Pfhor Racial Templates
Because the different Pfhor castes are separated
entirely for breeding purposes, each caste is effectively a separate species
for the sake of racial templates. Note, however, that members of higher castes
can be demoted in extreme cases. For this reason, special skills are omitted
from these templates. The GM may allow whichever skills he/she deems suitable.
The Pfhor have the same average
height as humans, but usually have about 15% less mass. They begin aging after
50 years at about the same rate as humans. They also mature around the same
age as humans.
Environment: All Pfhor castes
have an ideal gravity of ~.7G, a 33° average climate, and a somewhat thin
oxygen-nitrogen atmosphere.
Gravity Variants: Pfhor "light
worlders" live in .15G-.5G environments. "Heavy worlders" live
in 1G-1.4G environments. "Spacers" live in 0G-.15G environments.
Pfhor Aggregate
Aggregates are the most populous caste. They are generally laborers,
servants, farmers, and foot soldiers.
Racial Attribute Modifiers: WS:30 BS:15
S:60 T:40 I:30 Wp:10 Sg:40 Nv:15 Ld:20
Soldiers: WS: 55 BS: 55 S:60 T:40 I:40 Wp: 50 Sg:40
Nv:30 Ld:35
Pfhor Willful
Low-level military officers and local government officials make
up the Willful caste. There are far fewer Willfuls than there are Aggregates,
since Willfuls tend not to do blue-collar jobs. Willfuls are a bit more well-built
than Aggregates on average, perhaps due to the rigorous officer training programs
of the Pfhor Imperial Academies. Despite their greater builds, Willful caste
members are still an extension of the Pfhor working class--they are not intellectuals.
Racial Attribute Modifiers: WS:50 BS:50 S:65 T:45 I:50 Wp: 50
Sg:50 Nv:40 Ld:40
Pfhor Attentive
Attentive Pfhor are higher military officers (generally more
concerned with strategy than platoon-level leadership), and also form the
intellectual class of the Pfhor. Since most Attentives are more concerned
with matters of the mind than of the body, they are more intelligent but less
strong-bodied than their Willful inferiors.
Generally space explorers and ship captains are also Attentives,
with the exception of High Admirals, who will be Command caste members.
Racial Attribute Modifiers: WS:45 BS:45 S:50 T:40 I:50 Wp: 50
Sg:65 Nv:30 Ld:45
Pfhor Imperial
The Pfhor Imperial caste is aptly named: it is a small population
of extravagantly rich paper-pushers who run the large and far-reaching Imperial
government. Imperial caste members tend to be filthy rich--those who aren't
are usually unsuccessful colonial administrators futilely trying to pull their
destitute cities out of poverty.
Racial Attribute Modifiers: WS:30 BS:35 S:45 T:35 Wp:45 Sg:70
Nv:35 Ld:45
Pfhor Command
Command caste members are nearly gods in the eyes of their inferiors.
Only the Hindmost can question their nearly limitless authority. They are
stronger in both body and intellect than average Pfhor. Although they renounce
great wealth as part of their devotion to the Hindmost and Her great Empire,
they are usually materially comfortable and quite charismatic.
Racial Attribute Modifiers: WS:60 BS:65 S:60 T:45 Wp:50 Sg:85
Nv:40 Ld:70
Archetypes
Enforcer
Special Enforcer units are made
up of Willful caste members who function as low-level commanders. They wield
high-powered rifles and lead the Aggregate units. They tend not to attack
non-combatant members of enemy species if at all possible, as they are concerned
with taking prisoners and potential slaves. (The overwhelmed warriors, reckless
troopers, and bloodthirsty Hunters are not so great at taking prisoners!)
They wear a beautifully decorated cloak as well as a highly
effective suit of Enforcer Armor. They carry Decimator rifles or Advanced
Battle Rifles if they are part of underequipped backwater units (or if the
campaign takes place during or before the Marathon assault).
Attributes: WS:35 BS:60 S:60 T:45
Wp:50 Sg:50 Nv:40 Ld:60
Primary Skills: Hipshooting, Rock Steady Aim, Leader, Computer
Operation, Medic, Swimming, Duty to Empire (almost always)
Languages: Pfhor.
Customization Notes: As officers, Enforcers may have many additional
skills. Although their combat skills are relatively fixed (Enforcers function
mainly as commanders and therefore they are not found carrying a wide variety
of weaponry), Leadership and other social skills may be boosted.
Enforcer Major
The Major Enforcers--Willful officers
that generally command a sub-committee of sergeant-level lower Enforcers--are
famous throughout the Empire and beyond for their skill, ferocity, and cold
greed in collecting slaves.
In addition to having greater command
responsibilities, higher-level Enforcers are often given the task of interrogating
(and, in more difficult cases, torturing) captives in order to extract information.
Their equipment is the same as for standard
Enforcers, but their weapons are often of fine or very fine quality, giving
them a bonus to accuracy. Additionally, their armor is usually of fine quality.
Attributes:WS:50 BS:65 S:65 T:45
I:50 Wp: 50 Sg:50 Nv:40 Ld:75
Primary Skills: Hipshooting, Rock Steady Aim, Leader, Computer
Operation, Medic, Swimming, Duty to Empire (almost always) Intimidation
Languages: Pfhor
Customization Notes: The customization opportunities given under
the basic Enforcer archetype apply equally here. However, one common addition
for especially vicious Major Enforcers is a combination of the Psychology
skills, which allows them to probe a prisoner's mind with a computer and neural
interface!
Hunter
The Imperial Guardsmen, also known
as Hunters, are the most elite infantry units in the entire Pfhor army. Trained
from a young age for incorruptible faith to the Empire, they are skilled and
deadly warriors with virtually unshakable willpower. The Hunters are drawn
from the ranks of the Aggregate caste; this is one of the most esteemed roles
members of the lowest free caste can fill, for it represents the first and
last line of defense for the most important resources in the Empire.
The Guardsmen are most often seen in their powered armor: fearsome
and costly battlesuits that grant users improved mobility, strength, firepower,
and endurance. They usually also carry two Guardsman Shields.
Attributes: WS:65 (75) BS:60 (70)
S:60 (80) T:50 (60) I:65 Wp:50 Sg:45 Nv:60 Ld:80
Primary Skills: Rock Steady Aim, Leader, Computer Operation,
Duty to Empire, Intimidation, Vacc Suit, Nerves of Steel, Deflect Shot
Languages: Pfhor
Customization Notes: Hunters may have improved combat skills,
as well as additional abilities like Gunner or Piloting. (Hunters sometimes
operate as the crew of assault vehicles.) Their fanaticism, however, means
that they rarely stray from the strict path given by their masters.
Hunter Elite
After demonstrating sufficient
valor on the battlefield, some Guardsmen are given greater command responsibilities.
This promotion usually occurs after several years of service to the Imperial
Guard.
These elite Guardsmen are given a more advanced set of powered
armor, which is their primary equipment in combat situations.
Attributes: WS:70 (80) BS:65 (75)
S:60 (85) T:50 (65) I:65 Wp:50 Sg:50 Nv:65 Ld:85
Primary Skills: Rock Steady Aim,
Leader, Computer Operation, Duty to Empire, Intimidation, Vacc Suit, Nerves
of Steel, Deflect Shot
Languages: Pfhor
Customization Notes: The same customization opportunities apply
to higher-ranked Guardsmen. They are, however, more often seen with bonuses
to their cerebral skills, like Leadership. Many may have Lightning Reflexes.
Hunter Commandant
Only the most skilled, dedicated,
and brtually efficient warriors are promoted to the level of Imperial Guard
Commandant. Members of the Commandant Corps are so revered that they have
nearly transcended their caste level, for they often interact directly with
Imperial caste leaders and even (though this is little more than a rumor)
the Command caste.
Commandants are proficient in both combat and leadership. There
is a special model of powered armor specifically designed for their ranks,
and it is a terrifying beast of a machine.
Attributes: WS:80 (90) BS:75 (85)
S:60 (95) T:60 (95) I:65 Wp:60 Sg:65 Nv:75 Ld:90
Primary Skills: Rock Steady Aim, Leader, Computer Operation, Duty to Empire,
Intimidation, Vacc Suit, Nerves of Steel, Deflect Shot
Languages: Pfhor
Customization Notes: Commandants are extremely experienced,
so they may have any number of additional skills, including some of the more
specialized abilities often learned by Enforcers and other officers in the
Pfhor army--Intimidation, Interrogation, etc. are often good choices.
Slaver Cyborg
Although less common after the
loss of Lh'owon, the Pfhor sometimes still use cybernetically-modified controllers
as "puppetmasters" to control the mechanical functions of their
S'pht slaves' bodies. These cyborgs are typically quite intelligent, and are
often retired veteran officers who are experienced in strategy and tactics
but either lack the strength of youth or perhaps even a few stray limbs lost
in service to the Empire.
Of course, a controller's lifestyle is quite sedentary. The
massive neural interface system required to give the controller the ability
to manipulate tens or even hundreds of slaves at a time is too bulky to be
carried. Furthermore, it goes without saying that the controller loses command
of his own senses and bodily functions while using his mind to send slaves
into battle.
Attributes: WS:35 BS:40 S:40 T:45
I:70 Wp:80 Sg:85 Nv:90 Ld:90
Primary Skills: Duty to the Empire,
Hacking, Intimidation
Languages: Pfhor
Customization Notes: Slaver cyborgs often retain skills from
their previous occupations. Some may have knowledge in one or more areas of
the natural or applied sciences, while others will have additional military
skills.
Trooper
Pfhor shock assault troopers are
used in primary invasion forces to quickly take out enemy defenses and soften
up the opposition with their ample firepower. Their armor is designed for
good protection against light arms fire while allowing the mobility necessary
for rapid, deadly hit-and-run missions. Their uniform is the common green
typical of lower-rung Pfhor infantry units.
They wear Assault Armor and are equipped with a Shock Trooper
Gyroc and Detachable RPG, as well as ammunition for both.
Attributes: WS: 55 BS: 55 S:60
T:40 I:40 Wp: 50 Sg:40 Nv:30 Ld:35
Primary Skills:Duty to Empire (almost
always), Quickload, Gunner, Pfhor Staff Fighter, Furious Assault, Computer
Operation, Medic, Swimming.
Languages: Pfhor
Customization Notes: Many troopers specialize in particular
fields; some may have Outdoor skills, others the ability to hack computers
or infiltrate facilities. Still others may be trained in anti-tank weapons
or piloting.
Trooper Sergeant
These bold and steadfast warriors
lead their elite teams into the thick of battle, stirring confidence in their
subordinates and taking responsibility for lightning-fast tactical decisions.
They are given a purple uniform.
Sergeants have the same equipment as their subordinates, but
the quality is usually finer.
Attributes: WS: 55 BS: 55 S:60
T:40 I:40 Wp: 50 Sg:40 Nv:30 Ld:40
Primary
Skills: Duty to Empire (almost always), Quickload, Gunner, Pfhor Staff Fighter,
Furious Assault, Computer Operation, Medic, Swimming.
Languages: Pfhor
Customization Notes: The same customization notes given above
also apply here. Leadership is also frequently increased.
Warrior Recruit
These are the lowest-level Aggregate-caste
infantrymen in the Pfhor army. They are usually thrown into minor engagements
in the front lines to toughen them up and test their mettle. They carry Pfhor
Staffs but are not trained in the use of the projectile function; they receive
this in a later round of training.
They wear green Fighter Armor and carry Fighter Staffs, as well
as power cells.
Attributes: WS: 55 BS: 30 S:60
T:40 I:40 Wp: 50 Sg:40 Nv:25 Ld:30
Primary Skills: Furious Assault, Computer Operation, Medic,
Swimming, Duty to the Empire (almost always)
Languages: Pfhor
Customization Notes: The strict regimentation of the Pfhor legions
makes for little customization value in warrior recruits. However, skills
that they have learned on their own time can be added to spice up their record
sheets-such as Scientific skills.
Strike Warrior
After graduating past the recruit
level, warriors embark on one of two training paths. One optimizes warriors
for main infantry roles, while the other emphasizes training in hand-to-hand
combat and melee assault rushes. This branching is essentially a form of mass
production applied to an army: the Imperial force is so vast that it is necessary
to tailor modularized training packages for highly specific tactical roles.
The "strike warriors," as they are called here, pursue
the former training path. They are well-trained in the use of the projectile
function of their staff, and use it with deadly proficiency.
They wear orange Fighter Armor and carry Fighter Staffs, as
well as power cells.
Attributes: WS: 55 BS: 50 S:60
T:40 I:40 Wp: 50 Sg:40 Nv:35 Ld:35
Primary Skills: Duty to the Empire (almost always), Pfhor Staff
Fighter, Furious Assault, Computer Operation, Medic, Swimming.
Languages: Pfhor
Customization Notes: The same as above.
Frenzy Warrior
These warriors pursue the second
training path, learning techniques for hand-to-hand combat and merciless close-range
assaults. They wear purple Fighter Armor and carry Fighter Staffs, as well
as power cells.
Attributes: WS: 65 BS: 45 S:60
T:40 I:40 Wp: 50 Sg:40 Nv:30 Ld:35
Primary Skills: Pfhor Staff Fighter, Duty to Empire (almost
always), Furious Assault, Computer Operation, Medic, Swimming.
Languages: Pfhor
Customization Notes: The same as above.
Warrior Master
Finally, some warriors learn both
Fighter Paths and become masters of both close combat and ranged attacks.
These deadly warriors lead less experienced fighters into battle.
They wear blue Fighter Armor and carry Fighter Staffs, as well
as power cells.
Attributes: WS: 65 BS: 60 S:60
T:40 I:40 Wp: 50 Sg:40 Nv:35 Ld:40
Primary Skills: Pfhor
Staff Fighter, Duty to Empire (almost always), Furious Assault, Computer Operation,
Medic, Swimming.
Languages: Pfhor
Customization Notes: The same as above.
Technology Summary
--Transportation: Slower than
light spaceships, hovercraft, non-helicopter V.T.O.L. (Vertical Take-Off and
Landing) flight, lightspeed communication, faster than light communication),
short and long range teleportation, FTL (faster than light) drives.
--Power: Fusion reactors, fission
waste clean-up, some antimatter prototypes.
--Medicine: Genetic engineering,
cybernetics, advanced cloning (without a living host for the embryo), computerized
diagnosis systems, synthetic skin, synthetic nerves, cure for cancer, pattern
buffers (braintaping).
--Computers: super-intelligent artificial intelligence, micro-computers.
--Weapons and Armor: Aerospace fighters, battle cruisers, stunners, fusion and plasma weapons, flamers, orbital bombardment, hyper-intelligent rockets (laser, heat, radar, visually guided), steelsheet, plasteel, energy shields, nuclear weapons, biological weapons, chemical weapons, micronukes, Trih Xeem.
Transportation
The Pfhor have known the secrets of teleportation and FTL transportation for thousands of years. Their systems are more advanced, cheaper and generally safer than the Human counterparts. When travelling on Pfhor transport, Pfhor characters receive a +20% bonus when testing any stat, with other species receiving a +10% bonus.
Power
The Pfhor utilise more advanced versions of standard human power supplies. See the Human gameplay chapter for explanations.
Medicine
See the Human gameplay chapter for explanations of Medicine not mentioned here.
Computers
See the Human gameplay chapter for explanations of computer systems not mentioned here.
Weapons and Defence
Being a warmongering slave-driving race has caused the Pfhor to develop many deadly and terrifying weapons. Varying from the lowly staff of the warrior recruit to the devestating Trih Xeem, the weaponry of the Pfhor is designed to destroy, maim and generally do bad stuff. Without having much dedicated resistance until the humans were encountered, the defence systems of the Pfhor are not the most advanced in the universe, but do the job well enough.
See the Human chapter for explanations of weapon and defence systems not mentioned here.
Weapons
Consider any weapon not listed here to either be not available to Pfhor or not in the Marathon universe.
Axe/Mace
"Slavedriver" Prod:
The Slave Control Prod, more commonly referred to as the "Slavedriver"
is a melee weapon designed to discipline slaves. It can send out a selectable
amount of electrical energy to burn the target, or, for less damage, can emit
a small ion blast.
Beam Weapons/Blaster
Decimator Rifle: The Decimator
is the replacement weapon for the old smoothbore Pfhor machinegun. It is deadly
accurate, has an incredibly long range, and comes in selectable neutral/charged
bolt and charged only versions.
Guns/Missile
Detachable RPG: The Pfhor rocket-powered
grenade launcher is usually found attached to an assault carbine. It fires
self-propelled high explosive mini-rockets, and features a high rate of fire,
good accuracy, and a lightweight frame. Overall, it is a great piece of weaponry.
Guns/Gyroc
Shock Trooper Gyroc: The Pfhor
gyroc carbine is the standard weapon for high-level troopers. It is designed
to be attached to the Pfhor RPG (see above) and then used as one AR/grenade
combination weapon, much like the M.75 AR for humans. But the two parts (rifle
and Grenade Launcher) can be detached easily, even during battle (consider
it to be one action.) It fires standard grenade rounds.
Advanced Battle Rifle: This weapon
was the gun of choice for elite Willful combat guards (sometimes called "Enforcers"
by humans) during the invasion of the U.E.S.C. Marathon. It fires small, high-velocity
caseless rounds at a high rate of fire.
Pfhor Melee Weapons/Pfhor Staff Projectiles
Pfhor Fighter Staff: The Pfhor
Fighter Staff is a long, wooden pole with a tip made from a hard crystal material
manufactured by the Pfhor. It is very versatile, and is designed for both
melee and ranged combat. The Fighter Staff is actually an ultra-efficient
electrolaser combined with a short-range electrical shock system installed
in the crystal. This gives it the nickname "shock staff." It was
made with maintenance costs in mind, to allow it to be given to low-level
military units at little cost. The staff is keyed to Pfhor DNA, and any
skin contact by a non-Pfhor race causes the staff to disintergrate.
Grenades
Pfhor Hand Bomb: The Pfhor Hand Bomb is somewhat like a human hand grenade, though not entirely similar. It is a thrown explosive, but the similarity ends there. The Pfhor Hand Bomb, for example, is actually reusable. Its shell is made of hard, tempered metal. This shell is loaded with a cartridge that explodes in a flash of white light, doing explosive damage and sending out a shower of hot metal pieces. It is thrown in the same way that humans throw frisbees, and is set off in one of two ways: by a timer, or by impact. Its fuse can last up to about 23 minutes. (Of course, it isn't exactly 23 minutes, because it's measured in Pfhor time units!) It does 2d6 concussion damage and 5d6 fragmentation over a 30 yard radius. The actual device costs $100; "refills" cost $20 each.
Close Combat Weapons
|
Type
|
Reach
|
-
|
Parry Penalty
|
Damage
|
-
|
-
|
-
|
Availability
|
"Slavedriver" Prod |
Shock Maul
|
2
|
-
|
-20%
|
D6+3
|
-
|
-
|
-
|
Common
|
Pfhor Staff (Close combat) |
Staff
|
4
|
-
|
-15%
|
D6
|
-
|
-
|
-
|
Common
|
Ranged Weapons
|
Type
|
Range
|
Mode
|
Accuracy
|
Damage
|
Shots
|
Rld
|
Wt
|
|
Decimator Rifle (Neutral) |
Basic
|
D
|
Semi (5) Full (10) |
+10%
|
3D6
|
52
|
2
|
25
|
Common
|
Decimator Rifle (Charged) 2 |
*
|
E
|
Semi (3)
|
-15%
|
4D10
|
3 1
|
3
|
*
|
-
|
Cyborg RPG
|
Basic
|
J
|
Single
|
-10%
|
*
|
48
|
- (5)5
|
30
|
Rare
|
Detachable RPG |
Basic (X) 3 |
J (E)
|
Single |
-10 (-15)%
|
*
|
4
|
5
|
25 (+10)
|
Rare
|
Pfhor Staff (Projectile) |
Heavy 4
|
E
|
Single
|
+10%
|
2D6
|
1
|
1
|
10
|
Rare
|
Shock Trooper Gyroc |
Basic
|
F
|
Semi (3) Full (15) |
-10%
|
D6+6 |
48
|
2
|
40
|
Common
|
Advanced Battle Rifle |
Basic
|
F
|
Semi (5) Full (20) |
-10%
|
2D6+5
|
64
|
3
|
45
|
Rare
|
1) These 3 shots are taken from the ammunition of the Neutral firing mode.
2) To charge the rifle, simply delcare it as an action. If the charged rifle is not fired within 2 turns, it is wasted.
3) Stats in brackets are used when the RPG is attatched to a weapon.
4) The staff is classed as a heavy weapon as it requires two hands to use. In all other respects, treat it as a basic weapon.
5) This weapon cannot be reloaded during the normal course of the game, rather, can only be reloaded during refuelling.
Pfhor Heavy Weaponry
Ranged Weapons
|
Type
|
Range
|
Mode
|
Accuracy
|
Damage
|
Shots
|
Rld
|
Wt
|
Availablity
|
Light Fusion Gun
|
Basic
|
C
|
Single
|
-
|
2D6
|
10
|
2
|
25
|
Common
|
Flamethrower
|
Basic
|
(25)
|
Flame
|
-
|
2D6+4
|
6
|
X1
|
40
|
Rare
|
Heavy Flamethrower
|
Heavy
|
(35)
|
Flame
|
-
|
3D6+5
|
8
|
X1
|
60
|
Exotic
|
Cyborg Machine Gun
|
Heavy
|
B
|
Semi (6)/Full (16)
|
-10
|
2D10+2
|
150
|
X1
|
75
|
Rare
|
Heavy Cyborg Machine Gun
|
Heavy
|
C
|
Semi (8)/ Full (20)
|
-20
|
3D10
|
200
|
X1
|
80
|
Exotic
|
Juggernaut RPG
|
Heavy
|
A
|
Single/ Semi (2)
|
-5
|
3D6
|
12
|
X1
|
30
|
Exotic
|
Heavy Juggernaut RPG
|
Heavy
|
I
|
Single/ Semi (2)
|
-10
|
3D10
|
10
|
X1
|
50
|
Exotic
|
Assault Plasma Cannon
|
Heavy
|
J
|
Single/ Semi (3)
|
-5
|
3D6+6
|
28
|
3
|
60
|
Rare
|
Heavy Plasma Cannon
|
Heavy
|
J
|
Single
|
-10
|
3D6+12
|
14
|
5
|
65
|
Exotic
|
Electrothermal Ballistic Cannon
|
Heavy
|
D
|
Single
|
+5
|
5D10
|
-
|
85
|
Legendary
|
1) These weapons are nearly always mounted on Juggernauts or cyborgs. They may not reload unless a technician moves into base to base contact, while holding the correct ammo.
Pfhor Personal Armor
Assault Armor
Assault armor, worn by skilled
Pfhor shock troopers, consists of armor covering the torso, forearms, groin,
lower legs, and thighs. armour 6 on all areas except the head, which is encased
in a clear plastic dome helmet with armour value 3. It has an air filter and
can easily be attached to an oxygen tank. It costs $700.
Enforcer Uniform
This lightweight metallic fiber
overcoat and uniform is used as much for decoration as it is for armor, though
it still provides ample protection to the officers who wear it. The cloak
provides 4 armour protection. The suit provides armour 6 and protects everything
but the head. The whole package costs $600.
Fighter Armor
Pfhor Fighter Armor is an inexpensive
uniform for Aggregate infantry units. Veterans of the legion often sell their
armor at discount prices, so Fighter Armor is readily available to the civilian
population. Its metal/ceramic composite armor provides armour 6 on the torso
and forearms, and a loincloth and belt give armour 3 to the the groin area.
The suit also features an air filter mask that can be hooked up to an oxygen
tank for combat in unbreathable atmospheres. Pfhor Fighter Armor costs $450
Guardsman Shield
The Imperial Guardsmen wear shields attached to the forearms of their powered armor. These shields are usually worn in pairs. Each is effectively a small suppression shield, providing armour 4. Used together, a pair of shields gives a combined armour strength of 9, treated as one large shield, or can be used to cover 2 separate locations with their standard armour value. Each shield costs $200.
Pfhor Robots
Combat Cyborg, Light
While the Pfhor have many uses for their slaves,
few are more cruel than conversion into the mindless wretches known as "cyborg
slaves."
To produce these man-sized tanks, physically disabled, injured,
disobedient, or recently-killed slaves are dissected. Their brains and notochords
severed and, along with the strands of flesh and bone that still cling to
the organ, are grafted onto a cheaply-built and hideous-looking robotic structure
along with a standardized robotic brain pre-programmed with combat skills.
The resulting creature is loyal and bloodthirsty, and generally only retains
vague and disconnected memories of its previous life. It is a cheap, compact,
and relatively intelligent brain system for a deadly war machine.
Species converted into cyborgs include humans, Nar, Nebulons, Vylae, and Conditioned caste Pfhor. By the time they are converted into cyborgs they all tend look more or less the same.
Because of the partially organic nature of these cyborgs, Sg and Wp ratings can vary. The stats below assume an original creature with Sg and Wp 50. To customize cyborgs, first decide on the Sg and Wp of the original slave brain. Then average the original brain's Wp with the robot brain's Wp to find the final cyborg's Wp. If the Sg of the original brain is greater than the Sg of the robot brain (and it usually is), then this Sg completely replaces the robot brain's Sg for all purposes. If the Sg of the original brain is less than the Sg of the robot brain, then the robot brain's Sg is dominant and is used for all purposes.
The "light" version of the combat cyborg features grenades, numerous knives, and a modular socket for an optional close-combat flame unit or, less frequently, a light machinegun. Its integral spray gun gives a chemical weapon option for more bloodthirsty close-combat engagements. All combat cyborgs can run for an impressive 156.25 hours (approximately two standard Homeworld days) before refueling.
Light Combat Cyborgs
WS 60, BS 60, S 140, T 135, I 30, Ld 10, Nv 100, General points value: 248 plus Modular Weapons
Brain: Standard Tjal'toc Pfhor computer brain with +15 Wp booster (Weight 10, .$7,500). Also, a cyborg slave brain (Weight 8, $25,000 with Wp 50 and Sg 50). Combined, they cost 10 points on the ready reckoner.
Sensors: Basic sensors with laser
sight, Range Finder, Infrascope, and no sense of smell/taste ($5,250, 15 points).
Communicator: Basic communicator
with Disturbing Voice (Causes Fear, treat as Wyrd: Telepathy
with any other character with a receiver) ( $125, 5 points).
Arm Motors: Two S 70 striker arm
motors ($720, 24 points total).
Drivetrain: Tracked drivetrain
with two tracks and 2 KW motive power ($60, 5 points) (Moves at normal movement
rates, does not stumble, can be disabled through difficult terrain)
Weaponry: Two Cyborg Clippers
(Treat as Powerfist, $50, 18 points), two Cyborg Cutlasses (Power Swords (do
not break weapons), $125, 18 points), Detatchable RPG ($100, 9 points). Weaponry
costs 45 points.
Modular Sockets: One modular socket
for a component weighing 60. It is generally used to house a Flamethrower
($1,000) or Cyborg Machinegun ($890). Adding a flamethrower costs an additional
9 character points and $1,200. A machinegun adds 9 points and costs $1068.
Neither affect performance or stats.
Cargo Space: A single 1 cubic
foot cargo space capable of holding up to about weight 100 of assorted gear.
(Gear is usually not carried, and is therefore not factored into the design
weight of the robot.)
Power: Power requirement .32 KW.
MHD Turbine with .32 KW output. Standard fuel tank with one gallon hydrox
($10 to refuel). Endurance 156.25 hours.
Structure: Cheap, extra-heavy biomechanical (no extra cost for biomechanical
structure since each slave supplies its own flesh for "free"). $5,875.
Armor and Threat Protection: Armour
10 on all locations except chest (8), groin (8) and head (9), 2 points ablative
armour on all locations ($235, 65 points).
Biomorphics: Fearsome (5
points, no monetary cost as it occurs "naturally" as a result of
the quick-and-dirty melding of flesh and machine).
Special Note: Combat
Cyborgs do not retain strong enough memories of their pasts to still keep
old skills; their minds and wiped and reprogrammed.
Combat Cyborg, Medium
Medium Combat Cyborgs have an indenticle shell and outward appearance of Light cyborgs, but are fitted with an upgraded Cyborg Grenade Launcher. They still retain all other aspects of Light Combat Cyborgs.
Medium Combat Cyborgs
BS 65, WS 65, S 160, T 150, I 30, Ld 10, Nv 100, General points value: 264 plus modular weapons
Brain: Standard Tjal'toc Pfhor computer brain with +15 Wp booster (Weight 10, $7,500). Also, a cyborg slave brain (Weight 8, $25,000 with Wp 50 and Sg 50). Combined, they cost 10 points on the ready reckoner.
Sensors: Basic sensors with laser
sight, Range Finder, Infrascope, and no sense of smell/taste ($5,250, 15 points).
Communicator: Basic communicator
with Disturbing Voice (Causes Fear, treat as Wyrd: Telepathy
with any other character with a receiver) ( $125, 5 points).
Arm Motors: Two S 80 striker arm
motors ($720, 27 points total).
Drivetrain: Tracked drivetrain
with two tracks and 2 KW motive power ($60, 5 points) (Moves at normal movement
rates, does not stumble, can be disabled through difficult terrain)
Weaponry: Two Cyborg Clippers
(Treat as Powerfist, $50, 18 points), two Cyborg Cutlasses (Power Swords (do
not break weapons), $125, 18 points), Cyborg RPG ($200,
15 points). Weaponry costs 51 points.
Accessories: Spray Gun (takes
one action to use, releases either Bloodfire, Hallucinogen, Choke or Stun
in a 3", 90° arc in front of character, $50, 15 points).
Modular Sockets: One modular socket
for a component weighing 60. It is generally used to house a Flamethrower
($1,000) or Cyborg Machinegun ($890). Adding a flamethrower costs an additional
9 character points and $1,200. A machinegun adds 9 points and costs $1068.
Neither affect performance or stats.
Cargo Space: A single 1 cubic
foot cargo space capable of holding up to about weight 100 of assorted gear.
(Gear is usually not carried, and is therefore not factored into the design
weight of the robot.)
Power: Power requirement .32 KW.
MHD Turbine with .32 KW output. Standard fuel tank with one gallon hydrox
($10 to refuel). Endurance 156.25 hours.
Structure: Cheap, extra-heavy biomechanical (no extra cost for biomechanical
structure since each slave supplies its own flesh for "free"). $5,875.
Armor and Threat Protection: Armour
10 on all locations except chest (8), groin (8) and head (9), 2 points ablative
armour on all locations ($235, 65 points).
Biomorphics: Fearsome (5
points, no monetary cost as it occurs "naturally" as a result of
the quick-and-dirty melding of flesh and machine).
Special Note: Combat Cyborgs do not retain strong enough memories of their pasts to still keep old skills; their minds and wiped and reprogrammed.
Combat Cyborg, Heavy
The pure killing power of the heavy combat cyborgs
is second only to the elite Hunters among the ranks of the Pfhor infantry.
Heavy combat cyborgs are so large that they are often deployed as light fire
support units rather than assault troops, depending on the unit to which they
are assigned. Their combat effectiveness is as terrifying as their hideous
faces.
BS 80, WS 80, S 200, T 200, I 30, Ld 10, Nv 100, General points value: 282 plus modular weapons
Brain: Standard Tjal'toc Pfhor computer brain with +15 Wp booster (Weight 10, $7,500). Also, a cyborg slave brain (Weight 8, $25,000 with Wp 50 and Sg 50). Combined, they cost 10 points on the ready reckoner.
Sensors: Basic sensors with laser
sight, Range Finder, Infrascope, and no sense of smell/taste ($5,250, 15 points).
Communicator: Basic communicator
with Disturbing Voice (Causes Fear, treat as Wyrd: Telepathy
with any other character with a receiver) ( $125, 5 points).
Arm Motors: Two S 100 striker
arm motors ($720, 35 points total).
Drivetrain: Tracked drivetrain
with two tracks and 2 KW motive power ($60, 5 points) (Moves at normal movement
rates, does not stumble, can be disabled through difficult terrain)
Weaponry: Two Cyborg Clippers
(Treat as Powerfist, $50, 18 points), two Cyborg Cutlasses (Power Swords (Breaks
weapons!), $125, 18 points), Cyborg RPG ($200, 15 points).
Weaponry costs 51 points.
Accessories: Spray Gun (takes
one action to use, releases either Bloodfire, Hallucinogen, Choke or Stun
in a 3", 90° arc in front of character, $50, 15 points).
Modular Sockets: One modular socket
for a component weighing 80. It is generally used to house a Heavy Flamethrower
($3,000) or Heavy Cyborg Machinegun ($1,890). Adding a flamethrower costs
an additional 9 character points and $1,200. A machinegun adds 9 points and
costs $1068. Neither affect performance or stats.
Cargo Space: A single 1 cubic
foot cargo space capable of holding up to about weight 100 of assorted gear.
(Gear is usually not carried, and is therefore not factored into the design
weight of the robot.)
Power: Power requirement .32 KW.
MHD Turbine with .32 KW output. Standard fuel tank with 1.5 gallons of hydrox
($15 to refuel). Endurance 156.25 hours.
Structure: Cheap,
extra-heavy biomechanical (no extra cost for biomechanical structure since
each slave supplies its own flesh for "free"). $5,875.
Armor and Threat Protection: Armour
10 on all locations except chest (8), groin (8) and head (9), 2 points ablative
armour on all locations ($235, 65 points).
Biomorphics: Fearsome (5
points, no monetary cost as it occurs "naturally" as a result of
the quick-and-dirty melding of flesh and machine).
Special Note: Combat
Cyborgs do not retain strong enough memories of their pasts to still keep
old skills; their minds and wiped and reprogrammed.
Juggernaut, Mk I
The massive armored cavalry units known as "juggernauts"
provide hard-hitting first strike capabilities to the legions of the Empire.
These highly-mobile assault units are the primary source of fire support for
deep strike infantry units and therefore play an integral role in any Pfhor
unit that requires heavy firepower.
There are two models of Juggernaut
(a lighter and a heavier version). Each is equipped with dual long-range RPG
launchers and two modular sockets that can accept a range of heavy assault
weapons for anti-personnel fire at closer range. A typical armament usually
includes dual ballistic cannons or assault plasma cannons, but other weapons
are available for different mission imperatives.
The juggernaut features a standard computing unit with a high-powered coprocessor for boosting physical coordination and optical systems to prevent damage from electromagnetic pulse attacks. The standard software package features advanced targeting and tactics programs that allow the juggernaut to be one of the most effective automated assault units ever created.
BS 75, WS 15, S 180, T 200, I 20, Wp 90, Sg 15, Nv 100, General points value: 353 plus Modular Sockets.
Brain: Juggernaut CPU (Highly Advanced Bionic Brain).
Sensors: Basic sensors with laser
rangefinder, night vision, telescopic zoom, infrascope vision, radiation
detector, and no sense of smell/taste ($10,675, 20 points).
Communicator: Basic communicator
(Treat as Wyrd: Telepathy with any other character with a receiver)
($110, 5 points).
Arm Motors: No arms or legs.
Thrust-Based Propulsion: Two fusion
rockets, each with 3,250 lb. thrust and vectored thrust option (each weighs
55, $15,375).
Weaponry: Two Light Juggernaut
RPGs. Weaponry costs 10 points.
Accessories: Range Finder, Spotlight
($25, 10 points).
Modular Sockets: Two modular sockets
for components weighing 75. These sockets are used for mounted assault weapons,
a variety of which can be attached on short notice based upon the nature of
the mission at hand. An Assault Plasma Cannon can be mounted for $7,200. An
Electrothermal Ballistic Cannon can be mounted for $6,000. A Heavy Plasma
Cannon can be mounted for $7,800. A Heavy Flamethrower can be mounted for
$775. Each weapon costs 7 character points. None of them affect performance
or stats.
Power: Power requirement 1.25
KW. Nuclear power unit with 1.25 KW output powers brain, sensors, and communicator
. Fusion rockets provide their own power, and take fuel from a self-sealing
fuel tank with 390 gallons water . Endurance 3 hours flying; brain, communicators,
radar, etc. can operate for two years without maintenance.
Armor and Threat Protection: 20
points ablative armour all around, with 5 points of normal armour on all locations
except brain cavity. Brain cavity is well protected, with 15 armour points.
($570, 200 points)
Juggernaut, Mk II
The heavier juggernaut features a more advanced robot brain,
heavier missile launchers, and a substantially larger payload. Its structure
is also made from more durable, damage-resistant alloys and thicker, heavier
construction. Its armor is significantly improved, as well. To accomodate
all these additions, this model includes more powerful fusion jets and auxiliary
fuel tanks.
BS 85, WS 15, S 180, T 250, I 15, Wp 90, Sg 15, Nv 100, General points value: 361 plus Modular Sockets.
Brain: Juggernaut CPU (Highly Advanced Bionic Brain).
Sensors: Basic sensors with laser
rangefinder, night vision, telescopic zoom, infrascope vision, radiation
detector, and no sense of smell/taste ($10,675, 20 points).
Communicator: Basic communicator
(Treat as Wyrd: Telepathy with any other character with a receiver)
($110, 5 points).
Arm Motors: No arms or legs.
Thrust-Based Propulsion: Two fusion
rockets, each with 3,250 lb. thrust and vectored thrust option (each weighs
55, $15,375).
Weaponry: Two Heavy Juggernaut
RPGs. Weaponry costs 14 points.
Accessories: Range Finder, Spotlight
($25, 10 points).
Modular Sockets: Two modular sockets
for components weighing 75. These sockets are used for mounted assault weapons,
a variety of which can be attached on short notice based upon the nature of
the mission at hand. An Assault Plasma Cannon can be mounted for $7,200. An
Electrothermal Ballistic Cannon can be mounted for $6,000. A Heavy Plasma
Cannon can be mounted for $7,800. A Heavy Flamethrower can be mounted for
$775. Each weapon costs 7 character points. None of them affect performance
or stats.
Power: Power requirement 1.35 KW. Nuclear power unit with 1.35
KW output powers brain, sensors, and communicator. Fusion rockets provide
their own power, and take fuel from a self-sealing fuel tank with 450 gallons
water. There are also four auxiliary fuel tanks; two standard fuel tanks with
20.67 gallons water and two standard fuel tanks with 30 gallons water. Endurance
3 hours in flight ; brain, communicators, radar, etc. can operate for two
years without maintenance.
Armor and Threat Protection: 20
points ablative armour all around, with 7 points of normal armour on all locations
except brain cavity. Brain cavity is well protected, with 15 armour points.
($570, 200 points)
Simulacrum
After making contact with the humans, the Pfhor began to produce
simulacrums: vat-grown biological androids designed to infiltrate the human
ranks and detonate a hidden cybernetic explosive implant, causing massive
damage to any nearby targets. These simulacrums are the ultimate suicide bombers;
not only do they carry their cargo inside their bodies, but they also lack
the independent will required to turn away from their grisly mission.
Simulacrums are extremely imperfect
replicas; this is the result of a combination of the designers' limited knowledge
of human anatomy and the fact that the technology required to create these
androids is new and unrefined. The Pfhor are a species of robot builders,
and while they are old hands at creating artificial combat machines, they
are not used to manipulating biological material with such precision. Furthermore,
the androids have very limited intelligence, and the personality programs
downloaded into their artificially-grown brains are almost comically bad imitations
of human psychology. Simulacrums can barely carry on simple conversations
and are known for making jarringly inappropriate or bizarre statements when
trying to interact with real humans.
Virtually all simulacrums are
modeled after males of European descent, since the original human corpses
dissected during the design phase fit this description. Lately, simulacrums
of other ethnicities have appeared in larger numbers. At this point there
are no known female models, although it can be reasonably assumed that these
will appear soon, given the increased contact between the two species. Simulacrums
will no doubt improve in physical and psychological realism for the same reason,
and this is a frightening prospect indeed.
At present, simulacrums can be
physically indentified in a number of ways. They have hideously bad (indeed,
inhuman) teeth, red eyes, two enormous toes, and no
genitalia. A medical examination would also reveal yellow-green blood and
alien internal organs, but external markers are quite sufficient for simple
identification.
Simulacrums are programmed to
detonate their internal explosive devices when they are near a human target
that has been identified as a military threat. Some are reprogrammed for assassinations,
and will only detonate when near a specific individual; others are programmed
for wanton terror and are designed not to maximize military effectiveness,
but overall body count. The bomb is activated neurally; there is no switch
or verbal command required. It will also detonate automatically when the simulacrum's
systems fail (i.e., when it dies). When the bomb goes off, it does d6 x (12
divided by yards from target) explosive damage, partly from pieces of jagged
plastic and bone-like materials designed to break apart and fly outward upon
detonation. The explosion has a radius of 12 yards.
Attributes: WS:30 BS:10 S:35 T:15
I:55 Wp:70 Sg:30 Nv:95 Ld:15
Primary Skills: Computer Operation, Swimming, Vacc Suit.
Languages: English, Pfhor.
Model Point Cost (skills included): 55 points.
Price: $70,000.
Striker Attack Drone
The Striker is a light attack robot built by the Pfhor to provide
recon and fire support for light infantry units. It is also an excellent defense
drone, and is well-suited to the task of short-term patrols over small areas
that need to be well-protected. The Striker is armed with a small plasma gun
and has impressive sensor and communication arrays for a drone of its size.
Striker Drone (Advanced Upgrade Model)
The more advanced Striker model features a superior computer
brain, stronger internal structure, and improved armor. It is also somewhat
heavier as a result, but its movement is not affected greatly. In general,
these robots are more likely to be deployed in known combat zones.
Striker Drones are Gun/Hunter Servo-Skulls.
They are treated as per the Inquisitor rules, however they are
armed with Light Fusion Guns and Drone Prods (SlaveDriver Prods).
Powered Armor
"Powered armor" is a term used to
describe fully mechanized, self-powered suits that combine armor, weapons,
sensors, and life support systems. The S'pht'Kr Elite Guard and the Pfhor
Imperial Guard ("Hunters") both use powered armor. The S'pht (both
enslaved and free) can also use cybernetic weapon and equipment modules that
are rather similar to powered armor, although they are only partial systems.
Pfhor Powered Armor
Guardsman Armor
The highly selective Imperial Guard uses this powered armor
to give their guardsmen the edge in mobility, armor, and firepower. Few sights
can inspire more fear in the hearts of the foes of the Empire than a unit
of the Guards marching relentlessly forward in their nearly invincible powered
armor. Guardsman armor is completely vacuum-capable and includes built-in
life support systems. It is able to run continuously for years without maintenance
on its internal nuclear power unit. Although uniform colors vary between different
chapters of the Imperial Guard, most Guardsman suits are tan or light brown.
During the invasion of the Marathon, Imperial Guardsmen (Guardspfhor?)
were named Hunters by the crew of the Marathon, and is what humans
refer to them as, still. All Guardsman armour contains movement actuators,
allowing characters to move as normal. However, the do not float, but treat
water as difficult terrain.
Battlesuit System: The system
supports a wearer of average weight. It is designed for quick access and can
be donned in 30 seconds and removed in half that. The battlesuit system weighs
approximately 65 and costs $3,550.
Life Support: The life support
system functions without maintenance or refueling for 12 hours.
Sensors: Basic sensors with laser
rangefinder, night vision, telescopic zoom, infrascope vision ($15,050).
Communicator: Basic communicator
with internal siren ($275).
Arm Motors: Two S 50 arm motors
($6,000).
Weaponry: V1 Shoulder-Mounted
Pulse Gun ($8,400).
Accessories: Cutting torch ($20),
flashlight ($5), global positioning system ($50), electronic lockpick ($750).
Power: Power requirement 1.55
KW. Nuclear power unit with 1.55 KW output ($20,000). Endurance two years.
Structure: Standard frame made
from expensive materials. $6,800.
Armour: Head 6, chest and groin
10, each arm 5, each leg 5. Regularly carry a pair of Guardsman Sheilds.
Elite Guardsman Armor
After graduating into the ranks of the elite Imperial Guard
officers, Guardsmen are given this more advanced armor suit. It features better
protection and a fully automatic weapon. Typical color schemes involve a green
base coat.
Battlesuit System: The system
supports a wearer of average weight. It is designed for quick access and can
be donned in 30 seconds and removed in half that. The battlesuit system weighs
approximately 70 and costs $3,550.
Life Support: The life support
system functions without maintenance or refueling for 12 hours.
Sensors: Basic sensors with laser
rangefinder, night vision, telescopic zoom, infrascope vision ($15,050).
Communicator: Basic communicator
with internal siren ($275).
Arm Motors: Two S 55 arm motors
($6,000).
Weaponry: V2 Shoulder-Mounted
Pulse Gun ($11,000).
Accessories: Cutting torch ($20),
flashlight ($5), global positioning system ($50), electronic lockpick ($750).
Power: Power requirement 1.55
KW. Nuclear power unit with 1.55 KW output ($20,000). Endurance two years.
Structure: Standard frame made
from expensive materials. $6,800.
Armour: Head 9, chest and groin 10, each arm 7, each leg 7. Regularly carry a pair of Guardsman Sheilds.
.
Commandant Armor
The commandants of the Imperial Guard wear this massive armor,
making them invulnerable against all but the heaviest weapons. Only the absolute
most elite warriors, selected for leadership and tactical abilities as well
as physical strength, are privileged to wear this armor. Commandants' uniform
color schemes often vary greatly; their suits may even be painted with scenes
of their exploits. Blue, however, is often a common base color.
Battlesuit System: The system
supports a wearer of average weight. It is designed for quick access and can
be donned in 30 seconds and removed in half that. The battlesuit system weighs
approximately 70 and costs $3,550.
Life Support: The life support
system functions without maintenance or refueling for 12 hours.
Sensors: Basic sensors with laser
rangefinder, night vision, telescopic zoom, infrascope vision ($15,050).
Communicator: Basic communicator
with internal siren ($275).
Arm Motors: Two S 70 arm motors
($6,000).
Weaponry: V3 Shoulder-Mounted
Pulse Gun ($11,500).
Accessories: Cutting torch ($20),
flashlight ($5), global positioning system ($50), electronic lockpick ($750).
Power: Power requirement 1.55
KW. Nuclear power unit with 1.55 KW output ($20,000). Endurance two years.
Structure: Standard frame made
from expensive materials. $6,800.
Armour: Head 11, chest and groin 14, each arm 9, each leg 9. Regularly carry a pair of Guardsman Sheilds.
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