LegioneerThe legioneer is the standard trooper of the Zaon Imperium. Their training and disciple make them good soldiers; furthermore they are not very well equipped for most situations. Their full effectiveness is revealed once they are in a squad of 20 legioneers since their training relies a lot on teamwork. A typical squad consists of 10 specialists (2 Medics, 2 Engineers, 2 Snipers and 4 Anti-Vehicular Experts or AVE), 9 regulars and 1 lieutenant. Typically a dropship carries only one full squad.
The regulars are armed with an MK IV plasma rifle which sports an integrated computer, a video scope and a stun module. In addition they have two gravitic grenades and a concussion rod. Their medium combat armour is equipped with a power backpack giving them almost an unlimited ammunition supply. A nanobeacon is also integrated in the armor broadcasting a signal on an encrypted frequency to their commander thus easing troop coordination. The H.U.D. (Heads Up Display) is an integral part of their helmet, containing an ammo tracker software that warns them when they are about to run out of ammunition, a sensor link software permitting them to connect themselves to any computers, a targeting software that is connected to the video scope of their rifle, since they can effectively see through their rifle’s scope they can shoot around corners without exposing themselves to enemy fire and a motion sensor that detects all movement around them up to a range of 100 ft. . The helmet also contains a standard universal communicator. Finally in addition to their armour a projectile deflector protects every trooper.
Regular Legioneer: Human Thug 4;
Init +0; Defence 20 or 16 (+2 class, +4 armour, +4 projectile deflector / ranged);
Spd 20 ft.; VP/WP 0/10; Atk +4 melee (2d8, concussion rod) or +6 ranged (3d10, MK IV plasma rifle); SQ (see below); SV Fort +4, Ref +1, Will +1; Str 10, Dex 11, Con 10, Int 10, Wis 10, Cha 10.
Equipment: MK IV plasma rifle (integrated computer, video scope, stun module), 2 gravitic grenade, concussion rod, medium combat armour (power backpack, nanobeacon, H.U.D. [ammo tracker, sensor link, targeting, motion sensor] universal communicator), 14 violet rations, projectile deflector.
Skills: Intimidate +2, Knowledge (Tactics) +4, Profession (Legioneer) +3, Search +3, Spot +3.
Feats: Weapon Focus (MK IV plasma rifle), Oathbound (+3 when aid another of the Zaon Imperium), Personal Firearms Proficiency, Advanced Firearm Proficiency, Light Armor Proficiency, Medium Armor Proficiency.
The medics help their squadmates survive serious injuries; part of their training is medical in nature. They add to their equipment an advanced medkit which contains among other things many chemicals such as antitox, boost, neutrad, sporekill and biocort. In addition their H.U.D. is equipped with a medicomp sensorthat helps them treat their patients more efficiently.
Medic Legioneer: Human Thug 4;
Init +0; Defence 20 or 16 (+2 class, +4 armour, +4 projectile deflector / ranged);
Spd 20 ft.; VP/WP 0/10; Atk +4 melee (2d8, concussion rod) or +6 ranged (3d10, MK IV plasma rifle); SQ (see below); SV Fort +4, Ref +1, Will +1; Str 10, Dex 11, Con 10, Int 10, Wis 10, Cha 10.
Equipment: MK IV plasma rifle (integrated computer, video scope, stun module), 2 gravitic grenade, concussion rod, medium combat armour (power backpack, nanobeacon, H.U.D. [ammo tracker, sensor link, targeting, motion sensor, medicomp sensor] universal communicator), 14 violet rations, projectile deflector, advanced medkit [5 antitox chemicals, 5 boost chemicals, 5 neutrad chemicals, 5 sporekill chemicals, 5 biocort chemicals].
Skills: Knowledge (Tactics) +4, Knowledge (Medicine) +7, Profession (Legioneer) +3, Treat Injury + 16
Feats: Weapon Focus (MK IV plasma rifle), Skill Emphasis (Treat Injury), Personal Firearms Proficiency, Advanced Firearm Proficiency, Light Armor Proficiency, Medium Armor Proficiency.
The engineers are hackers and demolitions experts among other thing. They don’t have the standard MK IV plasma rifle, gravitic grenades, power backpacks or targeting software in their H.U.D.. Instead they have the MK V plasma pistol with an integrated computer and a stun module as primary weapon, their H.U.D. is enhanced by a democomp sensor helping them to detect explosives or in placing them, a piercing visor that lets them see through walls. They also have a fusion torch for cutting through walls among other things, flash seal to block doors and 2 heavy duty demolition charges.
Engineer Legioneer: Human Thug 4;
Init +0; Defence 20 or 16 (+2 class, +4 armour, +4 projectile deflector / ranged);
Spd 20 ft.; VP/WP 0/10; Atk +4 melee (2d8, concussion rod) or +5 ranged (2d10, MK V plasma pistol); SQ (see below); SV Fort +4, Ref +1, Will +1; Str 10, Dex 11, Con 10, Int 10, Wis 10, Cha 10.
Equipment: MK V plasma pistol (integrated computer, stun module), concussion rod, medium combat armour (nanobeacon, H.U.D. [ammo tracker, sensor link, motion sensor, democomp sensor, piercing visor] universal communicator, integrated computer), 14 violet rations, projectile deflector, fusion torch, 2 flash seal, 2 heavy duty demolition charges.
Skills: Computer Use +10, Demolition +14, Knowledge (Tactics) +2, Knowledge (Explosives) +2, Profession (Legioneer) +3,
Feats: Skill Emphasis (Computer Use), Skill Emphasis (Demolition), Personal Firearms Proficiency, Weapon Focus (MK V plasma pistol), Light Armor Proficiency, Medium Armor Proficiency.
The snipers are the masters of long range combat, killing scores of enemies with well placed shots from incredible distances. They trade the MK IV plasma rifle for a rail gun and an MK V plasma pistol.
Sniper Legioneer: Human Thug 4;
Init +0; Defence 20 or 16 (+2 class, +4 armour, +4 projectile deflector / ranged);
Spd 20 ft.; VP/WP 0/10; Atk +4 melee (2d8, concussion rod) or +6 ranged (3d12, rail gun) or +4 ranged (2d10, MK V plasma pistol); SQ (see below); SV Fort +4, Ref +1, Will +1; Str 10, Dex 11, Con 10, Int 10, Wis 10, Cha 10.
Equipment: Rail gun (integrated computer, video scope), MK V plasma pistol 2 gravitic grenade, concussion rod, medium combat armour (power backpack, nanobeacon, H.U.D. [ammo tracker, sensor link, targeting, motion sensor] universal communicator), 14 violet rations, projectile deflector.
Skills: Intimidate +2, Knowledge (Tactics) +4, Profession (Legioneer) +3, Search +3, Spot +3.
Feats: Weapon Focus (rail gun), Point Blank Shot, Far Shot, Personal Firearms Proficiency, Light Armor Proficiency, Medium Armor Proficiency.
The Anti-Vehicular Experts are the bane of any vehicle, sporting a Plasma Caster (1D100; 10 ft. burst), this weapon is very inaccurate on any target smaller than huge (-4 vs large targets, -8 vs medium targets and so on) in addition to their standard equipment.
A.V.E. Legioneer: Human Thug 4;
Init +0; Defence 20 or 16 (+2 class, +4 armour, +4 projectile deflector / ranged);
Spd 20 ft.; VP/WP 0/10; Atk +4 melee (2d8, concussion rod) or +6 ranged (3d10, MK IV plasma rifle) or + 5 ranged (1d100, plasma caster); SQ (see below); SV Fort +4, Ref +1, Will +1; Str 10, Dex 11, Con 10, Int 10, Wis 10, Cha 10.
Equipment: MK IV plasma rifle (integrated computer, video scope, stun module), mini rocket launcher (integrated computer, video scope), 5 S-62 rockets, 2 gravitic grenade, concussion rod, medium combat armour (power backpack, nanobeacon, H.U.D. [ammo tracker, sensor link, targeting, motion sensor] universal communicator), 14 violet rations, projectile deflector.
Skills: Intimidate +2, Knowledge (Tactics) +4, Profession (Legioneer) +3, Search +3, Spot +3.
Feats: Weapon Focus (MK IV plasma rifle), Oathbound (+3 when aid another of the Zaon Imperium), Personal Firearms Proficiency, Advanced Firearm Proficiency, Light Armor Proficiency, Medium Armor Proficiency.
In the heat of battle any good soldiers need leadership; this is where the lieutenant comes in, he commands a squad. He is armed like a regular but is differentiated by a white star on both of his shoulder pads.
Legioneer Lieutenant: Human Thug 4/ Field Officer 1; Init +2; Defence 23 or 19 (+2 dex, +3 class, +4 armour, +4 projectile deflector / ranged); Spd 20 ft.; VP/WP 7/13; Atk +5 melee (2d8, concussion rod) or +9 ranged (3d10, MK IV plasma rifle); SQ (see beloe); SV Fort +6, Ref +3, Will +3; Str 10, Dex 14, Con 12 Int 11, Wis 10, Cha 12.
Equipment: MK IV plasma rifle (integrated computer, video scope, stun module), 2 gravitic grenade, concussion rod, medium combat armour (power backpack, nanobeacon, H.U.D. [ammo tracker, sensor link, targeting, motion sensor] universal communicator, integrated computer), 14 violet rations, projectile deflector.
Skills: Computer Use +6, Diplomacy +8, Intimidate +5, Knowledge (Tactics) +8, Profession (Legioneer) +3
Feats/S.A.: Weapon Focus (MK IV plasma rifle), Oathbound (+3 when aid another of the Zaon Imperium), Personal Firearms Proficiency, Advanced Firearm Proficiency, Light Armor Proficiency, Medium Armor Proficiency, Leadership, Reputation +1.
When an operation requires a small number of squads a legionneer captain takes over, he is the highest ranking officer present on the field of battle. A red star is painted on his shoulder pads.
Legioneer Captain: Human Thug 4/ Field Officer 2; Init +2; Defence 23 or 19 (+2 dex, +3 class, +4 armour, +4 projectile deflector / ranged); Spd 20 ft.; VP/WP 14/12; Atk +6 melee (2d8, concussion rod) or +10 ranged (3d10, MK IV plasma rifle); SQ (see below); SV Fort +6, Ref +3, Will +4; Str 10, Dex 14, Con 12 Int 11, Wis 10, Cha 12.
Equipment: MK IV plasma rifle (integrated computer, video scope, stun module), 2 gravitic grenade, concussion rod, medium combat armour (power backpack, nanobeacon, H.U.D. [ammo tracker, sensor link, targeting, motion sensor] universal communicator, integrated computer), 14 violet rations, projectile deflector.
Skills: Computer Use +7, Diplomacy +9, Intimidate +6, Knowledge (Tactics) +9, Profession (Legioneer) +4
Feats/S.A.: Weapon Focus (MK IV plasma rifle), Oathbound (+3 when aid another of the Zaon Imperium), Personal Firearms Proficiency, Advanced Firearm Proficiency, Light Armor Proficiency, Medium Armor Proficiency, Urban Tracking, Leadership, Uncanny Survival, Reputation +1.
OfficersOn a grander scale majors, colonels, lieutenant commanders, commanders and generals command the troops from the security of mobile command centers. They avoid direct fighting and they are the ones who put in application a general’s plan. The rank insignias are: blue for major, grey for colonel, bronze for lieutenant commander silver for commanders and gold for generals. No statistics are represented here for any rank above colonel since those officers more often then not, did not go through the proper military career and are often lacking in the key abilities required.
Major or Colonel: Human Thug 4/ Field Officer 4; Init +2; Defence 16 (+2 dex, +4 class); Spd 30 ft.; VP/WP 28/12; Atk +8 melee (1d3+1, Unarmed) or +10 ranged (2d10, MK V plasma pistol); SQ (see below); SV Fort +6, Ref +3, Will +7; Str 10, Dex 14, Con 12 Int 12, Wis 10, Cha 12.
Equipment: MK V plasma pistol (integrated computer, stun module)
Skills: Computer Use +10, Diplomacy +11, Intimidate +8, Knowledge (Tactics) +11, Profession (Legioneer) +6
Feats/S.A.: Fame , Oathbound (+3 when aid another of the Zaon Imperium), Personal Firearms Proficiency, Advanced Firearm Proficiency, Urban Tracking, Iron Will, Leadership, Uncanny Survival, Tactical Expertise, Reputation +5.
ARS TrooperThe ARS Trooper (Arial Reconnaissance and Support Trooper) is rarely used except in conjunction with reconnaissance squads. Lacking the resistance and firepower of a VTOL, its principle advantage is discretion. Armed with 12 S-62 rockets (10d6 fire/concussion; 10 ft. burst) and a pistol, the pilot can make short work of any isolated enemy position.
ARS Trooper: Human Thug 4;
Init +0; Defence 19 or 15 (+2 class, +3 armour, +4 projectile deflector / ranged);
Spd 30 ft. or Fly 60 ft. (Poor) ; VP/WP 0/10; Atk +4 melee (2d8, concussion rod) or +5 ranged (2d10, MK V plasma pistol); SQ (see below); SV Fort +4, Ref +1, Will +1; Str 10, Dex 11, Con 10, Int 10, Wis 10, Cha 10.
Equipment: MK V plasma pistol (integrated computer, stun module), concussion rod, Light combat armour (nanobeacon, H.U.D. [ammo tracker, sensor link] universal communicator, integrated computer), 14 violet rations, projectile deflector.
Skills: Computer Use +7, Pilot +7, Knowledge (Tactics) +4, Profession (Legioneer) +3,
Feats: Aircraft Operation, Drive-By Attack Personal Firearms Proficiency, Weapon Focus (MK V plasma pistol), Light Armor Proficiency, Medium Armor Proficiency.
Space TrooperThe Space Trooper is a specialist used in situation where no or little gravity is present. Equipped with thrusters in front and in back and a vacuum proof suit, this trooper is too bulky to fight in any other environment. Space Troopers are issued a more resistant version of the MK IV plasma rifle.
Space Trooper: Human Thug 4;
Init +0; Defence 25 or 21 (+2 class, +9 armour, +4 projectile deflector / ranged);
Spd 20 ft.; VP/WP 0/10; Atk +4 melee (2d8, concussion rod) or +6 ranged (3d10, MK IV plasma rifle); SQ (see below); SV Fort +4, Ref +1, Will +1; Str 10, Dex 11, Con 10, Int 10, Wis 10, Cha 10.
Equipment: Modified MK IV plasma rifle (integrated computer, video scope), 2 gravitic grenade, concussion rod, space combat suit (power backpack, nanobeacon, H.U.D. [ammo tracker, sensor link, targeting] universal communicator), 14 violet rations, projectile deflector.
Skills: Intimidate +2, Knowledge (Tactics) +4, Profession (Legioneer) +3, Search +3, Spot +3.
Feats: Weapon Focus (MK IV plasma rifle), Zero G Training, Personal Firearms Proficiency, Powered Armor Proficiency, Light Armor Proficiency, Medium Armor Proficiency.