It’s time to get back into space and finish the fight! (Though, that’s a different series—let me know if you want to see some Halo!) We’ve looked at the Zerg and Protoss, so of course we have the Terran left to complete. I plan to complete the air units for Protoss, but it’s taking a bit longer to crack that nut, so for now, let’s look at the Terrans!
First, we have our Terran subtype!
Terran
Terrans are an offshoot of humans which habitat a remote sector of space. Their unique physiology shows signs of nascent psionic abilities. Terran machines and vehicles are always manned.
Traits: Terran humanoids follow the same rules as the human subtype. Terran constructs are not immune to mind-affecting effects.
Marine CR 1
XP 400
N Medium humanoid (terran)
Init +2; Senses Perception +10
DEFENSE
HP 20
EAC 11; KAC 13
Fort +3, Ref +3, Will +3
OFFENSE
Speed 30 ft.
Ranged gauss rifle +8 (1d6+1)
Offensive Abilities stim pack
STATISTICS
Str +1, Dex +2, Con +3, Int +0, Wis +0, Cha +0
Skills Perception +10
Languages Common
ECOLOGY
Environment any
Organization solitary, pair, or squad (3–12)
SPECIAL ABILITIES
Gauss Rifle (Ex) The 8mm C-14 “Impaler” gauss rifle has a range increment of 60 feet.
Stim Pack (Ex) As a swift action, a marine can activate a stim pack which provides enhanced speed and reflexes for 1 round. While the stim pack is active, the marine gains a +10 bonus to speed and does not take a –4 penalty to attack rolls when making a full attack. A marine takes 5 points of damage when it activates a stim pack.
Terran civilization was built on the backs of the unwanted and hated citizens of a distant human-inhabited planet. The convicts, criminals, and rejects found themselves launched into the depths of space against their will. Here, they established the first colonies with the great technologies designed to exile them. Most notable among these are the marines. These men and women are the first line of defense for most colonies. The majority of them were once criminals who had undergone mandatory Neural Resocialization. Marines are clad in the CMC-300/400 lines of Powered Combat Suits which provide life-support and the necessary shielding hostile and deep space operation. A number of these suits are fitted with the capability to deliver performance enhancing drugs at a moment’s notice on the battlefield.
SCV CR 1/2
XP 200
N Medium construct (terran)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +9
DEFENSE
HP 13
EAC 10; KAC 12
Fort +2, Ref +2, Will +2
Immunities construct immunities
OFFENSE
Speed 30 ft.
Melee fusion cutter +6 (1d6+2)
STATISTICS
Str +2, Dex +1, Con —, Int +0, Wis +0, Cha +0
Skills Perception +9
Languages Common
Other Abilities unliving
ECOLOGY
Environment any
Organization solitary, pair, or fleet (3–12)
SPECIAL ABILITIES
Harvesting (Ex) An SCV’s fusion cutters allows it to cut through rock and minerals. An SCV’s fusion cutters ignore up to 10 points of hardness when attacking rocks, minerals, and similar materials.
Originally designed for use in the reconstruction of the Tarsonian Orbital Platforms, the T-280 SCV (Space Construction Vehicle) soon became a staple in intra-colonial construction. Its ability to perform a multitude of tasks, such as the construction of new structures and transportation of resources. The versatility and reliability of the SCV makes it an invaluable tool in both major Terran projects such as interstellar colonization and small project like basic repair of Terran vehicles. The large, imposing SCVs are surprisingly ineffective in combat due to their limited maneuverability, but an SCV can use its tools to fight off attacks in a pinch.
Medic CR 2
XP 600
N Medium humanoid (terran)
Init +0; Senses Perception +7
DEFENSE
HP 21
EAC 12; KAC 13
Fort +4, Ref +2, Will +3
OFFENSE
Speed 30 ft.
Offensive Abilities optic flare (+6, DC )
Other Abilities heal, restoration
STATISTICS
Str +0, Dex +0, Con +1, Int +2, Wis +4, Cha +1
Skills Medicine +12, Physical Science +12, Perception +7
Languages Common
ECOLOGY
Environment any
Organization solitary, pair, or cell (3–12)
SPECIAL ABILITIES
Heal (Ex) As a move action, a medic can restore 2 hit points to a living creature within 10 feet.
Optic Flare (Ex) As a standard action, a medic can fire a flare at a creature within 60 feet. The flare targets a creature’s EAC. A creature struck by the flare must succeed on a DC 13 Fortitude save or become blinded for 1d4+1 rounds. A medic can fire an optic flare once every minute.
Restoration (Ex) As a standard action, a medic can remove all of the following effects from one living creature within 30 feet: bleeding, blinded, burning, confused, dazzled, deafened, sickened, and a Zerg queen’s parasite. A medic can use this ability once every 1d4 rounds.
Selflessly marching into the front lines of the worst combat zones, Terran medics tend to their injured comrades regardless of the danger. Aided only by a protective shield, medics are skilled healers, capable of restoring the health and vitality of soldiers. A combination of chemical modifiers and laser engines allows medics to literally shoot beams of healing at the soldiers in combat, accelerating regeneration and restoration to almost miraculous rates. An alternate non-conveyed anesthetic allows for the purging of alien viruses and debilitating effects from affected warriors. Although they lack any direct weapons, a medic is equipped with an A-13 Flash grenade launcher which fires modified rounds that discharge enormous amounts of white light and ultra-violet light. These rounds temporarily damage retinas and photo-optic receptors, making medics invaluable on the battlefield.
Firebat CR 3
XP 800
N Medium humanoid (terran)
Init +2; Senses Perception +10
DEFENSE
HP 40
EAC 14; KAC 16
Fort +5, Ref +5, Will +4
OFFENSE
Speed 20 ft.
Ranged flame throwers +11 (1d6+3 fire, DC 12)
Offensive Abilities stim pack
STATISTICS
Str +1, Dex +2, Con +4, Int +0, Wis +0, Cha +0
Skills Perception +13
Languages Common
ECOLOGY
Environment any
Organization solitary, pair, or platoon (3–12)
SPECIAL ABILITIES
Flame Throwers (Ex) The plasma-based Perdition flame throwers have a range increment of 20 feet. Creatures struck by the flamethrower must succeed on a DC 12 Reflex save or gain the burning condition.
Stim Pack (Ex) As a swift action, a firebat can activate a stim pack which provides enhanced speed and reflexes for 1 round. While the stim pack is active, the firebat gains a +10 bonus to speed and does not take a –4 penalty to attack rolls when making a full attack. A firebat takes 8 points of damage when it activates a stim pack.
As with standard marine infantry, have armored assault troopers, known as firebats, are typically Resocialized individuals. Those entered to Neural Resocialization programs with the intent for firebat status are typically the cruelest or most unhinged individuals among the sector. These criminals find themselves loaded into the CMC-660 class heavy combat suit, a larger and heavier offshoot of the standard marine armor. The suits are equipped with arm-mounted flame throwers which serve to burn away the opposing front lines. The suits provide additional protection from the heat and flame from these flame throwers, but their lack of full protection has some firebats literally cooking in their own suits. The volatile nature of the fuel required for firebat weapons usually leads to violent explosions of firebat suits when damaged on the battlefield.
That’s it for this week! Next week, we look at the heavier Terran units. If you end up introducing the Terran into your game or you have any request for a future Monstrous Physique, please drop me a line at KnowDirection@hotmail.com.
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