Playtest Module Entities
ZK Jump Trooper
Scale 0M, HP 8 (+4 Armor), Soak Dice (+1) 1d6, VLN 5, CBB +2, Vent 2, Attacks 1d6 melee, Move ground: 12m / 1 hex, hover (Flightpack): 24m (5m vertical) / 2 hexes No. Appearing 2d4 / 10d4 (elevated strongpoint)
Inventory
- Flightpack. Adds Move hover: 2 hexes per hour. Wearer may hover vertically up to 5 meters and horizontally 24 meters per round. In space, can move in any direction up to 36 meters per round. Uses 2 units of fuel per hour of operation.
- Common: Kichaltric Smartgun
- Rare: IR Furnace
ZKVigor "Vigor" MechaCXO
Scale 0L,1S, HP 202 (+62 Armor), Soak Dice (+2)1) 1d6, VLN 4, CBB +2, Vent 3,2, Attacks 2d61d4 melee, Move ground: 24m / 2 hexes, No. Appearing 1 / 1d6 (Base)
A light mecha for a single Kichalteron. A step up from a hardsuit, this exo provides excellent protection and mobility.
Inventory
- Uncommon: Salvo Matgun (Scale 0)
ZK E-990 Drone
These versatile drones make for good passive monitors, can carry grenades, and fold flat when not in use.
Variants
common,Common,uncommon:Uncommon: Scout. +1 Stealthrare+:Rare: Hunter. Grenade launcher Range 10m / 40m Warhead plasma charge Ammo 4
Orb Drone
Variants
- Guard: Extend one Soak Die, (+0)
1d61d4 proximity shield, to any Scale 0 entity in melee range.
Sentry
Faceted hovering defense unit, with a Flechette at the end of an arm extending out to the side.
Scavenger Ikoska
Scale 0S, HP 4, Soak Dice none, VLN 7, CBB +1, Vent 2,1, Attacks ribbon tendrils 1d4, Equipmentrare: 1d4 Ikoska Electrolaser, Move ground: 20m / 1 hex, Ikoska PGM act 1 regen 1/2 turns, No. Appearing 1d4+2 / 10d6 (bivouac)
Since rogue PGMs can survive anywhere they occasionally inhabit abandoned manufactories, labs, or villages. Some even live directly on asteroids or airless moons.
Inventory
rare: 1 EM Streampack
Ampoule Skipper
Scale 0XS, HP 1, VLN 7, CBB +1, Attacks 1d2 Leech Energy, Move 6m / 1 hex per day No. Appearing 1 / 4d6 (cavern)
A telene commonly raised by Ikoska and others who subsist in hard vacuum environments. A cylindrical organ (the ampoule) is joined to a flat body with ribbon-like limbs the skipper uses to launch into hops across the surface or tumble down inclines. When their leech energy hits, they latch on. While they remain attached, they drain 1e per turn apiece. Any damage causes them to let loose.
Skippers typically ignore characters who are not carrying energy sources and not preventing the skipper from feeding. They leech 1 energy per day when attached to an energy source or exposed to bright star radiation, and will readily latch onto anything that gives them energy if captured and moved. Energy sources can attenot to charge from a skipper, yielding 1e 50% of the time. When energy is extracted in captivity, ampoule skippers roll a 1d4 use die. If they fail on 1d2, the skipper dies.
Abilities
- Leech Energy: When the entity uses leech energy in combat, mark it. When using leech energy while marked, it does 1d4 damage and becomes unmarked.
- Surface Hop: Once per hour, in vacuum, the Skipper can uncoil the tension in its ribbons and end up coasting and tumbling about 200 meters towards safety. Skippers can cling to walls and ceilings they hop against.