Terminator Too
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Unisystem Netbook...
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Terminator Too A Supp Su pplem lem ent For Term Termin inato ator: r: The Machin Mach in e War
Terminator: The Machine War and Terminator Too use the Unisystem rules and skills found in the All Flesh Must Be Eaten main book and its supplement, One Of The Living. If you are having trouble locating some of the skills mentioned in this work, that’s where to look. For further credits, please refer to the Terminator: The Machine War cover page. This supplement contains everything that did not make it into Terminator: The Machine War, as well as a few things that were accidentally left out an d several corrections.
Tech-Com Mechani c (survivor) Tech-Com Str 4, Dex 3, Con 4, Int 3, Per 3, Wil 3 / LP’s: 51 EP’s: 38 Spd: 14 Ess: 20 QUALITIES/DRAWBACKS: Fast Reaction Time Hard To Kill 3 Nerves of Steel Resistance (disease, fatigue, hunger, thirst, poison) Cruel 1 Subject To Orders SKILLS: Computers 2 Dodge 2 Guns (plasma) 2 Jury-Rig 3 Mechanic 5 Electronics 2 Info (Tech-Com) 3 Info (Skynet) 3 Notice 3 Scavenging 3 Stealth 2 Survival (ruins) 3 GEAR: Tool Box (with various tools), Plasma Cutter / Welding Torch, Misc. Spare P arts, M-25 Plasma Rifle, TechCom Uniform, Tech-Com Helmet, Sleeping Bag, Large Kn ife, Backpack, Canteen, Tin Cup, Small Frying Pan, Flashlight, Radio Headset, Lighter, Rations
New Skills Hand Weapon (Improvised): This skill allows the character to enter hand-to-hand combat with just about anything that can be used to smash, chop or slice. Damage may not be consistent, but there's almost always something heavy lying around that can be used as a weapon. The Tactics skill allow s characters to use terrain, units and resources to their fullest Tactics (Special): (Special): The advantage. It also helps in understanding and anticipating your opponent’s action. It can also be used to spot the most likely places for an ambush. Use Perception and Tactics to judge where best to have a battle or to determine an opponent’s strategy. You may also use Perception and Tactics to determine the most l ikely locations for ambushes. Use Intelligence and Tactics to determine how best to use the terrain, personnel and equipment to your advantage. At the GM’s option, use of this skill may grant friendly units a bonus of +1 to +3 in combat and situations where they are preparing for or expecting combat, like a siege or setting up an ambush. Branded (1 Branded (1 pt Drawback): Drawback) : When you were in the Forced Labor or Death Camps, the machines laser branded a barcode on your arm. Now, if they catch you, they’ll know exactly who you are. You’ll face immediate termination.
Equipment Cold Fission Generator: Generator: These These are the primary power suppl iers for Tech-Com. Small CFG’s are mostly used to power weapons (DC: (DC: 10, 10, AV: AV: 5, EV: 25, EV: 25, Av Avail ail : U). Medium CFG’s are used to power the likes of labs, garages and jury-rigged to replace a gas engine (DC: (DC: 50, 50, AV: AV: 5, EV: 100, EV: 100, Av Av ail : U). Large CFG’s power bunkers and factories (DC: 200, DC: 200, AV: AV: 10, EV: 1000, EV: 1000, Av Av ail : R). CPU Reader: Allows Reader: Allows Tech-Com computers to plug in and access SkyNet CPU’s (hacking required) EV: 1, EV: 1, Av Avail ail : R Med Kit: A Kit: A well stocked case that grants +1 to First Aid skill tests. EV: 2, EV: 2, Av Av ail : C Med Pack: A Pack: A backpack that allows Medicine and surgery skill checks in the field (+2 to First Aid) EV: 4, EV: 4, Av Avail ail : U Multi-Optics Multi-Optics Scope: A Scope: A gun sight that provides infrared, ultraviolet and night sight. EV: 1, EV: 1, Av Av ail : R Radio Headset: These Headset: These units can tune in on 10 encrypted channels, at a range of 10 miles. Their battery l asts for up to 10 hours, with a 2 hour recharge time. Each has an earpiece and a microphone. EV: 5 EV: 5 oz, Av oz, Avail ail : C Special Optics Scope: This Scope: This gun sight provides 1 of the following; infrared, ultraviolet, night sight. EV: ½, EV: ½, Av Avail ail : U Tech-Com Tech-Com Helmet: Each Helmet: Each helmet comes with night vision goggles and a radio headset. AV: headset. AV: 30, 30, EV: 2, EV: 2, Av Av ail : C
New Weapon Weapon Weapon Range Range (feet) (feet) Damage Damage Static Static Gun 10/750 10/750/15 /1500/ 00/2250 2250/30 /3000 00 2d8 x 10 Plas Plasma ma Mini Mini-G -Gun un 100/ 100/50 500/ 0/10 1000 00/1 /150 500/ 0/20 2000 00 d8 x 10 Plasma Rifle, M-20, Endo 5/100/200/300/400 d10 x 2 Plasma Cutter / Welding Torch 1 foot d6 x 2
Cap Cap EV Avail n/a 170 U 200 200 100 100 R U 200 5 n/a 2 C
Plasma Rifle, M-20, Endo: This weapon is 30% smaller than the M-40 and requires 1/3 of the resources. They are often dual wielded by the Terminators during battle, or use the M-40 in one hand and the M-20 in the other. Plasma Cutter / Welding Torch: This Torch: This is not really a weapon, but it is essential to the Tech-Com Mechanic’s work. Is has a variable setting, so it can handle both cutting and welding jobs. Plasma Mini-Gun: This Mini-Gun: This is a very unsubtle weapon designed by SkyNet, for use by the Terminators. It is heavy, as is its recoil. The Terminators have no problem with this, at all. Humans, however, must mount the weapon on a tripod, or a vehicle. Static Gun: This Gun: This new energy weapon is a recent invention of Tech-Com’s Sci/Tech teams. It is the first to not be based on SkyNet’s plasma technology. Due to the fact that it is not a plasma weapon, it does not receive an Armor Penetrating bonus. The Static Gun was not designed to be carried. It must be mounted on a tripod. Although fairly new to the battlefield, the Static Gun is quickly becoming a favorite vehicle weapon mount.
Plasma Mini-Gun
M-20, Endo Plasma Rifle
Static Gun
Tech-Com Te ch-Com Vehicl es Car, Assault DC: 45, Speed: 100 Speed: 100 mph, Ac cel erat io n: 30 mph, Range: 550 Range: 550 miles, Wt: 2600, Handle: 4, Handle: 4, Tough: 3, Tough: 3, AV: 6 Damage: d10 x 10, Range: 10/750/1500/2250/3000, Range: 10/750/1500/2250/3000, Type: RBS-80 Type: RBS-80
Car, Modifi ed DC: 45, Speed: 130 Speed: 130 mph, Ac cel erat io n: 40 mph, Range: 600 miles, Wt: 2300, Handle: 4, Handle: 4, Tough: 3, Tough: 3, AV: 4 Damage: d10 x 10, Range: 10/750/1500/2250/3000, Range: 10/750/1500/2250/3000, Type: RBS-80 Type: RBS-80
Car, Armored DC: 45, Speed: 100 Speed: 100 mph, Ac cel erat io n: 20 mph, Range: 400 Range: 400 miles, Wt: 2750, Handle: 3, Handle: 3, Tough: 4, Tough: 4, AV: 40
Pick-Up, Assault DC: 57, Speed: 110 Speed: 110 mph, Ac cel erat io n: 25 mph, Range: 450 miles, Wt: 3500, Handle: 3, Handle: 3, Tough: 3, Tough: 3, AV: 5 Damage: d10 x 20, Range: 200/1000/2000/3000/4000, Type: Mobile Type: Mobile Charge Plasma Cannon
Pick-Up, Modified DC: 51, Speed: 110 Speed: 110 mph, Ac cel erat io n: 25 mph, Range: 500 miles, Wt: 3300, Handle: 3, Handle: 3, Tough: 3, Tough: 3, AV: 5 Damage: d10 x 10, Range: 10/750/1500/2250/3000, Range: 10/750/1500/2250/3000, Type: RBS-80 Type: RBS-80
Pick-Up, Armored DC: 110, Speed: 70 Speed: 70 mph, Ac cel erat io n: 15 mph, Range: 300 miles, Wt: 3750, Handle: 2, Handle: 2, Tough: 4, Tough: 4, AV: 40 Damage: d10 x 10, Range: 10/750/1500/2250/3000, Range: 10/750/1500/2250/3000, Type: RBS-80 Type: RBS-80
Motorcycle, Modified DC: 40, Speed: 130 Speed: 130 mph, Ac cel erat io n: 40 mph, Range: 200 miles, Wt: 550, Handle: 5, Handle: 5, Tough: 1, Tough: 1, AV: 3 e: A e: A little (flimsy) armor is added to cover the wheels and engine. Dirt Bike DC: 30, Speed: 160 Speed: 160 mph, Ac cel erat io n: 45 mph, Range: 225 miles, Wt: 300, Handle: 5, Handle: 5, Tough: 3, Tough: 3, AV: 2
Jeep, Scout DC: 70, Speed: 120 Speed: 120 mph, Ac cel erat io n: 30 mph, Range: 500 miles, Wt: 2000, Handle: 3, Handle: 3, Tough: 4, Tough: 4, AV: 2
Helicopter DC: 90, Speed: 130 Speed: 130 mph, Ac cel erat io n: 40 mph, Range: 250 miles, Wt: 5000, Handle: 4, Handle: 4, Tough: 4, Tough: 4, AV: 5
SkyNet: The Machines AI Modu Mo du le: All le: All machines have a general knowledge of SkyNet, its units, procedures, etc. They also have a working knowledge of humans, their appearance, equipment, common tactics, etc. To reflect this, all machines have the skills, Info (SkyNet) 3 and Info (Humans) 2. Core Overload: When Overload: When a machine suffers more than a quarter of their Main Body DC in damage in a single attack, its power core could destabilize, overload and explode. The same applies to Tech-Com’s Cold Fission generators. It is an unfortunate and unavoidable drawback of the Cold Fission Generators and Power Cores. There is a 13% chance of this happening. The following chart lists the Damage and Area of Effect for an overload of various sized Cold Fission power sources. The Damage and Area of Effect applies only to things that are around the power source when it explodes. The power sources itself (and the machine it may be in) are always destroyed in the blast. Size Damage Ar ea of Eff ect Tiny d10 / d8 / d4 1/3/5 Small d10 x 3 / d10 x 2 / d10 5 / 10 / 15 Medium d10 x 10 / d10 x 7 / d10 x 3 10 / 20 / 30 Large d10 x 30 / d10 x 15 / d10 x 7 25 / 50 / 100 Huge d10 x 100 / d10 x 50 / d10 x 25 50 / 100 / 200
Detachable Surveillance Module Function: intelligence Function: intelligence gathering, DC: 10, DC: 10, AV: 5, Wt: 2 Wt: 2 lbs, Tough: 2, Tough: 2, Int: 1, Int: 1, Per: 4, Per: 4, Wil: 1 Wil: 1 d10, Ao E: 3 Damage: d10x3 Damage: d10x3 / d10x2 / d10, Ao E: 3 / 7/ 10, Type: small Type: small plasma charge Skills: Notice Skills: Notice 4, Surveillance 4, Track 4 This unit resembles a simple metal canister, with a full range of pop-out sensor and communications arrays. The unit is designed to be dropped on the battlefield to provide real-time intelligence as the action happens. It is not expected to last very long. They cheap on resources and easily mass produced. Many Skynet units are now being equipped with a few of them. This unit will self destruct if captured or incapacitated.
Mini-Surveillance Module Mini-Surveillance Module “ Roa Roach” ch” Function: intelligence gathering, DC: 2, DC: 2, AV: AV: 2, Spd: 8, Wt: 2on, Str: -2, Str: -2, Dex: 2, Dex: 2, Tough: 2, Tough: 2, Int: 0, Int: 0, Per: 2, Per: 2, Wil: 1 Wil: 1 Skills: Notice Skills: Notice 2, Surveillance 2, Track 2, Climbing 4, Stealth 5 Damage: d4, Damage: d4, Ao Ao E: 1 E: 1 foot, Type: micro Type: micro plasma charge This is SkyNet’s smallest, but one of its most sophisticated units to date. In size and appearance it resembles a cross between a high caliber bullet and a cyclopean cockroach. It is equipped with 3-D color vision, night vision, sensitive audio sensors, personal communicator and GPS. It also comes equipped with a tiny LED light. The unit moves on 4 frail tentacles that are excellent for climbing and can grasp or manipulate things. The tentacles can also
produce a mild magnetic field, which allows the unit to grip metallic surfaces with ease. This unit will self destruct if captured or incapacitated. Tech-Com has taken to calling these little units “Roaches”. The Mini-Surveillance Module has a limited transmission range of only a mile. For this reason, it usually needs a second unit within a mile radius to relay the data its collecting to the Defense Grid. A Detachable Surveillance Module, HK Silverfish or an HK Drone are often drafted for this task.
Destroyer HK Function: heavy Function: heavy combat aerial armored artillery support for ground units DC: Landing DC: Landing Gear: 100, Turbines: 250, Tail: 300, Turret Hatches: 100, Spotlights: 15, Main Body: 750, HPC: 100 AV: 30, Spd: mach Spd: mach 1.4, Ac cel erat io n: 300 n: 300 mph, Wt: 200 tons Damage: d10 Damage: d10 x 50, Range: 200/1000/2000/3000/4000, Range: 200/1000/2000/3000/4000, Type: 4 Type: 4 heavy plasma cannons Str: n/a, Str: n/a, Handle: 4, Handle: 4, Tough: 5, Tough: 5, Int: 1, Per: 3, Per: 3, Wil: 1, Skills: Notice 4, Dodge 3, Piloting 5, Weapon Systems 5 The Most lethal and frightening variant of the HK Dropship was the Destroyer HK. First, the Dropship is outfitted with better armor. Then the cargo bay is gutted and filled with a cold fission generator and four heavy plasma cannons. The Destroyer comes equipped with turrets that could be deployed from the bottom or the top of the ship. It is the only SkyNet aerial unit outfitted with such a feature. Very few Destroyers have ever been produced. The are used in only the largest and most important battles.
The Terminators T-800, T-850, T-950 & T-1000: All of these units should have Computers 3 T-860, Dog Model Function: infiltration, Function: infiltration, assassination, reconnaissance, surveillance, Dogs: This Dogs: This series can be spotted by dogs. DC: 50, DC: 50, AV: 30, Spd: 24, Spd: 24, Wt: 150 lbs, Damage: bite Damage: bite d6x4, claw d6x4, Range: melee Range: melee Str: 4, Str: 4, Dex: 3, Dex: 3, Tough: 5, Tough: 5, Int: 2, Int: 2, Per: 4, Per: 4, Wil: 3 Wil: 3 Skills: Notice Skills: Notice 5, Dodge 4, Stealth 3, Surveillance 5, Track 5, Anatomy 5, Tactics 5, Brawl 5, Acting 3, Climbing 3 T-863, T-86 3, Cat Model Function: reconnaissance, Function: reconnaissance, surveillance, Dogs: This Dogs: This series of terminator can be spotted by dogs. DC: 15, DC: 15, AV: 5, Spd: 18, Spd: 18, Wt: 5 lbs, Damage: bite Damage: bite d6x2, claw d6x2, Range: melee Range: melee Str: 2, Str: 2, Dex: 5, Dex: 5, Tough: 4, Tough: 4, Int: 2, Int: 2, Per: 4, Per: 4, Wil: 3 Wil: 3 Skills: Notice Skills: Notice 5, Dodge 4, Stealth 5, Surveillance 5, Track 5, Anatomy 5, Tactics 5, Brawl 5, Acting 3, Climbing 5 Skynet’s T-950 Series dog unit met with encouraging success. However, it was just a disposable organic unit. The AI decided that a full fledge Terminator version of the dog would be a prudent investment. It would be hardier than the organic version. It would also fill the same roll that the organic version did for the T-950’s. As a parallel development, SkyNet also create create a Terminator version of the the cat. This unit is light weight and not very durable. However, it is unmatched in its stealth and surveillance capabilities … at least among ground units. The cat unit has proven to be an amazingly effecting recon and surveillance unit.
T-959 Note: as Note: as per the T-950, but is a child. Str: 3, Str: 3, Dex: 4, Dex: 4, Con: 5, Con: 5, Int: 3, Int: 3, Per: 4, Per: 4, Wil: 3, Wil: 3, DC: 65, DC: 65, Spd: 9, Spd: 9, Wt: 100 lbs (What follows are further notes on the T-950 Series) There is much about the T-950’s that is not yet clearly understood. It is known that they mature rapidly. Still, it is unknown whether their childhood lasts only a few months or a year? It has become painfully clear that this rapid growth process can be interrupted. Many T-950’s are released as babies and as children, usually with other T-950’s posing as their parents. The “natural” lifespan of a T-950 is another unknown, perhaps even to SkyNet. All T-950’s eventually blow up. No real study into their possible lifespan would have been needed. Unlike most machines, the T-950 Series have no “head jack” to allow quick and easy data access to the CPU. All of their programming updates must be done through remotely. Thi s can be done by sending the data through the signal transmitter/receiver hidden within their skull. All T-950’s will eventually explode. Most will self-detonate. When When the organic life-functions of the T-950 unit cease, it explodes (If reduced to 0 DC). DC). Also, if their CPU is removed, or if the plasma charge is tampered with, they will explode. A member of Delta Company could disarm and remove the bomb, but it would require surgery and a Demolitions roll of at least 15 or higher. Although the T-950’s have served SkyNet well, they have seen little use since their simultaneous simultaneous attack on TechCom. Only a limited number of T-950’s were ever produced, and no more have been made. There are several
reasons for this. Chief amongst them is that they are just too human for SkyNet to ever fully trust them. Also, organic units are far too fragile and unreliable by machine standards. Many T-950’s still exist, but they are the last of their kind. SkyNet has already begun to replace them with T-800 series variants, like the T-860’s.
SkyNet: SkyNe t: B ehind The Scenes Scenes The Titan Function: destruction Function: destruction of debris, ruins and unwanted structures (such as buildings and roads) DC: HCPC: 1000, Grinders: 500, Crushers: 500, Rake: 150, Bumpers: 500, Tracks: 1000, Main Body 5000 AV: 100, Spd: 60 Spd: 60 mph, Ac cel erat io n: 15mph, Wt: 200 Wt: 200 tons, Handle: 2, Handle: 2, Tough: 6, Tough: 6, Int: 1, Int: 1, Per: 3, Per: 3, Wil: 1 Wil: 1 Damage: d10 Damage: d10 x 100, Range: 200/1000/2000/3000/4000, Range: 200/1000/2000/3000/4000, Type: Heavy Type: Heavy Concentrated Plasma Cannon Damage: d10 Damage: d10 x 100, Range: melee, Range: melee, Type: Grinders Type: Grinders & Crushers Damage: d10 Damage: d10 x 100, Range: 20 Range: 20 ft, Type: Concentrated Type: Concentrated Plasma Stream “The Rake” Skills: Notice Skills: Notice 4, Driving 5, Weapon Systems 5 This is one of SkyNet’s few non-combat units. The Titan is designed solely to reduce things like buildings, overpasses and roads into gravel. To that end, it is armed with one of the strongest plasma cannon that S kyNet has ever made. Although the same size as the HK Goliath, the Titan weighs twice as much. It is a solid, durable and reliable work horse of the SkyNet armada. The Titan is a support unit; not designed for combat. Oddly enough, this support unit has the most powerful weapons i n SkyNet’s arsenal: the heavy concentrated plasma cannon and the grinders that it uses to chew up roads and debris. The debris then passes under “The Rake” a concentrated plasma stream beneath the Titan. The debris is reduced to dust, sand and pebbles by “The Rake” and the Titan moves on.
Medibot Function: research/repair Function: research/repair of biological components, research and development. AV: 4, Spd: 12, Spd: 12, Wt: 300 lbs DC: Sensors: 10, Arms: 15, Main Body: 30, Support Stand: 50, Base: 50, Tracks: 30 Damage: d6 Damage: d6 x 2, Range: 10 ft, Type: 1 Type: 1 medical laser, Str: 4, Str: 4, Dex: 4, Dex: 4, Con: 6, Con: 6, Int: 3, Int: 3, Per: 3, Per: 3, Wil: 1 Wil: 1 Skills: Notice Skills: Notice 5, Anatomy 5, Research 5, First Aid 5, Electronics 5, Mechanic 5, Weapon Systems 5
The Medibot is one of the oldest units still in service. Its basically a boxy body with spindly arms mounted on a pole, attached to a motor and treads. The Medibot serves as a maintenance and intell igence agent. Its primary
function is tissue study and repair, not combat. It is not designed to withstand extreme stress. Medibots are not combat units. They never leave the facil ity to which they are stationed. One of the key features of the Medibot is its impressive array of sensory and diagnostic equipment. All of this equipment is geared towards the study and repair of humans and living tissue. Some Terminators have been known to visit a Medibot in order to have extensive tissue damage repaired.
SkyNet Central Core: Replace the High Tech and Low Tech skills with Electronics 5, Mechanic 5 and Engineer 5. th
The Terminator Timeline: As a side note, many humans refer to the massacre of August 17 , 2029 as Hell Day.
SkyNet’s Most Wanted! John Connor (legendary) (legendary) Str 4, Dex 5, Con 6, Int 4, Per 5, Wil 5 / LP’s: 65 EP’s: 47 Spd: 22 Ess: 29 QUALITIES/DRAWBACKS: Charisma (2) Fast Reaction Time Hard To Kill 5 Nerves of Steel Resistance (disease, fatigue, hunger, thirst, poison) Status (3) Adversary (5) (Skynet’s most most wanted.) Recurring Nightmares SKILLS: Computers (spl) 3 Brawl 4 Demolitions 5 Dodge 5 Driving (car) 4 Driving (motorcycle) 4 First Aid 4 Guns (any) 5 Info (Tech-Com) 5 Info (Skynet) 5 Low Tech 2 Notice 5 Running (marathon) 2 Scavenging 4 Stealth 4 Survival (ruins) 5 Tactics (spl) 5 GEAR: Maps, M-27 Plasma Rifle, Tech-Com Uniform, Tech-Com Helmet, Sleeping Bag, Large Knife, Backpack, Canteen, Tin Cup, Small Frying Pan, Flashlight, Radio Headset, Lighter, Rations, Picture (of Sarah Connor)
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