Second Order Synthetic Soldier (Infantry)
Hit Dice: 2d4 per point of CON
Mutations: Regenerative Capability II, plus 2 beneficial (any category).
Stats: Roll 4d6 discard lowest roll.
Second Order Synthetic Soldiers are highly adaptive, quick to learn from their mistakes, and born to fight. They rapidly acclimate to the prevailing environment of whatever world they are upon, enduring incredible extremes of heat, cold or worse (+4 bonus on Saves for heat and cold-based attacks/conditions). Radiation affects them at 2 class levels lower than its rating (no minimum), and they never receive extra mutations from radiation exposure. They are immune to the effects of poison and only take half damage from acids/corrosives on a failed Save.
Consequently, there are any number of dislocated and displaced units of Synthetic Soldiers scattered across the galaxy and beyond. A few fight to find a way back home, others seek to carve out a new life for themselves well away from the prying minds and administrative reach of their former commanding officers.
Second Order Synthetic Soldiers have been encountered on Zandreel III, Denebus V, Ain IV and a number of other worlds, moons and habitats that have been ravaged, ruined, blasted or crashed in the course of several different, parallel yet sometimes overlapping interstellar wars and hypertemporal conflicts.
Standard Issue Field Gear -- Trenching tool, Utility belt, Combat knife, 1d6 grenades (random), Gauss SMG, Laser Rifle or X-Laser Rifle.
Mutant regains 1d4 hit points per hour continuously. They can regrow severed limbs in 1d4+2 days. There is a base 30% chance that they will regenerate from the dead unless reduced to ashes.
Selective Reflection
This armor can be set to reflect one specific energy type per attack similar to how the Reflective Epidermis mutation functions (MF p.25). The armor then is impervious to that particular form of attack, but remains vulnerable to all other types of energy.
Hit Dice: 2d4 per point of CON
Mutations: Regenerative Capability II, plus 2 beneficial (any category).
Stats: Roll 4d6 discard lowest roll.
Second Order Synthetic Soldiers are highly adaptive, quick to learn from their mistakes, and born to fight. They rapidly acclimate to the prevailing environment of whatever world they are upon, enduring incredible extremes of heat, cold or worse (+4 bonus on Saves for heat and cold-based attacks/conditions). Radiation affects them at 2 class levels lower than its rating (no minimum), and they never receive extra mutations from radiation exposure. They are immune to the effects of poison and only take half damage from acids/corrosives on a failed Save.
Background
Since the discovery of the Polyphasic Pentaprism on Jorus II, the Second Order High Command has sent regiment after regiment of Synthetic Soldiers through hundreds of vortexes opened up by their Vortecticians. Some of these units establish beach-heads for full-on invasion efforts, while others are not quite so successful or lucky. Some regiments have disappeared, or been lost when the vortex closed prematurely.Consequently, there are any number of dislocated and displaced units of Synthetic Soldiers scattered across the galaxy and beyond. A few fight to find a way back home, others seek to carve out a new life for themselves well away from the prying minds and administrative reach of their former commanding officers.
Second Order Synthetic Soldiers have been encountered on Zandreel III, Denebus V, Ain IV and a number of other worlds, moons and habitats that have been ravaged, ruined, blasted or crashed in the course of several different, parallel yet sometimes overlapping interstellar wars and hypertemporal conflicts.
New Equipment
Standard Issue Armor -- Moderate (AC 5) Night Vision, Pain Insensitivity, Selective Reflection. Powered by integrated bio-reactor. Self Repairing (treat as Regeneration, recovering 10 hit points of damage per day). Comms range of 100 miles (auto-encrypted).Standard Issue Field Gear -- Trenching tool, Utility belt, Combat knife, 1d6 grenades (random), Gauss SMG, Laser Rifle or X-Laser Rifle.
New Mutations
Regenerative Capability IIMutant regains 1d4 hit points per hour continuously. They can regrow severed limbs in 1d4+2 days. There is a base 30% chance that they will regenerate from the dead unless reduced to ashes.
Selective Reflection
This armor can be set to reflect one specific energy type per attack similar to how the Reflective Epidermis mutation functions (MF p.25). The armor then is impervious to that particular form of attack, but remains vulnerable to all other types of energy.
