This section contains some example creatures that your players may come across in their travels. Feel free to change their stats to suit your game.
Here are some useful terms to know when using these creatures:
Organic - Creatures of flesh and blood. Many in the galaxy consider organic life to be the only 'true' definition of life.
Synthetic - Creatures manufactured from metals, plastics, and circuitry. This covers everything from simple security droids, all the way to fully fledged AI.
Synth-Organic - Creatures that blur the definitions of life. These creatures have both significant amounts of organic flesh and mechanical parts, integrated in such a way that neither system could operate without the other. This could refer to organic creatures that have undergone drastic cybernetic procedures, or creatures made of flesh but artificially created as part of an experiment or cloning procedure.
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Feral - Creatures with very little reasoning, who operate entirely on instinct or simple programming, such as a Husk, or automated turret. These creatures often attack on sight and show little regard for their surroundings.
Resourceful - Creatures with a small degree of intelligence, who can learn to understand basic sight/sound patterns and can even solve basic visual puzzles. These creatures do not employ much in terms of combat tactics, however they are known to use their environment to their advantage.
Primitive - Creatures with a greater capacity for intelligence, who may utilise tools, farming, and have formed a basic language for sharing thoughts. These creatures may show limited combat tactics such as utilising range, traps, stealth, distractions, and flanking.
Sapient - Creatures with enough intelligence to form complex language chains, and are capable of self-consciousness and abstract thought such as philosophy and mathematics. Sapient creatures have the potential to employ highly complex combat tactics and manoeuvres, although thanks to universal translators, it is often possible to end conflicts via diplomatic means.
Species - Varren
Type - Organic
Intelligence - Feral
XP - 10
Description - A quadruped race, native to Tuchanka. Varren are similar in size and temperament to wild dogs, travelling in packs for safety. They lack intelligence, often blundering head first into danger, but for those caught unprepared, their tusks and razor teeth can prove all too deadly.
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Body - 1
Mind - -1
Will - 0
Speed - 6m
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Barriers - 0
Shields - 0
Armour - 0
Health - 5
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Bite (Melee Attack) (Main Action)
Range 1m
Attack +1
Damage 1d4+1 Combat
Species - Klixen
Type - Organic
Intelligence - Feral
XP - 20
Description - Akin to large crabs or insects, Klixen feature a highly toughened carapace that can stand up to modern small-arms fire. However, what makes the Klixen dangerous is their ability to close the distance in combat and unleash a natural flammable propellant to ignite their foes.
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Body - 1
Mind - -1
Will - 0
Speed - 6m
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Barriers - 0
Shields - 0
Armour - 10
Health - 5
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Bite (Melee Attack) (Main Action)
Range 1m
Attack +1
Damage 1d4+1 Combat
Fire Breath (Ranged Attack) (Main Action)
Range 2m
Attack +1
Damage 1d6+1 Tech
Inflicts 'Burning' status on targets with no Barriers or Shields
Species - Harvester
Type - Organic
Intelligence - Primitive
XP - 65
Description - Harvesters are enormous winged beasts, roughly the size of a small building. However they are very rarely ever seen engaging in combat. Instead Harvesters seem to possess a symbiotic relationship with Klixen, using its large frame to carry several groups at once and 'air drop' them into battle before retreating. If the entire group of Klixen are defeated, the Harvester will either flee, or gather more Klixen for another run.
Bonus - Harvesters can use their wings to land or become airborne as a free action once per turn.
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Body - 3
Mind - 1
Will - 0
Speed - 3m (18m while flying)
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Barriers - 0
Shields - 0
Armour - 20
Health - 40
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Klixen Air Drop (Talent) (Main Action)
Roll a 1d4 while airborne, whatever the result is, add that many Klixen to the combat at the end of the Turn Order. After using this ability, the Harvester must rest, at the start of their next turn they must land on the battlefield and remain there for the duration of that turn.
Species - Rachni
Type - Organic
Intelligence - Feral/Primitive/Resourceful
XP - 10
Description - The smallest of all Rachni forms, these green insect-like creatures are often no bigger than a human fist, however in swarms they can be extremely deadly as they will willingly sacrifice themselves in droves to take down an opponent. For the purposes of combat, all Rachni Workers in a swarm move as a single unit.
Bonus - All Rachni have various intelligence levels depending on their situation. A wild Rachni unit without a Queen will be feral, under the control of a Reaper they are Primitive, and under the control of a Rachni Queen they are Resourceful/Sapient.
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Body - 0
Mind - 0
Will - 0
Speed - 6m
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Barriers - 0
Shields - 0
Armour - 0
Health - 5
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Swarm Burst (Talent) (Main Action)
The Swarm sacrifices itself by bursting, spraying powerful acids at every creature within 1m.
The damage caused by this is Xd4 (X = the Swarm's remaining HP) Tech damage.
Once used, the Worker Swarm is now dead.
Species - Rachni
Type - Organic
Intelligence - Feral/Primitive/Resourceful
XP - 25
Description - Soldier is the designation given to all Rachni units other than Workers and Queens. Whilst some variations on this type exist, such as the stronger Brood Warriors, they all have the same typical insectoid appearance and razor sharp tentacles.
Bonus - All Rachni have various intelligence levels depending on their situation. A wild Rachni unit without a Queen will be feral, under the control of a Reaper they are Primitive, and under the control of a Rachni Queen they are Resourceful/Sapient.
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Body - 2
Mind - 0
Will - 1
Speed - 6m
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Barriers - 0
Shields - 0
Armour - 0
Health - 20
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Acid Spit (Ranged Attack) (Main Action)
Fires a stream of acidic fluids at a single opponent.
Range 4m
Attack +2
Damage 1d8+2 Tech
Impale (Melee Attack) (Main Action)
Range 1m
Attack +2
Damage 2d8+2 Combat
Species - Rachni
Type - Organic
Intelligence - Sapient
XP - 100
Description - Similar to some Earth insect species, at the top of the each Rachni colony's social heirarchy is the Queen, who is gargantuan in size and is responsible for laying the eggs that maintain the colony's population of workers and soldiers. The Queen themselves is too large and slow to engage in combat, however they maintain a permanent mental connection with all of their children, regardless of distance.
If a Rachni Queen is slain, this mental connection is severed and all of their children will become incapacitated for 1 minute. After this they will attempt to flee the combat.
Bonus - If a ranged attack roll is targeting the Queen, draw a line of sight from the attacker to the Queen. If a Rachni Soldier unit is within movement range of this line, they may make a Body Save of 10 to intercept the attack and receive its damage instead.
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Body - 3
Mind - 2
Will - 4
Speed - 2m
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Barriers - 0
Shields - 0
Armour - 0
Health - 100
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Summoning Song (Ranged Talent) (Main Action)
Roll a 1d4 and add that many Rachni Soldier or Worker tokens to the battlefield. Cannot be used two turns in a row.
Soothing Song (Ranged Talent) (Main Action)
Roll a 1d4, add the result to the HP of all nearby Rachni units (not including self).
Species - Thresher
Type - Organic
Intelligence - Feral
XP - 125
Description - Perhaps the most feared of all wild creatures, Thresher Maws are enormous worm-like creatures that burrow underground, seeking out surface vibrations so they may ambush their prey from below. Thresher Maws are also incredibly aggressive and territorial and will attack almost anything that enters their hunting grounds.
Bonus - Due to their immense size, and the fact that much of their body is buried underground when they attack, Thresher Maws are immune to being pushed, pulled, or otherwise moved.
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Body - 4
Mind - 0
Will - 0
Speed - 10m
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Barriers - 0
Shields - 0
Armour - 50
Health - 70
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Acid Barrage (Ranged Talent Save) (Main Action)
Fires a stream of acidic fluids at a single space within 20m. Any creatures within 1m of that space must make a Body Save of 14. On a failure they receive 1d20+4 Tech Damage. On a success they take half as much.
Tentacle Whip (Melee Attack) (Bonus Action)
Range 5m
Attack +4
Damage 2d8+4 Combat
Species - Various
Type - Organic
Intelligence - Sapient
XP - 20
Description - Outside of Citadel space, travellers must be on the lookout for assorted pirate gangs who are known to attack and board ships in order to seize goods and supplies. Some pirates are simple hoodlums looking for an easy score, whilst some may be part of larger organised criminal groups.
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Body - 1
Mind - 1
Will - 0
Speed - 6m
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Barriers - 0
Shields - 5
Armour - 5
Health - 5
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Avenger Assault Rifle (Ranged Weapon Attack) (Main Action)
Range 5m
Attack +2
Damage 1d8+2 Combat
Species - Asari/Human/Salarian (Typically)
Type - Organic
Intelligence - Sapient
XP - 25
Description - An unscrupulous mercenary organisation, Eclipse provides security services to many of the galaxy's criminal elite. As such, their troopers have very few qualms about killing, and are often accompanied by several mechs.
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Body - 1
Mind - 1
Will - 1
Speed - 6m
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Barriers - 5
Shields - 5
Armour - 5
Health - 5
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Shuriken SMG (Ranged Weapon Attack) (Main Action)
Range 3m
Attack +1
Damage 1d6+1 Combat
Species - Vorcha
Type - Organic
Intelligence - Sapient
XP - 20
Description - The Blood Pack are a ruthless gang, who often 'employ' Vorcha to serve as cheap labour and cannon fodder to distract their opponents during a battle. These Vorcha are wild and unorganised, but fiercely loyal.
Bonus - At the start of each of their turns, Blood Pack Infantry regain 2 Health Points (unless Unconscious or suffering from Burning).
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Body - 2
Mind - 0
Will - 0
Speed - 6m
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Barriers - 0
Shields - 0
Armour - 5
Health - 10
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Punisher SMG (Ranged Weapon Attack) (Main Action)
Range 3m
Attack +2
Damage 2d6+2 Combat
Species - Batarian/Human/Turian (Typically)
Type - Organic
Intelligence - Sapient
XP - 25
Description - The frontline troops of the Blue Suns mercenary organisation. Blue Suns troops often have some degree of military training, but lack the discipline and organisation of a true military fighting force.
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Body - 2
Mind - 1
Will - 0
Speed - 6m
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Barriers - 0
Shields - 10
Armour - 5
Health - 5
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Vindicator Assault Rifle (Ranged Weapon Attack) (Main Action)
Range 6m
Attack +2
Damage 2d6+2 Combat
Species - Asari/Human (Typically)
Type - Organic
Intelligence - Sapient
XP - 35
Description - With a hierarchy based on combat prowess, Eclipse members who prove themselves to be particularly effective at leading operations can be promoted to Commandos, gaining access to better armour and weaponry.
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Body - 1
Mind - 1
Will - 2
Speed - 6m
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Barriers - 10
Shields - 5
Armour - 10
Health - 5
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Disciple Shotgun (Ranged Weapon Attack) (Main Action)
Range 6m
Attack +2
Damage 1d8+2 Combat
Throw (Rank 5) (Ranged Talent Attack) (Main Action)
Range 6m
Attack +2
Pushback 2m
Damage 1d4+2 Combat
Species - Krogan
Type - Organic
Intelligence - Sapient
XP - 30
Description - Only Krogan are ever permitted to join the higher ranks of the Blood Pack, and only the bloodthirsty survive in the position for long.
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Body - 2
Mind - 1
Will - 0
Speed - 6m
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Barriers - 0
Shields - 0
Armour - 10
Health - 15
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Executioner Pistol (Ranged Weapon Attack)
Range 4m
Attack +2
Damage 1d12+2 Combat
Species - Batarian/Human/Turian (Typically)
Type - Organic
Intelligence - Sapient
XP - 30
Description - It is standard practice for each deployed squad of Blue Suns troops to be accompanied by a Sergeant, whose role is to interpret orders from HQ and manage their troops appropriately.
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Body - 2
Mind - 1
Will - 1
Speed - 6m
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Barriers - 0
Shields - 10
Armour - 10
Health - 5
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Mantis Sniper Rifle (Ranged Weapon Attack) (Main Action)
Range 10m
Attack +2
Damage 1d12+2 Combat
Species - Mech
Type - Synthetic
Intelligence - Feral
XP - 10
Description - A series of quadruped security mechs, FENRIS units are designed as a cheap alternative to guard dogs, requiring much less upkeep . Due to an overwhelmingly positive response from galactic markets, Hahne-Kedar have embraced the 'dog' design and have since made adjustments to the chassis to be more 'cute' and updated the unit's personality matrix with 'dog-like' qualities.
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Body - 0
Mind - 1
Will - 0
Speed - 6m
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Barriers - 0
Shields - 0
Armour - 5
Health - 1
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Taser (Melee Weapon Attack) (Main Action)
Range 1m
Attack +1
Damage 1d4+1 Tech
Species - Mech
Type - Synthetic
Intelligence - Feral
XP - 10
Description - A series of cheap bipedal security mechs. Individual LOKI are flimsy and are mainly used as a deterrent against petty theft, or to stall trespassers long enough for tougher security to arrive. However, due to their low cost, some owners simply compensate for their individual weakness by purchasing in bulk, overwhelming enemies with sheer numbers.
Bonus - If a LOKI unit is destroyed by a critical hit, it will explode, dealing 1d4 Combat damage to all adjacent spaces.
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Body - -1
Mind - 1
Will - 0
Speed - 6m
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Barriers - 0
Shields - 0
Armour - 5
Health - 1
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Shuriken SMG (Ranged Weapon Attack) (Main Action)
Range 3m
Attack +1
Damage 1d6+1 Combat
Species - Mech
Type - Synthetic
Intelligence - Resourceful
XP - 25
Description - An upgrade on the LOKI series, the RAMPART model contains many illegal modifications to enhance their lethality in combat, as such these models are often only found in the hands of extremist groups with the resources and know-how to create them. Enhanced armour, weaponry, and built-in shield generators make these far more deadly, although they are still prone to advancing on their targets without concern for their safety.
Bonus - If a RAMPART unit is destroyed by a critical hit, it will explode, dealing 2d4 Combat damage to all adjacent spaces.
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Body - 1
Mind - 2
Will - 0
Speed - 6m
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Barriers - 0
Shields - 10
Armour - 10
Health - 1
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Scimitar Shotgun (Ranged Weapon Attack) (Main Action)
Range 2m
Attack +2
Damage 1d10+2 Combat
Species - Mech
Type - Synthetic
Intelligence - Feral
XP - 60
Description - A massive bipedal unit, the YMIR is a heavily armoured and heavily armed anti-infantry unit. Equipped with mass accelerator cannons in its right arm and a rocket launcher in its left arm, the YMIR can take on squads of soldiers with ease, and obliterate most forms of battlefield cover. Due to its size, however, it can be slow to turn.
Bonus - If a YMIR unit is destroyed by a critical hit, it will explode, dealing 2d12 Combat damage to all adjacent spaces.
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Body - 3
Mind - 2
Will - 0
Speed - 3m
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Barriers - 0
Shields - 25
Armour - 30
Health - 1
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Autocannon (Ranged Weapon Attack) (Main Action)
Range 10m
Attack +3
Damage 1d12+3 Combat
Missile Launcher (Ranged Weapon Attack) (Main Action)
Range 12m
Attack +0
Damage 2d12 Combat
Ammo Capacity 2
Bonus - Affects all spaces within 1m of target square. Any creatures within the range suffer the same damage roll.
If the attack roll fails, roll a 1d2 to determine whether the missile goes 1m to the left or right of the target square. Once this is determined, the missile continues travelling in a straight line until it either impacts with a creature/cover, or until it reaches a distance of 15m from the user, at which point it then explodes.
Species - Geth
Type - Synthetic
Intelligence - Feral/Resourceful/Primitive
XP - 35
Description - The standard hardware platform of choice for Geth infantry deployments. The trooper unit is able to function with very few Geth runtimes installed, making them highly efficient as simple scouts or guards.
Bonus - For every 2 allied Geth units within 30m, the Trooper increases to the next stage of intelligence and gains +1 Mind, and +1 to Attack Rolls.
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Body - 1
Mind - 1
Will - 0
Speed - 6m
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Barriers - 0
Shields - 15
Armour - 15
Health - 1
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Geth Pulse Rifle (Ranged Weapon Attack) (Main Action)
Range 6m
Attack +1
Damage 3d4+1 Combat
Species - Geth
Type - Synthetic
Intelligence - Feral/Resourceful/Primitive
XP - 25
Description - Specialised for reconnaissance, the Hopper hardware platforms feature enhanced musculature, and 'skin' capable of adhering to almost any surface. In exchange for a lack of weaponry, these hardware platforms are fitted with sabotage modules.
Bonus - This unit can crawl along walls and ceilings with no loss in mobility. At the start of each turn, this unit can leap up to 3m away at no movement cost.
For every 2 allied Geth units within 30m, the Hopper increases to the next stage of intelligence and gains +1 Mind, and +1 to Attack Rolls.
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Body - 1
Mind - 1
Will - 0
Speed - 6m
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Barriers - 0
Shields - 10
Armour - 10
Health - 1
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Sabotage (Rank 3) (Ranged Talent) (Main Action)
Overload (Rank 3) (Ranged Talent Attack) (Main Action)
Range 6m
Attack +1
Damage 1d4+1 Tech
Species - Geth
Type - Synthetic
Intelligence - Primitive
XP - 45
Description - Whilst Geth do not possess a typical military ranking system, Prime units are known to act somewhat like 'field commanders' by co-ordinating the sensory inputs and consensus of multiple surrounding Geth units, allowing for greater squad cohesion. As a result, Prime units are built to be much larger and more resilient.
Bonus - Whilst on the battlefield, any allied Geth units (including itself) are immune to the effects of the Sabotage talent.
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Body - 2
Mind - 2
Will - 0
Speed - 6m
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Barriers - 0
Shields - 20
Armour - 20
Health - 1
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Geth Pulse Rifle (Ranged Weapon Attack) (Main Action)
Range 6m
Attack +2
Damage 3d4+2 Combat
Missile Launcher (Ranged Weapon Attack) (Main Action)
Range 12m
Attack +1
Damage 2d12 Combat
Ammo Capacity 1
Species - Geth
Type - Synthetic
Intelligence - Resourceful/Primitive
XP - 35
Description - When typical ranged suppression is ineffective, the Geth employ Juggernaut units. These hardware platforms are rugged and designed to advance on enemy positions with close range weaponry. Geth have even gone to the effort of manufacturing these platforms in a blood red colour based on organic fear responses.
Bonus - Once per combat, the Juggernaut can engage Pursuit Mode, granting it +3m Speed and +10 Shields until the start of its next turn.
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Body - 2
Mind - 1
Will - 0
Speed - 6m
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Barriers - 0
Shields - 20
Armour - 10
Health - 1
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Geth Plasma Shotgun (Ranged Weapon Attack) (Main Action)
Range 6m
Attack +2
Damage 1d12+2 Tech
Species - Geth
Type - Synthetic
Intelligence - Primitive
XP - 15
Description - In rugged terrain and unknown environments. Geth squadrons will often deploy several small drones to scout the area and mark threats.
Bonus - Immune to Prone condition.
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Body - 0
Mind - 1
Will - 0
Speed - 8m
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Barriers - 0
Shields - 5
Armour - 5
Health - 1
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Geth Drone Burst (Ranged Weapon Attack) (Main Action)
Range 4m
Attack +1
Damage 1d8+1 Tech
Target Painting (Rank 5) (Talent) (Main Action)
The Drone will attempt to scan up to 3 hostile targets. The targets must perform a Mind Save with a difficulty of 11.
The Drone and its allies have advantage on the next attack roll against any target that fails the save.
Species - Reaper (Formerly Human)
Type - Synth-Organic
Intelligence - Feral
XP - 10
Description - Husk is the designation given to Humans who have been forcibly exposed to Reaper nanites, which reconfigure the victim's internal organs, replacing them with cybernetics and converting the victim into a mindless 'zombie'. None of the victim's memories or personality survive this process, and they will not hesitate to attack their former allies or any other organics they encounter.
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Body - 1
Mind - 0
Will - 0
Speed - 6m
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Barriers - 0
Shields - 0
Armour - 0
Health - 5
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Slash (Melee Attack) (Main Action)
Range 1m
Attack +1
Damage 1d4+1 Combat
Species - Reaper (Formerly Human)
Type - Synth-Organic
Intelligence - Feral
XP - 10
Description - Abominations are similar in almost all ways to a typical Husk, with the exception of glowing red skin, and a much more frantic style of movement, looking to get as close to as many enemies as possible.
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Body - 1
Mind - 0
Will - 0
Speed - 6m
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Barriers - 0
Shields - 0
Armour - 0
Health - 5
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Self-Destruct (Talent) (Main Action)
The abomination triggers an explosion centred on themselves. Any creatures within 1m take 1d6+1 Tech damage.
This talent also destroys the Abomination, regardless of damage roll result.
Species - Reaper (Formerly Batarian)
Type - Synth-Organic
Intelligence - Feral
XP - 15
Description - Cannibal is the designation given to Batarians who have been forcibly exposed to Reaper nanites, which reconfigure the victim's internal organs, replacing them with cybernetics and converting the victim into a mindless 'zombie'. None of the victim's memories or personality survive this process, and they will not hesitate to attack their former allies or any other organics they encounter.
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Body - 2
Mind - 0
Will - 0
Speed - 6m
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Barriers - 0
Shields - 0
Armour - 0
Health - 10
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Arm Cannon (Ranged Attack) (Main Action)
Range 4m
Attack +2
Damage 1d6+2 Combat
Species - Reaper (Formerly Turian)
Type - Synth-Organic
Intelligence - Resourceful
XP - 15
Description - Marauder is the designation given to Turians who have been forcibly exposed to Reaper nanites, which reconfigure the victim's internal organs, replacing them with cybernetics and converting the victim into a mindless 'zombie'. None of the victim's memories or personality survive this process, and they will not hesitate to attack their former allies or any other organics they encounter.
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Body - 2
Mind - 1
Will - 0
Speed - 6m
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Barriers - 0
Shields - 5
Armour - 0
Health - 10
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Phaeston Assault Rifle (Ranged Weapon Attack) (Main Action)
Range 5m
Attack +2
Damage 2d4+2 Combat
Species - Reaper (Formerly Human)
Type - Synth-Organic
Intelligence - Feral
XP - 25
Description - Scions are a grotesque amalgamation of several human husks. Rather than a frontline charge, Scions feature a thick metallic skin and a rudimentary grasp on biotics that allows them to attack from afar.
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Body - 1
Mind - 0
Will - 1
Speed - 4m
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Barriers - 0
Shields - 0
Armour - 15
Health - 5
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Shockwave (Rank 4) (Ranged Talent Attack) (Main Action)
DC - 11
Species - Reaper (Formerly Asari)
Type - Synth-Organic
Intelligence - Feral
XP - 35
Description - Banshee is the designation given to Asari who have been forcibly exposed to Reaper nanites, which reconfigure the victim's internal organs, replacing them with cybernetics and converting the victim into a mindless 'zombie'. None of the victim's memories or personality survive this process, and they will not hesitate to attack their former allies or any other organics they encounter.
Bonus - When expending movement, instead of walking, Banshees use a series of rapid short-range biotic 'teleports' that allow them to phase through objects. If a Banshee passes through dangerous terrain or an occupied square but does not stop there, they suffer no ill effects.
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Body - 1
Mind - 0
Will - 2
Speed - 5m
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Barriers - 10
Shields - 0
Armour - 10
Health - 10
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Warp (Rank 4) (Ranged Talent) (Main Action)
Range 6m
Attack +2
Damage 2d6+2 Combat
Impale (Melee Attack) (Main Action)
Range 1m
Attack +3
Damage 2d8+3 Combat
Species - Reaper
Type - Synth-Organic
Intelligence - Resourceful
XP - 45
Description - Adjutants are a unique form of Reaper infantry, in that they were created by humanity using experiments based on recovered Reaper nanites, capable of rewriting almost any species into a husk-like creature. However, Adjutants are far more agile and deadly than typical husks, and even feature the ability to cast small unstable biotic singularities.
Bonus - Once per combat, an Adjutant may use the Singularity Talent at Rank 4.
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Body - 1
Mind - 1
Will - 2
Speed - 6m
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Barriers - 15
Shields - 0
Armour - 15
Health - 10
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Arm Cannon (Ranged Weapon Attack) (Main Action)
Launches a small unstable singularity at a space within 6m. Any creatures within 1m of the singularity at the start of their turn have their movement speed halved until their next turn.
Impale (Melee Attack) (Main Action)
Range 1m
Attack +3
Damage 2d8+3 Combat
Species - Reaper (Formerly Collector/Human)
Type - Synth-Organic
Intelligence - Feral
XP - 75
Description - A combination of Collector and Human corpses, Praetorians are a large flying insect-like construction. They act as a kind of Reaper 'tank', being able to take huge amounts of damage from small arms fire, and deal significant destruction from its integrated particle beams. Teams who have faced them and survived have noted its attention span as a weakness, as it will often turn and face to whoever last attacked it, with no regard for its previous target.
Bonus - The Praetorian can choose to hover above the ground, ignoring rough terrain and becoming immune to the Prone condition.
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Body - 2
Mind - 0
Will - 2
Speed - 3m
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Barriers - 30
Shields - 0
Armour - 20
Health - 20
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Particle Beams (Ranged Weapon Attack) (Main Action)
Range 8m
Attack +3
Damage 2d12 Tech
Recharge (Talent) (Main Action)
The Praetorian may only use this Talent at the start of its turn.
The Praetorian huddles up, taking a moment to recharge its biotic barriers. It is incapacitated for the rest of its turn but regains 1d10 Barriers.