DRM: +1 TP: H SZ: A MV: Biped (30’) AR: L DM: M HP: 5 SP: *
Soul Hunters are typically armed with Laser Pistols.
DRM: +1 TP: K SZ: A MV: Loping Biped (30’) AR: M DM: M/V (claws/energy blast) HP: 6 SP: *
Nanites are injected with a successful claw attack. This forces the victim to make a Fighting roll against Tough (9) or become infected by the Adjutant nanites and therefore become one after an hour.
Adjutant energy blasts also have a taser-like effect. When hit by an adjutant energy blast, the victim must make a Fighting roll against Average (7) or be paralyzed for 1d3 rounds.
DRM: +1 TP: I SZ: RB MV: Quadruped (25’) AR: V DM: V HP: 6 SP: *
Klixen attack with fire breath with range M.
When killed, their chemical sacks burst causing them to explode dealing V damage to everyone within S range.
DRM: +5 TP: K SZ: ZOMG MV: Burrow (100’) AR: X DM: X HP: 12 SP: *
Thresher Maws can spit toxic fluids that do V damage with a range of L that hits everyone within S range of the initial target.
Thresher Maws can also unleash a sonic shockwave that deals V damage at a range of M. Anyone caught in this shockwave must make a Fighting Roll against Average (7) or be dazed (-1 to all rolls) for 1d3 rounds. Ear protection negates both the dazing effect and damage.
DRM: +1 TP: A SZ: A MV: Quadruped (40’) AR: M DM: M HP: 4 SP: -
DRM: +1 TP: H (Android) SZ: A MV: Biped (30’) AR: M DM: V HP: 5 SP: -
Armed with Laser Rifles
DRM: +3 SZ: RB MV: Walker (20’) AR: V DM: V HP: 8 SP: *
Task: Sentry +2
Once every 5 rounds, the Armature will fire its siege cannon, which does X damage and has F range.
DRM: +5 SZ: RB MV: Walker (10’) AR: V DM: V HP: 12 SP: *
Task: Sentry +2
Once every 5 rounds, the Colossus will fire its siege cannon, which does X damage and has F range.
DRM: +1 TP: H (Android) SZ: A MV: Biped (30’) AR: M DM: V HP: 6 SP: -
Some Destroyers are armed with Mini Frag Missile Launcher, but most are armed with laser rifles.
DRM: +1 TP: H (Android) SZ: A MV: Biped (30’), Leap (20’), and Wall-Crawl (15’) AR: M DM: V HP: 4 SP: *
Hoppers are armed with shoulder-mounted laser rifles.
They can jam communications and security devices. In order to get such tech working again, a character must make a Repair roll against Difficult (9).
DRM: +1 TP: H (Android) SZ: A MV: Biped (30’) AR: M DM: M HP: 6 SP: *
Geth Hunters are armed with shotguns.
Geth Hunters are equipped with stealth technology that makes them almost invisible; only a faint shimmering outline is noticeable. Anyone that a Geth Hunter is sneaking up on is allowed an Acquiring roll against Average (7) to be able to notice the Hunter closing in. Once a Hunter has taken damage, the stealth tech is shut down for the remainder of combat.
DRM: +2 TP: H (Android) SZ: A MV: Biped (30’) AR: V DM: X/V HP: 8 SP: -
Geth Juggernauts are armed with Laser Pulse Rifles with fragmentation rocket attachments. Three rockets are launchable via the attachment.
DRM: +3 TP: H (Android) SZ: RB MV: Biped (30’) AR: V DM: X/V HP: 10 SP: *
Geth Primes are armed with Laser Pulse Rifles with Fragmentation rocket attachments (carried 5 missiles).
Geth Primes are capable of jamming communications and security devices like Hoppers (though the TN to get past jamming tech is increased to Tough (11)).Primes also coordinate the attacks of all Geth within 80’, granting them a +1 bonus to all rolls while they are within range.
Next Up: Collector and Reaper Forces!