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Strike Legion

Gamemaster’s Guide

planet is converted into massive structures that twist and writhe over its surface. The function of these structures are not known but the Battle Heralds defend them with insane ferocity.

When a Dominator broodship attacks a Republic world as many Strike Cruisers and Fleet battle groups that are near the invasion site are sent to defeat this deadly threat. A Dominator will be escorted by two Violators, ten Eradi- cators, and fifty Wraiths or the invasion will involve two Violators and twenty Wraiths.

Players will control the party’s Strike Cruiser, two extra fully crewed Strike Cruisers, and five battle groups of ten Unity destroyers, five Independence cruisers, and a Lib- erty dreadnought. They must destroy these Battle Herald broodships or the Republic world that they are defending will be destroyed and consumed. If it is impossible to save this world, Fleet forces must hold back the Battle Heralds long enough for most of the populace of this dy- ing world to be evacuated into open space.

Construct allows a broodship to generate Construct points each turn. Broodships can produce any number of Battle Herald ships by spending Construct points equal to a ship’s Build rating. A broodship can store Construct points from turn to turn but it can never build its own de- sign or a broodship with a greater Size rating.

Dominator Broodship: Alpha Victis

AGI DEF SPD ACT X SHD ARM SIZE Structure

2 2 2 20 1000 5000 100 12 1000/2000/3000

Type Move Special

Space Grav / Jump Construct 10 100 Beam Cannons / 5 Hyperwave Cannons / Sensor 40

Dominator broodships are over three kilometers long and have a mass of over fifty billion tons. They are cov- ered with one hundred laser cannons and have an array of spinal cannons that can punch a kilometer wide crater into the surface of a planet or disintegrate a small moon. Only a few dozen of these massive battleships are believed to exist and their destruction is the quickest way to end the Battle Herald invasion.

Violator Broodship: Junjin Victis

AGI DEF SPD ACT X SHD ARM SIZE Structure

4 5 5 10 1000 1000 30 8 300/600/900

Type Move Special

Space Grav / Jump Construct 2 / Build 8 20 Beam Cannons / Hyperwave Cannon / Sensor 20

Violators are the broodships that have destroyed most of the Imperial and Republic worlds and they have become or alien creatures. Strike Teams can be assigned to ex-

plore an ancient archeological site, where all the explorers have been killed by traps. These sites may contain ancient technologies, so they are important to the future of the Re- public. This site might provide clues that lead to another site on the same planet or another world. At the end of the chain of clues and traps, the Strike Team will eventually be rewarded with a powerful new lost technology.

Art Heist

The Imperium often discovers hidden caches of Old Empire art or data that their Intelligence Agency exam- ines for clues to the past. These ancient relics contain important clues to how these extinct cultures lived and often lead to discovering new artifact sites and how to op- erate lost technologies that have already been uncovered. Strike Teams must secretly confiscate this new art without destroying it. The information that the Imperium has al- ready gleamed from these ancient artifacts must also be copied and destroyed.

Base Busters

Strike Teams are often used to take out a star base or battle station that would require an immense number of capital ships to destroy. Legionnaires can get inside them to cause a core reactor overload that will destroy the base from within instead of a costly fleet battle. Their primary objective might be to deactivate a base’s weapons and shields so that it will be an easy target for a small battle force of Fleet ships.

Battle Heralds

Battle Heralds are sentient machines that have come from an uncharted region of space bringing death and de- struction. Little is known of their origin but their goal is clear: the destruction of all life in the universe. Analysis of captured Battle Heralds has revealed that each machine is controlled by an internal logic unit. These devices are believed to be sentient computer matrixes composed of pure silicon crystal. The specific geometry of the crystal lattice in each Herald is believed to provide it with sen- tience.

Battle Heralds capture inhabited Imperial and Republic worlds and cleanse them of all life. These planets are then strip mined and their natural resources are shipped to an orbiting broodship so that more Heralds can be produced. The Heralds then assimilate any novel technology they discover adding it to their colossal stores of knowledge and technology. Then the entire surface of the captured

Strike Legion

the symbol of the Battle Herald threat. Imperial and Fleet Intelligence believe that there are at least two hundred in- dependent Violator pairs currently destroying populated worlds. Violators are usually found in pairs escorted by around twenty Wraiths so most anti-Herald strategies have been designed to defeat these specific numbers. If a large battle group of Violators arrive at a planet with a mas- sive escort there is nothing sentient forces can do except evacuate as many people as possible before the slaughter begins. Violator broodships are one kilometer long and have a mass of over ten billion tons. A few Violators have been captured intact but their technology is still a mystery to Imperial and Republic scientists.

Eradicator Broodship: Gelm Victis

AGI DEF SPD ACT X SHD ARM SIZE Structure

5 5 8 6 1000 500 20 6 100/200/300

Type Move Special

Space Grav / Jump Construct 1 / Build 4 10 Beam Cannons / Reflex Cannon / Sensor 5

Eradicators do not have enough power to destroy a core world but single Eradicators are constantly destroying Frontier and lightly defended outer worlds. Eradicator broodships are over a half kilometer long and have a mass of over a half a billion tons. Eradicators are usually found as escorts for larger broodships but are known to go inde- pendent in lightly defended regions of space.

Wraith Battle Escort: Tra Mendor

AGI DEF SPD ACT X SHD ARM SIZE Structure

8 8 8 3 1000 30 5 5 20/40/60

Type Move Special

Space Grav / Jump Stealth / Build 1 4 Beam Cannons / Sensor 2

Wraiths are escort ships designed to protect the brood- ship that spawned them. These ships have never been seen to operate independently and Wraiths actually start ramming themselves into enemy ships for one last chance at destruction once their mothership has been destroyed. These small battle destroyers are feared by enemy cap- tains because they are impossible to detect until they reach kill range and open fire. Most Wraiths form a defensive pattern around their mothership and a large formation of them will travel in front of their broodship for defense.

Big Game Hunters

Strike Teams are sent to the wilds of newly discovered worlds to hunt and capture samples of undiscovered ani- mal species that can be used as new bioweapons or to cre- ate a possible wonder drug.

Bodyguards

Strike Team members may be assigned to transport an important person that must reach their destination at all costs. This can include a scientist that can solve a world wide plague or stop a star from going supernova. Legion- naires may also transport diplomats that can end a cultural war in the Frontiers and help both sides join the Repub- lic but Imperial or local hostile forces will do anything to stop them.

Bring Them into the Fold

Strike Teams may be sent to a primitive or indepen- dent world in the Frontiers in order to negotiate with the natives or the local government to make a deal that will bring them into the Republic. Many of these cultures are warlike so they require a great deal of testing of outsid- ers in order to gain their trust. Legionnaires are always sent because they are capable of fulfilling any challenge and they are great representatives of the true potential that is contained within the people of the Republic. Legion- naires must sometimes live with these people and learn their ways to eventually gain their trust and allegiance.

Broken Drill

Strike Teams can be sent deep into Imperial space or the Frontiers to destroy or sabotage enemy mining facili- ties of very rare or militarily important minerals and crys- tals. The Legion’s primary function is to weaken the Im- perium from within and these strategic mining facilities are a perfect starting point for a new Strike Team to gain experience because of their limited security.

Bug Hunt

The Hive came from the eastern Frontier from a region that was thought to be a sphere of dark matter. The dark matter appears to be only a shell because out of it pours endless swarms of these living machines that hunt and eat all living things that they discover. Their advantage comes from their seemingly endless numbers because as soon as their lesser warriors are destroyed, they are quick- ly replaced by another swarm of living death.

The Hive is a group mind race of genetically modified alien creatures that desire only to consume other living things and use their biological materials to create more copies of themselves. They can manipulate their genetic code to better fit any environment making them the per- fect killing machine in any situation. To stop a local Hive infestation, Legionnaires must kill their Hive Mind and destroy their brood chamber.

All Hive creatures are controlled by a super dimension-

Strike Legion

al creature known as the Overmind that uses Hive minds as a conduit to control her hordes of mindless servants. When a Strike Team destroys a Hive mind, the local Hive creatures lose connection to the Overmind and revert back to mindless animals. The Overmind drives these creatures to be vicious killers that live only to devour the living. Hive infestation have occurred on Republic ships, bases, colony worlds, and even on a few core worlds.

These infestation sites can be saved before they are converted into giant Hive breeding pits but the local Hive mind must be destroyed before the Hive infestation grows too large. If a Strike Team cannot cleanse a world of the Hive menace, they are authorized to destroy it using a Ha- des missile that will ignite the entire atmosphere of the plague world.

Hive Mind

STR AGI INT DEF X ACT LIFE SIZE MOVE

10 5 6 8 100 8 30 6 Walk

Animal: Horror / Fear / Armored Carapace 8

A Hive mind is the link between the Overmind and all the minor Hive creatures in a given area. It is an intelli- gent and powerful fighter in its own right but its primary function is to lead its warriors into battle so it will usually stay hidden amongst its battle horde. Anyone that attacks a Hive mind will be torn apart by its massive bodyguards known as Hive brutes.

Hive Brute

STR AGI INT DEF X ACT LIFE SIZE MOVE

12 4 2 6 100 2 20 6 Walk

Animal: Horror / Fear / Armored Carapace 12

Hive brutes are massive killing machines designed to tear apart a battle frame. These giant monsters charge into battle breaking down enemy formations and crushing armored vehicles and battle fortifications. Twelve Hive brutes always guard their Hive mind and act as its loyal bodyguards.

Hive Warrior

STR AGI INT DEF X ACT LIFE SIZE MOVE

4 5 2 7 10 3 6 2 Walk

Animal: Horror / Fear / Armored Carapace 4

Hive warriors are the shock troops of a Hive invasion. Their arms are massive scythes that can tear through metasteel armor like paper. They are driven by the Over- mind to fight so they will charge in mass jumping over fallen comrades to get to their prey without any thought of self preservation.

Castaways

These adventures involve a Strike Team being trapped on an isolated world by a powerful energy field or storm or crash landing because of the destruction of their Strike Cruiser. On this primitive world, the Strike Team discov- ers an Imperial base that is using locals as slaves to mine for resources or harvest local plants and animals for phar- maceuticals. The Legionnaires must free the locals and destroy the Imperials using only local resources and the help of the natives.

Church Bells

The Imperial Sisterhood and Brotherhood are the Impe- rium’s most powerful weapons and Strike Teams are sent into Imperial space to destroy them in their fortress mon- asteries when any sect grows too powerful. These battle fortresses are heavily guarded by these fanatic warriors so these assaults are one of the most dangerous missions that a Strike Team must accomplish.

Cleanse

A cleanse mission is a simple search and destroy mis- sion. Strike Teams can be sent to a Republic world to find Imperial operatives that have infiltrated and created ter- rorist cells on this world. A Strike Team must find them quickly before they can attempt their terrorist plot and de- stroy their entire terrorist organization.

Close the Gate

Imperial jump gates are one of the most heavily guard- ed military targets in the Imperium. Each one has its own defense fleet assigned to it and the local world that it or- bits has a massive shield generator that protects it. The destruction of one of these irreplaceable relics of the An- cients will completely destroy the military organization of an entire sector of Imperial space. A Strike Team must first penetrate the defensive shield projected from the sur- face of a local planet and sneak aboard the gate in order to destroy it from within.

Computer Crash

Imperial scientist sometimes create a Mind system that is so powerful that its tactical genius can change the fu- ture of the war. Mind systems are artificial intelligence systems that have achieved true consciousness and have a real personality. These computers can be destroyed by finding its processing unit, which might be very small or distributed into many parts.

Strike Legion

Crime Fighters

Legionnaires assigned to home duty can help local po- lice forces on Republic worlds when powerful crime orga- nizations or gangs get out of control. Legionnaires must hunt down and destroy these criminals that spread drugs and prostitution throughout the Republic. They will also help hunt down serial killers and kidnappers if local po- lice ask the Republic for help. The Legion will also hunt down Dark Masters terrorizing Republic worlds if they become too powerful for local Guild forces to handle.

Dark Lord

Many regions of the Frontier and some sectors of the Republic are terrorized by Dark Masters, whose experi- ments have warped the fabric of reality around these worlds. Many of these worlds become infested with de- mons from other dimensions that feast on the populace of these plagued worlds. These Dark Masters must be stopped at all costs and their death usually restores a world back to normal after all the remaining horrors have been hunted down and destroyed. The Guild will send along Guild Masters to help your Strike Team destroy these Dark Masters and restore order to these dying worlds. The greatest threat to the Republic’s security is a group of Dark Masters working together because their combined power has the potential of permanently altering the fabric of reality.

Dark Master

STR AGI INT PRE MAS DEF ACT LIFE STA

4 4 4 4 5 8 4 8 12

Fight 4 / 2 Acts of Mastery 5 / Energy Blade

A Dark Master is a twisted wielder of Mastery that has been driven insane by the splendor of unfiltered reality. They have developed incredible power over the universe but this knowledge has completely destroyed their minds. They seek only to learn more about reality and they never care about how many people they destroy during their bi- zarre experiments. They are not evil but they have been driven insane by their desire to understand every secret of the universe.

Dark Apprentice

STR AGI INT PRE MAS DEF ACT LIFE STA

2 2 2 2 2 4 2 4 6

Fight 2 / Act of Mastery 2 / Energy Blade

These dark apprentices are learning from a Dark Master how to dominate the universe and they will do anything to protect him. A Dark Apprentice must have the same Act of Mastery as their Master.

Gamemaster’s Guide

Demon lord

STR AGI INT DEF X ACT LIFE SIZE MOVE

15 4 5 8 100 6 30 6 Walk

Animal: Beast / Ethereal / Feel No Pain 10

Demon lords are the massive brutes that rule over the lesser demons from their twisted world through power and domination. These huge winged beasts carry a massive war axe made from pure void stone and they will devour the soul of anyone that they can capture.

Demon Warrior

STR AGI INT DEF X ACT LIFE SIZE MOVE

4 4 2 6 10 3 6 2 Walk

Animal: Beast / Ethereal / Feel No pain 5

Demon warriors are massive killing brutes that wield a long blood sword that can easily cut through the thickest armor and shielding.

Guild Master

STR AGI INT PRE PER RES MAS DEF ACT LIFE STA

3 3 3 2 3 3 5 6 2 6 9

Fight 3 / Gun 3 / Pilot 3 / Tech 2 / 2 x Acts of Mastery 5

Guild masters are the fully evolved avatars that the Guild entrusts with its greatest secrets. Each of these powerful Masters is dedicated to destroying every Dark Master in the universe and they will do anything to defeat these insane lunatics.

Dark Towers

The Imperium creates massive black space stations de- signed to capture and concentrate exotic matter. Each of these bases can only produce a few grams of this material but they have thousands of these stations that can together generate enough exotic matter to produce a super weapon or Mastery implement. When the Republic discovers the location of one of these dark towers, a Strike Team is sent to capture its exotic matter and destroy the base.

Death Teams

The Imperium has created their own super soldiers in- cluding gun saints, martial adepts, and samurai savants that are sent into Republic space to create terror and de- struction. A Strike Team sent to stop one of these Imperial kill teams will have a real challenge because their abilities and equipment make them some of the most dangerous enemies that a Legionnaire will ever encounter. These new Imperial soldiers are extremely intelligent making them very difficult to hunt down and destroy so a Strike Team may have to set a trap to bring them down.

Strike Legion

Dirty Politics

Once in awhile an Imperial governor comes along that cares about his people and leads his world into an era of incredible progress and prosperity. This Imperial world is pulled out of anarchy by this powerful leader and it be- comes a beacon of progress for the rest of the Imperium. A Strike Team must be sent to assassinate or discredit this leader so that her Imperial hive world will fall back into anarchy and darkness.

Extraction

When a high level Imperial officer wants to defect, a Strike Team will be sent into Imperial space to extract this individual. This officer may have information vital to the Imperium so they will send their most powerful warriors to prevent this defector from escaping so extracting him

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