Rank: Commanders rank up for accomplishing missions in a satisfactory way and for taking care of those who serve alongside them.
CP: / Special Rules
R-1 : Counts PL as 1 higher when selecting and customizing vehicles that have a Comms Suite or Satellite Uplink.
R-2 : The Commander can affect up to 3 recipients with an order without increasing Dif.
R-3 : Attempts to Jam the Commander suffer TP:1
R-4 : The Commander treats Influence and Tactics as a single domain when issuing orders for purposes of domain bonuses
R-5 : Drop Dif of all orders by 1.
R-6 : The Commander may issue orders during another actor’s activation.
Orders:
(Diff: )
(Diff: )
(Diff: )
(Diff: )
(Diff: )
(Diff: )
(Diff: )
Duelist
Equipment: Southern duelists traditionally carry a rapier. Other factions may have a certain melee weapon traditional for dueling or dueling pistol.
Rank: Duelists rank up by defeating significant opponents and performing showy and often
impressive feats of piloting and skill.
Momentum: /
Special Rules
R-1 : Select 1 Special Move, this Special Move may be performed any number of times during an
activation. The Duelist may change the selected move each time they rank up or as an
intermission action.
R-2 : Attempts to prevent the Duelist from leaving an enemy’s melee range automatically fail.
R-3 : The Duelist may increase the cost of Special Moves to reduce the penalty imposed for
taking multiple actions in a single activation at a rate of 1 Momentum per 1d6 of penalty. This
may be done multiple times and on multiple Special Moves during the same Activation
R-4 : The Duelist may spend 1 Momentum during their Activation to allow 1 friendly actor to
reroll any single skill test. The reroll expires at the end of the scene if it is not used
R-5 : The Duelist can make a single melee attack as a free action during their Activation
R-6 : When resisting melee attacks, instead of simply resisting, the Duelist may declare it a
Riposte with one of their melee weapons. If the Duelist wins the roll, inflict damage as if it
was an attack using the Duelist’s MoS. The original aggressor still wins ties
Display Fixer
Equipment: The Fixer may select up to 2 total burden of items to count as archetype equipment.
Rank: Fixers rank up for any actions that advance the story or help the team’s mission succeed
Luck: / Special Rules
R-1 : At the start of each session, the Fixer gains a pool of Luck dice they can add to any
skill test. This is determined before rolling. Any dice added to a roll are lost. They may add
all dice at once, or one at a time. Either way, unspent dice are lost and the pool refills each
session
R-2 : The Fixer may choose to mark one XP on a skill each session whether they used the skill or
not. This takes the place of the usual XP they would be allowed to gain for that skill.
R-3 : Once per mission, when selecting a vehicle or a piece of equipment needed for that task,
the character can select a piece that is one priority level higher than normal. At Director
discretion, this can be used to get PL 1 equipment from a faction the character has priority
level 0 with
R-4 : The Fixer gains an additional intermission action that can be used for one of the
following actions: Collect Intel, Develop Contacts, Acquire, Get into Trouble, or Special. This
action can only take effect if the Director determines there is enough time for the action to
take place.
R-5 : Once per session, when a non-attack skill test fails by MoF no greater than 2, the Fixer
can take a -1d6 Shell Shock damage result to have the roll count as an MoS: 0 instead. This
action counts as a reroll for the purposes of rerolls
R-6 : Once per session, the Fixer can add a specific fact to the results of one roll. They could
use this to specify an interesting detail about an attack, protect themselves from a specific
consequence, or turn the tables unexpectedly by having information that can be used to blackmail
an antagonist in their gear’s databanks. This could be used for something as simple as saying
the Fixer has a piece of gear they forgot to bring, to something more complex like “even though
I failed to talk my way out of getting arrested, my scenario was sympathetic enough that one of
the police will contact my friends”. The fact has to fit the story and the Director is allowed
veto over absurd or destructive requests, but otherwise it is the Fixer’s choice.
Display Grunt
Equipment: A single weapon and suit of armor:
Rank: Grunts rank up for performing significant acts of individual bravery, endurance, or skill.
Grunt Special Rules
R-1
R-2
R-3
R-4
R-5
R-6
Display Pilot
Equipment: Pilot Suit.
Rank: Pilots rank up for performing significant acts of skill or valor.
Special Rules
R-1 : The Pilot must select an actor type from the following list; Gear, Strider, Vehicle,
Aircraft or Drone. This is their specialization. Pilot archetype effects only apply when the
Pilot is using that type of vehicle unless otherwise stated. The Pilot can perform a Patch
action once per scene on the vehicle they are piloting. This Patch only ever patches 1d6 worth
of penalty of the Pilot’s choice and is a free action.
R-2 : The first Reload or Ram actions during the Pilot’s activation is a free action.
R-3 : The Pilot may select either of two effects whenever their vehicle recieves maintenance,
only one is active at a time. Increase the maximum and optimal range of all ranged weapons by
10m (1in) of the vehicle the pilot is piloting for every full 120m (12in) of maximum range, or
increase the MR of the vehicle the Pilot is piloting by 1. Increase this by an additional 1 for
every full 8 of MR.
R-4 : The pilot can use Focus as a free action and does not spend an action point to do so
R-5 : Once per Activation when attacking a target the Pilot can make an additional attack
against the same target as a free action.
R-6 : The Pilot may select either of the two following effects. The Pilot gains 1 action point
while piloting their chosen vehicle type, or the Pilot can select 1 additional actor type for
their vehicle specialization. All Pilot rank effects apply when using either of the selected
actor types.
Display Scout
Equipment: Stealth Suit or Scout Rig
Rank: Scouts rank up via achieving mission objectives or removing high value targets.
Special Rules
R-1
R-2
R-3
R-4
R-5
R-6
Display Techie
Equipment: Skill set appropriate Rig or Kit.
Rank: Techies rank up as they perform great feats of engineering and technical prowess.
Enhancement: /
Special Rules
R-1: May select 1 Techie Specialization.
R-2: Reduce repair time of equipment by half if Equipment is under the Techie Specialization.
R-3: Treat the Threshold Number of a roll as 1 better for the purposes of returning
Enhancement Dice to the pool.
R-4: If three or more of the Enhancement Dice equal or exceed the Threshold Number for the
roll, improve the MoS/MoF by 1
R-5: 1 failed Enhancement Die per roll can be returned to the Enhancement Dice Pool
R-6 : If all Enhancement Dice used on a roll equal or exceed the Threshold Number for the
roll, improve the MoS/MoF by 1 per Enhancement Die. If this Effect is used, do not apply the
R-4 Effect to the roll.
Rank: Commanders rank up for accomplishing missions in a satisfactory way and for taking care of
those who serve alongside them.
CP: / Special Rules
R-1 : Counts PL as 1 higher when selecting and customizing vehicles that have a Comms Suite or
Satellite Uplink.
R-2 : The Commander can affect up to 3 recipients with an order without increasing Dif.
R-3 : Attempts to Jam the Commander suffer TP:1
R-4 : The Commander treats Influence and Tactics as a single domain when issuing orders for
purposes of domain bonuses
R-5 : Drop Dif of all orders by 1.
R-6 : The Commander may issue orders during another actor’s activation.
Orders:
(Diff: )
(Diff: )
(Diff: )
(Diff: )
(Diff: )
(Diff: )
(Diff: )
Duelist
Equipment: Southern duelists traditionally carry a rapier. Other factions may have a certain
melee weapon traditional for dueling or dueling pistol.
Rank: Duelists rank up by defeating significant opponents and performing showy and often
impressive feats of piloting and skill.
Momentum: /
Special Rules
R-1 : Select 1 Special Move, this Special Move may be performed any number of times during an
activation. The Duelist may change the selected move each time they rank up or as an
intermission action.
R-2 : Attempts to prevent the Duelist from leaving an enemy’s melee range automatically fail.
R-3 : The Duelist may increase the cost of Special Moves to reduce the penalty imposed for
taking multiple actions in a single activation at a rate of 1 Momentum per 1d6 of penalty. This
may be done multiple times and on multiple Special Moves during the same Activation
R-4 : The Duelist may spend 1 Momentum during their Activation to allow 1 friendly actor to
reroll any single skill test. The reroll expires at the end of the scene if it is not used
R-5 : The Duelist can make a single melee attack as a free action during their Activation
R-6 : When resisting melee attacks, instead of simply resisting, the Duelist may declare it a
Riposte with one of their melee weapons. If the Duelist wins the roll, inflict damage as if it
was an attack using the Duelist’s MoS. The original aggressor still wins ties
Display Fixer
Equipment: The Fixer may select up to 2 total burden of items to count as archetype equipment.
Rank: Fixers rank up for any actions that advance the story or help the team’s mission succeed
Luck: / Special Rules
R-1 : At the start of each session, the Fixer gains a pool of Luck dice they can add to any
skill test. This is determined before rolling. Any dice added to a roll are lost. They may add
all dice at once, or one at a time. Either way, unspent dice are lost and the pool refills each
session
R-2 : The Fixer may choose to mark one XP on a skill each session whether they used the skill or
not. This takes the place of the usual XP they would be allowed to gain for that skill.
R-3 : Once per mission, when selecting a vehicle or a piece of equipment needed for that task,
the character can select a piece that is one priority level higher than normal. At Director
discretion, this can be used to get PL 1 equipment from a faction the character has priority
level 0 with
R-4 : The Fixer gains an additional intermission action that can be used for one of the
following actions: Collect Intel, Develop Contacts, Acquire, Get into Trouble, or Special. This
action can only take effect if the Director determines there is enough time for the action to
take place.
R-5 : Once per session, when a non-attack skill test fails by MoF no greater than 2, the Fixer
can take a -1d6 Shell Shock damage result to have the roll count as an MoS: 0 instead. This
action counts as a reroll for the purposes of rerolls
R-6 : Once per session, the Fixer can add a specific fact to the results of one roll. They could
use this to specify an interesting detail about an attack, protect themselves from a specific
consequence, or turn the tables unexpectedly by having information that can be used to blackmail
an antagonist in their gear’s databanks. This could be used for something as simple as saying
the Fixer has a piece of gear they forgot to bring, to something more complex like “even though
I failed to talk my way out of getting arrested, my scenario was sympathetic enough that one of
the police will contact my friends”. The fact has to fit the story and the Director is allowed
veto over absurd or destructive requests, but otherwise it is the Fixer’s choice.
Display Grunt
Equipment: A single weapon and suit of armor:
Rank: Grunts rank up for performing significant acts of individual bravery, endurance, or skill.
Grunt Special Rules
R-1
R-2
R-3
R-4
R-5
R-6
Display Pilot
Equipment: Pilot Suit.
Rank: Pilots rank up for performing significant acts of skill or valor.
Special Rules
R-1 : The Pilot must select an actor type from the following list; Gear, Strider, Vehicle,
Aircraft or Drone. This is their specialization. Pilot archetype effects only apply when the
Pilot is using that type of vehicle unless otherwise stated. The Pilot can perform a Patch
action once per scene on the vehicle they are piloting. This Patch only ever patches 1d6 worth
of penalty of the Pilot’s choice and is a free action.
R-2 : The first Reload or Ram actions during the Pilot’s activation is a free action.
R-3 : The Pilot may select either of two effects whenever their vehicle recieves maintenance,
only one is active at a time. Increase the maximum and optimal range of all ranged weapons by
10m (1in) of the vehicle the pilot is piloting for every full 120m (12in) of maximum range, or
increase the MR of the vehicle the Pilot is piloting by 1. Increase this by an additional 1 for
every full 8 of MR.
R-4 : The pilot can use Focus as a free action and does not spend an action point to do so
R-5 : Once per Activation when attacking a target the Pilot can make an additional attack
against the same target as a free action.
R-6 : The Pilot may select either of the two following effects. The Pilot gains 1 action point
while piloting their chosen vehicle type, or the Pilot can select 1 additional actor type for
their vehicle specialization. All Pilot rank effects apply when using either of the selected
actor types.
Display Scout
Equipment: Stealth Suit or Scout Rig
Rank: Scouts rank up via achieving mission objectives or removing high value targets.
Special Rules
R-1
R-2
R-3
R-4
R-5
R-6
Display Techie
Equipment: Skill set appropriate Rig or Kit.
Rank: Techies rank up as they perform great feats of engineering and technical prowess.
Enhancement: /
Special Rules
R-1: May select 1 Techie Specialization.
R-2: Reduce repair time of equipment by half if Equipment is under the Techie Specialization.
R-3: Treat the Threshold Number of a roll as 1 better for the purposes of returning
Enhancement Dice to the pool.
R-4: If three or more of the Enhancement Dice equal or exceed the Threshold Number for the
roll, improve the MoS/MoF by 1
R-5: 1 failed Enhancement Die per roll can be returned to the Enhancement Dice Pool
R-6 : If all Enhancement Dice used on a roll equal or exceed the Threshold Number for the
roll, improve the MoS/MoF by 1 per Enhancement Die. If this Effect is used, do not apply the
R-4 Effect to the roll.
Equipment:
Resource:
/ Regain
Rules:
Misc
Vehicle Name:
Type:
TV
Crew:
HT in
MR:
Armour
HI :
GU:
Bonus:
Total TN:
Skill
Expertise:
PI:
Bonus
Total TN: Skill
Expertise:
EW:
Bonus
Total TN:
Skill
Expertise:
Posture
:
AP:/
Declare Actions:
Damage results
Hull Integrity(/)
Add Damage type: lv:
Gear Damage Notes
Weapon Systems
Bonus Dice:
TN:
Reliable:
Blitz:
Add Weapon Code: lv:
Domain:
Gear Bonus:
( F)
Electronic Systems
Type:
Range: km
Blitz Range: " Effect
Range: km
Blitz Range: " Effect
Traits & Equipment
Notes:
Name:
Pilot Image
Description
Perks
Flaws
Damage Results
Shell:/System: /Total:
Damage
Add Damage type: lv:
Damage Notes
Skills
Athletics
Awareness
Business
Craft
Culture
Electronic Warfare
Electronics
Gunnery
Hard Science
Influence
Institutions
Investigation
Mechanics
Medicine
Melee
Pilot
Showmanship
Social Science
Survival
Tactics
Domain:
Skill Name:
Skill Level
Familiar
HT m /ft WT kg /lbs
Name:
Temperment:
TV
MR:
Range:
Toughness
Armour
Sys
She
Description
GU:
Bonus:
Total TN:
Skill
Expertise:
Use for attacking
PI:
Bonus
Total TN: Skill
Expertise:
Use for dodging
EW:
Bonus
Total TN:
Skill
Expertise:
Use for other actions, awareness and tracking skill 2, inteligence related skill 1
Posture
:
AP:/
Declare Actions:
Damage Results
Shell:/System: /Total:
Damage
Add Damage type: lv:
Damage Notes
Weapons Ammo
Traits & Perks
Sheet Type:
Change Bars on Change tabs
Bar 1:
Bar 2:
Bar 3:
Character:
Bar 1:
Bar 2:
Bar 3:
Gear:
Bar 1:
Bar 2:
Bar 3:
Bar1:
Bar2:
Bar3:
Change
Optional Rules
No Archetypes :
Notes for the GM
Downtime
Current Issues
Gear Weapon TN bonus only updates when changing domains