strikeforce core system beta
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i
Core
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What is RolePlaying
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What is RolePla
How this Game Flows
Te Game Master (GM) sets the stage by describing theworld and creating tension through the opposition the
characters react to. Te Players assume the role o theircharacters taking action against that opposition. Below isan example o a Player and GM playing StrikeForce:2136.
Mark is playing a character, whose proession is an SO,named Max McPherson Lee is the Game Master:
Lee : Okay Mark, Max is in the building. It is threeoclock Am and you just set off alarms in a City Level OneCorporate HQ. Police are on the way and Max is all alone.Make a Perception:intuitions roll.
Mark: (rolls 2d10 percentile) Cool a 5, Okay I made itby 120
Lee: Max figures he has less than a minute beore the
building is crawling with cops, and since you made it bymore than a 100 he is pretty sure SWA teams are on theway as well
Mark: Oh great cops and SWA, I am probably dead, butI need to get out o here with the data. Is there any way outo the building that is not on the Security grid??
Lee:( Rolls dice to determine how much o the buildingis on the grid; the roll is an 80) Not really, there are somelow security doors in the maintenance section but that is10 floors down.
Mark:10 floors. So that is what, 30 meters or so?Lee: Actually it is more like 50 meters and also there
are security Droids as well, especially on the groundfloorMark: Okay where is the closest elevator shaf?Lee: (Checking his map and noting where Mark said
Max was when the alarms went off) Tere is an elevatoractually around the corner, It will take you an active moveto get there, but since the alarms went off all o them arelocked down on the ground floor.
Mark: Perect. When I get there what do I need to do toopen the door?
Lee: Hmm, a Prowess SkillSet (he notes to himsel thatan EF o 100 is needed to open the ionicly bonded doors,mark does not know the target.)
Mark (rolls 2d10 percentile) Beore I roll, I am spending1 luck point. I need to make this roll now, running out otime or Max. I have a 92 Prowess so I can add 1 Skill tomy Prowess, I add Science:Physics, or a total SkillSet o152. Hmm, I rolled a 42, or an EF 110, but my luck pointroll (rolls 2d10 percentile again; rolling a 23) adds 23 more
making it a 133. Do I open the door?Lee: Yep, but just barely wide enough! I am going touse a complication (removes a counter rom his pool o 3).Because its so narrow, your ExoSkeleton Armor just clearsthe doors. You can take 1d10 penetrations as your armorscrapes through or lose a phase getting through.
Mark: I hate that, but I only have so much time, I takethe pens.
Lee:(rolls 1d10) take 7 Penetrations and once throughthe doors you see there is a 50 meter drop in ront o you.It is pitch black and obviously obscured by security sys-tems.
Mark: Perception SkillSet to see where the eleva-
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What is RolePlaying
x Look what I found on theWeb!
So you ound this book on the web? Awesome its outthere or ree or you to try. RPI worked hard to makethis book; we want to make more books or this game andothers. So please, assuming you liked this product, buy thePDFs or the print books. Tanks or your interest in ourproducts.
tor is. I use Perception:Long Range, Detail Searchand Engineering: Building Layouts Plus My ExoSkele-
ton Sensor Array EF o 75 to boost my total skill chance,OK?
Lee:Sure, that Skill combination works or this roll.Mark:(rolls 2d10 percentile) My SkillSet is a 180 and I
rolled a 20 so my EF is a 160.Lee:Te EF o your SkillSet is better than the security
intererence in the shaf, so you see the elevator is lockeddown directly below youMark: Okay, Max activates his Exos Energy Absorbing
Boots and jumps down, Te boots let me all 50 metersmax without taking damage!
Lee:( Checks the rules on the Energy Absorbing boots)Okay roll a Prowess or a Melee Combat:acrobatics. Youhave to beat a 50 EF with Prowess or a 90 EF i you chooseto use acrobatics. Max will not land on his eet i you missthe roll and will take alling damage.
Mark: Okay, I will spend 1 Luck point and roll Prowessto make sure I do land on Maxs eet (rolls 2d10 percen-tile) a 10 I made it by 82 and add I rolled a10 or my luck
I made it by 92. Tats better than 50 so I am good, right?Lee: Yes, Max lands on his eet. You hear a loud bang-
ing rom all over and the alarms go silentMark: Guess the cops are here. I consult the map I stole
rom UNIWeb Root 3, where is one o these low securitydoors rom where I am?
Lee: (checks the map)Tere is one just outside the el-evator shaf
Mark: Cool. Is there a trap door into the elevator??Lee: Yes (checks his notes) and it has no lockMark: Okay, Max drops into the elevator and I want to
open the doors. Same roll as beore??Lee: Actually this is harder because you have to open
two sets o doors at once (a 140 EF target Tis time)Mark: Okay, I spend 1 more luck point (Checking his
sheet, Mark sees he only has 11 luck points lef) and I openthe doors (rolls 2d10 percentile and gets a 4 and or theluck roll a 45), Cool. Made it by 183 with my luck
Lee: Te doors slide open, you beat it by 40+ EFMark: Okay, Perception roll; any cops in the area?
(Mark rolls) Okay Max has an EF o 124 with his ExoSkel-eton Sensor Array
Lee:I call another complication, the police Cop Stealthdo a nulliy attack against your ESA. Tere EF is morethan double your ESAs EF, so it ails until you reset it.
Te sensor array goes black with intererence and shutsdown.Mark Hmm, I want to reset my Sensor array. Its a pas-
sive action right? I am using my Electronics Skill and aluck point to make sure it comes up. Marks EF is a 162afer subtracting the roll, greater that the 75 EF o theESA , it starts up.
Mark: I tweak my ESA, same SkillSet as the reset, adds75 more to the ESA, its EF is now a 150. and then roll aSkillSet EF o 234
Lee:Okay, Your ESa does not ail this time and with athtEF you see 4 cops and at least 3 Droids. Tey are all at the
ront door. When you move I need a stealth roll rom
you. Te cops and Droids do have Line o Sight.Mark: Okay. (rolls) Yes, a 1 (mark doubles his EF be-
cause o Extraordinary Success), skill EF is 144 plus my Cha-meleon Skin gives me another 150 EF rom the tech bonus,or a total EF o 294
Lee: (Lee rolls or the cops and the Internal deense zonedroids) Nobody seems to notice you
Mark:Okay I am trying to move rom the elevator to the
security door as stealthily as Max canLee:Give me another stealth rollMark:(Rolls a 20) Okay, with my tech and my skill it is a
203Lee: (rolls or the cops and the Internal Deense zone. He
rolls badly, none o the cops see Max cross the floor) okayyou make it to the door, it has an old style bolt lock
Mark: I attempt to bypass it using Electronics: Bypassingand Security Systems:lockpicking to bypass security and pickthe lock
Lee: Okay, those skills work, but I need two rolls as they areseparate systems
Mark:(rolls an EF 35 on the alarm and an EF 92 on the lock)
Well, that first one does not seem too goodLee: Okay, the alarms go off as you pick the lock and the
door swings open. You figure you ailed to disconnect thedoor rom security, Roll reaction
Mark: (rolls 2d10 percentile) Okay, my reaction is a 120with my 82 roll.
Lee:Okay you beat the cops in reaction. You move first, theDroids appear to be slightly slower
Mark: Excellent, I run through the door and out o thebuilding right?
Lee: You leap into the alley and are now looking down thebarrel o a 75mm Plasma Cannon, rom the SWA vehiclecovering the alley. You see the sergeant manning the gun. He
seems quite annoyed at being woken up at 3:00 AM. Whatdo you do?
As you can see the player (Mark) and the GM (Lee) just tolda story together. When there is moment o conflict betweenwhat the Character \ Player wants to accomplish or needs toknow, dice are rolled. Te rolls determine i the charactersucceeds or ails. Will Max get out o this? Will he be caughtor killed by the SWA team.... Only the player can determinethe next step... Surrender, death or some third option using apiece o tech he was saving or this one moment...
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Tank You for Your imeelthar Viand,Executive VP o Strategy,AvCorp/ESA
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The Pasts Nightmare
The StrikeForce
The System
Creation of the Planning Groups
Technology Basics
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StrikeForce: 2136Military Advancement Command Unit AnalysisWITHOUT Remorse
OverviewA prime example o a Combat ocused StrikeForce, Without Remorse is well known or their ability to ocus
on the bottom line. Te group has killed everything rom Paulson Units to children with a calm efficiencyew StrikeForces can match. Encom Vanders Labs has gained immeasurable advantage rom the skills o thisStrikeForce and their willingness to do what it takes to get their employers desired results, and their bonuses,delivered.
Operations o Note:Exposure o the Lasiter Group as a Paulson Sympathizer ront, EV Labs - DNA Fusion war: Delivered declaration and Exposed several D
Fusion Espionage attempts during conflict, Stopped Krosensky Virus test in City o Chicago Sub LevelCombat AnalysisWith 2 SOs, a CSPY, a PSI, and a ech Without Remorse can attack any situation with the strategy o their choice. Whether their g
inormation or annihilation, Without Remorse can and will do anything to achieve their goals. Tey have the very best in equipment, cutech and weapons are a main stay, and know how to use them with great skill. In the event they do get blind sided their willingness to together a makes them one o the hardest StrikeForces to intercept or attack.
Skill AnalysisWithout Remorse boasts one o the most complimentary skill
sets out there. Teir missions are a collection o sof interceptsand Hard kills where police have had to intervene or the sake othe buildings in the area. Tey can pick a lock, kill a scientist, or
blow 12 drones out o the sky as they attack a FACOM. As longas they are united in their goals there is nothing this StrikeForcecannot accomplish.
STO -- Garet JexSon of a research scientist in the republic of Texas,
This man (his real has been lost) was destined for thecorporate sector when his father was killed by a Strike-Force. Changing his name to Garet Jax (after a ctionalweapons master in a pre conict book) Jax became justthat. Driven by his desire to be better than any other op-ponent Jax spends hours training and testing his equip-ment for the best combinations to enhance his already inhuman abilities. Jax is good in his helo, but it is obviouslynot his passion.
STO -- Rick GoeringA dedicated Jet Pilot, Goering is focused on winning asmany air victories as he can. His skill has shown he willwin many. On the ground he is a strong support ghter,easily adding to the skills and re power of Garret jaxand the rest of the Team.
CSPY -- John ClarkA Corp Sector child of 2 middle executives, clack turnedhis back on the corporate world and became one of themost efcient CSPYs the system has produced to date.His ability to kill with his hands or weapon of choiceare matched by his skill sets and ability to maximize hisequipment, he brings much to the StrikeForce and deathto anyone in their way.
TEC -- FredrickA Tech who has learned that creative use of range cansave his life and his team. Fredrick is a master at usinghis scanner to his teams advantage and his enemies dis-advantage. As a tech Fredrick is exemplary and createsmany of the teams custom devices.
PSI -- Vladimere ChenA quaker/stalker with pinches of other schools, Chenis determined to protect the PsiGuild and show human-ity that PSIs are the salvation of humanity. His quakerpowers are lethal and his command of the Stalker schoolmakes him all but invisible.
Personnel Analysis
STO -- Garet JaxWearing a Tech Level 7 ExoSkeleton.Armor Rating : 13
Primary Systems:ExoSensor Arrays, Exo Targeting System, ExoPlating, Stealth Sy
tem, Exo Chameleon System, Ammo System, Built In AI, Enhanced
Reaction
Armor Focus:Systems focus on fast movement and massive fire power delive
Weapons1 arm mounted Plasma type IV, 1 Arm Mounted Laser type IV
(linked)
Shoulder mounted 25mm Missile launcher.
STO -- Rick gOERINGWearing a Tech Level 6 ExoSkeleton.
Armor Rating : 10
Primary Systems:ExoSensor Arrays, Exo Targeting System, ExoPlating, Stealth Sy
tem, Exo Chameleon System, Ammo System, Gravelectric eNGINES
pROWESS eNHANCEMENT
Armor Focus:Systems focus on fIRE aCCURACY AND SKILL BOOSTS
Weaponsarm mounted Plasma gun type iv
Shoulder mounted type v ChemProject.
CSPY -- jOHN CLARKWearing Tech Level 6 Glove Suit Armor Complex DNAArmor Rating : 9
Primary Systems:DNA Drug pac, Dna Morphing, DNa Chalmeleon, Bio Electric Armor
Advanced Dermal Plating. Optics VI, cUSTOM Targ,
Armor Focus:Systems focus on sTEALTH AND COMBAT EFFECTIVENESS
WeaponsJDA Weapon Type 4 Plasma
Custom iMPROVED Kronus Steel Katana AND tHROWING sTARS
FieldTECh:Bio -- Micheal Vasni AND pSI -- vLADIMER
cHENWearing Tech Level 8 Frame ArmorArmor Rating : 10
Primary Systems: techDigital Optics IV, ECM TEF 265, Reactive armor +40 chips, Scanner
Interface, Armor mounted scanner TEF 850, Regulon Star Plat
Chameleon Chip V1
Primary Systems: psiDigital Optics IV, ECM TEF 265, Reactive armor +40 chips, , Regulo
Star Plates, Chameleon Chip V1, iMPROVED OPTICS filters, 8 eprom
CHIPS.
Armor Focus:Systems focus on WEAR SURVIVABILITY AND DETECTING TARGETS
Weapons: TECHBlackton Weapon Type 2 Plasma
Weapons: pSIcOLT Weapon Type 3 lASER
Equipment Analysis
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Meet and Greet 24
Analysis of StrikeForce Professions 26
Character Design 27
More than the Sum of their Parts 27
The Four Steps of
Character Creation 28
Character Creation Step 1:
What Nature Gave You 28
Roll Attributes 32
Character Creation Step 2:
What You Do 34
Choose Skills 41
Character Creation Step 3:
What Society Made You 49
Using Character Points 49
Character Creation Step 4:
What You Have 56
Secondary Attributes 56
Countries of 2136 58
Purchase Equipment 61
Quartermaster Packages 62
Example Character 65
The Character Sheet 66
The Equipment Sheet 67
Advancement 68
Refigure Stats Cheat Page 69
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Character Crea
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tep 1: What Nature Gave You
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Step 1: What Nature Gave
SapienTe dominate Human type today, and will continue to domi-
nate or the oreseeable uture. While the genetic races have someinitial advantages, studies have shown the Pure Blood human stock isas capable as any in the long run.
Known physical differencesNone. Sapiens are the standard to which all other types o human
are held.
Effects on Current System PlanningPlans must be made today to assure that as the other races grow in
proportion, normal humans are not threatened or made to eel ine-rior. Stronger education or Sapien youth and enhanced training maybe required. Failure to do so could cause a rise in species based crime,escalating into Genus based wars. Such a situation could place the
entire System in jeopardy.
Sapien, Genus IITe dominate Human type has begun a natural evolution.
While the changes in this new human stock have been detected ina small percentage o the population; they are certainly increasing.Te increased strength and intelligence make or a human muchmore adaptable to the needs o the System as it evolves.
Known physical differences:None. Sapiens, Genus II are physical the same as standard Sa-
piens. Only IQ scans can differentiate between G II and standardstock.
Effects on Current System PlanningTe appearance o this evolutionary change was not planned or
by the System. Current models show this races population increas-ing and could only improve the quality o the core society as theplan moves orward. Further monitoring and study is required tomake certain that no unoreseen effects will happen to the System
SapienIntelligence: 1d100Prowess: 1d100 +4
Endurance: 6d10 addedEmotion: 7
Passion Roll arget: 12 -1d10
Avg. Lie Span: 90 YearsRoll required to choose: None
Sapien, Genus IIIntelligence: 1d100 +10
Prowess:: 1d100 +5Endurance: 6d10 added +15
Emotion: 6Passion Roll arget: 13 -1d10
Avg. Lie Span: 105 YearsRoll required to choose: 20%
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Step 1: What Nature Gave
Half CenturianAs standard human stock and Centurian stock intermingled
these hal breeds were born. Tis blending has created a race similar toa Sapien, Genus II with all the advantages o the Centurian stock
Known physical differences:A tendency to lack body hair. Quick development o
IQ and Higher Brain unction attributes.
Effects on Current System PlanningTe Initial system plans did not account or the introduction o Hal
Stock species. Even with this oversight the effect o the hal Centurianlooks to expand the potential o the System. Te basic increase in skillsand population willing to participate in the Military Phase o the Sys-tem is in the end o great benefit. Population growth is standard or
Hal Centurians. We do not see population as an issue
SuperiorSuperiors result rom direct coupling o Diaxtron and Centu-
rian. Tis causes the Superior to be rare, but the population is on therise. Issues rom the combination o these two species handicap theyoung Superior. Tey are emotionally unstable and violent. Teyhave a difficult time working within the System or its obvious ben-efits. Teir emotional instability can cause panic, requiring addi-tional training to keep control in stressul situations. Superiors thatovercome these issues are a great addition to the System.
Known physical differences:Average height is 62 or males and 6 or emales, with an increase
in physical abilities. Superiors are especially agile and strong, buttheir intelligence helps curb the violent tendencies o the Diaxtronside.
Effects on Current System PlanningTis race has great potential to take the System to new heights.
While Superiors require greater emotional training than most, theycan learn to control their passions and overcome their emotional in-stabilities. Te species has the ability to expand the System in ways
not yet planned or.
Half DiaxtronTe blending o human and Diaxtron stock is rare, but very ruitul.
Te hal Diaxtron is a Diaxtron with many human traits. Tey lack the
temper o a ull Diaxtron.
Known physical differences:Hal Diaxtron also have the unique ability o using their smallest finger
as another opposable thumb. Tey are known to have a temper, thoughnot as violent
as Full Diaxtrons
Effects on Current System Planning Te effect on this Hal stock race is great, even i it is not planned
or. Te system will benefit greatly rom the Hal Diaxtrons. Te basicincrease in population willing to participate in the combat sector is a posi-tive growth actor. Te population growth o the Hal Diaxtron is normal.We do not see population growth as an issue.
Half CenturianIntelligence: 1d100 +5
Prowess: 1d100 +4Endurance: 5d10 added +10
Emotion: 6Passion Roll arget: 12 -1d10
Avg. Lie Span: 85 YearsRoll required to choose: 50%
SuperiorIntelligence: 1d100+15
Prowess: 1d100+10Endurance: 7d10 added+8
Emotion: 11Passion Roll arget: 9 - 1d10
Avg. Lie Span: 120 YearsRoll required to choose: 15%
Double normal Commendations to
lower Emotion
Half Diaxtron
Intelligence: 1d100 +5Prowess: 1d100 +4Endurance: 6d10 added +8
Emotion: 7Passion Roll arget: 11-1d10
Avg. Lie Span: 85 YearsRoll required to choose: 50%
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Step 1: What Nature Gave
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Step 2: What Yo
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tep 2: What You Do
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Special Tactics Officer (STO)Viktor Renslaen
A large and imposing man with a poker
face, Viktor is all about combat. He is
passionate about defending his home
country of the Monarchy of Finland, his
family and making certain that the tech
guild does not limit his home land. Vic-
tor is also very suspicious of the UN andits motives.
His ExoSkeleton has 2 arm mounted
weapons, 1 Type 3 laser and 1 custom
Type 4 plasma. A shoulder mounted Type
5 Gattling gun makes sure Viktors point
is made. His helmet is swept back with
a transparent skull for a face plate. On
his back is a custom broad sword made
of red Kronus steel. His cybernetic
companion looks like a small metallic
scorpion, specially designed to pick apart
security systems.Viktor is a driven, violent man with a
code of honor that only he understands,
and thats just ne.
Starting SkillsSTO Skills:Defense 6 Ranks
Perception 5 RanksLanguage 5 RanksComputers 4 RanksStealth 5 RankCon 3 rankDemolitions 2 RankPiloting 4 RankFire Combat 4 Rank
Elective Ranks12 ranks to increase the above skills
Starting Language Skill Ranks 1 language rank for every 10 pts of Base Skill
Each story point gives the Character 5 ranksin any language SubSkill o the players choice,even the same SubSkill.
Profession Entry Chance
(Prowess + END - EM) - 10
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Step 2: What Yo
Corporate Spy (CSPY) Josephine DerniJosephine is a smart and very pretty
woman who uses her looks as another abil-ity. She has an average build but is in ex-cellent shape and exceptional intelligence.She is passionate about protecting DNA
Fusion, her employer or the last 10 years.While she is very good at her job, She pre-ers to avoid violence, as it is something theCatholic Faith rowns on, but is lethal whenshe has to be.
Known as an excellent marks woman anda DNA programmer o top skill, Josephinecan program he Glove suit to look like any-thing. Her ability to use her DNA morph-ing abilities in unique ways (Shown heremorphing into light armor) has made herexceptionally effective. She is dedicated toalways getting the job done and done right.
Starting SkillsCSPY Skills:
Defense 6 RanksPerception 6 RanksLanguage 5 RanksComputers 6 RanksStealth 5 RankCon 2 rankAdvanced Traps 2 RankSecurity Systems 4 RankMelee Combat 4 Ranks
Elective Ranks10 ranks to increase the above skills.
Starting Language Skill Ranks 1 language rank for every 10 pts of Base Skill Each story point gives the Character 5 ranks in
any language SubSkill o the players choice, eventhe same SubSkill.
Profession Entry Chance
(Intelligence + END - EM) - 35
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FieldTech: Nanonic (Nano) Raxnell AdnersA smaller man with very intelligent , Kind
eyes whose ace has a matching expression.An orphan raised by the ech Guild, Raxnellloves puzzles, learning about everything, andprotects innocents instinctively. He is dedi-cated to truth and his Artificial Intelligence
companion, Decoder is an invaluable ally inhis work. His armor is Hybrid, meaning isslightly less impressive than an ExoSkeletonin size but is lacking in the advanced systems.Te scanner on his arm takes up most o hisarmors orearm. Raxnell is a pack rat, hecarries all sorts o stuff (you just never knowwhen you might need it) in his armors spe-cial singularity pockets which can hold largeamounts o equipment at no penalty to him.He carries a ype 2 ChemProject weapon, butrarely uses it.
Starting SkillsFieldTech:Nano Skills:Defense 4 RanksPerception 5 RanksLanguage 6 RanksComputers 6 RanksStealth 3 RankElectronics 3 rankScience 6 RankSecurity Systems 3 RankFire or Melee Combat 2 Rank
Elective Ranks12 ranks to increase the above skills
Starting Language Skill Ranks 1 language rank for every 10 pts of Base Skill Each story point gives the Character 5 ranks
in any language SubSkill o the players choice,
even the same SubSkill.
Profession Entry Chance
(Intelligence + Base Skill - EM) - 20
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Step 2: What Yo
Freia HoovstangAn impressive looking woman, in shape with
a smart eyes and a confident attitude. Freia isa dedicated subject o the New British Empire,but she has a burning hatred or the Aghani-stani Empire, who killed her older brother 10years ago on a mission. She is a wiz with DNA
programming and even Nanonic work as well,but her passion id medical studies and advancedmedicines.
Her brothers death changed her lie and sheworks tirelessly to heal the sick and innocent.She wears a state o the art glove suit, Rumorssurround her and the armor modifications shehas created to aid her in her medical work. Herscanner is also top o the line, but she preershand held models. Freia avoids combat, butwhen orced to fight she uses her medical knowl-edge to aid in her attacks.
FieldTech: Bio (BIO)
Starting SkillsFieldTech: Bio Skills:Defense 4 RanksPerception 6 RanksLanguage 6 Ranks
Computers 6 RanksStealth 3 RankField Surgery 5 RanksScience 6 RanksAdvanced Medicine 4 RanksFire or Melee Combat 2 Rank
Elective Ranks8 ranks to increase the above skills
Starting Language Skill Ranks 1 language ranks for every 10 pts of Base Skill Each story point gives the Character 5 ranks in
any language SubSkill o the players choice, even
the same SubSkill..
Profession Entry Chance
(Intelligence + Base Skill - EM) - 30
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tep 2: What You Do
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PsiTech (PSI) Delia CrumbrigeA Dedicated Psiech who is not araid o
breaking a ew eggs to get the job done. Deliacomes rom an Upper Upper Argentinian so-cial amily who was horrified when they real-ized she was a PSI.
Tough they tried to keep her rom pursu-
ing it, Including an internship with AvCorp,She went to the PSI Guild anyway. Te Familypaid her starting costs and have washed theirhands o her. Delia is shy always trying to ob-scure her ace with her hair when not wear-ing her helmet. She wears light armor, maxedout in both systems and illegal add-ons, itcan take serious damage. Delia is an Accom-plished Esper, Spinner, and Stalker. She iswell know or the time she made a CEO leaprom a level 1 Office to die when he smashedinto City Level 8.
Profession Entry Chance
(PsiCon+ Intelligence - EM) - 40
Starting SkillsPsiTech Skills:Defense 4 RanksPerception 6 Ranks
Language 6 RanksComputers 4 RanksStealth 3 RankPrimary Psi Skill 8 RanksScience 3 RanksSecondary Psi School 4 RanksFire or Melee Combat 2 Rank
Elective Ranks8 ranks to increase the above skills
Starting Language Skill Ranks 1 language ranks for every 10 pts of Base Skill Each story point gives the Character 5 ranks
in any language SubSkill o the players choice,
even the same SubSkill.
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Step 2: What Yo
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Step 2: What Yo
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Step 2: What Yo
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tep 2: What You Do
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Step 2: What Yo
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tep 2: What You Do
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Step 3: What Society Made
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tep 3: What Society Made You
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tep 3: What Society Made You
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Step 3: What Society Made
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Step 3: What Society Made
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tep 4: What You Have
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Step 4: What You H
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tep 4: What You Have
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Step 4: What You H
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tep 4: What You Have
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Step 4: What You H
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tep 4: What You Have
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tep 4: What You Have
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Advancement
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Advancem
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Advancement
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7
Advancem
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Advancement
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Data Root/0
Constructing PersonnelArmor
Upgrading Armor
Armor Protection in Game
Glove Suit Design
Armor Upgrades
Built in Systems
Chips and Other Removable Systems
DNA Strands Armor Repair
Armor Helmets
Hard Armor Helmets
Glove Suit Helmets
Helmet Upgrades
Helmet Chips
Advanced Armor Design
Hybrid Armor MK II Design
Hybrid Armor Upgrades
ExoSkeleton Technologies
Exoskeleton Upgrades
Combat Salvage
Fire Combat Weapons
Stock Weapons
Weapon Clips and Ammo
Fire Combat Upgrades
Explosives
MAC Combat Explosives
Explosive Upgrades
Melee Weapons
Melee Weapon Upgrades
Natures Forces Scanners
Scanner Upgrades
Medical Technology
Character Addiction
Organ/Limb Replacement
Human Augmentation
Devices
Artificial Intelligence
General Equipment
Equipment Power Sources
Constructing Vehicles
Vehicle Design Types
Vehicle Design Steps
Vehicle Repair
Vehicle System Upgrades
Vehicle Weaponry
Other Vehicle Weapons
Vehicle Weapon Upgrades
Taking Risks
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7
Armor Techno
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Access Granted
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Access Granted
80
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8
Armor Techno
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Armor Technology
86
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Root 2 Access
87
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Armor Technology: Upgrades
88
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8
Armor Technology: Upgra
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9
Armor Technology: Upgra
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Armor Technology: Upgrades
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Armor Technology: Upgra
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Armor Technology: Upgrades
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Helmet Techno
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Helmet Technology
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Helmet Techno
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Helmet Technology
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Helmet Techno
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Helmet Techno
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Helmet Techno
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Advanced Armor: Upgra
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Advanced Armor: Upgrades
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11
Advanced Armor: Upgra
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Advanced Armor: Upgrades
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11
Advanced Armor: Upgra
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Advanced Armor: Upgrades
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11
Advanced Armor: Upgra
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Access Granted
116
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Root 2 Access
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11
Character Weap
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haracter Weapons
20
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12
Character Weap
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haracter Weapons
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Character Weap
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haracter Weapons
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haracter Weapons
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12
Character Weap
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Access Granted
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12
Scanner Techno
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canner Technology
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canner Technology: Upgrades
32
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13
Scanner Technology: Upgra
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Psi Implant Technology
34
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Psi Implant Techno
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Medical Technolo
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Medical Technologies
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13
Medical Technolo
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Medical Technologies
40
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14
Medical Technolo
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14
Medical Technolo
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Artificial Intelligence
44
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Artificial Intelligence
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14
Artificial Intellige
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General Equipment
48
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14
General Equipm
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Access Granted
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15
Vehicle Technolo
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Vehicle Technologies
52
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15
Vehicle Technolo
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Vehicle Technologies
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Vehicle Technolo
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Vehicle Technologies
56
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15
Vehicle Technolo
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Vehicle Technologies Upgrades
60
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16
Vehicle Technologies Upgra
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Vehicle Technologies Upgrades
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16
Vehicle Weap
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Vehicle Weapons
64
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Vehicle Weap
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Vehicle Weapons
68
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Root 2 Access
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Root 2 Access
17
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Access Granted
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Access Granted
174
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Data Root/0
Commerce in 2136
Economic Zone Layout
The Society of the System
Defense Zone Ratings: A History
City Level Societies
Other social influences in 2136
AI Growth of a Sub race
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Root 5 Access
177
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Access Granted
178
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Root 5 Access
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Access Granted
StrikeForce: 2136Military Advancement Command Unit Analysis
Overview
A strange grouping o ultra violent and over thinking SOs the Immortals had a strong effect on theUN Plan. Teir exploits against a rogue AvCorp VP, who was trying to create a sub sector economythat he controlled. Te immortals stopped the attempt in its tracks. Tis StrikeForce and its inventiveuse o Violence and technology is legendary. Teir employer, yrex, was raised considerably in theworld stage because o this StrikeForces exploits.Operations of Note:
Chicago Sub level deense o a Black Market; Destruction o invading StrikeForce into the City oChicago; Deense o yrex HQ rom MoaSen troopsCombat Analysis
Te Immortals are an all SO StrikeForce with old style traditions. Tey believe strongly in the use o violence to complete theirmissions. Teir use o violence is always well thought out and extremely effective and usually backed up by interesting and in-novative uses o technology. Te immortals were one o the first strike orces to have a Cybernetic Companion trained as a medic.SOs such as Elroy Goering bring a new dimension to the word weapons master and Calvin Tanatos has a mind that seems towork in 4 dimensions. Tese talents combine to give the Immortals a combat punch that will leave the strongest opponents reelingor dead.Skill Analysis
Te Immortals all had one major unction besides combat, rom electronics to medical, these olks all knew their main job wasto beat the enemy with every skill they had. Aware that newer StrikeForces were beginning to expand with Fieldechs and Psi-
echs, the Immortals always took the time to expand their technology base to be better and more innovative that their opponents.It speaks volumes that this StrikeForce was able to convince Chicago AI control that they could be trusted to enter the city withvehicles and stop an Moa Sen assault orce rom taking the city. Teir skill set was more than enough or any problem.
STO -- Calvin ThanatosA dedicated STO Thantos knows was the most di-
verse skill wise in the StrikeForce. He took his jobas the Electronics and Computer lead very seriously.He also took the time to keep the group grounded,focused and together on some of their most challeng-ing missions.
STO -- Zontar RasputinZontar was the strong, silent, and deadly type, a mas-ter with his hands and also quite good at conning hisway through a situation, Zontar was a go to guy for theImmortals. Many times when the mission seemed lost,Zontar would make that one in a million move to savethe day and the mission.
STO -- Elroy GoeringKnown for his rash violent streak this half Diaxtron
lived up to his violent heritage again and again. Hewas always prepared for the worst and one of the mosteffective ghter of his time. His marksmanship waslegendary.
STO - Fantana DoverAn out of the box thinker Fanata knew when to ghtand when to use her considerable stealth skill to thebest advantage for the group. Many a time her abilityto disappear at the right time made all the differencein a missions outcome.
STO - Andy GartrellA dedicated Jet Pilot Gartrell was known for his crazymaneuvers and even crazier attacks. Reputed to haveblown 4 helos out of the sky in one attack, while insideChicagos reactive dome. Gartrell helped cement theImmortals reputation for getting the job done.
Personnel Analysis STO -- Calvin ThanatosWearing a Tech Level 6 ExoSkeleton.
Armor Rating : 9
Primary Systems:ExoSensor Arrays, Exo Targeting System, ExoPlating, Stealth
System, Exo Chameleon System, Cybernetic Companion Ches-
ter
Weapons1 arm mounted BBM 2000 ChemProject
STO -- Zontar RasputinWearing a Tech Level 6 ExoSkeleton.
Armor Rating : 9
Primary Systems:ExoSensor Arrays, Exo Targeting System, Stealth System,
Exo Chameleon System, Ammo System, AI Czar
Weapons2 arm mounted BBM 2000 Chemproject
Kronus Steel Katana with iridium edge
STO -- Elroy GoeringWearing a Tech Level 6 ExoSkeleton.
Armor Rating : 9
Primary Systems:ExoSensor Arrays, Exo Targeting System, ExoPlating, Stealth
System, Exo Chameleon System, Ammo System
Weapons2 arm mounted BBM 2000 ChemProject
Shoulder mounted 25mm Missile launcher and portable gre-
nade launcher
STO -- Fantana DoverWearing a Tech Level 6 ExoSkeleton.
Armor Rating : 9
Primary Systems:ExoSensor Arrays, Exo Targeting System, Stealth System,
Exo Chameleon System,
Weapons1 arm mounted Plasma gun
STO -- Andy GaRtrellWearing a Tech Level 6 ExoSkeleton.
Armor Rating : 9
Primary Systems:ExoSensor Arrays, Exo Targeting System, Stealth System,
Exo Chameleon System, AI Blaster
Weapons1 arm mounted BBM 2000 ChemProject
Equipment Analysis
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Root 5 Access
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Root 5 Access
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Root 5 Access
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Data Root/0
The Heart Of Conflict 193
Actions, Tracking, and Time 195
Phased Turn Actions 196
Technology in StrikeForce 197
Other Program Types 198
Natures Forces 198Artificial Intelligence Partners 201
Character Influence 205
Game Movement 208
Healing 210
SkillSet Example 213
Tech Use Example 213
The Art of Healing 214
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19
Characters Taking Ac
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Characters Taking Ac
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Characters Taking Ac
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Characters Taking Action
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19
Character Influe
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Character Influence
200
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Specialized Techno
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Specialized Technology
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20
Specialized Techno
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Specialized Technology
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Specialized Technology
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Specialized Technology
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20
Specialized Techno
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21
Specialized Techno
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Data Root/0
The Problem 217The Discovery of Psionics 221
Psionics 222
Psi Abilities By School 227
Psi Esper Patterns 229
Psi Stalker Patterns 229
Psi Quaker Patterns 230
Psi Weaver Patterns 231
Psi Spinner Patterns 232
Psi Preserver Patterns 232
The Acceptance of Psi Actives
in Modern Society 234
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Psionics
220
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22
Psio
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Psionics
222
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22
Psio
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Psionics
224
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22
Psionics By Sc
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Psionics By School
226
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22
Psionics By Sc
Psi Quaker Abilities+1 target 60 PsiCon
Nudge (15) EShove (22) DLif (30) EHop (31) EJump (46) ELevitate (68) ECrush (78) DSpark (87) Dorch (87) EFly (98) EInerno (142) EZap (167) DWarhorse (170) D (E)Battering Ram (179) D (E)
Psi Esper Abilities+1 target 75 PsiCon
Read Single Emotion (12) ERead Single Tought (13) EDirect Single Emotion (14) EDirect Single Tought (16) E
Insert Emotion (45) EErase Emotion (51) EInsert Tought (52) EErase Tought (60) EReplace Emotion (128) EReplace thought (139) EMind wipe (190) ENew Mind (217) E
Psi Weaver Abilities+1 target 75 PsiCon
Cut (32) C
Knit Vessels (34) EKnit Muscle (43) EKnit Skin (49) ESlice (54) CMend Bone (59) EMend Skin (61) EMend Organ (63) ERupture Vessel (73) CPhased Hand (102) EGhost (123) EShatter Bones (154) CMend Wound (155) ERegenerate Nerves (160) EShear (182) DDeaths Hand (150) CCrumble (194) C
Abilities For Psi Preserver+1 target per 40 PsiCon
(Non Attack)
+1 per 80 (Attack)
Capture Emotion (31) EView Lie Force (34) ECapture Tought (63) EBuild Repository (94) ECapture Mind (96) Eouch Lie Force (110) EBuild Matrix I (144) ESnare Willing Lie Force (145) EPress (150) EExcommunicate (150) ESnare Unwilling Lie Force (155) EInterrogate Lie Force (165) EAnchor Lie Force (179) EEntomb (200) E
Psi Spinner AbilitiesSpun abilities
determines targets
Detect Spin (20) ESpin (29) ERotating Spin (40) EWeave (45) EDetect Pattern (49) EMajor Weave (50) ERecharge Etch (65) EPulsed Spin (67) EOrganic Etching (77) EUnravel Spin (79) EUnravel Weave (83) EEtch (85) EMajor Etching (95) EOrganic Major Etch (99) Eapestry (124) EUnravel apestry (167) E
Psi Stalker Abilities+1 target 100 PsiConAstral Projection (34) E
Astral walk (43) EPhantasm (76) ESpirit o Te Machine (76) EWorld Jump (86) EChange Perception (88) EHallucination (92) ETird Eye (99) EEuphoria (113 ENight error (140) CCloak Sel (148) EWaking error (152) C
Cloak Others (252) E
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Psionics By School
228
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22
Psionics By Sc
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Psionics By School
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23
Psi Abilities By Sc
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Psi Abilities By School
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Data Root/0
Conflict System Combat 237
Physical Combat 237
Melee Combat 241
Special Combat Attacks 242
Specialty Weapons 242
Combating Droids 243
Social Interactions 245
Technology Combat 247
Tech Nullification 248
Vehicle Combat 250
The Steps of Vehicle Combat 250
Special Combat Situations 253
Combat Charts 255
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Direct Combat
236
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23
Direct Com
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Direct Combat
238
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23
Direct Com
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Direct Combat
240
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24
Direct Com
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Direct Combat
242
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24
Direct Com
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Reference Page
244
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24
Reference P
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Reference Page
246
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24
Reference P
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24
Reference P
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Social Conflicts
250
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25
Technology Com
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GM's Charts
252
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25
GM's Ch
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GM's Charts
254Weapon Ranges
Weapon typesPt
BlankClose
Nor-mal
Long
Pistol 0-1 2-6 7-74 75-150
Submachine Gun 0-2 3-4 9-150 151-300
Automatic Rifle 0-3 4-10 11-249 250-500
Rapid -Fire Support 0-4 5-10 11-349 350-700
Sniper Level 2 1-80 NA 81-400 401-1500
Melee Ranges
Trown Melee weapons can be thrown accurately the attackers PR inmeters. Prowess can be rolled and every 1 success adds 2 meters to themaximum distance.
Combat Charts
Critical Chance
Modifiers:+20% 5 Wounds
+10% Head+10% Explosives
+5% Plasma-10% Laser+5% Psi Direct
+10% MA, Assassin+5% 50+ Successes
+10% 100+ successes+25% Normal Breech
+50% Massive Breech+75% Critical Breech
Small Breach (
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25
GM's Ch
Combat Charts
Roll Fire Combat Jams Melee Fumbles
1-25 Shot is a dud must clear gun to fire, lose 1 ActiveAction
Attacker Stumbles attack fails; lose this Active action only
26-50Shot misfires Wreck Clip, must clear and reload gun,lose 2 active actions
Attacker unbalanced, loses weapon and next attack at 1/2EF.
51-75Gun Jams takes 2 damages, Clip also trash, lose thisattack only
Attacker spins self around Target gets FREE action meleeattack if they wish
76-95Gun explodes needs major repairs EF 750 to fix, lose
2 active actions. Gun takes 3 damagesAttacker falls to knees, 2 actions to stand
96-100Gun destroyed as loader fails and melts, lose 1 active
action
Attacker falls on back, Defender gets FREE action melee
attack if they wish.
RollRanged Attack
Failures
Melee Failures
1-50Hits harmlessly behind
your target.
Hit misses target and goeswhoosh harmlessly by targets
ear.
51-75
Impacts nearby non liv-
ing object. Roll 1d10 forrange in meters. 25%object explodes for 1d10
*5 damage to anyone in2 meters range
Weapon impacts on nearby
non-living object. 20%chance it gets stuck + 10%per failure you missed the
attack by. Takes PR roll tofree opposed Ef is 1d100
76-95
Impacts nearest living ob-
ject friend or foe. Dam-age is rolled as normaland then 1/2. Weapon
jams roll on jam table.
Weapon impacts on nearestliving object friend or foe.
Do damage as normal. if at-tack does a critical, weaponis stuck. Takes PR roll to
free opposed Ef is 1d100+75 EF
96-100
GM spends a complicationabout the person the shothit. Must be related to a
passion.
GM spends a complicationabout the person the shothit. Must be related to a
passion.
DischargeRate
Effects
200 1 ROF at normal Damage
400 2 ROF or 1 ROF at +1 DAM
600 3 ROF or 1 ROF at +2 DAM
Scanner
Range
TEF MAX
20 150
40 250
60 35080 450
100 550
140 650
160 750
180 850
200 950
Scanner
Power Output
TEF PUO
10 30
20 60
30 90
40 120
50 150
60 180
70 210
80 240
90 270
100 300
1d100Roll
Situational Effect
1-10 Awesome for the Players
11-25 Good For the Players
26-75 Helps neither side
76-89 Bad for the Players90 - 100 Horrible for the Players
Situational Effect ChartUse the chart above to resolve situation that in-
directly effect the characters, but that they are notactually involved in. For example a Psi orcing 2guards to fight, rather than do the whole combatroll or each NPC and narrate the fight based onthe results. Good or the Characters means thecharacters are hurt or take critical, bad means theyare barely hurt.
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GM's Charts
256
Device TEF Ratings TEF Bonus
(add to EF and other Mods, add multiple TEFs together)
Normal Walls up to 1.5 m thick 10
Combat Walls 1000 SP or less 5 per 1000 SP
Combat Walls 1001 SP +10 per 500 SP
Armor Protection Protect
Vehicle Armor DR 15 per DR pt.
ExoSkeleton 10
Personnel Weapons 10 + Type #
Vehicle Weapons 10
SubLevel Walls 35
Level 8-4 walls 20
Level 1 -3 walls 50
Energy Conduit 5 per 10 PU.
Combat Charts - Situational Mods
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GM's Ch
Modified Roll Result Crash table
1- 10
Vehicle out of control roll piloting at 150 EF or
crash Vehicle; takes 500 SP (roll location) andoccupants take 10 Damage to END
11- 20Vehicle out of control; roll piloting at 250 EF orcrash Vehicle; takes 1500 SP (roll location) and
occupants take 15 Damage to END
21- 30Vehicle takes wrenching save from pilot; all sys-
tems take 250 SP damage
31- 40Roll piloting at 300 EF or all systems take 350
SP.
41- 50Close call on crash, Vehicle loses all MP and pilot
loses 1 action
51- 60
Major spin/Fishtail pilot must roll at 550 EF and
takes 250 SP to all systems. If roll missed allsystems take 550 SP Damage and pilot loses 2
actions.
61- 90Vehicle tumbles; all systems take 450 SP all oc-
cupants take 25 Damage
91- 120
Vehicle Crashing Loses 1 altitude per phase until it
contacts ground or wall. In a collision all systemstake 500 SP all Occupants take 3 sucess/ 3700
DAM attack. If vehicle still functional all piloting
rolls count as two actions till repaired.
121- 190
Vehicle Crashing Loses 1 altitude per phase until it
contacts a ground or wall. In a collision all sys-tems take 750 SP all Occupants take 6 success
/4200 DAM attack. If vehicle still functional, allpiloting rolls count as three actions till repaired.
191-200
Vehicle Crashing Loses 1 altitude per phase untilit contacts a ground or wall. In a collisionVehicle
Crashes all systems take 900 SP all Occupants
take 8 Success/4700 DAM attack. If vehicle stillfunctional, all piloting rolls count as four actions till
repaired.
201+
Vehicle Crashes all systems take 1200 SP all
Occupants take 10 Success/5700 DAM attack. Ifvehicle is not functional, all systems dead.
Vehicle Misfires Roll
Missile/Gun loses lock and explodes harmlessly 1-25
Missile/Gun fails to fire (half cost to repair) 26-50Launching /targeting Mechanism fails; mis-sile not fired(Double cost to repair weapons
systems)
51-75
Software glitch, missile/gun locks on wrong
target(GM rolls randomly to determine newtarget)
76-95
Missile/gun explodes and does damage to
launcher(Use power of missile only for damageratings)
96-100
Description Crash Modifier
Second Piloting Roll Missed +1 for each 2 missed by
Head on Collision5 per speed for each vehi-
cle added together
Side Swipe +5 per speed
GMs Discretion +5 to +100
Engines Out +50
Attack rating was class 4-6 +15
Attack rating was class 7-9 +20
Attack rating was class 10 +25
Vehicle out of control +75
Controls damaged +1 for each point of damage
CollisionType
Damage
Head on collision Total SP of both vehicles * 4
Side Swipe Total SP of both vehicles times*2.5
Vehicle Charts
VehicleType
BaseCriticalChance
Min.BCC
Jet 120 60
Helo 110 55
Scout 90 40
Boat 100 50
Drone 95 40
Roll Location
1 Engines
2 Controls
3 Weapons4 Engines
5 Controls
6 Weapons
7 Cockpit
8-10 Body
Vehicle Hit Location
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GM's Charts
258
Psi Range
Psi-Con
Long
30 50 150
51 80 250
81 95 325
96-110 500
111+ 700
Roll Psi Effect Failure Effect
1-15 Effect Succeeds, but Psi loses 3 Psi actions
16 -30Effect Fails, Psi loses 1Active and Psi action.Roll PsiCon EF of 50+ or lose an additional
active action
31-45 Effect Fails, Psi cannot use that pattern for24 hours
46 - 70Effect Fails, target is immune to Psi attacks
for 3 actions.
71-90Lack of focus, Calon energy backlash., Effect
fails and Psi takes 1d100 END Damage.
91+
Psi Power rebounds onto Psi. No save and
Psi takes any and all effects of the Psi Pat-tern. GM may add a complication (no cost).
Psi Intu-ition Roll
Effect of Psi Intuition Sense
1-20 General bad feeling No detail but the whole thing just feels wrong.
21-45Knows any immediate threats are present, but no idea what they are or when they might strike. General Info of
what is going on around them.
46-70Aware they might be attacked. If they can see the source of danger or malice towards them, they are 50% sureof the source. Is not aware of the direction of the attacks. Info more Specific to what is going on around them
but still very vague.
71-90
Aware of any evil or bad intentions from any one with in 10m. Unaware of any specific actions, but knows at-
tacks are coming and 50% sure of direction. Cannot be surprised in combat. Also aware of any one who hasplans that interfere with theirs, but not who that person is. Info more very Specific to what is going on around
them but no knowledge of specific actions that might hinder the characters.
91+
Aware of Malice, anger or general bad intentions directed at them by any one specific person. Cannot shakethe feeling there is something wrong with the person. Aware of what direction they are being attacked from, but
not when. I have got a really bad feeling Info specific to what is going on around them they even have andIdea who might be behind the changes around them..
Combat Charts
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Successes VehicleCriticals
Body Controls Engines Weapons Cockpit Structure
2 Success
Hit causes anadditional 100 SP
to Body
Hit Damages controls100 SP and -5 TEF
Engines take 100 moreSP all piloting rolls at -25
Weapons take 100SP and all Attacks
at -50
All occupants take 3
Success + 1d100 DAMExplosive attack to
Torso
Good Shot does anadditional +150 SP .
4 Successes
Glancing blowknocks you off
course +125 SPand re-roll ma-
neuver.
Controls flip off for 1phase. Re-roll maneu-
ver, No VCI attacks and+125 SP
Gravelectric EnginesPulse Roll Pilot of 150 EF
or better or go to crashtable with +25
Weapons systemsShort out for 1
phase. Lose all VCIdata for next attack
All occupants take 3Success + 2d100 DAM
Explosive attack toTorso and must roll EM
at -7
Major strike. AllZone Data is cor-
rupted for nextattack. 1/2 TEF and
take +200 SP
6 Successes
Body takes +150SP vehicle shaking
all attack rolls at
-125 for rest of
turn.
Controls locked for 1phase. No Piloting ac-
tions for next 2 phases.
+130 SP
Attack shorts out Grav-electric Hull all systems
down for next 2 phases.
No vehicle actions
All weapons lockedon last target for
1d10 - 3 phases.
Even if target is
destroyed.
Cockpit cracked by
attack. All Occupantstake a 5 Success +
2d100 DAM Explosive
attack and roll EMat -5
Great shot at a cor-ner bead +250 SP
and next attack is at
-2 Successes
8 Successes
Body damagecause unstable
control for 1 phase
all rolls at -350EF + 175 SP
VCI Info is garbled. All
Attacks at -300 EF for
next attacks
Major Engine Pulse. RollPilot of 250 EF or better
or go to crash table with+50
Bad VCI Data. All
SkillSets are at 1/2
for next phase.
Ringing Blow brings
occupants 1 step from
God. Roll EM at -9
Minor explosionconfusing targ grids.
+200 SP and -3
Successes for nextattack.
10 Successes
Blast Flexes Bodytake +200 SP to
Body and all rolls
at -300 EF
VCI loses link to vehiclefor 2 phases. No piloting
for 2 phases and -175
SP controls
Power Surge causesGravelectric Engine Mal-
function. Vehicle stops
and hover in place for 2phases.
All Weapons locked
on imaginary targetsand miss next ac-
tion. Pilot gets Per-
ception roll to detectat -100 (EF 125)
Fires and melting
metal cause occupantsdistress. Roll EM at -7
and take a 5 Success +
4d100 Explosive Attackto torso.
Blast rips throughstructure of target
+400 SP all TEFs
at 1/2 until repaired.
12 Successes
Battering Blowshreds body. All
Piloting rolls at-350 and +200
SP to body
Controls hit the brakes
and reverse. Slowdown
2 speeds a phase. For3 phases
Engines shutdown prior
to reset. Go to crashingtable, out of control.
Hit destroys 1/2 ofall loaded missiles.
Blast causes +150SP to body and
weapons
Force and Heat wavepummel occupants.
Roll em at -10 and
take a 6 Success +4d100 DAM explosive
attack to the head.
Strike drops main
attack computers.
All TEF at -50 untilrepaired +750 SP
14 Successes
Lots of body left
no armor all dam-age is now double
to all systems
VCI Loses link to vehicle
for 4 phases. No pilotingor attacks for 2 phases
and -275 SP controls
Engines Pulsing at ran-
dom. All Piloting at -500EF. No evasive actions
allowed.
Blast destroys all
hard points. + 200Sp to body and
weapons.
Cockpit shatters. RollEM at -15, take a 6
Success + 1500 DAMBasic attack to the
head each phase until
vehicle stops
All Zone Contact
lost due to blast. All
attacks are at -5Successes EF for 5
Phases + 1200 SP
16 Successes
Body is shredding
itself. Roll Piloting.
For each 350EF gain 1 action
before vehicle iscompletely de-
stroyed
Controls gone no controlroll Crash at + 100. The
party is over...
Engines rip away from
main body. Vehicle islosing 2 altitudes per sec-
ond. Roll Crash at +100and say goodbye....
Hit causes chain
reaction explosionsfrom all weapons.
Roll reaction of 120+
to eject or die withthe vehicle
Big hole, no cockpit
you do the math.. Alloccupants must roll
120+ reaction or they
move on to the nextlife....
Structure main con-
trol destroyed. Alldrones and Comms
out all attacks cease
for 1d10+5 phases.+1500 SP
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SuccessesTorsoCriticals
1 2 3 4 6 8 9 10
20 Damage
Hit does +1
wounds
Good Hit +1
Wounds
Through andthrough shot +1
Wound
Bloody +1 wound,
Roll EM at -1
Excellent +1wound, Roll EM
at -2
+2 wounds from
a Bleeder
+2 wounds and
roll EM at -2
+2 wounds
-2 EM
50 Damage
Just missed The
Vitals Roll EM
at -1 and take+1 wound
Hit major Nerve
roll EM at -2
and take +1wound
Cracked rib
Roll EM at
-2 and take+1 wound
ShakesEM up
Roll EM At -2
and take +1wound
Good shot Roll
EM -2 Take +2
wounds
Nicked his
Sternum roll
EM at -2 andtake +2 wounds
Top notchShot target
Must roll EMat -3 and +3
wounds
Nice shot
Roll EM at -3
and take +3wounds
100 Damage
Very bloody
Roll EM at -1Take +1 wound
Shocks targetroll EM at -2
and take +1wound
Knocks wind outof target roll EM
at -2 and take+2 wounds
Strains chestMuscle roll EM at
-2 and take +2wounds
Very goodShot roll EM at
-2 and Take +3wounds
Powerful hitRoll EM at -3
and take +3wounds
Targets inPain on that
Shot roll EMat -3 and take
+3 wounds
Near miss ontargets lungs
roll EM at -4and take +4
wounds
120 Damage
Target felt thatShot roll EM
at -2 andTake +1 wound
Powerful shotRoll EM at -3
and take +2wounds
Near miss ontargets heart roll
EM at -4 andtake +3 wounds
Minor Organdamage at - 50
EF and roll EM at-5 +4 wounds
Spleen nickedroll at -65 EF
and EM at -6+4 wounds
Chest fills withblood roll EM at
-7 -25 EF +4wounds
Stomach nickedroll - 70 EF
and EM at -8or Incapacitated
+5 wounds
Smashedribs at -75EF and roll
EM at -9 orIncapacitated
+5 wounds
150 Damage
Hit Shocks
and bleeds rollEM at -4 +2
wounds
Bruising and
internal bleedingroll EM at -5
+3 wounds
Cellular shock
and organ dam-age at -60 EF
and roll EM at
-6 +4 wounds
Spine and Nerves
numb at -75 EFand roll EM at -7
+4 wounds
Broken ribs
pierce skin at-80 EF and roll
EM at -8 +4
wounds
Sternum
crushed at -90
EF and rollEM at -9 or
Incapacitated +5wounds
Lungs and heart
fill with fluid at
-105 EF androll EM at -10
or Incapacitated+5 wounds
Artery nicked.Internal
bleeding at-115 EF and
roll EM at -11
or Incapacitat-
ed +5 wounds200 Damage
Major chest
wound roll EM
at -6+3 wounds
Major organdamage at -1
Success EF androll EM at -9
+4 wounds
Spine nicked at
-2 Successes
and roll EM at-10 +4 wounds
Major wound toside. 1 organs
damaged at -2
Successes, rollEM at -11
+4 wounds
Major wound to
side 2 organsdamaged , -3
Successes, rollEM at -12 or
Incapacitated
+5 wounds
Major spinecritical at -3
Successes roll
EM at -13 orincapacitated
+5 wounds
Major lungcritical at -4
Successes, roll
EM at -13 orincapacitated
+5 wounds
Blast leaveslarge hole
in center oftarget. Very
nice
220 Damage
Smashed
organs at -1
Success, rollEM at -9 +4
wounds
Shock and
bleeding at -1
Success, rollEM at -10 +4
wounds
Major organ
critical at -105
EF and roll
EM at -11 orincapacitated+4 wounds
Spine damage at
-2 Successes,
roll EM at -12 orincapacitated
+5 wounds
3 major organs
wounded at -2
Successes, roll
EM at -13 orincapacitated +5wounds
Major Spinal
critical at -3
Successes, roll
EM at -14 orincapacitated+5 wounds
Large fountain
of blood spurts
from chest, thentarget dies.
Very pretty
Liver and
spleen are
behind owner.
Not so goodfor them.Dead.
250 Damage
Clipped chest
cavity wall at-1 Success, roll
EM at -10 orincapacitated
+4 wounds
Spinal trauma at-2 Successes,
roll EM at -11
or incapacitated+4 wounds
Shock to sys-
tem 3 organsfailing at -3
Successes, roll
EM at -13 orincapacitated
+5 wounds
Major spine injuryat -4 Successes,
roll EM at -14 or
incapacitated+5 wounds
Major tissue
damage 4organs failing at
-5 Successes
roll EM at -15or incapacitated
+5 wounds
Big hit, quickdeath and still
time for a beer.Nice.
Spinal dam-age and organ
failure. Bad day
gets worse.Dead and gone.
Completeorgan failure,
Target slumps
to one sideand dies.
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SuccessesHead
Criticals
1 2 3 4 6 8 9 10
20 Damage
Nice shot
+1 wounds
Good shot
+1 wounds
+1 wounds +2 woundsSmash to headRoll EM at -1
and take +3
wounds
Roll EMat -1 and
+3 wounds
Powerfulshot roll EM
at -2 and
+4 wounds
Roll EM ata -2 and
+4 wounds
50 Damage
Scratch to
forehead Roll
EM at a -1 and+1 wounds
Roll EM at a -1
and +1 wounds
Stunning blow
Roll EM at -1+2 wounds
Roll EM at
a -2 and +2wounds
Power shot
to head. Roll
EM at -2 and+3 Wounds
Roll EM at -2
and +3 wounds
Roll EM at -2
and +4 wounds
Roll EM at -3
and +4 wounds
100 Damage
Roll EM at
a -2 and +2
wounds
Power shotto head roll
EM at -2 and+3 wounds
Blast to jaw
Shatters it.Roll EM at -5
-1 Success tillhealed
+2 wounds
Concussion
Make END rollat -10 or
IncapacitatedElse roll EM at -4
+3 wounds
Concussive forceto forehead
stuns target for 2
phases, Take noactions.
Whip lash hitcauses concus-
sion. Make END
roll or out for 1turn
Hit snaps head back,concussion. Make
END roll at -40 or
Incapacitated
Massive Hits cause
concussion. MakeEND roll at -65 or
Incapacitated elseroll EM at -5 +4
wounds
120 Damage
Power shot
to head. RollEM at -4 and
+3 wounds
Glancing blow.
Roll EM at -6and
+3 wounds
Stunning blow.
-1 Successes
Roll EM at -4or Incapacitated
+4 wounds
Dead center hit.
-1 Successes.
Roll EM at -4 orIncapacitated
+4 wounds
Bloody shot.
-2 Successes
Roll EM at -6 orIncapacitated
+5 wounds
Heavy bleeding-3 Successes
make END roll at-40 or Incapaci-
tated+5 wounds
Stunning blow-3 Successes
Make END roll
at -50 or Incapaci-tated. Else roll
EM at -4+5 wounds
Brain damage. Tar-
get is incapacitated.
After healed, targetmust stay down for
1d10 hours.
150 Damage
Shot to head.Squishes brain
roll EM at -2and +3 wounds
Dizzy from hit
-2 SuccessesMake END roll
at -50 orIncapacitated
Else roll EM at-4 +4 wounds
Headaches fromconcussion.
-3 SuccessesRoll EM at -8
or Incapacitated
Shock
-3 Successes.Make END roll at
-60 orIncapacitated.
Else roll EM at -5+4 wounds
Heavy concus-
sion from hit.- 4 Successes
Roll EM at -9or Incapacitated.
+5 wounds
Deep Concussion.
-4 SuccessesMake END roll
at -10 orIncapacitated
Else roll EM at-4 +5 wounds
Brain damage. Tar-get is incapacitated.
After healed, targetmust stay down for
1d10 hours.
Targets head drip-ping blood and
brains as they fallforward and die.
Entertaining.
200 Damage
Concussive
Blast makeEND roll at
-30 and roll
EM at -4 orIncapacitated
+4 wounds
Heavy blood
loss
-2 SuccessesMake END
roll at -40 orIncapacitated.
EM at -4
+4 wounds
Concussion
-3 SuccessesMake END roll
at -10 or
IncapacitatedElse roll EM at
-4 +4 wounds
Heavy
Concussion4 Successes
Roll EM at -9 orIncapacitated +5
wounds
Smash plusconcussion make
EM at -10 or
Incapacitated
Brain Damagetarget is incapaci-
tated+5 wounds.
Brain damage. Tar-get is incapacitated.
After healed target
must stay down for1d10 days.
Targets head
explodes from theimpact.
Poor suckerDidnt have
a chance
220 Damage
Heavy whiplash make ENDroll EM at -10
or Incapacitated
+4 wounds
Concussion and
bleeding. Make
END roll at -70or Incapacitated
roll EM at -6+4 wounds
ConcussionMake EM rollat -11 or Inca-
pacitated +5
wounds
Shock and neckpain. Make END
roll at -80 or Inca-
pacitated
Brain Damage.
Target is inca-
pacitated. Loseuse of dominate
arm Takes +5wounds
Brain Damage.Target is inca-pacitated. Total
loss of speech
Take +5 wounds
Blast through eyedestroys
Targets brain.
Very bloody and
target is very dead
Poor planning by
target put
His head in the pathof your attack.
He lost his mind,sad.
250 Damage
Concussion
1/2 all Stats
and skillLevels
Concussion
Loss of allSpeech
Coma inducedfor 1d10 hrs if
END rollMissed else
+5 wounds
Brain Damage tar-
get is incapacitated.Take +5 wounds
Brain Damage.
Target is inca-
pacitated. Take+5 wounds
Targets has noface left. They
gurgle and fall
and die in twoturns. Painful and
distressing
Blast rips target a
second mouth, in
his cheek and thenhe dies
Brain meets blow.
Blow wins destroying
brain. Better Lucknext time.
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Successes Leg/ArmsCriticals
1 2 3 4 6 8 9 10
20 Damage
Looked GoodGetting Closer Good show.
Missed
Missed the
Shot.no effect
Shot for an extra
+1 wounds
Hit to nerves
or fall
Wind Knocked
out of target.+2 wounds
Shocked him
Roll EM+3 wounds
50 Damage
No effect
No Effect. Tryharder next time
and you may berewarded
Through the
Armor to doa critical. No
effect
Hit toSensitive part
+1 wounds
Nice shot.
StartlesTarget.
Roll EM at -2
Hit to jointCauses +25
END.
Target is
Stunned. Lose1 action.
Nice hit.
Hit strikes
nerves +3wounds and -1
to EM roll
100 Damage
Hard shot.
Try again.
No effect.
No effect.
Flesh wound.Causes bleed-
ing+1 wounds
StrikeBruises bone
-1 to EM roll
Smash to limbrips it. +1
wounds and rollEM
Hard strike.Jams limb.
Roll EM at-2 to roll.
Shot causesMinor bleeding.
Roll EM and
+3 woundsextra
Great shot intowrist/ankle.
Roll EM at
-2 and take+3 wounds
120 Damage
No effect
Minor bruiseto limb.
Roll EMand +1 wounds
Jarring hitRoll PR 50 EF
or better.
Drop all itemsin hand if failed.
Blast strainsJoint. Roll
EM at -2+1 wounds
Nice hit.Target must roll
PR at -30 target
50 EF or drop allheld items.
Strong hit.Cuts muscle tis-
sue roll
EM at -4 and +2wounds
Blast chipsbone and blood
vessels.
Roll EM at -2+3 wounds
Beautiful shot.Disarms targetand breaks
hand or foot.Roll EM at -5
and +4 wounds
150 Damage
Hit slices
artery wide.
Roll EMat -2 to roll
and +1 wounds
Major bruiseto limb. Roll
PR EF of 60 or
drop items inhand. Roll EM
at -3 and take
+2 wounds
Hit disjointslimb. It is use-
less till healed.Roll EM at -4
and take +3wounds
Blast chips
Bone. Target
at -10 tillhealed. Roll
EM at -7
Smash crushesCartilage at joint.
-15 for2 actions and
Roll EM at -8.Take +3 wounds
Hit causes minorbone fracture.
-25Till healed
at -6 andTake +4 Wounds
Massive blood
loss and shock
from hit. RollEM at -9 and
take +4 wounds
Splinters inlimb start Nasty
knee/Elbow
Fracture. At-30 and roll EM
at -10 take +5
wounds
200 Damage
Shot arteriesand causes
a major bleeder.Take +1 wounds
Blast shakes uptarget at -10 for
2 actions. Take
+2 wounds androll EM -4
Targets nervesspasm do to hit.
At -60 EF for
3 actions +3wounds
Shattered
wrist /ankleat -35 EF till
healed take +3wounds and
roll EM -5
Stunned him.Target at -30
for 4 actionsTake +4 wounds
Shot disarmstarget. Roll EM
and take +4wounds
Good shot.Causes internal
bleeding. Roll
EM at -5 andtake +4 wounds
Shatters entire
limb. At -65till healed. Roll
EM at -10 orIncapacitated
+5 wounds
220 Damage
Nerve shock
Roll EM at -5
and take +1wounds
Minor break in
limb at -35 till
healed rollEM at -3 and
take +2 wounds
Joint mangledby shot at -140
until healed.
Limb is useless.Roll EM at -4
or Incapacitated+2 wounds
Bone piercesskin. Take
+2 wounds
at -150 untilhealed. Roll
EM at -5 orIncapacitated
Bones splinterand rips liga-
ments. At - 160
till healed. RollEM at -6 or
Incapacitated+3 wounds
Bone splintersand breaks in
two. At - 165
till healed. RollEM at -7 or
Incapacitated+4 wounds
Major shock asarteries cut by
bone. At -170
till healed. RollEM at -7 or
Incapacitated+4 wounds
Entire limb ex-plodes in a grey
mess. At -190
till healed alsoIncapacitated
+5 wounds
250 Damage
Bones splinter
and rippedligaments. At -
160 till healed.
Roll E