units. Cost9 C F). Titan Feactor9 engine u!grades !ro(ide more !o3er to the ?essels for its s!eciali4ed 3ea!ons and defensi(e matri,. (ffect9 Hal(es the Cooldo3n time for the (arious %cience ?essel techni1ues. Cost9 < F). Add>ons: Ph)sics #a$ Role: Ad(anced %tarshi! Wea!onry ab *it Points: 400 Armor: =5 Airspeed: 0 7cannot be mo(ed8. 4acilites:

To! %ecret Astronautics ab9 the best and brightest starshi! engineers are brought in to hel! guide construction of the !o3erful Terran Battlecruisers and their 3ea!ons.

pgrades:

Aamato #un9 engineers may figure out ho3 to fit local battlecruisers 3ith the emitters re1uired to unleash the fury of the Aamato Cannon.

(ffect9 )ro(ides Battlecruisers 3ith access to the Aamato cannon. Cost9 4 F)

Colossus Feactor9 engineers often choose to also u!grade the Battlecruiser engine cores to com!ensate for the huge drain caused by the Aamato #un.

(ffect9 Cuts the Cooldo3n rate of the Aamato #un in half. Cost9 C F)

-o/ert Operations -enter Role: To!-%ecret Tactical Fesearch K .e(elo!ment *it Points9 500 Armor: 40 Airspeed: 0 7cannot be mo(ed8. 4acilities: #host Training K Control *acility9 -!s Centers are the !rimary training grounds for #host agents. They are also 3here #hosts are monitored for abnormal !sionic acti(ity and ha(e their @eural $nhibitors ad:usted on a regular basis. Co(ert FK. ab9 -!s Centers also manufacture the to!secret H+% suits and the micro-cloa&ing de(ices uses by #host agents. pgrades:

oc&do3n9 oc&do3n rounds combine ad(anced 3ea!ons technology 3ith the !ionic !o3ers of a #host to short out electrical systems in mechani4ed units for a short !eriod.

(ffect9 #i(es all #hosts ser(ed by this -!s Center the oc&do3n ability. Cost9 C F)

-cular $m!lants9 among their many cybernetic enhancements/ #host agents may o!t to ha(e their natural eyes remo(ed and re!laced 3ith ad(anced o!tical e1ui!ment 7see Cybernetics9 -!tics8.

(ffect9 .oubles the normal (isual range of the #host. )ro(ides lo3-light/ infrared/ and ultra(iolet (ision. Cost9 < F)

)ersonal Cloa&ing9 fits #host !ersonnel 3ith custom-made micro-cloa&ing de(ices that use the #hostNs !sionic energies to hide them from enemy detection.

(ffect9 enhances a #hosts Cloa&ing ability to a useful le(el. Cost9 = F)

'oebius Feactor9 micro-fusion generators that can be fit into a #hostNs !o3ersuit to enhance !erformance.

(ffect9 .oubles the time a #host may remain cloa&ed and hal(es the recharge time. Cuts the Cooldo3n rate for the oc&do3n attac& by one half. Cost9 C F)

;issile T%rret
Role: Automated %tationary Air .efense *it Points: <40 Armor: CD Airspeed: 0 7cannot be mo(ed8 4%nctions: Cloa& .etection 6nits9 'issile Turrets are loaded 3ith !o3erful/ short-range sensors that can unmas& any cloa&ed (essel 3ithin 500 m. The coordinates of the (essel 3ill then be transmitted to all friendly units. 'issile Fac& Damage9 E. #uided 'issiles 7>C. to hit8 Fuick Damage9 4. > <4 )rogrammed Skills9 %earch E.H *ire 'issiles9 E. Attack Dice9 <0. Ammunition9 C00 missiles

B%n&er

Role: *ortified $nfantry )osition *it Points: 400 Armor: =0 Airspeed: 0 7cannot be mo(ed8. -o/er Pro/ided: Com!lete. Faises the Base .ifficulty to hit any soldier inside the Bun&er by C5 7thus/ at 'edium Fange it 3ould by <5 >C5 G 40B8. Any missed attac&s 3ill stri&e the Bun&er. Feduce any !ossible e,!losi(e damage to inhabitants by D5O. Total Inha$itants: 4 troo!ers in !o3ersuits. 6! to E non-armored !ersonnel may be s1uee4ed in/ but only 4 more use the gun holes to attac&. Bun&ers are one of the sta!les of the Terran infantry. They !rimarily ser(e to fortify bases. Ho3e(er/ cle(er Terran commanders 3ill usually ha(e a fe3 %C?Ns in their troo!s to 1uic&ly build ma&eshift Bun&ers on a battlefront. Bun&ers are almost entirely !re-fabricated/ and a com!etent technician can build one in a matter of minutes 75.5 minutes 3ith an +asy Construction roll. Feduce Construction time by <. for each +ffect ?alue of the TechnicianNs roll8.

TERRAN EP IP;ENT
Note: %tarcraft .5 does not ma&e use of %cale to decide damage and to-hit modifiers. Wea!ons do the damage listed to any unit/ regardless of si4e/ unless other3ise noted. Where %cale is mentioned/ it is only !ro(ided to gi(e an indication of the relati(e si4e of !articular (ehicles or shi!s.

W+A)-@%
The 3ea!ons belo3 are indicati(e of the ty!es used by Terrans.

Terms:
!amage: This is the standard damage that the 3ea!on can do. %im!ly roll the number of dice indicated and add any other modifiers. Note: the damage system does not follo3 W+#2s .5 standard system/ 3hich is success-based. Here/ roll the dice and sum their (alue normally to establish the damage done. P%ic& !amage: To ma&e damage calculations easier/ #'2s and !layers may choose to use the Suic& .amage amounts. Suic& .amage has the character roll 4 .amage .ice and add the a(erage of any remaining/ unrolled dice. Range: The range in meters of a 3ea!on. .ifficulties increase 3ith greater distance 7see Actions and Combat8. !i((ic%lt): The difficulty number the user must e1ual or sur!ass in order to hit. -onceala$ilit): A measure of ho3 difficult it is to conceal the 3ea!on under clothes. #'2s may modify this de!ending on the &ind of clothes 3orn 7increased difficulty if only an e(ening go3n is 3orn/ bonuses is an o(ercoat is 3orn8. -omplexit)9 %ome 3ea!onry is !articularly com!licated to re!air. Add any com!le,ity modifier to the base difficulty 3hen such attem!ts are made.

'+ ++ W+A)-@%
T)pical "ni(e
!amage: %TF >C 7not >C./ :ust >C8 Range: CI4IE 7thro3n8 Scale: Character S&ill: 'elee Wea!ons9 ;nife/ Thro3n Wea!ons9 ;nife !i((ic%lt): +asy -onceala$ilit): ?ery +asy Note: A ty!ical &nife can be thro3n/ but increase the difficulty by 5.

-om$at "ni(e
!amage: %TF ><.>< Scale: Character S&ill: 'elee Wea!ons9 ;nife 7cannot be thro3n8 !i((ic%lt): +asy -onceala$ilit): 'oderate 7length tends to by <-C feet.

S+ord
B!9: %TF>C. Scale: Character S&ill: 'elee Wea!ons9 %3ord !i((ic%lt): +asy 7C8 -onceala$ilit): .ifficult. Note: 'ost colonies ha(e la3s against carrying around s3ords in !ublic. Ho3e(er/ s3ords are often used in the Badlands 3here ammunition for more ad(anced 3ea!onry are scarce.

-l%$6Base$all Bat
B!9: %TF ><. Scale: Character S&ill: 'elee Wea!ons9 Club !i((ic%lt): ?ery +asy -onceala$ilit): 'oderate Notes: Clubs are any blunt ob:ect made to hit something else hard. #'2s should alter the damage rating de!ending on the 1uality of the club. *or e,am!le/ a broom stic& might only do %TF > C damage 3hile a cro3bar might do %TF >C.. Also note that if the ob:ect is not (ery strong/ it 3ill li&ely brea& 3hen used as a 3ea!on.

4IREAR;S
As $ said before/ the guns listed here are (ery basic. %ee the Ammunition list belo3 for s!eciali4ed ammo. *or much more detailed lists of firearms/ chec& out "oe2s #un Catalog or Aaron aBo32s 3ea!ons list in ).* or Word C000 formats. Aou can use the ranges gi(en belo3 for the 3ea!ons that "oe lists 7or the ranges listed by Aaron8.

*oldo%t Pistol
!amage: =. Ammo: = to 5. Range: <-5I<5IC5 -onceala$ilit): ?ery +asy

*andg%n
!amage: 4. Ammo: 5 7re(ol(er8 to <C 7automatic8 Range: =-<0IC5I50 RO4: = shots !er round ma,imum. @o burst. -onceala$ilit): ?ery +asy

*igh>po+ered *andg%n
!amage: 5. Ammo: 5 7re(ol(er8 to <C 7automatic8. Range: =-DIC5I50 RO4: C shots !er round ma,imum. @o burst. -onceala$ilit): +asy 7D8 Notes: -< !i! to all 0To-Hit0 rolls.

;achine Pistol
!amage: 4. 7see belo38 Ammo: <5 Range: =-DI<5IC5 RO4: %ingle9 = shots !er round. %emi-automatic9 C bursts of = bullets rendering 5. damage !er burst 7roll once !er burst8. -<. on 0To-Hit0 rolls in semi-automatic. *ull automatic9 Can em!ty the cli! in one round/ either s!raying 7%ee %!raying in the Combat section8 or Concentrating *ire resulting in ><. to hit and 5.>C damage. -onceala$ilit): +asy

S%$machine G%n
!amage: 5. 7see belo38 Ammo: =0 Range: 5-<0IC0I50 RO4: %ingle9 = shots !er round. %emi-automatic9 C bursts of = bullets rendering 5. damage !er burst 7roll once !er burst8. -<. on 0To-Hit0 rolls in semi-automatic. *ull automatic9 Can em!ty the cli! in one round/ either s!raying 7%ee %!raying in the Combat section8 or Concentrating *ire resulting in ><. to hit and D. damage. -onceala$ilit): +asy

Assa%lt Ri(le
!amage: 5. 7see belo38 Ammo: 50 Range: 5-C0I50IQ0 RO4: %ingle9 = shots !er round. %emi-automatic9 C bursts of = bullets rendering D. damage !er burst 7roll once !er burst8. -<. on 0To-Hit0 rolls in semi-automatic. *ull automatic9 Can em!ty the cli! in one round/ either s!raying 7%ee %!raying in the Combat section8 or Concentrating *ire resulting in ><. to hit and E. damage. -onceala$ilit): ?ery .ifficult.

P%mp Shotg%n
!amage: 5. 7buc&shot8 I D. 7solid slug8

Ammo: 5 Range: C-5I<0IC0 RO4: C shots !er round ma,imum. -onceala$ilit): .ifficult for full-barrelled shotguns. 'oderate for sa3ed-off shotguns. Notes: %a3ed-off shotguns 3ith buc&shot do D. damage at )oint Blan& range but suffer a -<. cumulati(e !enalty to damage rolls for e(ery 5 meters beyond the first.

Jmm ->AD QImpalerQ Ga%se Ri(le


!amage: D. for standard =-round burst. Q. for fully automatic s!ray. P%ic& !amage: 4.>Q 7=-round burst8. 4.><5 for fully automatic. Strength Re'%ired: 5. Ammo: 50 7C0 =- round bursts8. Range: 5-=0IE0I<<0. Fange may be e,tended by <5 meters !er category 3ith the Fesearch 6-C=E %hells u!grade. -onceala$ilit): )retty much im!ossible. ;odi(ier: When using the standard =-round burst mode/ users get ><. to hit the target. -omplexit): 5 RO4: $m!alers are loc&ed into a %emi-automatic =-round burst mode. They may be modified 3ith a Wea!ons Tech roll to fire single shots or a fully automatic mode either s!raying 7see %!raying in the Combat section8 or Concentrating *ire resulting in ><. to hit and Q. damage. Notes: This is the standard issue rifle used by armored marines.

BH mm ->AG -anister Ri(les


!amage: D. for standard C5mm round. 'ay be enhanced <. !er $nfantry Wea!ons 6!grade. oc&do3n rounds do no damage. P%ic& !amage: 4.>Q for standard round. Strength Re'%ired: 4. Ammo: =0 standard roundsH < oc&do3n round. Range: D-=5IQ0I<50. -onceala$ilit): )retty much im!ossible. ;odi(ier: 0. -omplexit): <0 RO4: C-<02s can only fire u! to C standard shots !er round and < oc&do3n round !er C rounds. Notes: This is the standard issue rifle used #hosts. While the C-<0 can be used by any troo!er 3ith sufficient strength/ oc&do3n rounds only function 3hen infused 3ith !sionic energy by someone 3ith a )si rating of at least <..

AR;OR
There are a 3ide (ariety of a(ailable armors in the %tarcraft 3orld/ and characters 3ho 3ill be facing battle are 3ell ad(ised to ma&e use of them.

Terms
Strength: Fe!resents the 3earer2s %trength 3hile in the !o3ered armor. .%mping Bon%s: to be added to all "um! attem!s 3hile the !o3ersuit is 3orn. !exterit): This is the 3earer2s effecti(e .e,terity 3hile in the !o3ersuit. %ome high-1uality !o3ersuits 3ill augment the 3earer2s abilities. $f this (alue is higher than the 3earer2s normal s&ill le(els/ those s&ills are increased to e1ual this (alue. Armor 9al%e: )rotecti(e !oints/ as normal armor. *it Points: %tructural integrity of the suit. When !o3ered armor is reduced to <I4 !oints or less/ each time it ta&es damage < die 3orth of those !oints 7<.58 !ass to the 3earer. *urthermore/ the suit 3ill suffer !enalties :ust as a 3ounded !erson 3ould. %o at =I4 !oints/ it reduces all the 3earer2s rolls by <.. At <IC and less/ they are reduced C./ etc. When the H)2s reach 0/ the suit 3ill cease to function and the 3earer must roll a <.5. -n a one/ the suit 3ill e,!lode in 5d5 seconds causing 5.5,= !oints of damage to anyone 3ithin C meters of it. -omplexit): This is added to the base difficulty to re!air the !o3ersuit. Optics: A list of o!tical o!tions a(ailable to the !ilot. %ee Cybernetics for a more com!lete descri!tion. -omm%nications: A list of communications gear loaded into the unit. %ee Cybernetics for more information. 9ocal: An (ocal hard3are and soft3are built into the machine. Notes: Additional information about the suit.

#eather6S)nthetic *ide
T)pe: )ersonal clothing. Scale: Character. Armor 9al%e: 5

-ost: C0-500 credits/ de!ending on style.. A/aila$ilit): +asy. -onceala$ilit): ?ery +asy 7but usually unnecessary8.

"e/lar 9est
T)pe: )ersonal body armor. Scale: Character. Armor 9al%e: <0 -ost: T<000 A/aila$ilit): Common in de(elo!ed colonies/ though some !lace controls on ci(ilian !urchases of armor. -onceala$ilit): 'oderate. Game Notes: Feduces .e,terity-based rolls by < die.

4%ll Bod) Armor


T)pe: 6n!o3ered 'ilitary armor. Scale: Character. Armor 9al%e: <5 -ost: T<0/000 A/aila$ilit): -onceala$ilit): .ifficult. Game Notes: Wearer suffers -C. modifier to all .e,terity based rolls and -<. to all $nstincts rolls based on )erce!tion.

9ac>S%it 6 4light S%it


T)pe: Ci(ilian s!ace suit. Scale: Character. Armor 9al%e: Ci(ilian9 <0H 'ilitary9 <=. -ost: T<0/000 7ci(ilian (ac-suit8H C0/000 7military flight suit8. A/aila$ilit): Common. Po+er: <C hours of air su!!ly. @o !o3er needed to o!erate the suit. -onceala$ilit): ?ery .ifficult. Other: ?ac-suits are sealed en(ironmental suits to be 3orn in s!ace or atmos!heres 3ith to,ic en(ironments. %ome ?ac-suits may be suited 3ith small :et !ac&s for manue(ering in lo3-gra(ity situations. Game Notes: With Ci(ilian (ac-suits/ the 3earer suffers -C. to all .e,terity based rolls e,ce!t those dealing 3ith fine motor s&ills. Also/ 3earer2s mo(ement rate is hal(ed. With 'ilitary flight-suits/ the 3earer does not suffer .e,terity or mo(ement !enalties.

Po+ered Personal Armor


T)pe: )o3ered !ersonal body armor Scale: Character. Armor 9al%e: <5 -ost: TC5/000 7blac&mar&et only8 A/aila$ilit): Fare. 6sually only a(ailable to s!ecial forces !ersonel. Po+er: E hours of continual use. Can be !o3ered off 7acts as )ersonal Body Armor8. Fecharges in 5 minutes 3ith lo3-!o3ered battery or standard !o3er outlet. -onceala$ilit): .ifficult. Other: ))A2s generally are self-contained systems/ !rotecting users from gasses and other airborne contaminants. Air su!!lies generally last E hours. Game Notes: )o3ered armor is finely tuned to each indi(idual user 7re1uires <.5 hours to customi4e a suit to a !articular user8. Attuned suits result in no !enalties to .e,terity or $nstincts for users. $f a user dons a suit 3ithout ad:usting it to his o3n s!ecifications/ he 3ill suffer -C. to .e,terity based rolls.

-i/ilian Po+ered Armor


T)pe: )o3ered Armor Scale: Character. Strength: 4. .%mping Bon%s: ><. !exterit): -!erator2s .e,terity Armor 9al%e: <5 I << I D I = 7When the A? is reduced to =I4/ the suit 3ill begin to malfunction. The 3earer 3ill suffer -<. to all actions until it reaches <IC A?. At that !oint/ the !enalty increases to -C.. *inally/ at <I4 A? to < !oint/ the 3earer 3ill suffer -=.. When the A? reaches 0/ 3hat is left of the armor 3ill free4e u!.8 -omplexit): 5 Optics: ight Am!/ Com!uter in&

-omm%nications: Comm in&/ Broadband Fecei(er 9ocal: %tandard s!ea&er. -ost: a!!ro,imately T<5/000 for standard suit. -!tions may be added for an additional cost.

Space -onstr%ction 9ehicle 7S-98


T)pe: )o3ered Fe!air and Construction ?ehicle. Scale: Character. Strength: 5.. .%mping S&ill: 0.. %C?2s are e1ui!!ed 3ith ho(er :ets that !ro(ide (ertical mo(ement. !exterit): -!erator2s %C? -!s %&ill. Armor 9al%e: C0 I <5 I <0 I 5 7When the A? is reduced to =I4/ the suit 3ill begin to malfunction. The 3earer 3ill suffer -<. to all actions until it reaches <IC A?. At that !oint/ the !enalty increases to -C.. *inally/ at <I4 A? to < !oint/ the 3earer 3ill suffer -=.. When the A? reaches 0/ 3hat is left of the armor 3ill free4e u!.8 -omplexit): 0 7%C?2s are (ery reliable and 3ell-designed/ so they are easy to fi,8. Optics: ight Am!/ Com!uter in&/ 'icrosco!ic ens -omm%nications: Comm in&/ Broadband Fecei(er 9ocal: %tandard s!ea&er. 0eapons: @one. The unit2s *usion Cutter may be used for 'elee Combat/ doing 5. damage. +(en if the Cutter does not !enetrate armor/ it 3ill reduce the Armor ?alue by < !oint each round the armor is e,!osed to the cutter. -ost: a!!ro,imately T50/000 for standard suit. -!tions may be added for an additional cost. !escription: )art armored suit and !art one-manned (ehicle/ %C?2s are the standard re!air and construction unit for the Terran colonies. While the %C?2s ha(e fully articulated arms and legs/ they usually mo(e (ia ho(er:ets built into the bac& 7flight ceiling is about <5 feet8. @early e(ery tool a technician may need is built into the %C?. %C?2s are also fitted for mining o!erations/ and e,tract and deli(er minerals and gassess to manufacturing !lants.

-;->CGG6DGG Po+ered -om$at S%it 7P-S8


T)pe: Armored $nfantry Troo!er Scale: Character Strength: 5. .%mping Bon%s: >C. 7E. total8. !exterit): -!erator2s .e,terity Armor 9al%e: C0 I <5 I <0 I 5. 'ay be u!graded by 5 for each $nfantry Armor 6!grade. 7When the A? is reduced to =I4/ the suit 3ill begin to malfunction. The 3earer 3ill suffer -<. to all actions until it reaches <IC A?. At that !oint/ the !enalty increases to -C.. *inally/ at <I4 A? to < !oint/ the 3earer 3ill suffer -=.. When the A? reaches 0/ 3hat is left of the armor 3ill free4e u!.8 0eapons: @one built in. 'ost marines carry Emm C-<4 0$m!aler0 #auss Fifle. -omplexit): <0 Optics: @one. 'ost units ha(e e,ternal 0headlights0. -omm%nications: %ecure Commlin&/ Broadband Fecei(er. 9ocal: Can be e1ui!!ed 3ith a loud s!ea&er and translators as necessary. -ost: @ot a(ailable to the general !ublic. TD5/000-T<00/000 on the blac& mar&et. Notes: The )C% is the standard-issue !o3ered armor for Terran 'arine forces. 'ost grunts ha(e fe3 modifications to their suits--since so fe3 sur(i(e their battles/ authorities see little !oint in in(esting in suits that 3ill soon only hold cor!ses. %till/ some enter!rising soldiers ha(e managed to t3ea& their )C%2s systems and add some !ersonal touches.

-;->EGG 4ire$at S%it 74ire$at8


T)pe: Armored Assault Troo!er Scale: Character Strength: 5. .%mping Bon%s: ><. !exterit): -!erator2s .e,terity Armor 9al%e: CC I <D I << I 5. *lame and heat attac&s are reduced by C. against *irebat armor. A? may be increased by 5 !er $nfantry Armor 6!grade. 7When the A? is reduced to =I4/ the suit 3ill begin to malfunction. The 3earer 3ill suffer -<. to all actions until it reaches <IC A?. At that !oint/ the !enalty increases to -C.. *inally/ at <I4A? to < !oint/ the 3earer 3ill suffer -=.. When the A? reaches 0/ 3hat is left of the armor 3ill free4e u!.8 0eapons: )lasma-based )erdition *lame Thro3er 70)*T0/ mounted on one arm89 Damage: Q.. Armor is only CI4 effecti(e against the )*T. 'ay be increased <. !er $nfantry Wea!ons 6!grade. 1ange: C I 4 I D

-omplexit): <= Optics: @one. 'ost units ha(e e,ternal 0headlights0. -omm%nications: %ecure Commlin&/ Broadband Fecei(er. 9ocal: Can be e1ui!!ed 3ith a loud s!ea&er and translators as necessary. -ost: @ot a(ailable to the general !ublic. TD5/000-T<00/000 on the blac& mar&et. Notes: The C'C is the standard-issue !o3ered armor for Terran *irebat Hea(y $nfantry. The *irebats ma&e fe3 modifcations to the com!le, suits/ if only because it might blo3 u! if they do. Ho3e(er/ they often decorate it 3ith slogans/ !ersonal identifiers/ and raunchy !ictures.

*ostile En/ironmental S%it 7Ghost S%it8


T)pe: +s!ionageI$ntelligence +n(ironmental %uit Scale: Character Strength: -!erator2s %trength. .%mping Bon%s: >0. !exterit): -!erator2s .e,terity Armor 9al%e: <5 I << I D I =. 'ay be increased for each $nfantry Armor u!grade. 7When the A? is reduced to =I4/ the suit 3ill begin to malfunction. The 3earer 3ill suffer -<. to all actions until it reaches <IC A?. At that !oint/ the !enalty increases to -C.. *inally/ at <I4A? to < !oint/ the 3earer 3ill suffer -=.. When the A? reaches 0/ 3hat is left of the armor 3ill free4e u!.8 0eapons: @one. 'ost #hosts are armed 3ith C5 mm C-<0 Canister Fifles -omplexit): <D Optics: @one. %ome #hosts get cybernetic/ o!tical im!lants to enhance their effecti(eness as assassins. -omm%nications: %ecure Commlin&/ Broadband Fecei(er. 9ocal: Can be e1ui!!ed 3ith a loud s!ea&er and translators as necessary. -ost: @ot a(ailable to the general !ublic. TD5/000-T<00/000 on the blac& mar&et. Potential pgrades: )ersonal Cloa&ing .e(ice9 Terrans may fit their H+%2s 3ith micro- cloa&ing de(ices 3ith the )ersonal Cloa&ing 6!grade. -nly !sionically gifted !eo!le may use these cloa&ing de(ices/ 3hich actually channel the !sionic energies of the user to render them in(isble to all be s!ecial detectors. )ower Drain: The Cloa&ing .e(ice may only remain acti(e for about 5 minutes out of e(ery hour. $t re1uires <0 minutes to recharge < minute of cloa&ing !o3er. @uclear #uidance asers9 H+% suits may be s!ecially fit 7through an 6!grade8 to include targeting lasers. The s!atial data from the lasers is broadcast bac& to a nearby nuclear silo and 3ill guide a limited nuclear 3arhead to the target site. -f course/ this often &ills the targeting #host... 'oebius Feactor 6!grade9 the micro-reactor that !o3ers the suit may be enhanced to !ro(ide more efficient !o3er out!ut for the #host. (ffect: .oubles the recharge time for energy s!ent on Cloa&ing or oc&do3n rounds. Notes: The H+% is 3orn by the Terran #host units and are s!ecially designed to ma&e o!timum use of the #host2s !sionic abilities. While non-)sionics may 3ear the suits/ they 3ill garner fe3 of the benefits.

Pa%ling Armored S%it 7PAS8


T)pe: 'edical +mergency )o3ered Armor Scale: Character Strength: 4.>< .%mping Bon%s: ><. !exterit): -!erator2s .e,terity Armor 9al%e: C0 I <5 I <0 I 5. 7When the A? is reduced to =I4/ the suit 3ill begin to malfunction. The 3earer 3ill suffer -<. to all actions until it reaches <IC A?. At that !oint/ the !enalty increases to -C.. *inally/ at <I4A? to < !oint/ the 3earer 3ill suffer -=.. When the A? reaches 0/ 3hat is left of the armor 3ill free4e u!.8 0eapons: @one. )A%2s do ha(e an arm mounted flash grenade launcher 3hich may be used to illuminate dar& areas 7<I4 mile s1uare8 that 3ill !otentially blind anyone loo&ing into the flash 7Fesistance roll to a(oid8. This launcher may be 6!graded to become a more !otent 3ea!on 7see belo38. -omplexit): <0 Optics: @one. 'ost units ha(e e,ternal 0headlights0. -omm%nications: %ecure Commlin&/ Broadband Fecei(er. 9ocal: Can be e1ui!!ed 3ith a loud s!ea&er and translators as necessary. -ost: @ot a(ailable to the general !ublic. TD5/000-T<00/000 on the blac& mar&et. Potential pgrades: )A% Armor may be 6!graded 3ith an ade1uate in(estment of Fesources. +ach u!grade 3ill raise the base armor (alue by <0.

FestorationI$noculation9 'edics may be !ro(ided 3ith !o3erful nano-technological medicines that 3ill negate the effects of alien (iruses. -!tical *lares9 the built in flash grenades may be u!graded to cause se(ere/ !ermanent damage to anyone loo&ing into the flash. )otential (ictims 3ithin <0 meters of the flare must ma&e a .ifficult Fesistance chec& or suffer !ermanent blindness 7.ifficult to re!air the retinal damage8. Notes: The )A% is 3orn by the Terran 'edics Cor! into battle. The suits ha(e all the tools and medicines a field medic might need. They may be u!graded 3ith an in(estment of resources to !ro(ide inoculations against Zerg !arasiti4ation.

-O;P TERS
Com!uter technology is highly ad(anced in the 3orld of %tarcraft. The interface systems of most common com!uters render it so that e(en the beginning user can easily access the system. There are a 3ide (ariety of handheld/ des&to!/ and su!er com!uters that the characters may encounter. %ome cyborgs may be modified to directly interface 3ith com!uters.

;IS-E##ANEO S GEAR Communications #ear


)ortable !hone %ecure Communicator .ecry!ter Wide-range %canner %crambler Translater

-!tics
#oggles9 +ach !air of goggles may ha(e u! to 4 o!tions listed under Cybernetic9 -!tics.

%ur(i(al #ear
*ood rations Tent Water *iltration 6nit

+,!losi(es
#renades
Scale: Character. !amage: %tandard 4.. *ragmentation 5. 7Feduce Armor rating by <IC8. -<. for e(ery C meters from !oint of e,!losion. High +,!losi(e 5.. -<. for e(ery 5 meters from !oint of e,!losion. )hos!horous 5. 7Heat damage8. %!rays a stic&y/ burning substance all o(er target 3ith s!lash effects on anything 3ith < meter. Burns for 5 rounds.

)lastic +,!losi(es 'ines %!ider 'ines


-lass: Anti-!ersonnel 0%mart0 'ine

Scale: Character Si,e: Foughly .5 meter s1uare 3hen stored. <.5 meters tall 3hen e,tended on legs. !amage: E. +,!losi(e .amage to target. *or nearby units/ reduce damage by <. for e(er meter of distance from !oint of im!act. S&ill: To !ro!erly de!loy9 .emolitions9 'inesH The %!ider 'ine stri&es 3ith 5. accuracy. Speed: C0 meters. !escription: %!ider 'ines are semi-intelligent mines 3hich/ once de!loyed/submerge themsel(es in the soil. When a !otential target comes 3ithin <5 meters of the mine/ it scans for a friendly signal 7all units on the same side 3ear !assi(e res!onders8. $f the target is deemed hostile/ the %!ider 'ine acti(ates/ s!routing si, thin legs and scurrying along the ground directly at the target. The 'ine 3ill e,!lode on im!act/ or at the end of the round 73hiche(er comes first8.

'iscellaneous #ear
#ra!!ing line Handcuffs Bac&!ac& %niffer: This de(ice is used to sense if there are biological or chemical agents in a medium/ such as air/ 3ater/
food or soil. The de(ice is ?ery +asy to use and 3ill detect dangerous/ &no3n chemicals and biological agents automatically. $t is about the si4e of a !oc&et calculator.

9E*I-#ES
9%lt%res 7Sca/enger *o/er$i&es8
-ra(t: Ci(lian and 'ilitary Ho(ercyles Scale: )ersonal ?ehicle. #ength: C.C meters. -ost: Ci(ilian models9 T=000 7used8H T<0/000 7ne38. 'ilitary models9 <0/000 7used8H C0/000 7ne38. S&ill: )ilot Ho(ercraft9 Ho(erbi&e Speed: E0 &!h I C00 &!h. %!eed may be doubled 3ith the $on Thrusters 6!grade. *%ll Points: Ci(ilian 'odels9 =5 I CD I <E I Q. 'ilitary 'odels9 50 I =E I C5 I <C. Armor: Ci(ilian model9 EH 'ilitary model9 <5. )ro(ides no !rotection to the !ilot/ but reduces the chance a shot 3ill hit a !ilot by <.. 'ilitary models may be u!graded by = for each ?ehicle )lating 6!grade. ;an%e/era$ilit): Ci(ilian <.H 'ilitary C.. 'ilitary models may recei(e an additional <. 3ith the $on Thrusters 6!grade. -omm%nications: @one. Sensors: @one. 0eapons: 'ounted *ragmentation #renade auncher9 5.. Ammunition9 50 grenades. 'ay be increased by <. !er ?ehicle Wea!ons 6!grade. %!ider 'ines9 high-e,!losi(e/ see&er mines may be loaded onto u!graded ?ultures. -re+: < 7can hold another rider/ but increase )iloting .ifficulties by 58. -re+ S&ill: 5. for !rofessional racersH 4. for !rofessionalImilitary !ilotsH =. for ci(ilian :oy-riders. -argo: ?ery little9 enough for a 3ater bottle/ a fe3 cam!ing su!!lies/ and small tool&it. !escription: Ho(erbi&es/ or 0?ultures/0 are commonly used by Terrans throughout the Confederacy. They are a reliable/ rugged and fast 3ay to get o(er any solid terrain 7they 3ill not 3or& o(er 3ater or other li1uids8.

All>Terrain P%ads 7P%ads 6 .eeps8


-ra(t: 4-3heeled/ all terrain !assenger (ehicle. Scale: )ersonal ?ehicle. #ength: =.5 meters. -ost: Ci(ilian models9 TD000 7used8H T<5/000 7ne38. 'ilitary models9 <E/000 7used8H =C/000 7ne38. S&ill: .ri(e9 4-Wheeled )assenger ?ehicle Speed: =0 m!h I 50 m!h I Q0 m!h I <<0 m!h. *%ll Points: Ci(ilian 'odels9 50 I 45 I =0 I <5. 'ilitary 'odels9 D5 I 54 I =5 I <5. Armor: Ci(ilian model9 <0H 'ilitary model9 C0. 'ay not !ro(ide much co(er to !assengers if there is no to!. ;an%e/era$ilit): <..

-omm%nications: @one. 'ilitary models 3ill usually ha(e a satellite-lin& communicator. Sensors: @one. 'ilitary models 3ill sometimes ha(e a short-range radar. 0eapons: @one. The follo3ing 3ea!ons may be mounted on an 6!graded Suad. 'ounted *ragmentation #renade auncher9 5. 7Character scale8. Ammunition9 <50 grenades. %!ider 'ines9 high-e,!losi(e/ see&er mines may be loaded onto 6!graded Suads. 6! to Q may be carried on a s!ecial dro!!ing mount. #auss $m!aler Emm Fifle. =00 rounds on feed belt. -re+: <. Passengers: *its 4 7including dri(er8 comfortably. 6! to E may be s1uee4ed in if no additional cargo is carried. -re+ S&ill: 4. for !rofessionalImilitary !ilotsH =. for most e,!erienced ci(ilians. -argo: Cargo area 0trun&0 is a!!ro,imate C meters 3ide/ < meter dee!/ and < meter high.. !escription: Suads are 4-3heeled all terrain (ehicles commonly used on out!ost 3orlds 3here roads are rough or non-e,istant. They tend to be reliable/ tough (ehicles/ but !ro(ide little of lu,aries and comfort.

Arclite Siege Tan&


-ra(t: Trac&ed Tan&. Scale: Hea(y ?ehicle. #ength: D meters long. -ost: <00/000 7used8H =00/000 7ne38. -re+: %&eleton9 C 7< dri(er/ < gunner8H %tandard9 4 7dri(er/ co-!ilot/ gunner/ sensorsIcommunications8. -re+ S&ill: Tan& -!s9 Arclite %iege Tan& 74.8H ?ehicle Wea!ons9 Arclite Cannons 74.8. Passengers: 'ay fit an addition C !eo!le 3ith a full cre3 7(ery tight fit8. 'any more may ride outside the tan&/ on its hull. -argo -apacit): C00 &ilograms. ;an%e/era$ilit): 0.. Speed: =0I50 *%ll Points: <00 I D5 I 50 I C5. Armor: =0. 'ay be increased by 5 for each ?ehicle )lating 6!grade. -omm%nications: %ecure satellite communications. Sensors: %hort Fange FadarH +,ternal -!tics 7$llumination-enhancement/ $nfrared/ Telesco!ic8 0eapons: . T3in *ire- in&ed E0mm Cannons 7standard89 . Bire Arc: =50 degrees. Crew: < 7gunner8. Skill: ?ehicle Wea!ons9 Arclite Cannons. Bire Control: <.. -4. to hit (s. flying targets. 1ange: <-50 7)oint Blan&8I<00 7%hort8IC007'edium8I=007 ong8 Damage: <0.. 'ay be increased by <. !er ?ehicle Wea!ons 6!grade. Fuick Damage: 4.><E. <C0mm %hoc& Cannon 76!grade8. 'ust be in %iege 'ode 7see belo38 to de!loy. Bire Arc: =50 degrees. Crew: < 7gunner8. Skill: ?ehicle Wea!ons9 Arclite Cannons. Bire Control: -<.. -5. (s. flying targets. 1ange: cannot aim at targets 3ithin <0 metersI <<-D5 7)oint Blan&8I C00 7%hort8 I 400 7'edium8 I E00 7 ong8. Damage: <4. 3ith +,!losi(e effects 7-<. for e(ery C meters from im!act !oint8. 'ay be increased <. !er ?ehicle Wea!ons 6!grade. Fuick Damage: 4.>=0. Cooldown: The %hoc& Cannon may only be fired once e(ery other round 7re1uires R 5 seconds to cool do3n after each firing8. !escription: Arclites ha(e long been a sta!le 3ea!on of the Terran defense forces. $t2s mobility/ armor and !o3erful cannons ha(e 1uelled many a !roblem 3ithin the Confederacy. Fecent de(elo!ments ha(e !roduced Arclite Tan&s ca!able of transforming into a stabili4ed/ stationary %hoc& Cannon. The transformation ta&es C rounds and the Tan& cannot mo(e 3hile in %iege 'ode.

Goliath
-ra(t: Assault Wal&er. Scale: Hea(y ?ehicle 74. o(er Character8. #ength: D meters long. -ost: <50/000 7used8H 400/000 7ne38

-re+: C 7< dri(er/ < gunner8. -re+ S&ill: Wal&er -!s9 #oliath %tri&e Wal&er 74.8H ?ehicle Wea!ons9 Wal&er Cannons 74.8. Passengers: 'ay fit an addition !erson/ if he sits on someone2s la!. -argo -apacit): 50 &ilograms. ;an%e/era$ilit): <.. Speed: =0ID0 *%ll Points: Q0 I 5E I 45 I C4. Armor: =0. 'ay be increased by 5 for each ?ehicle )lating 6!grade. -omm%nications: %ecure satellite communications. Sensors: %hort Fange FadarH +,ternal -!tics 7$llumination-enhancement/ $nfrared/ Telesco!ic8 0eapons: . T3in *ire- in&ed =0mm Autocannons 7standard89 . Bire Arc: <E0 degrees. Crew: < 7gunner8. Skill: ?ehicle Wea!ons9 Wal&er Cannons. Bire Control: <.. -4. against flying targets. 1ange: <-C5 7)oint Blan&8I D5 7%hort8I <C5 7'edium8I C00 7 ong8 Damage: E.. 'ay be increased by <. !er ?ehicle Wea!ons 6!grade. Fuick Damage: 4.><C T3in *ire- in&ed Hellfire-AA %catter 'issiles 7standard8. Bire Arc: <E0 degrees. Crew: < 7gunner8. Skill: ?ehicle Wea!ons9 Wal&er Cannons. Bire Control: C.. -4. (s. ground targets. 1ange: <5-50 7)oint Blan&8I <C5 7%hort8 I C50 7'edium8 I 500 7 ong8. 'ay be increased by C5m for each Charon Boosters 6!grade. Damage: Q.. 'ay be increased by <. !er ?ehicle Wea!ons 6!grade. Fuick Damage: 4.><5 !escription: #oliaths are commonly used throughout the Terran system. -riginally designed as an infantry su!!ort (ehicle/ #oliaths ha(e been used in a (ariety of o!erations9 for base defense/ 1uic& stri&e missions/ and all-out battlefield carnage. Their ability to com!tently attac& air and land targets simultaneously ma&e them highly (alued.

S*IPS
-46A>AF 0raith
-ra(t: %!ace %u!eriority *ighter 7%tarfighter Class8. Scale: %tarfighter. #ength: R <0 meters in length. -ost: <00/000 7used8H =00/000 7ne38. -re+: < -re+ S&ill: )ilot9 %tarfighter 74.89 -!erations9 %tarfighter 74.8. Passengers: 0. -argo -apacit): ?ery small. +nough for a fe3 emergency su!!lies/ a 3ea!on/ a change of clothes/ etc. -ons%ma$les: < day. *)perdri/e ;%ltiplier: <, ;an%e/era$ilit): =.. Space Speed: E. Atmosphere Speed: 400 &!h I <=00 &!h *%ll Points: Q0 I 5E I 45 I C4. Armor: C5. 'ay be increased by 5 for each %hi! )lating 6!grade. Shields: @one. Terrans lac& the technology to !ro(ide all standard shi!s 3ith defensi(e shields. -omm%nications: %ecure satellite communications. Sensors: 7inca!able of detecting cloa&ed shi!s8. )assi#e9 5 I 0. Scan9 <C I <. Search9 C0 I C. Bocus9 < I =. 0eapons:

T3in *ire- in&ed #emini Air-to-Air 'issile aunchers 7standard8 Bire Arc: *ront. Skill: %tarshi! #unnery Bire Control: <.. -4. (s. ground targets. Space 1ange: <-= I <C I C5 Atmosphere 1ange: <00-=00 I <.C &m I <.5 &m Damage: Q.. 'ay be increased <. !er %hi! Wea!ons 6!grade. Fuick Damage: 4.><5 Ammunition: 40 missiles 7C0 shots8. C5mm Burst aser 7standard8 Bire Arc: *ront. Skill: %tarshi! #unnery. Bire Control: <.. -4. (s. aerial targets. Space 1ange: < I C I = Atmosphere 1ange: 50 I <50 I =00 Damage: E.. 'ay be increased <. !er %hi! Wea!ons 6!grade. Fuick Damage: 4.><C Cooldown: The Burst aser may only be fired at most once !er round. -loa&ing !e/ice: An u!graded Wraith may be fitted 3ith a cloa&ing de(ice that 3ill hide it from all but the most s!eciali4ed sensors. The Cloa&ing .e(ice 3ill render any detection of the cloa&ed (essel +,tremely .ifficult 7=08. Ho3e(er/ the Wraith may only cloa& for about 5 minutes at a time 7and must recharge = minutes for e(ery < minute s!ent cloa&ed. *inally/ if the cloa&ed Wraith is detected by an enemy sensor/ it may be 0!ainted0 so that all enemy units--not :ust the detector--3ill s!ot the (essel and may fire on it. Wraiths refit 3ith a ne3 A!ollo Feactor may stay cloa&ed longer and recharge their energy faster. The Feactor !ermits the Wraith to remain cloa&ed for <0 minutes at a time 7recharging C minutes for e(ery < minute s!ent cloa&ed8. !escription: The Wraith %!ace %u!eriority *ighter forms the cutting edge of the Terran na(y2s s3ord. Terran tactics ha(e been mo(ing from the hul&ing ca!ital shi! slugfest to3ards more agile and (ersatile starshi! assaults. With its cloa&ing de(ice and 3ea!onry fit for ground and air combat/ the Wraith !ro(ides e,actly 3hat modern tacticians needs in defending the Terran home3orlds.

Standard 4reighter
-ra(t: Cargo I )assenger Trans!ort. Scale: %tarfighter. #ength: R =0 meters in diameter 7(aries 3ith the design of the shi!8. -ost: =0/000 7used8H <50/000 7ne38. -re+: %&eleton9 C 7< !ilot/ < co-!ilotIo!erations s!ecialist8H %tandard9 4 7< !ilot/ < co-!ilot/ < o!erations s!ecialist/ < engineer8. -re+ S&ill: )ilot9 %!ace *reighter 74.89 -!erations9 *reighter 74.8H %ensors 7=.8. Passengers: Cargo ?essels9 <0 !assengers and their belongingsH )assenger ?essels9 =0 !assengers and their belongings. -argo -apacit): Cargo ?essels9 <000 metric tonsH )assenger ?essels9 C00 metric tons. -ons%ma$les: < month *)perdri/e ;%ltiplier: =, ;an%e/era$ilit): 0.. Space Speed: 4 Atmosphere Speed: 40 I 50. *%ll Points: <00 I D5 I 50 I C5. Armor: C5. 'ay be increased by 5 for each %hi! )lating 6!grade. Shields: @one. Terrans lac& the technology to !ro(ide all standard shi!s 3ith defensi(e shields. -omm%nications: %ecure long-range communications. Sensors: )assi#e9 5 I 0. Scan9 <C I <. Search9 C0 I C. Bocus9 < I =. 0eapons: @one. !escription: *reighters come in a 3ide (ariety of si4es and sha!es. They ty!ically stay far from the battlefield/ since they lac& 3ea!onry/ hea(y armor or maneu(erability.

Terran !ropship
-ra(t: Combat )ersonnel Trans!ort 7*reighter Class8.

Scale: %tarfighter. #ength: R 40 meters in length 7(aries 3ith the design of the shi!8. -ost: 50/000 7used8H C00/000 7ne38. -re+: C 7< !ilot/ < co-!ilotIo!erations s!ecialist8 -re+ S&ill: )ilot9 .ro!shi! 74.89 -!erations9 *reighter 74.8H %ensors 7=.8. Passengers: 'ay fit u! to <0 armored marines/ firebats/ medics/ or %C?s. ?ultures ta&e u! the s!ace of t3o indi(iduals. Tan&s and #oliaths ta&e u! the s!ace of 4 indi(iduals. -argo -apacit): 500 metric tons 7additional ammunition/ first aid su!!lies/ field re!air tools/ etc.8. -ons%ma$les: < 3ee&. *)perdri/e ;%ltiplier: C, ;an%e/era$ilit): 0.. Space Speed: 5 Atmosphere Speed: 50 I D5 *%ll Points: <00 I D5 I 50 I C5. Armor: =0. 'ay be increased by D !er %hi! )lating 6!grade. Shields: @one. Terrans lac& the technology to !ro(ide all standard shi!s 3ith defensi(e shields. -omm%nications: %ecure satellite communications. Sensors: 7inca!able of detecting cloa&ed shi!s8. )assi#e9 5 I 0. Scan9 <C I <. Search9 C0 I C. Bocus9 < I =. 0eapons: @one. !escription: .ro!shi!s loo& a lot li&e a big/ floating bathtub--and are about as 1uic& and res!onsi(e. @onetheless/ they are a 3elcome sight to many ground troo!s/ either !romising them a 3ay home or 7more li&ely8 fresh reinforcements.

Science 9essel
-ra(t: 'obile Fesearch %tation. Scale: %tarfighter. #ength: =0 meters in diameter. -ost: @A. -re+: C 7< !ilot/ < o!erations s!ecialist8. -re+ S&ill: )ilot9 %cience ?essel 74.89 -!erations9 %cience ?essel 74.8H %ensors 74.8. Passengers: 'ay fit u! to E additional !eo!le. -argo -apacit): <00 metric tons. -ons%ma$les: 5 months 7for cre3 of C8. *)perdri/e ;%ltiplier: =, ;an%e/era$ilit): 0.. Space Speed: 4 Atmosphere Speed: 40 I 50. *%ll Points: E0 I 50 I 40 I C0. Armor: =0. 'ay be increased by 5 for each %hi! )lating 6!grade. Shields: @one. But see Defensi#e atrix belo3. -omm%nications: %ecure long-range communications. Sensors: ?ntensi#e Automated )roximity Scans9 the ?essel2s com!uter automatically scans and records all ob:ects and beings 3ithin C00 meters of the shi!/ re(ealing hidden and cloa&ed targets. Cloa&ed targets may be 0!ainted0 and their coordinates may be relayed to allied units/ o!ening the cloa&ed enemy to attac&. )assi#e9 <0 I 0. Scan9 C5 I <. Search9 40 I C. Bocus9 C I =. 0eapons: .@one. Ho3e(er/ many of the %cience ?essel2s systems may be modified to ser(e offensi(e and defensi(e !ur!oses. .efensi(e 'atri, 7standard8. -riginally designed to !rotect science (essels from solar radiation and other s!ace-bound dangers/ the shi!s2 shield generators ha(e been modified to focus a burst of !rotecti(e energy around a small area/ effecti(ely e,tending %tarshi!-class shields to a smaller scale unit. Shields: )ro(ides e1ui(alent of 50 !oints of Armor to the selected target for 5 rounds 7R =0 seconds8.

Cooldown: The .efensi(e 'atri, must cool do3n for =0 seconds 7R 5 rounds8 before being used again. +') %hoc&3a(e 76!grade8. The %cience ?essel may use its sensors to generate a brief burst of electro-magnetic energy that 3ill disable the shields and electronics of any nearby units 73ill ha(e no effect on Terran or )rotoss !ersonal !o3ersuit/ ho3e(er8. The emitting (essel 3ill be unaffected/ but any friendly units 3ithin the +')2s range 3ill suffer its ill effects. Skill: %ensors9 %cience ?essel 1ange: <00 meters from (essel. Cooldown: The +') must recharge for < minute 7<0 rounds8 bet3een uses. Titan Feactor 6!grade9 !ermits the +') to cut its recharge time do3n to =0 seconds. $rradiate 76!grade8. The %cience ?essel may focus its sensors on a single unit and e,!ose it to dangerous le(els of radiation. Skill: %ensors9 %cience ?essel 1ange: C0 I 50 I <00 Damage: 5. 7reduce Armor !rotection by <IC8 for C.5 rounds. The target 3ill glo3 and gi(e off radioacti(ity/ damaging any unit 3ithin = meters 75. radiation damage each round of e,!osure/ reduce Armor !rotection by <IC8. Cooldown: The %cience ?essel may only use $rradiate once !er =0 second 75 rounds8. Titan Feactor 6!grade9 !ermits the ?essel to use $rradiate once !er <5 second 7= rounds8. !escription: %cience ?essels once mo(ed a3ay from the Terran core 3orlds/ to e,!lore ne3 !lanets/ chart dee! s!ace/ and disco(er ne3 stellar !henomena. But 3ith the incursions of the Zerg and )rotoss/ these e,!loratory (essels ha(e been recalled to hel! defend Terran 3orlds. They must no3 t3ist the tools they used for science and disco(ery into 3ea!ons fit for the ne3/ bloody battlefield.

Behemoth Battlecr%iser
-ra(t: Command %hi! Scale: Ca!ital 7<C. o(er Character8. #ength: =00 meters in length. -ost: @A -re+: %&eleton9 E 7><0 .ifficulty8H %tandard9 50. -re+ S&ill: Tactics9 4.H Command 4.H )ilot %tarshi!9 Ca!ital %hi! 4.9 Communications 4.H %ensors =.H %tarshi! #unnery 4.. Passengers: 'ay fit u! to <00 armored marines/ firebats/ medics or %C?2s. ?ultures ta&e u! the s!ace of C indi(iduals. Tan&s and #oliaths ta&e u! the s!ace of 4 indi(iduals. -argo -apacit): 5000 metric tons. -ons%ma$les: < year. *)perdri/e ;%ltiplier: C, ;an%e/era$ilit): 0.. Space Speed: 4 Atmosphere Speed: 40 I 55 *%ll Points: 400 I =00 I C00 I <00. Armor: 40. 'ay be increased by D !er %hi!s )lating 6!grade. Shields: @one. Terrans lac& the technology to !ro(ide all standard shi!s 3ith defensi(e shields. -omm%nications: %ecure satellite and dee! s!ace communications. Sensors: 7inca!able of detecting cloa&ed shi!s8. )assi#e9 40 I 0. Scan9 D5 I <. Search9 <50 I C. Bocus9 5 I =. 0eapons: aser Batteries 7standard8 Bire Arc: Turrets. Crew: < Skill: %tarshi! #unnery 74.8 Bire Control: <. Space 1ange: =-<5 I =5 I D5 Atmospheric 1ange: C00 7!oint blan&8 I 500 7short8 I <C00 7medium8 I C000 7long8. Damage: <4.. 'ay be increased by <. !er %hi!s Wea!ons 6!grade.

Fuick Damage: 4. > =0 Aamato Cannon 76!grade8. Bire Arc: *or3ard. Crew: < Skill: %tarshi! #unnery. Bire Control: 0.. Space 1ange: D-=0 I 50 I <00 Atmospheric 1ange: 500 7!oint blan&8 I <000 7short8 I C000 7medium8 I 4000 7long8. Damage: =0.. $gnore armor. Fuick Damage: 5.><C5. $gnore armor. Cooldown: the Cannon may only be fired once e(ery 5 minutes. Colossus Feactor 6!grade9 !ermits the Cannon to be fired C times e(ery 5 minutes. !escription: The Behemoth Battlecruisers are the command shi!s of the Terran na(y. A!!ro!riately/ they are the most hea(ily armed and armored. +(en the standard battlecruisers ha(e im!ressi(e destructi(e !o3ers. A (ariety of u!grades may im!ro(e their 3ea!ons and armors. *urthermore/ some shi!s may be fit 3ith the Aamato Cannon/ 3hich is ca!able of le(eling 3hole structures in a single blo3.

T*E PROTOSS
Introd%ction
The )rotoss are an e,tremely ad(anced race of re!tilian-li&e beings. Their technology boasts ad(anced robotics/ time-s!ace 3ar!ing ca!acity/ and/ !erha!s most im!ressi(ely/ a seemless integration of !sionic !o3ers 3ith artificial machinery. )sionic forces surround the )rotoss and form the fundemental !art of their society. *or generations/ they ruled as the dominant race in the sector/ but they ha(e found themsel(es matched by their sibling race/ the Zerg. 'ean3hile the Terran !eo!le continue to sur!rise 7and often horrify8 e(en the 3isest of the )rotoss +lders. Where the )rotoss 3ill come out in this ne3 cosmic disorder is an o!en/ and haunting 1uestion.

*istor)
The history !ro(ided belo3 is !ara!hrased from the %tarcraft and Brood War instruction manuals/ both !ublished by Bli44ard +ntertainment. The originals ha(e much more com!lete information about the history and moti(ations of the )rotoss 7and fe3er s!elling errors8 and should be read by any #' or !layer of this F)#. The E/ol%tion o( the Protoss and the Aeon o( Stri(e The )rotoss 3ere still a young/ tribal race 3hen the Pel2@aga arri(ed on Aiur and began to engineer them into a more e(olutionary ad(anced s!ecies. The )rotoss 1uic&ly ada!ted/ becoming an intellctually ad(anced and indi(idualistic race. This indi(idualism led to factionalism 3hich fueld the )rotoss2 natural inclination to3ards tribal se!aratism. Though the Pel2@aga had introduced themsel(es into )rotoss society/ the )rotoss Tribes continued to segregate and hostilities gre3. *inally/ the Pel2@aga 3ere forced to consider that they had made a mista&e in interfering 3ith the )rotoss2 de(elo!ment and chose to lea(e Aiur. The )rotoss descended into (iolent chaos for generations. The Second Age After centuries of conflict/ the )rotoss 3ill for 3arfare had begun to diminish/ if only slightly. At the same time/ a )rotoss named ;has disco(ered a tro(e of Pel2@aga artifacts/ including the ;haydarin Crystals. 6sing the Crystals/ ;has ta!!ed into the )rotoss2 inherent !sychic !o3ers. He soon accumulated numerous follo3ers/ &no3n and de(elo!ed the ;hala disci!lines/ other3ise &no3n as the 0)ath to Ascension.0 ;has2 follo3ers/ &no3n as the ;halai gre3 to dominate the !o!ulace and order 3as restored on Aiur for the first time in o(er a millenium. With this ne3 !eace/ the )rotoss built a !o3erful and !ros!erous ci(ili4ation/ redisco(ering the old teachings of the Pel2@aga and de(elo!ing a3esome ne3 technologies. The )rotoss !o!ulation 3as segregated into three ma:or castes--the ;halai 7citi4ens and follo3ers of ;has8/ the "udicators 7:udges and administrators8/ and the Tem!lars 73arriors and scouts8. $ndi(iduality and factionalism 3as muted to further communal/ unified goals and harmony. The )rotoss de(elo!ed s!acefaring technology and 1uic&ly disco(ered ne3 alien s!ecies in nearby solar systems. 6nli&e the Pel2@aga/ the )rotoss did not mani!ulate these s!ecies/ but they did underta&e an effort to !rotect those

s!ecies from interstellar threats. *or hundreds of years/ the )rotoss continued to de(elo! their ci(ili4ation and e,!lore the stars. The Rog%e Tri$es and the !ar& Templar A fe3 )rotoss refused to submit to the ne3 rule under the "udicators/ fearing their indi(diuality 3ould be abolished. The "udicator elites &ne3 of these outcasts/ but &e!t them secret from the general !o!ulace. *inally/ the "udicators decided to 3i!e out the Fogues and sent Adun/ a !o3erful Tem!lar/ to !erform the tas&. But Adun could not &ill his o3n &ind and sought to enlighten the Fogues 3ith the Tem!lar secrets/ ho!ing to bring them bac& into the fold. But the Fogues lac&ed the disci!line to control their ne3 !o3ers and a de(astating !sychic storms 3ere unleashed on Aiur. *inally/ the "udicators banished Adun and the Fogues from Aiur/ forcing them to 3ander the stars for eternity/ &no3n only as the .ar& Tem!lar. The .ar& Tem!lars acce!ted their banishment/ but ha(e al3ays lo(ed Aiur and sought to aid her in secret during times of need. *%manit) and the Zerg The )rotoss 3ere a3are of Humanity e(er since its arri(al in the ;o!rulu %ector. The )rotoss found Terrans to be relati(ely un!romising/ 3ith ma&eshift technology/ no a!!arent !syhic !otential/ and an instatiable--and 3asteful-lust to consume natural resources. $t 3as only 3hen the Terran colonies began to be infested by the Zerg that )rotoss too& notice. The Concla(e ordered the Tem!lar Tassadar to 3i!e out the Zerg threat/ eradicating all life on the Terran 3orlds at the same time. Tassadar refused/ but did engage the Zerg 7and/ at times/ ignorant Terrans8 in an attem!t to contain the threat. The Brood 0ar Era 6ltimately/ the Zerg managed to in(ade Aiur and begin to lay 3aste to the !lanet in its thirst for total domination. The )rotoss and some dissdent Terrans united to battle the Zerg menace and Tassadar called u!on the forbidden !o3ers of the .ar& Tem!lar to slay the Zerg -(ermind. $n the aftermath/ Zerg forces remain on Aiur/ the )rotoss ci(ili4ation reels under destruction/ and the )rotoss ha(e little idea that Terrans from the 6nited +arth .irectorate are arri(ing in the ;o!rulu %ector intent on 1uelling any alien acti(ity--including )rotoss.

PROTOSS TRIBES
6nited under the disci!lines of the ;hala/ the old )rotoss Tribes together stri(e to !rotect and ad(ance their s!ecies. Their differences are relati(ely minimal--often only a matter of (aried s&in tones. With the "udicators ser(ing as the ruling caste/ the Tem!lars filling military needs/ and the ;halai forming the industry and bul& of citi4enry/ the )rotoss society functions 3ith a 3ell-de(elo!ed efficiency maintained by a rigorous adherence to dogma and conformism. %ome of the Tribes continue to ta&e on s!ecial roles in the society.

Ara
-aste: "udicator Station: Concla(e )raetor #uard Tri$al -olor: Fed The first to follo3 the teachings of ;has/ the Ara control 3ho 3ill ser(e u!on the elite Concla(e Council. .es!ite its re(olutionary origins/ the Ara no3 seems cemented in the dogma of the ;hala. $t 3ill !ursue )rotoss !rotectionism and interests 3ithout hesitation/ see&ing to 3i!e out the Zerg and lea(e the foolish Terrans to their o3n de(ices.

A&ilae
-aste: Tem!lar Station: High Tem!lar Command Tri$al -olor: #reen .uring the Aeon of %trife/ the A&ilae 3arriors brutally dominated the other )rotoss castes. With the rise of the ;hala/ the A&ilae learned a ne3 sense of honor and disci!line/ ceding control to the "udicators and !ledging their armed might to !rotecting all )rotoss regardless of Tribe. The A&ilae no3 lead the )rotoss forces into any battle against their s!eciesN enemies. The A&ilae fight honorably and 3illingly die to !rotect )rotoss interests. They ha(e began to debate 3ith the "udicator that Humanity should be !rotected and guided rather than left to the Zerg onslaught.

Shela&
-aste: "udicator Station: ibrarians/ ;ee!ers of the ;haydarin Crystals Tri$al -olor: White The ancestral %hela&s 3ere the closest to the PelN@aga and retain res!onsibility for maintaining the remnants of &no3ledge from that ancient race. Today/ the %hela& also study the !ro!erties of the ;haydarin Crystals and disco(er ne3 uses for the )rotoss.

Sargas
-aste: Tem!lar

Station: +nforcersIAssassins Tri$al -olor: Blue Al3ays fiercely inde!endent and resistant to the im!osition of the ;hala dogma/ the %argas stand a bit aside from all other )rotoss Tribes. ess controlled by the "udicators and less rigid than the A&ilae/ the %argas also ha(e a long tradition of s&ill in the martial and stealthy arts. As such/ they ha(e become &no3n as the assassins of the )rotoss. @ot sur!risingly/ the %argas Tribe has !roduced more .ar& Tem!lars than an other.

A%riga
-aste: Tem!lar Station: )rotectors of the #reat *leet Tri$al -olor: -range *rom the )rotossN infancy/ the Auriga ha(e al3ays been the first to construct (essels of e,!loration and scout into the un&no3n dar&ness of the 3ilds. -n Aiur/ the Auriga 3ere the first to circumna(igate Aiur/ the first to launch roc&ets into orbit/ and the first to master faster-than-light s!eeds. Today/ the Auriga continue to !roduce the best !ilots and mechanics of the )rotoss starshi!s. They are fiercely loyal to the "udicator leadershi!.

4%rinax
-aste: ;halai Station: Wea!onsmiths and Technologists Tri$al -olor: )ur!le Though not 3arriors/ the *urina, are the brilliant engineers and 3ea!ons technologists that arm the )rotoss military. The *urina, are masters of de(elo!ing ne3 techni1ues to merge machines/ the ;haydarin Crystals/ and )rotoss !sionic abilities.

PROTOSS *EROES
Aldaris
Ad(isor to ;o!rulu +,!editionary *orce Species: )rotoss -aste: "udicator Age: D40 STR: =. !E2: C. -ON: =. "NO: =. Tactics 5.H Bureaucracy <0.H Business E.H a3-)rotoss <0.H +ducation E.H %cience D.H Alien %!ecies E.H anguages E. INS: C. %earch 5.H )rofile Q. PRE: C. Command E.H )ersuade D. PSI: 4. Tele!athy E.H +nhance 'ental Attribute 5.H Tele&inesis D.H Concentration 5. *P: 40 -P: <C -*I: = Aldaris has had a long career as a )rotoss administrator and no3 ser(es as the "udicator o(erseer of the Tem!lar fleet in the ;o!rulu %ector. %tee!ed in s!ecies !ride and the dogma of the ;hala/ Aldaris 3ill not suffer dissent and has little em!athy for non-)rotoss beings. While brilliant/ Aldaris can be insufferably controlling and critical/ often hounding those under him.

Zerat%l
Assassin I Ad(enturer Species: )rotoss -aste: )raetor of the .ar& Tem!lar Age: 5=4 STR: 4. Climbing 5.H "um!ing 5. !E2: 4. 'elee Wea!ons D.H 'elee Wea!ons-)si Blades Q.H 'artial Arts E.H .odge E.H Funning D.H )ilot %tarshi! 5.H %tarshi! #unnery 5. -ON: 4. Fesistance 5.H +ndurance D.H Will!o3er E. "NO: C. Tactics 5.H Alien %!ecies 5.H %ur(i(al D.H +ducation 5.H )lanetary %ystems 5. INS: C. %earch D.H %tealth Q. PRE: C. Command 5.H )ersuade 5. PSI: 4. Tele!athy 5.H +nhance )hysical Attribute 5.H Tele&inesis 5.H Concentration 5.H )si-Blades E.H %hield E.H 'ind Control 5.H Cloa&ing 7!ermanent8 D. *P: 50

-P: <5 -*I: 4 Fefusing to bend to the conformist dogma of the )rotoss establishment/ Zeratul 3as one of the rogues banished from Aiur during the .ar& Tem!lar +,ile. Though he has a strong hatred for the )rotoss Concla(e/ Zeratul still lo(es his home !lanet and see&s to hel! the )rotoss !eo!le ho3e(er !ossible. Though he does not follo3 the ;hala/ Zeratul has a strong sense of honor and self-sacrafice.

4enix
)raetor of the )rotoss .efense *orce Species: )rotoss -aste: Tem!lar Age: =QD STR: =. !E2: =. 'elee Wea!ons-)si Blades 5.H 'artial Arts 5.H .odge 5.H )ilot %tarshi! D.H %tarshi! #unnery D. -ON: =. Fesistance 5.H +ndurance 5.H Will!o3er 5. "NO: =. Tactics Q.H Alien %!ecies 5.H %ur(i(al 5.H +ducation 4.H Communications 5.H %ensors 5.H )lanetary %ystems 5. INS: C. %earch 5.H %tealth 4. PRE: C. Command E.H )ersuade 5. PSI: =. Tele!athy 5.H Tele!athy-Battle Commands E.H Concentration 5.H )si-Blades E.. *P: 45 -P: <0 -*I: C Though relati(ely young/ *eni, has ad(anced far in the )rotoss military. His brilliance shines in large-scale battles/ and his ability to effecti(ely command large forces is un!aralleled. A close friend of Tassadar/ *eni, distrusts the "udicator caste and !laces great faith in the ability of his fello3 Tem!lars. .es!ite his doubts/ *eni, 3ill fight for the )rotoss home3orld to the bitter end.

Tassadar
+,ecutor of the ;o!rulu +,!edition Species: )rotoss -aste: High Tem!lar Age: =55 STR: C.>C !E2: =. .odge 5. -ON: =. Fesistance 5.H +ndurance 5.H Will!o3er <0. "NO: =. Tactics E.H Alien %!ecies 5.H +ducation 5.H )lanetary %ystems 5.H +ducation-.ar& Tem!lar 'ysticism E. INS: =. %earch D.H %tealth 4. PRE: =. Command E.H )ersuade D.H $ntimidate D. PSI: 5. )sionic %torm Q.H Hallucination E.H Tele!athy Q.H Tele&inesis D.H Concentration 5.H %hield E.. *P: 45 -P: <5 -*I: 4 Tassadar ele(ated to the High Tem!lar station early in life/ Tassadar has al3ays sho3ed great !romise in mastering his !sionic !otential and a clear intuition of the teachings of ;has. Though entrusted 3ith great !o3er by the "udicators/ Tassadar is an uncon(entional/ !erha!s e(en re(olutionary thin&er. He studies )rotoss history/ mysticism/ and the teachings of the .ar& Tem!lar 3ith great rigor. He ho!es to one day brea& free of the dogmatic 1uagmire in 3hich )rotoss society a!!ears stuc&. Fe-uniting 3ith the .ar& Tem!lar tribe may be the greatest ho!e to free the )rotoss mind.

Brood 0ar Era


Tassadar sacrificed himself to destroy the Zerg -(ermind during the Battle of Aiur. $n the cataclysmic aftermath/ neither Tassadar nor the Archon a!!eared to ha(e sur(i(ed. As the Zerg forces run ram!ant of Aiur and the !itched battles are rene3ed/ some of TassadarNs follo3ers belie(e his essence may yet manifest again to hel! the )rotoss cause. Though the Concla(e and nearly D0O of AiurNs !o!ulation has been destroyed/ a fe3 )rotoss leaders remain to attem!t to !rotect 3hat remains. $n this time of crisis/ ne3 heroes are also emerging to attem!t reconstruction of the great )rotoss society.

Artanis
)raetor of the )rotoss .efense *orces Species: )rotoss

-aste: High Tem!lar Age: C5C STR: C. !E2: =. .odge 5. -ON: C.>C Fesistance 4.H +ndurance 4.H Will!o3er 5. "NO: =. Tactics 5.H Alien %!ecies 4. INS: =. %earch 5.H %tealth 4. PRE: 4. Command D.H )ersuade 5.H $ntimidate 5. PSI: 4. )sionic %torm 5.H Hallucination 5.H Tele!athy D.H Tele&inesis 5.H Concentration =.H %hield 5.. *P: 45 -P: 5 -*I: C The young Artanis has 1uic&ly risen among the High Tem!lar to lead their forces into battle. oyal to the ;hala disci!lines and dee!ly faithful to a (ision of a unified )rotoss society/ Artanis also harbors great admiration for Tassadar and emulates him in many 3ays. Ho3e(er/ ArtanisN youth and ine,!erience sometimes combine 3ith a certain rec&less nai(ete 3hich may !lace him and his forces into unnecessary !eril.

Ras,agal
'atriarch of the .ar& Tem!lar Tribes of %ha&uras -aste: .ar& Tem!lar Sex: *emale Age: <045 STR: <.>C !E2: <.>C -ON: <.>C Fesistance 5.H +ndurance 5.H Will!o3er <0. 7see belo38 "NO: E. Tactics Q.H Alien %!ecies <0.H +ducation <0.H )lanetary %ystems <<.H %cience <<.H Bureauracy-.ar& Tem!lar <=.H Business <C. INS: 5. %earch D.H %tealth <C. PRE: 4. Command <0.H )ersuade E.H $ntimidate <0. PSI: <C. 'ind Control <4.H )si-Blades <0.H Cloa&ing 7!ermanent8 <C.H Tele!athy <5.H Tele&inesis <<.H Concentration Q.H %hield <C.. Fas4agul li&ely has many more !sionic !o3ers--li&ely all listed in this game and more yet to be described. *P: =C -P: 50 -*I: E Among the most ancient of the )rotoss/ Fas4agul 3as belie(ed to ha(e one of the greatest minds in the gala,y. But no3 in her great age/ after generations of she!herding her .ar& Tem!lar children through s!ace/ Fas4agul has begun to gro3 e,hausted and her mastery of her !sionic !o3ers a!!ears to be sli!!ing. Fas4agul has &e!t her Tribes a!art from the other 3andering .ar& Tem!lar/ hiding instead on the !lanet of %ha&uras. *rom time to time/ she has sent agents to Aiur to collect intelligence and co(ertly assist the )rotoss. @o3/ in this great time of need/ she has brought forth her Tribes to aid all )rotoss and ho!efully reunite her !eo!le.

T*E -ASTES
The )rotoss ha(e a strong sense of community and social res!onsibility. +ach )rotoss fits into the 3hole/ ser(ing a needed !ur!ose for 3hich each indi(idual is s!ecially suited. i&e any thri(ing society/ the )rotoss are di(erse/ but the (arious tribes li(e in !eaceful co-e,istence. 6ntil recently/ at least...

Protoss -iti,en
Role: ;ahlai Caste 'ember STRG C.><9 !E2G C.9 -ONG =. "NOG =.>C9 INSG C.>C9 PREG C.><9 PSIG<.9 *PG C5. *eight: C m Armor: 5 7)rotoss robes8. Shield: C5. 'ost citi4ens do not ha(e access to shield generators 7nor do they need them8. ;o/ement: <0 m.

)rotoss citi4ens are as di(erse as any sentient race that acti(ely !ursues intellectual gro3th/ domestic harmony and s!iritual de(elo!ment. They are scientists/ industrialists/ teachers/ merchants/ !arents/ neighbors. The )rotoss ha(e a dee! sense of !ride/ and most belie(e that they are a su!erior race/ destined for greatness in the gala4y. Ho3e(er/ they remain dee!ly di(ided about ho3 to treat aliens and ho3 to counter the Zerg threat. %ome are fearful of humanity 3hile others see it as an o!!ortunity to guide an infant race to3ards a more harmonious e,istence.

.%dicator
Role: )rotoss Administrator STRG C.>C9 !E2G C.9 -ONG =. "NOG 4.9 INSG =.>C9 PREG =.>C9 PSIGC.9 *PG C5. *eight: C m Armor: 5 7)rotoss hea(y robes8. Shield: C5. 'ost "udicators do not use shields e,ce!t if they are e,!ecting some hostility. They seem such de(ices as belo3 their station. ;o/ement: <0 m. The "udicator Caste is !rimarily res!onsible for the functions of )rotoss go(ernment. Their elites meet in the "udicator Assembly/ 3hich is headed by the Concla(e/ a small core of +lders. The lo3er members of the caste fill most roles for administration and bureaucracy for the )rotoss. They tend to be highly organi4ed/ deferential to those in authority/ and a bit u!tight 7e(en among the )rotoss8. The higher members of the "udicators are e,tremely !o3erful. The elites ma&e decisions in secret and ha(e the !o3er to order Tem!lar forces into battle/ e(en/ !erha!s/ to 3i!e out an entire alien s!ecies. As 3ith any bureaucracy/ their moti(es may remain mysterious and are in danger of being corru!ted. But most "udicators belie(e they act to !rotect the )rotoss race and 3ill do any to achie(e that goal. %ome of the "udicators ha(e been chosen to cre3 the !o3erful Arbiter starshi!s. The "udicators use these (essels to lend their hand to the Tem!lars in times of 3ar and/ most li&ely/ to &ee! a !resence of authority o(er the Tem!lars as they carry out their cam!aigns.

The Templars:
Zealot
Role: assault 3arrior STRG 5. 7in !o3ersuit8/ 4. out of suit9 !E2G 4.9 .odge 5.H 'elee Wea!ons9 )sionic Blades 5.H Funning 5.H 'artial Arts 7)rotoss89 4.>C -ONG 5.9 "NOG C.><9 Tactics9 =.>C INSG C.9 %earch =.H %tealth =.>C PREG C.9 PSIGC.9 *PG 50 Scale: Character *eight: R C.=m !amage: )sionic Blades9 the Zealot2s !o3er suit is fitted 3ith units 3hich channel !sionic !o3er into a beam of energy. Damage: %TF > <. !er )%$ .ie. 'ay be increased <. !er #round Wea!ons 6!grade. Scale: Character. 1ange: melee combat only. Armor: CC. 'ay be increased by 5 for each #round Armor 6!grade. Shield: 40. 'ay be increased by <0 for each %hields 6!grade. ;o/ement: <C m. 'ay be increased by <0 m !er round for each eg +nhancements 6!grade. Reso%rce -ost: < F) for C Zealots. Zealots com!ose the !rimary ground force for the )rotoss. These highly trained 3arriors are outfitted 3ith

cybernetic im!lants and !o3er suits and unleashed 3ith ferocity u!on the enemy. They li(e by the strict code of ;hala and ho!e to master their )sionic !otential to ad(ance to higher le(els 3ithin the )rotoss order.

!ragoon
Role: Cybernetic %u!!ort Warrior STRG 5.>C9 ifting E. !E2G =.><9 .odge 4.H Funning D.H Hea(y Wea!ons9 )hase .isru!tor 5.. -ONG 5.>C9 "NOG C.>C9 Tactics9 =.>C INSG <.>C %earch =.H %tealth =. PREG C. PSIGC. *PG D0. .ragoons may only recei(e *irst Aid through a 'edicine9 Cybernetics attem!t. Scale: )assenger ?ehicle #ength: =m *eight: 5m !amage: )hase .isru!tor Cannon9 the .ragoon body has a built-in anti-matter 3ea!on 3hich is bolstered by the .ragoon2s )si. Damage: 5. > <. !er )%$ .ie. 'ay be increased <. !er #round Wea!ons 6!grade. Scale: Character. 1ange: <-4 I <0 I C5 I 50. 'ay be increased by <0 m in each category !er %ingularity Charge 6!grade. Cooldown 1ate: the )hase .isru!tor Cannon may only be fired once !er combat round at most. Armor: =0. 'ay be increased by D for each #round Armor 6!grade. Shield: 50. 'ay be increased by <5 for each %hields 6!grade. ;o/ement: C0 m. -argo: .ragoons do not ha(e a !assenger com!artment/ but they may carry other beings u!on their 0torso0. Reso%rce -ost: < F) !er .ragoon. .ragoons are )rotoss 3arriors that ha(e been grie(ously 3ounded and !ermitted their cri!!led !hysical bodies to be merged into large cybernetic 3al&ers. .ragoons are some3hat tragic among the )rotoss9 !roud 3arriors 3ithout flesh and blood/ forced to channel their !sionic energies through a machine in order to function. Fegardless/ they are highly (alued among the infantry and gi(en due res!ect.

*igh Templar
Role: )sionic Warrior STRG 4.9 !E2G =.>C9 .odge 4.H 'artial Arts 4.>C -ONG 4.9 "NOG =.>C9 INSG 4.9 %earch 5.H %tealth =.H )rofile 5. PREG =.>C9 Command 4. PSIG4.9 %ee belo3 for standard !o3ers. *PG =5. Scale: Character *eight: C.= m Po+ers: High Tem!lars may ha(e a (ariety of mental !o3ers/ but the most common &no3n to Terrans are listed belo3. )sionic %torm9 By studying in the Tem!lar Archi(es/ Tem!lars may learn to unleash their !sychic energies in de(estating attac&s on their enemy2s brains. Damage: 'ental damage e1ual to the Tem!lar2s )%$ .ice 7usually 4.8. Armor and standard shields !ro(ide no !rotection. %cale is also irrele(ant. Ho3e(er/ the target must be a li(ing creature 3ith a brain. This attac& may be u!graded <. !er #round Wea!ons 6!grade. Scale: Character. 1ange: CI 5 I <0 I C0 7see belo3 for area of effect8. 2a#e (ffect: the )sionic %torm affects all non-)rotoss targets 7e(en allies8 3ithin a <0 m radius of the !rimary target of the Tem!lar2s attac&. Cooldo3n9 the Tem!lar may only attem!t the )sionic %torm once !er C combat rounds. Hallucination9 $n the Tem!lar Archi(es/ some High Tem!lars ha(e learned the ability to create life-li&e illusions that 3ill fool enemy troo!s.

Difficulty: 'oderate to create illusionary du!licates troo!s I terrain in the area. ?ery .ifficult to create more no(el images. 1ange: the illusion may be !ro:ected u! to =00 meters a3ay from the Tem!lar. Duration: < minute > < minute !er +ffect ?alue. %ummon Archon9 t3o High Tem!lars may merge together and become a !o3erful entity &no3n as the Archon 7see belo38. Armor: <5. 'ay be increased by 5 for each #round Armor 6!grade. Shield: C5. 'ay be increased by <0 for each %hields 6!grade. ;o/ement: <0 m. Reso%rce -ost: < F) !er High Tem!lar. High Tem!lars are among the )rotoss 3arriors that ha(e begun to truly master their !sionic !otential. They set aside all forms of martial training to attain a higher order of mental !ro3ess. They are re(ered among the )rotoss and the Tem!lars fill their station 3ith a strong sense of !ride and res!onsibility. $n times of great need/ they 3illingly sacrifice themsel(es for the good of the )rotoss !eo!le.

!ar& Templar
Role: +lite %tealth Warrior 7Brood War +ra only8. STRG 4.9 !E2G 5.9 .odge 5.>CH 'artial Arts 5.H -ONG 5.9 "NOG =.9 INSG =.>C9 %earch 5.H %tealth 5.H )rofile 5. PREG =.>C9 Command 4. PSIGC.>C9 *PG 45. Scale: Character *eight: C.= m 0eapons ? Po+ers: Hy!er-)si Blades9 .ar& Tem!lars ha(e de(elo!ed a modified )si-Blade technology that radically enhances the damage done. Damage: )%$ , = damage. Add <. to the total for each #round Wea!ons 6!grade. Scale: Character. 1ange: 'elee Combat only. )ermanent Cloa&ing9 .ar& Tem!lars ha(e mastered the ability to bend light around their bodies and are al3ays in(isible to normal (isual detection. Ho3e(er/ they may be detected by s!ecial systems/ !sychic !o3es/ and other senses 7sounds/ smell/ etc.8. %ummon .ar& Archon9 i&e the High Tem!lars/ t3o .ar& Tem!lars may merge together to create a !o3erful being &no3n as the .ar& Archon. Armor: <E. 'ay be increased by 5 for each #round Armor 6!grade. Shield: 40. 'ay be increased by <0 for each %hields 6!grade. ;o/ement: C0 m. Reso%rce -ost: < F) !er .ar& Tem!lar. The .ar& Tem!lars 3ere e,iled from the )rotoss home3orld long ago for their refusal to follo3 the dogma of ;hala. $nstead/ they ha(e 3andered the gala,y/ learning ne3 3ays to channel their formidable !sychic !o3ers. These beings are enigmatic and distant/ but are not the demons some 3ould ma&e them out to be. $ndeed/ u!on learning of the attac& on Aiur/ the .ar& Tem!lars ha(e returned to !rotect their home3orld and race from the onslaught of the infidels and lesser races. Whether their ser(ice 3ill be a!!reciated by the )rotoss hierarchy remains to be seen.

Archon
Role: Hea(y Assault Warrior STRG <.9 !E2G 4.9 .odge 5. -ONG C.9 "NOG 5.9 INSG 5.9 PREG 5.9 Command 4.H $ntimidate 5. PSIG5.9 *PG C0. *eight: 5 m 0eapons ? Po+ers:

)sionic %hoc&3a(e9 Damage: 4. > )%$. Armor and most shields !ro(ide no !rotection against this attac&. Area of (ffect: *ull damage to all 3ithin <0 meters of !rimary targetH -C. damage for each <0 meters from focal !oint. 1ange: 5 I <5 I 50 I <00. Cooldown: the )sionic %hoc&3a(e may only be unleased once e(ery C rounds. Armor: <C. 'ay be increased by 4 for each #round Armor 6!grade. Shield: C00. 'ay be increased by C0 for each %hields 6!grade. ;o/ement: <0 m. Reso%rce -ost: Archons may only be created by the mergine of t3o High Tem!lars. Born from the merging of the !sionic essences of t3o High Tem!lars/ the Archon is a de(estating force on the battlefield. )sionic energy emanates from it/ creating its !o3erful shield--entirely necessary to !rotect the Archon2s fragile !hysical form. The nearly unsto!!able force of the Archon2s !sychic attac& ma&e it an essential unit for the )rotoss. ittle is &no3n of 3hat ha!!ens to the Archons once they are no longer needed in battle. %ome belie(e that they are se1uestered in a s!ecial )rotoss tem!le to !rotect the general !ublic from their !o3ers. -thers belie(e that the Archon2s s3irling !o3er slo3ly dissa!ates o(er time/ until the Archon dimishes to nothing/ re:oining the cosmic energy from 3hich it dre3 its !o3er.

!ar& Archon
Role: Hea(y Assault Warrior STRG <.9 !E2G 4.9 .odge 5. -ONG C.9 "NOG 5.9 INSG 5.9 PREG 5.9 Command 4.H $ntimidate 5. PSIG5.9 *PG =5. *eight: 5 m 0eapons ? Po+ers: *eedbac&9 The .ar& Archon may create a shield around itself that 3ill reflect the energy of an attac& u!on it bac& at the original attac&er. Difficulty: 'oderate 7<58 to create the shield. $t may be &e!t 0u!0 as an action each round 7-<.8. (ffect: Will reflect a number of dice e1ual to the .ar& Archon2s )si dice bac& at the attac&er. .amage dice in e,cess of the Archon2s )si 3ill has on to the Archon. 'aelstrom9 By focusing its )si/ the .ar& Archon can o(erload the ner(ous systems of all li(ing units 3ithin an area/ !araly4ing them for a short !eriod of time. Difficulty: 'oderate 7<58. 1ange: <0 I =0 I 50 I Q0 Duration: C rounds > < round !er +ffect ?alue. 1esistance: any unit may ma&e an +,tremely .ifficult 7C58 Fesistance roll to a(oid the effects of 'aelstrom. 'ind Control9 the .ar& Archon2s most fearsome !o3er is that of controlling the minds of others. Difficulty: .ifficult 7C08. Fange9 = I 5 I <0 I C0. Duration: < minute > < minute !er +ffect ?alue. Fesistance roll9 -nce !er minute/ the target may ma&e a .ifficult Will!o3er roll to brea& the Archon2s control. When the target attem!ts this/ a battle of 3ills occurs9 the Archon may ma&e another 'ind Control roll to maintain the dominance 7but 3ill do so at -<.8. The highest result 3ill succeed. Armor: C0. 'ay be increased by 5 for each #round Armor 6!grade. Shield: <D0. 'ay be increased by C0 for each %hields 6!grade. ;o/ement: <0 m. Reso%rce -ost: .ar& Archons may only be created through the merging of t3o .ar& Tem!lars. The mysterious .ar& Archons ha(e not been seen for thousands of years on Aiur. But dire times re1uire that e(en the dar&est of !o3ers be in(o&ed to defend the )rotoss home3orld. Created by the merging of t3o .ar& Tem!lars/ the .ar& Archon a!!ears as a s3irling cloud of !sychic energy. While it can do little in melee combat/ its !sychic !o3ers ma&e it !otent addition to the )rotoss forces. Though they no3 ser(e in the defense of the )rotoss/ .ar& Archons are still 3idely distrusted by the )rotoss hierarchy and the general !o!ulace. And for good reason.

Sco%t Pilot
Role: %tarfighter )ilot STRG =.9 !E2G 4.9 )ilot9 )rotoss %cout 5.H %tarshi! #unnery 5. -ONG =. "NOG C.>C9 Tactics9 %tarfighters 4.H %tarshi! -!erations =.>CH %cience =.H 'echanics =.H +lecronics =.H )lanetary %ystems =.>C. INSG =.>C9 %earch 4.H %ur(i(al 4. PREG C.>C9 Command =.>C. PSIG<.9 *PG =5. *eight: C m 9ehicle: )rotoss %cout 7 ong-range starfighter8. Armor: <0 7)rotoss ?ac-%uit8. Shield: =0. The light-3eight shield emitter used by %cout )ilots cannot be u!graded. ;o/ement: <0 m. Reso%rce -ost: Automatic 3ith the !roduction of a )rotoss %cout. %cout )ilots are chosen from the Tem!lar Caste for their natural curiousity and their ability to focus their )si into flying the im!ressi(e %cout %tarfighters of the )rotoss. $t ta&es a rare indi(idual to seemlessly merge their !sionic energy 3ith that of a machine/ and these !ilots are among that elite. $n times of !eace/ the %cout Cor!s occu!ies itself 3ith its !rimary mission9 e,!loring along the edges of )rotoss s!ace and beyond/ on long-range missions that may ta&e years. But 3ith the coming of the Zerg/ the %couts ha(e returned to )rotoss to defend their home3orld and ser(e their !eo!le as best they can. 'ost %cout )ilots carry either a small )hase .isru!ter )istol or arm themse(es 3ith a )si-Blade. They tend to be a bit more o!en than most )rotoss military units and are often curious of other races/ e(en if they must fight them in self-defense.

Ro$ots
The )rotoss ma&e e,tensi(e use of robots to !erform a 3ide (ariety of functions/ including resource e,traction/ construction/ and !ersonnel trans!ort. Fobot brains come in a e1ually large (ariety of intelligence and autonomy ratings/ de!ending on the robot2s !rogramming and re1uired function. *inally/ most robots ha(e s!ecial e1ui!ment 3hich allo3s them to ta&e orders directly (ia mental transmissions from a )rotoss controller.

Pro$e
Role: Fesource gatherer/ 3or&er. STRG 4.9 ifting 5.. !E2G =.9 .odge 4.H *irearms9 )article Beam 4.H *lying 4. -ONG 5.9 +ndurance E.. "NOG C.9 ?alue9 @atural Fesources 5.H +ngineering9 4. INSG <.>C9 %earch9 Fesources 5. PREG <. PSIG0. *PG =5 Scale: Character #ength: C m 703ings!an08 *eight: <m !amage: )article Beams9 )robes !rimarily use their !article beam emitters for mining and construction 3or&. Ho3e(er/ they may be used as short-range defensi(e 3ea!ons as 3ell. Damage: =.>C. 'ay be increased <. for each #round Wea!ons 6!grade. Scale: Character. 1ange: <I =I DI <0 Drilling (ffect: the !robe may focus its beam on a !iece of armor or other hard substance and reduce the Armor ?alue by C for each round/ regardless of 3hether the beam !ierces the armor. Armor: <0. 'ay be increased by 4 for each #round Armor 6!grade. Shields: C0. 'ay be increased by <0 for each %hields 6!grade. ;o/ement: <5 m ho(eringIflying. *light ceiling G R <0 meters. Reso%rce -ost: < F) !roduces 4 )robes. )robes are semi-autonomous robots that ser(ice that !erform basic ser(ices for the )rotoss. They do e(erything from

e,tract resources to clean house. While they are usually relati(ely mindless/ those that ha(e been in ser(ice for a long time 3ill de(elo! !ersonality 1uir&s and ha(e been sho3n to accumulate a sur!rising range of &no3ledge. Among its many tools/ a )robe may manufacture and !lant small beacons that !ermit the )rotoss to tele!ort !refabricated buildings from their Home3orld to the site. Thus/ )robes rarely need to engage in actual construction of buildings. They only need to !lant the beacon and get out of the 3ay.

Rea/er
Role: 'obile Artillery 6nit Scale: Hea(y ?ehicle 74. o(er Character8. #ength: <C meters long. Programmed S&ills: Tan& -!s9 Fea(er 5.H %ensors 5.H Communications 5.. Passengers: 0.. %ome Fea(ers may be hea(ily modified to house a fe3 !assengers. -argo -apacit): <0 tons/ !rimarily materials to construct and arm %carabs 7see belo38. ;an%e/era$ilit): 0.. Speed: <5I=0 7round8. *%ll Points: <00 I D5 I 50 I C5. Armor: C5. 'ay be increased by E for each #round Armor 6!grade. Shields: D0 -omm%nications: %ecure satellite communications. Sensors: %hort Fange FadarH +,ternal -!tics. 0eapons: Scara$ #a%ncher: Fea(ers may manufacture and launch small drones 3hich fly at enemy targets and e,!lode u!on im!act. Damage: Q.. 'ay be u!graded <.>< for each #round Wea!ons 6!grade. Area of (ffect: .oes full damage to all targets 3ith = m. -C. damage for each addtional 5m from !oint of im!act. Control: The %carabs are self-guided and hit 3ith 5. accuracy. %carabs that miss their targets 3ill e,!lode as near to the target as !ossible to cause at least some damage. 1ange: 5 I C5 I 50 I <00 Ammunition: <0 %carabs. = more %carabs may be !roduced and carried for each $ncrease Ca!acity 6!grade. Reso%rce -ost: C F) !er Fea(er. !escription: Fea(ers are large/ bugli&e robots that !ro(ide hea(y 3ea!on su!!ort for )rotoss troo!s. The robot brain itself is relati(ely sim!le/ res!onding to the direct orders of a battlefield general. The Fea(er may be set to a 0search and destroy0 mode/ in 3hich it 3ill sim!ly attac& the nearest enemy units/ but under this strategy/ the Fea(er 3ill 1uic&ly run out of %carabs.

Sh%ttle
Role: Armored Trans!ort Scale: %tarfighter 75. o(er Character8. #ength: =0 meters long. Programmed S&ills: )ilot9 *reighter 5.H Communications 5.H %ensors 5.H 'echanics 7%elf-re!air8 5.H +lectronics 7%elf-re!air8 5.. Passengers: A!!ro,imately 40 ground troo!s. -argo -apacit): C00 metric tons. A!!ro,imately 4 units of ground troo!s 7Fea(ers G 4 indi(iduals8.. ;an%e/era$ilit): 0.. Speed: Atmos!here9 50ID0. %!ace9 4. #ra(itic .ri(e 6!grades may increase the Atmos!heric %!eed by <0 and the %!ace %!eed by C !er u!grade. *%ll Points: D0. Armor: =0. 'ay be increased by 5 for each Air Armor 6!grade. Shields: D0. 'ay be increased by <0 !er %hields 6!grade. -omm%nications: %ecure electronic and !sychic lin&s. Sensors: )assi#e9 D I <. Scan9 <5 I C. Search9 50 I C. Bocus9 5 I 4. 0eapons: @one. Reso%rce -ost: < F) !er %huttle. !escription: %huttles are robotic troo! trans!orts/ !ure and sim!le. The robot brain is fairly intelligent and ca!able of creati(e and inde!endent thought in order to sol(e !roblems. The robot brain often de(elo!s a &ind of maternal sense for the troo!s that it carries into battle. Fegardless/ shuttles 3ill ris& their 3ell-being to trans!ort troo!s to and

from battle sites. Also/ most )rotoss shuttles do ha(e the ca!acity to be !iloted by a biological unit 7some situations re1uire a li(ing !ilot8.

O$ser/er
Role: Fobotic %couting )robe Scale: Character #ength: <.E meters long. Programmed S&ills: %TFG C. .+PG 4.9 *lying 5.H .odge 5.. C-@GC. ;@-G=.9 Communications 5.H %ensors 5.H 'echanics 7%elf-re!air8 5.H +lectronics 7%elf-re!air8 5.H anguages 5.H )lanetary %ystems 4.H @a(igation9 %!ace 5.. $@%G<.9 %tealth 5.H %earch 7see %ensors8. )F+G<.9 -argo -apacit): roughly <0 &g for collected sam!les. ;an%e/era$ilit): C.. Speed: Atmos!here9 D0I<00. %!ace9 5. #ra(itic Booster 6!grades may increase the Atmos!heric %!eed by <0 and the %!ace %!eed by C !er u!grade. *)perspace ;odi(ier: 4, *%ll Points: C5 I <Q I <= I D. Armor: <0. 'ay be increased by 5 for each Air Armor 6!grade. Shields: C5. 'ay be increased by <0 !er %hields 6!grade. -omm%nications: %ecure electronic and !sychic lin&s. Sensors: .etects cloa&ed (essels as if they 3ere not cloa&ed. %ensor range may be increased by C units for and resolution by <. for each %ensor Array 6!grade. )assi#e9 D I C. Scan9 <5 I =. Search9 50 I 4. Bocus9 5 I 5. -loa&ing !e/ice: -bser(ers may automatically cloa& themsel(es in battle situations. The delicate micro-cloa&ing de(ice 3ill not 3or& if 3ea!ons or other ma:or modifications are added to the -bser(er. 0eapons: @one. Reso%rce -ost: C -bser(ers !er F). !escription: -bser(ers are the !rimary eyes and ears of the )rotoss in the far reaches of s!ace and/ 3ith more fre1ueny/ on the battlefield. Because of their micro-cloa&ing de(ices/ -bser(ers easily snea& behind enemy lines and gather intelligence. Because of their !rimary mission/ these little robots can be 1uite in(enti(e/ curious/ and 1uir&y. Those in o!eration for long !eriods of time de(elo! significant senses of self and autonomy.

TH+ )F-T-%%9 %tructures K 6!grades


Belo3 are the !rimary )rotoss structures and the facilities and u!grades they !ro(ide. $t is (ery concei(able that that not e(ery facility 3ill ha(e all the o!tions mentioned belo3 or that a facility may !ro(ide uni1ue ser(ices not listed. 'ost )rotoss structures are actually !re-fabricated bac& on Aiur and tele!orted to the site once a 3ar! beacon is acti(ated by a )robe. %tructures ha(e no internal !o3er su!!ly/ but are run on the energy from the )rotoss )sionic 'atri,/ 3hich is channeled through the @e,us structure and relayed to outlying areas by )ylons. -nce the local )ylon is deacti(ated/ the structures 3ill become inacti(e until !o3ered again 3ith a ne3 )ylon. )rotoss u!grades im!ro(e all the a!!ro!riate units ser(ed by the base 3here the u!grade is !erformed. Thus/ e(en friendly units from nearby bases 3ill be unaffected by enhancements made locally. The only e,ce!tion is that if the nearby base 3as founded by the same )rotoss as the first base/ then all 3ill share in enhancements made at either base.

@e,us9 !rimary command and control facility. )ylon9 !sionic matri, !o3er relay. Assimilator9 ?es!ene gas e,tractor. #ate3ay9 !rimary troo! 3ar! gate.

%hield Battery9 !ersonal shield recharge station. *orge9 !rimary engineering facility.
6!grade #round Wea!ons 6!grade #round Armor 6!grade %hields

)hoton Cannon9 standard base defense installation. Cybernetics Core9 ad(anced engineering facility.
%ingularity Charge 6!grade Air Wea!ons 6!grade Air Armor

Fobotics *acility9 robotics !roduction !lant. Fobotics %u!!ort Bay9 robotics research and de(elo!ment laboratory.
6!grade %carab .amage Fea(er Ca!acity +,!ansion %huttle #ra(itic .ri(e -bser(er #ra(itic Booster -bser(er %ensor Array Zealot eg +nhancements. Tem!lar #ate3ay. ;haydarin Amulet )sionic %torm Training Hallucination Training

-bser(atory9 data collection and storage hub. Citadel of Adun9 Tem!lar center and training grounds. Tem!lar Archi(es9 High Tem!lar tem!le.

%targate9 trans3ar! gate3ay for manned )rotoss starshi!s. *leet Beacon9 stargate stabili4er for ca!ital-scale shi!s.
%cout A!ial %ensors 6!grade %cout #ra(itic Thrusters Carrier Ca!acity +,!ansion ;haydarin Core 7Arbiter +nergy +,!ansion8. Fecall %tasis

Arbiter Tribunal9 stargate stabili4er for Arbiter starshi!s and "udicator head1uarters.

@e,us
T)pe: Central Command %tructure Bod) Points: 500 Armor: 40 Shield: 500 4acilities: )robe manufacturing !lant. Can manufacture about < )robe e(ery <0 minutes at !ea& efficiency. Fesource storage. 'ay store u! to </000/000 tons of crystals and about 5/000/000 gallons of ?es!ene gas. )sionic energy 0anchor0 for additional structures. Command and control facilities. -omm%nications: #lobal electronic lin&. Trans-3ar! !sychic lin&. pgrades: @one. The @e,us is the first structure established for any )rotoss base. Through its machinery/ the )rotos can lin& to the !sionic energy matri, of Aiur. $t also manufactures )robes/ 3ho are necessary to !lant the 3ar! beacons to im!ort additional structures to the area. @e,us buildings 3ill ha(e some limited scientific and medical facilities as 3ell.

P)lon
T)pe: )sionic 'atri, Felay Bod) Points: C00

Armor: =0 Shield: C00 4acilities: @one. -omm%nications: )si-relays9 focuses energy emitted through the @e,us from the home3orld and creates a s!here of energy that 3ill !o3er any )rotoss structures 3ithin its radius for an unlimited duration. pgrades: @one. The floating/ crystaline !ylons act li&e !o3er!lants for the )rotoss/ channeling the s!ecies2 inherent mental energies to !o3er the robotic factories and other facilities re1uired on )rotoss bases. $f the !ylon is destroyed/ all the structures 3ithin its s!here 3ill shut do3n until re-!o3ered.

Gate+a)
T)pe: Troo! Trans!ort War! #ate Bod) Points: C50 Armor: =5 Shield: C50 4acilities: Troo! %u!!ort9 #ate3ays also !ro(ide slee!ing 1uarters/ basic armories/ and feeding stations for )rotoss troo!s. -omm%nications: #lobal electronic lin&. Trans-3ar! !sychic lin&. pgrades: @one. #ate3ays are also one of the basic structures found in e(ery )rotoss out!ost. The buildings house a large 3ar! in the fabric of s!ace-time/ through 3hich troo!s may !ass to arri(e from or return to Aiur. Because these buildings !ro(ide a direct route to Aiur/ they are usually hea(ily monitored and guarded. The )rotoss 3ould rather destroy the structure than let it fall into enemy hands.

Shield Batter)
T)pe: )ersonal %hield Fecharger Bod) Points: C50 Armor: =5 Shield: C50 4acilities: @one. -omm%nications: @one. pgrades: @one. %hield Batteries !assi(e soa& u! local !sionic 3a(es/ con(ert them into shielding energy/ and store it until it is needed by a )rotoss unit. 6nits need only touch one of the out!ut lin&s of the Battery to tri!le the s!eed of their shield recharge.

4orge
T)pe: )rimary +ngineering *acility Bod) Points: CD5 Armor: 40 Shield: CD5 4acilities: Wea!ons 'anufacturing9 the *orge !roduces the !rimary 3ea!ons for the )robe/ Zealot/ Tem!lars/ and .ragoon. Armor 'anufacturing9 the *orge smelts the armor for all the )rotoss ground troo!s. %hield #enerators9 the *orge also manufacturers all the shield generators needed by local troo!s and structures. )hoton Cannon )lant9 *orge facilities may be used to manufacture the com!anants needed to build a )hoton Cannon. -omm%nications: #lobal electronic land !sychic lin&s. pgrades: #round Wea!ons9 refinements in the *orge can create more efficient and deadly 3ea!onry for the )rotoss ground forces. (ffect: ><. to damage of !rimary 3ea!on7s8 !er 6!grade e(el. Cost: Current 6!grade e(el ,. C F). #round Armor9 3ith a greater in(estment of resources/ the *orge engineers may !roduce harder armor for )rotoss ground forces. (ffect: Adds to the Armor ?alue of all ground units. Amount added de!ends on the unit. Cost: Current 6!grade e(el ,. C F). %hields9 im!ro(ements made in the *orge can create better technology to boost )rotoss shields. (ffect: Adds to the %hield ?alue for all )rotoss units and structures ser(ed by the base.

Cost: Current 6!grade e(el ,. = F). The *orge is often the third structure to be built in a ne3 )rotoss base/ !articularly one that e,!ects to see battle soon. $t is essential for manufacturing 3ea!ons/ armor and shield generators. The *orge is usually manned by a mi,ture of )rotoss engineers and construction robots.

Assimilator
T)pe: ?es!ene +,tractor Bod) Points: C00 Armor: =0 Shield: C00 4acilities: ?es!ene +,tractors9 dee! ground drills and suction de(ices efficiently e,tract the ?es!ene gas and !ac&age it for deli(ery to the @e,us. The standard Assimilator 3ill !roduce a!!ro,imately <0 gallons !er minute. -omm%nications: #lobal electronic lin&. pgrades: @one. Assimilators are a necessary !art of any ad(anced )rotoss out!ost. The (aluable gas is needed for further construction and to su!!lement !o3er im!orted through the )sionic 'atri,. Assimilators are generally run entirely by robots.

-)$ernetics -ore
T)pe: Ad(anced +ngineering *acility Bod) Points: =00 Armor: =5 Shield: =00 4acilities: .ragoon -!erating Foom9 The ad(anced cybernetics-medical station in the Core may be used to :oin a )rotoss solider 3ith the metal e,os&eleton of a .ragoon. This o!eration normally ta&es at least < hour/ but may be rushed in times of greater need. Cost: 5 F) !er .ragoon. Air Armory Fesearch9 The Core enginneers are !rimarily res!onsible for im!ro(ing the 3ea!ons and armor of the )rotoss air fleet. -omm%nications: #lobal electronic and !sychic lin&. pgrades: .ragoon Wea!ons Attunement9 With time/ the .ragoon may be trained to focus his )si to get greater ranger from the )hase .isru!ter. (ffect: $ncreases Fange by <0 m !er category. Cost: Current 6!grade e(el , < F). Air Wea!ons +nhancement9 the Core also researches the 3ea!ons used by the )rotoss air fleet and !ro(ides them 3ith im!ro(ed technology to increase their damage. (ffect: $nceases most Air Wea!ons by <. !er 6!grade e(el. %ome units may ha(e different (alues. Cost: Current 6!grade e(el , C F). Air Armor +nhancement9 While the *orge focuses on the hea(y armor of the ground for(es/ the Cybernetics Core loo&s for 3ays to strength the light3eight/ aerodynamic !lating of the )rotoss fleet. (ffect: $ncrease the Armor ?alue of the )rotoss air units by an amount uni1ue to each unit ty!e. Cost: Current 6!grade e(el ,. C F). The Cybernetics Core is a common sight in )rotoss bases/ !articularly because the .ragoons are so often needed. The Core is manned by a mi,ture of to! )rotoss scientists and robots.

Ro$otics 4acilit)
T)pe: )rimary Fobotics 'anufacturing )lan Bod) Points: =00 Armor: =5 Shield: =00 4acilities: Assembly ine9 The Fobotics *acility is resonsible for !roducing the large robotic crafts used by the )rotoss. An unmodified *acility may build %huttles at a rate of about < !er 5 hours 7this may be increased in times of great need8. The facility is necessary to build Fea(ers and -bser(ers as 3ell/ but additional structures are also re1uired to !roduce those units. -omm%nications: #lobal electronic and !sychic lin&. pgrades: @one. The Fobotics *acility is a common sight on )rotoss bases 3here troo! trans!ortation is often re1uired. $t is also

found on almost all of the far-flung out!osts/ since it !roduces the -bser(ers needed for dee! s!ace e,!loration. The *acility is !rimarily run by robots 7fittingly enough8/ o(erseen by <-C )rotoss Fobotics +ngineers.

Ro$otics S%pport Ba)


T)pe: Ad(anced Fobotics ab Bod) Points: C50 Armor: =0 Shield: C50 4acilities: Fesearch and .e(eo!ment abs9 the %u!!ort Bay has the most ad(anced )rotoss robotics labs a(ailable. Here/ technicians 3or& day and night to de(elo! the more elegant and !o3erful )rotoss robots. -omm%nications: #lobal electronic and !sychic lin&. pgrades: %carab .amage9 minor/ but e,tremely com!le, ad:ustments made to %carabs may increase their already a3esome damage !otential. (ffect: $ncreases %carab .amage by <. !er u!grade. Cost: Current 6!grade e(el , < F). Fea(er Ca!acity +nlargment9 by re3or&ing some of the Fea(er2s internal designs/ engineers can free u! s!ace to !ermit the Fea(er to carry more %carabs/ and thus enhance the Fea(er2s battlefield utility. (ffect: )ermits the Fea(er to carry = more %carabs !er 6!grade e(el. Cost: Current 6!grade e(el , C F). #ra(itic .ri(e9 engineers can re(am! the standard re!ulsor dri(es of %huttles and increase their s!eed. (ffect: $ncreases %huttle s!eed in the Atmos!here by <0 m I round 7R =500 &!h8 and in %!ace by C units !er u!grade. Cost: Current 6!grade e(el , < F). The Fobotics %u!!ort Bay is home to some of the finest minds in the )rotoss !o!ulation. These s!ecialists are continually tin&ering 3ith )rotoss technology to de(elo! smarter/ more efficient/ and more dangerous robots.

O$ser/ator)
T)pe: .ata Collection and %torage Hub Bod) Points: CC5 Armor: C5 Shield: CC5 4acilities: High )o3ered Telesco!es9 obser(atories ha(e a (ariety of o!tics and radio-sco!es for studying interstellar !henomena. -bser(er Code9 -bser(atories house the !rogram code for de(elo!ing robotic -bser(ers and are re1uired to !re!are and launch -bser(ers into ser(ice. .ata ibrary9 -bser(atories record and store all local data from the time of their first obser(ation. Thus/ users may access information on matters as di(erse as global 3eather/ geological studies/ local battles/ !assing 3ildlife and so on. -omm%nications: #lobal electronic and !sychic lin&. -!tical and radio telesco!es. +,tremely fast and secure 7encoded8 data transmission ca!ability. pgrades: %ensor Array Fefinements9 the information gather by -bser(atories may be used to refine the sensor arrays of -bser(ers. (ffect: $ncrease the range of the different %ensor e(els by C units and the %ensor .ice by <. !er u!grade. Cost: Current 6!grade e(el , < F). #ra(tic Boosters9 -bser(atories may dedicate some of their resources and !rocessing !o3er to enhancing the basic !ro!ulsion systems of their -bser(ers. (ffect: $ncreases the Atmos!heric s!eed of -bser(ers by about <0 mI round and their %!ace %!eed by C unitsIround. Cost: Current 6!grade e(el , < F). -bser(atories are generally controlled by e,tremely intelligent robot minds that ser(e as scientists/ archi(ists/ and manager for small fleets of -bser(ers. As such/ -bser(atory robots tend to be e,tremely intelligent/ fairly autonomous and some3hat indi(idualistic 7for a robot8.

-itadel o( Ad%n
T)pe: Warrior Training Center Bod) Points: C<0 Armor: =0

Shield: C<0 4acilities: Worshi! Co(es9 the Citadels offer a 1uiet/ secure !lace for all Tem!lars to meditate and 3orshi! communally. Training Hall9 e(ery Citadel has e,tensi(e !ractice and training centers/ necessary for )rotoss 3arriors to &ee! their edge. Briefing Fooms9 Citadels often ser(e as !lanning and briefing rooms for )rotoss assault forces. ibrary9 the Citadels house a modest library that includes much of the basic information on )rotoss religion/ history/ science and literature. -omm%nications: #lobal electronic and !sychic lin&. pgrades: Zealot )o3ersuit eg +nhancements9 The Citadels ha(e limited cybernetic facilities/ designed to refit Zealot !o3ersuits 3ith enhanced leg moti(ators to increase their mo(ement s!eed. (ffect: increases Zealot base mo(ement by <0m !er round. Cost: Current 6!grade e(el , < F). The Citadels often offer a serene ha(en in amongst chaos and carnage. +(en the most hardened 3arrior must ta&e some time to recollect his soul/ and the Citadels are designed to !ro(ide )rotoss soldiers 3ith :ust that o!!ortunity. They also ser(e as a central meeting !lace/ training hall and study center.

Templar Archi/es
T)pe: %acred ibrary and Feli1uary. Head1uarters of the High Tem!lars. Bod) Points: =00 Armor: =5 Shield: =00 4acilities: High Tem!lar #ate3ay9 High Tem!lars 3ill not use the o!en and (ulnerable #ate3ay utili4ed by the Zealots and other ground forces. They 3ill only arri(e at a base once a !ro!er Archi(es has been established and the holy gate3ay o!ened. Communion Circle9 High Tem!lars may use this room to communicate 3ith their ancestors and learn more of the )rotos !o3ers/ !ast and/ 1uite !ossibly/ e(en its future. %acred Hall9 ;e!t 3ithin this hallo3ed hall are the most im!ortant boo&s/ artifacts and treasures of the )rotoss. High Tem!lars may (isit this area only in times of great need. )ractice .ome9 each Archi(e has an underground facility that is s!ecially built to contain !sychic energies. Here/ the High Tem!lars may !ractice their a3esome !o3ers 3ithout fear of harming innocents. -omm%nications: #lobal electronic and !sychic lin&. pgrades: ;haydarin Amulet9 the sacred scri!tures &e!t 3ithin the Archi(es re(eal ho3 ;haydarin crystals may be car(ed into a holy amulet that 3ill more !otently focuse the energies of the High Tem!lars. (ffect: $ncreases )sionic %torm .amage by <./ Hallucination duration by < minute/ and range of both by <0m. Cost: C F). )sionic %torm Training9 High Tem!lars may come to the .ome and learn ho3 to focus their !sionic !o3ers into de(estating attac&s. (ffect: #rants High Tem!lars ser(ed by this base the !o3er of )sionic %torm. Cost: = F). Hallucination9 By undergoing a rigorous training/ the High Tem!lars may learn from their elders on ho3 to create life-li&e illusions that 3ill fool enemy troo!s and better ad(antage )rotoss soldiers. (ffect: #rants High Tem!lars ser(ed by this base the !o3er of Hallucination. Cost: C F). The Tem!lar Archi(es are indeed a holy !lace to all )rotoss/ e(en the .ar& Tem!lar. $n fact/ the .ar& Tem!lar 3ill li&ely not deem a base 3orthy of their energy unless it has an Archi(es already constructed. Archi(es 3ill be 3ell guarded and it 3ould be an e,tremely unli&ely e(ent for a non-)rotoss to be allo3ed access.

Stargate
T)pe: %tarshi! War! #ate Bod) Points: 550 Armor: 45 Shield: 550 4acilities: @one. -omm%nications: #lobal and trans3ar! electronic and !sychic lin&. pgrades: @one.

%targates are re1uired to trans!ort the 3ar!-ca!able )rotoss starshi!s from high orbit o(er Aiur to a !lanet2s surface. Alone/ %targates !ro(ide trans!ort for %couts and Corsairs. 'ore facilities are re1uired to stabili4e the 3ar! gate for larger shi!s 7see belo38.

4leet Beacon
T)pe: Ca!ital %hi! War! #ate %tabili4er Bod) Points: =00 Armor: =5 Shield: =00 4acilities: %tarshi! Fe!air Bays9 *leet Beacons also ser(e for re!air and u!grade bays for the )rotoss starfighter-scale shi!s. Cre3 Suarters9 *leet Beacons !ro(ide for the day-to-day needs of the )rotoss fleet. -omm%nications: #lobal electronic and !sychic lin&. pgrades: A!ial %ensors9 Beacon facilities may choose to u!grade their %couts 3ith more sensiti(e sensors. (ffect: $ncrease the unit range of %cout sensors by C and adds gi(es the !ilot ><. to %ensors rolls !er u!grade. Cost: Current 6!grade e(el , < F). %cout #ra(itic Thrusters9 %couts may be enhanced 3ith the ne3 gra(itic thruster technology to increase their s!eed. (ffect: $ncreases Atmos!here %!eed by <0mIround and %!ace %!eed by C for each 6!grade e(el. Cost: Current 6!grade e(el , < F). $ncreased Carrier Ca!acity9 Carriers may be modified to increase the number of $nterce!tors they may carry. (ffect: $ncreases the number of $nterce!tors by C !er 6!grade e(el. Cost: Current 6!grade e(el , C F). These (aluable strutures are carefully constructed by the )rotoss using the !urest ;haydarin Crystals to focus the )sionic 'atri, and stabili4e %targates in order to !ermit the !assage of Ca!ital-scale )rotoss shi!s li&e the Carrier. Beacons are generally manned by )rotoss na(al !ersonnel/ re!air cre3s/ and a hefty staff of robotics.

Ar$iter Tri$%nal
T)pe: %!ace-Time %tabili4ers for Arbiter %tarshi!s. Bod) Points: 400 Armor: =5 Shield: 400 4acilities: Arbiter Bays9 e(er secretati(e/ e(en from their o3n s!ecies/ the "udicators li&e to &ee! their shi!s se!arate from the standard )rotoss na(y. Thus/ Arbiters are generally stored and re!aired in the bays of a Tribunal. "udicator Chambers9 the Tribunal also ser(es as a center for "udicators in )rotoss out!osts 73hich are often dominated by Tem!lar soldiers8. -nce a Tribunal is 3ar!ed to an out!ost/ it often becomes the center of administrati(e decision and :ustice for the base. -omm%nications: #lobal and trans3ar! electronic and !sychic lin&s. pgrades: ;haydarin Core9 by augmenting the Arbiter2s engine core 3ith !ure crystals/ the )rotoss can increase the shi!2s energy ca!acity and o(eral !erformance. (ffect: Feduces the Cooldo3n Fate of the Arbiter2s 3ea!ons by < round. Cost: = F). Fecall9 by using s!ace-folding techni1ues/ the Arbiter may cut a rift into s!ace-time and trans!ort units directly to its location. This only 3or&s 3ithin a global range and re1uires a s!ace-time anchor 7a mini#ate3ay8 to be de!loyed by the Arbiter. Cost: = F). %tasis9 the Arbiter may mani!ulate s!ace-time around a unit/ remo(ing it from the normal flo3 of s!acetime. (ffect: the target unit is fro4en and unable to act for <.5 rounds. .uring that time/ the unit cannot be harmed by attac&s or other ill effects. Cost: 4 F) Arbiter Tribunals a!!ear as regal and stern as the "udicator Caste they ser(e. They are (eritable fortresses/ both !hysical and intellectual/ and stir a3e e(en among other )rotoss. $t is 3ithin the Tribunals that the most cutting edge 3ar! technology is de(elo!ed. -ne must 3onder 3hat secrets are held 3ithin.

T*E PROTOSS: E'%ipment


Belo3 are some of the basic forms of )rotoss e1uiment. The )rotoss technology is far su!erior to that of the Terrans/ so they are li&ely to ha(e :ust about any of the standard Terran e1ui!ment a(ailable/ and it2s li&ely to be fairly im!ro(ed in efficiency and design.

;E#EE 0EAPONS
The )rotoss ha(e access to all the melee 3ea!ons listed in the Terran +1ui!ment section. They also ha(e a number of 3ea!ons that utili4e their !sionic !o3ers/ focusing them into !o3erful )si-Blades. When deacti(ated/ a standard )si-blade a!!ears only as a s3ord !ommel 3ith a ;haydarin crystal sus!ended at the blade end. The 3ielder must focus her energies through the crystal to create a blade of !ure !sionic energy.

Psi>"ni(e
!amage: Wielder2s )si9 )si-Blade %&ill. Scale: Character S&ill: 'elee Wea!ons9 )si-;nife !i((ic%lt): +asy 7<C8. -onceala$ilit): ?ery +asy 3hen deacti(ated. Note: The )si-&nife acti(ates once the 3ielder holds it and concentrates 7< action8.

Psi>Blade
!amage: %TF > Wielder2s )si9 )si-Blade s&ill. Scale: Character S&ill: 'elee Wea!ons9 )si-BladeH )si9 )si-blade. !i((ic%lt): 'oderate 7<58. -onceala$ilit): +asy 3hen deacti(ated. Note: The )si-blade acti(ates once the 3ielder holds it and concentrates 7< action8.

Psi>Sta((
!amage: %TF > Wielder2s )si9 )si-%taff s&ill. Scale: Character S&ill: 'elee Wea!ons9 )si-%taffH )si9 )si-%taff !i((ic%lt): +asy 7<08. -onceala$ilit): 'oderate 3hen deacti(ated. Note: The )si-%taff acti(ates once the 3ielder holds it and concentrates 7< action8. The )si-%taff resembles a )si-Blade e,ce!t it e,tends a beam from either end of its gri!. The beams do not do cutting damage/ but instead act as blunt 3ea!on against a foe. They 3ill ne(er do more than enough damage to Wound a target 7regardless of 3hat damage or Constitution rolls result8/ but they are more !otent as stun 3ea!ons 7double %tun times suffered by targets8. These 3ea!ons are used by )rotoss sects that !refer to a(oid mortal combat. They are also more commonly used for self defense among the general )rotoss !o!ulace because of their non-lethal damage.

4IREAR;S ? ;ISSI#E 0EAPONS


The )rotoss are familiar 3ith most of the archaic and 0modern0 Terran missile 3ea!ons/ but see them as crude and clumsy. They generally !refer their o3n energy 3ea!ons for their elegance and nearly limitless !sionic ammunition.

Psionic Bo+
!amage: C. > Wielder2s )si9 )sionic Bo3 s&ill. Scale: Character S&ill: 'issile Wea!ons9 )sionic Bo3H )si9 )sionic Bo3 Range: =-D I C0 I 40 -onceala$ilit): ?ery difficult. The )sionic Bo3 is a large 3ea!on that resembles the Terran long bo3. $t actually fires thin/ elegant arro3s ti!!ed 3ith crystals. When the archer dra3s bac& the bo3/ he concentrates u!on the arro3 and transforms it into a glo3ing bolt of !sychic energy. These 3ea!ons are rarely used by )rotoss troo!s today/ but the art of !sionic archery remains ali(e as a meditati(e !ractice and hobby.

Psionic Shot
!amage: =. > Wielder2s )si Fating. Ammo: <00. Range: =-DIC5I50 RO4: < shot !er round ma,imum. -onceala$ilit): +asy 7D8 This is the standard )rotoss !istol. $t is actually rarely used by the Tem!lars/ 3ho !refer to meet their enemies in direct combat and clea(e them a!art 3ith the de(astating )si-Blades. Ho3e(er/ there are times 3hen ranged 3ea!ons may be hel!ful/ and )rotoss soldiers 3ill sometimes turn to %hots to do the tric&.

Phase !isr%ptor Ri(le


!amage: 5. > Wielder2s )si Fating Ammo: 500. Range: 5-C0 I 50 I Q0 RO4: 'ay Burst/ but cannot !ro(ide *ull Automatic fire. -onceala$ilit): 'oderate 7<D8. The )hase .isru!tor Fifle is a smaller (ersion of the 3ea!ons im!lanted into a .ragoon2s shell. $t deli(ers a charged beam of antimatter !articles sheathed in a !sionic shell. $t is an e,tremely !o3erful 3ea!on in the hands of an able Tem!lar/ but it is not a !referred battlefield 3ea!on because Tem!lars 3ould rather directly engage their o!!onents and the Fifle can be tem!eramental and malfunction at ino!!ortune times.

AR;OR
)rotoss ha(e de(elo!ed t3o ma:or forms of !rotection9 !hysical armor and !sionic shielding. The first is li&e the armor donned by the Terrans/ though the )rotoss armor tends to be made of high 1uality synthetics and is more styli4ed. The second/ shielding/ is a technology a!!arently uni1ue to the )rotoss. $t uses small mobile shield emitters to focus !assi(e 3a(es of !sychic energy around the 3earer into a !o3erful/ in(isible reflecti(e shield.

*ea/) Ro$es
T)pe: )ersonal clothing. Scale: Character. Armor 9al%e: 5 -ost: C0-500 credits/ de!ending on style. A/aila$ilit): +asy. -onceala$ilit): ?ery +asy 7but usually unnecessary8.

Protoss 4light S%it


T)pe: Cybernetic )ilot %uit Scale: Character. Armor 9al%e: <= A/aila$ilit): Common. Po+er: <C hours of air su!!ly. @o !o3er needed to o!erate the suit. -onceala$ilit): ?ery .ifficult. Other: *light suits are sealed en(ironmental suits to be 3orn in s!ace or atmos!heres 3ith to,ic en(ironments. %ome suits may be suited 3ith small :et !ac&s for manue(ering in lo3-gra(ity situations.

-)$ernetic Po+ered Armor


T)pe: )rotoss )o3ered Armor Scale: Character. Strength: 5. .%mping Bon%s: ><. !exterit): -!erator2s .e,terity Armor 9al%e: C0 I <5 I <0 I 5 7When the A? is reduced to =I4/ the suit 3ill begin to malfunction. The 3earer 3ill suffer -<. to all actions until it reaches <IC A?. At that !oint/ the !enalty increases to -C.. *inally/ at <I4 A? to < !oint/ the 3earer 3ill suffer -=.. When the A? reaches 0/ 3hat is left of the armor 3ill free4e u!.8 Shield: 40 -omplexit): 5 Optics: ight Am!/ Com!uter in& -omm%nications: Comm in&/ Broadband Fecei(er 9ocal: %tandard s!ea&er. The )rotoss Cybernetic Armor is the standard !o3er suit 3orn by Zealot 3arriors into battle. $t !ro(ides am!le !rotection against most light arms attac&s and harsh 3eather conditions/ can endure dee! s!ace e,!osure/ and 3ill

feed and su!!ort its 3earer for days on end. +ach suit is e1ui!!ed 3ith a small mobile shield emitter 3hich 3ill continually recharge itself 3ith the 3earer2s e,cess !sionic energy.

-O;P TERS
The )rotoss ha(e the most ad(anced com!uter technolgy of any &no3n race. @ot only is the ra3 !o3er of their com!uters im!ressi(e/ but their interface is e1ually ad(anced. 'any )rotoss com!uters are built 3ith tele!athic recei(ers that !ermit them to ta&e commands directly from the user2s thoughts. While this still re1uires a bit of training on the !art of the )rotoss user/ it greatly s!eeds access time and !rocessing.

;IS-E##ANEO S GEAR
The )rotoss 3ill li&ely ha(e their o3n (ersions of any of the 'iscellaneous #ear found in the Terran +1ui!ment ist/ though it2s li&ely to be a bit more ad(anced and styli4ed. Belo3 are some !ieces of e1ui!ment uni1ue to the )rotoss.

Communications #ear
Tele!athic Am!lifier
T)pe: )ortable ong-Fange Tele!athic Communicator S&ill: Communications A/aila$ilit): Common. @otes9 'ost )rotoss lac& the ability to broadcast their thoughts long distances or the s&ill to focus on a single target 3ith 3hich to communicate. Am!lifiers allo3 nearly global tele!athic communications bet3een indi(iduals or small grou!s. They function (ery much a standard electronic commlin&/ but utili4e brain3a(es rather than the s!o&en 3ord. 'ore ad(anced Am!lifers may be fitted 3ith language translation matrices or secure encoding mechanisms.

+,!losi(es
#renades
Scale: Character. !amage: )si-Wa(e9 4. )sionic .amage 7armor is useless8. )sionic %cream9 Acts li&e a %tunning grade for any target 3ith a brain and no )%$ rating 7e(en those 3ith <. in )si 3ill be unaffected8. Damage: D. %tunning damage that last for =0 seconds. Area of (ffect: <0 m for full damage. Feduce .ice by C. for each additional 5 m from !oint of im!act. Target may ma&e an o!!osing Will!o3er roll to resist the effects/ but 3ill be at -<. to all other actions for the duration of the %cream.

%canners
Bio-%canner
T)pe: Handheld lifeform scanner. S&ill: %ensors A/aila$ilit): 6ncommon. These handheld units are often used by )rotoss scientists 3hen studying ne3 life forms. Because of the small si4e and limited resolution/ the scanners are not !erfectly !recise and the user suffers -<. to %ensor rolls. They may be further confounded by terrain/ ambient radiation interference/ and local 3eather condtions. They ha(e the follo3ing %ensor Fanges9 )assi(e9 <00 meters %can9 <000 meters 7< &m8 %earch9 5 &m *ocus9 <0 meters.

9E*I-#ES
ittle is &no3n of the )rotoss (ehicles outside of those used in battle. Ho3e(er/ their ad(anced technology has undoubtedly been !ut to use to better ci(ilian trans!ortation. 'ost (ehicles run on the ambient !o3er of the )sionic 'atri, on Aiur/ re1uiring no fuel and !roducing no emissions. -n out!osts and other 3orlds 3here there is only a

limited )sionic 'atri, !o3er source/ the (ehicles are modified to run on rechargeable !o3er cells or the )si of the !ilot. *inally/ most (ehicles are e1ui!!ed 3ith robotic !ilots ca!able of dri(ing/ na(igation/ and self-diagnostics. These (ehicles 3ill usually also ha(e standard controls for a biological !ilot as 3ell. %ome other forms of trans!orts may be found under the Fobots section.

S&immer
-ra(t: Fe!ulsorlift )assenger ?ehicle. Scale: )ersonal ?ehicle 7C. o(er Character8. #ength: =.5 meters. S&ill: Will!o3er9 )rotoss Fe!ulsorlift )iloting. Speed: =0 m !er round. Cruising %!eed9 D0 m!h. To! %!eed9 R C00 m!h. *%ll Points: Ci(ilian 'odels9 45 I =4 I C= I <C. 'ilitary 'odels9 50 I 45 I =0 I <5. Armor: Ci(ilian model9 <0H 'ilitary model9 C0. Shield: 50. ;an%e/era$ilit): C.. -omm%nications: Built-in Tele!athic Am!lifier. Sensors: @one. 'ilitary models 3ill sometimes ha(e a short-range scanners. 0eapons: @one. -re+: <. Passengers: *its 4 7including dri(er8 comfortably. 6! to E may be s1uee4ed in if no additional cargo is carried. -re+ S&ill: 4. for !rofessionalImilitar !ilotsH =. for most e,!erienced ci(ilians. -argo: Cargo area 0trun&0 is a!!ro,imate C meters 3ide/ < meter dee!/ and < meter high.. !escription: %&immers ser(e as e(erything from the 0family car0 to small military trans!orts. They are the most common form of )rotoss trans!ortation outside the battlefield.

Slip$i&e
-ra(t: Fe!ulsorlift Cycle Scale: )ersonal ?ehicle 7C. o(er Character8. #ength: C.C meters. S&ill: Will!o3er9 Fe!ulsorlift )iloting Speed: 40 m !er round. Cruising %!eed9 Q0 m!h. To! %!eed9 R =00 m!h. *%ll Points: Ci(ilian 'odels9 C0 I <5 I <0 I 5. Armor: 5. )ro(ides no armor !rotection to !ilot. Shield: C5. ;an%e/era$ilit): 4.. -omm%nications: 6sually none. 'ay ha(e a built-in Tele!athic Am!lifier. Sensors: @one. 0eapons: @one. -re+: <. Passengers: 0. A !assenger may sit behind the !ilot/ but he loses all 'anue(erability .ice and must reduce s!eed by about C0O. -re+ S&ill: 4. for !rofessionalsH =. for most e,!erienced ci(ilians. -argo: ?ery limited. About < cubic foot of s!ace. !escription: %li!bi&es are elegant/ slee& ho(ercycles !o3ered by the brain3a(es of their !ilot 7note that no )si is actually needed to !o3er the bi&e8. While the !ilot holds on to handlebars/ the (ehicle is actually steered by his Will!o3er. 'any )rotoss refuse to use these (ehicles because they are both dangerous and fri(olous/ but they maintain a !o!ularity 3ith many of the younger generation.

S*IPS
The )rotoss ha(e the most ad(anced s!ace fleet of the &no3n s!ecies/ but only a fe3 of their !o3erful shi!s are used in battle. Also/ many of their shi!s are entirely !o3ered by robotic brains/ lea(ing )rotoss citi4ens and soldiers free to do more im!ortant 7or less dangerous8 tas&s.

Sco%t
-ra(t: High %!eed %tarfighter Scale: %tarfighter 75. o(er Character8. #ength: R <= meters in length. -re+: < -re+ S&ill: )ilot %tarfighter9 )rotoss %cout 5.H %tarshi! #unnery 5.H Communications 4.H %ensors 4.H Astrogation 5..

Ro$ot Brain: %couts are fitted 3ith com!etent robot brains that can !ilot the (essel/ fire 3ea!ons/ run scans/ and !erform minor self-re!airs if necessary. )ilot %tarfighter9 )rotoss %cout =.H %tarshi! #unnery =.H Communications =.H %ensors 4.H 'echanics9 )rotoss %cout 4.H +lectronics9 )rotoss %cout 4.H )lanetary %ystems 5.H Astrogation 5.. Passengers: 0. -argo -apacit): %mall. +nough for a fe3 emergency su!!lies/ a 3ea!on/ a change of clothes/ etc. -ons%ma$les: C years su!!ly of sim!le organic su!!lement and nutrient recyling/ for long-term scouting missions. *)perdri/e ;%ltiplier: <, ;an%e/era$ilit): 4.. Space Speed: <C. 'ay be increased by C for each #ra(itic Thrusters 6!grade. Atmosphere Speed: 450 &!h I <500 &!h. 'ay be increased by <0 m Iround or C00 &!h for each #ra(itic Thrusters 6!grade. *%ll Points: D5 I 5D I =E I C0. Armor: C5. 'ay be increased by 5 for each Air Armor 6!grade. Shields: <00. -omm%nications: %ecure global tele!athic and electronic communications. Sensors: 7inca!able of detecting cloa&ed shi!s8. 'ay be enhanced 3ith the A!ial %ensors u!grade. )assi#e9 D I 0. Scan9 <5 I <. Search9 C5 I C. Bocus9 C I =. 0eapons: T3in *ire- in&ed )hoton Blasters 7standard8 Bire Arc: *ront. Skill: %tarshi! #unnery Bire Control: <.. -4. (s. aerial targets. Space 1ange: < I C I = Atmosphere 1ange: 50 I <50 I =00 Damage: C. 7E . (s. Character %cale targets8. *ire-lin&ed Anti-'atter 'issiles 7standard8 Bire Arc: *ront. Skill: %tarshi! #unnery. Bire Control: <.. -4. (s. ground targets. Space 1ange: 5 I <C I C0 Atmosphere 1ange: C00 I 500I D50 Damage: C. 7E. (s. Character %cale targets8. Reso%rce -ost: C F) !er %cout. !escription: *or generations/ %couts ha(e only been used as manned dee!-s!ace e,!lorers and to &ee! a !rotecti(e eye o(er s!ecies 3ithin the )rotoss s!here. But 3ith the onslaught of the Zerg and Terrans/ these !o3erful fighters are also ser(ing as efficient combat tools. )rotoss %couts actually ha(e no !hysical controls/ but are controlled directly by the !ilot2s thoughts. The %cout !ilot/ 3earing a s!ecial cybernetic helmet and flight suit/ becomes one 3ith his (essel. The bond is often stronger than sim!ly a master using a tool/ as the robot brain becomes more accostumed to a !articular !ilot2s brain3a(es/ it may de(elo! an affinity for him that a!!roaches actual sentiment.

#ight Transport
-ra(t: Cargo I )assenger Trans!ort. Scale: %tarfighter 75. o(er Character8. #ength: R =0 meters in diameter 7(aries 3ith the design of the shi!8. -re+: %&eleton9 C 7< !ilot/ < co-!ilotIo!erations s!ecialist8H %tandard9 4 7< !ilot/ < co-!ilot/ < o!erations s!ecialist/ < engineer8. -re+ S&ill: )ilot %tarshi!9 *reighter 4.9 Communications 4.H %ensors =.H 'echanics 4.H +lectronics 4.H )lanetary %ystems 4. Ro$ot Brain: 'ost freighters are fitted 3ith robotic brains that can !ilot the (essel/ fire 3ea!ons/ run scans/ and !erform minor self-re!airs if necessary. )ilot %tarshi!9 *reighter =.H Communications =.H %ensors 4.H 'echanics9 *reighter =.H +lectronics9 *reighter =.H )lanetary %ystems 4.H Astrogation 4.. Passengers: Cargo ?essels9 <0 !assengers and their belongingsH )assenger ?essels9 =0 !assengers and their belongings. -argo -apacit): Cargo ?essels9 <500 metric tonsH )assenger ?essels9 500 metric tons. -ons%ma$les: 5 months *)perdri/e ;%ltiplier: C, ;an%e/era$ilit): <..

Space Speed: 5 Atmosphere Speed: 50 I D0. *%ll Points: D0 I 5= I =5 I <E. Armor: CC. Shields: 50.. -omm%nications: %ecure long-range communications. Sensors: )assi#e9 5 I 0. Scan9 <C I <. Search9 C0 I C. Bocus9 < I =. 0eapons: @one. !escription: *reighters come in a 3ide (ariety of si4es and sha!es. They ty!ically stay far from the battlefield/ since they lac& 3ea!onry/ hea(y armor or maneu(erability.

Sh%ttle
Role: Armored Trans!ort Scale: %tarfighter 75. o(er Character8. #ength: =0 meters long. Programmed S&ills: )ilot9 *reighter 5.H Communications 5.H %ensors 5.H 'echanics 7%elf-re!air8 5.H +lectronics 7%elf-re!air8 5.. Passengers: A!!ro,imately 40 ground troo!s. -argo -apacit): C00 metric tons. A!!ro,imately 4 units of ground troo!s 7Fea(ers G 4 indi(iduals8.. ;an%e/era$ilit): 0.. Speed: Atmos!here9 50ID0. %!ace9 4. #ra(itic .ri(e 6!grades may increase the Atmos!heric %!eed by <0 and the %!ace %!eed by C !er u!grade. *%ll Points: D0. Armor: =0. 'ay be increased by 5 for each Air Armor 6!grade. Shields: D0. 'ay be increased by <0 !er %hields 6!grade. -omm%nications: %ecure electronic and !sychic lin&s. Sensors: )assi#e9 D I <. Scan9 <5 I C. Search9 50 I C. Bocus9 5 I 4. 0eapons: @one. Reso%rce -ost: < F) !er %huttle. !escription: %huttles are robotic troo! trans!orts/ !ure and sim!le. The robot brain is fairly intelligent and ca!able of creati(e and inde!endent thought in order to sol(e !roblems. The robot brain often de(elo!s a &ind of maternal sense for the troo!s that it carries into battle. Fegardless/ shuttles 3ill ris& their 3ell-being to trans!ort troo!s to and from battle sites. Also/ most )rotoss shuttles do ha(e the ca!acity to be !iloted by a biological unit 7some situations re1uire a li(ing !ilot8.

-orsair
Role: Combat %u!!ort *reighter 7Brood War +ra only8 Scale: %tarfighter 75. o(er Character8. #ength: =0 meters long. -re+ S&ills: )ilot %tarshi!9 Corsair 5.H Communications 4.H %ensors 4.H Ro$ot Brain: )ilot %tarshi!9 Corsair 4.H 'echanics 7%elf-re!air8 5.H +lectronics 7%elf-re!air8 5.. -re+ Si,e: %&eleton9 CH %tandard9 4 Passengers: An additional 4 !eo!le may be accomodated for a short !eriod. -argo -apacit): <0 metric tons. . ;an%e/era$ilit): <.. Speed: Atmos!here9 40I50. %!ace9 5. #ra(itic .ri(e 6!grades may increase the Atmos!heric %!eed by <0 and the %!ace %!eed by C !er u!grade. *%ll Points: E0 I 50 I 40 I C0 Armor: C5. 'ay be increased by 5 for each Air Armor 6!grade. Shields: <00. 'ay be increased by <0 !er %hields 6!grade. -omm%nications: %ecure electronic and !sychic lin&s. Sensors: )assi#e9 <0 I <. Scan9 C5 I C.

Search9 D0 I C. Bocus9 5 I 4. 0eapons: @eutron *lare-.isru!tion Web9 Corsair !ilots channel their )si through neural emitters on the shi! to !ro:ect a 3hite 3eb of static at ground units 7the attac& 3ill not 3or& against air units/ e(en in s!ace8. Damage: 0.. Father/ the units 3ithin the 3eb lose all 3ea!ons guidance ca!ability and suffer -E. to any ranged attac&s attem!ted. The effects last for <.5 rounds !er Web. Targeted units may ma&e a .ifficult 7C08 +lectronics chec& each round in order to clear the static. Area of +ffect9 the Web s!reads o(er an area 50 m in diameter. Skill: %tarshi! #unnery 1ange: <0 I <00 I =00 I 500 @eutron Blasters9 Corsair !ilots can also use the shi!2s emitters to fire charge bolts of !sionic energy at other airborne (essels. this 3ea!ons is of e,tremely limited effect/ and Corsair !ilots usually lea(e dogfights u! to other units. Damage: =.. Skill: %tarshi! #unnery 1ange: Atmos!here9 <0 I <00 I C00 I 500. %!ace9 = I 5 I E Reso%rce -ost: C F) !er Cosair. !escription: Corsairs are one of the !rimary units of the .ar& Tem!lar fleet/ de(elo!ed to !rotect the .ar& Tem!lar carriers from ranged missile attac&s. These (essels are a rare sight/ only recently disco(ered by most )rotoss 3ith the return of the .ar& Tem!lar 3arriors. Their function and com!lete ca!abilities remain a mystery to most.

Ar$iter
Role: "udicator Hea(y *reighter Scale: %tarfighter 75. o(er Character8. #ength: D0 meters long. -re+ S&ills: )ilot %tarshi!9 Arbiter 5.H %tarshi! #unnery9 Arbiter Wea!ons 5.H Communications 4.H %ensors 4.H Ro$ot Brain: )ilot %tarshi!9 Arbiter 4.H 'echanics 7%elf-re!air8 5.H +lectronics 7%elf-re!air8 5.. -re+ Si,e: %&eleton9 4 7>5 .ifficulty8H %tandard9 E Passengers: An additional C0 !eo!le may be accomodated for a short !eriod. -argo -apacit): <0/000 metric tons. ;an%e/era$ilit): 0.. Speed: Atmos!here9 C0I40. %!ace9 4. *%ll Points: <C0 I Q0 I 50 I =0 Armor: =5. 'ay be increased by D for each Air Armor 6!grade. Shields: <50. 'ay be increased by C0 !er %hields 6!grade. -omm%nications: %ecure electronic and !sychic lin&s. Sensors: )assi#e9 =0 I C. Scan9 55 I =. Search9 <00 I 4. Bocus9 <0 I 5. 0eapons ? Special S)stems: Cloa&ing *ield 7standard89 All Arbiters are designed to !ermit the !ilots to !sionically bend s!ace-time around them/ creating a (eritable cloa&ing field that shrouds all friendly units 3ithin C00 meters of the Arbiter. The Arbiter itself must remain (isible ho3e(er and cannot be cloa&ed by any !o3er/ e(en another Arbiter. %tasis War!9 Arbiter gunners may also channel their !sychic !o3er to generate a s!ace-time distortion field around one target. The 3ar! actually loc&s the target in !lace for <.5 rounds/ during 3hich time the unit cannot attac& nor be attac&ed. The %tasis War! may not be used on more than one target at a time. $f a ne3 target is fired u!on/ the former target is freed. 1ange: Atmos!here9 <0 I <00 I C00 I =00. %!ace9 C I 5 I D Fecall9 %ome Arbiters can create small ri!s in s!ace-time that ser(es as a small 3ar!gate. *riendly units may !ass through this gate and 3ill a!!ear on the ground belo3 the Arbiter. This tele!ortation !o3er only e,tends o(er <000 &ilometers at most. @o more than < unit 7e1ui(alent to <0 Zealots or 5 .ragoons8 may !ass through the Fecall gate !er round. Reso%rce -ost: 4 F) !er Arbiter. !escription: The Arbiters carry the stern "udicators onto the battlefield. Though they are slo3 shi!s/ the Arbiters !ro(ide essential su!!ort to the Tem!lar 3arriors. The arri(al of an Arbiter can only em!hasi4e the im!ortance of a battle to the )rotoss Concla(e.

-arrier
Role: Battle Cruiser and Command %hi! Scale: Ca!ital 7<C. o(er Character8. #ength: C00 meters long. -re+ S&ills: )ilot %tarshi!9 Carrier 5.H Communications 4.H %ensors 4.H Ro$ot Brain: )ilot %tarshi!9 Carrier 4.H 'echanics 7%elf-re!air8 5.H +lectronics 7%elf-re!air8 5.. -re+ Si,e: %&eleton9 E 7>5 .ifficulty8H %tandard9 C5 Passengers: An additional C00 !eo!le may be accomodated for a short !eriod. -argo -apacit): <00/000 metric tons. . ;an%e/era$ilit): 0.. Speed: Atmos!here9 =0I50. %!ace9 4. *%ll Points: CE0 I C<0 I <40 I D0 Armor: 40. 'ay be increased by <0 for each Air Armor 6!grade. Shields: C00. 'ay be increased by 50 !er %hields 6!grade. -omm%nications: %ecure electronic and !sychic lin&s. Sensors: )assi#e9 <00 I =. Scan9 C00 I =. Search9 500 I 4. Bocus9 40 I 5. 0eapons: Carriers ha(e no 3ea!ons of their o3n/ but carry a fleet of robotic $nterce!tors that can 3i!e out o!!osition targets. $nterce!tors9 %tandard Carriers house u! to E $nterce!tors 3ithin their bays. These small (essels 3rea& ha(oc on ground and air forces/ doing substantial damage 3hile generally a(oiding being hit. 3ype: Fobotic Air %u!eriority *ighter Scale: %tarfighter. )rogrammed Skills: )ilot %tarshi! 5.H %tarshi! #unnery 5.H %earchI%can9 5.H Tactics9 $nterce!tors 5.. anue#eribility: 5.. Speed: Atmos!here9 D0 I <00. %!ace9 <C. &ull )oints: 40 I =0 I C0 I <0 Armor: C0. 'ay be increased by = !er Air Armor 6!grade. Shields: =0. 'ay be increased by <0 !er %hields 6!grade. Communications: %ecure !sionic-electronic lin& 3ith each other and the command shi!. Sensors: ?isual scanning only. 2eapons: T3in- in&ed .isru!ter Cannons9 Damage: 4. Scale: %tarfighter 1ange: Atmos!here9 =0 I 50 I Q0. %!ace9 4 I 5 I <0 1esource Cost: < F) !er 4 $nterce!tors. They must be !roduced in a Carrier/ and a standard Carrier cannot control more than E $nterce!tors at one time. Carriers may be u!graded 3ith C more $nterce!tor Bays !er Carrier Ca!acity u!grade. Reso%rce -ost: 5 F) !er Carrier. !escription: The mighty Carrier 3arshi!s are often the last )rotoss starshi! to be seen in battle/ if only because of their great im!ortance and e,!ense. But 3hen they do come lumbering o(er the hori4on/ allies ta&e heart and enemies do 3ell to ta&e !ause. While the Carriers themsel(es do not su!!ort 3ea!onry/ the tiny $nterce!tor fighters they house can de(astate enemy fleets.

Ro$ots
The )rotoss ma&e e,tensi(e use of robots to !erform a 3ide (ariety of functions/ including resource e,traction/ construction/ and !ersonnel trans!ort. Fobot brains come in a e1ually large (ariety of intelligence and autonomy ratings/ de!ending on the robot2s !rogramming and re1uired function. *inally/ most robots ha(e s!ecial e1ui!ment 3hich allo3s them to ta&e orders directly (ia mental transmissions from a )rotoss controller.

Pro$e
Role: Fesource gatherer/ 3or&er. STRG 4.9 ifting 5..

!E2G =.9 .odge 4.H *irearms9 )article Beam 4.H *lying 4. -ONG 5.9 +ndurance E.. "NOG C.9 ?alue9 @atural Fesources 5.H +ngineering9 4. INSG <.>C9 %earch9 Fesources 5. PREG <. PSIG0. *PG =5 Scale: Character #ength: C m 703ings!an08 *eight: <m !amage: )article Beams9 )robes !rimarily use their !article beam emitters for mining and construction 3or&. Ho3e(er/ they may be used as short-range defensi(e 3ea!ons as 3ell. Damage: =.>C. 'ay be increased <. for each #round Wea!ons 6!grade. Scale: Character. 1ange: <I =I DI <0 Drilling (ffect: the !robe may focus its beam on a !iece of armor or other hard substance and reduce the Armor ?alue by C for each round/ regardless of 3hether the beam !ierces the armor. Armor: <0. 'ay be increased by 4 for each #round Armor 6!grade. Shields: C0. 'ay be increased by <0 for each %hields 6!grade. ;o/ement: <5 m ho(eringIflying. *light ceiling G R <0 meters. Reso%rce -ost: < F) !roduces 4 )robes. )robes are semi-autonomous robots that ser(ice that !erform basic ser(ices for the )rotoss. They do e(erything from e,tract resources to clean house. While they are usually relati(ely mindless/ those that ha(e been in ser(ice for a long time 3ill de(elo! !ersonality 1uir&s and ha(e been sho3n to accumulate a sur!rising range of &no3ledge. Among its many tools/ a )robe may manufacture and !lant small beacons that !ermit the )rotoss to tele!ort !refabricated buildings from their Home3orld to the site. Thus/ )robes rarely need to engage in actual construction of buildings. They only need to !lant the beacon and get out of the 3ay.

Rea/er
Role: 'obile Artillery 6nit Scale: Hea(y ?ehicle 74. o(er Character8. #ength: <C meters long. Programmed S&ills: Tan& -!s9 Fea(er 5.H %ensors 5.H Communications 5.. Passengers: 0.. %ome Fea(ers may be hea(ily modified to house a fe3 !assengers. -argo -apacit): <0 tons/ !rimarily materials to construct and arm %carabs 7see belo38. ;an%e/era$ilit): 0.. Speed: <5I=0 7round8. *%ll Points: <00 I D5 I 50 I C5. Armor: C5. 'ay be increased by E for each #round Armor 6!grade. Shields: D0 -omm%nications: %ecure satellite communications. Sensors: %hort Fange FadarH +,ternal -!tics. 0eapons: Scara$ #a%ncher: Fea(ers may manufacture and launch small drones 3hich fly at enemy targets and e,!lode u!on im!act. Damage: Q.. 'ay be u!graded <.>< for each #round Wea!ons 6!grade. Area of (ffect: .oes full damage to all targets 3ith = m. -C. damage for each addtional 5m from !oint of im!act. Control: The %carabs are self-guided and hit 3ith 5. accuracy. %carabs that miss their targets 3ill e,!lode as near to the target as !ossible to cause at least some damage. 1ange: 5 I C5 I 50 I <00 Ammunition: <0 %carabs. = more %carabs may be !roduced and carried for each $ncrease Ca!acity 6!grade. Reso%rce -ost: C F) !er Fea(er. !escription: Fea(ers are large/ bugli&e robots that !ro(ide hea(y 3ea!on su!!ort for )rotoss troo!s. The robot brain itself is relati(ely sim!le/ res!onding to the direct orders of a battlefield general. The Fea(er may be set to a 0search and destroy0 mode/ in 3hich it 3ill sim!ly attac& the nearest enemy units/ but under this strategy/ the Fea(er 3ill 1uic&ly run out of %carabs.

O$ser/er
Role: Fobotic %couting )robe

Scale: Character #ength: <.E meters long. Programmed S&ills: %TFG C. .+PG 4.9 *lying 5.H .odge 5.. C-@GC. ;@-G=.9 Communications 5.H %ensors 5.H 'echanics 7%elf-re!air8 5.H +lectronics 7%elf-re!air8 5.H anguages 5.H )lanetary %ystems 4.H @a(igation9 %!ace 5.. $@%G<.9 %tealth 5.H %earch 7see %ensors8. )F+G<.9 -argo -apacit): roughly <0 &g for collected sam!les. ;an%e/era$ilit): C.. Speed: Atmos!here9 D0I<00. %!ace9 5. #ra(itic Booster 6!grades may increase the Atmos!heric %!eed by <0 and the %!ace %!eed by C !er u!grade. *)perspace ;odi(ier: 4, *%ll Points: C5 I <Q I <= I D. Armor: <0. 'ay be increased by 5 for each Air Armor 6!grade. Shields: C5. 'ay be increased by <0 !er %hields 6!grade. -omm%nications: %ecure electronic and !sychic lin&s. Sensors: .etects cloa&ed (essels as if they 3ere not cloa&ed. %ensor range may be increased by C units for and resolution by <. for each %ensor Array 6!grade. )assi#e9 D I C. Scan9 <5 I =. Search9 50 I 4. Bocus9 5 I 5. -loa&ing !e/ice: -bser(ers may automatically cloa& themsel(es in battle situations. The delicate micro-cloa&ing de(ice 3ill not 3or& if 3ea!ons or other ma:or modifications are added to the -bser(er. 0eapons: @one. Reso%rce -ost: C -bser(ers !er F). !escription: -bser(ers are the !rimary eyes and ears of the )rotoss in the far reaches of s!ace and/ 3ith more fre1ueny/ on the battlefield. Because of their micro-cloa&ing de(ices/ -bser(ers easily snea& behind enemy lines and gather intelligence. Because of their !rimary mission/ these little robots can be 1uite in(enti(e/ curious/ and 1uir&y. Those in o!eration for long !eriods of time de(elo! significant senses of self and autonomy.

T*E ZERG
ZERG *ISTOR3
After the PelN@aga failed in their e,!eriments to ma&e the )rotoss into the !innacle of genetic e(olution/ they abandon their first born and tra(elled the gala,y for thousands of light-years. *inally/ they disco(ered the !lanet of Zerus and too& an interest in a small/ semi-!arasitic lifeform they called the Zerg. Though little more than a 3orm/ the Zerg managed to sur(i(e in the hostile atmos!here by burro3ing into host creatures and using them to feed/ mate and alter their local conditions. +ach time the Zerg assimilated a ne3 s!ecies/ it added that s!ecies genetic substrate to the ZergNs o3n/ gro3ing code. -(ertime/ the Zerg began to choose only the most ad(anced genes/ discarding the others. +(entually/ the Zerg managed to assimilate and infect e(ery s!ecies on its o3n !lanet that it deemed 3orthy and to eradicate all other life lest it !ollute the Zerg genome. The PelN@aga 3itnessed ho3 the Zerg managed to dri(e the e(olutionary de(elo!ment of the s!ecies it infected. Within a fe3 generations/ highly dis!arate s!ecies came to resemble one another9 all de(elo!ed (ariations of the Zerg common features9 cara!ace/ s!ines/ cla3s and fangs.

Ho!ing to control the Zerg de(elo!ment/ and a(oid the factionalism that led the )rotoss to a!!arent ruin/ the PelN@aga created a single sentience that 3ould ser(e as the ZergNs collecti(e consciousness. This entity/ the -(ermind/ 3as ca!able of instantaneously communicating 3ith and controlling any of the Zerg breeds any3here on the !lanet. %oon/ the -(ermind became self-a3are and conscious of its PelN@aga masters. The -(ermind 1uic&ly de(elo!ed a hierarchy to manage the gro3ing s3arm of beasts o(er 3hich it ruled. $t began to de(elo! ne3/ com!letely uni1ue Zerg breeds/ and !roduced the Cerebrates--semi-autonomous LlobesM that carries out s!ecified functions for the s!ecies. While these Cerebrates had uni1ue !ersonalities and functions/ they remained un1uestioningly ensla(ed to the -(ermindNs 3ill. The -(ermind de(elo!ed an entire hi(e structure/ com!lete 3ith Sueens/ -(erlords/ 3arriors and drones. $t lin&ed all its &indred through a tele-em!athic lin& and fed them all on a genetically engineered bio-matter &no3n as the Cree!. The -(ermind 3as single-mindedly concerned 3ith !ushing the Zerg s3arm to further e(ol(e into the a!e, of natural !erfection. To do so/ it reali4ed it 3ould ha(e to lea(e Zerus and :ourney the stars. Wor&ing in secret from its PelN@aga obser(ers/ the -(ermind managed to attract a s!ace-faring race of behemoths to the !lanetNs surface. $t 1uic&ly assimilated the s!ecies and 3ith it/ the ability to tra(el the stars. The -(ermind soon launched its children into the stars/ directly at its PelN@aga masters. The Zerg s3arm o(erran the Pel-@aga 3orld shi!s/ destroying them and assimilating the !arent race. %oon/ nothing 3as left of the ancient race e,ce!t s!ace debris and a fe3 units of its genetic code/ stored in the gro3ing Zerg genome. When it assimilated the PelN@aga/ the -(ermind learned much of the gala,y and of the PelN@agaNs first child-race/ the )rotoss. -(ercome 3ith a desire to reunite 3ith/ and assimlate/ the )rotoss/ the -(ermind launched the Zerg into s!ace. *or decades/ it tra(elled from system to system/ assimilating 3orthy s!ecies and de(ouring all others. The -(ermind came to reali4e that its substantial genetic ban& had no !ro(ision for countering the )rotossN !sionic !ro3ress. %o/ it sought to assimilate another !sionically talented s!ecies. *inally/ it found a rather un!romising/ young s!ecies that/ by chance/ ha!!ened to ha(e some small !sionic !otential that might be ca!tured and im!ro(ed u!on by the Zerg mastery. And so/ the -(ermind set it sights/ and loosed its children/ u!on the !lanets of men.

T*E BROO!S
Though a unified 3hole/ the Zerg may be subdi(ided into different grou!s/ referred to as Broods/ that act under the authority of the (arious Cerebrates. +ach Brood has !articular functions and characteristics best suited to e,ecute its duties. Though little is &no3n of the Broods and their Cerebrates/ Terran e,!lorers ha(e managed to learn a little. They ha(e named each Brood after mythological beasts from +arthNs history.

The -ommand 0ing


Tiamat
-ere$rate: .aggoth Estimated Si,e: 5.5 million Primar) !irecti/e: Command *leet Brood -olor: Fed Tiamat is actually a massi(e li(ing fleet of Zerg carrier-breeds/ 3arriors/ and functionaries. Fumor has it that the -(ermind tra(els in the heart of the fleetNs biomass. .aggoth is a master of s!ace tactics and only rarely de!loys his s3arm to a !lanetNs surface. As the o(erlord for the largest Brood/ .aggothNs authority is !ractically limitless/ sa(e for that of the -(ermind. He is strong-3illed and autonomous/ often forming his o3n o!inions as to 3hat is best for the Zerg/ and 3illing to !rod other Cerebrates into :oining 3ith his o!inion.

4enris
-ere$rate: @argil Est. Si,e: 5500 Primar) !irecti/e: Hunter %3arm Brood -olor: #reen .es!ite its small si4e/ the *enris Brood ser(es a (ital function for the Zerg. $t is charged 3ith scouting for ne3 s!ecies to assimilate. $ts honed trac&ing s&ills are also used to trac& do3n 7and e,terminate8 abberant Zerg dissedents and other esca!ed enemies of the %3arm. Suic&/ cle(er/ and brutal/ the hounds of *enris ha(e chased many a foe until it sim!ly died of e,haustion and fear.

Baelrog
-ere$rate: #orn Est. Si,e: 5000 Primar) !irecti/e: Terror %1uad Brood -olor: White The Baelrog Brood manages to ma&e e(en other Zerg uncomfortable. ;no3n for not only their sa(age battle tactics/ but their (oracious cannibalism/ the Baelrog are bred and trained to attac& 3ithout hesitation/ mercy or selfconsideration. *oes ha(e been &no3n to flee at the first sign of the !ale 3hite cara!aces of the Baelrog Zergling charge.

Primar) Stri&e(orce
Garm
-ere$rate: Zas4 Est. Si,e: <0/000 Primar) !irecti/e: )rimary Assault *orce Brood -olor: -range ed by Zas4/ the ZergNs greatest terrestrial tactician/ the #arm are often the first to engage an enemy s!ecies. *a(oring hit-and-run raids/ stealth o!erations/ and acts of sabotage/ Zas4 delights in befuddling his enemies e(en as he brings do3n the &illing stro&e. Zas4Ns cle(erness e,ceeds his battlefield role/ ho3e(er. He is ine,!licably dri(en to learn all he can of his siblingCerebrates/ claiming it is to ad(ance the %3armNs efficiency. But Zas4 often comes across as obse1uious/ and some of the Cerebrates distrust him.

.orm%ngand
-ere$rate: Ara1 Est. Si,e: = million Primar) !irecti/e: )rimary %u!!ort *orce Brood -olor: )ur!le The "ormungand o(er3helm o!!onants 3ith its seemingly endless su!!ly of 3arriors. )roducing ne3 Zerglings e(en in the midst of a !itched battle/ Ara1Ns forces lea(e fe3 sur(i(ors. $t is from the "ormungand that the other Broods recruit most of their elite 3arriors.

S%rt%r
-ere$rate: ;agg Est. Si,e: C.5 million Primar) !irecti/e: Hea(y %u!!ort *orce Brood -olor: Blue Where the "ormungand &ill all enemies before them/ the %urtur eradicate all forms of life. -nce-green fields are transformed into smo&ing/ ashen 3astelands. The %urtur strains ha(e been bred for a ferocity matched only by the Baelrog and share that BroodNs cannibalistic tendancies. ;aggNs forces d3ell dee! 3ithin the Tiamat *leet/ li&ely near the Cerebrate/ and released only in the most crucial situations.

T*E BREE!S
Belo3 is a list of the main Zerg breeds encountered by enemies and (ictims of the %3arm. There are doubtless other breeds/ both mutated s!ecies assimilated into the Zerg genome and original Zerg strains.

#ar/a
Gen%s: -riginal Zerg %train STRG <.9 !E2G <.9 -ONG 4.9 Fesistance 5.. "NOG <.9 INSG C.9 PREG <. *PG =C 7+ggs ha(e H) G 408. Scale: Character #ength: C m *eight: <m !amage: @one. ar(a ha(e no attac&s and 3ill only attem!t to flee combat. Armor: 5 7+ggs ha(e an armor of C08. Can be increased by 4 !er #round Cara!ace +(olution. ;o/ement: 5 m ar(a are s!a3ned by Zerg Hi(es and carry 3ithin them the entire Zerg genetic code. At a command of the -(ermind/ they may !u!ate into an egg stage/ and then transform themsel(es into any Zerg breed as along as the local conditions are right 7there are ade1uate resources to nourish the !u!ating lar(a/ etc.8. By themsel(es/ ar(a sho3 little intelligence and no free 3ill. They rarely tra(el more than a fe3 meters from the edge of the hatchery that s!a3ned them.

.rone
Gen%s: #ashyrr Was! STRG 5.9 .igging 7Burro3ing89 E. !E2G <.><9 Bra3ling 7Attac& 3ith front s!ines8 C.>CH Funning 4.. -ONG 5.9 +ndurance 5.. "NOG <.9

INSG <.>C9 %earch9 @atural Fesources9 5.. PREG <. *PG C5 Scale: Character. #ength: = m. *eight: <.E m. !amage: %!ines9 .rones may s!ines a short distance at attac&ers. Damage: 5.. 'ay be augmented <. !er 'issile Attac&s +(olution. 1ange: C I 5 I <0 I <5 Che3ing9 .rones may che3 at armor and reduce its strength e(en if they cannot !ierce it. *or each round the .rone che3s on a !iece of armor/ reduce its Armor ?alue by one. Armor: <0. 'ay be augmented by 5 !er #round Cara!ace +(olution. ;o/ement: <5 m I round. .rones are the 3or&er-breed of the Zerg. )rimarily/ .rones mine and trans!ort resources and nourishment to the Hatcheries/ from 3hich they are funneled through the Cree! to feed other Zerg. i&e ar(a/ .rones carry an e,!ansi(e/ yet usually une,!ressed genetic code. At the command of the -(ermind or one of its -(erlords/ the .rone can lodge itself in the Cree! and create a ne3 Zerg structure. They are entirely necessary for the establishment of ne3 colonies. .rones sho3 some signs of inde!endent intelligence/ necessary to !roblem sol(e 3hen e,tracting resources or choosing the best !lace to !u!ate into a ne3 structure. .rones are e,cellent diggers and can burro3 themsel(es dee!ly into the ground 3ithin < round 7more for harder soils8. They often burro3 to a(oid detection or attac&s.

-(erlord
Gen%s: <argantis )roximae STRG <0.9 ifting <4.. !E2G <.><9 *lying =.. -ONG <0.9 "NOG C.>C9 Tactics 4.. INSG 4.9 %earch 5.. PREG <.9 Command 4. *PG Q0 Scale: %tarfighter #ength: =0 m *eight: <0 m !amage: @one. Armor: =0. 'ay be increased by 5 for each *lyer Cara!ace +(olution. ;o/ement: <5 m I round 7flying8 in atmos!here. %!ace G 4. $nca!able of hy!ers!ace tra(el. %ome may be +(ol(ed for greater s!eeds 7><0 m Atmos!here/ > C %!ace for each )neumati4ed Cara!ce +(olution8. -argo: @one. Through the ?entral %acs +(olution/ the -(erlord can be altered to carry u! to C units 740 Zerglings/ C0 Hydralis&s/ <0 6ltralis&s8 in s!ecial gro3ths under its belly. 7This is roughly e1ual to <00 metric tons of s!ace8. -omm%nication: imited Tele!athy9 Fange G R <000 &m. -(erlords ser(e as local !ro,ies for the -(ermind and the Cerebrates/ gi(ing commands to lar(a and o(erseeing the functions of a Cree! colony. They also ser(e as field commanders for Zerg units in battles/ ho(ering behind the front lines and directing the Zerg onslaught. %ome more e(ol(ed -(erlords are actually ca!able of !ic&ing u! Zerg field units and carrying them into battle/ much as the Terran .ro!shi! does. -(erlords are e1ually comfortable 3ithin atmos!heres or in s!ace. *inally all -(erlords ha(e such finely tuned innate senses/ they cannot be fooled by cloa&ing (essels. When one is detected/ the -(erlord 3ill tele!athically communicate its location to all nearby Zerg units.

Zergling
Gen%s: ==.gashi Dune5runners. STRG 4.9 "um!ing D.H .igging D.. !E2G 5.9 Bra3ling9 5.H Funning D.H .odge 5.. Zergling .e,terity may be increased <. !er 'etabolic Boost +(olution. -ONG 5.9 +ndurance D.H Fesistance 5.. "NOG <.><9 Tactics9 %mall unit 7Zergling s3arm89 4.. INSG 4.9 %earch 5.H %tealth 5.. PREG <.9 *PG C5 Scale: Character #ength: C.4 m

*eight: <.E m !amage: Because of their high .e,terity/ many Zerglings 3ill attac& C times or more in a combat round. *angs9 5.. 'ay be augmented by <. !er 'elee Attac& +(olution. %ic&le-cla3s9 D.. 'ay be augmented by <. !er 'elee Attac& +(olution. Fuick Damage: 4.>Q Armor: <0. 'ay be increased by 5 for each #round Cara!ace +(olution. ;o/ement: C0 m. 'o(ement may be increased by 5mIround 3ith 'etabolic Boost +(olutions. The Zerglings ma&e u! the !rimary ground-based military and scouting force for the Hi(es. They ha(e an e,tremely sim!le genetic code and are little more than 3ild beasts 3ith a fe3 genetic enhancements. %ome Zerglings sho3 unusual intelligence and inde!endence/ ho3e(er these indi(iduals are usually 1uic&ly detected by the -(erlords/ re!orted to the -(ermind and then thoroughly dissected in an attem!t to ca!ture their genetic su!eriority. Zerglings !refer to mo(e in !ac&s/ much li&e Terran 3ol(es. They sho3 a 3ide range of social beha(ior/ including dominance dis!lays/ !lay and territoriality. They rarely attac& alone and the sighting of one Zergling is a good indication that a much stronger force a3aits :ust around the corner. *inally/ some more e(ol(ed Zerglings are e,cellent diggers and may burro3 themsel(es into the ground 3ithin one round to a(oid detection or attac&s.

*)dralis&
Gen%s: %lothien. STRG 5.9 .igging D.. !E2G =.9 Thro3 7)ro:ect %!ines89 5.H Bra3ling9 4.H Funning 5.H .odge 4.. -ONG 5.9 +ndurance D. "NOG =.9 Tactics 4.. INSG =.9 %earch 4.H %tealth 4.. PREG <.9 *PG 50 Scale: )assenger ?ehicle 7C. o(er Character8. #ength: 5 m *eight: = m !amage: %ic&le-cla3s9 5.. )ro:ectile %!ines9 Damage: D.. 'ay be augmented <. !er 'issile Attac&s +(olution. Fuick Damage: 4.>Q 1ange: <-5 7)oint Blan&8 I <5 7%hort8 I =0 7'ed8 I 50 7 ong8. Fange may be e,tended by an additional <0 meters !er #roo(ed %!ine +(olution. Armor: C=. 'ay be increased by D for each #round Cara!ace +(olution. ;o/ement: <5 m. 'o(ement may be increased by 5mIround 3ith 'uscular Augments +(olutions. -nce a !eaceful herbi(ore on the !lanet %lothien/ the Hydralis& has been mani!ulated by the Zerg to become one of its more fearsome 3arriors. Highly intelligent and terrible to behold/ the Hydralis& ra4es creatures and structures ali&e 3ith its armor-!iercing s!ines and cla3s. 'any more e(ol(ed Hydralis&s ha(e learned ho3 to 1uic&ly burro3 themsel(es into the ground 73ithin < round8 to a(oid detection and attac&s from enemies. When submerged/ the Hydralis& may ma&e $nstincts rolls to detect nearby enemies/ choosing :ust the right moment to s!ring from the ground and ambush them.

ltralis&
Gen%s: Brontolith STRG E.9 !E2G =.9 Bra3ling9 5.H Funning 4. -ONG E.9 +ndurance Q.H Fesistance Q.. "NOG <.><9 INSG 4.9 %earch 5.H %tealth 5.. PREG <.9 *PG =00 Scale: Hea(y ?ehicle. #ength: =.5 m *eight: 5.C m !amage: Bone %cythes9 Damage: <C.. 'ay be increased <. for each 'elee Attac&s +(olution. Fuick Damage: 4.>C4 Armor: =0. Armor may be im!ro(ed by 5 !oints for each #round Cara!ace +(olution the 6ltralis& underta&es. ;o/ement: D m.

6ltralis&s 3ere deri(ed from a massi(e/ but !eaceful/ animal eons ago. @o3/ these lumbering beasts ser(e as the hea(y-armor cor!s for the %3arm. With their thic& armor and humongous scythes/ they 3ithstand huge amounts of !unishment and lay 3aste to their enemies. They are still fairly stu!id and must usually be controlled by an -(erlord.

;%talis&
Gen%s: antis Screamer STRG 5.9 !E2G 5.9 *lying D.H Thro3 7)ro!el %ymbiote89 5.H Bra3ling9 5.H .odge 5.>< -ONG E.9 +ndurance D.H Fesistance 5.. "NOG C.9 Tactics9 %mall unit 7'utalis& s1uad89 4.. INSG 4.9 %earch 5.H %tealth 5.. PREG <.9 *PG Q0 Scale: %tarfighter. #ength: <0 m 7nose to tail8. *eight: C-= m thic&. !amage: #la(e Wurm9 'utalis&s may !ro!el a symbiotic 3orm that li(es 3ithin it at enemy forces. The 3orm is incredibly hard and co(ered 3ith armor-!iercing edges. Damage: Q.. 'ay be increased <. for each *lyer Attac&s +(olution. Fuick Damage: 4.><5 1ange: Atmos!here9 5 7)oint Blan&8 I C5 7%hort8 I 50 7'edium8 I <00 7long8. %!ace9 C I 4 I 5 Bire Control: 0. 76se Thro3ing s&ill abo(e8. Wurms may be launched at ground and aerial units ali&e. Armor: C0. Armor may be im!ro(ed by 5 !oints for each +(olution the 'utalis& underta&es. ;o/ement: Atmos!here9 40H %!ace9 5. 'utalis&s are the huge/ 3inged nightmares that ma&e u! the Zerg2s !rimary air force. These screaming/ cla3ed terrors may !ro:ect a symbiotic lifeform they culture 3ithin their gut. This 3orm shoots for3ard to3ards the enemy/ e,!loding on im!act and sending the symbiote2s armor-!iercing s!ines in all directions. 'utalis&s 3or& 3ell in small grou!s/ much as a Terran s1uad of fighter !ilots 3ould. 'utalis&s also function as 3ell in s!ace as in an atmos!here and ha(e no a!!arent need to breathe or feed u!on the Cree!. %ome 'utalis&s are chosen by the -(ermind to undergo a transformation into a massi(e #uardian 7see belo38.

G%ardian
Gen%s: (#ol#ed utalisk STRG E.9 !E2G C.9 'issile Wea!ons9 %!itting 75.8 -ONG E.9 +ndurance D.H Fesistance 5.. "NOG <.><9 Tactics9 %mall unit 7Zergling s3arm89 4.. INSG C.9 %earch =.. PREG <.9 *PG <<0 Scale: %tarfighter. #ength: E.5 m *eight: 5.5 m !amage: Acidic %!ittle9 #uardians can hurl large gobs of acidic mucuous do3n u!on enemy units. Damage: Q. first round. Feduce damage <. each follo3ing round. Fegardless of 3hether the acid !ierces armor/ it 3ill reduce its Armor ?alue by = for each round of e,!osure. .amage may be increased by <. for each *lyer Attac&s +(olution the #uardian undergoes. Fuick Damage: 4.><5 first round. Feduce by = for each round thereafter. Splashing (ffect: The gobs s!ray out u!on im!act/ doing -<. damage for each = meters from the im!act site 1ange: <-<0 7)oint Blan&8 I 40 7%hort8 I E0 7'edium8 I <50 7 ong8. Bire Control: 0. 76se %!itting s&ill abo(e8. The gobs of s!ittle are not (ery aerodynamic and are useless against other airborne units. Armor: =0. Armor may be im!ro(ed by 5 !oints for each *lyer Cara!ace +(olution the #uardian underta&es. ;o/ement: Atmos!here9 =5. %!ace9 4. #uardians are an e(ol(ed form of the 'utalis&/ de(elo!ed by the Zerg to counter ground troo!s from the air. $t2s hea(y armor lets it 3ithstand more damage than its !redecessor/ but it is slo3ere and less (ersatile. #uardians a!!ear to be less intelligent than 'utalis&s as 3ell/ but this may be due to their larger/ slo3er bul&.

Sco%rge
Gen%s: 6n&no3n. STRG C.>C9 !E2G 5.9 .odge E.H *lying D. -ONG C.9 . "NOG <.9 INSG =.9 %earch 5.H %tealth 4.. PREG <.9 *PG =0 Scale: Character #ength: <.5 m *eight: < m !amage: Biogenic Bomb9 catalytic chemicals 3ithin the %courge cause it to e,!lode forcefully 3hen it im!acts 3ith an enemy unit. Damage: <4. Fuick Damage: 4.>=0. (xplosi#e 1ange: Feduce damage by C. for e(ery 5 meters from the site of im!act. Armor: E. 'ay be increased by 4 !er *lyer Cara!ace +(olution. ;o/ement: Atmos!here 45 m. %!ace G 5 %courge are relati(ely small/ bat-li&e creatures that hone in on enemy starshi!s and collide 3ith their hull. 6!on im!act/ the %courge e,!lodes/ destroying itself and dealing harsh damage to the enemy. *or some reason/ the %courge 3ill only loc& in on flying targets/ though the -(ermind is e,!erimenting 3ith genetic combinations to render the %courage more (ersatile against ground forces. As you might e,!ect from a mindless &ami&a4e beastie/ %courges are neither (ery intelligent nor inde!endent. They obey the 3ill of their -(erlord 3ithout 1uestion or hesitation/ sending themsel(es headlong into battle.

P%een
Gen%s: Arachnis Brood5/eeper. STRG D.9 !E2G =.9 -ONG Q.9 . "NOG 5.9 INSG 4.9 %earch 5.H %tealth 4.. PREG 4.9 *PG Q0 Scale: Hea(y ?ehicle #ength: <0 m *eight: <0 m !amage: )arasite9 the Sueen may release a tiny/ insect-li&e !arasite that 3ill attach itself to an enemy unit and transmit all the unit sees bac& to the Sueen. The )arasite can only be detected by a close ins!ection of the infected unit 7'oderate .ifficulty8. $t may only be remo(ed 3ith a 'oderate 'edicine9 %urgery attem!t or by &illing the host. A failed surgery attem!t 3ill also &ill the host. Fecently/ Terran !hysicians ha(e de(elo!ed a nano-technological antibody to destroy the !arasite/ but it is not yet commonly a(ailable 7*irst Aid .ifficulty <0 to a!!ly8. )roduction 1ate: the Sueen may !roduce < )arasite !er <0 minute !eriod. %he may not create another until the first is released. This rate may be hal(ed 3ith the #amete 'eisosis +(olution. )arasite *ifecycle: the )arasite must attach to a host 3ithin 5 minutes of its release/ or it 3ill die. $t cannot transmit images to the Sueen until it has attached to a host. %!a3n Boodlings 7%!a3n Broodling +(olution re1uired89 some Sueens may also s!ray enemy units 3ith s!ores that im!lant themsel(es into animal tissue and metamor!hose into a !air of ra(enous Broodlings/ dealing D. damage 7no armor !rotection !ermitted8 to the host u!on birth 7the Broodlings 3ill usually attac& the host if it is still li(ing 3hen they are born8. The Broodlings may be e(ol(ed through the *lyer Attac&s +(olution to deal <. more damage to the birth host !er +(olution. Broodling s!ores only remain (iable for C.5 rounds once released. 1ange: = I <0 I C5 I 40. %trong 3inds may reduce the range of the s!ores. Armor (ating: The s!ores 3ill 1uic&ly eat through any inorganic material they come into contact 3ith in order to get to li(ing tissue. They 3ill reduce the Armor ?alue of a target by 4 !er round for C.5 rounds. This (alue may be increased by < for each *lyer Attac&s +(olution the Sueen

undergoes. $f the s!ores !ierce the armor/ they 3ill infest the target. $f they fail to find li(ing tissue 3ithin that time/ they 3ill die and become inert. )roduction 1ate: the Sueen may release the %!ores no more than once e(ery other round. The s!ores 3ill hatch 3ithin any animal tissue/ including Zerg if they ha!!en to attach to one. +nsnare9 some Sueens may e:ect an e,tremely (iscous s!ra3 of mucous that 3ill hinder the mo(ements of the strongest of ground units. All mo(ement rates of tra!!ed units 3ill be reduced by <0 m 7no faster s!eed is !ossible8 for C.5 rounds. The Sueen2s 3eb 3ill ensnare friend and foe ali&e. The 3eb2s (iscosity may be increased 3ith the *lyer Attac&s +(olution/ further reducing the target2s mo(ement by 5 m !er +(olution. 1ange: 4 I <0 I =0 I 50 $nfestation9 some Sueens ha(e become intimately familiar 3ith Terran technology and ha(e learned ho3 to infest it 3ith Zerg s!ores. $n doing so/ the Sueen turns the structure to the Zerg/ infecting an humans 3ithin it. These ha!less (ictims are turned into mindless ser(ants of the %3arm. Armor: =0. 'ay be increased by 5 !er *lyer Cara!ace +(olution. ;o/ement: Atmos!here =0 m. %!ace G 5 Sueens are a s!ecial breed designed by the -(ermind to manage the com!le, functions of a large Hi(e. Though they do not lay eggs/ they can s!a3n Broodlings. Sueens are highly intelligent and sho3 a (iciously !rotecti(e nature against any 3ho 3ould attac& the %3arm under her care. i&e -(erlords/ they follo3 the Cerebrates and the -(ermind 3ithout 1uestion.

-ere$rate
Gen%s: 6ni1ue Zerg strain. Agent of the -(ermind STRG @A !E2G @A -ONG <=.. "NOG E.9 Tactics Q.H %ciences <0.H %ciences9 #enetic +ngineering <=.. INSG 5.9 PREG 5.9 Command <0.. *PG <C0 Scale: %tarfighter to Ca!ital #ength: <0 m 7rough a!!ro,imation/ of the 0brain core0 of the Cerebrate. Cerebrates are usually incor!orated into a larger bio-shi! or structure8. *eight: <0 m 7as abo(e8 !amage: @one. Cerebrates direct minions to do their bidding and are usually !rotected by a multitude of the most elite of the %3arm. Armor: 40. $t is !ossible that the Cerebrate 0brain0 itself is not armored at all/ but it 3ill al3ays be 3ithin a hea(ily armored shell. ;o/ement: @A The Cerebrates 3ere created early by the -(ermind to !erform s!ecial functions for the %3arm. +ach Cerebrate e,ists for a !articular !ur!ose 7to 0defend the Hi(e0/ 0e,!lore for ne3 s!ecies0/ 03i!e out a ne3 s!ecies0/ etc.8 Cerebrates ha(e a high degree of inde!edence and may establish bases and e(en carrry on military cam!aigns 3ith little o(ersight by the -(ermind. Ho3e(er/ ultimately/ all Cerebrates are genetically inca!able of acting against the -(ermind. Aet/ 3ith time/ each Cerebrate2s degree of autonomy and self-a3areness is going. $t is concei(able that some may de(elo! different (ie3s of 3hat is best for the %3arm and 3hich !ath to ta&e to genetic su!remacy. $f such disharmony 3ere to ta&e seed 3ithin the Zerg/ the results 3ould be highly un!redicatable and undoubtedly bloody.

The O/ermind
Gen%s: 6nified sentience of the Zerg STRG @A !E2G @A -ONG C0.. "NOG <=.9 Tactics <5.H %ciences <D.H %ciences9 #enetic +ngineering C0.. INSG Q.9 PREG <0.9 Command <5.. *PG C00 Scale: Ca!ital #ength: @A. The -(ermind is housed 3ithin a massi(e bio-shi! and e,ists in no single !lace. !amage: @one. The -(ermind itself has no !hysical means of attac&. Ho3e(er/ all Zerg are under its immediate and total control. $t is !rotected by the (ery best strains of the Zerg breeds. Armor: 50. ;o/ement: @A The -(ermind 3as originally created by the Pel2@aga to ser(e as a semi-sentient collecti(e consciousness of the

Zerg. ittle did the Pel2@aga &no3 ho3 1uic&ly the -(ermind 3ould e,!and its o3n self a3areness and !o3ers. Within only a fe3 years/ the -(ermind became highly intelligent and ruthlessly autonomous. $t soon de(elo!ed the Cerebrates/ assimilated all life on Zerus/ and conni(ed to incor!oesca!e its !lanetary cage to e,!and into the stars. The -(ermind turned its (oracious horde on its Pel2@aga creators/ destroying their 3orld-shi!s and assimilating all their &no3ledge of genetic engineering and other star-faring races. With that/ the -(ermind turned its attention to e,!anding throughout the gala,y and see&ing out the its sibling race/ the )rotoss/ for a final communion through their assimilation. The -(ermind is single-mindedly dedicated to increasing the genetic !erfection of the Zerg. $t has only noticed the humans because of their latent !sionic !otential and sees little other (alue in their meager genetic codes. The -(ermind2s actions ha(e increased the %3arm to millions of indi(idual creatures/ all of 3hom follo3 it 3ithout 1uestion. Aet/ there is some 1uestion as to 3hether it 3ill be able to maintain control o(er all the Zerg s!read throughout the gala,y as the %3arm continues to gro3. -f course/ any genetic and beha(ioral abberations that might lead to too much autonomy among its ser(ants 3ill be met 3ith s3ift annihilation. A(ter the Battle o( Ai%r 7Brood+ar Era8: The )rotoss hero Tassadar sacrificed himself to &ill the Zerg -(ermind Battle of Aiur/ the )rotoss home3orld. This left many Zerg 3ithout direction/ turning only into mindless beasts bent on slaying all other life. The !o3er (accuum a!!ears to ha(e been filled some3hat by the more autonomous Cerebrates/ Sueens and -(erlords. $t also a!!ears that a former-Terran #host 3ho 3as infected by the %3arm/ &no3n once as %arah ;errigan/ has ta&en control of the Zerg as their ne3 +m!ress. Whether her control 3ill be total/ ho3e(er/ remains to be seen.

T*E ZERG: Str%ct%res ? pgrades


All Zerg structures are actually li(ing entities created from the com!le, Zerg genome. They ser(e as the biological organs of the %3arm/ res!onsible for feeding/ birthing/ and e(ol(ing the Zerg breeds. Zerg structures 73ith fe3 e,ce!tions8 must be built u!on a thic& mat of bio-matter &no3n as the Cree!/ 3hich feeds the ne3 structures and intimately lin&s them to the 3ill of the -(ermind or its local commanders. *inally/ as li(ing things/ the structures can heal themsel(es o(er time. Zerg u!grades may also be called +(olutions. i&e those of other s!ecies/ they de!end u!on the a(ailability of certain structures/ units and resources. -nce an +(olution has been com!leted/ it 3ill affect all e,isting units and any ne3 units of the same ty!e !roduced by the same colony. Because each Zerg colony has a (ery minor genetic (ariation from all others/ the Zerg born in another colony 3ill be unaffected by the ad(ancement.

Hatchery
T)pe: )rimary ar(a %!a3ning #rounds I Fesource 'etaboli4er Bod) Points: <000 Armor: 40 Regeneration Rate: 5 !ts I round. 4acilities: ar(al %!a3ning9 the Hatchery synthesi4es large eggs that hatch into Zerg ar(a. +gg *ields9 3hen ordered to !u!ate into another Zerg breed/ the ar(a enter a ne3 egg stage to !u!ate. These eggs are secured around the Hatchery/ 3here they can be feed by the Hatchery and better guarded. .igesti(e %ystem9 the Hatchery also metaboli4es natural resources brought to it and then dis!erses those nutrients through the Cree! to 3here they are needed 3ithin the colony. imited #enetic Code9 by themsel(es/ Hatcheries !roduce ar(a ca!able of mutating into only the most basic of Zerg strains9 .rones and -(erlords. Additional structures are needed for the !ro!er genetic mani!ulation re1uired for more ad(anced breeds. -omm%nications: )rimal tele!athic lin& to the -(ermind. pgrades: Burro3ing9 through the Hatchery/ the -(ermind may teach its children ho3 to bury themsel(es in any substrate to better ambush !rey.. (ffect: all Zerg able to Burro3 may bury themsel(es in one melee round. .ifficulty is generally ?ery +asy 758/ but may be modified for !articularly hard substrates. Cost: = F). i&e all Zerg structures/ the Hatchery is a li(ing entity. $t2s internal 3alls are bulbous and slime co(ered/ 3ith the steam of its breath clouding the inner !assage3ays through its bo3els. Though it does not need the Cree! to sur(i(e

7it builds its o3n8/ it is intimately connected to the li(ing essence of the Zerg community and ser(es as the !rimary birthing grounds and feeding mechanism for a colony. 6ntil higher order breeds come to command the colony/ the Hatchery is the central 0command0 structure for the -(ermind2s !resence or !ro,y.

#air
T)pe: Ad(anced Hatchery Bod) Points: <500 Armor: 45 Regeneration Rate: <0 !ts I round. 4acilities: +,tended #enetic +,!ression9 airs !ro(ide greater access to the Zerg genetic code/ !ermitting .rones and ar(a to mutate into more ad(anced Zerg breeds and structures. -omm%nications: )rimal tele!athic lin& to the -(ermind. pgrades: -(erlord ?entral %acs9 the -(ermind may choose to mutate its -(erlords to ha(e tough (entral sacs in 3hich the beast may carry troo!s or cargo. (ffect: -(erlords may carry u! to C units of ground troo!s. Cost: < F). -(erlord Antennae9 -(erlords may be mani!ulated to gro3 strong/ sensiti(e antennae that e,!and its sensory range. (ffect: $ncreases all sensor ranges by C units and adds <. to the -(erlord2s %ensors s&ill !er +(olution. Cost: Current +(olution e(el , < F). )neumati4ed Cara!ace9 -(erlords may be treated to carry !oc&ets of ?es!ene gas under their cara!ace/ increasing their buoyancy and o(erall s!eed.. (ffect: $ncreases -(erlord Atmos!heric %!eed by <0 m and %!ace %!eed by C units !er +(olution. Cost: Current +(olution e(el , < F). The air is sim!ly a Hatchery that the -(ermind has chosen to in(est more resources and genetic stoc& in. *or that/ the air !ro(ides greater access to the genetic machinery of the Zerg/ !ermitting the construction of more ad(anced structures and breeds for a ne3 colony.

*i/e
T)pe: Ad(anced Hatchery Bod) Points: CC00 Armor: 45 Regeneration Rate: <0 !ts I round. 4acilities: *ull #enetic +,!ression9 Hi(es ha(e access to nearly the entire Zerg genome. Ho3e(er/ other structures must still be built to !ro!erly mutate lo3er breeds into more ad(anced Zerg forms. pgrades: @one. The Hi(e is the !innacle of Hatchery e(olution/ !ro(iding a colony 3ith the broadest !ossible range of Zerg genetic stoc& from 3hich to build the most ad(anced structures and breeds.

Extractor
T)pe: ?es!ene 'ining Tendril Bod) Points: <50 Armor: C5 Regeneration Rate: C !ts I round. 4acilities: ?es!ene +,traction -rgans9 +,tractors sit ato! ?es!ene geysers and catch the emitted gasses in small sacs that are carried by .rones to the Hatcheries. pgrades: @one. +,tractors are an essential element of all Zerg colonies/ !ro(iding the rich ?es!ene gasses needed by the -(ermind to e,!and the colony and !roduce more ad(anced Zerg breeds.

-reep -olon)
T)pe: Cree! )roduction -rgan Bod) Points: <00 Armor: =0 Regeneration Rate: C !ts I round. 4acilities:

Cree! #lands9 the Cree! Colony absorbs nutrients from local resources and transforms them into the biomatter of the Cree!. $t e,udes Cree! in concentric circles from its base for u! to 500 m. This is a fairly odiferous and noisy !rocess/ not unli&e a massi(e stomach at 3or&. Cree! %ensory in&9 Cree! Colonies not only e,tend and feed the Cree!/ but they sense the !resence of any animal or ob:ect that touches the Cree! and transmits that &no3ledge bac& to the Zerg colony. As such/ they are e,cellent early detection units. -omm%nications: )rimal tele!athic lin& to the -(ermind. pgrades: the Colony does not u!grade other units/ but it may itself be mutated into more useful forms. These ne3 forms 3ill continue all the functions of the basic Cree! Colony/ but !ro(ide the Zerg 3ith greater defense. %!ore Colony9 once established/ the Cree! Colony may be e(ol(ed into a sensiti(e detection and anti-air unit 3ea!on. Sensor <rowth: Automatically detects cloa&ed units as if they 3ere not cloa&ed. #ains the follo3ing %ensors/ 3hich it uses at 5.9 )assi(e9 =000 m I = %!ace %can9 <0 &m I <0 %!ace %earch9 C5 &m I C5 %!ace *ocus9 < &m I < %!ace Corrosi#e Spores: the %!ore Colony may e:ect balls of corrosi(e s!ores at air targets. .amage9 4.. Corrosi#e (ffects: +(en if the sores do not !ierce the target2s armor/ they 3ill reduce its Armor ?alue by <. %cale9 %tarfighter 75. o(er Character8 %&ill9 5. Fange9 Atmos!here9 <00 I =00 I 500 I <000. %!ace9 < I C-5 I <0 I C0 Cost: < F). %un&en Colony9 Colonies may also be e(ol(ed into octo!us-li&e creature 3ith multi!le tendrils that are hidden beneath the Cree!. These tendrils may eru!t u! through the ground to attac& in(ading ground units. 3endril Attack: .amage9 5. 7Armor )iercing8 %cale9 Tan& 74. o(er Character8 Attac& %&ill9 5. Fange9 <0 I =0 I 50 I <00 Cost: < F). Cree! Colonies are an essential !art of any Zerg base/ e,uding the Cree! li&e a layer of s&in o(er the terrain. But is in their e(ol(ed forms that the Colonies become (ital to base sur(i(al. While (alued by the Zerg/ the Colonies are recogni4ed as e,!endable and 3ill not necessarily be hea(ily guarded or defended.

Spa+ning Pool
T)pe: Zergling Breeding #rounds Bod) Points: 500 Armor: =5 Regeneration Rate: 5 !ts I round. 4acilities: Zerg #enome9 %!a3ning )ools !ro(ide the gene strains needed to !roduce the Zerglings/ the most basic attac& unit of the %3arm. %ome of these genes re1uire greater resource and time in(estment/ but may !roduce faster/ more dangerous Zerglings. -omm%nications: )rimal tele!athic lin& to the -(ermind. pgrades: 'etabolic Boost9 su!ercharges the already fast metabolism of the Zerglings. (ffect: Adds <. to the .e,terity and <0 m I round to 'o(ement of all Zerglings for each +(olution. Cost: Current +(olution e(el , C F). Adrenal #lands9 enhances the combat refle,es of Zerglings. (ffect: )ro(ides the Zergling 3ith < additional attac& !er round 7no additional action re1uired8. Cost: Current +(olution e(el , C F). The %!a3ning )ool is seen in nearly e(ery Zerg colony. $t a!!ears as a steaming/ bubbling/ (iscous !it 3ith large egg-li&e bulbs sometimes bobbing to the surface. This is actually the amniotic fluid of the Colony/ used to feed the Zergling 4ygotes gro3ing in the !ool. The 4ygotes are e,tracted and merged 3ith a ready ar(a/ infusing it 3ith the !ro!er genetic se1uences to begin !u!ation. .uring this stage of the de(elo!ment/ the 4ygotes actually s!lit into t3ins/ thus !roducing t3o Zerglings for e(ery single ar(a in(ested.

E/ol%tion -ham$er
T)pe: Zerg #enetic aboratory Bod) Points: 500 Armor: =5 Regeneration Rate: 5 !ts I round. 4acilities: +,!erimental %!a3ning #rounds9 the +(olution Chamber is a direct e,tension of the -(ermind/ 3ith (arious sensors and tendrils gro3ing from the 3alls. These are used to conduct (arious genetic e,!eriments and gro3 ne3 Zerg strains. -nce a (iable strain is disco(ered/ the Chamber 3ill nurture it/ test it/ then dissect it for futher study. )ro(ing #rounds9 ne3 and modified Zerg breeds are brought into a secure chamber 3here their ne3 abilities may be tested in a secure/ confined s!ace. Tested sub:ects are almost al3ays &illed after the test/ so the -(ermind may learn more through their (i(isection. -omm%nications: )rimal tele!athic lin& to the -(ermind. pgrades: %har!en Blades 7'elee Attac&s89 the bone blades of the Zergling/ 6ltralis& and ur&er may be im!ro(ed through this +(olution. (ffect: Adds <. to the 'elee Attac& damage for each affected unit. Cost: Current +(olution e(el , < F). +nhance )ro:ectiles 7'issile Attac&s89 the missile 3ea!ons of the .rone/ Hydralis& and .efiler may be augmented. (ffect: Adds <. to the 'issile Attac& damage for each unit. Cost: Current +(olution e(el , < F). Harden #round Cara!ace9 the -(ermind may in(est energy into reinforcing the armor of its ground units. (ffect: Adds to the Armor ?alue of all ground units. The amount de!ends on the !articular unit ty!e affected. Cost: Current +(olution e(el , < F). The +(olution Chamber may be considered the bubbling/ dar& laboratory of the mad scientist that is the -(ermind. The Chamber can simultaneously breed ne3 strains/ test their abilities/ and hac& them a!art for study. Bits and !ieces of discarded e,!eriments clutter the ground/ blood freely flo3s along the halls until absorbed by the li(ing floor/ e(en loyal Zerglings scream in !ain as they are dissected ali(e and 3ithout anaesthetic.

*)dralis& !en
T)pe: Hydralis& Cocooning Womb Bod) Points: 500 Armor: =5 Regeneration Rate: 5 !ts I round. 4acilities: Hydralis& #enome9 the .ens hold the &ey elements of the Hydralis& genetic code necessary to transform Zerg ar(a into marauding Hydralis&s. -omm%nications: )rimal tele!athic lin& to the -(ermind. pgrades: 'uscular Augments9 Hydralis&s may be treated to ha(e im!ro(ed running musculature. (ffect: $ncreases Hydralis& 'o(ement by <0 m !er round !er +(olution. Cost: Current +(olution e(el , < F). #roo(ed %!ines9 Carefully re3or&s the Hydralis& s!ines that are !ro:ected as 3ea!ons to enhance range in combat. (ffect: $ncreases the Hydralis&2s missile 3ea!on range by <0 m in each category !er +(olution. Cost: Current +(olution e(el , < F). i&e the %!a3ning )ool/ the Hydralis& .en is found in nearly e(ery Zerg Colony. $ts !rogeny/ the mighty Hydralis&/ is a sta!le unit for the %3arm and necessary to nearly e(ery con1uest and defense endea(or. The .ens are said to resemble the nests that the %lotheins built before being corru!ted u! the Zerg. @o3/ they are large/ domeli&e masses of hea(ing steam/ slime and stench. Within their 3alls/ Hydralis& gametes are gro3in in thic& cocoons attached to a central feeding stal&. When the -(ermind commands it/ these gametes are ta&en to the Hatchery and merged 3ith ar(a/ 3hich then !u!ate into Hydralis&s.

N)d%s -anal
T)pe: ong Fange Colony Artery Bod) Points: 550 Armor: 40

Regeneration Rate: 5 !ts I round. 4acilities: Transit Corridor9 the Canals are a mysterious Zerg ada!tion ta&en from a s!ecies &no3n as the Worldbeast/ 3hich li(ed submerged in a !lanet and e,tended its root-li&e organs for thousands of miles in any direction. With the Canals/ the Zerg can lin& the core colony 3ith small out!osts/ resource e,tractors/ or military units that 3ould other3ise be unreachable because of terrain or sheer distance. @ot only do the subterranean !assages !ro(ide !rotected tra(el/ they trans!ort creatures at hy!ersonic s!eeds (ia highly ada!ted cilia on the !assage3ay 3alls 7%!eed G R <00 m I round8. -omm%nications: )rimal tele!athic lin& to the -(ermind. pgrades: @one. i&e all Zerg structures/ the Canals are li(ing organs of the Colony. $ndeed/ the strong hair-li&e cilia that line the 3alls 3ill gri! any creature or ob:ect they touch/ but they 3ill not harm it. Father/ they a3ait the command of the -(ermind to trans!ort goods bac& to the Colony. Ho3e(er/ the Canals remain for some time once a Colony has died/ or at least retreated from the Canals entrance. These dead arteries form underground !assage3ays that may e,tend for thousands of miles beneath a !lanet2s surface. The cilia decay 1uic& once the Canal is dead/ but the 3alls may remain strong for hundreds of years.

Spire
T)pe: Zerg *lyer Breeding #rounds Bod) Points: <500 Armor: 45 Regeneration Rate: <0 !ts I round. 4acilities: 'utalis& @ests9 %!ires !ro(ide the genetic code ar(a need to mutate into 'utalis&s. %courge Clutches9 %!ires also house the small eggs that 3ill de(elo! into the screaming %courge. +(olution @ode9 %!ires ha(e also !roduce the chitinous !lating and e,!losi(e !arasites and other no,ious !ro:ectiles used by Zerg flyers in attac&ing. -omm%nications: )rimal tele!athic lin& to the -(ermind. pgrades: *lyer Attac&s9 the 3ea!onry of the 'utalis&s/ #uardians and Sueens may be enhanced in the %!ire. (ffect: $ncreases each attac& by <. !er +(olution unless other3ise noted. Cost: Current +(olution e(el , < F). *lyer Cara!ace9 hardens the aerodynamic !lating that !rotects all the Zerg aerial units. (ffect: $ncreases the Armor ?alue of all flying units by an amount uni1ue to that breed. Cost: Current +(olution e(el , < F). %!ires to3er o(er many Zerg colonies/ often surrounded by small floc&s of ne3ly hatched 'utalis&s or %courge. They almost a!!roach beauty in their grandeur--as much as any Zerg structure may be considered beautiful. Within their 3alls/ Zerg organs !um!/ !roducing the gametes needed to bind to ar(a and !roduce Zerg flyers.

Greater Spire
T)pe: Ad(anced %!ire Bod) Points: D00 Armor: 40 Regeneration Rate: 5 !ts I round. 4acilities: 'utalis& 'utation Chambers9 #reater %!ires house s!ecial cocooning chambers into 3hich a 'utalis& may cra3l. $t is then 3ra!!ed in a sil&y hus&y/ co(ered 3ith nutrient slime/ and left to !u!ate into a greater form as a #uardian or .e(ourer. -omm%nications: )rimal tele!athic lin& to the -(ermind. pgrades: @one. #reater %!ires reach e(en higher than the %!ires from 3hich they e(ol(e. These huge/ to!-hea(y to3ers are essentialy to hea(y assault forces of the Zerg--and to be feared by their enemies. *rom their dar&/ seeting de!ths/ massi(e assault breeds are born.

P%een<s Nest
T)pe: Sueen2s air Bod) Points: 500 Armor: 40 Regeneration Rate: <0 !ts I round. 4acilities: Sueen Birthing Chamber9 Sueens may only be !roduced through the careful nurturing of s!ecial eggs that are created by the @est.

Sueen +(olution .en9 Sueens may cra3l into secure co(es and attach themsel(es directly to the 3alls of the @est. The -(ermind then mani!ulates the Sueen2s body/ introducing ne3 !o3ers through !o3erful mutations. -omm%nications: )rimal tele!athic lin& to the -(ermind. pgrades: #amete 'eiosis9 the Sueen2s re!roducti(e system may be enhanced to more 1uic&ly !roduce Broodlings. (ffect: )ermits the Sueen to !roduce Broodling %!ores at a rate of < s!ray !er round. Cost: C F). %!a3n Broodlings9 some Sueens may de(elo! s!ecial s!a3ning sacs that 3ill s!ray forth s!ores. These s!ores 3il attach to li(ing flesh/ imbed themsel(es in the tissue and ra!idly de(elo! into ra(enous Broodlings. (ffect: %!ores either embed in the target or reduce the Armor ?alue of inanimate ob:ects. %ee Zerg9 Sueen. Cost: C F). +nsnare9 forced mutations !ro(ide some Sueens 3ith the ability to s!e3 forth a 3eb of e,tremely (iscous mucous to tra! enemy units. (ffect: #rants the Sueen the +nsnare ability. %ee Zerg9 Sueen. Cost: C F). $nfestation9 some Sueens become so familiar 3ith Terran technology and biology/ they disco(er ho3 to infest Terran systems 3ith Zerg s!ores. They ta&e control of Terran structures and infest their inhabitants to become 3illing ser(ants of the Zerg. (ffect: #rants the Sueen the $nfestatoin ability. %ee Zerg9 Sueen. Cost: = F). The Sueen2s @est is one of the !rime indicators of the im!ortance of a colony to the -(ermind. The Suees born there ta&e o(er the local command of colony functioning 3ith a &ind of cruel matriarchal rule. @ests 3ill be fiercely guarded and defended by all Zerg breeds in the colony.

ltralis& -a/ern
T)pe: 6ltralis& Breeding #rounds Bod) Points: 500 Armor: =0 Regeneration Rate: 5 !ts I round. 4acilities: 6ltralis& Fadiation Core9 Ca(erns are built 3ith a fused technology of Zerg biological matter/ crystaline laser emitters/ and modified ?es!ene gasses to create the e,tremely hostile en(ironment re1uired to breed the mighty 6ltralis&. The (iable 6ltralis& gametes are housed in !rotecti(e hus&s and deli(ered to the Hatcheries/ 3here they are merged 3ith ar(a 3ho then transform into 6ltralis&s. -omm%nications: )rimal tele!athic lin& to the -(ermind. pgrades: @one. Ca(erns a!!ear mainly as large mounds co(ered 3ith Zerg slime and Cree! matter. -ccasionally/ flashes of lights and e,!losions 3ill esca!e from the small entrance. @o creature 3ould sur(i(e the rigors inside 3ithout a 1uality !rotecti(e suit or s!ecial biological ada!tions.

!e(iler ;o%nd
T)pe: .efiler %!a3ning and +(olution Chamber Bod) Points: 500 Armor: 40 Regeneration Rate: <0 !ts I round. 4acilities: .efiler Womb9 .efiler 'ounds ha(e a central birthing chamber in 3hich the huge .efile gamete is nourished and !rotected. When it reaches maturity/ it may be transferred to the Hatchery and merged 3ith a ar(a to create the terrible .efiler adult. .efiler )it9 .ee! 3ithin the 'ound is a bubbling/ to,ic !ool from 3hich the .efiler gathers the nourishment to create its corrosi(e and !oisonous (enom. -omm%nications: )rimal tele!athic lin& to the -(ermind. pgrades: 'etasyna!tic @ode9 the -(ermind may mutate his .efilers to e,!and the section of the brain that controls the secretion of the .efiler bio-to,ins that control local insects and form its (enom. (ffect: )ermits the .efiler to launch its .ar& %3arm or )lague attac&s < time !er round 7rather than < !er C rounds8. Cost: C F).

)lague9 some .efilers may s!e3 forth their natural to,ins in a corrosi(e cloud. Damage: E.. Will continue to damage for 5 rounds/ but 3ill be reduced <. each round after the first. Area of (ffect: *ull damage to all targets 3ithin <0m. -<. for each <0 m from !rimary target. Corrosi#e (ffects: Will reduce Armor by 5 each round/ e(en if the Armor is not !ierced by the attac&. Scale: Character. Cost: C F). Consume9 some .efilers may cannibali4e other Zerg breeds to rein(igorate themsel(es. (ffect: *or e(ery <. of Constitution absorbed from the target/ the .efiler regenerates <.5 !oints of Health and Armor. Cost: C F). As hard as it may be to belie(e/ the .efiler 'ound is by far the most foul and disturbing structure in any Zerg colony. @ot only is it co(ered in slime/ emitting a foul stench/ and !ulsating 3ith the ras!ing breath of the li(ing colony/ the 'ound re(eals the dar& and corru!t nature of the .efiler itself. The bones and flesh of other Zerg breeds that ha(e 3andered too close litter the !eri!hery and innards of the 'ound. .ee! 3ithin the 'ound2s recesses/ a to,ic ste3 bubbles/ both bath and nourishing sou! to the .efilers. +(en Zerg treat these beasts 3ith a mi,ture of a3e and fear.

9III. RESO R-E


%tarcraft is more than sim!ly a game of battle-strategy. To o(ercome their enemeies/ !layers must manage a myriad of resources/ har(esting ra3 materials/ assigning tas&s to units/ and deciding 3hich structures to build. %tarcraft .5 is mainly about story-telling and the ad(entures of indi(idual characters. Ho3e(er/ to im!ort some of the LfeelM of the original game/ #'Ns may decide to ma&e resource har(esting and management !art of the !layersN e,!erience. $n the com!uter game/ ra3 resources are re!resented by minerals and ?es!ene gas. )layers build har(esting units and !rocessing centers to turn the natural resources into ne3 units/ structures and u!grades. Wise resource management is essential to 3inning the game.

Reso%rces !e(ined
$n %tarcraft .5/ LresourcesM include not only minerals and ?es!ene gas/ but !rocessed ra3 materials/ manufactured !roducts/ and other natural resources--essentially anything that 3ill be hel!ful to the !roduction of a base. All of these resources are !ooled together as Reso%rce Points. ?arious units/ structures and u!grades 3ill ha(e Fesource )oint costs. The Fesource costs gi(en in this game are a!!ro,imations of the total resource re1uirement in the game 7to roughly con(ert the cost of a unit/ structure/ or u!grade in the com!uter game to this one/ add u! the total ?es!ene and mineral re1uirements/ di(ide by <00/ and round u! or do3n de!ending on the amount of time it ta&es to !roduce the unit in the com!uter game8.

A+arding Reso%rce Points


#'2s 3ill generally allocate Fesource )oints at the end of each gaming session. F)2s may either be allocated to indi(idual !layers or to the team as a 3hole. As the !layers collect Fesource )oints/ they must decide ho3 to best allocate the F)Ns to hel! their base. This gi(es the !layers an interest in the allocation of resources for their base and forces them to 3or& together to e,!and a base2s ca!abilities.

General Reso%rce Point re+ards are gi/en $elo+:


C F)Isession for a each fully o!erational and acti(ely har(ested ?es!ene Fefinery. C F)Isession for each acti(ely mined 'ineral *ield. < F) !er <00 metric tons of ra3 materials ca!tured or disco(ered 7hi:ac&ed cargo (essel/ ca!tured enemy base/ etc.8. < to C F) if !layers successful increase the efficiency of a base2s har(esting or o!erations. Additional F)2s as the #' sees fit for successful actions by the !layers. Characters may ca!ture the bases/ (ehicles or other resources of an enemy and con(ert those into Fesource )oints. Con(ersely/ characters may lose F)2s for failed actions/ sur!rise enemy attac&s and other setbac&s.

In/estments $) Species

Terran Reso%rce In/estments


Troops 'ilitia 7nonarmored8 'arines 'edics #hosts *irebats Techs 3I %C?2s @ Per RP C0 <0 5 C 5 <0

9essels RP Battlecruiser D .ro!shi! C *reighter C Wraith *ighter C Suad 0.5 ?ulture 0.5 Arclite Tan& 7non-%iege8 C #oliath < ?al&yrie = Str%ct%res Command Center %u!!ly .e!ot Fefinery Barrac&s +ngineering Bay Academy Bun&er *actory Armory RP pgrades 4 < < C < $nfantry Wea!ons $nfantry Armor C 6-C=E %hells %tim!ac&s 0.5 = C ?ehicle Wea!ons ?ehicle Armor %hi! )lating %hi! Wea!ons = = +') %hoc&3a(e $rradiate Titan Feactor < $on Thrusters %!ider 'ines %iege 'ode < Cloa&ing *ield A!ollo Feactor < Aamato #un Colosus Feactor < oc&do3n -cular $m!lants )ersonal Cloa&ing 'oebius Feactor C Build @u&e < < RP

Current e(el , < Current e(el , < C < Current Current Current Current C C < < < C = C 4 C C < = C C e(el , C e(el , < e(el , C e(el , <

%tar!ort %cience *acility 'achine %ho! Control To3er )hysics ab Co(ert -!erations

@uclear %ilo Comsat %tation 'issile Turret Troops .ragoon RP C

Protoss Reso%rce In/estments

Zealot High Tem!lar .ar& Tem!lar )robe -bser(er 9essels Arbiter Carrier Fea(er %cout %huttle %li!bi&e Corsair

5 !er F) C C <0 !er F) < RP 5 5 = = = 0.5 4

Str%ct%res #ate3ay *orge Cybernetics ab %hield Battery Fobotics *acility %targate Citadel of Adun Fobotics %u!!ort Bay -bser(atory *leet Beacons Tem!lar Archi(es Arbiter Tribunal @e,us )ylon Assimilator @uclear %ilo Comsat %tation Breeds Broodling .efiler .rone RP 0 < <0 !er F)

RP pgrades C C #round Wea!ons #round Armor %hields C .ragoon Fange Air Wea!ons Air Armor < 4 %carab .amage %carab Ca!acity #ra(itic .ri(e 4 = Zealot +nhancement < C -bser(er %ensors #ra(itic Booster 5 A!ial %ensors %cout Thrusters Carrier Ca!acity = ;haydarin Amulet )sionic %torm Training Hallucination Training = ;haydarin Core Fecall %tasis 4 < < C Build @u&e <

RP Current Current Current Current Current Current e(el , C e(el , C e(el , = e(el , < e(el , C e(el , C

Current e(el , < Current e(el , C Current e(el , < Current e(el , < Current Current Current Current Current C = C = = 4 C C e(el , < e(el , < e(el , < e(el , < e(el , C

Zerg Reso%rce In/estments

+gg #uardian Hydralis& $nfested Terran ar(a 'utalis& -(erlord Sueen %courge 6ltralis& Zergling .e(ourer

0 C 5 !er F) C !er F) 0 C C = <0 !er F) 4 C0 !er F) 5

Str%ct%res Hatchery Cree! Colony +,tractor %!a3ning )ool +(olution Chamber Hydralis& .en %!ire #reater %!ire Sueen2s @est

@ydus Canal 6ltralis& Ca(ern .efiler 'ound air Hi(e

RP pgrades = Burro3ing 0.5 %!ore Colony 7e(olution8 %un&en Colony 7e(olution8 0.5 < 'etabolic Boost Adrenal #lands < %har!en Blades 7'elee8 +nhance )ro:ectiles Harden Cara!ace C 'uscular +nhancements #roo(ed %!ines = *lyer Attac&s *lyer Cara!ace C C #amete 'eiosis %!a3n Broodlings +nsnare $nfestation < #ra(itic Booster 4 A!ial %ensors C 'etasyna!tic @ode )lague Consume = -(erlord ?entral %acs -(erlord Antennae )neumati4ed Cara!ace 4

RP = 0.5 0.5 Current Current Current Current Current Current Current Current Current C C C = Current e(el , < Current e(el , < C C C < Current e(el , < Current e(el , < e(el , C e(el , C e(el , < e(el , < e(el , < e(el , < e(el , < e(el , < e(el , <

2. -3BERNETI-S
Cybernetics !lay a (arying role for each s!ecies. The Terrans are :ust mastering cybernetic de(elo!ment and surgery/ so cybernetics remain rare and e,!ensi(e in most cases. *urthermore/ many military-grade cybernetics are strictly regulated by authorities. The )rotoss ha(e long used cybernetics to enhance the ca!abilities of their 3arriors/ but ma&e rare use of im!lants for ci(ilian !ur!oses. *inally/ the Zerg !refer to de(elo! biological 0technologies0 and ha(e ne(er been &no3n to use artificial im!lants. Ho3e(er/ it is li&ely that the -(ermind can de(elo! mutations 3ith analogous uses to the im!lants used by the other s!ecies. The %tarcraft game materials ma&e little mention of cybernetics/ so the list belo3 is :ust an estimation of 3hat !layers and #'2s might find useful for their game. Admittedly/ it is a (ery basic list. $ recommend that you find other sources/ such as the game Cyberpunk and it2s myriad of sourceboo&s/ to fill in the ga!s. As al3ays/ 3hich cybernetics are a(ailable are u! to the #'. !esign notes: These rules are im!orted from my A!!leseed game and are essentially 0homebre30 rules. Honestly/ cybernetics in the old %tar Wars game ne(er 3or&ed (ery 3ell. i&e3ise/ in other gaming systems/ cybernetics add layer u!on layer of ne3 rules/ ma&ing character creation a (ery lengthy !rocess. *inally/ they al3ays ha(e the !otential of imbalancing the game 7e(ery try to !lay a !urely human %olo in Cyberpunk 3hile surrounded by borged-out comaradesJ8. $2m mainly concerned 3ith &ee!ing the system easy to use. %o/ that means some of the 0realism0 of the cybernetics 3ill go right out the 3indo3. Cybernetics should not turn their bearer into a su!erman. Cyborgs can be ta&en do3n 3ith relati(e ease by 0normal0 characters 3ith the !ro!er s&ills and e1ui!ment. That is the s!irit in 3hich $ ha(e de(elo!ed cybernetics for this game. *inally/ this is a 3or& in !rogress. $ 3ill change it as $ !laytest. $ in(ite you guys to do the same/ and to let me &no3 3hat changes you ma&e. $f someone has im!lemented a better system/ let me &no3. INTRO! -TION Cybernetics are most often im!lanted because the !erson has suffered a sufficiently grie(ous in:ury that re!lacement is necessary. 'ore ad(anced medical technology !ermits !hysicians to clone tisues and regro3 lost body !arts. Ho3e(er/ cloning cells re1uires a great deal of time and e,!ense and is often not a(ailable to most !eo!le. Cybernetics offer a relati(ely affordable o!tion. Cybernetics are :ust machines. This means that they suffer the same defects and 3ea&nesses as other high!erformance machinery. They suffer from structural stress/ long-term use/ clogging from dirt/ bad 3iring/ and malfunctions. 'ost cybernetics re1uire constant maintenance. A fair estimate is that they re1uire about <-5O of their original cost in u!&ee! each month 7#'2s discretion8. -b(iously/ this adds u! o(er time. 'ost !eo!le 3ith many im!lants sign u! for long-term maitenance contracts to &ee! !rices do3n. Game notes: -ne o!tion for a #' 3ho has characters 3ith im!lants is to say that the im!lant goes ino!erati(e 3hen the character Com!licates 3hile using that !articular im!lant. The im!lant 3ill not 3or& until "ury-rigged or re!aired.

-3BERNETI- #I;BS
When a !erson loses a limb and cannot ha(e it cloned and regro3n/ they 3ill often get the limb re!laced 3ith a cybernetic !rosthetic. $n s!ite of general misconce!tions/ most !rosthetic limbs are relati(ely fragile things that do not grant the bearer su!er strength or other !o3ers. Because they are usually made 3ith a combination of biomechanical/ ceramic/ and electronic !arts/ they can be damaged nearly as easily as someone2s real arm. When a !erson is fitted 3ith a cybernetic limb they must also 0built-u!0 in other 3ays. Aou can2t :ust attach a chun& of metal to someone2s shoulder--it 3ould ri! right out. %o/ a lattice 3or& of su!!orts are also im!lanted throughout the torso to !ro(ide additional su!!ort.

-)$ernetic Arms:
Cybernetic arms come in a 3ide (ariety of sha!es/ si4es/ and 1uality. They may sometimes ha(e other de(ices im!lanted in them 7each arm is considered to ha(e C 0slots0 for additions8. Strength 9al%e: ser(es as the %trength Attribute 3hen this arm is used. !exterit): A!!ro,imating the fine motor s&ills of the human body is not easy. 'any of the chea!er cybernetics out there ma&e no such attem!t. But the higher le(el ones e1ual and e(en sur!ass human abilities. The .e,terity (alue a!!lies not only to .e,-based s&ills but to all Attribute and %&ill chec&s that re1uire fine motor s&ills/ such as 'echanics/ +lectronics/ *irst Aid and Craftsmanshi!/ that are attem!ted 3ith the !rosthetic. Armor 9al%e: This is the layer of !rotection that surrounds the cybernetic unit. This is treated as normal armor and is cumulati(e 3ith other armor 3orn o(er it. !%ra$ilit): Fe!resents the amount of damage the !rosthetic can ta&e before it 3ill cease to function. -ost: initial cost to buy the arm and ha(e it surgically attached at the rating. All costs are cumulati(e 7Thus an arm 3ith a %trength of <. and %ensiti(ity of -=. 3ill cost 5000 dollars8. ;aintenance: cost to &ee! the arm functioning that must be s!ent each month. *or each month that !asses 3ithout

maintenance/ there is a cumulati(e < in 5 chance that the arm 3ill malfunction 3hen used. Thus/ after C months/ there is a C in 5 chance/ etc. ;aintenan ;aintenan Strength !exterit -ost ce -ost ce 9al%e ) per month per month <. 5000 50 <. <000 50 C. <0/000 <00 C. 5000 <00 =. C0/000 <50 =. <0/000 <50 4. 40/000 C00 4. C5/000 C00 5. <00/000 400 5. 50/000 400 5. =00/000 500 5. <50/000 500 D. D50/00 <000 D. 500/000 <000 <.5 E. 5000 E. < million 5000 million Armor 9al%e 5 <0 <5 C0 C5 =0 =5 40 ;aintenanc e per month 500 none D50 <5 <C00 C5 C000 D5 5000 <00 <0/000 <C5 C5/000 <50 D5/000 C00 -ost ;aintenanc !%ra$ilit) -ost e per month 5 500 <0 <0 <000 C5 <5 C000 50 C0 5000 <00 C5 <0/000 <50 =0 50/000 =00 =5 <00/000 D00 40 500/000 <500

-)$ernetic #egs:
Cybernetic legs are almost al3ays installed in !airs. $t is difficult to balance a !erson 3ith only one articifial leg. $f this is the case/ the character suffers -<. to all .e,terity rolls that rely u!on mo(ement. The legs may sometimes ha(e other de(ices im!lanted in them 7each arm is considered to ha(e C 0slots0 for additions8. Strength 9al%e: ser(es as the %trength Attribute 3hen this leg is used. .%mping Bon%s: This is added to any :um!ing rolls that are made. !exterit): A!!ro,imating the fine motor s&ills of the human body is not easy. 'any of the chea!er cybernetics out there ma&e no such attem!t. But the higher le(el ones e1ual and e(en sur!ass human abilities. The .e,terity (alue a!!lies not only to .e,-based s&ills but to all Attribute and %&ill chec&s that re1uire good balance/ such as %tealth and )erform9 .ance. Armor 9al%e: This is the layer of !rotection that surrounds the cybernetic unit. This is treated as normal armor and is cumulati(e 3ith other armor 3orn o(er it. !%ra$ilit): Fe!resents the amount of damage the !rosthetic can ta&e before it 3ill cease to function. -ost: initial cost to buy the arm and ha(e it surgically attached at the rating. All costs are cumulati(e 7Thus an leg 3ith a %trength of <. and .e,terity of =. 3ill cost <5/000 dollars8. ;aintenance: cost to &ee! the arm functioning that must be s!ent each month. *or each month that !asses 3ithout maintenance/ there is a cumulati(e < in 5 chance that the leg 3ill malfunction 3hen used. Thus/ after C months/ there is a C in 5 chance/ etc.

Strength 9al%e <. C. =. 4. 5. 5. D. E.

-ost 5000 <0/000 C0/000 40/000 <00/000 =00/000 D50/00 <.5 million

;aintenanc e per month 50 <00 <50 C00 400 500 <000 5000

.%m ;aintenanc p -ost e Bon% per month s -C. <000 50 -<. C000 <00 0. 5000 C00 ><. <0/000 500 >C. C5/000 <000 >=. 50/000 =000 <00/00 >4. D500 0 500/00 >5. <5/000 0

!exterit) <. C. =. 4. 5. 5. D. E. Armor 9al%e -ost

-ost <000 5000 <0/000 C5/000 50/000 <50/000 500/000 < million

;aintenanc e per month 50 <00 <50 C00 400 500 <000 5000

;aintenanc ;aintenanc e !%ra$ilit) -ost e per month per month 5 500 none <0 500 <0 <0 D50 <5 <5 <000 C5 <5 <C00 C5 C0 C000 50 C0 C000 D5 C5 5000 <00 C5 5000 <00 =0 <0/000 <50 =0 <0/000 <C5 =5 50/000 =00 =5 C5/000 <50 40 <00/000 D00 40 D5/000 C00 45 500/000 <500 To 3hi! u! cybernetics 1uic&ly/ see the -ne-%to! %ho!!ing Chart.

OPTI-A# I;P#ANTS
Standard Implant -ost: 5000 A standard im!lant 3ill re!lace one of the eyes of the !erson undergoing the !rocedure. $t 3ill !ro(ide the cyborg 3ith standard human (ision and ha(e C 0slots0 in 3hich other o!tions may be fit.

Optical Options:
Broad Spectr%m -ost: 5000 A Broad %!ectrum o!tion allo3s the cyborg to see in (isual ranges beyond 3hat the standard human eye can see. This includes seeing 6ltra(iolet light/ 3hich !ro(ides a &ind of (ision in dar&/ outdoor conditions. $t also increases the bearer2s ability to distinguish bet3een colors/ allo3ing him to discern bet3een different ob:ects more easily. The bearer gets a ><. for all %each and Trac&ing rolls that de!end u!on (isual cues. #ight Amp -ost: C500 ight Am! !ermits the user to ad:ust light le(els at 3ill. This allo3s him to see in (ery minimal amounts of a(ailable light. The o!tic 3ill also 1uic&ly com!ensate for flashes of bright light/ gi(ing the bearer >C. to Fesistance rolls 3hen attem!t to a(oid strobe or flash effects that 3ould other3ise render him blinded. ;agni(ication -ost: 5000 With 'agnification/ the bearer can ad:ust his lens to either see (ery small ob:ects 7as if using a microsco!e8 or to magnify ob:ects in the distance 7as if using a !air of binoculars8. At standard cost/ the o!tic 3ill magnify small ob:ects by 50, and far a3ay ob:ects by <0,. The !urchaser can see& better o!tics that 3ill double these (alues/ but at three times the cost. Extenda$le E)e -ost: C500 An e,tendable eye may be stretched out from the bearer2s body u! to <.5 meters. 6sually/ a cyborg 3ith this o!tion actually has a !air of 0bunny ears0 or antenna-li&e !rotrusion. -ther3ise/ it2s a little disconcerting to see someone2s eye come out of the soc&et and stretch for o(er a meter... -amera -ost: 5000 The camera o!tion !ermits the bearer to use his eye as a &ind of (ideo and still camera. The information recorded may be broadcast to another location (ia a tiny internal modem 7note that such transmission can usually be detected and easily traced8. The 1uality de!ends on the cost of the o!tic. At 5000/ it2s !retty much e1ui(alent to a standard

hand-held (ideo camer. At <5/000 you ha(e !rofessional ne3s 1uality. At <00/000 you can shoot Citi4en ;ane $$ 3ith it. -omp%ter #in& -ost: C500 A lin&ed o!tic can dis!lay information transmitted from a com!uter (ia an internal modem or direct lin& 73hich is untraceable8. This is useful to get a Heads-6! .is!lay of data/ ma!s/ and other im!ortant !ieces of information. 0eapons #in& -ost: D500 With this o!tion/ the bearer can lin& a s!ecially !re!ared 3ea!on 7add <0O to the 3ea!on2s cost8 directly to his eye. This grants a ><. to all shots 3ith that 3ea!on.

A !A# I;P#ANTS
Standard Implant -ost: 5000 The standard audal im!lant !ro(ides the bearer 3ith normal human hearing 7!erha!s a bit better8 and the ability to increase or decrease (olumes at 3ill. This gi(es the bearer a ><. to %earch and Trac&ing rolls that de!end on sound. A standard im!lant has C 0slots0 for additional o!tions.

A%dal Options:
-omm #in& -ost9 C500 The standard communications lin& acts li&e a !hone or t3o-3ay radio recei(er 7but not a transmitter8. As such/ it is easily interce!ted and traced. A secure lin& 3ill cost about <0/000 dollars 7.ifficult Communications rolls to hac& it8 and fills an additional slot. A small (ocal transmitter can be im!lanted for an additional 5000 credits 7this is not considered to ta&e u! on of the 0slots0 on the character8. 0ide 4re'%enc) -ost: C500 This u!grade gi(es the bearer hearing that far e,ceed normal human ranges. $t more closely resembles that of a dog. The bearer can turn this on and off at 3ill 7other3ise he2d be bar&ing 3hene(er a siren 3as turned on8. The bearer gets >C. to %earching and Trac&ing rolls that de!end u!on sound. Broad$and Recei/er -ost: C500 With this addition/ the character can use the im!lant to scan all un!rotected cellular and radio 3a(es. This includes a &ind of 0cyborg-emergency0 channel that all cyborgs 7a!!arently8 tune into. @ote that most cellular transmissions are !rotected by some le(el of encry!tion and the bearer of this im!lant cannot hac& those 3ithout additional e1ui!ment. P%ic& Translator -ost: <0/000 The ST must be lin&ed to a !ersonal com!uter on the !erson2s body. When it is/ it 3ill 1uic&ly translate any &no3n human language. @ote that the translater is not full!roof and in its haste it may mistranslate some 3ords 7a fun little t3ist for the sadistic #'8. But/ the listener 3ill get at least the gist of the con(ersation. !ecr)pter -ost: <0/000 The .ecry!ter o!tion !ermits the bearer to u!load any signals interce!ted or directly heard into a com!anion com!uter and attem!t to brea& the code. *or the Base cost/ this 3ill act as %ecurity s&ill of =. for brea&ing codes only. *or each additional .ie/ add 5/000 , the ne3 (alue. @ote that this is cumulati(e. %o a 5. decry!ter 3ill cost <0/000 7based8 > C0/000 7le(el 48/ > C5/000 7le(el 58. The .ecry!ter cannot e,ceed 5.. The time re1uired to brea& the encry!tion de!ends u!on the com!le,ity of the code 7#'2s discretion8. Recorder -ost: C500 With an im!lanted recorder/ the bearer can do3nload any information that is interce!ted or o(erheard to a memory !ac&age &e!t on the body 7or to 3hich the information is transmitted8. The bearer can record 4 hours before ha(ing to u!load the information. The recorder2s memory can also ha(e music 7or other audio8 u!loaded into it and !layed bac& at the 3earer2s 3ill.

ARTI4I-IA# ORGANS
Aside from the !eg-legs and hand-hoo&s of old sea ca!tains/ artifical organs are !robably the oldest form of cybernetics. .es!ite the 3ar/ they ha(e come a long 3ay since the C0th century. *or game !ur!oses/ assume that any standard organ may be re!laced 3ith an e1ui(alent artificial counter!art. Those im!lants 3ill be fairly e,!ensi(e/ but 3ill not re1uire great amounts of maintenace. *urthermore/ they do not besto3 additional abilities on the bearer. The im!lants belo3 are those rare items 3ith do increase the bearer2s abilities. Inhalation 4iltration S)stem -ost: <5/000

The $*% attem!ts to !rotect the bearer from any harmful substances in the air. $t acts as a (ery ad(anced gas mas& and is al3ays o!erational. @ormal to,ic gasses and airborn allergens 3ill ha(e no effect on the bearer. Ho3e(er/ ne3 to,ins that ha(e not been identified by the $*%2s creators may get though the filtration system. $n these cases/ the bearer has >C. on Fesistance rolls against the 0ne30 to,in. Ner/e Amp -ost: C5/000 This is actually a series of im!lants 3hich ser(e to increase the res!onse time and sensiti(ity of the bearer2s ner(es. This results in slightly increased reaction time and hand-eye coordination. This grants a ><. to all .e,terity-based s&ills and and the character acts as if his initiati(e 3ere < die higher. Cyborgs 3ith this modification 3ill often a!!ear t3itchy/ emotionally (olatile and ner(ous. Epidermal 4iltration S)stem -ost: C0/000 i&e the $*%/ the +*% ser(es to &ee! to,ins out of the body. With the ad(ances of biological and to,icological 3arefare/ the danger of airborn 3ea!ons has increased signficantly. The +*% is not !erfect/ but can be the difference bet3een life and death. $t gi(es the bearer >C. to resist all airborn to,ins that act through absor!tion through the s&in. Blood 4iltration S)stem -ost: 50/000 ife the other *%2s/ B*% sifts through the bearer2s blood and remo(es harmful elements that it can recogni4es. This gi(es the bearer >C. to resist diseases and drugs that 3or& in the bloodstream 7this includes alcohol8. The B*% must be 0recharged0 e(ery month for a cost of 5000 dollars. ;%scle #acing -ost: C0/000 , ne3 %trength le(el. 'uscle lacing is a techni1ue in 3hich the surgeon2s im!lant a series of biological and artificial materials that su!!ort and enhance the bearer2s strength. The techni1ue is still being de(elo!ed and is not full!roof/ but it can !ro(ide some significant increases. The costs are cumulati(e 7thus a character going from a natural %trength of C. to 5. must !ay =.,C0/00 >4.,C0/000>5.,C0/000 G C40/000 dollarsB Ho3e(er/ the lacing is not noticeable 3ith most detectors/ unless a close medical e,am is done. The acing has an u!&ee! of <00 dollars !er month. $f the character2s muscles are se(erely damage by other means 7gunshot 3ounds/ for e,am!le8/ the acing 3ill ha(e to be re!aired or re!laced 7#'2s discretion8. *inally/ the biological materials 3ill disintigrate o(er time/ meaning the entire system must be rebuilt after 5 years. acing cannot be used to u!grade !rosthetic limbs. Brain Box -ost: C0/000 With a brain bo,/ the bearer2s brain is com!lete !rotected from !hysical damage. $t is 3ra!!ed u! in an e,tremely strong layer of metals and ceramics that 3ill resist bullets/ heat/ cold and e(en a lac& of o,ygen 7internal tan&s 3ill su!!ly u! to < hour of o,ygen necessary to &ee! the brain ali(e8. This is a good thing if the rest of the bearer2s body is destroyed.

INTER4A-E EP IP;ENT
There are a 3ide (ariety of 3ays for !eo!le to interface 3ith com!uters and other technology. The most standard are listed belo3. Brain Pl%g -ost: <0/000 This interface unit !ermits the user to !lug his ner(ous system directly into a com!uter. $t allo3s for instaneous transfer of information from the brain to the com!uter 7and (isa (ersa8. $t increases the s!eed of all Com!uter -!I)rog rolls by 50O 7a character can do C such actions in a round 3ithout !enalty8. $t also !ro(ides a ><. to all such rolls. $t also !ermits com!letely secure transactions bet3een the !erson and the com!uter. *inally/ multi!le bearers may connect to one another through some &ind of ser(er-C)6 to instantly share thoughts. @ote that Brain )lugs are not (ery common. This is !robably because standard user-interfaces ha(e ad(anced so far. $t is a fairly in(asi(e !rocedure and there needs to be a T50Imonth u!&ee!.

;IS-E##ANEO S I;P#ANTS 4 ##>BO!3 REP#A-E;ENTS


*ull-body re!lacements are e,tremely rare among Terrans. +(en the )rotoss only resort to them in dire circumstances 7in fact/ .ragoons are full-cyborgs created only after a Zealot2s body becomes too cri!!led to be of use8. They only occur 3hen the (ictim has suffered such grie(ous harm that his body is destroyed and full re!lacement is the only 3ay he 3ill sur(i(e. +(en then/ he must ha(e friends in high !laces 7or a large !ersonal fortune8 to !ay for the re!lacement. *ull Borg characters should be e,tremely rare in %tarcraft. They 3ill usually be highly !ri4ed military models under the control of some co(ert !o3er. #'2s should e,ercise great caution in !ermitting characters to be full Borgs in %tarcraft. 7#'2s may !ermit full Borgs at character creation. $f you 3ish to/ consult my A!!leseed .5 game for rules on creating Cyborg characters8.

The standard full borg 3ill ha(e C standard o!tic im!lants/ C standard audal im!lants/ a brain !lug/ a brain bo,/ and all the (arious filtration systems. *or an additional in(estment/ the Borg can !urchase install u! to E o!tical im!lants and E audal im!lants. #'2s may decide to !ermit fe3er or more slots as a!!ro!riate. $f this ta&es too long/ consult the -ne-%to! %ho!!ing Catelog belo3. Strength 9al%e: This re!laces the character2s former %trength attribute com!letely. This (alue al3ays starts at <.. Sensiti/it): A!!ro,imating the fine motor s&ills of the human body is not easy. 'any of the chea!er cybernetics out there ma&e no such attem!t. But the higher le(el ones e1ual and e(en sur!ass human abilities. The %ensiti(ity modifier a!!lies to all Attribute and %&ill chec&s that re1uire fine motor s&ills/ such as 'echanics/ +lectronics/ Craftsmanshi! and e(en 'artial Arts/ that are attem!ted 3ith the !rosthetic. -onstit%tion 9al%e9 This re!laces the character2s former Constitution attribute com!letely. This (alue al3ays starts at <. .%mp Bon%s: This is added to any :um!ing rolls that are made. Armor 9al%e: This is the !rotecti(e (alue of the 2Borg2s outer shell. $t may be layered 3ith additional armor. This costs <O of the orginal cost to re!air each !oint 3hich is damage. Base *P: This re!laces the former hit !oints that the character had. Foll %trength > Constitution 7or Fesistance8 as normal to add additional H)2s.

Strength 9al%e <. C. =. 4. 5. 5. D. E.

-ost C0/000 40/000 E0/000 <50/000 500/000 < million

;aintena nce per month C00 400 D00 <C00 C000 5000

!exterit) 9al%e <. C. =. 4. 5. 5. D. E. .%mp

-ost

5 million <0/000 <0 C0/000 million ;aintenanc e per month <00 C00 500 <000 C000 5000 <0/000 C0/000

C5/000 50/000 <00/000 C50/000 D50/000 <.5 <0/000 million D million C0/000 <5 40/000 million

;aintena nce per month 400 E00 <500 =000 5/000

-onstit%tion <. C. =. 4. 5. 5. D. E.

-ost <0/000 C0/000 50/000 <00/000 C00/000 500/000 < million 5 million

Bon% s -C. <000 -<. C000 0. 5000 ><. <0/000 >C. C5/000 >=. 50/000 >4. <00/000 >5. 500/000

-ost

;aintenanc e per month 50 <00 C00 500 <000 =000 D000 <5/000

Armor 9al%e

-ost

;aintenan ce per month

Base *P

-ost

;aintenan ce per month

5 <0 <5 C0 C5 =0 =5 40

5000 <0/000 C0/000 50/000 <00/000 =00/000 D50/000 <.5 million

none <50 C50 D50 <000 <C50 <500 C000

<0 <5 C0 C5 =0 =5 40 45

<0/000 C0/000 50/000 <00/000 500/000 < million 5 million <0 million

<00 C50 500 <000 <500 =000 D000 <5/000

ONE>STOP S*OPPING
Adding u! the (alue of (arious com!anants can be cumbersome/ es!ecially for #'2s trying to come u! 3ith 2Borgs on the fly. The table belo3 are intended to facilitate your cyborg-sho!!ing s!ree. Implants The $m!lant )ac&ages assume that the character has chosen C standard im!lants and fully outfitted them 3ith o!tions. Implant -onstit%ents -ost Pac&age Wea!ons in&/ ight Am!/ Broad %!ectrum/ Combat -!tics C5/000 'agnification Broad %!ectrum/ Com!uter in&/ ight Am!/ Croo&2s -!tics C0/000 'agnification Camera/ Com!uter in&/ ight Am!/ Ci(ilian2s -!tics C0/000 'agnification %ecure Commlin&/ Wide *re1uency/ Broadband Combat Audio C0/000 Fecei(er Commlin&/ Broadband Fecei(er/ Fecorder/ Ci(ilian2s Audio <5/000 Wide *re1uency Combat $nternals All *iltration systems/ @er(e Am! <<0/000 Assasin2s CC0/000 7assuming character 3ent from =. to 5. $*%/ @er(e Am!/ 'uscle acing $nternals %trength8 ?$)2s $nternals All *iltration systems/ Brain bo,/ Brain !lug <<5/000 Prosthetics Prosthetic Pac&age -onstit%ents -ost Combat arm 5. %tr/ 0. %ens/ A?GC0/ .uraGC0 <<D/000 Ci(ilian arm =. %tr/ 0. %ens/ A?G5/ .uraG<0 =</500 Combat legs 5. %tr/ 0. %ens/ A?GC0/ .uraGC5/ "um! >C. <=C/000 Ci(ilian legs =. %tr/ -<. %ens/ A?G<0/ .uraG<5/ "um! <. C=/D50 4%ll>$od) Replacements )erfect for the man 3ho has e(erything 7or nothing/ as the case may be...8 Bod) T)pe -onstit%ents -ost %tandard Combat 5. %tr/ 4. .e,/ 5 Con/ A?G=0/ H)G=0/ "um! >C. >Combat -!tics/ > Combat Audal/ </<=0/000 Borg > Combat $nternals Ad(anced Combat D. %tr/ 5. .e,/ 5. Con/ A?G40/ H) G 40/ "um! >4./ > Combat !ac&ages. 4/D55/ 000 Borg

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