BETA VERSON ntrod!"t#on$ This handbook contains a big selection of technological wonders to employ in your games of FAD. Some items here will be recognizable, while others are brand new. Some are plausible, some are present day tech, and some are plain silly. What is important to realize is that eerything here is optional, and should be cleared with your opponent first. Some items will not fit certain games. Some may not fit your games at all. !e prepared to e"periment and play. When building your forces, look at what fits the setting you are playing in, and stay true to the force you are building. #n the end, the responsibility is in your hands. While we hae done our best to make eerything fair and to get the points alues as close to $right% as we can, there&s always some combination we oerlooked. While there are weapons, een today, that are fully capable of deastating an area much larger than what our typical gaming space represents, we hae chosen not to include such weapons, due to their limited appeal and application in gameplay. Weapon tra#ts$ These traits may be applied to weapon systems to modify them from the standard. Some weapons in this guide will hae traits incorporated already. #f so, their cost already includes the fact. 'oints costs are indicated below each item. The first cost is for adding the trait to a s(uad basic weapon, the second cost is for adding the trait to a s(uad support weapon, the final cost is for adding the trait to a heay weapons system. Small arms cost is per model. All cost modifications are factored before any multipliers are applied. Terror$ )nits hit must take a morale test when ne"t actiated, een if not broken. Small Arms* +., points. Support* -.., points. /eay* 0 points. L#%#ted s!pp&'$ Wheneer the weapon or ammunition type is used, roll a D0. 1n a roll of -23, the unit has one more shot remaining, and will then be out for the remainder of the game. Small Arms* 2+.3, points. Support* 2+.., points. /eay* 24 points. C!%(erso%e$ The weapon may not be fired while moing. All heay weapons hae this trait automatically. Small Arms* 2+.3, points. Support 2+.., points. /eay* Already includes Man porta(&e$ Applied to a heay weapon. 5educes crew size to 3, and the weapon team may perform rush moes, though they may still not fire if they moed. /eay weapon only* , points Gat&#ng$ 6ay be fitted to any machine gun or autocannon to increase its Fire 7ffect bonus by 83. /eay weapon only* 4 points H'perte") "oo&#ng s'ste%$ 6ay be fitted to any machine gun, autocannon or beam weapon. 69&s and autocannon has their Fire 7ffect bonus increased by 8-. !eam weapons has their Damage and Antitank increased by 8- /eay weapon only. 3 points for any autocannon or machine gun. 4 points for any beam weapon Long range target#ng$ 6ay be fitted to any weapon. This increase the range multiplier by - Small Arms* +.3, points. S(uad support* +.., points. /eay* 4 points S%art target#ng$ 6ay fire at a target separate from the rest of the s(uad. 1nly roll -D0 for Fire 7ffect. S(uad support only* 3 points A!to*target$ #f no other weapons are fired by the unit, the unit may ignore target priority. Small Arms* +.3, points. S(uad support* +., points. /eay* - point Stat#"$ The weapon may not be moed from its initial position. :on2ehicle mount only. /eay only* 2; points S&o+ f#r#ng$ 6ay only eer inflict one hit per turn. /eay only* 2; Gadgets and gear$ All points costs are added to the base cost of the unit, before applying any multipliers Gra, %o!nt$ A gra mount only re(uires a single crewman to operate, but will typically hae a team of 3 or 4. Any type of ehicle mounted weapon may be positioned on a gra mount. The mount may moe at the same speed as a normal foot soldier <0%= and is unhindered by terrain. #t may not perform rush moes howeer. When mounting a $light% or $medium% ersion of any heay weapon, the mount may moe and fire its armament. When fired upon, treat the mount as a normal s(uad member, with heay armour. A $wound% indicates that the mount is damaged, and the crew must take a (uality test each turn to operate it. A $kill% destroys it. The crew must remain within normal coherency distance of the mount to operate it. 'oints cost* 8, to cost of weapon. Da--&e s!#ts$ Dazzle suits employ a ariety of technologies to achiee their effects, including light bending. A soldier wearing a dazzle suit has his outline broken up erratically, and can appear almost inisible if he is stationary. To represent this, soldiers wearing these suits may not be fired at beyond short range if they are stationary. #f they are moing, they may not be fired at beyond medium range. 'oints cost* 83 per figure. So&d#er(o's$ :icknamed after an ancient Terran noel, this is a remote controlled combat suit. The suit is piloted by a pilot that is connected to it, $>acked in%. This permits the pilot to direct the machine without placing himself in danger, although the process places considerable stress on the user. Soldierboys are treated as powered armour. #f they are wounded, they are no longer permitted to make 5ush moes, and may fire only one weapon system per turn. A kill will disable the machine. 'oints cost* calculate as standard powered armour infantry but add 84 per figure <light armour= or 8, <heay powered armour= C'(ertan.$ The term cybertank applies to any completely A# controlled ehicle, whether a tank or not. ?ybertank systems are commonly installed in heay tanks and walkers. Such ehicles are occasionally known as ogres, for arcane reasons. A cybertank ehicle is completely immune to any morale effects. Additionally, any crew casualty is instead considered a $systems hit%. A cybertank can sustain 3 system hits without suffering any loss of actiity. A third hit causes the systems to shut down. ?ybertanks may not be used for transport of infantry. 'oints cost* 8-+ F#e&d pro/e"tor$ A field pro>ector is a fairly bulky deice that can be mounted on a ehicle, fitted to a suit of powered armour, or carried by an infantry trooper. The deice can be actiated at the beginning of the units actiation, and will pro>ect a bubble with a ;% radius. The bubble may be fired upon. For each hit, roll -D08antitank rating. A score of -+ or better will oerload the pro>ector, re(uiring a cool down period. 7ach subse(uent actiation, a ,8 roll is re(uired to actiate it again. The unit actiating the bubble may moe, if powered armour or ehicle mounted, but may not itself fire. The bubble obstructs all moement. @ight infantry carrying a pro>ector may position it, and remote actiate it at any later point. 'oints cost* -+ points per deice <infantry=. 3+ points if ehicle mounted. Drones$ The primary use of remote controlled drones is for battlefield recon. Any unit carrying drones may launch a drone as a ?ommand action. The drone may be positioned anywhere within 3+% of the unit, and may spot hidden troops from this position. For each drone launched, roll a D0. 1n a -23, it was the last functioning drone aailable to that unit. 'oints cost* A points per unit carrying drones. Regen !n#t$ A regen unit may be mounted on a ehicle, gra mount or suit of powered armour, instead of a heay weapons . Alternatiely it may be carried by 3 normal infantry men. The regen unit may be used to heal one wounded infantry man each turn, by moing into contact. 'oints cost* -+ points Cr'ostas#s !n#t$ A stasis unit may be mounted on a transport ehicle or gra mount. #t is used to presere casualties so they can be eacuated safely. A gra mounted unit may contain , wounded, whereas a ehicle mount may contain up to twice its normal carrying capacity. Any wounded picked up by the stasis unit are automatically stabilized. 'oints cost* , points Ho&o pro/e"tors$ When using the Scenario rules, each pro>ector grants an e"tra dummy counter. 'oints cost* , points per deice. This cost is not considered part of any unit. Snooper$ A grenade sized drone. A unit carrying snoopers may reeal any hidden troops inside a building or terrain feature without entering it. The unit must be within 4% of the feature to utilize a snooper. 7ach time a snooper is deployed, roll -D0. 1n a -23, the unit has used its last batch. )nlike drones, snoopers are deployed as part of the units moement. 'oints cost* 0 points per unit carrying snoopers Ha'+#re e%#tter$ Any powered armour and ehicle models within -A% are marked as under fire, when the unit carrying the >ammer is actiated. 'oints cost* , points per unit 0a%%er$ Bammers are rated from -24. A >ammer will block communications of a lower rating within 3;%, of an e(ual rating within -,% and a higher rating within 0% 'oints cost* 4 points per rating per unit. T)er%a& #%ag#ng$ )nits with thermal imaging e(uipment may fire normally at night, and may see through smoke screens. 'oints cost* - point per figure. Co&d*S!#t$ 6ay not be issued to powered armour units. ?old units are not spotted with thermal imaging, and normal rules apply when firing at them at night or through smoke screens. 'oints cost* +., point per figure Sp#der %#nes$ Any minefield may be designated as Spider 6ines. These must be assigned to a controlling unit. This can be either a personality, a unit containing a Tech specialist, or a unit with the 7ngineer trait. When the controlling unit is actiated, each spider mine may be moed up to ;% in any direction. Spider mines are considered to be @ight mines for damage purposes. 'oints cost* , points per minefield to upgrade S)ort Range Warp$ A unit with a S5W receier may actiate this as a command action, and instantly moe to within 4% of a S5W receier. 5eceiers may be carried by another unit, in which case it may be used to home in on the unit, it can be positioned anywhere in the deployment area, dropped off by a unit during its moement, placed as per an agreed upon scenario, or fired from a grenade or missile launcher, as a munitions type. )pon arrial, test Cuality. Failure causes the unit to become 'inned. 'oints cost* -+ points per unit G!arded s'ste%s$ 9uarded units are immune to #ntruder manipulations, communications >amming and any other such interference. 'oints cost* , points per unit. Weapons$ C)o.e gas$ ?hoke is a generic term for a ariety of gas weapons intended to debilitate and incapacitate an enemy. 1riginally intended for crowd control, they can hae uses on an actie battlefield as well. Troops wearing completely sealed suits will ignore their effects. A choke shell is fired as a normal shell firing weapon, including a blast radius. Any unit affected must take an immediate morale test, upon being hit. Due to the intense panic of being gassed, all troops are counted as being 5abble for purposes of this test. 9as cannot rout a unit howeer. A unit failing the morale test completely will fall back, as if it had succeeded on one die, but must test morale again the following turn, een if not broken. Troops that are wearing gas protection gear are immune, but will fight as if one (uality grade lower unless the player choses to remoe the gas protection at the beginning of the s(uads actiation. ?hoke gas may be fired from any weapon firing an e"plosie shell. #nfantry grenade launchers may fire choke shells, but the effect is confined to the target s(uad. 'oints cost* 3 points per weapon outfitted with choke shells. Gra, G!ns$ )tilizing e"tremely high2tech understandings of physics, this weapon drastically increases graity at a target point. This is usefull for demolition, and can inflict crushing damage on a ehicle. Depending on the concentration of the attack, gra guns can incapacitate or kill infantry. 9ra guns are fired as a shell firing weapon. A ehicle hit will be immobilized for one turn, and must make a roll on the ehicle damage table. #nfantry targets hit are incapacitated for one actiation. Any building or structure taking a gra hit is reduced to rubble. 5ange D;. 84 F7. 3% blast radius 'oints cost* -+ points E heay weapon 1#&& gas$ Fill gas is the lethal counterpart to choke. Troops wearing sealed armour or gas protection are immune, though gas protection reduces (uality by one leel, while worn. Any trooper e"posed to kill gas is wounded on a dice roll of ;20. While many of these wounded will eentually die, the gas is designed to incapacitate ictims to place additional drain on the oppositions morale and medical facilities. Fill shells may be fired from any weapon firing an e"plosie shell. 'oints cost* , points per weapon outfitted with kill gas shells M!&t#*g!n$ Support weapon. 7ach actiation, may be used as a SAW, grenade launcher or assault shotgun. 'oints cost* ; points Ner,e d#sr!ptor$ Stats as light beam, but any wounded cannot be reied, and re(uire a ,8 to be stabilized. Terror weapon. 'oints cost* -0 points E heay weapon St!nners$ As submachine guns. Any wounded are stunned and may not be recoered during the battle, but will all recoer in a campaign situation.. )sed for capturing hostiles. A kill inflicted with these weapons is treated as a normal wound. 'oints cost* 2+.3, per figure 2 small Arm We( "annon$ As any cannon. )nits hit are pinned, and must take a command action and pass a Cuality test to break free. :o other actions may be performed until broken free. 'oints cost* A <light=, -3 <medium=, -0 <heay= E heay weapon Con,ers#on g!n$ Stats as light cannon. Any terrain feature within the blast range is destroyed on a dice throw of 38. This will cause small buildings to collapse. Against ehicles, increase AT to 8; if stationary, 80 if immobilized. !unkers are treated as an immobilized ehicle. #nfantry targets are wounded on a throw of ;2,, killed on a throw of 0, regardless of armour worn. Any suriors are moed to the edge of the blast area. ?onersion guns must be aimed at a target on the ground. Therefore, hoer and flyer ehicles are not affected by the blast area. They may be directly targeted, in which case the area of effect is confined purely to the target ehicle 'oints cost* 3+ points E heay weapon Bas#" s2!ad +eapons$ Laser r#f&es$ 5ange D., Damage 8- 'oints cost* 8+., points per figure B&aster$ 5ange D4, Damage 8; 'oints cost* 8- point per figure L#n.ed +eapons$ As any regular s(uad weapon, but double the number of men for fire effect purposes. 'owered armour only. 'oints cost* 8- point per figure. S2!ad s!pport +eapons$ Rap#d f#re SAW$ 5ange D;, Fire 7ffect 84 'oints cost* ; points Bea% r#f&e$ 5ange DA, Fire 7ffect +, Antitank 83 'oints cost* , points F!s#on g!n$ 5ange D3, Fire 7ffect + Antitank 8; 'oinst cost* 4 points 3o+er ar%o!r %#ss#&e pa".$ 5ange "0, Fire 7ffect 8-D0, Antitank 8- 'oints cost* 0 points. 'owered armour only Assa!&t %ortar$ 5ange D0. Fire 7ffect 8- Damage 8-. 6ay be fired oer interening terrain features. 'oints cost* 4 points Assa!&t Mo!nted A!to%at#" Weapon 4AMAW5$ 5ange ";, Fire 7ffect 83. 8- to close assault. 'oints cost* 4 points Mar.s%ans +eapon$ Fire 7ffect 8-. Same range and damage as small arm carried by s(uad. 'oints cost* - point Co%(at (&ade$ 8- kill roll in assaults, but only if model is in base contact. 'oints cost* - point Hea,' +eapons$ Ant# Mater#e& R#f&e$ 5ange DA. Fire 7ffect +. Damage 8; Antitank 8;. Slow firing. 'oints cost* 0 points B!rst &a!n")er * L#g)t$ 5ange DA Damage 83. Fire 7ffect 84. Anti2tank 2. !last ;% 'oints cost* -3 points B!rst La!n")er 6 Hea,'$ 5ange D-+. Damage 83. Fire 7ffect 83. Anti2tank 2. !last 0% 'oints cost* 3+ points 3ersona& ar%o!r$ Batt&e dress$ 84 armour rating. 'oints cost* 4 per figure B#o Me") En)an"e%ent S!#t$ 83 armour rating. 9ain Fast and Self 5epairing traits. 'oints cost* , per figure Stor% s!#t$ 83 armour rating. 8- to assault rolls. 'oints cost* 4 per figure S"o!t$ 8+ armour rating. #f unit hides, place ; markers rather than 4. 'oints cost* +., per figure %pro,#sed$ 2- armour rating. 'oints cost* 2- per figure Brea")$ 8; armour rating. 6ay not perform 5ush moes. 'oints cost* 4., per figure Grenades$ All grenade costs are factored in, before applying any multipliers. Ha-e$ When assaulting, the defending unit must pass a (uality test to fire at the charging unit. 'oints cost* 4 per unit Defens#,e$ )nit receies a 8- to assaults when being charged. 'oints cost* 3 per unit %pro,#sed ")arges$ 5eceie an Antitank rating of 8- when close assaulting a ehicle. 'oints cost* 3 per unit 3enetrator$ 5eceie an Antitank rating of 84 when close assaulting a ehicle. 'oints cost* 0 per unit 0#n7$ 8- to assaults against powered armour and will negate the powered armour saing throw. 'oints cost* 4 per unit Ra-orf#e&d$ #f forced to withdraw from an assault, may also force enemy to withdraw 0%. Limited supply 'oints cost* 4 per unit Bots$ Also known as droids, bots may be attached to any unit. They will hae an armour rating of - <improed armour=, moe at the same speed as a normal infantry man, and do not contribute to combat unless otherwise indicated below. 7ach unit may hae only one bot normally. A unit containing a tech specialist may hae an e"tra bot for each tech. 7ngineer units may hae 4. An independent character could hae a bot accompanying him, forming a small unit. !ots are knocked out by a kill. A wound will damage the bot, preenting it from making rush moes. A second wound will knock it out. !ot losses neer affect morale. The cost of bots should be factored in before applying any multipliers Med*(ot$ 6ay treat one wounded figure each actiation. Does not receie the bonus for being a medic howeer. 'oints cost* . points S!pp&'*(ot$ Due to increased ammunition supply, the unit receies 8- to fire effect. 'oints cost* 0 points S)#e&d*(ot$ 9rants the unit a saing throw of ,8 against the first 4 hits taken each turn. 'oints cost* -+ points Spot*(ot 4spo(5$ When the unit takes a $Scout% command action, it may deploy both the bot and a normal trooper. 'oints cost* 0 points G!n*(ot$ 6ay be armed with any s(uad support weapon, and will fire this in support of the s(uad. 'oints cost* , points 8 cost of weapon Any bot may be a hoer2bot, allowing it to ignore terrain penalties. 'oints cost* 83 points M!n#t#ons$ The following ammunition types may be employed by any cannon or mortar, as well as missile launchers. These ammunition types could be fired by on board as well as off board weapons. A team or ehicle may carry multiple munition types. The type fired must be specified before the attack is rolled. #f no round is specified, a conentional round is assumed to hae been fired. All costs are factored into the weapon cost, before any multipliers are applied. n"end#ar'$ 5educe damage by -, but the weapon is considered a terror weapon. 'oints cost* 8, points C&!ster (o%($ #ncrease blast radius by -% 'oints cost* 4 points S)rapne&$ #ncrease blast radius by 3% but reduce damage by - 'oints cost* 4 points 3&as%a$ 5educe blast radius by 3% but increase damage by -. 'oints cost* 4 points Redee%er$ #s aimed at a target point. Any figure within 3% of the target point is apourized. Gehicles are hit with AT 8A. 5edeemers are limited supply 'oints cost* -, points S"ra%(&e$ Against powered armour, each figure is incapacitated on a throw of ,20. Suits incapacited do not count as casualties. Gehicle must roll for ehicle damage, but ignore crew casualties. Scramblers are limited supply. 'oints cost* , points Nano+#re$ #s aimed at a target point. The area within 3% becomes impassable terrain, unless contacted by a figure with a flamethrower or an engineer. 'oints cost* 4 points W#pe$ #s aimed at a target point. All plants within 3% are wiped out. 'oints cost* 3 points S%art$ 6ay ignore interening terrain and coer, as long as the shooter has isual contact. 'oints cost* A points Ro".et Ass#sted 4RAM5$ #ncrease range multiplier by 3. 'oints cost* 0 points Ar%o!r 1#&&$ Always strikes the top armour of a ehicle. 'oints cost* 0 points M#ne La'er$ #s aimed at a target point. 'osition a true and 3 dummy mine markers within 4% of the target point. 'oints cost* ; points Sp#der M#ne La'er$ As aboe, but the mines are Spider 6ines. 'oints cost* H points H'perte")$ 6ay combine any two munitions types. 'oints cost* 4 points 8 cost of both types U&trate")$ 6ay combine any three munitions types. 'oints cost* ; points 8 cost of all three types SRW$ 6ay fire a S5W emitter. See Short 5ange Warp in the 9ear section aboe. 'oints cost* -, points A!to"annon %!n#t#ons$ Autocannon may be loaded with any of the following munitions. 6ultiple types may be carried, in which case the type must be specified before an attack is rolled. #f the munition type is not specified, conentional rounds are assumed to hae been fired. All munition costs are factored into the weapon cost before any multipliers are applied Frag$ This reduces damage to 8- but gies the cannon a 3% blast radius. 'oints cost* 0 points C&#ng*f#re$ Any non2ehicle model hit will take a second hit with a 8- damage rating. 'oints cost* A points S%as)$ #ncrease Antitank by 8- but 5ange multiplier is haled, rounded down. 'oints cost* 0 points S+ar%$ #ncrease fire effect to 84 when firing at infantry, but reduce damage to 84. 5ange multiplier is reduced by 4. 'oints cost* , points 3enetrator$ #ncrease Antitank by 8- but will score no more than - hit. 'oints cost* 0 points 3o+ered ar%o!r ,ar#ants$ 'owered armour units may contain any of the following ariants. 1ptions may be picked for both light and heay powered armour. Different ariants may be combined in the same unit, though some combinations may not be tactically optimal. All costs are per figure and are factored in, before any multipliers are applied. S"o!t$ Scout suits add 3% to their base moe and may leap oer obstacles up to man high. /oweer, they receie only a 83 to assault rolls instead of the normal 84 bonus, and hae their armour rating reduced by -. 'oints cost* 4 per figure Assa!&t$ 5eceie an additional kill roll per model in assaults. 6ay not be fitted with heay weapons. 'oints cost* , per figure G!nner$ 6ay moe and fire heay weapons. 'oints cost* 4 per figure Co%%and$ 6ay confer leadership benefits to any powered armour unit on the table, though only one unit may benefit each turn. 5ecipient unit is selected upon actiation of unit containing the ?ommand suit. 1nly applicable if worn by an 1fficer. 'oints cost* 4 per figure Mar.s%an$ 6ay be armed with a sniper rifle, though enemies do not suffer reduced Fire 7ffect when targeting a 6arksman suit, unlike a regular sniper. 'oints cost* -, per figure S)#e&ded$ Shielded suits are not sub>ect to interference attacks of any kind. This includes /aywire emitters and scramble rounds. 'oints cost* A per figure Cr!de$ @ower base moe by 3%. 6ay not hae any other upgrades. 'oints cost* 23 per figure Ve)#"&e !pgrades$ These are added to the normal list of possible ehicle upgrades. Gehicle upgrades are multipliers, and are thus applied last. Energ' s"reen$ The ehicle may deflect any incoming shot on a dice throw of ,8. 'oints cost* "-., 0!%p 0ets$ 6ay be fitted only to walkers. #nstead of moing and firing normally, the walker may >ump up to -+%, clearing obstacles up to 0% in height. The >ump may not end within 3% of enemy troops. 'oints cost* "-., M#ne "&ear#ng$ #f moing into contact with a mine, the mine is disarmed with no harm to the ehicle. 'oints cost* " -.3 Co%%!n#"at#ons$ FAD assumes that troops are able to communicate with each other freely. This allows the player to co2ordinate his forces effectiely, een oer a wide distance. /oweer, if communications are interfered with, or proper comm&s e(uipment is not aailable, troops on the ground are left with hand signals, erbal communication and similar methods, causing a slow down in tactical initiatie. The game effect of this is that all units are sub>ect to a command response test, unless they are not within 3;% of enemy troops. )nits that would be sub>ect to a command response test normally, must test at 2-. #n addition, the /C trait may not be used to grant a reroll to a unit that is not in communication. )nits with no communication may still call in indirect fire, as this fire may be directed based on drone or satellite imagery, called in by flares etc. ?omm&s e(uipment is rated from -2;. This is important if the opposing force is utilizing >amming gear. 'oints cost* All troops carry ?omm&s - for free. 7ach leel of comm&s adds 83 to the base cost of the unit before any multipliers are applied. Up&#n.$ )plinked troops are in constant communication with a remote head (uarters feeding them battle field information, positional analysis and tactical adice. 'roided the unit is in communications, this permits the unit to ignore command response as long as the unit has no untreated wounded. The unit may also ignore the target priority rules, as priority targets will be pointed out to them. This applies as long as there are no enemy within -+% 'oints cost* -.4. This is a trait, and is thus applied last. 3ersona&#t#es$ The following specialists may be added to a unit, using the 'ersonalities adanced rule. Te")$ Some technologies re(uire a tech to be present to operate them. Additionally, a unit containing a tech may perform any technological task at 7"pert leel <see the Task System adanced rule= 'oints cost* - ntr!der$ )sing a command action, an #ntruder may interfere with enemy networks or attempt to garner information by monitoring communications. This can be used to either reeal and remoe a hidden unit marker, or >am a target units communications. The intruder must take a (uality test to succeed. #f he rolls a -, he&s been sub>ected to a counter attack and may not perform either role for the remainder of the battle. 'oints cost* 3 Te")no&og#"a& #%p&#"at#ons on troops$ These are treated as traits, and the points cost is a multiplier. #t is applied last, along with any other traits. Dro#d troopers$ Droid troopers can be treated as normal for most combat purposes. Their main benefit is that they are not sub>ect to normal psychology. This means they do not take morale checks. /oweer, due to limitations of programming, droid troopers may neer be rated as 7lite units. Droid troopers may be programmed to maintain basic self2preseration tactics. #f this is not done, they ac(uire the 5elentless trait. When firing upon droids, you must beat the droids armour roll to hae any effect. /oweer, any roll that beats the armour roll will kill, rather than wound the droid. 'oints cost* -.4 <self2presering=. -.0 <self2less= Gene*troopers$ 9T&s or 9enetics are built to be soldiers from the ground up, including physical enhancements, mental conditioning and een psionic manipulations in settings where this is appropriate. The physical capabilities of 9T&s can be represented with appropriate traits. Due to their uni(ue mental make up, 9T&s hae an e"treme disregard for their lies. For this reason, they only test morale if they are broken A:D under fire. 'oints cost* -.3 Te") re,eren"e$ #n superstitious cultures, technology may hae taken the place of religion to a large e"tent. For soldiers steeped in such mysticism, a tank or other war machine represents an icon of diine faour. Such troopers receie the Fearless and !rae traits when within -3% of a ehicle. /oweer, when a ehicle is destroyed, all units within -3% must test morale on their ne"t actiation, een if not broken. 'oints cost* -.3 3r#%#t#,e$ )nits that are significantly below the assumed tech leel are sub>ect to future2shock. The first time a unit is attacked by a weapon outside their technological leel, the unit must pass a Cuality test or be pinned. Additionally, primitie units may only roll -D0 for Fire 7ffect when firing at a technologically adanced unit. 1n the upside, they are immune to #ntruders and similar forms of hacking, as they tend not to hae systems to hack. 'oinst cost* +.A