NE Alien Update
NE Alien Update
Savage Worlds, Necessary Evil, all unique characters, creatures, and locations, artwork,
logos, and the Pinnacle logo are © 2015 Great White Games, LLC;
DBA Pinnacle Entertainment Group.
1
ALIENS AMONG US!
1/1/2001. That was the day the aliens Earth’s heroes were caught off guard. Most
attacked earth. were captured or slain in a single night
They dropped like steel rain from the dark of carnage and bloodshed. The rest, their
void of space. Mysterious. Armed. Armored. identities and weaknesses cataloged during
Ferocious. Backed by a thousand armadas the false alliance, were hunted down in the
of fighters and bombers all across the whole weeks that followed.
wide world. Earth’s armies, long grown overdependent
Most of the major cities fell in days, left in on their super heroes, failed. Humanity
smoking ruins and streets soaked red with was subjugated. The invaders wanted our
blood. Heroes rose. Ordinary men and resources and humans were tasked with
women. Police forces. Soldiers. Sailors. Air providing them. In exchange, most of the
forces. Marines. Super heroes. world was allowed to rebuild and repopulate.
But the aliens—horrifying creatures with Life slowly returned to some semblance of
shark-like faces and crocodile skin—were far order, but always under the watchful eyes of
more powerful. And they were legion. the conquerors from the stars.
Then came the v’sori. Allies to humanity, The aliens’ plan to destroy the world’s heroes
saviors of earth. They aided the heroes and enslave its population was near total, but
of the world in their struggle against the they hadn’t counted on Earth’s villains.
predatory invaders they called the k’tharen. These selfish, vain, cruel, or megalomaniacal
Great battles were fought. Sacrifices were men and women had always rebelled
made. Secrets were shared. The v’sori–Earth against human authority, but alien rule
alliance drove the merciless k’tharen horde proved intolerable. Soon they were united
back to the depths of space. by a master criminal called Dr. Destruction.
The survivors celebrated. The v’sori were He formed these scattered malcontents into
given great ceremonies around the world. organized cells to fight the k’tharen warriors,
Dignitaries and super heroes gathered to thwart the v’sori, and eventually teleport
shower them with gifts, praise, and gratitude. to the invaders’ home planet to fight their
supreme leader—the monstrous Overmind.
The fools.
That tale is told in the original Necessary Evil
In a coordinated series of attacks across
and focuses almost exclusively on Star City.
the globe, the v’sori proved not the foes of
The tale of New York City, and the cordon
the voracious k’tharens—but their masters.
that was placed around it, is told in Necessary
The shark-men returned at the side of their
Evil: Breakout!
insidious overlords.
THE OVERMIND!
3
NNWAR MASTER Special Abilities:
• Aquatic: Pace 10.
F’arak is the War Master of Earth, and the
• Attack, Ranged: (Range 12/24/48, Damage
most powerful and cunning v’sori in our
2d6, AP 4. Cone. (Mind Blast).
solar system.
• Force Control 3: d12+1. Area Effect. Force
Attributes: Agility d10, Smarts d10, Spirit Field. Heavy Weapon. Range 24”.
d8, Strength d8, Vigor d10 • Low Light Vision: V’sori ignore penalties
Skills: Fighting d12, Intimidation d8, for Dim and Dark lighting.
Investigation d8, Knowledge (V’sori Politics) • Mind Control: Range 12”. Multiple
d12, Notice d10, Persuasion d6, Shooting d8, Minds.
Swimming d10 • Mind Reading: Range 12”.
Cha: –2; Pace: 6; Parry: 8; Toughness: 13 (6) • Stun: Large Burst Template, Smarts roll
Hindrances: Mean, Ruthless (Major) or be Shaken. (Synaptic shock psionic
Edges: Combat Reflexes, Command, blast).
Inspire, Natural Leader • Telekinesis: Strength d12, Range 12”.
Gear: Combat armor (+6, –4 AP), 2×fusion • Telepathy: Limited. V’sori can
grenades (Range 5/10/20, Damage 3d8, AP communicate telepathically with other
2), pulse rifle (Range 20/40/80, Damage 3d6, v’sori, Atlanteans, or Atlantean hybrids.
AP 4, RoF 1).
OVERLORD
The next step down in the v’sori hierarchy
are the Overlords. They typically watch
over nation-size regions and are primarily
concerned with logistics and administrative
matters.
Overlords are almost always despised as
“useless middle-men” by both their superiors
and the Warlords who report to them.
Use the game statistics for Warlords but
add Knowledge (V’sori Politics) d10.
5
TROOPS BATTLE MASTERS
Forces are allocated as needed, so there is Battle Masters are heavily trained,
no standard organizational chart for the unquestioning “special operations”
v’sori. In a district with a high but docile troops. The v’sori use them to carry out
populace, a Warlord might rely on nothing particularly sensitive missions where some
but a company or two of drones (see below) subtlety is called for (such as kidnapping
and a personal guard of Battle Masters. In a or assassination) or when a particularly
more troublesome area such as Star City or clever threat (such as certain super heroes or
New York, troops are far more numerous. villains) must be taken down.
Battle Masters thus serve as spies, infiltrators,
V’SORI SOLDIERS mind readers, assassins, and shock troops.
Common v’sori soldiers are considered They are equipped with whatever high-tech
fodder by their Warlord, but are at least devices are believed necessary to carry out
above the far more common servitor species their assignments.
detailed below. Older or injured Battle Masters are often
On occasion, v’sori soldiers have rebelled placed in charge of prisons, bases, or other
against their societal “betters” and caused installations as needed.
their Warlord significant embarrassment. Elite Battle Masters are powerful foes.
For this reason, most commanders prefer They’re used for special operations or to kill
to rely on the more loyal Battle Masters, or capture super powered foes. They often
less intelligent k’tharen, or barely sentient follow behind k’tharen wave attacks, letting
drones. the fins absorb the bulk of the enemy’s
There are few legions of actual v’sori counterattack.
soldiers on Earth. The paranoid Overmind A typical squad is eight Battle Masters, one
wisely feared the common men and women of which is a leader with the Command and
of his species might take sympathy on their Tactician Edges.
ancestors, particularly the Atlanteans. Attributes: Agility d8, Smarts d8, Spirit d6,
V’sori soldiers are well-trained and loyal to Strength d8, Vigor d8
the Warlord. They don’t get along with the Skills: Fighting d10, Intimidation d8,
elite Battle Masters. Knowledge (Tactics) d6, Notice d8,
Attributes: Agility d8, Smarts d8, Spirit d6, Persuasion d8, Shooting d10, Stealth d8,
Strength d6, Vigor d6 Swimming d10, Taunt d8
Skills: Fighting d8, Intimidation d8, Notice Cha: –2; Pace: 6; Parry: 7; Toughness: 12 (6)
d6, Shooting d8, Stealth d6, Swimming d10, Hindrances: Mean, Ruthless (Major)
Taunt d6 Edges: Combat Reflexes, Combat Sense,
Cha: –2; Pace: 6; Parry: 6; Toughness: 11 (6) First Strike, Level Headed
Hindrances: Mean Gear: Combat armor (+6, –4 AP), 2×fusion
Edges: Combat Sense grenades (Range 5/10/20, Damage 3d8, AP
Gear: Combat armor (+6, –4 AP), 2× fusion 2), pulse rifle (Range 20/40/80, Damage 3d6,
grenades (Range 5/10/20, Damage 3d8, AP AP 4, RoF 1).
2), pulse SMG (Range 10/20/40, Damage 2d6, Special Abilities:
AP 2, RoF 3). • Aquatic: Pace 10.
Special Abilities: • Attack, Ranged: (Range 12/24/48, Damage
• Aquatic: Pace 10. 2d6, AP 4. Cone. (Mind Blast).
• Low Light Vision: V’sori ignore penalties • Low Light Vision: V’sori ignore penalties
for Dim and Dark lighting. for Dim and Dark lighting.
• Telepathy: Limited. V’sori can • Stun: Large Burst Template, Smarts roll or
communicate telepathically with other be Shaken. (Synaptic shock psionic blast).
v’sori, Atlanteans, or Atlantean hybrids. • Telepathy: Limited. V’sori can
communicate telepathically with other
v’sori, Atlanteans, or Atlantean hybrids.
7
MINIONS K’THAREN
When the v’sori began their expansion more
than a millennium ago, the k’tharen were one
The subjects of the Overmind are of their first stops along the way. They were
numberless. Entire armies rule over distant also one of the most difficult. The shark-like
planets and even systems in the vastness of “fins,” as the Earthers call them, fought so
space. Some of these troops are v’sori, some savagely against the technologically superior
are the shark-like k’tharen, some are cyborg v’sori that the Overmind eventually decided
slaves, and some are even mercenaries made to try a different tactic. He called for peace
up of brutal alien races still unknown on and offered them the blood and treasures
Earth. of a thousand worlds in exchange for their
Below are the most common soldiers, service. Eventually, the fins agreed.
servants, and other minions encountered Fins do not rely on guile or craft to win
in Necessary Evil. their battles. Though an intelligent
and cunning species, they become
frenzied berserkers in battle. They
attack foes in waves of slavering
berserkers, usually after the v’sori air
forces have bombed an opponent’s
frontal defenses into submission.
Fins use their tremendous size
and toughness to great advantage,
pressing frontal assaults that would
be suicidal for lesser beings.
NNCOMMANDER
The most vicious k’tharen are
cybernetically enhanced to be
even more dangerous than the
troops they lead. They also
receive some basic command
training, but mostly they are
valued for their pure ferocity.
Attributes: Agility d10, Smarts
d8, Spirit d10, Strength d12+4, Vigor
d12+1
Skills: Driving d8, Fighting d12,
Intimidation d12, Notice d10,
Shooting d12, Swimming d10,
Throwing d8
Cha: –6; Pace: 10; Parry: 8;
Toughness: 17 (6)
Hindrances: Bloodthirsty, Mean
Edges: Combat Reflexes,
Command, Fervor, Improved
Frenzy
Gear: Combat armor (+6, –4
AP), 4× fusion grenades (Range
5/10/20, Damage 3d8, AP 2),
COMMANDER
Special Abilities:
• Aquatic: Pace 10.
9
DRONES Strength d12+1, Vigor d10
Skills: Driving d6, Fighting d12,
Drones are encased in form-fitting body
Intimidation d8, Notice d8, Piloting d10,
armor with visored helmets. They bristle
Shooting d12, Swimming d8
with weaponry and cables carrying fluids
Pace: 6; Parry: 8; Toughness: 13 (6)
and wiring to their various systems.
Hindrances: Ugly (if seen without armor)
Attributes: Agility d6, Smarts d4, Spirit d6, Edges: Combat Reflexes
Strength d10, Vigor d8 Gear: —
Skills: Driving d6, Fighting d8, Intimidation Special Abilities:
d6, Notice d4, Shooting d8, Swimming d6 • Ambidextrous: Hyper drones have no
Pace: 6; Parry: 6; Toughness: 8 (2) off-hand penalty.
Hindrances: — • Aquatic: Pace 6. Cybernetic gills and
Edges: Combat Reflexes marine adaptations allow hyper drones to
Gear: — function underwater.
Special Abilities: • Armor +6: Hyper drones are encased in
• Ambidextrous: Drones have no off-hand thick black armor of alien design.
penalty. • Attack, Melee: Damage Str+2d6, AP 4.
• Aquatic: Pace 6. Cybernetic gills and Heavy Weapon. (Vibro claws.)
marine adaptations allow drones to • Attack, Ranged: Range 12/24/48,
function underwater. Damage 4d6, AP 4, RoF 1. (Wrist
• Armor +2: Cybernetic implant armor. mounted blasters.)
• Attack, Melee: Damage Str+d6, AP 2. • Attack, Ranged: Range 24/48/96,
Heavy Weapon. (Vibro claws.) Damage 6d10, AP 8, RoF 1.
• Attack, Ranged: Range 12/24/48, Enhanced Damage. Heavy
Damage 3d6, AP 4, RoF 1. Weapon. Limitation
• Fearless: Drones are (cannot be used in
immune to Fear and combination with any
Intimidation. other attack). (Mouth
• Heightened Senses: cannon.)
Low Light Vision. • Fearless: Drones
(Cybernetic eyes.) are immune to Fear and
• Stun: Strong. Intimidation.
(Electro shock.) • Heightened
Senses: Infravision. Low
HYPER DRONES Light Vision. (Cybernetic
When it becomes eyes.)
apparent that the typical • Stun: Strong.
drone is no match for a (Electro shock.)
super powered Earthling,
the v’sori unveil the hyper
drones. These poor souls have
their cybernetics wired to
overcharged internal power
plants that grant them
extreme power. DRONE
Twice as bright burns half as
long, of course, so they expire
far more quickly than the
more stable drones. Seeing
the withered figure inside
their tough black armor is
a shock for even the most
jaded veteran.
Attributes: Agility d10,
Smarts d4, Spirit d6,
11
ARMOR & EQUIPMENT
ARMOR Force Field, Personal: V’sori rulers have
access to personal force fields, and a rare
All armor types from Savage Worlds are few of these have wound up in the hands
available in Necessary Evil. Armor types from of Earth’s villains. Some of the latter were
the Savage Worlds Super Powers Companion incorporated into “Z-Belts,” named after
are repeated below with some additional tinkerer Arthur Ziggler, the developer.
notes—and a few new selections as well.
Force field generators are typically worn
Characters benefit only from the highest as belts or backpacks and provide +4 Armor
armor value worn unless otherwise noted. against all types of attack (except arcane).
Body Armor: Popularized by the highly They’re powered by enough energy for
successful DuraWeave brand, body armor is 24 hours of continuous use, then must be
the staple of many spandex-wearing heroes recharged for one hour. Force fields stack
and villains alike. This lightweight material with all other types of armor except other
can be worn under normal clothing with personal force fields, and are not affected
little inconvenience. It adds +4 Armor and by AP. Note that recharging is very tough
negates up to 4 points of AP from ballistic in the New York City Prison due to lack of
attacks (but not energy or melee). (4 lb, $200) electricity. (4 lb, $50,000)
Combat Armor: Worn by k’tharen troopers, Generator: A traditional generator costs
v’sori elite, and anti-supers units, these suits $1,000 and provides 10,000 watts of power. It
include a full suit of armor with helmet and holds eight gallons of gasoline.
load-bearing harness for a backpack or other Riot Shield: Riot shields like those typically
gear, boots, and gloves. The combat vest given to the police or paramilitary troops
(5 lb, $300) and tactical helmet (2 lb, $100) (including some v’sori) act as large shields
may also be worn separately. Combat armor (see Savage Worlds). Modern composite
adds +6 Armor and negates up to 4 points of materials add +4 Armor versus ranged
AP from ballistic attacks (but not energy or attacks instead of the +2 provided by those
melee). (12 lb, $800) of earlier eras. (5 lb, $150)
MELEE WEAPONS
Modification Weight Cost
Chain/Vibro Blade: Any bladed weapon, such as a sword or axe, can +2 $500
be fitted with a rotating chain of diamond-edged blades, or made
to vibrate at extremely high frequencies. Chain or vibro blades are
extremely loud, but add +1d6 damage and AP +2 to the weapon’s basic
statistics. Unpowered, the blade is a normal weapon of its type.
Energy Weapon: A weapon with a blade of pure energy or high +1 $500
frequency vibration. It increases the weapon’s damage by one die type
and grants +4 AP in addition to any other special abilities of the base
weapon. Energy weapons have no minimum Strength limitation and
count as a Heavy Weapon. They are unusable when unpowered.
Molecular Blade: Edged weapons such as daggers or swords can be — $500
given a monofilament, “molecular,” or extremely thin edge, making
them far sharper than usual. This gives the weapon +2 damage and
adds half its damage die type in AP (+2 AP for a d4, +4 AP for a d8, and
so on). Molecular blades require no power.
Power Weapon: The weapon contains a variable burst of energy that’s +1 $500
released on impact. It adds +1d6 to the character’s damage. With a raise
on the attack roll, the character’s damage is a d10 instead of a d6. Power
weapons function as their base type when drained of energy.
Stun Charge: Blunt weapons can be rigged to deliver a stunning +1 $500
charge of energy. After a target is hit by the weapon (including a Touch
Attack), resolve damage. Then the victim must make a Vigor roll or
fall prone and Incapacitated. At the start of each subsequent action, he
makes a Vigor roll to revive. Success means he revives but is Shaken
for the round and can recover on the next as usual. A raise means he
revives instantly and is not Shaken. An unpowered stun weapon does
normal damage.
13
PULSE WEAPONS
The v’sori and powerful human organizations use “pulse blasters,” weapons that fire
powerful bursts of energy at their target. A user can cause double damage with these devices
by “focusing the charge” (a free action). This doubles the number of damage dice rolled, all
of which may Ace. If a 1 is rolled on the Shooting die while overcharged, the weapon hits any
Innocent Bystanders as usual (see Savage Worlds) then malfunctions and must be repaired
(one hour, Repair –2) or replaced. Pulse weapons may cause lethal or nonlethal damage
(attacker’s choice).
Weapon Range Damage AP RoF Shots Weight Cost
Pistol 10/20/40 2d6 2 1 24 2 $500
Notes: Power packs cost $20 and weigh .25 pounds each.
SMG 10/20/40 2d6 2 3 24 2 $1,000
Notes: Power packs cost $20 and weigh .25 pounds each.
Rifle, Sniper 40/80/160 4d6 4 1 12 6 $1,500
Notes: Min Str d6, Heavy Weapon, Snapfire. Power packs cost $30 and weigh .5 pounds
each.
Rifle, Assault 20/40/80 3d6 4 3 24 6 $1,500
Notes: Min Str d6, Heavy Weapon. Power packs cost $30 and weigh .5 pounds each.
Pulse Gatling 20/40/80 3d6 4 3 48 12 $100K
Notes: Full Auto only. Min Str d8, Heavy Weapon, Snapfire. Power packs cost $50 and
weigh 1 pound each.
GRENADES
Earth-made grenades in Necessary Evil are lighter and easier to carry and throw than those
listed in Savage Worlds (though those are available too).
The v’sori use grenades containing a micro fusion reactor capable of cracking tanks and
super-powered beings alike.
Weapon Range Damage AP RoF Shots Weight Cost
Fragmentation 5/10/20 3d6 – 1 1 1 $100
Notes: Heavy Weapon, MBT
Fusion 5/10/20 3d10 2 1 1 1 $500
Notes: Heavy Weapon, MBT
Stun Grenade 5/10/20 3d6 — 1 1 1 $100
Notes: Everyone in the area of effect must make a Vigor roll or fall prone and Incapacitated.
At the start of each subsequent action, he makes a Vigor roll to revive. Success means he
revives but is Shaken for the round and can recover on the next as usual. A raise means
he revives instantly and is not Shaken. An unpowered stun weapon does normal damage.
PLASMA WEAPONS
Plasma is superheated gas that can flash boil the flesh from a man or beast in the blink of an
eye. Unlike a flamethrower, the fuel tank is stored in the weapon itself—usually in the form
of energy rather than liquid propellant. When the trigger is depressed, the gas is heated and
ejected as a small comet-like ball.
Weapon Range Damage AP RoF Shots Weight Cost
Plasma Pistol 12/24/48 2d10+2 — 1 8 7 $600
Notes: HW, affects least-armored area, target may catch fire. Plasma packs cost $20 each
and weigh .5 pounds.
Plasma Rifle 24/48/96 3d10 — 1 12 12 $1,200
Notes: HW, affects least-armored area, target may catch fire. Plasma packs cost $40 each
and weigh 1 pound.
SLUGTHROWERS
Firearms are plentiful in the New York City Prison. Criminal gangs, police precincts,
National Guard Armories, and even resistance fighters brought in most every type of
weapon imaginable. For that reason, all the contemporary firearms listed in Savage Worlds
are available in Necessary Evil: Breakout.
A new pistol, the M2-HeroKiller, is also available and was relatively common during the
k’tharen invasion. Originally developed by Revile Industries in the 1980s for the burgeoning
terrorist and secret society markets, the Mauser Magnum HeroKiller pistol, or M2-HK for
short, fires overcharged tungsten-core bullets to penetrate the thick skins of the world’s
super-beings. Just before the v’sori claimed victory, a few M3-HeroSlayer rifles made it into
the city as well.
Weapon Range Damage AP RoF Shots Weight Cost
M2-HeroKiller 10/20/40 3d6 3 1 10 5 $300
Notes: HW. Ammo costs $50 and weighs 1 pound per 10-shot magazine.
M3-HeroSlayer 20/40/80 3d10 4 1 10 10 $1,500
Notes: HW. Ammo costs $100 and weighs 2 pound per 10-shot magazine.
15
SPECIAL WEAPONS
Weapon Range Damage AP RoF Shots Weight Cost
POS-2 Foam 10/20/40 Special — 1 6 400 $2,000
Thrower
Notes: Another wonder from the labs of Poseidon Dynamics, the POS-2 Foam Thrower
Cannon was first employed during the 1999 Conference On Super-Genetics in Star City.
This riot-control and containment weapon fills an area equal to a Small Burst Template
with quick-hardening foam. Anyone caught in the area of effect must make an Agility
roll versus the Shooting result or be caught. The foam is permanent until a solvent is
applied or it suffers one wound (Toughness 10, blunt or cutting attacks only). For two
shots (charges) per attack, the area affected is a Medium Burst Template, and for three
shots it’s a Large Burst Template.
Net Gun 5/10/20 Special — 1 1 10 $500
Notes: Min Str d6. This shotgun-sized rifle with a bulbous barrel was developed by
Seattle’s Poseidon Dynamics in answer to a challenge by billionaire industrialist George
Waits. A world-renowned precious metals speculator and philanthropist, Waits got tired
of seeing anti-globalization protesters injured by riot policemen just trying to do their
jobs. Poseidon engineered a rifle that fires a super-strong, but ultra-soft net synthesized
from actual spider’s silk. With a successful hit, the target is entangled. He suffers –2 to all
actions and cannot move. He may try to break free with an Agility or Strength roll at –2.
The net is Toughness 10, cutting attacks only.
Nullifier Gun 12/24/48 Special — 1 4 5 $20,000
Notes: Amongst the weaponry of the v’sori, the nullifier gun is potentially the most
terrifying for super-villains. This weapon fires a neutralizer ray that renders inert any
natural or artificial energy signature. In other words, it takes away super powers! When
hit, a target must make a Vigor roll or lose all super powers for 1d6 rounds.
Taser/Stun Gun 5/10/20 — — 1 12 1 $300
Notes: After a target is hit, he must make a Vigor roll or fall prone and Incapacitated. At
the start of each subsequent action, he makes a Vigor roll to revive. Success means he
revives but is Shaken for the round and can recover on the next as usual. A raise means he
revives instantly and is not Shaken.
Taser (Mega-Taser) 5/10/20 — — 1 6 3 $10K
Notes: This weapon is a taser designed to deal with super powered individuals. It works
exactly the same as the taser listed above, but the Vigor roll to resist is made at –2, or –4
if it hits with a raise.
17
VEHICLE WEAPONS
BLASTER CANNONS
V’sori vehicular blasters fire charged particle blasts with incredible penetration. Particles
are filtered from ambient dust, water particles, or micro-meteors, granting unlimited
ammunition when connected to a continuous power supply. If not, a power core can be
attached providing 100 shots (the price is listed for each weapon below).
Weapon Range Damage RoF AP Shots Cost
Light 100/200/400 3d10 3 5 U $100K
Notes: HW. Power cores cost $250.
Medium 100/200/400 4d10 2 10 U $500K
Notes: HW. Power cores cost $1,500.
Heavy 100/200/400 5d10 1 20 U $1M
Notes: HW. Power cores cost $3,000.
Super Heavy 150/300/600 6d10 1 30 U $1M
Notes: HW. Power cores cost $5,000.
MISSILES/TORPEDOES
V’sori fusion missiles shred most conventional armor and forces. Sonic torpedoes detonate
with a focused sonic blast. They are far more rare and usually only given to the biggest ships.
These weapons use the rules for missiles in Savage Worlds and require vessels with missile
launchers or torpedo tubes to mount. Attackers use Shooting to get a lock if firing directly or
Knowledge (Electronics) if fired indirectly from a bridge or weapons station. Defenders use
Piloting (or Agility if they are a flying super) if evading directly or Knowledge (Electronics)
if trying to jam or disrupt the missile lock. Determine lock by ship—if a ship gets a lock, it
may fire all the missiles or torpedoes it’s allowed. Ships evade each fired missile separately.
A missile fired at Short Range hits that round if not evaded.
Weapon Range Damage RoF AP Shots Cost
Missile, Heavy / Fusion 200/400/800 8d6 1 15 1 $100K/4
Notes: HW, MBT.
Torpedo, Light / Atlantean 300/600/1200 8d12 1 40 1 $1M/8
Notes: HW, LBT. Space or watercraft only. Half Range in water.
Torpedo, Heavy / Sonic 300/600/1200 10d12 1 80 1 $1M/4
Notes: HW, LBT. Space or watercraft only. Half Range in water.
WAVE BLASTERS
Wave cannons are vehicular weapons that fire “bubble streams” of force through water. The
bubbles have no armor penetration whatsoever, however, and the bubble field dissipates
quickly at range, especially above water. They have unlimited ammunition when connected
to a power source; on its own, a power core is good for 50 blasts.
Wave blasters halve their Range above water.
Weapon Range Damage RoF AP Shots Cost
Wave Blaster 30/60/120 3d8 3 — U $60K
Notes: HW. Power cores cost $250.
BARRACUDA
19
Weapons:
• Super Heavy Blaster Cannon in bottom
SARGASSO
The Sargasso is a common anti-grav vehicle
turret
used for transporting all sorts of payloads.
• 2× Heavy Blaster Cannons (Fixed)
The cargo section is completely enclosed,
• 2× Pulse Gatlings on pincer arms
but the cab area, holding the driver and up
to two additional passengers, is open. Riding
MAN O’ WAR in the cab does provide medium (–2) cover.
The Man O’ War is the equivalent of a space
The Sargasso can cruise over land or water
battleship/carrier. In planetary engagements,
and is even submersible, but it only provides
they often serve as mobile command posts
underwater life support in the cargo section.
as well. They carry anywhere from 50 to 100
Manta class fighters, depending on their Large Vehicle: Size 4, Acc/TS 15/30,
mission. Toughness 15 (4), Crew 1+10, Cost V’sori
only.
Behemoth Starship: Size 28, Acc/TS
Notes: Amphibious (Acc/TS 7/15), Anti-
20/200, Climb –3, Toughness 60 (15), Crew
Grav, Sensor Suite, Submersible (Acc/TS
2000+1000, Cost V’sori only.
3/8).
Notes: Amphibious (Acc/Top Speed 10/100),
Weapons:
Heavy Armor, Sensor Suite, Improved
• 2× Medium Blaster Cannons
Stabilizer.
Weapons:
• 24x Light Blaster Cannons
STINGRAY
Stingrays are the personal anti-grav vehicles
• 8x Super Heavy Blaster Cannons
of the V’sori commanders. They are fast
• 100x Fusion Missiles
and maneuverable floating platforms with
• 100x Sonic Torpedoes
a raised railing that provides medium (–2)
cover to its occupants. While amphibious
MANTA and submersible, the Stingray provides no
The Manta is a multi-environment fighter
underwater life support to its passengers at
vehicle. It can function in space, atmosphere,
all.
or under water. The Manta is not interstellar
capable and is carried such distances upon a Medium Vehicle: Size 3, Acc/TS 30/65,
Man O’ War battleship. Toughness: 12 (3), Crew 1+5, Cost V’sori
only.
Small Starship: Size 6, Acc/TS 80/1000,
Notes: Amphibious (Acc/TS 15/32),
Climb +3, Toughness: 22 (7), Crew 1, Cost
Anti-Grav, Heavy Armor, Sensor Suite,
V’sori only
Submersible (Acc/TS 7/16).
Notes: Amphibious (Acc/TS 40/500), Heavy
Weapon:
Armor, Sensor Suite, Improved Stabilizer,
• 2× Pulse Gatlings
Submersible (Acc/TS 20/250).
Weapons:
• Heavy Blaster Cannon
• 8x Fusion Missiles
• 4x Sonic Torpedoes
M’BUNA
Super Heavy Vehicle: Size 8, ACC/TS
20/40, Toughness 25 (6), Crew 1+11, Cost
V’sori only.
Notes: Amphibious (ACC/TS 10/20), Anti-
Grav, Heavy Armor, Sensor Suite, Improved
Stabilizer
Weapons:
• 2× Light Blaster Cannons
STINGRAY
20 Armor & Equipment
SARGASSO
KING CRAB
21