Field Techie

Battlefield technician, for inevitable front-line repairs and tech-support. Outfitted with a role-specialized light battlesuit.

Field Techie (250 points)

Attributes: ST 10 [0]; DX 12 [40]; IQ 13 [60]; HT 12 [20].

Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 13 [6]; Will 13 [0]; Per 13 [0]; FP 12 [0]; Speed 6.00 [0]; Move 6 [0].

Advantages: Combat Reflexes [15]; Fit [5]; Military Rank 1 (Specialist) [5]; Quick Gadgeteer (No New Inventions) [25]; Ultra-Techie 4* [20]. • Another 10 points chosen from among improved Attributes or Secondary Characteristics, Born to be Wired 1-2 [5/level], Brave [1], Fearlessness [2/level], Gizmos [5/gizmo], High Manual Dexterity 1-2 [5/level], High Pain Threshold [10], High TL [Varies], Lifting ST 1-2 [3/level], Quick Reload (Detachable Magazine) [1], Rapid Healing [5], Resistant to Disease (+3) or (+8) [3 or 5], Resistant to Poison (+3) [5], Single-Minded [5], Weapon Bond (any starting weapon) [1/weapon], or Cyberware.

Disadvantages: Code of Honor (Soldier's) [-10]. • Another -20 points chosen from among Chummy [-5] or Gregarious [-10], Compulsive Tinkering [-5], Curious [-5] or Incurious [-5], Gluttony [-5], Guilt Complex [-5], Gullibility [-10], Hidebound [-5], Impulsive [-10], Intolerance (Protoss or Zerg) [-5] or (Non-Terrans)[-10], Overconfidence [-5], Sense of Duty (Teammates) [-5], Stubbornness [-5], or other non-crippling mental disadvantages.

Primary Skills: Armoury (Battlesuit and Heavy Weapons), Electrician, and Electronics Repair (Comms, Computers, and Sensors), all (A) IQ+3 [1]-16*; Scrounging (E) Per+1 [2]-14. • Another 6 points chosen from among Armoury (Body Armor or Vehicular Armor), Electronics Repair (EW, Medical, or Scientific), Machinist, or Mechanic (Aerospace, Flight Pack, Heavy Wheeled, Hovercraft, Mecha, Tracked, or Vertol), all (A) IQ+3 [1]-16*. • An additional 6 points chosen from the previous list, Computer Hacking (VH) IQ-2 [2]; Computer Programming, Cryptography, or Expert Skill (Computer Security), all (H) IQ-1 [2]; Electronics Operation (Scientific or Sensors) (A) IQ [2].

Secondary Skills: Battlesuit (A) DX+2 [8]-14; Climbing (A) DX [2]-12; Electronics Operation (Comms) (A) IQ [2]-13; Guns (Rifle, Shotgun, or SMG) (E) DX+2 [4]-14; Hiking (A) HT [2]-12; Judo (H) DX [4]-12; Jumping (E) DX [1]-12; Karate (H) DX [4]-12; Knife (E) DX [1]-12; Running (A) HT [2]-12; Savoir-Faire (Military) (E) IQ [1]-13; Soldier (A) IQ [2]-13; Spacer (E) IQ [1]-13; Stealth (A) DX [2]-12; Swimming (E) HT [1]-12; Tactics (H) IQ [4]-13; Throwing (A) DX [2]-12. • Three of Driving (Heavy Wheeled, Hovercraft, or Mecha), or Piloting (Aerospace or Vertol), all (A) DX [2]-12; Electronics Operation (Security or Sensors) (A) IQ [2]-13; Fast-Draw (Ammo) (E) DX+2 [2]-14; Gunner (Beams, Cannon, Machine Gun, or Rockets), or Guns (GL or LAWS), all (E) DX+1 [2]-13; Mechanic (any known Driving or Piloting specialization) (A) IQ [2]-13; Navigation (Land) (A) IQ [2]-13; or Survival (Low/No Atmosphere or Toxic Atmosphere) (A) Per (A) [2]-13.

Background Skills: Computer Operation (E) IQ [1]-13. • 4 points chosen from among Carousing (E) HT [1]-12; Connoisseur (any) (A) IQ-1 [1]-12; Current Affair (any), Games (any), or Hobby Skill (any), all (E) IQ [1]-14; Driving (Automobile or Motorcycle) (A) DX-1 [1]-11; Gambling (A) IQ-1 [1]-12; Scrounging (E) Per [1]-13; or other background/hobby skills.
*Ultra-Techie adds to Armoury, Electrician, Electronics Repair, Engineering, Machinist, and Mechanic.

Standard Loadout: Techie's Light Powered Combat Suit; Neosteel Boot Knife; Combat Shield. • One small or sidearm: Gauss Heavy Machine Pistol (8mm), Gauss Combat Shotgun (18.5mm), Gauss Shotgun Pistol (18.5mm), or Storm Carbine (10mm, w/ 40mm HEX & Thermobaric grenades). Suit + 45 lbs or 55 lbs (No Encumbrance).

Sample Techies

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