Sci-Fi Mooks and Monsters


 

Battlestar Mooks

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Exterminate!

Cylon Centurion Mark I

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d6

Skills: Shooting d8, Fighting d8, Notice d6, Guts d10, Intimidate d8

Edges:

Hindrances:

Pace: 6; Parry: 6; Toughness: 9

SPECIAL ABILITIES

Construct: Bullets do half damage. Called shots do damage.

Nerves of Steel: Ignore 1 point of wound penalties

Typical Equipment: Body Armor (+4 Toughness), Twin 7.62 rifles (15/30/60, 2d8+1 ROF 1 AP4), Long Sword (STR+3)

 

 

Reference: Title of Scenario

Upgrade the Universe!

Cylon Centurion Mark II

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d6

Skills: Shooting d8, Fighting d8, Notice d6, Guts d10, Intimidate d8

Pace: 6; Parry: 6; Toughness: 9

SPECIAL ABILITIES

Construct: Bullets do half damage. Called shots do damage.

Ambidextrous: No -2 penalty for off-hand attack.

Nerves of Steel: Ignore 1 point of wound penalties

Typical Equipment: Body Armor (+4 Toughness), Twin .50 caliber rifles (15/30/60, 2d10 ROF 4 AP4), Claws (STR+3)

 

 

Reference: Title of Scenario

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Cylon Infiltrator Mark I

Before developing the Six, the Cylons built lesser models of Cylons in humanoid forms. These Mark I Cylons were more expensive to produced, each one being unique, and were less advanced than the Mark II's (called the Six). Though production ceased on the Mark I's prior to the second Cylon war, the Cylons deployed Mark I Infiltrators in a support role, handling post-invasion security, espionage, and general administration. Mark I's may also lead Cylon Centurions in battle, especially soldier Infiltrators. A typical Mark I Infiltrator is a specialist in a given field, may or may not know he or she is a Cylon, and have their activities monitored constantly via an implanted device. This device can be detected with the right equipment and a raise on a Knowledge (Medical) or Healing check. All Mark I Infiltrators are more resiliant than the typical human, and start with the Improved Tough as Nails edge. In addition, all Mark I Infiltrators begin with d6 in Intelligence, Strength and Spirit.

 

Scientist (Mark I Infiltrator)

 

The scientist Infiltrator is used to spy on human scientific organizations, such as weapons and spacecraft development, biological research and the like. As such, the science Infiltrator specializes in either engineering sciences or biological sciences.

 

Attributes: Agility d4, Smarts d10, Spirit d6, Strength d6, Vigor d6

Skills: Notice d8, Investigation d10, Knowledge (2-3) d8-10, Repair d8 or Healing d8

Pace: 6; Parry: 2; Toughness: 7

Hindrances

Secret (Major): The Cylon Infiltrator must hide his or her identity (or may not know their own true identity).

Edges: Improved Tough as Nails, Mr. Fix it and Gadgeteer or Healer and Scholar

Typical Equipment: Computer equipment, toolkits, reference material, tracking and communication implant.

 

Reference: Title of Scenario

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Soldier (Infiltrator)

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d10

Skills: Shooting d8, Fighting d8, Notice d6, Guts d10, Intimidate d8, Pilot d6, Knowledge

 

(Tactics) d6

Pace: 6; Parry: 6; Toughness: 9

Hindrances

Secret (Major): The Cylon Infiltrator must hide his or her identity (or may not know their own true identity).

Edges: Improved Tough as Nails, Marksman, Rock and Roll, Command

Typical Equipment: IWS (24/48/96, 2d8+1, ROF 3, AP2 Auto 30 shots), Model 350 pistol (12/24/48, 2d6+1, ROF 1, AP 1 Semi 12 shots), 4 magazines each for IWS and pistol, 5 explosive rounds (2d8, AP4), typical soldier kit (backpack system, powered binoculars, rations, etc).

Reference: Title of Scenario

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Professional (Infiltrator)

Professional Infiltrators fill other roles in the support organizations of the Cylons, including serving as political or religious operatives, journalists, lawyers, and the like. As such, their skills are varied, though all share a charismatic bent, a strong knowledge of their subject, and make lasting bonds with powerful friends.

 

Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d8

Skills: Guts d10, Intimidate d8, Knowledge (2 related to specialization) d8, Persuasion d10, Investigation

Pace: 6; Parry: 2; Toughness: 8

Hindrances

Secret (Major): The Cylon Infiltrator must hide his or her identity (or may not know their own true identity).

Edges: Natural Leader, Charismatic, Scholar, Connections

 

Reference: Title of Scenario

Battlestar Wild Cards

Kiss, kiss. Bang, bang.

Slaid Givens (Wild Card)

Gunnery Sergeant Givens is a Colonial Marine who was stationed on Canceron's small naval base. Givens has known for years that he was a Cylon and has spent that time sending critical security information to the Cylons in preparation for the attack that ultimately doomed the planet. Since the initial strikes, Givens has been given a new mission: Root out major resistance movements and disrupt them as necessary. Even though Givens is a Mark I Infiltrator, his role is deemed important enough and his job dangerous enough that he has been "uploaded" and can be recreated in the standard Cylon Resurrection chambers.

 

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor d10

Skills: Shooting d10, Fighting d8, Notice d8, Guts d10, Intimidate d8, Driving d6, Knowledge (Tactics) d6, Throwing d6

Pace: 6; Parry: 6; Toughness: 9

Hindrances

Secret (Major): The Cylon Infiltrator must hide his or her identity (or may not know their own true identity).

Edges: Improved Tough as Nails, Marksman, Rock and Roll, Command

Equipment:

  • Picon Model 386 pistol (12/24/48, 2d6+1, ROF 1, AP1, 10 shots)
  • IWS 20 mm rifle (50/100/200, 3d8, ROF 1, AP4 3 shots)
  • IWS 7.62 attachment (12/24/48, 2d8+1, ROF 3, AP2 Auto 30 shots)
  • Ammunition: 4 each magazines for pistol and 7.62 rifle, 10 explosive rounds (2d8, AP4),
  • Other Kit 1 week radiation medicine, typical soldier's kit, tracking and communication implant.

 

Reference: Title of Scenario

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Mook1

Attributes: Agility dX, Smarts d, Spirit d, Strength d, Vigor d

Skills:

Edges:

Hindrances:

Pace: ; Parry: ; Toughness:

SPECIAL ABILITIES

Special Ability 1:

Special Ability 2:

 

Reference: Title of Scenario

Star Wars Creatures

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Mook1

Attributes: Agility dX, Smarts d, Spirit d, Strength d, Vigor d

Skills:

Edges:

Hindrances:

Pace: ; Parry: ; Toughness:

SPECIAL ABILITIES

Special Ability 1:

Special Ability 2:

 

Reference: Title of Scenario

Star Wars Mooks

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Mook1

Attributes: Agility dX, Smarts d, Spirit d, Strength d, Vigor d

Skills:

Edges:

Hindrances:

Pace: ; Parry: ; Toughness:

SPECIAL ABILITIES

Special Ability 1:

Special Ability 2:

 

Reference: Title of Scenario

Star Frontiers Creatures

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Mook1

Attributes: Agility dX, Smarts d, Spirit d, Strength d, Vigor d

Skills:

Edges:

Hindrances:

Pace: ; Parry: ; Toughness:

SPECIAL ABILITIES

Special Ability 1:

Special Ability 2:

 

Reference: Title of Scenario

Star Frontiers Mooks

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Mook1

Attributes: Agility dX, Smarts d, Spirit d, Strength d, Vigor d

Skills:

Edges:

Hindrances:

Pace: ; Parry: ; Toughness:

SPECIAL ABILITIES

Special Ability 1:

Special Ability 2:

 

Reference: Title of Scenario

Star Frontiers Wild Cards

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Mook1

Attributes: Agility dX, Smarts d, Spirit d, Strength d, Vigor d

Skills:

Edges:

Hindrances:

Pace: ; Parry: ; Toughness:

SPECIAL ABILITIES

Special Ability 1:

Special Ability 2:

 

Reference: Title of Scenario