Caine S New World Army P Scale List

Infantry

Stormtroopers

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Storm Troopers form the bulk of the New World Army, numbering in the millions. Storm Troopers are drawn from dozens of different sources- UN member states, Valentine forces, pro-UN Guerrillas and so on. Each Storm Trooper is highly trained and extremely disciplined, and are expected to continue fighting in the worst of circumstances. Storm Troopers are equipped with Storm Trooper Power Armour, which is lighter and more maneuverable than other suits; but more notably their weapons all rely on Pulse technology. As a rule, Storm Troopers rely greatly on their ability to lay down heavy amounts of accurate, devastating fire.
STORMTROOPERS
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
35 45 35 40 40 25 30 30 20
SKILLS
Athletics+10, Awareness+10, Dodge, Literacy
HORDE TRAITS
Disciplined, Fire Drill (1)
TALENTS
Barrage, Deadeye Shot, Nerves of Steel, Rapid Reload
SPECIALISTS
Engineer, Medic, Pathfinder, Sergeant, Sapper, Spotter, Weapon Specialist (Burst Cannon, Missile Launcher (3 Frag/2 AA), Pulse Rifle)
WOUNDS EQUIPMENT
13 Pulse Carbine, Pulse Pistol, Surovite Sword, Storm Trooper Power Armour
Horde Abilities
Ability Name Action Squad Req. Qty. Effect
Dig In 1 Full 1 Unlimited You gain +2 AP. This bonus stacks with all other bonuses and lasts until you move.
Frag Assault 1 Full 1 3 Per Battle You make a single ranged attack with the Frag Grenade profile. The attack deals +2 damage per squad, and gains +1 Devastating per squad.
Stand and Shoot 1 Full/Free 1 Unlimited You activate this when an enemy who goes before you in Initiative makes a Charge attack against you. Before they execute their melee attack, you may make standard Ranged attack against the enemy, treating them as being at Point Blank Range. However, you forfeit your action this turn. Alternatively, you may activate this ability on your turn as a Full Action. If you do so, then you may make the above attack against the next enemy to make a charge attack against you between then and your next turn. You may not use this ability against enemies who have Surprised you.

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Stormtrooper Veterans

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These elite veteran Stormtroopers are sourced from the victors of dozens of battles and organised into their own units. Their superior experience and ability allows them to act as the fulcrum for a Stormtrooper force.
STORMTROOPER VETERANS
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
40 45 40 40 40 30 40 35 20
SKILLS
Athletics +10, Awareness+10, Dodge, Literacy
HORDE TRAITS
Battle-Hardened, Disciplined, Fighting Withdrawal, Fire Drill (1), Overwhelming (1)
TALENTS
Barrage, Deadeye Shot, Gun Drill (Positron), Nerves of Steel, Rapid Reload, Swift Attack
SPECIALISTS Weapon Specialist (Basic) Weapon Specialist (Melee) Weapon Specialist (Heavy)
Coordinator, Engineer, Medic, Pathfinder, Sergeant, Sapper, Spotter, Weapon Specialist Positron Gun, Pulse Rifle Hyper Axe, Hyper Sarissa, Hyper Sword Burst Cannon, M-Launcher (Frag), SAM Launcher
WOUNDS Primary Weapons Ranged Sidearms Melee Sidearms Armour
14 Pulse Carbine Pulse Pistol Surovite Sword/Hyper Knife Stormtrooper Power Armour
Ability Name Action Squad Req. Qty. Effect
Defensive Abilities
Dig In 1 Full 1 Unlimited You gain +2 AP. This bonus stacks with all other bonuses and lasts until you move or are moved. This ability also stacks with itself up to a maximum of +4 AP.
Stand and Shoot 1 Full/Free 1 Unlimited You activate this when an enemy who goes before you in Initiative makes a Charge attack against you. Before they execute their melee attack, you may make standard Ranged attack against the enemy, treating them as being at Point Blank Range. However, you forfeit your action this turn. Alternatively, you may activate this ability on your turn as a Full Action. If you do so, then you may make the above attack against the next enemy to make a charge attack against you between then and your next turn. You may not use this ability against enemies who have Surprised you.
Grenade Abilities
Anti-Armour Assault 1 Full 1 1 Per Battle You make a ranged attack with the Crack Grenade profile. The attack deals +2 damage per squad, and gains +1 Penetration per squad.
Frag Assault 1 Full 1 3 Per Battle You make a ranged attack with the Frag Grenade profile. The attack deals +2 damage per squad, and gains +1 Devastating per squad.

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Vanguard Commandos

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Vanguard Commandos are elite New World Army forces, designed for infiltration assaults, ambushes, spotting and path-finding. They are excellent at reading the terrain, and their sophisticated Chameleon Armour allows them to blend into any scenery. They favour Pulse Carbines and Rifles, but unlike the line infantry are entirely capable of wielding the dreaded MP Pulse Railcannon.
VANGUARD COMMANDOS
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
40 50 40 40 50 30 40 30 20
SKILLS
Athletics+10, Awareness+10, Dodge+10, Literacy, Stealth+10, Survival+10
HORDE TRAITS
Ambushers, Battle-Hardened, Disciplined, Fighting Withdrawal, Fire Drill (2), Mobile (1)
TALENTS
Barrage, Crack Shot, Deadeye Shot, Nerves of Steel, Rapid Reload
SPECIALISTS
Engineer, Medic, Pathfinder, Sergeant, Sapper, Spotter, Weapon Specialist (Burst Cannon, MP Pulse Railcannon, Positron Rifle, Pulse Rifle)
WOUNDS EQUIPMENT
13 Commando Carbine/Pulse Rifle, Pulse Pistol, Prog Sword, Vanguard Chameleon Armour
Ability Name Action Squad Req. Qty. Effect
Anti-Armour Assault 1 Full 1 1 Per Battle You make a single ranged attack with the Anti-Armor Grenade profile. The attack deals +2 damage per squad, and gains +1 Penetration per squad.
Blind Assault 1 Full 1 2 Per Battle You make a single ranged attack using either the Smoke or Blind Grenade profile.
Dig In 1 Full 1 Unlimited You gain +2 AP. This bonus stacks with all other bonuses and lasts until you move.
Flashbang Assault 1 Full 1 1 Per Battle You make a single ranged attack with the Flashbang Grenade profile. Tests to resist the grenade take a -5 penalty per squad.
Frag Assault 1 Full 1 3 Per Battle You make a single ranged attack with the Frag Grenade profile. The attack deals +2 damage per squad, and gains +1 Devastating per squad.
Sabotage 1 Full 1 3 Times per Battle Choose one enemy Horde within AB dm/km. The target tests Perception; on a failure, they are stunned for 1 round.
Fire Storm Free 1 3 Times per Battle Use at the start of the turn. Until the end of your turn, You gain +20 BS and double your Semi/Full max. However, you may not perform any ranged attacks on your next turn.
Stand and Shoot 1 Full/Free 1 Unlimited You activate this when an enemy who goes before you in Initiative makes a Charge attack against you. Before they execute their melee attack, you may make standard Ranged attack against the enemy, treating them as being at Point Blank Range. However, you forfeit your action this turn. Alternatively, you may activate this ability on your turn as a Full Action. If you do so, then you may make the above attack against the next enemy to make a charge attack against you between then and your next turn. You may not use this ability against enemies who have Surprised you.

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Rare Infantry

Phantoms

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The Phantoms are an elite army of hidden soldiers, designed, created and harvested from the alien depths of the Synfront. Little is known about them; what is known, however, is that each and every one is a lethal killer, agile and skilled, and armed with powerful and highly advanced technology that seems a little more than human in its creation. Indeed, it's theorised that the gear the Phantoms are using is actually based off ancient Ancestral knowledge laid bare by Mary Caine's Eternity Drive. More disturbingly, each Phantom is identical physically, each of them an Ayanami clone. Mentally, the Phantoms have been given a truly intense level of conditioning beyond anything ever seen before. The conditioning the Phantoms go through means that each Phantom has a number of 'conscious minds'. Memories don't transfer between minds, and the abilities each mind can access are limited. Thus Phantoms might go into a 'training' mind when they practice; when they go into battle, Phantoms wear a 'killer' mind, which allows them to use their deadly skills; after the battle is done, the 'killer mind' switches off and is replaced with a more passive form. Although Phantoms are capable of learning, their conditioning means that at any given time, they're unable to remember most of their thoughts at once; this means that in most cases they're mentally foggy and confused, unable to think very quickly and completely bereft of things as simple as being able to track the time. Finally, all Phantoms are, through some process of the Eternity Drive, bound to an Adept; multiple Phantoms are bound to the same Adept, usually 20 or 40 at a time. These form a Phantom family; a collection of sisters gently led by a loving parent.
PHANTOMS
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
45 45 40 40 50 30 40 30 20
SKILLS
Athletics+10, Acrobatics+20, Awareness+20, Dodge+10, Literacy, Stealth+10
HORDE TRAITS
Adept-Linked, Ambushers, Disciplined, Evasive, Fire Drill (2), Mobile (3), Overwhelming (1)
TRAITS
Unnatural Agility(+2)
TALENTS
Barrage, Catfall, Deadeye Shot, Nerves of Steel, Swift Attack, Rapid Reload, Sprint
SPECIALISTS
Coordinator, Medic, Pathfinder, Sergeant, Sapper, Spotter, Weapon Specialist (Anathema Blade, Bane Rifle, Dirac Cannon, Hyper Cannon, Reaper Sword, Shuriken Cannon, Spinner Pistol)
WOUNDS EQUIPMENT
15 Shuriken Rifle, Shuriken Pistol, Phantom Sword, Phantom Armour
Ability Name Action Squad Req. Qty. Effect
Anti-Armour Assault 1 Full 1 1 Per Battle You make a single ranged attack with the Anti-Armor Grenade profile. The attack deals +2 damage per squad, and gains +1 Penetration per squad.
Blind Assault 1 Full 1 2 Per Battle You make a single ranged attack using either the Smoke or Blind Grenade profile.
Dig In 1 Full 1 Unlimited You gain +2 AP. This bonus stacks with all other bonuses and lasts until you move.
Fire Storm Free 1 3 Times per Battle Use at the start of the turn. Until the end of your turn, You gain +20 BS and double your Semi/Full max. However, you may not perform any ranged attacks on your next turn.
Flashbang Assault 1 Full 1 1 Per Battle You make a single ranged attack with the Flashbang Grenade profile. Tests to resist the grenade take a -5 penalty per squad.
Frag Assault 1 Full 1 3 Per Battle You make a single ranged attack with the Frag Grenade profile. The attack deals +2 damage per squad, and gains +1 Devastating per squad.
Stand and Shoot 1 Full/Free 1 Unlimited You activate this when an enemy who goes before you in Initiative makes a Charge attack against you. Before they execute their melee attack, you may make standard Ranged attack against the enemy, treating them as being at Point Blank Range. However, you forfeit your action this turn. Alternatively, you may activate this ability on your turn as a Full Action. If you do so, then you may make the above attack against the next enemy to make a charge attack against you between then and your next turn. You may not use this ability against enemies who have Surprised you.

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Commanders

Junior Magistrate

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"Junior Magistrates are expected to lead their Storm Troopers in battle. Junior Magistrates make their presence felt with their combat skill and stern authority, stiffening the resolve of their forces. Off the battlefield, Junior Magistrates are expected to be incorruptible upholders of the Universal Law, and are all at once judge, jury and executioner. Junior Magistrates are the equivalent to Captains and command Companies; High Junior Magistrates are the equivalent to Colonels and command brigades. Out of combat, they are expected to be capable of managing 'a populace below 10 million people'."
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
30 40 35 35 40 45 35 40 40
SKILLS
Athletics, Awareness+10, Charm, Command+10, Dodge, Intimidate, Literacy, Scrutiny
SPECIALIST SKILLS
Scholastic Lore (Tactics+10, Universal Law), Speak Language (English plus two others)
HORDE LEADER BONUS
Junior Magistrate (Fire Drill (+1). Land units gain +1 Ranged Damage and Fire Drill (1)).
TRAITS
Tactician, Touched by the Fates (1)
PROFICIENCY TALENTS
Pistol+Basic+Melee All
COMBAT TALENTS
Arms Master
RANGED TALENTS
Rapid Reload
PHYSICAL TALENTS
Rapid Reaction
MENTAL TALENTS
Foresight, Unshakeable Faith
INTERPERSONAL TALENTS
Air of Authority, Cold Hearted, Forward you Dogs, Iron Discipline, Peer (UN), Radiant Presence
SUPPORT TALENTS
Mass Marking
OFFENSIVE TACTICS
Coordinate Volleys, Offensive Stance
DEFENSIVE TACTICS
Defensive Stance, Repel Attackers
SUPPORT TACTICS
Master Tactician, Mobile Stance
WOUNDS EQUIPMENT
15 Best Pulse Carbine/Best Pulse Rifle/Positron Gun, Positron Pistol, Magistrate Glaive, Magistrate Power Armour, Grenades (2 frag, 2 blind).

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Magistrate

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"Magistrates are the military commanders of the New World Order and administrators both. Each Magistrate that passes through the New World Academy is not only a highly competent tactician, but also an able governor and incorruptible judge. Each Magistrate is empowered to dispense the Universal Law, even to the point of summary justice at the point of a pulse pistol. Often, Magistrates go to war in an XC-16 Battlesuit, a powerful suit that is more powerful and protective than power armour, but smaller than an AC Suit.Magistrates are the equivalent to Lietenant Generals and command corps; Senior Magistrates are equal to generals and command army groups. Out of combat, they are expected to be capable of managing 'a populace below 100 million people'."
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
35 40 35 35 40 45 45 40 45
SKILLS
Athletics, Awareness+10, Charm+10, Command+10, Dodge, Intimidate+10, Literacy, Scrutiny+10
SPECIALIST SKILLS
Scholastic Lore (Tactics+10, Universal Law), Speak Language (English plus two others)
HORDE LEADER BONUS
One of the following: Magistrate (Fire Drill (+1). Land units gain +1 Ranged Damage and Fire Drill (2)), Sea Magistrate (Fire Drill (+1). Sea units gain +2 AP and Fire Drill (1)), Air Magistrate (Fire Drill (1). Air Units gain +10 Agility and Fire Drill (1).)
TRAITS
Tactician, Touched by the Fates (1)
PROFICIENCY TALENTS
Pistol+Basic+Melee All
COMBAT TALENTS
Arms Master
RANGED TALENTS
Rapid Reload
PHYSICAL TALENTS
Rapid Reaction
MENTAL TALENTS
Foresight, Unshakeable Faith
INTERPERSONAL TALENTS
Air of Authority, Cold Hearted, Forward you Dogs, Iron Discipline, Peer (UN), Radiant Presence
SUPPORT TALENTS
Mass Marking
OFFENSIVE TACTICS
Coordinate Volleys, Massive Damage, Shoot the Big Ones
DEFENSIVE TACTICS
Defensive Formation, Fortify, Stiffen Backs
SUPPORT TACTICS
Example to Others, Get Moving, Master Tactician
WOUNDS EQUIPMENT
18 Magistrate Carbine, Pulse Pistol, Magistrate Glaive, Best Quality Magistrate Power Armour, Grenades (2 Frag, 2 AA, 2 Blind). OR: XC-16 Battlesuit w/unlimited Jump Pack, MP-Burst Cannon/MP-Pulse Railcannon/Positron Greatsword/Positron Hammer/Great Chainaxe/Great Chainsword, P-Burst Cannon/MP-Pulse Railcannon/Positron Greatsword/Positron Hammer/Great Chainaxe/Great Chainsword.

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Marshal Magistrate

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Marshal Magistrates (once known as Supreme Judges or Lord High Magistrates until Ezra Caine started banning 'overly pretentious titles') are the supreme commanders of the New World Army. They are few in number- there are only twenty of them- and most unusually for the New World Army, they are Iron Guard. Not survivors of the LN War, but rather newly-made Iron Guard recruited from the ranks of the most talented commanders in the entire United Nations and augmented to the very limit of modern technology. Each one is tremendously powerful- physically capable of destroying a tank- and mentally capable of memorizing the details of a theatre of war to the minutiae. The presence of a Lord High Magistrate is a sign that the New World Order is unleashing its greatest forces on a target, and the only option is complete victory.
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
50 50 60 60 50 50 50 50 50
SKILLS
Acrobatics+10, Athletics+20, Awareness+20, Charm+10, Command+20, Dodge+20, Intimidate+20, Literacy, Parry+20, Scrutiny+20
SPECIALIST SKILLS
Operate (Land Civilian, Land Military, Personal), Scholastic Lore (Tactics+20, Universal Law+20), Speak Language (English plus five others)
HORDE LEADER BONUS
One of the following: Marshal Magistrate (Fire Drill (1). Land units gain +2 Ranged Damage, +1 TB and Fire Drill (2)). Admiral Magistrate (Fire Drill (1). Sea units gain +2 AP, and Fire Drill (2)). Air Magistrate (Fire Drill (1). Air units gain +10 Agility, and Fire Drill (2)).
TRAITS
Iron Guard Mk3 (SB10, TB10), Tactician, Touched by the Fates (3)
PROFICIENCY TALENTS
Pistol+Basic+Heavy+Melee All, TWW (Both)
COMBAT TALENTS
Ambidextrous, Arms Master, Quick Draw
MELEE TALENTS
Assault Jump, Berserk Charge, Blademaster, Crushing Blow, Death from Above, Furious Assault, Lightning Attack, Precision (Melee), Storm Strike, Takedown, Whirlwind of Death, Unarmed Master, Wall of Steel
RANGED TALENTS
Assault Shooter, Bolter Drill, Deadeye Shot, Precision (Basic), Mighty Shot, Rapid Reload, Storm of Iron
PHYSICAL TALENTS
Bulging Biceps, Catfall, Drop Trained, Hardy, Iron Jaw, Leap Up, Lightning Reflexes, Rapid Reaction, Sprint, Step Aside, True Grit
MENTAL TALENTS
Brilliance, Foresight
INTERPERSONAL TALENTS
Air of Authority, Cold Hearted, Forward you Dogs, Iron Discipline, Peer (UN), Radiant Presence
SUPPORT TALENTS
Hunker Down, Soak Fire, Mass Marking
OPERATIONS DIRECTOR TALENTS
Battlefield Command, Delegate, Precision Targeting, Tactical Genius, Tactical Legend
OFFENSIVE TACTICS
Butts and Bayonets, Coordinate Volleys, Fanatical Fury, Massive Damage, Rip and Tear, Shoot the Big Ones
DEFENSIVE TACTICS
Defensive Formation, Fortify, Hold the Line, Repel Attackers, Stiffen Backs
SUPPORT TACTICS
Example to Others, Get Moving, Harbingers of Dread, Master Tactician, Tactician's Foundation
WOUNDS EQUIPMENT
30 Best Guard Bolter, Best Guard Bolt Pistol, Best Guard Positron Sword, Guard Combat Knife, Best Mk3A Exemplar Armour , Grenades (3 Frag, 3 AA)

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Solomon Senior Adept

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Living proof that Mary Caine understands the practical benefits of love at least, Senior Adepts are powerful, easily the match of an Iron Guard Apostle in AT Field strength, if not perhaps in physical power. The greatest asset an Adept possesses, however, is their precious 'family': every Adept is the leader of a family of Phantoms, usually between twenty and forty. The conditioning a standard Phantom possesses means their personalities are often very foggy and confused; Adepts, who do not 'change' conscious minds like Phantoms do, provide needed stability to their daughters. Phantoms are not sure of many things, but one thing every Phantom does is dearly desperately adore their Adepts, and those Adepts return that love in return. Adepts are reluctant to expose their daughters to danger unless the situation favours their hand, but on the other hand many Adepts operate under the carefully cultivated belief that success in battle will allow their daughters greater freedom. Curiously, few Adepts consider Command as captors, like the Knights commonly do; but then again Adepts are often cloaked in a monastic air, so who really knows what they think about their situation?
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
45 45 40 40 50 50 45 50 25
BASIC SKILLS
Acrobatics+10, Athletics+10, Awareness+10, Command+20, Dodge+10, Literacy, Medicae+10, Security+10, Stealth+10
SPECIALIST SKILLS
Scholastic Lore (AT Fields+20, Biology+10, Tactics+10)
HORDE LEADER BONUS
Senior Adept (+1 DoS. +1 Damage. +1 AB.)
TRAITS
AT Field (10), Unnatural Agility (2), Touched by the Fates (2)
PROFICIENCY TALENTS
Pistol+Basic+Heavy+Melee All
COMBAT TALENTS
Ambidextrous, Quick Draw
MELEE TALENTS
Berserk Charge, Swift Attack, Unarmed Master
PHYSICAL TALENTS
Catfall, Hardy, Leap Up, Rapid Reaction, Sprint, Step Aside
INTERPERSONAL TALENTS
Great Leader
AT FIELD TALENTS
AT Extension, AT Focus, Synchronize Field, Quick Spread
SPREAD PATTERNS
Barrier Field, Bunker Field, Deflective Field, Mind Shield
OFFENSIVE POWERS
AT Blast, AT Wave
ENHANCEMENT POWERS
AT Funnel, Massive Momentum
UTILITY POWERS
AT Blanket, AT Ping, Float, Inertia, Kinetic Manipulation, Telepathy
HORDE POWERS
Guidance, Shroud
DIRAC POWERS
Dirac Cache, Dirac Jaunt
ADVANCED BIO POWERS
Flesh Stitch
ADVANCED KINETIC POWERS
Compression Shock, Kinetic Bolt
ADVANCED PSYCHIC POWERS
Drive Sense, Mental Cleansing, Nightmare, Psychaudience (Focused), Psychaudience (Passive), Psychic Sanctuary, Suggestion
OFFENSIVE TACTICS
Ambuscade, Coordinate Volleys, Offensive Stance
DEFENSIVE TACTICS
Go to Ground, Repel Attackers
SUPPORT TACTICS
Master Tactician, Mobile Stance
WOUNDS EQUIPMENT
20 Shuriken Pistol, Shuriken Rifle, Adept Sword, Solomon Adept Armour

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Elites

New World Pilot

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These pilots are representatives of the massive corps of tank drivers, navigators, air force pilots, AC Suit fighters and Superheavy operators. Skilled and able, their expertise keeps the UN war machine going forward.
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
40 45 35 35 45 35 35 35 25
BASIC SKILLS
Athletics+10, Awareness+10, Dodge+10, Literacy
SPECIALIST SKILLS
Operate (One of the following: Air Military+10, Land Military+10, Sea Military+10, Superheavy+10)
PROFICIENCY TALENTS
Basic (General, Positron), Pistol (General, Positron)
MENTAL TALENTS
Nerves of Steel
RANGED TALENTS
Rapid Reload
PILOTING TALENTS
Adept Maneuvering, Reduce Profile
WOUNDS EQUIPMENT
12 Pulse Pistol, Stormtrooper Power Armour, 1 Vehicle

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Solomon Junior Adept

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The Solomon Adepts are the esoteric, secretive AT Field-users within the Phantom army. Although their most notable aspect is in 'raising' and leading small families of Phantoms, not all Adepts fill this role. These 'Junior Adepts' fill support roles within the wider Phantom army that would be too risky for a proper Adept. Many Juniors are assigned to a Senior Adept, where they'll tend to that Senior's needs. Occasionally, a Senior will petition Command to convert one of their Phantom daughters into a Junior Adept. These 'Daughter Adepts' remain bonded to their Senior and their family, but are often granted greater rights and have layers of conditioned stripped away, allowing them the privilege of greater personality. Some Junior Adepts do go on to be granted families of their own, although generally it takes a very long time for them to become as powerful as a full Senior.
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
45 45 40 40 50 40 40 40 25
BASIC SKILLS
Acrobatics+10, Athletics+10, Awareness+10, Dodge+10, Literacy, Security+10, Stealth+10
SPECIALIST SKILLS
Scholastic Lore (AT Fields+10)
TRAITS
AT Field (8), Unnatural Agility (2)
PROFICIENCY TALENTS
Pistol+Basic+Heavy+Melee All
COMBAT TALENTS
Ambidextrous, Quick Draw
MELEE TALENTS
Berserk Charge, Swift Attack, Unarmed Master
PHYSICAL TALENTS
Catfall, Hardy, Leap Up, Rapid Reaction, Sprint, Step Aside
AT FIELD TALENTS
Quick Spread
SPREAD PATTERNS
Barrier Field, Bunker Field, Deflective Field
OFFENSIVE POWERS
AT Blast, AT Wave
ENHANCEMENT POWERS
AT Funnel, Massive Momentum
UTILITY POWERS
AT Blanket, AT Ping, Float, Inertia, Telepathy
DIRAC POWERS
Dirac Cache
NEUTRALISATION POWERS
Neutralise
ADVANCED POWERS
Compression Shock, Kinetic Bolt; Drive Sense, Psychaudience (Passive)
WOUNDS EQUIPMENT
16 Shuriken Pistol, Shuriken Rifle, Adept Sword, Solomon Adept Armour

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Solomon Knight

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Solomon Knights are the elite warrior branch of the Solomon Project. Although possessing no augmented AT Fields, they make up for it with superior strength, speed and skill. Quick, durable, and equipped with the best weapons, the Knights not only form a warrior elite within the ranks of the Phantom army, but they are also called upon to operate the highly advanced vehicles the Phantoms use to support their main forces.
CHARACTERISTICS
Weapon Skill Ballistic Skill Strength Toughness Agility Intelligence Perception Willpower Fellowship
50 50 50 50 50 40 45 40 25
BASIC SKILLS
Acrobatics+10, Athletics+10, Awareness+10, Dodge+10, Literacy, Security+10, Stealth+10
SPECIALIST SKILLS
Operate (Air Military+20, Air Phantom+20, Land Military+20, Land Phantom+20, Sea Military+20, Sea Phantom+20, Superheavy+20)
TRAITS
Unnatural Agility (2)
PROFICIENCY TALENTS
Pistol+Basic+Heavy+Melee All, TWW (both)
COMBAT TALENTS
Ambidextrous, Arms Master, Quick Draw
MELEE TALENTS
Battlemaster, Berserk Charge, Crushing Blow, Furious Assault, Swift Attack, Takedown, Unarmed Master
RANGED TALENTS
Barrage, Deadeye Shot, Hip Shooter, Marksman
PHYSICAL TALENTS
Catfall, Drop Trained, Hardy, Leap Up, Lightning Reflexes, Rapid Reaction, Sprint, Step Aside
MENTAL TALENTS
Fearless, Nerves of Steel
PILOTING TALENTS
Adept Maneuvering, Brace for Impact, Rapid Repositioning, Reduce Profile
WOUNDS EQUIPMENT
24 Shuriken Pistol/Spinner Pistol, Bane Rifle/Shuriken Rifle, Reaper Blade, Solomon Knight Armour

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