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Legends tells of six Seals spread throughout our solar system.

Six Seals of
Repulsion with which to contain the power of the Dark Soul and its minions.
Only one has ever been uncovered, with near apocalyptic results. Will the
chance discovery of the Second Seal finally bring humanity to its knees?

The Venusian Apocalypse is an epic campaign that revisits and expands upon the original
material. Armour your soul and absolve your sins, for judgement is upon you!

• Four Part Campaign: The three original • Venus Aflame: The repercussions of the
parts of the campaign have been updated Seal’s release stretch from the depths of
to Mutant Chronicles 3rd Edition. An the Venusian Jungle to the very streets of
entirely new fourth part brings the the Bauhausian capitol of Heimburg.
campaign to an explosive finale.
• All New Pre-gens: Four new characters
• Insidious Threats: The release of the have been provided, with backgrounds
Second Seal unleashes a new Taint upon linked to events transpiring on Venus, so
the solar system, one which threatens that play can begin unimpeded.
to implode the very foundations of
the Homebuilders.

ISBN 978-1-910132-56-2

9 781910 132562
MUH0500017
2D20 LEAD GAME DESIGN
JAY LITTLE
ADDITIONAL DESIGN AND DEVELOPMENT BY
NATHAN DOWDELL, CHRIS BIRCH, MICHAL E. CROSS, BENN BEATON, JOHN DUNN, MARC LANGWORTHY
WRITTEN BY
MISCHA THOMAS, NATHAN DOWDELL, MARC LANGWORTHY
EDITED BY
LAURA HUTCHINSON
GRAPHIC DESIGN BY LAYOUT BY COVER ARTWORK BY
MATTHEW COMBEN THOMAS SHOOK PAUL BONNER
ARTWORK BY
ALEX INNOCENTI, CHRISTIAN QUINOT, DOMINIK KASPRZYCKI, JEFF PORTER, JOHAN FREDRIKSSON,
PETER BERGTING, RICHARD HANUSCHEK, WITOLD TRZCIONKA, DARIUSZ ZABROCKI, EMILIEN FRANCOIS,
YANA DMITRUK, OILIVER WETTER, MATEUSZ WILMA, ALEX DRUMMOND, PIOTR NOWOJEWSKI
CARTOGRAPHY BY MUTANT CHRONICLES 3RD PRODUCED BY
EDITION & UPDATED FACTIONS
TOBIAS TRANELL LOGOS BY CHRIS BIRCH, MISCHA THOMAS
ALEX BUND
PROOFREADING BY ART DIRECTED BY COMMUNITY MANAGERS
NATHAN DOWDELL, BENN BEATON, MISCHA THOMAS ZARINA KADYLBEK, JOHN DODD
DANNY JAMES WALSH, BILL HERON,
AND OUR BACKERS!

Published by: Modiphius Entertainment Ltd. 35 Turneville Road, London, W14 9PS. info@modiphius.com
Find out more about Mutant Chronicles at www.mutantchroniclesrpg.com,
www.facebook.com/mutantchroniclesrpg and www.modiphius.com
Modiphius Entertainment Product Number: MUH050006. ISBN: 978-1-910132-31-9

The 2d20 system and Modiphius Logos are copyright Modiphius Entertainment MUTANT CHRONICLES and related logos, characters, names, and distinctive
Ltd 2015. All 2d20 system text is copyright Modiphius Entertainment Ltd. Any likenesses thereof are trademarks or registered trademarks of Mutant
unauthorised use of copyrighted material is illegal. Any trademarked names are Chronicles International Inc. All rights reserved. Artwork and graphics © Mutant
used in a fictional manner; no infringement is intended. Chronicles International Inc, except the Modiphius Logo which is © Modiphius
This is a work of fiction. Any similarity with actual people and events, past or Entertainment Ltd. This is a work of fiction. Any similarity with actual people and
present, is purely coincidental and unintentional except for those people and events, past or present, is purely coincidental and unintentional except for those
events described in an historical context. people and events described in an historical context.
SEIGE OF THE CITADEL

TABLE OF CONTENTS
CHAPTER 01 CHAPTER 07
THE CHOSEN PEOPLE������������������������������������������������������������ 2 THE BAUHAUS WAR MACHINE��������������������������������������������� 86
The Army��������������������������������������������������������������������������������������������86
The Armoury���������������������������������������������������������������������������������������90
CHAPTER 02 Armour�����������������������������������������������������������������������������������������������91
SOCIETY������������������������������������������������������������������������������ 5 Weapons��������������������������������������������������������������������������������������������92
The Nobility������������������������������������������������������������������������������������������5 Animal Handling���������������������������������������������������������������������������������97
Commoners and Thralls���������������������������������������������������������������������20 Law Enforcement��������������������������������������������������������������������������������99
Ground Vehicles���������������������������������������������������������������������������������99
Aircraft����������������������������������������������������������������������������������������������103
CHAPTER 03 The Bauhauser Space Fleet��������������������������������������������������������������105
CREATING A CHARACTER����������������������������������������������������� 21
Decision Three, Status������������������������������������������������������������������������21
Decision Four, Environment���������������������������������������������������������������27
CHAPTER 08
Decision Five, Education��������������������������������������������������������������������27 LAW ENFORCEMENT������������������������������������������������������������107
Decision Six: Primary Careers�������������������������������������������������������������32
Decision Seven, Iconic Career������������������������������������������������������������42
CHAPTER 09

CHAPTER 04
EXTERNAL RELATIONS��������������������������������������������������������� 110
THE BAUHAUS CORPORATION���������������������������������������������� 50 CHAPTER 10
The Supreme Ministries����������������������������������������������������������������������51
The Supreme Ministry For Industry����������������������������������������������������53 A NOBLE LIE���������������������������������������������������������������������� 115
The Supreme Ministry For Civilization������������������������������������������������53 Synopsis��������������������������������������������������������������������������������������������115
The Supreme Ministry of Faith�����������������������������������������������������������54 Running the Adventure��������������������������������������������������������������������116
The Wreck�����������������������������������������������������������������������������������������118
In Traubelhof������������������������������������������������������������������������������������119
CHAPTER 05 Tying Up Loose Ends������������������������������������������������������������������������124
THE ORDERS���������������������������������������������������������������������� 55
The System of Orders�������������������������������������������������������������������������55
The Professional Orders���������������������������������������������������������������������57 APPENDIX
The Orders Militant����������������������������������������������������������������������������61 INDEX������������������������������������������������������������������������������ 126
The Secret Orders������������������������������������������������������������������������������62
The Orders of Guards�������������������������������������������������������������������������64
Other Orders��������������������������������������������������������������������������������������67

CHAPTER 06
DOMAINS�������������������������������������������������������������������������� 69
The Domains��������������������������������������������������������������������������������������69
Bauhaus On Venus�����������������������������������������������������������������������������70
Heimburg�������������������������������������������������������������������������������������������74
A Venusian Bestiary����������������������������������������������������������������������������80
Bauhaus On Mars�������������������������������������������������������������������������������83
Bauhaus On Luna�������������������������������������������������������������������������������84
Bauhaus On Mercury��������������������������������������������������������������������������85


2
TABLE OF CONTENTS

3
CHAPTER 01

SIEGING THE SYSTEM

The heroes of the solar system tear into the Dark Legion.

CROSSING OVER OPENING SALVOS


The dieselpunk future explored by the Mutant Chronicles 3rd The 2d20 system that powers the roleplaying game is clearly a much
Edition Roleplaying Game is fuelled by the 2d20 system, a fast- different system to that of the Siege of the Citadel board game, but
paced ruleset fuelled by the Momentum and Dark Symmetry Point there are foundations of the two that allow conversion elements to
mechanics that allows the action and drama to remain free-flowing be explored. For the purposes of this crossover supplement, this
and intuitive across a stage that encompasses the entire solar system. has largely been approached with a view to extrapolating the well-
The Siege of the Citadel board game translates iconic elements established roleplaying game mechanics into a structure suitable
of the setting and key portions of the descriptive rules from the for use within the tactical environment of the board game, thereby
roleplaying game into an intuitive, rules-light tactical format that creating a hybrid of the two. There are several factors related to
intensifies the action and speeds up the gameplay beyond the the introduction of the board game tiles into the roleplaying
boundaries set by the traditional pen and paper system, but pens environment that must be dealt with in order to facilitate their use,
them firmly within the confines of the board tiles. The purpose of this such as movement, line of sight (or LOS), and range.
crossover book is to attempt to bridge the gap between these two
mediums, so that players of either–including GMs and Dark Legion TACTICAL MOVEMENT
overlords–can use one or the other as the fuel for a full-throttle ride
through the Citadels and battlegrounds of humanity’s dark future. There are certainly major differences between how movement of
individuals is dealt with between the roleplaying and board game
systems. First, the board game makes use of tokens or miniatures,
which is not a strict requirement for any roleplaying game. Second,

CHAPTER 01

4
the roleplaying game employs an abstract zonal system which does many squares each model may move in one action; specifically, a
not require the use of precise range and distance, whereas the board Movement Restricted Action. Unless otherwise stated, the rules
game presents a grid square system that strictly defines both. within the Mutant Chronicles 3rd Edition rulebook take precedence.

When converting characters or creatures for use with these tactical


rules, combine their Agility and Physique attributes and refer to
ROUNDING NOTE the following Tactical Movement Table. Any creature or character in
possession of a Supernatural rating in either Agility or Physique, or
A number of the following crossover rules and suggestions will a combination of both, adds one square of movement to their total
require some division and rounding. Unless, otherwise stated, for every two complete points of relevant Supernatural rating they
characters and GMs should always round down. possess. For instance, a creature with Supernatural Agility (1) and
Supernatural Physique (1) will add one square movement to their
calculated total from the table below.

TOKENS & FIGURES


TACTICAL MOVEMENT TABLE
The Siege of the Citadel board game makes use of an amazing array
of table top miniatures to conduct warfare between the desperate
AGILITY + PHYSIQUE MOVEMENT IN SQUARES
forces of humanity and the destructive Dark Legion troops, all of
which have been scaled to fit within the grid system printed on the 2-10 2
board tiles. This means that some form of representative marker 11-18 3
will be required to indicate each individual figure’s position when 19-26 4
using the board tiles and crossover rules as part of a roleplaying
27-34 5
game session. Though the board game itself is already packed with
35+ 6
a large number of miniatures and tiles that are perfectly designed
for combat using a grid system, there are a number of alternative
options that involve much less expense, such as representative MOVEMENT AND ENCUMBRANCE
illustrations printed onto free-standing upright or flat circular In addition to the normal penalties for encumbrance (Mutant
cardboard tokens; even simple counters with handwritten notations Chronicles rulebook pg. 205), characters who are encumbered suffer
can suffice if nothing else is to hand. from reduced movement. The effects of encumbrance are further
explained under each movement action type on page 6.
SQUARING ZONES
With tokens or miniatures to hand and tiles placed, the next stage THE ACTION OF MOVEMENT
to consider is movement. As previously mentioned, this is handled A character may move orthogonally or diagonally as part of their
within the roleplaying game by depicting or describing loose zones movement, which includes cutting across corners of doorways and
that allow the players to describe the relative position and actions of walls (though exceptions to this are listed below). Changing facing
their character relative to the zone. Movement within and between does not require any movement and may be performed freely at
zones is enacted through several actions that range from a simple any time. Opening a door requires the equivalent of one square
Adjust Stance Free Action (Mutant Chronicles pg. 123) that allows of movement.
a character to move to any point within their current zone, to the
more involved Sprint Standard Action (Mutant Chronicles pg. 124) Unless they are dead, unconscious, hampered by critical injury, or
that enables a character to cross several zones with one action. The have their legs restrained, characters may always take 1 square of
board game assumes that most creatures and characters can take movement so long as they have at least one Wound remaining in at
three squares of movement as standard. least one of their leg locations.

Of course, there is nothing wrong with GMs simply using the tiles Each square of difficult terrain requires 2 squares of a character’s
to define zones, thereby ignoring the grid system completely. Most movement. Note that this means the Adjust Stance Free Action may
rooms and corridors can easily represent a single zone, whilst larger not be used to enter or when within difficult terrain, although a
rooms–such as the one at the heart of the Citadel–might need to be Chronicle Point may be used to overcome this restriction. A character
allocated as zones that are restricted by the physical size of their tile. that either begins play in difficult terrain or enters it as part of their
movement must attempt an Acrobatics or Athletics test, made at a
For the purposes of this crossover, however, there will need to difficulty of Average (D1) for the Movement action or Challenging
be some conversion work undertaken to establish exactly how (D2) for Sprint. They may continue their full movement on success,

SIEGING THE SYSTEM

5
otherwise they only perform 1 square of movement
into the difficult terrain.
OPTIONAL RULE–MOVING DIAGONALLY
BETWEEN OCCUPIED SQUARES At the start of a round, a character may declare that
they are spending their entire round taking two
The following optional rule is a potential means to provide more open Movement actions through difficult terrain, which
movement across condensed battlefields. Movement on a diagonal between effectively allows the character to combine both
two models into an unoccupied square is handled slightly differently actions into one pool of movement. For example, a
depending on whether either model is friendly or not. In the case of a character that benefits from 3 squares per Movement
diagonal between two friendly models, a Challenging (D2) Acrobatics or action declares that they will be using both of their
Athletics test will allow the moving character or creature to slip or shoulder actions to perform one single move through difficult
their way between the models. If one of the models is friendly and one an terrain. The character would only have been able
enemy, then an opposed test is taken against the enemy model exactly as to complete 2 squares of movement without this
described in the previous paragraph, though the enemy model gains one declaration: 3 squares per Movement action, but each
bonus Momentum for the opposed test. If both models are enemies, then square of difficult terrain requires 2 squares, meaning
they gain three bonus Momentum to their opposed test. Note that in this final the remaining 1 square from each individual action
case, the GM should nominate one model as the primary antagonist for the would be lost. Declaring the use of two actions as one
test, with the other model providing a supporting role–i.e. adding one d20 single move in difficult terrain allows the character to
to the opposed test. If the moving player succeeds at the test, they complete effectively move 3 full squares in that round.
their movement into the square unhindered. If they fail the test, this ends their
current movement action and–in the case of an opposed test–provides an MOVING THROUGH AND BETWEEN
enemy model with the opportunity to perform a Retaliate Response Action. OCCUPIED SQUARES
Characters or creatures may move through squares
GMs may increase the difficulty of a test to dodge between friendly models, occupied by another friendly character or creature, but
or increase the bonus Momentum gained towards an opposed test in the not through a square occupied by an enemy. Cutting
case of enemies, depending on the size of a creature or character, or the type across the corner of a square occupied by any character
of armour that is being worn. Ducking between characters wearing bulky or creature is allowed, whether friendly or not. In the
power armour or two hulking Brass Apocalypts, for instance, will be more case of diagonal movement past an enemy, however,
difficult than attempting the move between two characters in skin-tight body an opposed test is required to avoid inviting a Retaliate
suits or two Undead Legionnaires. Response Action from the character or creature that
is being moved past if the movement is not part of
Example: Valerie Duval is facing a horde of Necromutants and Undead a Withdraw or Adjust Stance action–see Movement
Legionnaires that are using their bodies to shield a weakened Tekron. Actions, below, and Retaliation Zones, page 10. The
Spotting an opening in their lines that will allow her to get closer to the moving character may use either Acrobatics, Athletics
Tekron, her player attempts to make a diagonal movement that will take her or Close Combat for the purposes of this test, but will
between an Elite Necromutant and an Undead Legionnaire. The player elects always be opposed by the enemy’s Close Combat skill.
to use her Athletics skill in opposition to the Undead Legionnaire’s Close
Combat skill and pays three Dark Symmetry Points for the test. Valerie’s MOVEMENT ACTIONS
player then rolls all five dice, which result in a 1, 6, 8, 16, and 18. Thanks to Having already discussed the types of actions
her Athletics Focus (2) and Rigorous Training (2) talent, she nets 6 successes available within the roleplaying game, the following
in total. The GM opposes this with the Elite Necromutant’s Close Combat suggestions are made for each category in terms of
skill–the stronger of the two creatures–but adds one d20 for the Undead how they relate to movement in the tactical sense:
Legionnaire. She elects to spend two Dark Symmetry points for bonus d20s
to their roll, which also results in her rolling five d20s for the test. The dice ADJUST STANCE FREE ACTION: In tactical terms,
result in a 3, 8, 13, 15, and 17, netting two successes from the roll, plus this represents 1 square of movement. Like all Free
the three bonus Momentum they gain because of the diagonal movement Actions, this action may still only be performed once
Valerie is taking, for a total of five successes. Having taken them by surprise, per round. Additionally, it may not be performed in
Valerie has managed to shoulder her way between the slow-witted creatures the same round that a character takes a Movement
into an unoccupied square before they can react. The way is now clear to the Restricted or Sprint Standard Action. This action may
Tekron, but she had better hope that her team has her back! be used to safely take short steps within a melee
engagement and does not provoke the Retaliate
Response Action.

CHAPTER 01

6
Regardless of their level of encumbrance, characters or creatures who run for a number of rounds equal to their Physique attribute without
are encumbered may always make use of the Adjust Stance action. hindrance. During each round following this, the character must
succeed at an Average (D1) Resistance test or suffer one Fatigue.
MOVEMENT RESTRICTED ACTION: This action will allow a character Each successive Resistance test taken without rest adds one to the
to take their full movement in squares as calculated by referring to difficulty of the test for each point of Fatigue that has been suffered
the Tactical Movement Table, above. A character or creature may due to the prolonged run. A character must rest for a number of
not perform an Adjust Stance Free Action or Sprint Standard Action rounds equal to half the amount of rounds that they spent running
in the same round that they use this type of movement. They may, (round down) before being able to run again without requirement for
however, choose to downgrade a Standard Action to perform a further Resistance tests, although any Fatigue remains and must be
second Movement Restricted Action–in effect taking a double move removed as normal (Mutant Chronicles rulebook pg. 104).
without sprinting. Characters can crawl or climb at half their normal
movement (round down) with this action, to a minimum of 1 square. Characters who are Encumbered or wearing any Armour that
provides a Soak value of 3 or greater to the legs may only move
Characters or creatures who are encumbered reduce their movement at three times their movement with this action. Characters who are
by 1 square if carrying more than their limit, by 2 squares if more carrying more than twice their limit may only move at twice their
than twice their limit, by three squares if more than three times movement rate with this action, or at their normal movement rate
their limit, and so forth. Regardless of their level of encumbrance, if carrying more than three times their limit. It is impossible to use
however, they may always take at least 1 square of movement. Sprint if carrying four or more times their encumbrance limit.

SPRINT STANDARD ACTION: A character can run up to four times A character may usually only Sprint in a straight line, although
their usual number of squares with this type of movement. An Adjust GMs may allow the character to alter course once or twice
Stance or Movement action may not be taken in the same round that following successful Acrobatics or Athletics tests taken as part of
a character takes a Sprint action. During combat, a character can the movement.

A Twisted Marionette charges into a hailstorm of bullets!

SIEGING THE SYSTEM

7
Outside of combat–where adrenaline is not a factor–characters MOMENTOUS MOVEMENT
may instead run for a number of minutes equal to their Physique Introducing combat and movement into a tactical environment also
attribute before needing to test for Fatigue. This represents a pace allows for the use of unique Momentum options to be included. Any
of approximately 19-20 kph; GMs may allow characters running at a time that a character benefits from Momentum gained due to a skill
slower pace to test less frequently. test that involves some form of movement, one Momentum from
the test may be spent to gain one additional square of movement
WITHDRAW STANDARD ACTION: This unique action allows a for the current movement action, to a maximum of two Momentum
character to move up to 2 squares away from opponents in order to and two additional squares.
disengage from melee combat. This action may not be performed if
two squares of movement will not allow the character to disengage In a strict sense, this rule only relates to skill tests that specifically
safely from all enemies within the current melee engagement, require movement on the character’s part and therefore can only be
though they are free to use other types of movement. triggered by either Acrobatics, Athletics, Stealth, or Thievery tests
that are taken as part of a requirement to accomplish an action,
Regardless of their level of encumbrance, characters who are including the Dodge Response Actions.
encumbered may only move 1 square with a Withdraw action.
Momentous Momentum may be used in addition to–and as part
Just as with the standard rules, if a character attempts to leave a of–any Swift Strike movement action.
melee engagement with a Movement or Sprint action, they must
make an opposed Close Combat test against the most skilled FLYING CREATURES
enemy amongst the combatants. They may move freely on success, Flying creatures–such as the Ezoghoul–are another consideration
otherwise each enemy combatant in the melee engagement may for tactical movement. Most flying creatures should be able to fly at
perform a Retaliate Response Action to strike at the character. least as many squares as they are capable of walking. Not all flying
creatures will move at the same speed of course, so GMs should
make their players aware of any variations to this rule whenever a
model with flight is introduced.

A creature’s altitude should also be tracked, as this will affect their


range from an attacker. Either note their height in squares down, or
use a die to track it–just remember to avoid using the altitude die for
BONUS MOVEMENT FROM MOMENTUM, anything else! Imagine a flying creature to occupy a cube, instead

TALENTS, POWERS, OR ABILITIES of a square. Counting the number of cubes away from an attacker is
equivalent to counting the number of squares.
If enough Momentum is generated, the Swift Strike Combat
Momentum spend provides for an additional Standard Action Creatures that use wings or require continuous momentum for
each round. Additionally, some characters or creatures may flight are bound by some applications of physics in order to remain
be able to access unique abilities–in the form of Ki Powers, aloft. They must fly a number of squares in a round equal to half
DNA Mutation, or spells and powers–that enable them to their movement or risk stalling. They can also only make diagonal
take extra Standard Actions during a combat round. Should movement as part of any movement action (not sideways). Once
they choose to take a bonus movement action as a result of movement has begun, the creature must maintain forward or
either Momentum or an ability’s effect during combat, it is diagonal movement, i.e. it cannot move sideways or backwards as
recommended that the character is limited to only being able part of the movement once it has taken a square of movement to
to employ a Movement Restricted Action. This will provide a begin its action (it must continue forwards or diagonally from this
character with more than enough movement during a combat line). Note that a creature may begin its flight movement by moving
round and account for the fact that they will need to remain a square in any direction, but is bound by the preceding rules once
aware of the tactical situation around them. Generous GMs it has moved.
who allow the use of a second Sprint action should ask for
Insight or Observation tests in order for the character to remain Creatures can also rise at a rate of 1 square (or cube) for every
aware of their surroundings at such dizzying speeds, with failure 2 squares of forward movement, or may descend 1 square for
resulting in a one level difficulty increase to all movement, each square moved. A creature that chooses to fly straight up
perception, and combat related skill tests during that round. can ascend a number of squares equal to half their flight speed
as a Movement Restricted Action, or up to four times as a Sprint
Standard Action.

CHAPTER 01

8
A creature can attempt to remain aloft and move at less than half #1
speed, hover, or move sideways as part of its movement, but must
succeed at a Challenging (D2) Acrobatics or Athletics test to do so.
This is increased to a Dire (D3) test if the creature moves backwards.
Any of these tests can result in Momentous Movement. Creatures
that fail the test have become unstable and end their movement. #2 #3
At the start of their next turn, they drop a number of squares equal
to half their movement unless they succeed at Challenging (D2)
Acrobatics or Athletics test made as a Standard Action.

LINE OF SIGHT
In order to make a ranged attack, a character must have line of
sight to their target. The attacker can select any corner of their
square and use this to draw a direct line to a corner of their target’s
square. The player selects which corner of their target’s square
in the case of Trooper or Elite enemies, the GM in the case of
Nemesis opponents. If this line intersects a wall or creature, then #3
line of sight is blocked.

Regardless of clear line of sight, making a ranged attack against an


enemy engaged in melee with a friendly character will increase the LINE OF SIGHT
difficulty of the test by one. Friendly characters and creatures are 1. The character chooses to draw line of sight from their left top
classed as engaged in melee if they are adjacent to an enemy and corner to the bottom left corner of the enemy square.
within their Retaliation Zone; see Retaliation Zones on page 10. 2. The character chooses to draw line of sight from their top right
This penalty can be negated at the GMs discretion if the enemy corner to the to left corner of their enemy square.
is larger in size than the engaged friend–a Monstrous Creature 3. The character cannot draw unobstructed line of sight to any corner
engaged with a human-sized friendly, for instance.
TACTICAL COMBAT
In the case of enemies attacking the player characters, the player
always chooses which corner of their square to use for line of The actual basics of combat remain largely unaffected. Unless the
sight purposes. GM interrupts through Dark Symmetry, initiative remains with the
players. As with movement however, there are some specific points
COVER and alterations to actions that need to be considered.
Increase the difficulty of the test by one for ranged attacks made
against enemies that are adjacent to cover, but have a clear line of SURPRISE
sight according to the guidelines above–example #2 in the Line of In addition to being ambushed–which is normally pre-planned and
Sight diagram. premeditated–characters or creatures can also be surprised by the
events of the game. For example, guards on a routine patrol might
SHORT COVER be momentarily struck immobile at discovering the characters mid-
If a target is within six squares of a low obstacle, Short Cover–i.e. heist, whilst the characters themselves may have been so focussed
cover that would effectively cover less than half of the intended on their actions that they failed to hear the guards approach. In this
target’s body–will always increase the difficulty of ranged attacks instance, either group could suffer the effects of surprise.
by one when intersected by line of sight, unless the attacker is
closer to the Short Cover than their intended target; in which Ambush tactics allow for an opposed Stealth roll against the target’s
case, the target gains no benefits from the Short Cover (including Observation, but, in situations such as the example given above,
Cover Soak). Observations tests for one or both groups would be more effective.
These are not opposed tests. They are straightforward skill tests at a
RANGE difficulty determined by the GM. Momentum from the tests can be
carried forward into any subsequent combat round that ensues. If
Range between combatants is counted in squares. In non-game all tests fail, or all tests succeed, then there is no need for surprise–
terms, one square is approximately 1.5 metres or 5 feet. other than perhaps as a story narrative.

SIEGING THE SYSTEM

9
A combat that begins with some of the
combatants unaware of their opponents
OPTIONAL RULE: ACTIONS AND RETALIATIONS opens with a surprise round. If they are
aware of any enemies, the player characters
It stands to reason that other actions taken within a Retaliation Zone would prompt still act first in the surprise round. Any
an opportunistic attack from canny opponents; clearing a jammed weapon or using character or creature that is aware of any
a skill that consumes a large portion of a character’s attention are two examples of opponents during the surprise round may
actions that might leave them open to Retaliation. As an optional rule, the following list take Free Actions and a Standard Action.
provides guidance on whether an action is likely to incite a Retaliation Response Action.
In some instances, GMs may allow a skill check to negate the Retaliation opportunity– Those combatants who begin the surprise
the successful use of the Ranged Weapons skill to clear a jam, for instance. round unaware of their opponents do not
get to act in the surprise round. The only
FREE ACTION RETALIATE STANDARD ACTIONS (CONT.) exceptions to this are player characters and
Adjust Stance No Coup de Grace Yes Nemesis NPCs, who may still take Response
Drop Item No Draw/UseNo Actions, but at double the required Dark
Fall Prone  No Exploit Weakness No Symmetry Point cost. Trooper and Elite
Stand Up Yes PassNo NPCs may not act at all in the surprise round.
ReadyNo
RESTRICTED ACTIONS Shake It Off No RETALIATION ZONE
MovementYes SprintYes Each model has a Retaliation Zone, which
RecoverNo Withdraw  No is effectively the number of squares around
UnjamYes themselves that they threaten in combat
RESPONSE ACTIONS terms. This is used for the purposes of the
STANDARD ACTIONS Covering Fire No Retaliate Response Action and the actual
Activate Power Yes DodgeNo physical reach of their attacks.
Attack, Close Combat No GuardNo2
Attack, Ranged Yes1 ParryNo Unless they possess some form of melee
BraceNo RetaliateNo attack or weapon with the Reach quality,
most human-sized creatures have a
1
Weapons that possess the Close Quarters quality will not incite a Retaliate action. Retaliation Zone that consists of the 8
squares immediately surrounding their own
2
If it is necessary for the character taking the Guard action to perform movement in model or token. Any enemy movement
order to complete the action, then they may open themselves up to a Retaliate action within this zone that is not an Adjust Stance
from nearby enemies. Refer to the description of the Guard Response Action under or Withdraw action risks provoking a
the Tactical Actions heading for more information. Retaliate Response Action.

Creatures with the Monstrous Creature


quality take up an amount of space
equivalent to a large square consisting of 2
squares by 2 squares on the grid tiles. Their
Retaliation Zone encompasses the next two
layers of squares immediately surrounding
their occupied space, i.e. the 12 squares
immediately surrounding their token or
model, plus the 20 squares immediately
surrounding that.

Creatures that possess the Colossal


Creature special ability occupy a space
that is at least 3 squares by 3 squares on
the tactical grid, though some are likely
even larger than this. The final call on how

CHAPTER 01

10
many squares a Colossal Creature occupies–which may even be RETALATION ZONE
a rectangular pattern on the tactical grid, rather than a square–is •• Human sized creatures have a Retalaton Zone of 1 square around
at the GM’s discretion; a Bio-Giant, for instance, should occupy at them (denoted in green).
least a 4 square by 4 square space, possibly even more. A Colossal
Creature that is 3 squares by 3 squares has a Retaliation Zone that •• Monsterous creatures have a Retalation Zone of 2 squares
extends to 6 squares away from itself and encompasses everything around them (denoted in red).
in between, a creature that is 4 squares by 4 squares will extend 8
squares, and so on.

Ultimately, GMs should strive to establish the Retaliation Zones of


large creatures ahead of play and should always make their players
aware of the possible extent of each creature’s reach.

DISRUPTING
Two characters that are in close combat, attacking the same enemy,
and diagonally or orthogonally opposite each other with the enemy
between them are Disrupting the enemy’s focus, i.e. the enemy is
forced to split its attention between both characters in order to
defend itself. Characters that qualify as Disrupting benefit from one
bonus Momentum on successful melee attacks against the enemy
they are attacking.

To qualify as Disrupting, both characters must also have the enemy


within their own Retaliation Zone and be positioned directly
opposite each other on the enemy’s border or diagonal–refer to the
Disrupting Diagram if unsure.

DISRUPTING
•• Green lines show Distruption.

•• Red lines no Disruption

SIEGING THE SYSTEM

11
In the case of Monstrous Creatures, attacking characters should are moving to cannot be blocked by another character or creature–
be able to draw an imaginary line between themselves that passes and the actual movement still invites possible Retaliate actions if
through opposite borders or corners of the Monstrous Creature. it passes through enemy Retaliation Zones. Any Retaliate actions
In the Sample Disrupting Diagram, the two characters are able to that the character is subjected to occur simultaneously, so it will
trace an imaginary line across opposite borders, despite not being still be possible to complete the Guard action. If the Acrobatics or
directly opposite each other. The Necromutant and Razide are also Close Combat test does not generate enough Momentum for the
considered to be Disrupting the character between them thanks to movement, the Response Action fails though still counts towards the
the increased size of the Razide’s Retaliation Zone. character’s limit (usually one per turn).

TACTICAL ACTIONS
Movement actions have already been covered, but the following
alterations apply to the listed actions:

FREE ACTIONS
FALL PRONE: This action represents 1 square of movement. As
previously stated, characters can crawl at half their normal movement
(round down) with this action, to a minimum of 1 square.

STAND UP: Standing up from prone requires 2 squares of movement.


If this action is taken within an enemy model’s Retaliation Zone, an
opposed Acrobatics, Athletics, or Close Combat test is required to
avoid a potential Retaliate Response Action.

RESPONSE ACTIONS
DODGE: Characters that use Acrobatics to perform the Dodge
Response Action may make use of Momentous Movement, although
this may initiate Retaliate Response Actions from nearby enemies. In
order to be successful, any enemy choosing to perform a Retaliate
action must exceed the number of successes achieved on the
character’s Dodge. VEHICLES
GUARD: When guarding against ranged attacks, the character It is recommended that the more abstract vehicle rules presented
attempting to perform the Guard Response Action must be within or within the Mutant Chronicles 3rd Edition rulebook are used for
adjacent to a square that allows the reacting character to draw a clear scenarios such as fast-moving car chases across the packed streets
line of sight to the attacker without the model they are protecting of Luna, or dogfights above the jungles of Venus. To maintain the
blocking their view, i.e. they cannot defend against attacks made intensity and drama of such high-octane scenes, the action and
from the opposite side of the model they are protecting. dynamics can be tracked more quickly and will flow much better
using narrative descriptions and abstract zones than they will if they
When guarding against melee attacks, the attack that the reacting are played out on a tactical grid.
character is attempting to block must be coming from within or
adjacent to their own Retaliation Zone. But what of key battles that involve vehicles, yet by necessity move
at a slower pace? Most characters would jump at the chance to
In either of the above cases, a character wishing to perform a Guard tear through the halls of a Citadel on a Hedgehog Necromower
Response Action may attempt to provide protection against an or ride through the sewers of Luna on a customised LPD Jetcycle.
attack from outside of the limits described. To so do, the character The rules presented here offer the opportunity to integrate smaller
must pay the required Dark Symmetry Points and attempt an scale vehicles into a Mutant Chronicles roleplaying set within the
Acrobatics or Close Combat test as normal. They must generate boundaries of the tactical grid.
enough Momentum to allow them to make the required movement
into the danger zone (two points of Momentum to gain one SPACE CONSIDERATIONS
additional square of movement, to a maximum of four Momentum Presented in a length × width format, the Vehicle Tactical Scale Table
and two additional squares). The character must be able to make the offers guidelines to establish the effective size for some vehicles
required movement unhindered–i.e. their path or the square they within the tactical environment.

CHAPTER 01

12
VEHICLE TACTICAL SCALE
SIZE IN GRID DESIGN NOTE–VEHICLE SPEEDS
VEHICLE TYPE SQUARES (L × W)
Not every vehicle moves at the same speed of course. Neither
Motorcycle 2×1
do these tactical rules take into consideration other factors
Jetcycle or Small Car 2×2 such as acceleration. The rules presented here will suffice
Standard Car 3×2 to incorporate smaller vehicles into a tactical environment
without the need to present large amendments and statistical
Armoured Security Van, Large MPV, or
4×2 inclusions for the various vehicles of the Mutant Chronicles
APC
setting. Later sourcebooks or alternate rules compendiums
Medium Tank 5×3
may further expand upon the rules presented here.
Articulated Lorry 12×2

MOVEMENT
Unlike models or tokens on foot, it is necessary to establish a vehicle’s Driving or piloting a vehicle across a battlefield normally requires an
facing. Almost all vehicles are designed with forward movement as Average (D1) Pilot test as part of the vehicle’s action (see Tactical
their primary focus, with limited backwards momentum a secondary Actions and Crew Roles below), though difficult terrain and/or
consideration. In most cases, the model or token will provide a making a manoeuvre will increase the difficulty of the test.
clear indication of its forward–or leading–edge, though GMs should
clearly define this for every vehicle when establishing an action scene. Vehicles can move using forward or diagonal movement. Each
square of diagonal movement requires 2 squares of movement.
Vehicles also have a base speed for the purposes of the tactical For vehicles with the Agile quality, each diagonal movement only
environment–refer to the Vehicle Tactical Movement Table. This speed requires 1 square of movement.
is not proportional or representative of a vehicle’s top speed or cruising
speed, it is simply a suggested movement allowance designed to A vehicle cannot make forwards and backwards movement within
keep a vehicle’s speed within the realms of the tactical environment. the same round. Unless the driver succeeds at an Average (D1)

Night Witches speed out on patrol.

SIEGING THE SYSTEM

13
Pilot test, a vehicle must also remain at a stand for one round

Leading Edge
following forwards movement before being able to begin backwards

Rear Edge
movement. If a driver succeeds at the Pilot test to move backwards,
they may use the vehicle to move backwards as normal. A vehicle
moves backwards at half its normal speed, rounding fractions up.
Driving backwards increases the difficulty of all Pilot tests by one step. Leading Edge
Inside Edge

Inside Edge
MOMENTOUS VEHICULAR MOVEMENT
Momentum generated by a Pilot test involving a vehicle’s movement
may be used for the vehicular equivalent of Momentous Movement
(see page 8), to a maximum of two Momentum and two
additional squares. Rear Edge

Leading Edge

Rear Edge
VEHICLE
TACTICAL MOVEMENT TABLE
MOVEMENT IN
VEHICLE TYPE GRID SQUARES Leading Edge
Inside Edge
Articulated Lorry, Van, APC, or Tank 6
Car, Motorcycle, Hedgehog
8
Necromowert

Inside Edge
Jetcycle 10

TURNING
As part of a Standard Motion action, a vehicle may make a
90-degree turn. To do so, the pilot must succeed at an Average (D1) Rear Edge
Pilot test and the vehicle must move at least a number of squares
of forward movement equal to half of its length in squares. For make Close Combat or Ranged Weapons attacks at the same time
example, a Hedgehog Necromower must move at least 2 squares as driving or piloting; the GM has the final veto on whether this
forward before executing a 90-degree turn, a car at least 3 squares, would be feasible.
and so on.
The Pilot actions presented within the Mutant Chronicles rulebook
Tracking from a vehicle’s rear edge, the vehicle is moved forward the on page 186 are amended as follows:
required number of minimum squares and then turned 90 degrees
in the direction of the pilot’s choice. To complete the turn and the STANDARD MOTION (RESTRICTED): The vehicle moves its
action, the vehicle’s rear edge is then placed to sit atop the line of standard number of squares. No roll is required unless turning.
the inside edge’s position prior to the movement. The vehicle may
then complete any movement it has remaining. GUN THE ENGINES (STANDARD): Following an Average (D1)
Pilot test, the vehicle moves up to twice its standard number of
In the example diagram below, both the car (3×2 squares) and the squares. If this test is failed, the vehicle may still take a Standard
Necromower (2×2 squares) have executed a left turn. For a right turn, Motion movement. Attacks made by the vehicle have their difficulty
the inside edge would be on the opposite side. increased by two steps. Attempting to turn whilst using Gun the
Engines increases the difficulty of the test by two, though terrain
Failure on the Pilot test to turn the vehicle means that only forward and conditions may also affect this. Failure on the roll to complete
or diagonal movement may be taken, whilst a Repercussion will a turn at this speed will result in a roll on the Runaway Vehicle
result in a roll on the Runaway Vehicle Table (page 15). Table, whilst a Repercussion will result in additional effects from
the Vehicle Complication Table on page 189 of the Mutant
TACTICAL PILOT ACTIONS Chronicles rulebook.
Pilot tests taken during a combat scene are likely to generate
Momentum. Pilots may use Momentum for Combat Momentum DEFENSIVE DRIVING (STANDARD): Following a successful
Spends as normal. The Swift Strike Momentum spend may not be Average (D1) Pilot test, the vehicle moves its standard number of
used for additional movement actions, although it may be used to squares and all attacks made by or against the vehicle are increased

CHAPTER 01

14
RUNAWAY VEHICLE TABLE

ROLL EFFECT
Slide: Roll 1d6. The vehicle completes half its standard movement and either slides to its immediate left (1-3) or right (4-6) by
1-4
a square. Resulting collisions are equivalent to a Scrape result on the Vehicle Complication Table.

Skid: Roll 1d6. The vehicle completes its standard movement and either slides to its immediate left (1-3) or right (4-6) by a
5-8
square. Resulting collisions are equivalent to a Scrape result on the Vehicle Complication Table.

Drift: Roll 1d6. The vehicle completes its standard movement and drifts 90 degrees to the left (1-3) or right (4-6). Resulting
collisions are equivalent to a Scrape result on the Vehicle Complication Table. A Challenging (D2) Pilot test must be made in
9-12
the subsequent round to regain control, with failure resulting in another roll on this table. On success, the vehicle may move
as normal.

Spin: The vehicle completes half its standard movement and is then turned to face in the opposite direction of travel,
exactly as if the pilot had attempted a Handbrake Turn. Resulting collisions are equivalent to a Scrape result on the Vehicle
13-17
Complication Table. The pilot and passengers suffer 1+3 damage to a random location from the wrenching manoeuvre.
Soak cannot prevent this damage.

Roll Over: The vehicle completes a Drift result, then rolls over. Roll 1 , with a Dark Symmetry Icon counting as a result
of two. The vehicle rolls over that many times. As a non-repeatable spend, GMs may spend two Dark Symmetry Points to
18-19 increase the result by one. The vehicle rolls sideways a number of squares equal to its width in squares times the result from
the Dark Symmetry roll. The vehicle, driver, and passengers all suffer the vehicle’s Impact Damage. Additional Dark Symmetry
Points may be spent to destroy external weaponry.

End Over: Roll 1 , with a Dark Symmetry Icon counting as a result of two. The vehicle flips end over end that many times.
As a non-repeatable spend, GMs may spend two Dark Symmetry Points to increase the result by one. The vehicle moves
20
forward a number of squares equal to it length in squares times the result from the Dark Symmetry roll. The vehicle, driver,
and passengers all suffer Impact Damage. Additional Dark Symmetry Points may be spent to destroy external weaponry.

by one difficulty. On failure, the vehicle may still make its normal The following additional action is also introduced:
movement. Momentous Vehicular Movement may be taken, but
the pilot may not make use of Combat Momentum (which are HANDBRAKE TURN (STANDARD): Following a Daunting (D3)
wholly focussed on avoiding danger). Turning whilst using this Pilot test, the vehicle may move up to twice its standard movement
action increases the difficulty of the Pilot test by one, with standard and then turn either 90 or 180 degrees–if 180 degrees is chosen,
associated failure and Repercussion results. place the inside edge in the reverse direction along the same
line it had been travelling. Unlike standard turning, there is no
ON TARGET: This and the Standard Motion action are essentially the minimum movement required for this action–so long as the vehicle
same thing, but the acting character chooses to place Momentum undertook movement in the previous turn (i.e. it cannot be made
into the group pool instead. from standing still). A vehicle may not move any further once the turn
is complete, which also prevents Momentous Vehicular Movement.
RAMMING SPEED (STANDARD): Following an Average (D1) Pilot Additionally, the pilot may only perform a Standard Motion action
test, the vehicle moves up to its standard speed and collides with a at half standard movement on the subsequent round. Failure on
vehicle, object, or person. A turn may not be performed as part of the roll to complete the action will result in a roll on the Runaway
this action, though diagonal movement may be taken. If there would Vehicle Table, whilst a Repercussion will result in additional effects
not otherwise be enough movement available, Momentous Vehicular from the Vehicle Complication Table on page 189 of the Mutant
Movement as a result of the Pilot test may be used to complete the Chronicles rulebook.
Ramming Speed action.
RUNAWAY VEHICLES
EVASIVE ACTION (RESPONSE): Momentous Vehicular Movement Pilots and drivers that perform manoeuvres at high speeds risk
may be generated by the opposed test, which may be taken in a losing control of their vehicles. The following table is designed
forward, backward, or diagonal movement. Any diagonal movement to supplement–not replace–the Vehicle Complication Table on
requires only 1 square of movement for all vehicles. Note this is the page 189 of the Mutant Chronicles rulebook, with an Out of
only time a vehicle may move backwards in the same turn that it Control Repercussion instead resulting in a roll on the Runaway
has moved forwards, as it represents a pilot applying the brakes to Vehicle Table.
avoid danger.

SIEGING THE SYSTEM

15
CHAPTER 02

WEAPONS, POWERS & TALENTS


Moving from Zones to squares affects more than just movement and a weapon with the Blast (Close) quality will deal normal damage to
combat of course. All of the weapons and powers that are presented any model or token within the target square and each orthogonally
in the core rulebook, supplements, and campaigns are provided with adjacent square, called the Impact Zone. It will also deal damage
an indicator that fits into the range categories of the Zone system, so equal to its Shrapnel Rating to each model or token within its
conversion work has been necessary to establish a weapon’s effective Shrapnel Zone. For each Momentum spent, one model or token
range in relation to squares. Several of the qualities attached to both within the Shrapnel Zone may be nominated to instead receive the
powers and weapons must also be given some consideration. full amount of damage from the weapon. Alternatively, one model
on an unaffected diagonal square adjacent to the Impact Zone or
WEAPON QUALITIES Shrapnel Zone can be considered to be within the adjacent zone,
suffering damage and effects relevant to the zone that it has now
The following weapon qualities have been amended for use within been encompassed within. These two Momentum spends may
the tactical grid environment: be combined.

BLAST (CLOSE, MED) The Shrapnel Zone includes the squares immediately adjacent to the
Impact Zone, and extends outwards for a number of squares equal
Blast weapons produce an explosive force that is easily capable of to the grenade’s Shrapnel Rating. See the Shrapnel Zone Diagram
affecting several enemies at once. Provided the attack is successful, for examples.

Imperial Blood Berets tussle with a Nepharite of Algeroth deep inside the Venusian jungle

CHAPTER 02

16
Use the Blast (Med) Template to determine the squares affected by SHRAPNEL ZONE DIAGRAM
Blast (Med) Weapons. Any model or token within the shaded area is
subjected to the full amount of damage, whilst any model within the
spotted area is subjected to the weapon’s Shrapnel Rating damage
and all other qualities of the weapon. For each Momentum spent,
one model or token that is in the Shrapnel Rating area may instead
be nominated to receive the full amount of damage from the weapon.

A weapon’s Shrapnel Rating is equal to its static damage value; i.e.


the fixed number before the bonus . If a weapon’s static damage
value has been increased due to a Supernatural Attribute, then the
Shrapnel Rating is also increased. Impact Zone

Additional characters hit by the blast may make their own Dodge
Response Actions against a fixed difficulty of Challenging D2 as
normal (Mutant Chronicles rulebook p. 210).
Shrapnel Rating 1

CLOSE QUARTERS
Shrapnel Rating 2
Using a weapon with this quality inside an enemy’s Retaliation Zone
will not invite a Retaliate Action.

KNOCKDOWN
BLAST (MED) TEMPLATE
If the Actions and Retaliation optional rule is being used, standing
up from prone may invite a Retaliate Action.

REACH
The wielder may make a Withdraw action as a Free Action so long
as they are not within the Retaliation Zone of an enemy with a Reach
weapon. Additionally, rather than increase the difficulty of the first
close combat attack, weapons with this quality extend the wielder’s
Retaliation Zone by one square and allow melee attacks to be made
against any target within this extended zone.

TORRENT
The wielder of a weapon with the Torrent quality must nominate
either a creature or square within the weapon’s maximum range to
act as the target. The attack is then dealt with in the same manner
as a weapon with the Blast [Close] quality, with one addition: any
creature who is caught in the line of effect between the wielder and
the target is also subjected to the weapon’s Shrapnel Rating, plus
any other qualities of the weapon.

The line of effect for a Torrent weapon is taken as straight line drawn
from the corners closest to each other on both the wielder’s and the
target’s square. Any square that this line bisects is considered to be
in the line of effect. Momentum may be spent to affect creatures
within the line of effect exactly as if they were within a square
adjacent to the target square.

WEAPONS, POWERS & TALENTS

17
Torrent weapons cannot target creatures beyond twice their effective Increase the difficulty of the test by one for ranged attacks made
range (flamers possess a maximum range lower than this anyway), against targets at a range lower than the weapon’s effective range.
although a creature occupying a square adjacent to the weapon’s Also increase the difficulty by one step for ranged attacks made
maximum range will be subjected to Shrapnel Rating damage. against targets that are beyond the weapon’s effective range but
Momentum cannot be spent to inflict the weapon’s full damage to within a range that is up to twice this number, or by two steps against
creatures that are within the Shrapnel Rating area of a weapon with targets that are at a distance that is equal to or beyond twice the
the Torrent quality, but beyond twice the effective range. weapon’s effective range but within maximum range. Ranged attacks
may not be made against targets that are beyond maximum range.
Note: Torrent weapons use flame or liquid to assault their targets,
rather than explosive fragments. Shrapnel Rating has been used RANGE DIFFICULTY MODIFIERS TABLE
to minimise terminology for effects that essentially produce the
same result. RANGE DIFFICULTY MODIFIER
Less than Effective Range +1 difficulty
TORRENT WEAPON DIAGRAM
No change to
Within Effective Range
difficulty

Beyond Effective Range, but within 2x +1 difficulty

Equal or greater than 2x Effective


+2 difficulty
Range, within Max Range

No ranged attack
Beyond Max Range
possible

Arranged by weapon classification, the following tables provide


effective and maximum ranges for all of the weapons presented
within the core rulebook, plus additional statistics for Dark Legion
weaponry. Note that the ranges listed are related to squares for
a board game in which the action usually occurs within confined
spaces; combat is more often that not a close fought, frenetic affair
that presents few opportunities for long range aimed shots taken at
leisure. GMs are free to adjust these ranges as they see fit for fire
fights that take place under different circumstances.

HANDGUNS AND MACHINE PISTOLS

EFFECTIVE MAXIMUM
NAME RANGE RANGE
(SQUARES) (SQUARES)
M13 Bolter 1-4 10
TACTICAL RANGE M15 Ironfist 1-5 12
AND WEAPONS
No.3 Ronin 1-5 12

Effective range is something that the 2d20 system clearly defines as P1000 1-7 16
a factor where ranged combat is concerned. Ranged weapons are Mk. XIV Aggressor 1-5 12
designed to have an effective range; a particular distance at which MP-105 1-6 14
their accuracy and ballistics are at their most efficient factor. Using
P60 Punisher 1-6 14
a weapon outside of its effective range is still possible, but will be
Iron Hand Autopistol 1-6 14
slightly more difficult.

CHAPTER 02

18
HANDGUNS, MACHINE PISTOLS,
SUB-MACHINEGUNS AND PIRANHA
HANDGUN
PERSONAL DEFENCE WEAPONS

P60
‘PUNISHER’ MP-105GW

CAR-24 CLOSE CAW2000


ASSAULT RIFLE

SUB-MACHINE GUNS AND ASSAULT RIFLES, BATTLE RIFLES, AND CARBINES


PERSONAL DEFENCE WEAPONS
EFFECTIVE MAXIMUM
EFFECTIVE MAXIMUM NAME RANGE RANGE
NAME RANGE RANGE (SQUARES) (SQUARES)
(SQUARES) (SQUARES) M50 4-12 30
CAR-24 1-7 16 No.1 Shogun 3-10 25
No.4 Windrider 1-8 18 AR3000 4-15 35
CAW2000 1-10 22 Mk. XIB Invader 4-12 30
Mk. III Interceptor 1-6 14 Mk. XLIII Plasma Carbine 3-8 20
Mk. IVP Plasma Intruder 1-6 14 AG-17 Panzerknacker 4-12 30
MP-105GW 1-8 18 AC-19 Volcano 4-12 30
MP-103 Hellblazer 1-5 12 Zhivotnoye Infantry Weapon 3-10 25

SNIPER RIFLES LMGS AND SQUAD AUTOMATIC WEAPONS

EFFECTIVE MAXIMUM EFFECTIVE MAXIMUM


NAME RANGE RANGE NAME RANGE RANGE
(SQUARES) (SQUARES) (SQUARES) (SQUARES)
SR-50 Manstalker 6-30 75 M606 4-16 40
No.15 Archer 6-24 60 No.11 Kensai 4-12 30
SR3500 6-35 90 TSW4000 4-18 45
Mk. XII Assailant 6-24 60 Mk. XXIII Destroyer 4-16 40
PSG-99 6-30 75 MG-40 4-12 30
Mephisto 6-35 90 AC-40 Justifier 3-8 20
Okhotnik 778 6-30 75 Rebrov LMG 4-12 30

WEAPONS, POWERS & TALENTS

19
ASSAULT RIFLES,
BATTLE RIFLES
AND CARBINES
M50 ASSAULT RIFLE

AG-17 ‘PANZERKNACKER’

LIGHT MACHINE GUN


AC-40 ‘JUSTIFIER’

HMGS AND SUPPORT MACHINE GUNS SHOTGUNS

EFFECTIVE MAXIMUM EFFECTIVE MAXIMUM


NAME RANGE RANGE NAME RANGE RANGE
(SQUARES) (SQUARES) (SQUARES) (SQUARES)
Improved M89 4-20 50 M516S 1-3 8
No.45 Dragonfire 4-16 40 M516D 1-2 6
SSW4200P 4-24 60 50/50 Airbrush 1-4 10
Mk. XIXB Charger 4-16 40 SA-SG72001 1-5 12
MG-80 4-20 50 Mk. XIV Mandible 1-4 10
AC-41 Purifier 4-16 40 HG-14 1-4 10
Nova Vesna 4-16 40
Sawn-off HG-14 1-2 6
Sawn-off Bryzgi 1-2 6
Zhukov 4 Tunnel Clearer 1-4 10

CHAPTER 02

20
SNIPER RIFLES

SR3500

MEPHISTO SNIPER RIFLE

SQUAD AUTOMATIC WEAPONS

M606

FLAMERS GRENADE LAUNCHERS

EFFECTIVE MAXIMUM EFFECTIVE MAXIMUM


NAME RANGE RANGE NAME RANGE RANGE
(SQUARES) (SQUARES) (SQUARES) (SQUARES)
Light Flamer 1-5 10 GL-240 3-8 18

Flamer 1-8 12 No.23 3-6 14


GL2000/GL3000 3-8 18
AC-41 Purifier Flamer 1-5 10
Mk. III Interceptor GL 3-8 18
Gehenna Puker 1-8 16
GW-1055 3-6 14
M509 3-10 22
AUTOCANNONS
GW-170 3-8 18
CA-138 Grenade Launcher 3-10 22
EFFECTIVE MAXIMUM
NAME RANGE RANGE
(SQUARES) (SQUARES)
CA-138 Deathlockdrum 3-20 50
Nimrod Autocannon 3-18 45

WEAPONS, POWERS & TALENTS

21
M516D SHOTGUNS
AND FLAMERS

HG-14

ZHUKOV 4 TUNNEL CLEARER

CA-451 ‘GEHENNA PUKER’


HEAVY PLASMA FLAMER
MISSILE LAUNCHERS

RL MK XIIC ‘SOUTHPAW’
ROCKET LAUNCHER

GRENADES GRENADE MISS DIAGRAM

Thrown grenades generally have an effective range consisting


of between zero squares and a number of squares equal to the Intened target 1 2-3 4
throwing character’s Strength attribute, to a maximum range of 20 Square. This
may be empty
squares. Line of sight for grenades is not blocked by miniatures or
tokens–although a Repercussion could be used to alter this fact–but
or obscured. 5 6
will be blocked by walls, tall cover, or similar obstructions.

Attacks with a grenade that miss–including those launched by a


7 8-9 10
weapon mounted grenade launcher–will land in a random square.
Use the Grenade Miss Diagram to determine the grenade’s new
target square (numbers from 1-10 can be determined by halving
the result of a d20 roll, rounding up). If this is impossible due to
some intervening feature, it instead explodes within the original The attacker is located in this general direction
target square.

CHAPTER 02

22
HEAVY MACHINE GUNS AND
SSW4200P
SUPPORT MACHINE GUNS
AC-41 ‘PURIFIER’

AUTOCANNONS

MK. I ‘NIMROD’
AUTOCANNON

CA-138
DEATHLOCKDRUM

MISSILE LAUNCHERS

EFFECTIVE MAXIMUM
NAME RANGE RANGE
(SQUARES) (SQUARES)
DPAT-9 Deuce 6-20 50
No. 86A5 Daimyo 6-20 50
SSW5500 6-18 45
Mk. IIIC Southpaw 6-16 40
ARG-17 6-18 45
Pushkin 6-18 45

WEAPONS, POWERS & TALENTS

23
DARK LEGION WEAPONRY Some Dark Legion creatures–and indeed, some mundane creatures–
possess abilities that provide them with ranged capabilities; such
EFFECTIVE MAXIMUM as a Defiled Avatar’s Symmetry Torrent ability, Mutant Chronicles
NAME RANGE RANGE rulebook p. 291, for instance. To establish effective and maximum
(SQUARES) (SQUARES) ranges for these attacks, the GM should consider the listed range and
Plague Gun 1-4 10 abilities of the attack, compare those qualities against the statistics
Shrieketh 1-5 12 for an equivalent weapon from within the Mutant Chronicles core
rulebook, then cross-reference the selected weapon with the tables
Sinarack SMG 1-7 16
presented here. The aforementioned Symmetry Torrent ability, for
Belzarach Rifle 3-8 20
instance, is comparable to a flamer (Mutant Chronicles rulebook
Kratach Assault Rifle 4-12 30 p. 229) in range, damage, and qualities; cross-referencing here
Carcass Grenade Launcher 3-8 18 provides an effective range of 1-8 squares and a maximum range of
Darelech Sniper Rifle 6-35 90 12 squares. These base numbers can then be tweaked as necessary
for particularly potent or weak creatures and their attacks.
Valcheck LMG 4-16 40
Blutarch Hand Cannon 2-10 25
Fist of Malice HMG 4-16 40
Nazgaroth HMG 4-20 50
Plaguebringer Cannon 4-16 40
Scythe of Semai HMG 4-20 50
Desovach Shotgun 1-4 10
Tzoteth Symmetry Flamer 1-5 10

DARK LEGION
WEAPONRY
DARELECH

KRATACH DESOVACH
AUTO-SHOTGUN

CARCASS
NAZGAROTH GRENADE LAUNCHER

CHAPTER 02

24
POWERS: or further if Momentum is spent to extend the range of the spell.
ART SPELLS & DARK GIFTS Once a link is established, it can be maintained indefinitely so long
as the caster maintains Concentration and the target remains within
In conjunction with mundane weaponry, tactical ranges need to be 100 squares (multiply this figure by a factor equal to any Momentum
established for both Art spells and Dark Gifts. Unlike ranged weapons, spent to increase the range of the spell during casting).
there is no effective range to be considered, only a maximum range.
CONTEMPT
The following tables provide maximum range parameters for Use the Blast [Close] template and a Shrapnel Rating of 2 to
individual Art spells and Dark Gifts that require them. Subsequent to determine how many allies are affected by the spell, with the caster
each table are descriptions for any spells or gifts that require further as centre of the Impact Zone. All allies within the template are
clarification–indicated with an asterisk in the relevant table, below. affected, i.e. there is no requirement to spend Momentum.

ART SPELLS SUCCOUR


This spell functions in the same manner as Contempt, above.
ART SPELLS MAXIMUM RANGE TABLE

MAXIMUM
SPELL NAME ASPECT RANGE DARK GIFTS
(SQUARES)
Contempt Basic 6* DARK GIFTS MAXIMUM RANGE TABLE
Succour Basic 6*
MAXIMUM
Barrier Kinetics 10* GIFT NAME APOSTLE RANGE
Singularity Kinetics 8 (SQUARES)
Strike Kinetics 10 Corrupt Device All 10
Communion Manipulation 10* Sense Weaves of Power All LOS*
Hypnosis Manipulation 6 Dimensional Flensing Ilian 10*
Missive Manipulation LOS True Corruption Ilian 8*
Black Fire Algeroth 10
General note for all spells: The Increase Range Momentum spend Vile Cloud Algeroth 3*
increases a spell’s maximum range in squares by a multiplication Black Rot Spew Demnogonis 4
factor equal 1 plus the amount of Momentum spent, i.e. spending 1
Muddle the Memory Semai 6
Momentum to increase the range of the Strike spell would multiply
Pluck Mind Semai 6
its maximum range by 2, for a total of 20 squares., spending 2
Momentum would multiply the maximum range by 3, for a total of Stir the Dark Heart Semai 10
30 squares, etc. Spells with a range stated in a distance other than True Fear Semai 8
squares follow the normal rules stated on the Common Momentum Lunacy Muawijhe 6
Spends Table (Mutant Chronicles corebook p. 171). Veil of Enemies Muawijhe 10
Waking Nightmare Muawijhe 10
BARRIER
Creates a barrier that hinders movement and ranged attacks, but not
line of sight. Use the Blast [Close] template and a Shrapnel Rating DIMENSIONAL FLENSING
of 2 to determine where the barrier may be placed. The shield is The wielder chooses a square within maximum range, which then
considered to occupy the entire square. Doubling the width or becomes the centre of the Impact Zone. Use the Blast [Close]
height doubles the number of squares occupied for each Momentum, template with a Shrapnel Rating of 2 to then determine who
e.g 1 Momentum would create a shield that occupies 2 squares, is affected.
2 Momentum would create a shield that occupies 4 squares, etc.
SENSE WEAVES OF POWER
COMMUNION The target is stated as Self, as the wielder is the one who receives
The caster does not necessarily require line of sight, but must be the benefits of the gift. The effects of the gift can be applied to the
aware of the target’s presence within the 10 squares maximum range, resultant skill test to against any target or effect within line of sight.

WEAPONS, POWERS & TALENTS

25
A Brotherhood Inquisitor smites an enemy of the Light

TRUE CORRUPTION JUMPING


For the Bleed effect, any additional device must be within range of A successful Average (D1) Athletics test as a Sprint Standard action
a number of squares equal to half the corruption damage rolled for allows a character to jump 1 square horizontally, plus 1 additional
the primary target. square for each Momentum. Unless the GM deems that a creature
or character is capable of such feats, no jump may exceed 6
VILE CLOUD squares. A long jump requires a running start of 2 squares, with the
The wielder becomes the centre of the Impact Zone. Use the Blast difficulty increasing by one step for each square less than this, whilst
[Close] template with a Shrapnel Rating of 2 to then determine who encumbered characters increase the difficulty of the test by one step
is affected. (which can be in addition to the modifier for lack of a running start).
A vertical high jump of 1 square that will allow a character to land on
TALENTS their feet requires a Daunting (D3) Athletics test, which is subject
to a running start exactly as long jumps. Underfoot conditions, high
Some skills are directly related to movement and/or combat and winds, steep slopes, and slippery surfaces can all affect the difficulty
include talents that have an affect on, or are affected by, movement of either type of jump.
and/or combat. Much like weapons and powers, it is therefore
necessary to provide some guidance where required to translate FALLING
these abilities into the tactical grid environment. The following skills Falling damage (Mutant Chronicles corebook p. 129) is suffered for
and listed associated talents operate differently when using squares every 2 squares fallen after the first 2, rounding up (i.e. 3 squares
for range and movement: fallen results in 1+2 falling damage).

ACROBATICS •• CATFALL: Reduce the distance fallen by 2 squares for each rank.

Acrobatics is largely used for the Dodge Response Action (see p.10) •• FREE RUNNER: Difficult terrain only requires 1 square of
and jumping, diving, or tumbling. movement for characters with this talent, instead of 2.

CHAPTER 02

26
ATHLETICS STEALTHY MOVEMENT
A character moving stealthily can move up to half their normal
Amongst others, this skill is used for climbing, swimming, distance in squares (rounding up) as a Movement Restricted Action,
and running. plus 1 square per Momentum (to a maximum of the character’s
normal movement when not moving stealthily). If not opposed by a
CLIMBING potential observer’s Observation, the base difficulty is Average (D1),
A character can move 1 square with a successful Challenging (D2) although this may be increased or decreased dependant on external
test as a Standard Action when climbing unaided on a wall that has factors such as lighting, noise, weather conditions, etc. In the case
accessible hand and foot ledges, plus 1 square per Momentum. The of an opposed test, external factors provide a potential observer
climbing surface, gradient of the slope, available equipment, and with 1 bonus Momentum for every two factors. Moving at greater
weather conditions can all increase or decrease the difficulty of the test. than half the normal rate in squares for a Movement Restricted
Action increases the difficulty of the test by two steps, or provides
SWIMMING a potential observer with 2 bonus Momentum. It is impossible to
In relatively calm waters, a successful Average (D1) Atheltics test move stealthily whilst attacking, running, or charging. At the GMs
allows a character to swim 2 squares with a Movement Restricted Action, discretion, small creatures might gain additional benefits, whilst large
plus 1 square per Momentum, to a maximum equal to the character’s creatures might suffer additional detriments. If a character has been
normal movement on land. Encumbered characters increase observed, or is being observed as they begin to move stealthily, it
the difficulty of the test by one step and may only swim 1 square. is impossible to gain the benefits of stealth against the observer.
Characters wearing any armour with a Soak of 1 increase the difficulty
of swim test by one step, plus one step per point of Soak above this.
Weather conditions and current can increase the difficulty of the test.

•• STRONG SWIMMER: If the character possesses enough ranks in this


talent reduce the skill test to Simple (D0), additional ranks beyond this
instead provide additional Momentum (rather than being wasted).

HEAVY WEAPONS
The skill used to operate heavy, man-portable weapons that typically
require special equipment, bracing, etc.

•• FIRE FOR EFFECT: To be affected by this talent, a group (Horde


or Squad) must have at least one third of their number covered
by the relevant Blast template.

OBSERVATION
The ability to notice and details and subtle environmental clues.

•• TOSS THE ROOM: In this instance, Close range equates


anything within the Blast (Close) template with a Shrapnel
Rating of 2.

•• RANGED WEAPONS: The use and maintenance of ranged


weaponry, including pistols, sub-machine guns, shotguns, assault
rifles, sniper rifles, and both grenades and grenade launchers.

•• CLEAR SHOT: Optimal range refers to effective range.

STEALTH
The art of going unnoticed, such as staying hidden or moving silently.
This skill includes the creation and use of camouflage and disguises,
A Brotherhood Inquisitor smites an enemy of the Light
and also the ability to cover one’s tracks.

WEAPONS, POWERS & TALENTS

27
CHAPTER 03

HEROES OF THE SIEGE


This chapter introduces the brave Doomtroopers that have earned determine the number of skills available and their expertise/focus.
a place as legendary figures amongst the very best of the best. The For instance, a Cybertronic character will have twelve skills: two at
statistics provided here will allow players and GMs to recreate the epic Exp +1, two at Exp +2, one at Exp +1/ Foc 1, three at Exp +2/Foc
actions of the heroic Doomtrooper teams as they blast, stalk, and hustle 1, etc. Ensure that the skill selections match at least the mandatory
their way deeper into the dark hearts of the Citadels. Doomtroopers skills of the character’s adolescence and primary career path.
normally form paired teams that operate as close combat or ranged
experts. The Siege of the Citadel board game, however, introduced •• Repeat the above step to determine the number of talents
the concept of a hacking speciality; a Doomtrooper who is fully available in each of tier one/two, tier three, and tier four talents.
capable of bypassing or disarming the alien systems of a Citadel. Two or three talents may be ‘traded in’ for their relevant XP value in
Each faction therefore presents a trio of characters to choose order to purchase another tier two or tier three talent, or vice versa.
from: one each from a close combat, ranged, or hacking speciality.
•• Choose either a unique Doomtrooper talent from those
To further define their unique characteristics and abilities, the presented here, or design a new one. In any case, the talents
characters have been designed using the relevant sourcebooks for offered here will be a good starting point when designing a
their factions. Some of the Mishima characters, for instance, have new one. The focus here should again be on the character’s
access to Ki Powers, whilst those from Cybertronic have been background but should also represent their chosen function
furnished with an ample array of cybernetics. If access to a faction within the Doomtroopers (close combat, ranged, or hacking).
sourcebook is not available, GMs should work with the players
to provide alternative talents and abilities, i.e. a Ki Power might •• Remembering that the character is a Doomtrooper and would
emulate an Art spell, or a cybernetic augmentation a talent. Note, usually be furnished with the best gear available, decide on a
however, that the characters presented here may occasionally suitable array of equipment. For Cybertronic characters, be sure
deviate from the lifepaths as presented within the main rulebook to provide a wide array of cybernetics as these items compensate
and supplements–these iconic heroes are anything but the norm for their slightly reduced number of skills and talents.
after all. Each Doomtrooper also has access to their own unique
talent. These singular abilities have been designed to draw upon NOTE: The legendary Brotherhood characters Sebastian Crenshaw
the traits that have woven these characters into the fabric of legends. and Nikodemus are exceptions to the above guidelines. If seeking to
create a Brotherhood character, the template for Maria Costellanos
Of course, it is inevitable that players will seek to create their own will provide a result that is more closely balanced to the other
heroic characters with which to hunt the Dark Legion in their own Doomtrooper heroes.
backyard. Use the following guidelines to enable this:
NEW EQUIPMENT
•• Ignoring the usual method of determining a character’s birth
faction, choose an affiliation to use as a basis for creating a ATLAS RIG
short background that cumulates with the character joining the
Doomtroopers. Select a faction-based initial Signature Skill. RESTRICTION: 3 COST: 8
ENCUMBRANCE: 8 RELIABILITY: 3
•• Divide seventy-six points between the ten Attributes. No Similar to a Support Rig (Mutant Chronicles rulebook pg. 263),
attribute be lower than seven, though a minimum of five can be these specialist rigs have been designed to provide the Heavy
achived based on background and GM approval. Infantry with the option to carry the unstoppable firepower of the
Atlas Megacannon into battle on the backs of their soldiers. A
•• Rather than comple each lifepath step, use a template relevant Support Rig provides the benefits of a Stable Platform (the character
to the fldginling Doomtrooper’s faction to determin the number is always considered Braced when using Unwieldy weapons and may
of skills and Expertise/Focus. use 2H or Unbalanced weapons one-handed without penalty) and
halves the encumbrance value of the Atlas Megacannon. Thanks to
•• Rather than follow each stage of the lifepath through, use a load distribution dynamics and a superior feed system, the rig also
template relevant to the fledgling Doomtrooper’s faction to contains four Reloads at a reduced weight.

CHAPTER 03

28
CHROME MASTIFF use the Chrome Mastiff as a remote access point.
•• Superior Cybernetics: Chrome Mastiff’s possess enhanced
RESTRICTION: 5 COST: 20 systems and an AI to rival a Cuirassier. They may act
Following the initial success of the hacking devices, the independently, but will always respond to their handler’s.
Doomtroopers requested some way to be able deploy its effects
remotely. Any member of their teams would be considered as a high- DARK SYMMETRY SPEND
profile target to the Dark Legion, but hacking experts that could shut •• Dark Defense: When using its Stinger Implant attack, the
down parts of a Citadel would be even more so; machinery is easily handler of the Chrome Mastiff may pay two Dark Symmetry
replaceable, elite super soldiers less so. Although fit for purpose, Points. If they do so, all Dark Symmetry powers and gifts used
Cybertronic’s initial offerings were deemed too aesthetically…’Cyber’. before the next round within Close range of the original point of
Almost in exasperation and not expecting to reach a compromise, pulse generation have their difficulty increased by one.
the technicians repackaged everything into a remodelled Iron Mastiff
and offered it up as a solution. Despite rumours of one of the newly ETOILES MORTANT BREASTPLATE
designated Chrome Mastiff’s disappearing into the hands of ISC-
20, delivery of the prototypes has allowed Cybertronic to reach an RESTRICTION: 5 COST: 12
uneasy business alliance with the Imperial corporation. ENCUMBRANCE: 2 RELIABILITY: 4
Based on standard Hussar armour, these lightweight breastplates
CHROME MASTIFF  have been constructed with advanced polymers to reduce weight
and aid movement whilst still maintaining significant protection.
ATTRIBUTES They are then further blessed by the Light with spells that enhance
STRENGTH PHYSIQUE AGILITY AWARENESS the wearer’s resistance to corruption and blur their spiritual presence
10 10 9 10 to creatures of Darkness. When worn, an Etoiles Mortant breastplate
COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY does not count against the wearer’s weight limit for encumbrance.
8 8 12 2 Additionally, increase the difficulty by one for any creature of
Darkness that uses an Insight test, Dark Gift, or power as part of an
FIELDS OF EXPERTISE attempt to detect the wearer’s current location.
COMBAT FORTITUDE MOVEMENT SENSES SOCIAL TECHNICAL
EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC
2 1 2 – 2 1 3 2 1 – 3 2
EXPERIMENTAL HACKING DEVICE
RESTRICTION: 5 COST: 10
WOUNDS: 7 The Cartels’ first experience of the experimental hacking devices
came following a probing assault into the outer chambers of the
SOAK: Armoured Chassis: (All 5) Citadel of Saladin that led to several Doomtrooper teams being cut
off and pinned down. A Cybertronic strike team cut their way into the
ATTACKS: raging battle before shutting down nearby systems and opening an
•• Cybernetic Jaws (melee): 1+6, Armour Piercing 1, Vicious 1 exit route from the slaughter. Thankfully, more sensible heads than
•• Stinger Implant (ranged): Range C, 1+7, Munition, 1H, Close most prevail amongst the ranks of the Doomtroopers, so rather than
Quarters, Hidden 3, Stun, Vicious 1 cry foul corruption, they asked their comrades-in-arms exactly how
„„ Internal: The implant is internal and not visible. The weapon they had managed to achieve the impossible. Almost as though they
has a single Reload, which recharges after five minutes. had been anticipating the question, their Cybertronic teammates
introduced the experimental hacking device: an entirely new
SPECIAL ABILITIES weapon against the Dark Legion that can override and shut down
•• Grasping even certain necrotechnological functions of the cancerous Citadels.
•• Night Vision Despite being asked, they have never revealed how they managed to
•• Unliving develop this technology, though they did agree to train their fellow
•• Protective Umbrella: A Chrome Mastiff may expend its initial Doomtroopers–and only their fellow Doomtroopers–in their use.
Stinger Implant charge and the Reload in a single attack to add
Burst (Close) to the weapon’s qualities. An experimental hacking device can be used to hack and access
•• Remote Access Point: A Chrome Mastiff may connect to a the systems of Citadels and certain other technological devices of
Citadel’s systems and act as a remote experimental hacking the Dark Symmetry. Hacking requires a Sciences test. Full rules for
device. The handler must be within 12 squares (but may be hacking a Citadel’s systems are provided in Chapter 4: Black Hacks.
outside of line of sight) and connected with their own device to For software ratings, see p. XXX

HEROES OF THE SIEGE

29
LORI FAUST All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.

ENHANCED CHASSEUR
(CYBERTRONIC TIFF) 1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 0
BONUS MELEE DAMAGE: +2
BONUS RANGE DAMAGE: +1
AGILITY: 10 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS +2 1 3 3
• CLOSE COMBAT +2 1 9-14
– UNARMED COMBAT
• STEALTH
SOAK
TORSO
3
AWARENESS: 9
SKILL EXPERTISE / FOCUS
• OBSERVATION +2 1 15-17 18-20
– INSIGHT SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY 1 1
CO-ORDINATION: 9
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS +3 3
20
19-20
DREAD 01

– HEAVY WEAPONS 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT +1 1 16-20 04
– SPACE

INTELLIGENCE: 11 ATTACKS
SKILL EXPERTISE / FOCUS
• EDUCATION +1 •• AR3000 (RANGED)
– LINGUISTICS Range M, 1+6, Burst, Unbalanced
– SCIENCE +2 1 Reloads 
• MECHANICS +2 2 •• GL3000 GRENADE LAUNCHER (RANGED)
• SURVIVAL Range M, Munition, As Grenade
– VACUUM Anti-personnel grenades 
• TREATMENT Incendiary grenades 
– MEDICINE •• CSA400 COMBAT SWORD (MELEE)
– PSYCHOTHERAPY 1+6, 1H, Parry 1
•• BATON (MELEE)
MENTAL STRENGTH: 9 1+3, 1H, Stun
SKILL EXPERTISE / FOCUS
• WILLPOWER
• MYSTICISM +2
EQUIPMENT & CYBERNETICS
Titanium-plated cybernetic arms, electric fists, artificial lungs, skeletal reinforcement,
PERSONALITY: 11 mitochondrial infusion, synth-blood transfusion, femoral enhancement, Subreal receptor,
SKILL EXPERTISE / FOCUS cellular link, weapon cyber-link, SARaH, EYE-Tronic (night vision), Mark 2 XLR8, utilitarian
• ANIMAL HANDLING military clothing in a Cybertronic style, basic jungle survival kit, basic repair kit, basic medkit,
• LIFESTYLE +1 mini-torch, AR3000 (+2 Reloads and a safe target system), CSA 400, anti-personnel grenades
• PERSUADE (5), incendiary grenades (5), experimental hacking device, ten Assets.
– COMMAND

PHYSIQUE: 11 CAREER PATH


SKILL EXPERTISE / FOCUS
Cybertronic, TIFF–SWI, Heritage World–Venus, MCR TIFF ×2, Enhanced Chasseur
• RESISTANCE

STRENGTH: 11 CITIZEN TALENT


SKILL EXPERTISE / FOCUS
Employee of Cybertronic
• ATHLETICS +2
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. LORI FAUST
TALENTS
•• GRACEFUL: Re-roll one d20 when making an Acrobatics test, but keep the new
result. BACKGROUND
•• SPIRITUAL UNDERSTANDING: Re-roll one d20 when making a Mysticism A former Bauhaus Blitzer, Lori was fatally wounded
test, but keep the new result. by a Dark Legion grenade and cut off from support.
•• SNIPER: Re-roll up to two  when attacking with Ranged Weapons, but keep the A Cybertronic patrol drove back the encroaching
new results. enemy, scraped her off the jungle floor and took her
•• CLEAR SHOT: Reduce the range penalty for firing at a range other than the to their field facility, where a Dr Diana clone carried
weapon’s optimal range by one, to a minimum of zero. out reconstructive surgery and replaced Lori’s lost
•• OPERATOR: Re-roll one d20 when making a Sciences test, but keep the new limbs with cybernetics.
result.
•• TECHNICIAN: Dark Symmetry Points paid to add additional dice to a Sciences Scrambled as it was, Lori’s memory underwent
test dealing with complex mathematics or physical sciences add two dice, instead of a mind-wipe to the point that little of her old self
one. remained, although the memories of her brush with
•• RESEARCHER: May substitute Sciences for any tests of Mechanics or the Legion were retained. She has since gone on to
Education. become one of Cybertronics’ best field soldiers, while
•• COMPTOGRAPHER 1: Reduce the difficulty of Sciences tests related to her hatred of the Dark Legion has led to her fostering
comptography by one step, to a minimum of one. an expertise in combating the forces of Darkness
•• STUBBORN: Re-roll one d20 when making a Willpower test, but keep the new across multiple arenas.
result.
•• IRREPRESSIBLE: Recover two Light or Mental Wounds for each Momentum
spent when taking the Shake It Off action.

DOOMTROOPER ABILITY
•• HATRED OF THE DARK: Both Cybertronic and Lori have honed her hatred
of the Darkness into an almost supernatural capability to inflict the utmost harm
against creatures of the Dark Legion. She benefits from one additional d20 to her test
when making an attack against creatures of Darkness, which includes any skill test
made to hack the systems of a Citadel. If this additional d20 results in a success, it
generates an additional point of Momentum.
VINCE DIAMOND All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.

ENHANCED CHASSEUR
(CYBERTRONIC TIFF) 1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 1
BONUS MELEE DAMAGE: +3
BONUS RANGE DAMAGE: +2
AGILITY: 8 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS +2 2 1 1
• CLOSE COMBAT 9-14
– UNARMED COMBAT  +2 1
• STEALTH
SOAK
TORSO
3
AWARENESS: 10
SKILL EXPERTISE / FOCUS
• OBSERVATION +2 15-17 18-20
– INSIGHT SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY 1 1
CO-ORDINATION: 9
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS  +2 1
20
19-20
DREAD 01

– HEAVY WEAPONS  +3 3 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT 16-20 04
– SPACE

INTELLIGENCE: 8 ATTACKS
SKILL EXPERTISE / FOCUS
• EDUCATION +1 •• SSW4200P (RANGED)
– LINGUISTICS Range L, 2+8, Automatic, Unwieldy, Armour Piercing 1, Spread 1
– SCIENCE +1 1 Reloads 
• MECHANICS •• TITANIUM COMBAT KNIFE (MELEE)
• SURVIVAL 1+6, 1H, Armour Piercing 1
– VACUUM
• TREATMENT
– MEDICINE
EQUIPMENT & CYBERNETICS
– PSYCHOTHERAPY Cybernetic arms and legs (coated with synthetic flesh), artificial organs, skeletal
reinforcement, mitochondrial infusion, synth-blood transfusion, Subreal receptor, cellular
MENTAL STRENGTH: 9 link, weapon cyber-link, compu-brain and DIANA, EYE-Tronic (night vision), Mark 2 XLR8,
SKILL EXPERTISE / FOCUS utilitarian military clothing in a Cybertronic style, basic repair kit, basic medkit, mini-torch,
• WILLPOWER +2 1 SSW4200P (+4 Reloads, a safe target system, a complex targeting computer, and a Guncam),
• MYSTICISM titanium knife, ten Assets.

PERSONALITY: 9 CAREER PATH


SKILL EXPERTISE / FOCUS
• ANIMAL HANDLING Cybertronic, TIFF–SWI, Heritage Foothold, MCR TIFF, APH TIFF, Enhanced Chasseur
• LIFESTYLE +1
• PERSUADE
– COMMAND +2 2 CITIZEN TALENT
PHYSIQUE: 11 Employee of Cybertronic

SKILL EXPERTISE / FOCUS


• RESISTANCE +3 3

STRENGTH: 13
SKILL EXPERTISE / FOCUS
• ATHLETICS +2 1
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. VINCE DIAMOND
TALENTS
•• RIGOROUS TRAINING 1: Generate one additional success on any Athletics
test that nets at least one success. BACKGROUND
•• PROFESSIONAL: Re-roll one d20 when making a Command test, but keep the The current Chasseur known as Vince Diamond is not
new result. only a poster celebrity for Cybertronic; he is also one
•• RAIN OF FIRE: Re-roll up to three  when using Heavy Weapons, but keep the of the deadliest soldiers to have been given life by
new results. Cybertronic’s enhancement program.
•• SMOOTH RELOAD: Use a Restricted Action to increase rate of fire and spend
one more Reload than normally allowed. Known as Victor Blain in his former life, he took
•• SUPPRESSIVE: When performing a Covering Fire action with a heavy weapon, pleasure in his role as a brutal and vicious enforcer for
increase the difficulty of attacks against the assisted character by two, instead of one. a Capitolian crime syndicate. Caught and convicted
•• GOOD IMPRESSION: Re-roll one d20 when making a Lifestyle test, but keep of multiple gangland slayings, he was given the
the new result. choice of death by firing squad or service in the
•• HARDY: Re-roll any dice that did not generate a success on an initial Resistance Freedom Brigades. He joined the Brigades.
test, but accept the new results.
•• JUST A SCRATCH: Regain an additional Light Wound when resting or After seven relentless years on the McCraig line,
recovering naturally. Blain finally met his end at the hands of the Dark
•• SHARP SENSES: Re-roll one d20 when making an Observation test, but keep Legion. Officially classified as deceased, his corpse
the new result. was interred and released from all indentured service.
•• MARTIAL ARTIST: Re-roll up to two  when making an Unarmed Attack, but Dr Diana, however, had found herself a perfect
keep the new results. specimen. Following successful resuscitation, Blain
•• AVOIDANCE: Substitute Unarmed Combat for Acrobatics when taking a Dodge was placed into the Diamond program and subjected
Response Action. to months of cybernetic surgery, implantation, and
brain augmentation until he was forged anew as

DOOMTROOPER ABILITY Vince. His former psychopathic homicidal tendencies


have been rewired and placed under tight control
•• DIAMOND CUT: Vince’ compu-brain is married to his SSW4200P more deeply so that they now only activate and focus on
than any other system has ever been integrated before. When making an attack with
relevant threats.
his SSW4200P, he may pay two Dark Symmetry Points to increase its Armour Piercing
quality to 2 and add the Dreadful quality.
CORAL BEACH All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.

ENHANCED CHASSEUR
(CYBERTRONIC TIFF) 1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 5
BONUS MELEE DAMAGE: +2
BONUS RANGE DAMAGE: +1
AGILITY: 9 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS +2 2 4 4
• CLOSE COMBAT  +3 3 9-14
– UNARMED COMBAT  +2 2
• STEALTH
SOAK
TORSO
5
AWARENESS: 9
SKILL EXPERTISE / FOCUS
• OBSERVATION +2 1 15-17 18-20
– INSIGHT SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY 4 4
CO-ORDINATION: 10
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS  +3 3
20
19-20
DREAD 01

– HEAVY WEAPONS 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT 16-20 04
– SPACE

INTELLIGENCE: 9 ATTACKS
SKILL EXPERTISE / FOCUS
• EDUCATION +1 •• PR4000 (RANGED)
– LINGUISTICS Range M, 1+7, Burst, 2H, Incendiary 2, Vicious 2
– SCIENCE Reloads 
• MECHANICS +2 •• P1000 (RANGED)
• SURVIVAL Range C, 1+4, Burst, 1H, Close Quarters
– VACUUM •• CSA400 SHOCKSWORD (MELEE)
• TREATMENT 1+6, 1H, Parry 1, Stun
– MEDICINE
– PSYCHOTHERAPY
EQUIPMENT & CYBERNETICS
MENTAL STRENGTH: 10 Cybernetic arms and legs, artificial organs, skeletal reinforcement, mitochondrial infusion,
SKILL EXPERTISE / FOCUS synth-blood transfusion, Subreal receptor, cellular link, weapon cyber-link, SARaH, EYE-
• MYSTICISM +2 Tronic (night vision), Mark 2 XLR8, utilitarian military clothing in a Cybertronic style, basic
• WILLPOWER +2 1 repair kit, basic medkit, mini-torch, PR4000 (+2 Reloads and a safe targeting system), P1000
(+2 Reloads and a safe targeting system), titanium combat knife, ten Assets.
PERSONALITY: 8
CAREER PATH
SKILL EXPERTISE / FOCUS
• ANIMAL HANDLING
• LIFESTYLE Cybertronic, TIFF–SWI, Luna, MCR TIFF, APH TIFF, Enhanced Chasseur
• PERSUADE +1 1
– COMMAND
CITIZEN TALENT
PHYSIQUE: 11 Employee of Cybertronic
SKILL EXPERTISE / FOCUS
• RESISTANCE +2 1

STRENGTH: 11
SKILL EXPERTISE / FOCUS
• ATHLETICS +1 1
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc. CORAL BEACH
TALENTS
•• RIGOROUS TRAINING 1: Generate one additional success on any Athletics
test that nets at least one success. BACKGROUND
•• LEVERAGE 1: Roll one additional d20 on tests to lift or move inanimate objects. Very little is known of the background of Coral Beach.
Ignore any Repercussion generated by this die. Some say he hailed from Bauhaus, others Capitol,
•• IRRESISTIBLE FORCE: Gain the Knockdown weapon quality on all melee but in truth, no one knows. Only two statements are
attacks. known to be fact where he is concerned: first, that
•• NO MERCY: Re-roll up to three  when making a close combat attack, but keep Coral Beach is not his birth name and, second, that
the new results. he left his original military career–wherever that took
•• DEFLECTION: Do not pay a Dark Symmetry point in order to take a Parry place–at the age of twenty-four to join Cybertronic’s
Response Action. Security, Warfare, and Intelligence Pillar.
•• RIPOSTE: After successfully executing a Parry Response Action, immediately pay
a Dark Symmetry point to make a melee attack against the parried foe. Throughout the years since, due to a hunger
•• SHARP SENSES: Re-roll one d20 when making an Observation test, but keep to upgrade as much as a necessity to replace
the new result. damaged limbs, Beach has undergone
•• SNIPER: Re-roll up to two  when making an attack with a ranged weapon, but cutting-edge cybernetic enhancement.
keep the new results. Although he is now more machine than man in
•• THROUGH AND THROUGH 1: The Secondary Target Momentum spend body, his brain–excepting a few reflexive and
only costs one Momentum when using Ranged Weapons. coordinative enhancements–is still almost entirely
•• CLEAR SHOT: Reduce the range penalty for firing at a range other than the human; Coral’s dry and crass sense of humour
weapon’s optimal range by one, to a minimum of zero. can seem jarringly at odds with his machine-like
appearance to those who first meet him. He joined

DOOMTROOPER ABILITY the Doomtroopers for no other reason than to test his
skills and enhancements.
•• PRECISION COORDINATION: Coral’s enhancements and re-wiring allow
him to coordinate his attacks to unparalleled levels when fighting with two weapons.
He may use the Swift Strike Momentum spend for free when dual-wielding, so
long as the second attack is made with the other weapon (see Mutant Chronicles
rulebook pg. 126). The attack made with the Swift Strike benefits from one additional
Momentum if successful.
VALERIE DUVAL All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.

ETOILES MORTANT
(BAUHAUS) 1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 0
BONUS MELEE DAMAGE: +2
BONUS RANGE DAMAGE: +1
AGILITY: 11 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS +2 2 2 2
• CLOSE COMBAT  +3 3 9-14
– UNARMED COMBAT
• STEALTH +4 3
SOAK
TORSO
3
AWARENESS: 10
SKILL EXPERTISE / FOCUS
• OBSERVATION +2 2 15-17 18-20
– INSIGHT SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY +1 1 1 1
CO-ORDINATION: 10
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS +3 3
20
19-20
DREAD 01

– HEAVY WEAPONS 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT 16-20 04
– SPACE

INTELLIGENCE: 9 ARMOR
SKILL EXPERTISE / FOCUS
• EDUCATION +2 •• ETOILES MORTANT BREASTPLATE: Lori wears the specialised armour
– LINGUISTICS that is unique to the Etoiles Mortant. See pg. @@.
– SCIENCE
• MECHANICS 
• SURVIVAL
+1 1
ATTACKS
– VACUUM •• P-60 PUNISHER (RANGED)
Range C, 1+6, Burst, Unbalanced, Close Quarters, Knockdown, Pious
• TREATMENT +1 1 Reloads 
– MEDICINE +1
– PSYCHOTHERAPY •• BLADED NIGHTSTICK–BATON (MELEE)
1+5, 1H, Parry 2, Pious, Stun

MENTAL STRENGTH: 10 •• BLADED NIGHTSTICK–BLADE (MELEE)


1+5, 1H, Armour Piercing 1, Parry 2, Pious
SKILL EXPERTISE / FOCUS
• MYSTICISM +2 1
• WILLPOWER +2 1 EQUIPMENT
Military dress uniform, basic medkit, climbing gear, mini-torch, P60 Punisher (+3 Reloads
PERSONALITY: 9 and silencer), 2× bladed nightstick, ten Assets.
SKILL EXPERTISE / FOCUS
• ANIMAL HANDLING
• LIFESTYLE +1 CAREER PATH
• PERSUADE Bauhaus, Nobility, Heritage World–Venus, Officer Training, Military (Hussar), Blitzer,
– COMMAND
Etoiles Mortant

PHYSIQUE: 10
SKILL
• RESISTANCE
EXPERTISE / FOCUS
+2
CITIZEN TALENT
Subject of Bauhaus

STRENGTH: 9
SKILL EXPERTISE / FOCUS
• ATHLETICS +2 1
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
VALERIE DUVAL
TALENTS
•• GRACEFUL: Re-roll one d20 when making an Acrobatics test, but keep the new
result. BACKGROUND
•• STRONG LEGS: Reduce the difficulty by one on Acrobatics tests to jump, As the daughter of a prominent Field Marshal, it
which may eliminate the need for a test. was almost preordained that Valerie would follow
•• FREE RUNNER: Ignore all effects of moving through difficult terrain, not the family’s long and honoured tradition of joining
including hazardous terrain. the Bauhaus military. Already able to push herself far
•• HARD TARGET 1: Acrobatics Focus is one higher when taking a Dodge beyond her limits thanks to her cruel and calculating
Response Action. father, she excelled beyond all expectations and
•• UNCANNY DODGE: Take Dodge Response Actions against any ranged became a member of the elite Etoiles Mortant.
attacks, including ones that might not be known about.
•• NO MERCY: Re-roll up to three  when making a close combat attack, but keep Across the years, Valerie has dispatched both human
the new results. and inhuman enemies with silent and merciless
•• SPECIALIST: Dark Symmetry Points paid to add additional dice when using grace. She honed her body and mind into an
One-Handed weapons add two dice, instead of one. instrument of assassination, but took to accepting
•• WEAPON MASTER: Each point of Momentum for Bonus Damage adds two missions that sought to remove the vile stain of the
damage, instead of one, when using One-Handed melee weapons. Dark Legion above anything else. Her outstanding
•• SPIRITUAL UNDERSTANDING: Re-roll one d20 when making a Mysticism successes against high-profile targets garnered the
test, but keep the new result. attention of the Cartel and led to an invitation to join
•• DARK KNOWLEDGE 1: Reduce the difficulty by one for any Mysticism test the Doomtroopers. Valerie accepted on the premise
made to identify a creature or power of Darkness. that she would be able to remain active as an Etoile
•• SNIPER: Re-roll up to two  when attacking with Ranged Weapons, but keep the Mortant, so she now divides her time between
new results. the affairs of both the Cartel and the Supreme
•• CLEAR SHOT: Reduce the range penalty for firing at a range other than the Ministry of Faith.
weapon’s optimal range by one, to a minimum of zero.
•• SCOUT: Re-roll one d20 when making a Stealth test, but keep the new result.
•• LIVING SHADOW: Add two d20s to the stealth pool when attempting to
remain unseen or unnoticed.

DOOMTROOPER ABILITY
•• DANCE OF THE DYING STARS: Valerie has mastered a unique martial
art that is taught only to the Etoiles Mortant. As a Restricted Action, she may attempt
a Challenging (D2) Willpower test to make use of this technique, which remains
in effect for up to one minute. If successful, she gains one rank of Supernatural
Agility for the duration. If the tactical rules are being used, this will also increase
her movement. As a one-time spend, she can use two Momentum to increase the
Supernatural Agility rank to two. As a further option, each Momentum spent will
increase the duration by one minute.
MAX STEINER All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.

VENUSIAN RANGER
(BAUHAUS) 1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 4
BONUS MELEE DAMAGE: +2
BONUS RANGE DAMAGE: +2
AGILITY: 9 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS +2 1 4 4
• CLOSE COMBAT +1 1 9-14
– UNARMED COMBAT
• STEALTH
SOAK
TORSO
5
AWARENESS: 10
SKILL EXPERTISE / FOCUS
• OBSERVATION +2 1 15-17 18-20
– INSIGHT SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY 4 4
CO-ORDINATION: 9
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS +3 3
20
19-20
DREAD 01

– HEAVY WEAPONS +4 3 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT +1 1 16-20 04
– SPACE

INTELLIGENCE: 8 ATTACKS
SKILL EXPERTISE / FOCUS
• EDUCATION +1 •• CA-138 DEATHLOCKDRUM (RANGED)
– LINGUISTICS Range M, 2+9, Automatic, Unwieldy, Armour Piercing 1, Spread 1
– SCIENCE Reloads 
• MECHANICS •• GRENADE LAUNCHER (RANGED)
• SURVIVAL  +2 1 Range M, Munition, As Grenade
– VACUUM Anti-personnel grenades 
• TREATMENT +1 1 Incendiary grenades 
– MEDICINE •• P-60 PUNISHER (RANGED)
– PSYCHOTHERAPY 1+6, Burst, Unbalanced, Close Quarters, Knockdown
•• COMBAT KNIFE (MELEE)
MENTAL STRENGTH: 9 1+5, 1H, Armour Piercing 1
SKILL EXPERTISE / FOCUS
• MYSTICISM
• WILLPOWER
+2
+2
2
1
EQUIPMENT
Military dress uniform, heavy cloak (camouflage kit), jungle survival kit, mini-torch, basic
PERSONALITY: 11 medkit, Deathlockdrum (+3 Reloads), anti-personnel grenades (5), anti-armour grenades
SKILL EXPERTISE / FOCUS (5), incendiary grenades (5), combat knife, ten Assets.
• ANIMAL HANDLING
• LIFESTYLE  +2
• PERSUADE +2 2 CAREER PATH
– COMMAND +3 3
Bauhaus, Nobility, Heritage World–Venus, Officer Training, Military (Dragoon),

PHYSIQUE: 10 Venusian Ranger

SKILL EXPERTISE / FOCUS


• RESISTANCE CITIZEN TALENT
STRENGTH: 10 Subject of Bauhaus

SKILL EXPERTISE / FOCUS


• ATHLETICS +2 1
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
MAX STEINER
TALENTS
•• RIGOROUS TRAINING 1: Generate one additional success on any Athletics
test that nets at least one success. BACKGROUND
•• PROFESSIONAL: Re-roll one d20 when making a Command test, but keep the The Steiner household are a small and affluent
new result. noble family that are held in high regard by all
•• FONT OF COURAGE 1: Reduce the difficulty of Willpower tests by one step the Great and Electoral Houses for their steadfast
for forces under his command. ability to remain impartial. A young and gregarious
•• RAIN OF FIRE: Re-roll up to four  when using Heavy Weapons, but keep the Max Steiner put this hard-earned reputation at risk
new results. thanks to numerous and oft-scandalous liaisons with
•• BIG BOOM 1: Successful heavy weapons attacks gain the Spread 1 quality (add many a noble lady, which led to his father delivering
this directly to the Spread quality if the weapon already possesses it). an ultimatum: cut out his antics and clean up his
•• FIRE FOR EFFECT: If a weapon possesses the Blast quality, he may pay one reputation, or lose his entire entitlement. His charm
Dark Symmetry Point to use this talent as a Standard Action against an enemy or and magnetism translated well to the military, where
group of enemies within a single zone. The attack becomes an opposed test using an officer draft eventually led to a commission with
Heavy Weapons against the target’s Willpower. If successful, no physical damage is the Venusian Rangers.
dealt, but one rank of Rattled is inflicted, plus one rank for each Momentum spent.
•• STEADY ARMS: Counts as being braced when firing a Deathlockdrum. Fierce battles against the Dark Legion under steaming
•• GOOD IMPRESSION: Re-roll one d20 when making a Lifestyle test, but keep jungle canopies and across frozen wastelands instilled
the new result. a healthy respect for everything that Bauhaus and
•• NETWORK 1: Reduce the difficulty by one whenever attempting to find a humanity were fighting to protect. His actions and
contact for assistance, which may eliminate the need for a test. leadership not only earned him a well-deserved
•• CHARISMATIC: +1 to his Influence. reputation as an inspiring hero, but also led to his
•• BEDROOM EYES: Dark Symmetry Points paid to add additional dice when father and superiors turning a blind eye towards his
attempting seduction add two dice, instead of one. antics when off the battlefield. Max readily accepted
•• SELF-SUFFICIENT: Re-roll one d20 when making a Survival test, but keep the the challenge when the Doomtroopers came calling,
new result. and not only because his latest dalliance had landed
•• TRACKER: Reduce the difficulty by one when tracking an opponent, which may him in hot water; he is truly dedicated to destroying
eliminate the need for a test. the Dark Legion and taking the
fight to them whenever and

DOOMTROOPER ABILITY wherever possible.

•• VAINGLORIOUS DETERMINATION: Not only has Max witnessed many


atrocities, but his pride and determination have kept him in the fight when others
have crumbled. He gains Soak 2 against any damage that targets his Mental
Wounds. Additionally, his Repercussion Range is always read from the line above
on the Dread Track.
CARL LIND All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.

HUSSAR (BAUHAUS)
1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 4
BONUS MELEE DAMAGE: +3
BONUS RANGE DAMAGE: +1
AGILITY: 8 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS 4 4
• CLOSE COMBAT +2 1 9-14
– UNARMED COMBAT
• STEALTH
SOAK
TORSO
5
AWARENESS: 9
SKILL EXPERTISE / FOCUS
• OBSERVATION +2 2 15-17 18-20
– INSIGHT +2 1 SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY 4 4
CO-ORDINATION: 9
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS  +4 3
20
19-20
DREAD 01

– HEAVY WEAPONS 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT +1 16-20 04
– SPACE

INTELLIGENCE: 10 ATTACKS
SKILL EXPERTISE / FOCUS
• EDUCATION +2 1 •• AG-17 PANZERKNACKER (RANGED)
– LINGUISTICS Range C, 1+6, Burst, 2H, Ammo (Armour Piercing 1, Spread 1)
– SCIENCE +2 2 Reloads 
• MECHANICS +3 3 •• GW-170 GRENADE LAUNCHER (RANGED)
• SURVIVAL +1 1 Range M, Munition, As Grenade
– VACUUM Anti-personnel grenades 
• TREATMENT +1 1 Incendiary grenades 
– MEDICINE •• COMBAT KNIFE (MELEE)
– PSYCHOTHERAPY 1+6, 1H, Armour Piercing 1

MENTAL STRENGTH: 11 EQUIPMENT


SKILL EXPERTISE / FOCUS
• MYSTICISM +2 1 Military dress uniform, jungle survival kit, mini-torch, basic medkit, CX-Multitool, advanced
• WILLPOWER +2 1 repair kit, AG-17 Panzerknacker (+4 Reloads), anti-personnel grenades (5), incendiary
grenades (5), combat knife, experimental hacking device, ten Assets.
PERSONALITY: 7
CAREER PATH
SKILL EXPERTISE / FOCUS
• ANIMAL HANDLING
• LIFESTYLE +1 1 Bauhaus, Nobility, Heritage World–Venus, Post Graduate Technical/Scientific, Military
• PERSUADE (Hussar) ×2
– COMMAND

PHYSIQUE: 12 CITIZEN TALENT


SKILL EXPERTISE / FOCUS
Subject of Bauhaus
• RESISTANCE +2

STRENGTH: 10
SKILL EXPERTISE / FOCUS
• ATHLETICS  +3 3
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
CARL LIND
TALENTS
•• RIGOROUS TRAINING 2: Generate two additional successes on any
Athletics test that nets at least one success. BACKGROUND
•• NATURAL ENGINEER: Re-roll one d20 when making a Mechanics test, but Born into the powerful House Philippe, the quiet
keep the new result. and unassuming Carl Lind often avoided using his
•• DESIGN SAVANT 1: When designing new or modifying existing equipment, family name as his size and strength already garnered
reduce the difficulty of the Mechanics test by one, which may eliminate the need for him more attention than he was comfortable with.
a test. He did, however, put his family’s electronic faculties
•• REPURPOSE DEVICE: Succeed at a Challenging (D2) Mechanics test to to good use from an early age, which led him to
adapt an existing piece of equipment and overcome a problem. The item is good for joining the tech-savants of the Order of the Devilcat
one use, plus one use per Momentum spent. The equipment is completely ruined at the age of sixteen. Continuing his preference for
once the final use has been completed.
avoiding the limelight, he shunned the opportunity
•• GREASEMONKEY: When attempting a repair, each point of Momentum spent to draw on his birth right to garner a position as an
reduces the repair time by two steps, rather than one.
officer and instead entered the military as a non-
•• SNIPER: Re-roll up to two  when attacking with Ranged Weapons, but keep the commissioned Hussar.
new results.
•• GUN IN HAND: Use a Response Action to attack someone that is attacking him. Fighting alongside his comrades in the heat of the
The base difficulty is Daunting (D3) and resolves before the enemy’s attack, which
jungle and the fellow members of his order on the
prevents their attack if it kills or incapacitates them.
Venusian communications networks, he waged a
•• SPEED LOADER: As a Restricted Action, spend one more Reload with a deadly war on two fronts, but never once wavered.
ranged weapon than would normally be allowed.
The more death and destruction he was subjected
•• DOUBLE TAP: Following an initial successful ranged attack, there is no increase to or misinformation and sabotage he exposed,
in difficulty for any subsequent attack performed as part of a Swift Strike.
the more determined he became to destroy the
•• OPERATOR: Re-roll one d20 when making a Sciences test, but keep the new Darkness. It took a while for them to trace him, but
result.
his extraordinary abilities on and off the battlefield
•• COMPTOGRAPHER 1: Reduce the difficulty of Sciences tests related to eventually drew the attention of the Cartel, who
comptography by one step, to a minimum of one.
wasted no time in offering Carl an opportunity to
•• STUBBORN: Re-roll one d20 when making a Willpower test, but keep the new test his unique skills in the very heart of his enemy’s
result.
stronghold. And the rest is history.

DOOMTROOPER ABILITY
•• SPECTRE OF THE DEVILCAT: Carl has become a master at hiding his
trail when accessing information systems and data networks, which seems to have
made him a ghost to the active systems of Citadels. Attempts to detect the intrusion
or pinpoint the location of an experimental hacking device used by Carl have their
difficulty increased by one, as do attacks or effects that target Carl from a Citadel or
any of its automated systems.
ANGELINA DRAKE All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.

MARTIAN BANSHEE
(CAPITOL) 1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 3
BONUS MELEE DAMAGE: +1
BONUS RANGE DAMAGE: +1
AGILITY: 10 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS  +3 3 3 3
• CLOSE COMBAT +2 1 9-14
– UNARMED COMBAT
• STEALTH
SOAK
TORSO
4
AWARENESS: 9
SKILL EXPERTISE / FOCUS
• OBSERVATION +2 1 15-17 18-20
– INSIGHT +1 1 SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY 2 2
CO-ORDINATION: 11
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS  +4 3
20
19-20
DREAD 01

– HEAVY WEAPONS 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT  +2 2 16-20 04
– SPACE

INTELLIGENCE: 10 ARMOR
SKILL EXPERTISE / FOCUS
• EDUCATION +1 •• PREDATOR MK. I ARMOUR: Incorporates a rocket pack (see Doomtrooper
Equipment, pg. @@) and jet boots (gain one bonus Momentum on all Acrobatics tests
– LINGUISTICS made to jump, leap, or avoid falling damage).
– SCIENCE +2 1
• MECHANICS +3 3
• SURVIVAL +1 ATTACKS
– VACUUM •• M516D (RANGED)
• TREATMENT +1 1 Range C, 1+6, Semi-Automatic, 2H, Knockdown, Spread 2
– MEDICINE Reloads 
– PSYCHOTHERAPY
•• P-60 PUNISHER (RANGED)
1+5, Burst, Unbalanced, Close Quarters, Knockdown
MENTAL STRENGTH: 10 Reloads 
SKILL EXPERTISE / FOCUS •• ANTI-ARMOUR GRENADES 
• MYSTICISM +2 1
•• COMBAT KNIFE (MELEE)
• WILLPOWER +2 2 1+4, 1H, Armour Piercing 1

PERSONALITY: 7 EQUIPMENT
SKILL EXPERTISE / FOCUS
• ANIMAL HANDLING Corporate quality military dress uniform, basic medkit, mini-torch, CX-Multitool, advanced
• LIFESTYLE repair kit, M516D (+3 Reloads), P-60 Punisher (+2 Reloads), anti-armour grenades (3),
• PERSUADE combat knife, experimental hacking device, ten Assets.
– COMMAND

PHYSIQUE: 10 CAREER PATH


SKILL EXPERTISE / FOCUS
Capitol, Working Class, Heritage World–Mars, Military Academy, Military (Airborne Cavalry),
• RESISTANCE +2
Martian Banshee

STRENGTH: 9
SKILL EXPERTISE / FOCUS CITIZEN TALENT
• ATHLETICS +2 1 Shareholder of Capitol
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
ANGELINA DRAKE
TALENTS
•• GRACEFUL: Re-roll one d20 when making an Acrobatics test, but keep the new
result. BACKGROUND
•• STRONG LEGS: Reduce the difficulty by one on Acrobatics tests to jump, A raid against the perceived corruption and
which may eliminate the need for a test. decadence of Capitol by Mishiman extremists struck
•• CATFALL 1: Reduce the distance fallen by three metres (one floor) when at the heart of San Dorado and robbed Angelina
calculating falling damage. Drake of her parents at an early age. Having delivered
•• ROLL WITH IT: Gain an additional 2 Soak after failing a Dodge Response a statement, the extremists also planted a seed of
Action against a melee attack, or a ranged attack with the Blast quality. vengeance. Though the terrible incident has never
•• NATURAL ENGINEER: Re-roll one d20 when making a Mechanics test, but been forgotten, life soon returned to normal, but for
keep the new result. Angelina, that tiny seed blossomed into a towering
•• SNAP DIAGNOSIS: Reduce the difficulty of Mechanics tests by one, which need for retribution of her own.
may eliminate the need for a test. When an Exploit Weakness action is taken, add
Armour Piercing 3 to her subsequent attack. As soon as she was able, she signed up for the Capitol
•• ACE: Re-roll one d20 when making a Pilot test, but keep the new result. Armed Forces, where her dedication and skill swiftly
•• PUSH THE ENVELOPE: Dark Symmetry Points paid to add additional dice led her to joining a unit that consider themselves the
when increasing the speed or performance of an airborne vehicle add two dice, sworn enemies of Mishima: the Martian Banshees.
instead of one. As the years passed and her enemies fled from her
•• SNIPER: Re-roll up to two  when attacking with Ranged Weapons, but keep the wrath, she would pause more often to consider her
new results. own cold and merciless reflection. Through months of
•• CLEAR SHOT: Reduce the range penalty for firing at a range other than the introspection, Angelina came to understand that her
weapon’s optimal range by one, to a minimum of zero. hatred was fulfilling the Dark Legion’s designs and
•• PRECISE TARGETING: The Called Shot Momentum spend shifts the hit pitting the corporations against each other. Worse
location by two, instead of one, when using ranged weapons. yet, her own hands had become responsible for new
•• OPERATOR: Re-roll one d20 when making a Sciences test, but keep the new generations of orphans whose sole objective would
result. also be an all-consuming revenge, thus perpetuating
•• COMPTOGRAPHER 1: Reduce the difficulty of Sciences tests related to a never-ending cycle. She could never reclaim her
comptography by one step, to a minimum of one. past nor forget the horrors she had witnessed, but
she could turn her awesome talents towards crushing

DOOMTROOPER ABILITY the true enemy of all humanity: the Dark Legion. The
Doomtroopers accepted her application and began
•• BANSHEE’S WAIL: Angelina has been trained to overwhelm an opponent honing her talents in a new direction.
within the initial exchanges of a battle through shock tactics and lightning strikes.
During the first and second rounds of a combat scene, she may spend two Dark
Symmetry Points to gain +2 damage to her successful attacks. Additionally, each
attack gains the Armour Piercing 1, Stun, and Vicious 1 qualities. This includes attacks
made against the systems of a Citadel.
MITCH HUNTER All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.

SEA LION (CAPITOL)


1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 0
BONUS MELEE DAMAGE: +2
BONUS RANGE DAMAGE: +1
AGILITY: 10 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS +2 2 2 2
• CLOSE COMBAT  +3 3 9-14
– UNARMED COMBAT
• STEALTH
SOAK
TORSO
2
AWARENESS: 9
SKILL EXPERTISE / FOCUS
• OBSERVATION +2 1 15-17 18-20
– INSIGHT SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY 1 1
CO-ORDINATION: 9
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS  +4
20
19-20
DREAD 01

– HEAVY WEAPONS 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT +1 1 16-20 04
– SPACE

INTELLIGENCE: 9 ATTACKS
SKILL EXPERTISE / FOCUS
• EDUCATION +1 1 •• M13 BOLTER (RANGED)
– LINGUISTICS Range C, 1+5, Semi-Automatic, Unbalanced, Armour Piercing 1, Close Quarters
– SCIENCE Reloads 
Anti-perspmmel Grenades 
• MECHANICS
Incendiary Grenades 
• SURVIVAL  +2 1
– VACUUM •• CAPITOL SWORD OF HONOUR (MELEE)
• TREATMENT +1 1+7, Unbalanced, Parry 2
– MEDICINE •• COMBAT KNIFE (MELEE)
– PSYCHOTHERAPY 1+5, 1H, Armour Piercing 1

MENTAL STRENGTH: 10 EQUIPMENT


SKILL EXPERTISE / FOCUS
• MYSTICISM +1 1 Military dress uniform, jungle survival kit, mini-torch, basic medkit, M13 Bolter ×2 (+4
• WILLPOWER +3 3 Reloads and laser sight for each), anti-personnel grenades (3), incendiary grenades (5),
Capitol sword of honour, combat knife, ten Assets.
PERSONALITY: 9
CAREER PATH
SKILL EXPERTISE / FOCUS
• ANIMAL HANDLING
• LIFESTYLE +2 Capitol, Unemployed Underclass, Heritage World–Mars, Teenage Draft, Military
• PERSUADE +2 (Basic), Sea Lion
– COMMAND +2 2

PHYSIQUE: 10 CITIZEN TALENT


SKILL EXPERTISE / FOCUS
Shareholder of Capitol
• RESISTANCE +2 1

STRENGTH: 10
SKILL EXPERTISE / FOCUS
• ATHLETICS +2 1
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
MITCH HUNTER
TALENTS
•• RIGOROUS TRAINING 1: Generate one additional success on any Athletics
test that nets at least one success. BACKGROUND
•• STRONG SWIMMER 1: Reduce the difficulty of any swimming test by one, Mitch survived the mean streets of San Dorado by
which may eliminate the need for a test. learning how to handle himself from a very young
•• PROFESSIONAL: Re-roll one d20 when making a Command test, but keep the age. By the time he hit his teens, he had become
new result. embroiled in gang activity that ultimately led to
•• AIR OF AUTHORITY: Pay one Dark Symmetry Point to draw the attention of him being detained. The arresting officer sensed
a large group, who stop what they are doing for the duration of a brief monologue. something different in Mitch; a deep passion for
Requires a Command test with a difficulty equal to the number of NPCs if used in life and a potential for greatness. He convinced the
combat. If successful, they are distracted and may not act against Mitch until after his impressionable teenager to enrol in a cadet program,
next turn. Other actions attempted by the NPCs have their difficulty increased by one
and from there on Mitch never looked back.
during this time.
•• COMMANDING PRESENCE 1: Reduce the difficulty of Command tests
Through sheer luck, gritty determination, and fearless
by one, which may eliminate the need for a test.
bravado, he rocketed his way up the military ladder
•• NO MERCY: Re-roll up to four  when making a close combat attack, but keep
and earned a place amongst the elite Sea Lions. His
the new results.
legend grew with every battle that took place and
•• DEFLECTION: Do not pay a Dark Symmetry point in order to take a Parry
promotion followed promotion until Colonel Mitch
Response Action.
Hunter’s name became known all over the solar
•• RIPOSTE: After successfully executing a Parry Response Action, immediately pay
system. He became Capitol’s military superstar and
a Dark Symmetry point to make a melee attack against the parried foe.
their living embodiment of each shareholder’s ability
•• REFLEXIVE BLOCK: Substitute Close Combat for Acrobatics any time he
to succeed no matter their start in life. Along the
attempts a Dodge Response Action.
way, Mitch learned that his accolades meant little
•• SNIPER: Re-roll up to two  when attacking with Ranged Weapons, but keep the
in comparison to the implacable threat of the Dark
new results.
Legion, so he joined the Doomtroopers in order to
•• THROUGH AND THROUGH 2: The Secondary Target Momentum spend
take the fight to the very doorstep of the Nepharites
only costs one Momentum when using ranged weapons. Further, he may select two
additional Secondary Targets with each use. and Apostles. If there is anyone who can give the
Darkness a bloody nose and swagger out alive with a
•• SCOUT: Re-roll one d20 when making a Stealth test, but keep the new result.
smirk on his face, it is Mitch Hunter!

DOOMTROOPER ABILITY
•• HERO’S FORTUNE
No matter the situation he finds himself in, Mitch always walks out with a sardonic
smile and barely a scratch. He begins each session of play with four Chronicle Points.
BIG BOB WATTS All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.

FREE MARINE
(CAPITOL) 1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 0
BONUS MELEE DAMAGE: +3
BONUS RANGE DAMAGE: +2
AGILITY: 9 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS 2 2
• CLOSE COMBAT +2 1 9-14
– UNARMED COMBAT
• STEALTH
SOAK
TORSO
3
AWARENESS: 9
SKILL EXPERTISE / FOCUS
• OBSERVATION +2 1 15-17 18-20
– INSIGHT +1 1 SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY +1 2 2
CO-ORDINATION: 9
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS  +2 2
20
19-20
DREAD 01

– HEAVY WEAPONS  +4 3 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT +1 16-20 04
– SPACE

INTELLIGENCE: 9 ATTACKS
SKILL EXPERTISE / FOCUS
• EDUCATION •• ATLAS MEGACANNON (RANGED)
– LINGUISTICS Range M, 2+9, Automatic, Unwieldy, Armour Piercing 1, Spread 3, Vicious 1
– SCIENCE Reloads 
Anti-perspmmel Grenades 
• MECHANICS +2
• SURVIVAL +2 1 •• BIG BOB’S RIG: Big Bob’s unique Atlas Rig (see pg. @@) has been further
– VACUUM modified to take advantage of his superior strength. Power-assisted load-bearing
• TREATMENT +1 1 and counterbalance engineering reduce the weight of each weapon to one-third
normal when fitted with two autocannons (rounding up). The weight of the rig itself
– MEDICINE
is increased to ten and the number of Reloads to five. This allows Bob to mount and
– PSYCHOTHERAPY wield two Atlas Megacannons in battle and remain lightly encumbered.

MENTAL STRENGTH: 10 EQUIPMENT


SKILL EXPERTISE / FOCUS
• MYSTICISM +2 1 Military dress uniform, mini-torch, basic medkit, 2× Atlas Megacannon (+5 Reloads), Big
• WILLPOWER +2 2 Bob’s Atlas Rig, anti-personnel grenades (3), combat knife, ten Assets.

PERSONALITY: 9 CAREER PATH


SKILL EXPERTISE / FOCUS
• ANIMAL HANDLING Capitol (Criminal), Unemployed Underclass, Heritage World–Mars, Grew Up on the Streets,
• LIFESTYLE Military (Basic), Heavy Infantry, Free Marine
• PERSUADE
– COMMAND +2
CITIZEN TALENT
PHYSIQUE: 10 Shareholder of Capitol
SKILL EXPERTISE / FOCUS
• RESISTANCE +3 3

STRENGTH: 12
SKILL EXPERTISE / FOCUS
• ATHLETICS  +3 3
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
BIG BOB WATTS
TALENTS
•• RIGOROUS TRAINING 2
Generate two additional successes on any Athletics test that nets at least one BACKGROUND
success. Brought up in The Sprawl, the bleak DMZ just outside
•• LEVERAGE 1 of San Dorado’s walls, Big Bob Watts dragged himself
Roll one additional d20 on tests to lift or move inanimate objects. Ignore any free on his eighteenth birthday to join Capitol’s 53rd
Repercussion generated by this die. Heavy Infantry unit, the Heartbreakers, and never
•• RAIN OF FIRE looked back. After six years of service that brought
Re-roll up to four  when using Heavy Weapons, but keep the new results. Bob commendations for bravery and valour, his
•• BIG BOOM 1 squad found itself squaring off against a full host
Successful heavy weapons attacks gain the Spread 1 quality (add this directly to the of Dark Legion creatures in the Martian desert. The
Spread quality if the weapon already possesses it).
bungled orders of the 53rd’s commander–a weak
•• FIRE FOR EFFECT man who held his position thanks to politics more
If a weapon possesses the Blast quality, he may pay one Dark Symmetry Point to
than anything else–led to the devastation of almost
use this talent as a Standard Action against an enemy or group of enemies within a
single zone. The attack becomes an opposed test using Heavy Weapons against the the entire company. Enraged and grief-stricken,
target’s Willpower. If successful, no physical damage is dealt, but one rank of Rattled Watts beat the Major to within an inch of his life.
is inflicted, plus one rank for each Momentum spent.
•• BOOYA! When they finally cleared the shrapnel, the inquest
Spend a Chronicle Point when firing an Autocannon to prevent the target from taking found that Sergeant Watt’s assault had actually saved
a Dodge Response Action. the Heartbreakers from total destruction, however,
•• SNIPER they could not allow an assault on an officer to go
Re-roll up to two  when attacking with Ranged Weapons, but keep the new results. unpunished. Bob was offered a lifeline in the form
•• CLEAR SHOT of the Free Marines. He gleefully accepted the
Reduce the range penalty for firing at a range other than the weapon’s optimal range ‘punishment’ and the opportunity to once again fight
by one, to a minimum of zero.
against Capitol’s enemies. Although he has since
•• HARDY earned a pardon for his crime and now serves with
Re-roll any dice that did not generate a success on an initial Resistance test, but
the Doomtroopers, Bob will always consider himself
accept the new results.
an active member of the Free Marines.
•• JUST A SCRATCH
Regain an additional Light Wound when resting or recovering naturally.
•• RUB SOME DIRT ON IT
Reduce the difficulty by one when attempting to recover from a temporary status
effect, to a minimum of one.
•• STUBBORN
Re-roll one d20 when making a Willpower test, but keep the new result.

DOOMTROOPER ABILITY
•• THE CHOPPER EFFECT: Big Bob can cause serious mayhem when stalking
into battle with his Atlas Rig. When Bob successfully attacks a target behind Cover
with both Atlas Megacannons in a single round, he may choose to spend one Reload.
If he does so, the Cover is destroyed if Light, or has its Soak value halved if Heavy
(which may reduce it to Light Cover). The Reload to create this effect can be spent in
addition to any other Reloads that Bob has spent.
SEAN GALLAGHER All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.

WOLFBANE COMMANDO
(IMPERIAL) 1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 0
BONUS MELEE DAMAGE: +2
BONUS RANGE DAMAGE: +1
AGILITY: 10 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS  +2 2 3 3
• CLOSE COMBAT  +4 3 9-14
– UNARMED COMBAT
• STEALTH +1
SOAK
TORSO
4
AWARENESS: 9
SKILL EXPERTISE / FOCUS
• OBSERVATION +2 1 15-17 18-20
– INSIGHT SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY 3 3
CO-ORDINATION: 9
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS  +3 3
20
19-20
DREAD 01

– HEAVY WEAPONS 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT +1 16-20 04
– SPACE

INTELLIGENCE: 8 ATTACKS
SKILL EXPERTISE / FOCUS
• EDUCATION +1 •• MK. XIV AGGRESSOR (RANGED)
– LINGUISTICS Range C, 1+5, Burst, Unbalanced, Close Quarters
– SCIENCE Reloads 
• MECHANICS +2 •• GALLAGHER CLAYMORE (MELEE)
• SURVIVAL 2+8, 2H, Parry 2, Pious 4
– VACUUM •• GALLAGHER RELIC BLADE
• TREATMENT The claymore that Sean wields is the ancestral weapon of the Gallagher heirs. If the
– MEDICINE Imperial Sourcebook is available, it has been inscribed with the following runes:
– PSYCHOTHERAPY Beith, Dair, Gort, Luis, Muin, Sail, and Tinne. It also increases his Corruption Soak to 4.

MENTAL STRENGTH: 10 EQUIPMENT


SKILL EXPERTISE / FOCUS
• MYSTICISM +2 2 Military dress uniform, basic medkit, mini-torch, Wolfbane cloak, Mk. XIV Aggressor (+3
• WILLPOWER +3 3 Reloads), Gallagher Claymore, ten Assets

PERSONALITY: 10 CAREER PATH


SKILL EXPERTISE / FOCUS
• ANIMAL HANDLING Imperial, Upper, Sequestered–Keep Gladius, Paxton, Military (Clan Regimental [Vengeance
• LIFESTYLE +1 Company]), Military (Wolfbairn), Wolfbane Commando
• PERSUADE +1
– COMMAND +2 1
CITIZEN TALENT
PHYSIQUE: 10 Kinsman of Imperial
SKILL EXPERTISE / FOCUS
• RESISTANCE +2

STRENGTH: 10
SKILL EXPERTISE / FOCUS
• ATHLETICS +1 1
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
SEAN GALLAGHER
TALENTS
•• GRACEFUL: Re-roll one d20 when making an Acrobatics test, but keep the new
result. BACKGROUND
•• HARD TARGET 1: Acrobatics Focus is one higher when taking a Dodge The Gallaghers were once renowned as the most
Response Action. prolific and proficient of swordsmiths within the entire
•• UNCANNY DODGE: Take Dodge Response Actions against any ranged solar system. Their smiths were masters of the runic
attacks, including ones that might not be known about. arts and their blades were cherished as weapons of
•• RIGOROUS TRAINING 1: Generate one additional success on any Athletics war that cleave aside the Darkness. That all changed
test that nets at least one success. following a brutal raid on their ancestral homeland that
•• PROFESSIONAL: Re-roll one d20 when making a Command test, but keep the wiped out almost the entire clan, save one. Sean is the
new result. sole surviving member of the Gallagher Clan, Baron
•• NO MERCY: Re-roll up to six  when making a close combat attack, but keep the of a dead rock, and master of all the clan’s holdings.
new results.
•• DEFLECTION: Do not pay a Dark Symmetry point in order to take a Parry Spurning his family’s insistence that he become a
Response Action. smith, Sean trained since childhood to become a
•• RIPOSTE: After successfully executing a Parry Response Action, immediately pay warrior. It was this point of contention that had kept
a Dark Symmetry point to make a melee attack against the parried foe. him away from the family home when the massacre
•• REFLEXIVE BLOCK: Substitute Close Combat for Acrobatics any time he happened. Alone, bereft, and tormented by guilt,
attempts a Dodge Response Action. he joined the Wolfbanes, where his leadership,
•• SPECIALIST: Dark Symmetry Points paid to add additional dice when using ferociousness, combat skill and tactical acumen soon
Two-Handed weapons add two dice, instead of one. became legendary. He was recently accepted into the
•• WEAPON MASTER: Each point of Momentum for Bonus Damage adds two Doomtroopers and has taken to volunteering for the
damage, instead of one, when using Two-Handed melee weapons. most dangerous of already perilous missions. Rumours
•• SPIRITUAL UNDERSTANDING: Re-roll one d20 when making a Mysticism have always been rife that the Dark Legion were behind
test, but keep the new result. the annihilation of his clan; some now say that Sean has
•• DARK KNOWLEDGE 1: Reduce the difficulty by one for any Mysticism test uncovered the name of the
made to identify a creature or power of Darkness. very Nepharite that ordered
•• SNIPER: Re-roll up to two  when attacking with Ranged Weapons, but keep the it and is carving his way
new results. through their ranks in
•• CLEAR SHOT: Reduce the range penalty for firing at a range other than the search of ultimate
weapon’s optimal range by one, to a minimum of zero. vengeance.
•• STUBBORN: Re-roll one d20 when making a Willpower test, but keep the new
result.

DOOMTROOPER ABILITY
•• THE CHOPPER EFFECT: Fury of the Clansmen: Sean can draw upon his
guilt and anger to enter a berserk fury. By paying two or more Dark Symmetry Points,
he enters a rage and gains two additional Momentum on each successful melee
attack. The rage last for a number of rounds equal to the number of Dark Symmetry
Points paid. He cannot fire any ranged weapons whilst in this state, though he may
still make improvised ranged attacks.
EDWARD MURDOCH All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.

GOLDEN LION
(IMPERIAL) 1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 4
BONUS MELEE DAMAGE: +4
BONUS RANGE DAMAGE: +3
AGILITY: 9 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS 5 5
• CLOSE COMBAT +2 1 9-14
– UNARMED COMBAT +3 +3
• STEALTH
SOAK
TORSO
4
AWARENESS: 12
SKILL EXPERTISE / FOCUS
• OBSERVATION +2 2 15-17 18-20
– INSIGHT SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY 4 4
CO-ORDINATION: 10
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS +4 3
20
19-20
DREAD 01

– HEAVY WEAPONS +1 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT  +1 16-20 04
– SPACE

INTELLIGENCE: 8 ATTACKS
SKILL EXPERTISE / FOCUS
• EDUCATION +1 •• MK. IVP PLASMA INTRUDER (RANGED)
– LINGUISTICS Range C, 1+7, Burst, 2H, Ammo (Blast [Close], Vicious 1)
– SCIENCE Reloads 
• MECHANICS +2 •• MK. XIII PLASMA ENRAGER (RANGED):
• SURVIVAL +2 Range C, 1+7, Burst, Unbalanced, Ammo (Blast [Close], Vicious 1), Spread 1
– VACUUM Reloads 
• TREATMENT •• COMBAT KNIFE (MELEE)
– MEDICINE 1+6, Armour Piercing 1
– PSYCHOTHERAPY

MENTAL STRENGTH: 8 EQUIPMENT


SKILL EXPERTISE / FOCUS Military dress uniform, mini-torch, basic medkit, Mk. XIVP Plasma Intruder (+4 Reloads), Mk.
• MYSTICISM +1 1 XIII Plasma Enrager (+2 Reloads), anti-personnel grenades (3), combat knife, ten Assets.
• WILLPOWER  +3 3

PERSONALITY: 8 CAREER PATH


SKILL EXPERTISE / FOCUS Imperial, Working Lower, Foothold–Fukido, Paxton, Military (Basic), Golden Lion
• ANIMAL HANDLING
• LIFESTYLE
• PERSUADE +1 CITIZEN TALENT
– COMMAND +2 1 Kinsman of Imperial

PHYSIQUE: 9
SKILL EXPERTISE / FOCUS
• RESISTANCE +2 2

STRENGTH: 9
SKILL EXPERTISE / FOCUS
• ATHLETICS +1 1
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
EDWARD MURDOCH
TALENTS
•• RIGOROUS TRAINING 1: Generate one additional success on any Athletics
test that nets at least one success. BACKGROUND
•• SPIRITUAL UNDERSTANDING: Re-roll one d20 when making a Mysticism Although he bears the Murdoch name with dignity
test, but keep the new result. and pride, familial misfortune meant that Edward
•• SHARP SENSES: Re-roll one d20 when making an Observation test, but keep grew up on the fast-paced mean streets of Fukido.
the new result. He fought for respect from an early age and added
•• SNIPER: Re-roll up to seven  when attacking with Ranged Weapons, but keep fear to a list of swear words that would have no place
the new results. in his vocabulary. Always aiming to be part of the
•• GUN IN HAND: Use a Response Action to attack someone that is attacking him. military, he earned a place at the prestigious Paxton
The base difficulty is Daunting (D3) and resolves before the enemy’s attack, which Military Academy and garnered the attention of the
prevents their attack if it kills or incapacitates them. Golden Lions whilst there. He was asked to join the
•• SPEED LOADER: As a Restricted Action, spend one more Reload with a Murdoch clan’s clandestine special forces unit not
ranged weapon than would normally be allowed. long after his induction into the Imperial Defence
•• DOUBLE TAP: Following an initial successful ranged attack, there is no increase Forces and readily accepted.
in difficulty for any subsequent attack performed as part of a Swift Strike.
•• THROUGH AND THROUGH 2: The Secondary Target Momentum spend Edward took part in dozens of covert operations,
only costs one Momentum when using ranged weapons. Further, he may select two rose through the ranks to command his own team,
additional Secondary Targets with each use. and eventually became a training instructor for
•• CLEAR SHOT: Reduce the range penalty for firing at a range other than the rookie Lions, though this came to an end when the
weapon’s optimal range by one, to a minimum of zero. head of the clan requested that he apply for the
•• PRECISE TARGETING: The Called Shot Momentum spend shifts the hit Doomtroopers. Edward would have preferred to have
location by two, instead of one, when using ranged weapons. stayed with his beloved unit, but understood that it
•• MARTIAL ARTIST: Re-roll up to two  when making an Unarmed Attack, but was an order rather than a suggestion. The Murdoch
keep the new results. clan had decided that they needed more insight into
•• BLOCK THE ARM: Using Unarmed Combat, he can attempt to parry even the operations of the Doomtroopers. Enlisting one
when not holding a close combat weapon. of their favoured sons would also curry favour with
•• STUBBORN: Re-roll one d20 when making a Willpower test, but keep the new the Cartel and the Brotherhood. Politics. Although
result. he reluctantly accepted, he now relishes taking the
•• IRREPRESSIBLE: Recover two Light or Mental Wounds for each Momentum fight to the Darkness and giving the Dark Legion a
spent when taking the Shake It Off action. bloody nose beside his
•• COURAGEOUS 1: Reduce the difficulty by one step when attempting a fellow Doomtroopers.
Willpower test due to exposure to a traumatic event, which may eliminate the need
for a test.

DOOMTROOPER ABILITY
•• MAD MURDOCH’S ENCOURAGEMENT: Despite humble beginnings,
Edward’s implacable and irrepressible nature have allowed him to rise above his
peers. These characteristics have translated into an ability to draw the very
best out of his comrades and recruits. He gains Soak 1 against any attacks that
target his Mental Wounds. Additionally, he may pay one Dark Symmetry Point
as a Restricted Action to shout encouragement or bolster the nerve of nearby
comrades. If he does so, friendly characters within Close range (6 squares)
benefit from Murdoch’s Irrepressible talent if they take a Shake It Off action
during their next turn.
SELINA KINGSFIELD All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.

BLOOD BERET
(IMPERIAL) 1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 4
BONUS MELEE DAMAGE: +1
BONUS RANGE DAMAGE: +2
AGILITY: 9 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS +1 4 4
• CLOSE COMBAT +2 1 9-14
– UNARMED COMBAT
• STEALTH  +3 3
SOAK
TORSO
5
AWARENESS: 10
SKILL EXPERTISE / FOCUS
• OBSERVATION +2 2 15-17 18-20
– INSIGHT SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY 4 4
CO-ORDINATION: 9
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS  +4 3
20
19-20
DREAD 01

– HEAVY WEAPONS +2 2 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT +1 16-20 04
– SPACE

INTELLIGENCE: 10 ARMOR
SKILL EXPERTISE / FOCUS
• EDUCATION +1 •• POWER ASSISTED: Mk. V armour is power assisted, granting one bonus
– LINGUISTICS Momentum on all strength-based tests and having zero encumbrance whilst the suit
– SCIENCE +2 is active. Additionally, melee damage bonus increases by 2 (already included in
profile), but the difficulty of Acrobatics and Stealth tests is increased by one.
• MECHANICS +3 3
• SURVIVAL  +2 1 •• STABLE PLATFORM: Mk V armour means she is always considered Braced
– VACUUM when using Unwieldy weapons and may use 2H or Unbalanced weapons one-handed
• TREATMENT without penalty
– MEDICINE
– PSYCHOTHERAPY ATTACKS
•• GEHENNA PUKER (RANGED)
MENTAL STRENGTH: 11 Range C, 2+8, Munition, Unwieldy, Incendiary 4, Torrent 1, Vicious 1
SKILL EXPERTISE / FOCUS Reloads 
• MYSTICISM +1 1 •• MK. XIV AGGRESSOR (RANGED)
• WILLPOWER +1 1 Range C, 1+6, Burst, Unbalanced, Close Quarters
Reloads 
PERSONALITY: 8 •• COMBAT KNIFE (MELEE)
SKILL EXPERTISE / FOCUS 1H, 1+4, Armour Piercing 1
• ANIMAL HANDLING
• LIFESTYLE
• PERSUADE EQUIPMENT
– COMMAND Military dress uniform, mini-torch, basic medkit, basic repair kit, Gehenna Puker (+2 Reloads),
Mk. XIV Aggressor (+2 Reloads), combat knife, experimental hacking device, ten Assets.
PHYSIQUE: 10
SKILL EXPERTISE / FOCUS
• RESISTANCE +1 1 CAREER PATH
STRENGTH: 9 Imperial, Working Lower, Heritage Foothold–Mckenzie Base (Venus), New Bristol, Military
(Basic), Blood Berets
SKILL EXPERTISE / FOCUS
• ATHLETICS +2
CITIZEN TALENT
Kinsman of Imperial
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
SELINA KINGSFIELD
TALENTS
•• GRACEFUL: Re-roll one d20 when making an Acrobatics test, but keep the new
result. BACKGROUND
•• FREE RUNNER: Ignore all effects of moving through difficult terrain, not Living with the stigma of the Kingsfield name
including hazardous terrain. eventually forces most who do so onto a path that
•• RAIN OF FIRE: Re-roll up to three  when using Heavy Weapons, but keep the perpetuates their reputation. Selina, however, was
new results. cut from a different cloth and vowed to alter people’s
•• BIG BOOM 2: Successful heavy weapons attacks gain the Spread 1 quality (add perception of her clan from the moment she first
this directly to the Spread quality if the weapon already possesses it). gained an understanding of why doors were so
•• NATURAL ENGINEER: Re-roll one d20 when making a Mechanics test, but often closed to her. Seeking honour, renown, and an
keep the new result. opportunity to prove her clan’s worth, Selina signed
•• SHARP SENSES: Re-roll one d20 when making an Observation test, but keep up for the Imperial Defence Forces. She was hustled
the new result. through basic training and sent to the trenches.
•• QUICK SURVEY: Spend one Momentum to recognise the reason an
Observation test was made. If made prior to combat, add one d20 to any skill test Hardened by her experiences there, Selina’s fortune
made during the first turn (at no additional Dark Symmetry point cost). finally changed at the age of twenty-two following
•• BATTLEFIELD PERCEPTION: Make an Average (D1) Observation test as a a commendation for almost single-handedly saving
Restricted Action during combat. Success allows her to determine the severity of her her squad from a rampaging Razide. The Blood
opponent’s wounds. Each Momentum allows her to know remaining Light Wounds on Berets sent her a personal invitation to try out
a location of her choice.
for membership of their unit. She accepted the
•• FIND THE WEAK SPOT: Make an Average (D1) Observation test as a challenge and gained the honour of wearing the
Restricted Action during combat. If she succeeds and immediately makes an attack,
claret barely breaking a sweat. After four years of
apply additional damage dice equal to her Observation focus level to the attack’s
result. facing down the Dark Legion across all manner of
drop zones, she was asked to represent the Blood
•• SNIPER: Re-roll up to two  when attacking with Ranged Weapons, but keep the
new results. Berets amongst the Doomtroopers. Selina seized the
opportunity to finally prove that being a Kingsfield
•• CLEAR SHOT: Reduce the range penalty for firing at a range other than the
weapon’s optimal range by one, to a minimum of zero. does not always warrant a hallmark of corruption and
bitter disappointment. As with all of the challenges
•• JUST A SCRATCH: Regain an additional Light Wound when resting or
recovering naturally. placed before her, she has taken to the experimental
technology with a taciturn stoicism that has seen
•• RUB SOME DIRT ON IT: Reduce the difficulty by one when attempting to
recover from a temporary status effect, to a minimum of one. her make great strides towards mastering the art of
stealing in to peel open a Citadel’s defences. Selina
•• STUBBORN: Re-roll one d20 when making a Willpower test, but keep the new
result. picks up her Gehenna Puker to melt anything she is
unable to hack into.

DOOMTROOPER ABILITY
•• DOOM OF THE KINGSFIELDS: Doom and dishonour have followed the
Kingfield’s ever since their foiled attempt at seizing power, though Selina’s good
heart seems to have turned this against her foes. When using her Find the Weak
Spot talent, she may pay X Dark Symmetry points, where X is equal to her current
Observation focus. If she does so, her Observation focus is doubled for the purposes
of the subsequent attack. Additionally, Selina may apply her Observation talents to
any tests taken against a Citadel’s defence systems.
TATSU All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.

RONIN
SAMURAI (MISHIMA) 1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 0
BONUS MELEE DAMAGE: +1
BONUS RANGE DAMAGE: +3
AGILITY: 9 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS +2 2 2 2
• CLOSE COMBAT +3 9-14
– UNARMED COMBAT
• STEALTH  +2 2
SOAK
TORSO
3
AWARENESS: 12
SKILL EXPERTISE / FOCUS
• OBSERVATION +2 2 15-17 18-20
– INSIGHT SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY 2 2
CO-ORDINATION: 10
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS  +5 4
20
19-20
DREAD 01

– HEAVY WEAPONS 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT 16-20 04
– SPACE

INTELLIGENCE: 8 ATTACKS
SKILL EXPERTISE / FOCUS
• EDUCATION +1 •• NO. 11 KENSAI (RANGED)
– LINGUISTICS Range M, 1+8, Automatic, 2H, Spread 1
– SCIENCE Reloads 
• MECHANICS •• KATANA (MELEE)
• SURVIVAL  +2 1 1+6, Unbalanced, Parry 1
– VACUUM •• WAKIZASHI (MELEE)
• TREATMENT 1+5, 1H, Parry 1
– MEDICINE
– PSYCHOTHERAPY
EQUIPMENT
MENTAL STRENGTH: 7 Good quality kimono, ballistic nylon training suit, shinken, urban survival kit, basic medkit,
SKILL EXPERTISE / FOCUS mini-torch, No. 11 Kensai (+3 Reloads), Daisho (katana and wakizashi), ten Assets.
• MYSTICISM +1 1
• WILLPOWER +2 1
CAREER PATH
PERSONALITY: 8 Mishima, Samurai (Low Shareholder), Heritage Foothold–Mars, Bushido Training, Military
SKILL EXPERTISE / FOCUS (Bushi), Hatamoto, Ronin
• ANIMAL HANDLING
• LIFESTYLE
• PERSUADE +1 CITIZEN TALENT
– COMMAND +1 1 Vassal of Mishima

PHYSIQUE: 10
SKILL EXPERTISE / FOCUS
• RESISTANCE +2 1

STRENGTH: 9
SKILL EXPERTISE / FOCUS
• ATHLETICS +2
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
TATSU
TALENTS
•• GRACEFUL: Re-roll one d20 when making an Acrobatics test, but keep the new
result. BACKGROUND
•• RIGOROUS TRAINING 1: Generate one additional success on any Athletics Once part of the Kojo keiretsu on Mars, this former
test that nets at least one success. Samurai lost everything following his master’s
•• PROFESSIONAL: Re-roll one d20 when making a Command test, but keep the botched attempt at a hostile takeover of a Capitol
new result. subsidiary. Tatsu was the sole survivor of his unit and
•• NO MERCY: Re-roll up to three  when making a close combat attack, but keep his house. Badly beaten, abused, and now Ronin,
the new results. he sunk into a morbid cycle of blood and sake as
•• SPECIALIST: Dark Symmetry Points paid to add additional dice when using he struggled to cope with his altered fortunes. His
Unbalanced weapons add two dice, instead of one. prowess in battle became almost as legendary as
•• WEAPON MASTER: Each point of Momentum for Bonus Damage adds two his drunkenness, yet he always found employment.
damage, instead of one, when using Unbalanced melee weapons. It was at the height of one drunken stupor that he
•• SPIRITUAL UNDERSTANDING: Re-roll one d20 when making a Mysticism finally found a clue to the real villains behind the fall
test, but keep the new result. of his house.
•• SNIPER: Re-roll up to six  when attacking with Ranged Weapons, but keep the
new results. A cult of Semai had been watching him from afar
•• GUN IN HAND: Use a Response Action to attack someone that is attacking him. for months and had been slowly fostering his hatred.
The base difficulty is Daunting (D3) and resolves before the enemy’s attack, which Transporting him to their hidden temple whilst
prevents their attack if it kills or incapacitates them. inebriated, they hoped to finally convert him. A
•• SPEED LOADER: As a Restricted Action, spend one more Reload with a horrified Tatsu tore through the cell and uncovered
ranged weapon than would normally be allowed. clues that connected them to the fall of his house. He
•• DOUBLE TAP: Following an initial successful ranged attack, there is no increase vowed from that day to focus and purify his anger so
in difficulty for any subsequent attack performed as part of a Swift Strike. that it remained directed against the Dark Legion.
•• THROUGH AND THROUGH 2: The Secondary Target Momentum spend He began stalking the most dangerous streets
only costs one Momentum when using ranged weapons. Further, he may select two and darkest of alleys, rooting
additional Secondary Targets with each use. out Heretics in pursuit of the
•• CLEAR SHOT: Reduce the range penalty for firing at a range other than the trail that would uncover the
weapon’s optimal range by one, to a minimum of zero. Nepharite that had
•• PRECISE TARGETING: The Called Shot Momentum spend shifts ordered his master’s
the hit location by two, instead of one, when using ranged weapons. death.
•• HARDY: Re-roll any dice that did not generate a success on an initial
Resistance test, but accept the new results.
•• STUBBORN: Re-roll one d20 when making a Willpower test, but H e
keep the new result.
•• JADED 1: Gain one additional Mental Wound (already included). discovered that
the conspiracy

DOOMTROOPER ABILITY went all the way


to the dark Citadels
•• DISHONOURED UNTO DEATH: Tatsu’s unbreakable core themselves and sought out
has allowed him to pursue those responsible for the death of his house
relentlessly and without mercy. He will seek vengeance or die trying, and membership
only then will he consider his debt of honour fulfilled. His Repercussion of the
Range is always read from the line above on the Dread Track. Additionally, Doomtroopers to
when Critically Injured, he may pay two Dark Symmetry Points to ignore the get himself closer. Tatsu
negative effects of this status until the end of the current combat scene.
did not have the official
credentials and merits
that would normally be
required to try out for
t h e Doom Troopers, but
t h e severed head of the
Nepharite he tossed
onto the admissions desk more
than made of their absence.
OSHIRO MAKIKO All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.

SAMURAI (MISHIMA)
1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 0
BONUS MELEE DAMAGE: +4
BONUS RANGE DAMAGE: +3
AGILITY: 11 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS  +2 2 3 3
• CLOSE COMBAT +5 4 9-14
– UNARMED COMBAT  +3 3
• STEALTH +2
SOAK
TORSO
4
AWARENESS: 9
SKILL EXPERTISE / FOCUS
• OBSERVATION  +3 2 15-17 18-20
– INSIGHT +1 SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY 3 3
CO-ORDINATION: 10
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS +2 +2
20
19-20
DREAD 01

– HEAVY WEAPONS 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT 16-20 04
– SPACE

INTELLIGENCE: 9 ATTACKS
SKILL EXPERTISE / FOCUS
• EDUCATION +1 •• NO. 1 SHOGUN (RANGED)
– LINGUISTICS Range M, 1+5, Burst, Unbalanced
– SCIENCE Reloads 
• MECHANICS •• KATANA (MELEE)
• SURVIVAL  1+8, Unbalanced, Parry 1
– VACUUM •• WAKIZASHI (MELEE)
• TREATMENT 1+5, 1H, Parry 1
– MEDICINE
– PSYCHOTHERAPY
EQUIPMENT
MENTAL STRENGTH: 10 Good quality kimono, ballistic nylon training suit, shinken, basic medkit, mini-torch, No. 1
SKILL EXPERTISE / FOCUS Shogun (+2 Reloads), Daisho (katana and wakizashi), ten Assets.
• MYSTICISM +1 1
• WILLPOWER +2 1
CAREER PATH
PERSONALITY: 8 Mishima, Samurai (Low Shareholder), Heritage World–Mercury, Bushido Training, Military
SKILL EXPERTISE / FOCUS (Bushi), Samurai
• ANIMAL HANDLING
• LIFESTYLE
• PERSUADE +1 CITIZEN TALENT
– COMMAND Vassal of Mishima

PHYSIQUE: 10
SKILL EXPERTISE / FOCUS
• RESISTANCE +2 1

STRENGTH: 9
SKILL EXPERTISE / FOCUS
• ATHLETICS +2
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
OSHIRO MAKIKO
TALENTS
•• GRACEFUL: Re-roll one d20 when making an Acrobatics test, but keep the new
result. BACKGROUND
•• NO MERCY: Re-roll up to five  when making a close combat attack, but keep Born as a Samurai to a small Mishima clan, Makiko
the new results. has trained with sword in hand since she could walk.
•• DEFLECTION: Do not pay a Dark Symmetry point in order to take a Parry Her allotted duty would be a position of great honour
Response Action. as the personal bodyguard of her lord’s daughter,
•• RIPOSTE: After successfully executing a Parry Response Action, immediately pay Akane, and she trained relentlessly to fulfil her role.
a Dark Symmetry point to make a melee attack against the parried foe. Thanks to a life of virtual seclusion, she had mastered
•• SPECIALIST: Dark Symmetry Points paid to add additional dice when using the Blademaster school by the time her charge came
Unbalanced weapons add two dice, instead of one. of age and was granted the distinct privilege of
•• WEAPON MASTER: Each point of Momentum for Bonus Damage adds two tutelage in a second martial school at the ceremony
damage, instead of one, when using Unbalanced melee weapons. that saw her invested with her duties. She has almost
•• SHARP SENSES: Re-roll one d20 when making an Observation test, but keep mastered the Storm Warrior school as well.
the new result.
•• SNIPER: Re-roll up to two  when attacking with Ranged Weapons, but keep the Oshiro’s sworn duty was altered on the very night
new results. that saw her liege lord murdered. Assassins infiltrated
•• CLEAR SHOT: Reduce the range penalty for firing at a range other than the the clan’s compound intent on murdering the lord
weapon’s optimal range by one, to a minimum of zero. and his family. Oshiro saved Akane and took care of
•• BLADEMASTER TALENTS the assassins that had attacked her lord, though too
late to save his life. Learning that the assassins were
•• WEAPON LINK: +2 damage with Katana
linked to the Shadow Walker Cult, she petitioned
•• THE TOAD’S GREAT LEAP: Average (D1) Willpower test as a Restricted to be temporarily released from her duties so that
Action to leap to any adjacent zone, including into Reach of an enemy or a zone
above or below the starting point. she might exact revenge. Akane agreed and Oshiro
began a merciless pursuit of the clan’s attackers. Her
•• NOMURA’S QUICKENED STEP: Average (D1) Willpower test as a
Restricted Action to gain one additional Standard Action this turn. successes, however, drew a surprise intervention
from Lord Heir Moya himself, who made a personal
•• YORAMA’S DEFLECTING HANDS: Average (D1) Willpower test as a
Free Action to grant the Full Defence 1 quality to any melee weapon currently being visit to Akane and ordered her to send Oshiro for
wielded (for Concentration). Doomtrooper selection. Trapped by duty and honour,
•• YIZO’S PRESCIENCE: Average (D1) Willpower test as a Free Action she fears for her lady’s life yet is determined to ensure
to become perfectly aware of everything and everyone within Close range (for that she returns to her side. Oshiro fights
Concentration). This extends through walls and other obstacles, includes hidden or furiously against the Darkness so that she
invisible creatures, and uses of supernatural powers. can finish her term and return
to her liege lady.
STORM WARRIOR TALENTS
•• THE RHINO’S IMPREGNABLE SKIN: One additional Soak in all
locations.
•• DIAMOND WILL: Challenging (D2) Willpower test as a Free Action to ignore
status effects caused by injury and Dread (for Concentration). She is also
immune to any powers or effects that are reliant on pain.
•• HOODED VIPER STYLE: Gain one bonus Momentum when
wielding a melee weapon in each hand, which must be
used for the Swift Strike Momentum spend.

DOOMTROOPER ABILITY
•• INNER FOCUS: Although she has been sorely
tested by recent events, Oshiro has completely mastered
her Ki. She gains one additional d20 on any tests to manifest Ki powers. If this
additional d20 results in a success, it generates an additional point of Momentum.
TETSUKAGE All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.

FORMER SHADOW
WALKER (MISHIMA) 1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 0
BONUS MELEE DAMAGE: +3
BONUS RANGE DAMAGE: +2
AGILITY: 11 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS +1 1 3 3
• CLOSE COMBAT  +2 2 9-14
– UNARMED COMBAT
• STEALTH  +5 4
SOAK
TORSO
4
AWARENESS: 9
SKILL EXPERTISE / FOCUS
• OBSERVATION +2 2 15-17 18-20
– INSIGHT +1 SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY  +3 3 3 3
CO-ORDINATION: 10
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS +2 2
20
19-20
DREAD 01

– HEAVY WEAPONS 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT 16-20 04
– SPACE

INTELLIGENCE: 11 ATTACKS
SKILL EXPERTISE / FOCUS
• EDUCATION +1 •• WHISPER MACHINE PISTOL (RANGED)
– LINGUISTICS Range C, 1+4, Burst, 1H, Close Quarters, Hidden 1
– SCIENCE Reloads 
• MECHANICS +2 2 •• SHURIKEN (RANGED)
• SURVIVAL Range C, 1+3, Munition, Hidden 2
– VACUUM
• TREATMENT •• KATANA (MELEE)
– MEDICINE 1+6, Unbalanced, Parry 1
– PSYCHOTHERAPY •• WAKIZASHI (MELEE)
1+5, 1H, Parry 1
MENTAL STRENGTH: 7
SKILL
• MYSTICISM
EXPERTISE / FOCUS
+1 1
EQUIPMENT
• WILLPOWER +2 1 Shinobi Robes, mini-torch, basic medkit, security suppression kit, 2× Whisper Machine Pistol
(+4 Reloads), 4× Shuriken, Daisho (katana and wakizashi), experimental hacking device,
PERSONALITY: 8 ten Assets.
SKILL EXPERTISE / FOCUS
• ANIMAL HANDLING
• LIFESTYLE CAREER PATH
• PERSUADE Mishima, Samurai (Ronin/Life), Sequestered, Bushido Training, Intelligence Operative,
– COMMAND Shadow Walker Cult

PHYSIQUE: 10
SKILL EXPERTISE / FOCUS CITIZEN TALENT
• RESISTANCE +2 1
Vassal of Mishima

STRENGTH: 9
SKILL EXPERTISE / FOCUS
• ATHLETICS +2
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
TETSUKAGE
TALENTS
•• GRACEFUL: Re-roll one d20 when making an Acrobatics test, but keep the new
result. BACKGROUND
•• NO MERCY: Re-roll up to three  when making a close combat attack, but keep Tetsukage is something of an anomaly. Taken as a
the new results. child and indoctrinated into the Shadow Walker
•• SPECIALIST: Dark Symmetry Points paid to add additional dice when using Cult, she managed to retain and hide some of her
Unbalanced weapons add two dice, instead of one. humanity from her masters despite their best efforts
•• WEAPON MASTER: Each point of Momentum for Bonus Damage adds two to mould her into a remorseless assassin. Seizing
damage, instead of one, when using Unbalanced melee weapons. upon an opportunity to flee and not caring whether
•• SHARP SENSES: Re-roll one d20 when making an Observation test, but keep she lived or died, she threw herself at the mercy of
the new result. the Demon Hunters. They cleansed her of any dark
•• SNIPER: Re-roll up to two  when attacking with Ranged Weapons, but keep the influences and determined that she truly wished to
new results. atone or the path she had been forced onto, but
•• CLEAR SHOT: Reduce the range penalty for firing at a range other than the could not agree on the best path for her.
weapon’s optimal range by one, to a minimum of zero.
•• SCOUT: Re-roll one d20 when making a Stealth test, but keep the new result. In a rare moment of collaboration, they consulted
with the Brotherhood on the possibility of
•• LIVING SHADOW: Add four d20s to the stealth pool when attempting to
remain unseen or unnoticed. rehabilitation. Having performed their own exorcism
and determined the full extent of her skills, they
•• CAMOUFLAGE: Dark Symmetry Points paid to add additional dice to a Stealth
tests when hiding anything vehicle sized or larger add two dice, instead of one. concluded that Tetsukage was too much of an asset
and would face too many risks where she to be
•• INSERTION: Substitute Stealth for Thievery when attempting to bypass physical
security measures. returned to society, though neither the Brotherhood
or the Masters of the Forbidden Isle wished to offer
•• LIFE OF CRIME: Re-roll one d20 when making a Thievery test, but keep the
new result. her sanctuary. After much discussion, they offered
her an opportunity to try out for the Doomtroopers.
•• BYPASS SECURITY: Re-roll up to three d20s when attempting to pick a lock
or overcome a security measure, but keep the new results. Tetsukage “The Steel Shadow” has been the bane
of every Dark Legion minion she has encountered
so far, and with only the highest-ranking members of
DEATHBRINGER TALENTS the Cartel aware of her dark history, she is enjoying a
•• THE CHAMELEON’S SKIN: Average (D1) Willpower test as a Standard certain amount of freedom
Action to gain two bonus Momentum on all Stealth tests whilst not moving (for that she has never
Concentration or until she moves).
experienced before.
•• THE CROW’S PIERCING GAZE: Average (D1) Willpower test as a
Restricted Action to grant Armour Piercing 1 to her next ranged or melee attack
made within Close range. Must be used before the end of the current turn.
•• CATSIGHT: Tests are never increased in difficulty due to poor lighting.
•• THE MONGOOSE’S ARTFUL DODGE: Do not pay a Dark Symmetry
Point for the first Dodge Response Action of any round..

DOOMTROOPER ABILITY
•• SHADOWS UNSEEN: Despite being cleansed of any taint, Tetsukage will
forever walk the grey shadows between Darkness and Light. The gloom that seems
to surround her is a double-edged sword; her associates often mistrust her, but the
Darkness can mistakenly read her as an ally. As a Restricted Action, Tetsukage may
pay two Dark Symmetry Points and undertake an opposed Stealth test against the
Willpower of any creatures of Darkness within line of sight (for multiple opponents,
use the highest Willpower of those present). If successful, those creatures consider
her to be an ally until she proves herself otherwise and increase the difficulty of
any attack–including supernatural powers–made against her by two steps.
SEBASTIAN CRENSHAW All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.

MORTIFICATOR
(BROTHERHOOD) 1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 2
BONUS MELEE DAMAGE: +1
BONUS RANGE DAMAGE: +2
AGILITY: 11 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS +2 2 1 1
• CLOSE COMBAT +4 3 9-14
– UNARMED COMBAT
• STEALTH +3 2
SOAK
TORSO
2
AWARENESS: 10
SKILL EXPERTISE / FOCUS
• OBSERVATION +2 2 15-17 18-20
– INSIGHT +2 1 SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY +2 1 1 1
CO-ORDINATION: 9
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS  +4 3
20
19-20
DREAD 01

– HEAVY WEAPONS 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT 16-20 04
– SPACE

INTELLIGENCE: 11 ATTACKS
SKILL EXPERTISE / FOCUS
• EDUCATION +1 •• MP-210 NEMESIS PISTOL (RANGED)
– LINGUISTICS Range C, 1+5, Semi-Automatic, 1H, Close Quarters, Hidden 1, Pious 1
– SCIENCE Reloads 
• MECHANICS •• MORTIS SWORD (MELEE)
• SURVIVAL 1+6, Unbalanced, Parry 1 Pious 1, Vicious 2
– VACUUM
• TREATMENT
– MEDICINE
EQUIPMENT
– PSYCHOTHERAPY Brotherhood robes, Book of Law, ballistic nylon training suit, urban survival kit, basic medkit,
mini-torch, MP-210 Nemesis Pistol (+3 Reloads), 2× Mortis Sword.
MENTAL STRENGTH: 9
SKILL
• MYSTICISM
EXPERTISE / FOCUS
+3 2 CAREER PATH
• WILLPOWER +2 1 Imperial, Upper, Heritage World–Asteroid, Brotherhood Apprenticeship, Paladin, Mortificator

PERSONALITY: 9 CITIZEN TALENT


SKILL EXPERTISE / FOCUS
• ANIMAL HANDLING Brother, Book of Law, Mystic
• LIFESTYLE +2
• PERSUADE +1
– COMMAND DOOMTROOPER ABILITY
•• MASTER OF ASSASSINS: There are many stories and legends surrounding
PHYSIQUE: 10 Sebastian, but two of the most prominent avow that he is death incarnate and that
he has never failed a solo mission. The former is rarely disputed, but the latter is
SKILL EXPERTISE / FOCUS
• RESISTANCE +2 undeniably true. He gains one bonus Chronicle Point at the start of each scene
when operating on his own to fulfil a mission (maximum five). Additionally, also

STRENGTH: 9 when operating alone and only once each session, he may spend a Chronicle Point
to immediately reduce the Dark Symmetry Pool by an amount equal to twice his
SKILL EXPERTISE / FOCUS Mysticism Focus.
• ATHLETICS  +2 2
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
SEBASTIAN CRENSHAW
TALENTS
•• GRACEFUL: Re-roll one d20 when making an Acrobatics test, but keep the new
result. BACKGROUND
•• STRONG LEGS: Reduce the difficulty by one on Acrobatics tests to jump, With a name that is often used to paralyse and
which may eliminate the need for a test. terrify, Crenshaw is a legendary figure among fabled
•• CATFALL 1: Reduce the distance fallen by three metres (one floor) when assassins. No other Mortificator in the history of the
calculating falling damage. Brotherhood comes close to equalling his kill ratio,
•• ROLL WITH IT: Gain an additional 2 Soak after failing a Dodge Response which is made even more incredible by the fact that
Action against a melee attack, or a ranged attack with the Blast quality. most of his missions have been against supposedly
•• FREE RUNNER: Ignore all effects of moving through difficult terrain, not unreachable, high-profile targets. Official records of
including hazardous terrain. his past have been cleansed from the Brotherhood’s
•• RIGOROUS TRAINING 1: Generate one additional success on any Athletics annals, but his Imperial ancestry is clearly identifiable
test that nets at least one success. in his crisp, cultured accent and proud bearing.
•• NO MERCY: Re-roll up to four  when making a close combat attack, but keep
the new results. Until recently, he would never remove his helmet
•• DEFLECTION: Do not pay a Dark Symmetry point in order to take a Parry within the presence of others and will still never
Response Action. do so when on the hunt. Aided by his stark white
•• RIPOSTE: After successfully executing a Parry Response Action, immediately pay hair, bushy eyebrows, mischievous blue eyes, and
a Dark Symmetry point to make a melee attack against the parried foe. cultured moustache, Sebastian portrays the perfect
•• REFLEXIVE BLOCK: Substitute Close Combat for Acrobatics any time he witty gentleman when not on task. In the field,
attempts a Dodge Response however, he is utterly cold, calculated, and focussed
•• SPIRITUAL UNDERSTANDING: Re-roll one d20 when making a Mysticism on his mission. He is often relied upon to train and
test, but keep the new result. educate new Moritifactors in the merciless arts of
•• SNIPER: Re-roll up to three  when attacking with Ranged Weapons, but keep assassination, and though he makes for a harsh
the new results. taskmaster, those who meet his strict criteria always
•• CLEAR SHOT: Reduce the range penalty for firing at a range other than the move on to also become trusted and valued servants
weapon’s optimal range by one, to a minimum of zero. of the Cardinal’s will.
•• PRECISE TARGETING: The Called Shot Momentum spend shifts the hit
location by two, instead of one, when using ranged weapons.
•• SCOUT: Re-roll one d20 when making a Stealth test, but keep the new
result.
•• LIVING SHADOW: Add two d20s to the stealth pool when
attempting to remain unseen or unnoticed.
•• CAMOUFLAGE: Dark Symmetry Points paid to add additional
dice to a Stealth tests when hiding anything vehicle sized or larger add
two dice, instead of one.
•• INSERTION: Substitute Stealth for Thievery when attempting to bypass
physical security measures.

ASPECT OF MENTALISM TALENTS


•• PURITY OF SELF: Gain an additional Momentum on all spell with
Concentration as a duration. Spend one Momentum to change the duration to
five minutes.
•• SELF-DISCIPLINE: Immediately roll one additional d20 when casting
any Mysticism spell from the Aspect of Mentalism and scoring at least one
success.
•• VIOLACEUM MINORIS: In addition to the basic spells Blessing,
Contempt, and Succour, he may use the spell Inner Gaze.
•• VIOLACEUM MEDIATORIS: Crenshaw may use the spells Paragon and
Regeneration.
•• VIOLACEUM MAJORIS: Crenshaw may use the spells Perfection and
Swiftness.
INQUISITOR NIKODEMUS All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.

INQUISITOR MAJORIS
(BROTHERHOOD) 1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 4
BONUS MELEE DAMAGE: +1
BONUS RANGE DAMAGE: +2
AGILITY: 9 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS +2 3 3
• CLOSE COMBAT +3 3 9-14
– UNARMED COMBAT
• STEALTH
SOAK
TORSO
4
AWARENESS: 10
SKILL EXPERTISE / FOCUS
• OBSERVATION +3 3 15-17 18-20
– INSIGHT +2 1 SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY 2 2
CO-ORDINATION: 9
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS +3 2
20
19-20
DREAD 01

– HEAVY WEAPONS 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT 16-20 04
– SPACE

INTELLIGENCE: 11 ATTACKS
SKILL EXPERTISE / FOCUS
• EDUCATION +2 2 •• NIKODEMUS’ AC-40 JUSTIFIER — ‘GABRIEL’ (RANGED)
– LINGUISTICS Range C, 1+7, Automatic, Unbalanced, Pious 1, Spread 1
– SCIENCE Reloads 
• MECHANICS  +1 •• AC-40 JUSTIFIER CHAINBLADE (MELEE)
• SURVIVAL 1+6, Pious 1, Vicious 2
– VACUUM
• TREATMENT
– MEDICINE
EQUIPMENT
– PSYCHOTHERAPY Brotherhood robes, Book of Law, ballistic nylon training suit, urban survival kit, basic medkit,
mini-torch, MP-210 Nemesis Pistol (+3 Reloads), 2× Mortis Sword.
MENTAL STRENGTH: 12
SKILL
• MYSTICISM 
EXPERTISE / FOCUS
+4 3 CAREER PATH
• WILLPOWER +2 2 Bauhaus, Commoner, Heritage World–Venus, Brotherhood Apprenticeship, Qualifier,
Inquisitor
PERSONALITY: 8
CITIZEN TALENT
SKILL EXPERTISE / FOCUS
• ANIMAL HANDLING
• LIFESTYLE +2 Brother, Book of Law, Mystic
• PERSUADE +2 2
– COMMAND +3 2
DOOMTROOPER ABILITY
PHYSIQUE: 10 •• THE ART OF WAR: Nikodemus is an experienced and extremely capable
SKILL EXPERTISE / FOCUS commander who is renowned for his uncanny ability to punch his troops through
• RESISTANCE +2 1 enemy lines. At the start of each round of combat, he can make an Average (D1)
Observation test as a Restricted Action. If successful, he can spend Momentum

STRENGTH: 9 to issue orders (as a Free Action) to his comrades within earshot. Each point of
Momentum from the test can be used to grant one comrade a single additional d20
SKILL EXPERTISE / FOCUS
to any attack test taken before the end of the current round.
• ATHLETICS +2 1
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
INQUISITOR NIKODEMUS
TALENTS
•• PROFESSIONAL: Re-roll one d20 when making a Command test, but keep the
new result. BACKGROUND
•• AIR OF AUTHORITY: Pay one Dark Symmetry Point to draw the attention of Born as a commoner to a devout Bauhaus family, the
a large group, who stop what they are doing for the duration of a brief monologue. young man who would re-forge himself as Salvatore
Requires a Command test with a difficulty equal to the number of NPCs if used in Nikodemus showed potential with the Art from a
combat. If successful, they are distracted and may not act against Mitch until after his very early age. With his family’s blessing, he joined a
next turn. Other actions attempted by the NPCs have their difficulty increased by one
Brotherhood apprenticeship scheme and rapidly rose
during this time.
through the clergy’s ranks until he came to the notice
•• COMMANDING PRESENCE 1: Reduce the difficulty of Command tests by of Lord Inquisitor Gabriel Victorios, who took the young
one, which may eliminate the need for a test.
Nikodemus into his retinue. The death of Victorios during
•• FONT OF COURAGE 1: Reduce the difficulty by one whenever someone a Dark Legion attack on the Venusian city of Kanark
under his direct command makes a Willpower test, which may eliminate the need for
a test. resulted in Salvatore leading a handful of Brotherhood
Troopers, Valkyries, Mortificators, and Sacred Warriors
•• DISCIPLINED STUDENT: Re-roll one d20 when making an Education test,
but keep the new result. in a successful defence against a much larger force.

•• GOOD IMPRESSION: Re-roll one d20 when making a Lifestyle test, but keep
the new result. Nikodemus took up the mantle of his fallen peer
at battle’s end and rapidly rose to become one
•• NETWORK 1: Reduce the difficulty by one whenever attempting to find a
contact for assistance, which may eliminate the need for a test. of the most respected war leaders amongst the
Brotherhood’s military. His even temperament and
•• REALLOCATE ASSET 1: Reduce the Restriction Rating of any item or service
by one, to a minimum of one, although obtaining said item skirts the Brotherhood’s fair judgements also led to his fame growing off the
principles and will likely be frowned upon. field of battle, to the point that he is now inundated
•• HIGH COMMAND: Nikodemus can make a Daunting (D3) Lifestyle test to ask a for requests for Confession whenever he arrives
favour of the Magistrate of Heimburg. This test can only be made once per month. at a destination. Possessing an impressive height
•• SPIRITUAL UNDERSTANDING: Re-roll one d20 when making a Mysticism and build, unwavering faith, unshakeable sense
test, but keep the new result. of purpose, and unrelenting fury in the face of the
•• DARK KNOWLEDGE 1: Reduce the difficulty by one Dark Legion, he never fails to bolster those around
for any Mysticism test made to identify a creature or power him. Nikodemus understands that sacrifice is often
of Darkness. necessary to win for the greater good
•• DARK DEFENCE: Take an Average (D1) Mysticism test and never falters when issuing
as a Standard Action when fighting a Heretic or creature of such orders, though he
Darkness. If successful, gain a free Response Action against an also does so with a
attack from a Heretic or creature of Darkness, plus one additional
heavy heart.
Response Action per Momentum spent. These free Response
Actions must be used at any point combat ends.
•• CHARISMATIC: +1 to his Influence.
•• NATURALLY CHARMING 1: A successful Persuade test yields
one additional Momentum.
•• SNIPER: Re-roll up to two  when attacking with Ranged Weapons, but
keep the new results.
•• CLEAR SHOT: Reduce the range penalty for firing at a range other than the
weapon’s optimal range by one, to a minimum of zero.
•• STUBBORN: Re-roll one d20 when making a Willpower test, but keep the new
result.
•• ASPECT OF MENTALISM TALENTS
•• PURITY OF SELF: Gain an additional Momentum on all spell with
Concentration as a duration. Spend one Momentum to change the duration to five
minutes.
•• MENTALFORTRESS2: Gain two Mental Wounds (already included in profile).
•• VIOLACEUM MINORIS: In addition to the basic spells Blessing,
Contempt, and Succour, he may use the spell Inner Gaze.
•• VIOLACEUM MEDIATORIS: Crenshaw may use the spells Paragon and
Regeneration.
•• VIOLACEUM MAJORIS: Crenshaw may use the spells Perfection and
Swiftness.
MARIA COSTELLANOS All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.

VALKYRIE
(BROTHERHOOD) 1-2
MENTAL WOUNDS
SOAK
HEAD
CHRONICLE POINTS: 4
BONUS MELEE DAMAGE: +1
BONUS RANGE DAMAGE: +1
AGILITY: 10 3-5 6-8
SKILL EXPERTISE / FOCUS SOAK
RIGHT ARM SOAK
LEFT ARM
• ACROBATICS  +2 1 4 4
• CLOSE COMBAT  +5 4 9-14
– UNARMED COMBAT
• STEALTH
SOAK
TORSO
5
AWARENESS: 9
SKILL EXPERTISE / FOCUS
• OBSERVATION +1 1 15-17 18-20
– INSIGHT +1 SOAK
RIGHT LEG SOAK
LEFT LEG
• THIEVERY 4 4
CO-ORDINATION: 9
SKILL EXPERTISE / FOCUS
• RANGED WEAPONS  +3 3
20
19-20
DREAD 01

– HEAVY WEAPONS 18-20 02
– GUNNERY SERIOUS WOUNDS CRITICAL WOUNDS 17-20 03
• PILOT 16-20 04
– SPACE

INTELLIGENCE: 11 ARMOR
SKILL EXPERTISE / FOCUS
• EDUCATION +1 •• AERIAL ASSAULT: Contains a jump pack that allows her to ignore falling
– LINGUISTICS damage when deploying from an aircraft. Usable once before refuelling is required.
– SCIENCE •• SHINING LIGHT: Gain one bonus Momentum to Dodge Response Actions.
• MECHANICS +2 2
• SURVIVAL
– VACUUM ATTACKS
• TREATMENT •• P-60 PUNISHER (RANGED)
– MEDICINE Range C, 1+5, Burst, Unbalanced, Close Quarters, Knockdown, Pious
– PSYCHOTHERAPY Reloads 
•• CASTIGATOR POWER SPEAR (MELEE)
MENTAL STRENGTH: 9 1+6, 2H, Armour Piercing 1, Parry 1, Pious 2, Reach
SKILL EXPERTISE / FOCUS •• CASTIGATOR MACE HEAD (MELEE)
• MYSTICISM +3 2 1+6, 2H, Pious 1, Stun
• WILLPOWER +2 1 „„ MACE HEAD: She may freely choose to attack with the spear or mace head.
So long as she uses separate ends for each attack, she may also reduce the Swift
PERSONALITY: 9 Strike Momentum cost by one.
SKILL EXPERTISE / FOCUS
• ANIMAL HANDLING
• LIFESTYLE
EQUIPMENT
Brotherhood robes, Brotherhood pendant, Book of Law, power controller, P-60 Punisher (+3
• PERSUADE +2 Reloads), Castigator Power Spear.
– COMMAND

PHYSIQUE: 10 CAREER PATH


SKILL EXPERTISE / FOCUS
Capitol, Elite, Heritage World–Mars, Brotherhood Apprenticeship, Valkyrie
• RESISTANCE +1 1

STRENGTH: 9 CITIZEN TALENT


SKILL EXPERTISE / FOCUS
Brother, Book of Law
• ATHLETICS +2 2
All rights reserved. Artwork and graphics © Mutant Chronicles International Inc.
MARIA COSTELLANOS
TALENTS
•• GRACEFUL: Re-roll one d20 when making an Acrobatics test, but keep the new result.
•• NO MERCY: Re-roll up to three  when making a close combat attack, but keep BACKGROUND
the new results. Born to a family that has it all, Maria gladly shed her
celebrity lifestyle in order to attend a higher calling.
•• SPECIALIST: Dark Symmetry Points paid to add additional dice when using
Two-Handed weapons add two dice, instead of one. Household names on Mars, the Costellanos family
are famous (em dash) or infamous, dependant on
•• WEAPON MASTER: Each point of Momentum for Bonus Damage adds two
damage, instead of one, when using Two-Handed melee weapons. perspective (em dash) reality TV stars thanks to a rags
to riches documentary that followed her mother’s rise
•• NATURAL ENGINEER: Re-roll one d20 when making a Mechanics test, but
keep the new result. from the depths of the Sprawl and the trenches of
the Doughpits to straight-talking diamond in the
•• SNAP DIAGNOSIS: Reduce the difficulty of Mechanics tests by one, which
may eliminate the need for a test. When an Exploit Weakness action is taken, add rough amongst San Dorado’s wealthy and elite. Ever
Armour Piercing 2 to her subsequent attack. desperate for a diversion from the grim realities of
•• SPIRITUAL UNDERSTANDING: Re-roll one d20 when making a Mysticism the solar system and the menace of the Dark Legion,
test, but keep the new result. the media circus around Maria’s birth alone broke
•• DARK KNOWLEDGE 1: Reduce the difficulty by one for any Mysticism test inter-megacorporate viewing figures.
made to identify a creature or power of Darkness.
•• DARK DEFENCE: Take an Average (D1) Mysticism test as a Standard Action The Cardinal visiting San Dorado Cathedral as
when fighting a Heretic or creature of Darkness. If successful, gain a free Response part of a spiritual publicity tour was an irresistible
Action against an attack from a Heretic or creature of Darkness, plus one additional lure for increased coverage to Maria’s mother. The
Response Action per Momentum spent. These free Response Actions must be used Costellanos family’s’ position near the front of the
at any point combat ends.
sermon allowed them to bask in the Cardinal’s aura,
•• SLAYER OF DARKNESS: Nominate a single creature of Darkness and and so it was that his calming presence and powerful
attempt a Challenging (D2) Mysticism test as a Restricted Action. If successful, the
radiance drew Maria towards a different life. At first,
Bonus Damage Momentum spend inflicts one additional point of damage.
her family supported her apprenticeship, as they
•• SHARP SENSES: Re-roll one d20 when making an Observation test, but keep believed they might boost
the new result.
ratings further by shadowing
•• STUBBORN: Re-roll one d20 when making a Willpower test, but keep the new result. her training, but both Maria
•• ASPECT OF KINETICS TALENTS and the Brotherhood forbade
•• VIOLENT FORCE 2: Gain two additional Momentum when successfully their intrusion. She has since
casting an Aspect of Kinetics spell, which may only be used to increase the risen to the ranks of the
damage of that spell.
Valkyries and mastered
•• RUBRUM MINORIS: In addition to the basic spells Blessing, her inner turmoil
Contempt, and Succour, she may use the spell Impel.
into a blast of pure
•• RUBRUM MEDIATORIS: Maria may use the spells Strike and Barrier. Light that she is able
•• RUBRUM MAJORIS: Maria may use the spells Singularity and to channel through her
Levitate. Castigator Spear.

ASPECT OF KINETICS TALENTS


•• VIOLENT FORCE 2: Gain two additional Momentum when
successfully casting an Aspect of Kinetics spell, which may only be used to
increase the damage of that spell.
•• RUBRUM MINORIS: In addition to the basic spells Blessing,
Contempt, and Succour, she may use the spell Impel.
•• RUBRUM MEDIATORIS: Maria may use the spells Strike and Barrier.
•• RUBRUM MAJORIS: Maria may use the spells Singularity and Levitate.

DOOMTROOPER ABILITY
•• BLINDED BY THE LIGHT: Using her Castigator Spear as a focus, Maria
has displayed an unparalleled connection with the Aspect of Kinetics that has seen
her excel in its use and left her tutors astounded. Most recently, she has been able
to direct disabling blasts of power that can cripple the alien systems employed by
the Dark Legion. By increasing the difficulty of the test by one step, she may use
the Strike spell to target an item of Black or Necrotechnology, including features
such as the turrets or doorways of Citadels. If the attack succeeds, she may spend
two Momentum to inflict a Disable effect on the item.
CHAPTER 04

BLACK HACKS
THIS NET IS CLEAR THE ART OF HACKING
To understand the concept of hacking in a solar system driven by Both Cybertronic and the technology they produce have grown
dieselpunk technology, it is worth taking a moment to examine one beyond the bounds of everything that humanity had considered
of the more unique products that Cybertronic has to offer: Subreality. forever beyond their grasp thanks to the Dark Symmetry. The
megacorporations internal networks, data hubs, and associated
Despite the Brotherhoods’ protestations over its very existence and processors handle vast amounts of data every second. In
warnings to users over its inherent dangers, Subreality has piqued order to be able to interpret and manipulate this data, the
the interest of anyone seeking to escape the daily grind of life technological capabilities of their employees have developed at
amongst the megacorporations, which is pretty much any human a pace proportionate to the megacorporation’s technological
being not allied with the Cardinal and his order. Although touted advancements, i.e. at a superhuman rate. Although Cybertronic have
to the masses as new and experimental technology on its release no current intent to pass such knowledge and capability on to the
to the general public, Cybertronic had been building, testing, and other megacorporations, the Three Pillars have agreed to provide
upgrading Subreality for a number of years prior to this, including advanced training in the use of certain items of their technology to
testing it for susceptibility to the corruption of the Dark Symmetry. the Doomtroopers.
(Or more properly, testing
BLACK HACKS
Dubbed Black Hacks by the Doomtroopers who carry them out, the
specifics behind the act of hacking a Citadel’s systems are carried
out in a fairly similar manner to the destructive data heists that were
prevalent amongst the pre-Dark Symmetry era megacorporations.
On the surface at least. The operator of an experimental hacking
SUBREALITY device will be shown data access points, coding, and solutions via a
display that is a representation of many mid-21st Century data pads.
Although an enormous expense to institute and maintain, What is actually occurring behind the scenes within the living and
Subreality has already begun to pay dividends — particularly breathing veins and arteries of the Citadel’s systems is something
in the form of crucial data concerning the Dark Symmetry — in else entirely. Fuelled and protected by Element 13, and driven by a
the few short years since its inception, for without the virtual miniscule copy of a fragment of the Alexander AI’s mind bolstered
cityscape of Subreality and its hidden laboratories, it would be by the operator’s own spirit, the experimental hacking devices
decades before technology such as the experimental hacking not only hold the corruption of the Dark Symmetry at bay, they
devices now used by the Doomtroopers became anything turn the tables on the Darkness by cleansing and infecting select
more than a concept. Subreality has finally begun to prove systems with functions useable by the operator. The operation of an
the truth of one of the theories for which it was designed: experimental hacking device is not a flawless process, however, as
reversing the flow of corruption and turning it back against the black tide of Dark Symmetry that flows through the veins of each
the Darkness. Citadel constantly seek to re-infest subverted systems.

Subreality is a fully interactive setting that is presented to INTERACTING WITH


its users as something of a parody of a mid-20th Century DARK TECHNOLOGY
European city. A marvel to behold and offering a wide array
of experiences, the virtual city has become an attraction to the Performing a Black Hack is carried out in a similar manner to the
wealthy, disillusioned, and curious of every megacorporation. data manipulations that take place within Subreality, with one
More in-depth information concerning Subreality can be found obvious difference: the user’ virtual form is not present within the
within the Cybertronic Sourcebook, beginning on p. 34. Citadel’s systems. A human (or cyborg) mind exposed to the pulsing
inner workings of a Citadel would be swept away instantaneously
without the buffer of an experimental hacking device, which forces

CHAPTER 04

66
the operator to carry out their intended actions with a degree of Node is connected to a virtually limitless number of devices–physical
separation from their objective. objects and items that are dependent upon the Node. The corruptive
influence of the Dark Symmetry is also inter-connected in a vast pulsing
A character hacking a Citadel’s systems uses the normal rules of web, so it is also possible to access other technological items not
action. Rather than suffer physical damage, however, any damage necessarily directly connected to a Node; although difficult, it might be
inflicted by the Citadel’s systems is applied to the character’s Mental possible to affect the Nazagaroth that a Razide is wielding, for example.
Wounds. This means that characters risk exposing themselves to
mental trauma and madness if the tide of Symmetry is too great. The Relating the systems of a Citadel to real-world terms, Nodes and
worst Citadels can translate diseases and other insidious effects into devices are programmed with defensive software, with the most
real world which remain with the character even after disconnection. common form called a Firewall. A typical Node–such as a simple
doorway separating corridors–will have Firewall 1. Devices not
Despite the risks involved, properly-equipped and skilled users can connected to the Citadel lack Firewalls of their own, relying on the
reach into the underlying systems of a Citadel and bend them to Node they’re closest to and a degree of separation for defence.
their will, accessing hidden reservoirs of data and defying the ‘laws’ Each Node’s identity is also smoke screened from any others to
that govern interactions between the real and supernatural. Black anyone not familiar with a Citadel’s systems; their alien nature and
Hacks follow the rules for hacking, which originally appeared within bizarre coding make it difficult to determine which Node refers to
the Cybertronic Sourcebook. They are repeated here with minor which object or location. This electronic obfuscation is known as
adjustments to account for the Dark Symmetry’s corruptive influence. Cloak, and all Nodes have at least Cloak 1. The most important
Nodes are protected by potent Firewalls and extensive Cloaks.
HACKING
It should be remembered that every hacker is interacting with a
Interacting with the underlying systems of a Citadel is reliant upon Citadel via a Node. A character has unlimited access to the Node
accessing its network of Nodes. Every function, system, structure or they have subverted with their experimental hacking device and may
location within a Citadel is a simulation built around a Node. Each use its functions freely.

Undertaking a Black Hack is a strange and surreal experience

BLACK HACKS

67
LOCATING A NODE
In order to attempt to hack a target Node, its representative coding
must first be located. This means overcoming its Cloak, and thus EXPERIMENTAL HACKING DEVICE SOFWARE
identifying the correct subroutine to subvert. This requires a Sciences
test with a difficulty equal to the Cloak’s rating, as a Standard Action. The attack software of experimental hacking devices each
This basic difficulty applies to locating a Node within Close range. possess a rating of 1, which grants one additional d20 on
Within a Citadel, locating a Node from Medium range may only be the Sciences test to breach a Node equal to the software’s
achieved by using a Chrome Mastiff or similar device as a remote rating. The presence of Element 13 and a copied sliver of the
access point. The distance and distortions involved in this increase Alexander AI mean that experimental hacking devices do not
the difficulty by one step. use up their attack software each time they are employed.
They also contain Oculus software, which is a series of routines
Once a Node has been subverted, it can be connected to as a Free and protocols designed to sift through large amounts of
Action at any point. Connecting to a Node confers no particular ‘background noise’ data and aid a hacker in locating a hidden
benefits by itself, though it permits direct communication which Node. Oculus software reduces the difficulty of a Sciences test
cannot be intercepted, and the connection works both ways. A to locate a Node by one, which may eliminate the need for a test.
character may identify his own Node, or one he is otherwise in
control of, to other characters connected to any Node within Close
range as a Free Action, allowing them to connect without needing
to overcome the Node’s Cloak.

A character may not connect to more than one Node at a time.


This limit can be increased with certain upgrades. You may
attempt to connect to a Node that already has its maximum
number of connections, but this connection automatically ends
at the end of your turn (unless you can forcibly disconnect
another Node to free up a connection before then). Maintaining
connections with trusted friends is a common way of protecting
oneself from intrusion, through the simple principle of strength
in numbers.

LOCATING A NODE MOMENTUM SPENDS

BENEFIT MOMENTUM EFFECT


Locate an additional Node with Cloak X in the same zone as the initial target, where X is
Widen Search 1+ the Momentum spent. Multiple Nodes may be located in this way, paying Momentum for
each Node.

Scan for For every two Momentum spent, ignore one point of one located Node’s Firewall or
2+
Weaknesses Shield.

For each Momentum spent, identify one device or subsystem connected to one located
Component Search 1+
Node.

BREACHING A NODE MOMENTUM SPENDS

BENEFIT MOMENTUM EFFECT


Deeper Access 1+ Generate one additional Access per Momentum spent

Overwhelm 2+ Reduce the amount of free Access the Citadel has by one for every two Momentum spent

Intrusion Exploit 1 Re-roll all  from the attack software

CHAPTER 04

68
HACKING EFFECTS
ACCESS HACKING EFFECTS
SPENT
Locate the Node’s physical location. This determines where in the real world the controlling system or originating location
1 of the target Node can be found. In addition to the obvious uses, reduces the difficulty to locate the Node in future by one
step.
Disable Attached Device. A single device attached to any Node ceases to function. For example, this could cause a gun to
1
become non-functional, or disable a simulated lock.
Enable Attached Device. A single device attached to any Node resumes function, or is operated once. For example, this
1
could cause a simulated gun to fire, or start the engine of a vehicle Node.
1 Disconnect. You may disconnect one Node from the target Node.
1 Reveal. You may reveal the presence of the target Node to one other Node per Access Spent.
Repair Defences. Every point of Access spent restores one point of Shield to the Node, up to the Node’s normal Shield
1
rating.
Secure or Hide the Node. Every two Access spent increases the Node’s Firewall or Cloak by one temporarily. If the Node
2 had already been located, increasing the Cloak means it must be located again by unconnected Nodes. This effect ends
after one hour.
Crash. The Node is completely disabled, and shuts down. It can be reactivated from its source (by its intended user, for
3
example, at the controlling system or originating location) without difficulty.
4 Lockdown. The Citadel is locked out of the target Node’s functions, and must hack to gain access.
4 Claim Access. The character gains user access to the target Node, and may use its functions freely.
Backlash. The target Node’s user must pass a Willpower test against Mental Assault, with a difficulty equal to the Access
X
spent.

BREACHING A NODE note the total rolled. You may increase this total by +1 for each
Once connected to a Node, the range of possible interactions Momentum spent. This total can be divided up to create effects
are limited–the Firewall prevents essentially any action other than as listed on the Hacking Effects table. User access–such as each
communication. In order to do anything else, the Firewall will need character has for their own Node–allows the character to spend
to be overcome. up to 3 points of Access for free as a Restricted Action, without
requiring a Sciences test to Breach the Node.
This can’t be done easily. Overcoming a Firewall requires going
on to the attack with the experimental hacking device’s software The most common forms of attack software are as follows:
and, to some degree, the operator’s own mental fortitude. These
programs come in a variety of forms, each with their own strengths, •• SPIKE programs are the most common and versatile of attack
weaknesses, and specialised uses. software. Spike generates one additional Access for the character
for each Dark Symmetry Icon generated.
All attempts to breach a Node–regardless of the software used–are a
Sciences test, with a difficulty equal to the target Node’s Firewall. As •• BLITZ programs are brute-force approaches, unsubtle but
with locating a Node, this basic difficulty applies to locating a Node effective. Blitz has Access 3, and reduces the target Node’s
within Close range, with the difficulty increasing by one step against Shield rating by one if one or more Dark Symmetry icons are
a Node at Medium range. generated.

If an attempt is successful, roll to generate access. Each form of •• WHISPER programs are subtle, careful forms of software,
attack software rolls 3, and grants a different benefit for each Dark extremely difficult to detect and defend against, but lacking in
Symmetry Icon generated–lacking the proper software means that raw power. If one or more Dark Symmetry Icon is generated,
you cannot attempt a breach. These represent the opportunities to then the Whisper program is not expended on that attack.
take action created by the attack, and how much can be undertaken
before the target Node’s natural security close the breach. Roll 3,
account for any Dark Symmetry Icons generated by this roll, and

BLACK HACKS

69
DEFENDING A NODE
There are two ways to defend against a breach attempt. The first and
NODES
most common method is the use of defensive software–Firewall, and
Shield. Firewall rating is discussed above, and it increases the basic
TYPE OF NODE RESTRICTION COST
difficulty of breach attempts. Shield software bolsters this defence,
limiting the amount of access an intruder can obtain. For each point Standard Node (1 connection)
– –
of Shield rating a Node has, a successful breach generates one fewer with Cloak 1, Firewall 1, Shield 0)
Access, to a minimum of zero. Enhanced Node upgrade (5
connections) with Cloak 1, 2 5
Alternatively, a skilled user can defend their Node manually. As Firewall 2, Shield 1
a Response Action, the owner of the target Node may turn the
Greater Node upgrade (10
attacker’s breach attempt into an opposed test, with the defender 3 10
connections)
making a Sciences test of his own. If the defender wins, he may
spend one Momentum to act against the attacker–either using three
Access to operate his own Node (such as to disconnect the attacker’s
Node), or to use attack software of his own to breach the attacker’s
Node, rolling to generate Access immediately. CITADEL RATINGS
NODE TYPES Although not truly a conscious entity guided by a will of its
A standard node is the default level of system found in normal own, the systems of a Citadel will appear to react as such
locations, such as mundane access doors and non-critical equipment. thanks to the black technology and Dark Symmetry that
power them seeking to purge or corrupt any intrusions to
Enhanced nodes and greater nodes are intended to allow several the collective structure. A Citadel will appear to seek to hide
simultaneous connections at once, such as a hardened security door its Nodes, defend them from attack, and aggressively seek
defended by a turret and set to trigger an alarm for example. to recapture any that have been subverted with torrents of
Dark Symmetry.
Nodes possess a Cloak and Firewall rating between 1-3, and a
Shield rating of 0-4. Where different, Node ratings for locations For hacking purposes, a standard Citadel possesses Sciences
are provided with a scenario, otherwise assume each Node has the Expertise 3 and Sciences Focus 1 against a TN of 13. It may
standard ratings provided in the Type of Node table, above. also re-roll one d20 when making a Sciences test, but must
accept the new result. A Citadel may take a Standard Action
The three forms of attack software–strike, blitz, and whisper–are against each character hacking its systems per round, though
described above. An experimental hacking device provides one only to locate or breach Nodes that have been subverted. In
bonus d20 on breach attempts using the three forms of attack addition, a Citadel may supplement Dark Symmetry points for
software (Spike, Blitz, or Whisper). Momentum in order to generate hacking effects (see Hacking
Effects table, above).

The more powerful Citadels are able to manifest Dark Gifts


against intruders, though only of the damaging kind. The
Citadel must have located and breached the intruder’s
Node to employ a Dark Gift, then spend an amount of
Dark Symmetry points equal to the difficulty of the gift. For
manifestation purpose, a Citadel has Willpower ratings equal
to its Sciences (usually Expertise 3, Focus 1, TN 13). Only
gifts that inflict damage to a target may be employed. Any
resultant damage is applied to the intruder’s Mental Wounds,
although an experimental hacking device provides 3 Soak
against such damage, with any effects counting as 2 Soak.
In this way, Citadels are able to set their would-be enemies
aflame, or infest them with deadly contagions.

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CHAPTER 05

BAALZACH’S BLACK GATE

BAALZACH’S BLACK GATE

71
CHAPTER 05

72
BAALZACH’S BLACK GATE

73
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74
BAALZACH’S BLACK GATE

75
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76
BAALZACH’S BLACK GATE

77
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BAALZACH’S BLACK GATE

79
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80
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81
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82
CHAPTER 06

ALL-ENCOMPASSING DARKNESS
The 3rd Edition of the Mutant Chronicles roleplaying game contains BLESSED LEGIONNAIRE
a plethora of creatures that can be used to terrorise and instil
nightmares. The following chapter offers sample statistics for these Wounded survivors of a battle with the
creatures so that they might make an appearance in games of Siege followers of Demnogonis, these troops have
of the Citadel, plus some additional horrors towards the end that been thrown into the Infestation
have now been made flesh for the RPG. Chambers while still alive, if barely.
There, they are bombarded with
BIO-GIANT (MONSTROUS CREATURE) Demongonis’ Symmetry pattern
and infused with bacterial
It is unclear if these 10-metre tall towering humanoids are more infections. The result is a
vehicle than being. A vast metal exoskeleton supports their putrid husk that staggers
enormous bulk, with the biological vat- to march to the beat of
grown components crudely stitched Demnogonis’ drum. Death
or stapled together. They are slow, is their only release for these
ponderous, and dull-witted, but for these twisted individuals,
all that they are hideously powerful their trapped souls screaming
and strong. Their arms are often for release in death. Blessed
replaced with Legionnaires have two
weapons like actions per turn.
the Obliterator
Cannon, or chainsaws, BLIGHT HOUND
flamethrowers, or other heavy
weaponry. Some have been known A dead dog thrown into the Infestation Chambers, genetically
to carry howdahs of Necromutants engineered parasites have since infected, reanimated, and rewritten
into battle. Bio-giants are ponderous, the creature’s DNA. Appearing as a large and powerful example of
and have only one action per turn. its breed, it can transform in an instant to a slavering horror. A Blight
Hound’s true form has lashing slime-covered tendrils whipping from
BIOPHAGE its torso, as the body rips wetly apart. The creature’s jaws also split
apart to allow it better purchase on any prey. The real danger is from
The Biophages of Demnogonis are a the toxins and bacteria that seethe in the Blight Hound’s genetic
bizarre hybrid of human and an alien make-up. Blight Hounds have two actions per turn.
race. Telepathic, they are faceless
but for a fungal growth crawling
with cilia, instead of a face, and
two sacs of tissue pulse on their
backs as they wheeze for breath. Like the
Tekrons, Biophages have a specific skill-
set: they are experts in bio-engineering
and virology. They are responsible,
via their Infestation Chambers, for
many of Demnogonis’ creatures
and weaponry. Biophages are skilled in
manipulating the various infections and
viruses in the Lord of Pestilence’s
arsenal. Biophages have two
actions per turn.

ALL-ENCOMPASSING DARKNESS

83
CAIRATH (MONSTROUS CREATURE) CORRUPTOR
A fusion of Symmetry-infected flesh and necrobiology, grafted The Corruptors of Semai are used
onto a polymorphic metallic frame, the Cairath is an amorphous by the Apostle to recruit Heretics.
entity weighing between one and three metric tonnes. It consumes They often take the form of
both organic and inorganic materials, growing exponentially in powerful business people or
size. Often granted to heretics other authority figure. In their
as a reward, the creature is true form, they are humanoid,
often released into sewer with whipping tendrils
systems or shallow bodies shredding the skin in a welter
of water close to human of gore, and their amorphous
settlements. It envelopes its bodies make them difficult to
prey, secreting digestive injure. They have two actions
enzymes promising a slow each turn.
agonizing death by
absorption. A Cairath DARK GOLEM
has one action each turn.
Dark Golems are an artificial life-
CHANGELING form standing two and half metres
tall. Humanoid, they are covered
A heretic that makes a mistake is either left to the tender mercies of in spikes they can extrude at will
the Brotherhood or executed as an example to those who fail the (sometimes over a great distance)
Apostles. Some are given a second chance as Changelings. Able from their pink-tinged rocky and
to change shape, they are used as infiltrators. Their true form is stone-like flesh. Programmed
an armoured killing machine, with teeth and fangs. They have two by the Tekrons to learn, they
actions each turn. adapt during combat to become
dangerous foes. Utterly relentless,
CHILDREN OF ILIAN these implacable beings cannot
be reasoned with or manipulated,
It is unclear if these beings of Ilian are actually corrupted children, never stop, and their ability to
or brought from another world. Although small and feeble, they adapt makes them dangerous
can be dangerous in foes. They are often used to
numbers. They fulfil guard critical areas such as Dark
the roles of technicians and Apostle temples or other areas of importance. A Dark Golem has
medics, and their high-pitched two actions per turn.
voices can disrupt and jam
electronic technology, and EAONIAN JUSTIFIER
disorient humans. Children of
Ilian carry a “Child’s rattle” as a A slave race to the Tekrons,
ranged weapon. The lowest- Eaonian Justifiers an amalgam of
ranking of Ilian’s creatures, human DNA along with those of
they obey their superiors other races. They are skilled in the
unquestioningly. They have application of cruelty. Torture is a
two actions each turn. cruel art form to them, the more
the exquisite pain of their victims
the more information they extract.
They have two actions each turn.

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84
ETERNAL ZEALOT HERETIC LEGIONNAIRE
Ilian’s Eternal Zealots are Shadows of their former
humans transformed within selves the Heretic
the Focal Chambers of Ilian. Legionnaires fell victim
Dressed in purple and black to the promises of Semai
robes and wielding a Sinarach and his Corruptors. Totally
sub-machine gun, they are enslaved to Semai’s will,
the rank and file foot soldiers these troops feel little of
of Ilian. Their skins are a stark anything. They blindly
white; limbs are twisted their follow their Nepharite
lips are atrophied–leaving them with a manic grin. The cold of the overlords, and form the
Void surrounds them and they can use their Frozen Breath power; an majority of Semai’s troops,
icy cloud freezes the flesh. They have two actions each turn. waiting for an end to their
torment. They have two
FIGMENT actions each turn.

Figments are created from the minds of HOWLING LEGIONNAIRE


those crazed by the Distillers. They
can take a variety of forms based Like their Screaming
upon the delusions of those who Legionnaire brethren
created them, but all are violent they are often found with,
and predatory. Distillers often they form the rank and
keep Figments around, hidden in file troops of Muawijhe’s
the shadows and dark places. They legions. Armed only with
have two actions each turn. musical instruments, they
use these to unleash
GOMORRIAN EMASCULATOR madness upon their foes,
spawning Mind Renders
Once the Dark Legion broached Dark as a result. They have two
Eden, Algeroth’s Tekrons immediately actions each turn.
began tinkering with the local genetics.
After a number of gruesome and costly IMMACULATE FURY
mistakes, the Tekrons discovered that mixing Dark Eden Rivetbull
and Razide DNA had worthwhile effects. This took the form of the Hulking humanoids of
Gomorrian Emasculator, one similar to the Ancient Earth Minotaur. muscle and sinew of around
However, the Tekrons improved: twin mini-guns and a Symmetry- 250 kilos, Immaculate
infused war-hammer means this brute is a heavy shock trooper. A Furies were created by the
Gomorrian Emasculator has two actions per turn. Tekrons to be the perfect
bodyguard. Not one that
was just physically powerful
at two and half metres, but
one that that would have
a psychological impact as
well. These faceless horrors
have a metal grille for a
face, able to filter out most
toxins and gases and enables them to survive in hostile atmospheres.
They often give voice to shrill ululations in combat (often in unison),
designed to unnerve a foe. Based upon human DNA, they have tough,
leathery skin and biotechnological implants that makes them hard
to kill or even injure. An Immaculate Fury has two actions per turn.

ALL-ENCOMPASSING DARKNESS

85
MIND RENDER PRAETORIAN BEHEMOTH (MONSTROUS CREATURE)
Mind Renders are nightmares made flesh These huge horrors tower over their smaller Praetorian Stalker
by Muawijhe. They resemble charred, brethren. Hugely powerful, they have been known to pick up and
skeletal humanoids. Instead of hands they hurl tanks. Able to carry the massive Obliterator Cannon, Behemoths
have organic blades. Their most feared function best in the heat of battle, but have a foul disposition and
ability is the power to rend the sanity are easily annoyed. They have one action each turn.
of their victims, hence their name. They
often follow the Howling Legionnaires
into battle, spreading insanity
in their wake. They have two
actions each turn.

NASCA RAZIDE
Slightly smaller than their regular Razide cousins, Nasca Razides
were inured to Dark Eden’s toxins by Algeroth’s Tekrons. They often
command their brethren, being of a tactical mien, and possess
less of the boundless rage Razides often exhibit. Nonetheless,
they are terrifyingly powerful combatants. A Nasca Razide has two
actions per turn.

PLAGUE VULTURE SCRAMBLER


Although resembling a vulture, these creatures are actually a Like Ilian’s Marionettes, Scramblers have the ability to
creation of the Biophages. They are used as both possess machines, albeit of a smaller scale. Beings of
reconnaissance and maintenance units by the pure energy, they can also use
Biophages, and can carry out quite the powers of Muawijhe to
fine manipulation using the harass and disturb the minds
pair of claws spouting from of their prey, feeding off the
their chest. Their saliva is a discord and madness. Once
powerful adhesive and they they have absorbed enough
use it to help maintain discord and madness they
the various growths in can take physical form,
citadels of Demnogonis. a semi-organic horror.
They have two actions They have two actions
each turn. each turn.

CHAPTER 06

86
SHADOW HOUND VILE BLOATER
Creatures of Ilian’s Wild Hunt, these creatures can take the shape of Obese and corpulent, Vile Bloaters can pass as human, although
a common breed of dog. Often hunting in packs, Shadow Hounds their true form has translucent skin showing putrefying organs
can cross the dimensions. In their natural form, they resemble huge beneath. Created from dead humans, the bodies are revived and
hounds, heavy with muscle with razor-sheep teeth and claws. They infused with Demnogonis’ Symmetry pattern; the bodies inflated
are often used to guard citadels or temples. They have two actions with noxious chemicals and gases. They often found in cities among
each turn. the homeless, infecting the population. They two actions each turn.

TORN SPEWER
More a delivery system than a servant of
Demnogonis, the Torn Spewer staggers
across the battlefield, infecting corpses
with the Black Rot, enabling them to
rise again as Kadavers. A huge mouth
splits their body, and from this, they
vomit highly corrosive sprays of
acid. They are usually kept behind
the troops, but are also used to
clear enemy foxholes, leaving
the victims in agony.
They have two actions
each turn.

ALL-ENCOMPASSING DARKNESS

87
DARK LEGION CREATURE REFERENCE
PROMOTION
CREATURE COMBAT RATING ARMOUR ACTIONS POINTS
Close combat: 5
BIO-GIANT 5 1 8
Fire combat: 5
Close combat: 3
BIOPHAGE 2 2 2
Fire combat: 1
Close combat: 3
BLESSED LEGIONNAIRE 2 2 1
Fire combat: 4
Close combat: 3
BLIGHT HOUND 1 2 1
Fire combat: –
Close combat: 4
CAIRATH 3 1 4
Fire combat: –
Close combat: 3
CHANGELING 2 2 2
Fire combat: –
Close combat: 2
CHILDREN OF ILIAN 2 2 1
Fire combat: 2
Close combat: 3
CORRUPTOR 2 2 1
Fire combat: 2
Close combat: 4
DARK GOLEM 3 2 4
Fire combat: 1
Close combat: 4
EAONIAN JUSTIFIER 3 2 3
Fire combat: –
Close combat: 4
ETERNAL ZEALOT 2 2 3
Fire combat: 3
Close combat: 3
FIGMENT 3 2 2
Fire combat: –
Close combat: 5
GOMORRIAN EMASCULATOR 2 2 5
Fire combat: 4
Close combat: 3
HERETIC LEGIONNAIRE 2 2 1
Fire combat: 4
Close combat: 3
HOWLING LEGIONNAIRE 2 2 1
Fire combat: 4
Close combat: 4
IMMACULATE FURY 3 2 6
Fire combat:4
Close combat: 4
MIND RENDER 2 2 1
Fire combat: 3
Close combat: 4
NASCA RAZIDE 3 2 5
Fire combat:4
Close combat:3
PLAGUE VULTURE 1 2 1
Fire combat: –
Close combat: 4
PRAETORIAN BEHEMOTH 4 1 8
Fire combat: 4
Close combat: 2
SCRAMBLER 1 2 1
Fire combat: –
Close combat: 3
SHADOW HOUND 3 2 3
Fire combat:
Close combat: 3
TORN SPEWER 2 2 2
Fire combat: 3
Close combat: 3
VILE BLOATER 3 2 3
Fire combat: 3

CHAPTER 06

88
MERCURIAN MACULATOR  •• Inured to Pain
•• Personal Dark Symmetry (1)
Brought from an alien world by Ilian, the Mercurian Maculators are •• Slave to Symmetry (1)
her favoured underwater assassins. First encountered on Mercury •• Supernatural Physique (2)
by Mishima troops, they prefer dank environments such as caves or •• Supernatural Strength (2)
underwater. •• Ambush Predator: The Mercurian Maculator’s instincts give
it great proficiency when it hunts. If a Mercurian Maculator
Hulking, vaguely ape-like humanoids, Mercurian Maculators are is currently hiding or otherwise concealed, any action it
powerfully built and stand two to three metres tall. Their flesh is performs against a character also forces that character to take a
the colour of a pallid corpse and covered in a slick layer of slime. Challenging D2 Willpower test or suffer a mental assault.
It is unclear what purpose the slime has in their accelerated •• Aquatic Affinity: A Mercurian Maculator is at home in the water.
regenerative processes, but appears to be part of the process in When attempting a test in relation to swimming, they have
some unknown way. Athletics Expertise 2 and Athletics Focus 1, and do not suffer
penalties for difficult terrain whilst underwater. Additionally, it
Mercurian Maculators are amphibious and are often used in aquatic gains one bonus Momentum on Stealth tests whilst submerged.
assaults as support troops, scouts, and assassins by Ilian’s forces. Finally, they do not drown.
Although the Gorgoroth Heavy Machine Gun they carry is far from •• Stealthy: A Mercurian Maculator gains two bonus Momentum
subtle, the claws of a Mercurian Maculator have claimed many a on all Stealth Tests.
careless sentry’s life.
DARK SYMMETRY SPEND
ATTRIBUTES •• Savage: For the cost of one Dark Symmetry point, the Mercurian
STRENGTH PHYSIQUE AGILITY AWARENESS Maculator may also use its powerful bite in melee doing X+Y
14 (+2) 14 (+2) 9 9 damage with Dreadful and Vicious 2 Qualities
COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY
8 8 10 10

FIELDS OF EXPERTISE
COMBAT FORTITUDE MOVEMENT SENSES SOCIAL TECHNICAL
EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC
3 1 3 1 2 2 2 2 1 – – –

WOUNDS: 13

SOAK: Tough slimy hide: (All 1)

ATTACKS:
•• Rending Claws (melee): 3+8, 1H, Vicious 2
•• Gorgoroth HMG (ranged): Range L, 2+6, Automatic, 2H,
Ammo (Armour Piercing 2), Spread 1, Subaqueous
„„ Subaqueous: Weapons that possess the Subaqueous quality
are designed to function effectively underwater. Each point
of Subaqueous will reduce the penalty applied to Ranged
Weapons or Close Combat tests for underwater combat
by one, to a minimum of zero. Additionally, each point of
Subaqueous will negate one point of Soak provided by
the cushioning effects of water, but has no effect on other
sources of Soak value (such as armour).

SPECIAL ABILITIES
•• Fast Healing (2)
•• Fear (1)
????
•• Inured to Cold

ALL-ENCOMPASSING DARKNESS

89
????

CHAPTER 06

90
METROPOLITAN PROPHET  •• Inured to Poison
•• (Monstrous Creature)
One of the most insidious threats of all to Humanity, Semai’s •• Night Vision
Metropolitan Prophets are massively muscled humanoids born from •• Slave to Symmetry (1)
the Ritual known as the Seed of Semai. Usually covered in the gore •• Supernatural Physique (1[2])
of their host, the taut muscles and tendons of their face form a rictus •• Supernatural Strength (1[3])
grin that exposes their teeth in a feral snarl. •• Flawless Infiltrator: When clad in a human form, a Metropolitan
Prophet is largely indistinguishable from an ordinary human
Born from a Ritual known as The Seed of Semai, the one-way
transformation brings forth the corruption of an individual in the
most visceral way possible. Heretics volunteer for the blessing, often
to conduct suicide missions or as a safeguard against capture, but THE SEED OF SEMAI (RITUAL)
cults of Semai have been known to target specific individuals in
positions of power who are well-placed to carry out acts of terror Much like Dark Gifts, rituals are cast using a Willpower test,
and sabotage. which includes the fact that the roll is effectively an attempt
to resist mental trauma. For more information on rituals, see
Metropolitan Prophets remain human in appearance until the change the Mutant & Heretics Sourcebook.
is triggered, though their muscle mass increases and they become
freakishly dense; more than one untransformed Prohpet has been •• DIFFICULTY: Dire D3
given away by a vehicle’s suspension straining under their mass.
This has caused some Heretics to disrespectfully call the creatures •• TARGET: One object or willing Heretic
“Hydes”. With but a thought when the time is right, the Seed can be
activated to transform the host, showering anyone nearby with the •• COMPONENTS: One Object
gore of their flesh as it is ripped asunder by muscles and skeleton
that tauten and thicken. The change to a Metropolitan Prophet is •• TIME: 3 Hours
a one-way ticket; to all intents and purposes, the human host no
longer exists and death is the only release. •• CORRUPTION: 3

ATTRIBUTES •• EFFECT: Semai’s ways are those of subtlety and guile. His
STRENGTH PHYSIQUE AGILITY AWARENESS rituals are no different. This ritual allows the caster to use
12 (+1)/15 (+2) 12 (+1)/15(+3) 9 8 the First Voice to embed the Seed of Semai directly into a
COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY willing Heretic or into an item of some kind.
8 8 8 5
For items, the caster holds it over their head while intoning
FIELDS OF EXPERTISE invocations to Semai, meaning the ritual is often used on
COMBAT FORTITUDE MOVEMENT SENSES SOCIAL TECHNICAL smaller objects such as jewellery or business cards. This object
EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC is then passed to the chosen victim, often under the guise
2 2 – – 1 – 2 – 1 – 1 – of a gift. If freely accepted by the victim, the Seed of Semai
gradually takes root; like an inner voice, it begins whispering
WOUNDS: 10/14 to the victim in dreams, encouraging non-Heretics along a
path of corruption.
SOAK: Toughened Hide: (All 1/All 3)
Each day, the victim must make a Challenging D2 Willpower
ATTACKS: Test, increased by one difficulty for every Corrupted Mental
•• Fists (melee): 2+6/3+7, 1H, Knockdown, Stun Wound they possess (maximum of Epic [D5]). Failure means
•• Metropolitan Handcannon (ranged): Range M, 1+6, they increase their Corrupted Mental Wounds by one. Once
Automatic, 2H, Ammo (Black Bullets), Vicious 1 all of their Mental Wounds are corrupted, the Seed of Semai
has taken root and the Metropolitan Prophet lurks underneath
SPECIAL ABILITIES the victim’s skin. Heretics do not need to make a Willpower
•• Fear (2) Test–the Seed of Semai takes root automatically.
•• Feed Upon Fear
•• Inured to Pain

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being and fully able to pass unnoticed. Any tests attempting to ATTRIBUTES
discern their true nature or intent while operating in human guise STRENGTH PHYSIQUE AGILITY AWARENESS
are increased in difficulty by two steps. 16 (+6) 17 (+6) 11 10
•• Reading the Flows: Thanks to visions born from the direct COORDINATION INTELLIGENCE MENTAL STRENGTH PERSONALITY
infusion of Symmetry during their transformation, Prophets gain 11 8 9 19 (+3)
a preternatural insight during combat. Metropolitan Prophet’s
always act first during a combat round (they do not need to
FIELDS OF EXPERTISE
spend Dark Symmetry Points to do so). If another creature COMBAT FORTITUDE MOVEMENT SENSES SOCIAL TECHNICAL
possesses a similar ability, the creature with the highest Agility EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC EXP FOC
acts first. 3 2 2 2 1 1 1 1 – – 1 –
•• Vile Dissolution: Thanks to mortuary enzymes, a Metropolitan
Prophet reduced to zero Wounds dissolves into a pool of foul- WOUNDS:
smelling goo that quickly evaporates. •• Head 17 • Torso 23
•• Arms 19 • Legs 21
DARK SYMMETRY SPEND •• Serious 21 • Critical 18
•• Carnivorous Birth: For one Dark Symmetry point, the •• Mental 9
Metropolitan Prophet bursts forth from in a shower of gore.
Anyone viewing the Carnivorous Birth must make a Challenging SOAK: Praetorian Armour: (All 5)
D2 Willpower Test or suffer a mental assault. When transformed,
the creature benefits from increased strength and physique– ATTACKS:
these are noted as the secondary statistics in the profile above. •• Azoghar (melee): 8+11, 2H, Reach, Gruesome, Knockback,
It also gains the Monstrous Creature special ability (noted in Vicious 3
parentheses, above). The Prophet’s Handcannon remains •• Decimator Hand Cannon (ranged): Range L, 2+8, Munition,
disguised as a fairly innocuous item until the transformation is Blast (Close), Dreadful, Incendiary 2, Spread 3, Vicious 3
triggered.
•• Creature of Symmetry: As powerful tools of Semai, SPECIAL ABILITIES
Metropolitan Prophets (and Heretics prior to the change) may •• Dark Presence
use the following Dark Gifts: Sense Weaves of Power, Dark •• Fast Healing (3)
Curse, Stir the Dark Heart, and True Fear. •• Fear (3)
•• Feed upon Fear
PRAETORIAN BEHEMOTH  •• Grasping
•• Inured to Fire
From a world completely given over to the Dark Soul, Praetorian •• Inured to Poison
Behemoths resemble the Praetorian Stalkers in many ways. However, •• Monstrous Creature
they are far bulkier and tower above their smaller Stalker brethren •• Night Vision
and other Dark Legion troops, and have four arms. •• Slave to Symmetry (3)
•• Supernatural Personality (3)
Terrifying in battle, Praetorian Behemoths are almost the size of the •• Supernatural Physique (6
Bio-giants and are often used to break through lines and fortified •• Supernatural Strength (6)
positions, a role they are well-suited for. They are engines of •• Colossal Creature: A Praetorian Behemoth is an immense
destruction, laying waste to everything in their path. Even without creature, several metres tall, and terrifyingly strong. Few things can
the Decimator Hand Cannon and Azogar they carry, their natural face such a towering creature and survive. A Behemoth may treat
destructive power is difficult to stand against. any creature within Close range as being within Reach. Further,
any creature making a close combat attack against a Behemoth
It could be said that the Dark Symmetry itself powers the Praetorian increases the difficulty by one step, but any creature attempting a
Behemoth, and without the violence and destruction of battle they ranged attack against the Bio-Giant reduces the difficulty by one
quickly go insane. Despite their rage and foul tempers, Praetorian step instead. The Bio-Giant inflicts an automatic 1+3 damage
Behemoths have a wily intelligence and grasp of tactics, and are far with the Spread 1 and Knockdown qualities on any creature
from the unthinking brutes they appear to be. However, most Dark that attempts to make a close combat attack against it and fails.
Legion troops still give them a wide berth as Praetorian Behemoths •• Cumbersome: A Bio-Giant is a slow and awkward creature,
care little for where they step, or whoever gets in their way. unable to move quickly due to its sheer size and bulk. It may
not take the Sprint Standard Action or any Response Action.

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DARK SYMMETRY SPEND
•• Puny Human! Should a Praetorian Behemoth successfully use
its Grasping ability on a victim (or vehicle), it may spend two
Dark Symmetry points to then either throw them or use them
as a melee weapon. This makeshift “weapon” if thrown, has
Range M, Damage 2+6; and the Munition, Unwieldy, and Burst
(Close) qualities. It inflicts 3+5 damage with the Dreadful and
Stun qualities if used as a melee weapon. In both cases, the
victim also suffers any damage inflicted upon the target.
•• Rage: By spending one or more Dark Symmetry Points,
the Behemoth enters a terrible rage. While in this state, the
Praetorian Behemoth gains two additional momentum on a
successful melee attack, but it cannot fire any ranged weapon it
possesses (though it may still make improvised ranged attacks).
This rage lasts for a number of rounds equal to the number of
Dark Symmetry points spent.
•• Thunderous Stomp: By spending one Dark Symmetry point,
the Behemoth slams its’ foot into the ground. Anyone within
Reach must make a Daunting (D2) Athletics test or suffer the
Staggered condition.
•• Wringing Rend: Should a Praetorian Behemoth successfully
use its Grasping ability upon an individual with its claws, it may
spend three Dark Symmetry points to try and pull the target
apart. The victim suffers 2+5 damage with the Vile quality
that ignores Soak. The target must also succeed at a Resistance
test with a difficulty equal to the number of Dark Symmetry icons
rolled or be torn into two pieces, killing them instantly. This also
inflicts one point of Dread on all opponents.
????

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94 CHAPTER 06

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