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Background:
Born on earth in the 40th century. Hand-picked to be a Space Marine.
The Hypershuttle arced skywards, engines on full. "So you escape death again Rosser."
muttered a bruised and wounded Harry. Blast! The leg was beginning to bleed again, where
was that medic! "Medic!" "MEDIC!" "ALMAZ!...where the heck are you!?'
KAAAABOOOOOOOOOOOOOOOOOMMMMM!!!!!!
A thunderous explosion fills my eardrums; I instinctively duck and un-holster my Bolter. Looking towards the
direction of the sound, I see a charred and blackened figure sailing through the air above me. The body hits the
building opposite and drops to the pavement with a sickening thud. I recognized the armor.
'Great...just great...'
With the android Rosser still alive and apparently nursing a grudge against me and my companions, I decided to
leave the planet of Earth. If Rosser and his buddies could track me down to a fairly unknown world, then they could
do it again. I believe that taking the mission of going through the dimensional shift to investigate the new world
of New Alderaan sounds like a great idea now.
The next day I woke up and went to see the General about accepting the mission of going through the dimensional
shift and scouting the new world. The scientists did some work on my armor and prepped me with some needles for
what should have been a simple mission. A few hours later I walked through a strange glow.
Specifics
Sometime later feeling rather tingly, I woke-up face down on the earth soon to look-up and see three moons in the
sky.
I remember saying to no one in particular, "Where the frag am I"?
I walked around for a year or so gathering information on this alternate dimension and never did find a way home
to report it. So I decided to move on and integrate my talents into this new world.
(Three Years Later)
After spending a couple of years in the New Alderaan Police Force (with my experience I quickly made Detective),
I was asked to join the new Interstellar Police Force (IPF). This new service was created to deal with criminals
who had a galaxy wide operation.
Increasingly in the last four years, several worlds in the Old Republic have been victims of terrorist attacks.
The worlds generally on the outer rim of Sector 2 (Laj, Kail, Sen III and Eskion) have had several key installations
destroyed apparently for no reason. The terrorist calling themselves "Brothers of the Star" make no demands or give
any warning. I was assigned the job of gathering information on these terrorists and hopefully to track them down.
After several months of investigation (with no real success) I was alerted by my underworld contacts that several
large purchases of weaponry had been made on the planet of Dra III. I immediately went straight to this system and
after careful discussions with the planetary police authority, set up an ambush operation. I was infiltrated into
one of the larger illegal arms suppliers, working as a hired thug. After 8 months I managed to gain the confidence of
the crime boss and was "promoted" to be his right hand man.
The months of waiting paid off, rumors of a group of individuals looking for a large supply of weaponry came to
my attention. These people also claimed to have a large amount of hard currency with which to make the purchase.
It had to be the group that I was looking for. I managed to persuade my crime boss to offer his organization's
services to this group (simultaneously tipping off the police force). A deal was made and the time and place of the
transaction agreed.
Need I say more, when the two groups met for an exchange of arms and money, myself and the police were there waiting
for them. After a bloodbath which resulted in 53 criminals and 9 Police Officers being killed, I managed to stop
the transaction. The terrorist group (six people) was, unfortunately, also killed in the crossfire.
Ooops!
After checking dental records, the six were identified and I discovered that they have been operating in this
sector for some time (bank robberies, thefts, etc). The leader of this group and the seventh member was a man
called Gant. He hadn't taken part in the arms transaction and was still on the loose.
After checking police archives for all data connected to Gant, I discovered something very interesting. Gant and
his group had robbed a bank on Ord Mantell only 4 months before the arms operation. This would explain the hard
cash the group had boasted about. More importantly, the report of the bank robbery had indicated that the pilot of
the getaway ship had been captured. The pilot's name, Mattlock Starfighter.
I immediately went to the Ord Mantell system to question Starfighter about Gant. Unfortunately Starfighter said we
would only co-operate with you if he was released from prison (He was serving an 845 year sentence). This the
authorities would not allow (Gant's group had killed several civilians during the heist). Mattlock said he hadn't
known about this and had been set-up.
No luck here, so I went to Coruscant, where the Old Republic Data Banks were located (the most exhaustive in the
galaxy) to see if they could turn up something. I stayed at my old friend McJimmy the Finn's residence.
During my stay, one of the Space Docks above Coruscant exploded. The dock belonged to McJimmy Engineers and
contained the new DLK-70 Light Cruiser "Freedom". This new class had been devised to combat the rampant pirate
attacks in this area. Initial reports indicated a reactor fault on the "Freedom". McJimmy said that was impossible,
there had to be some other reason. Since I hadn't found anything on Gant I offered my services to the Coruscant
authorities.
After careful investigation it soon became apparent that it was no reactor fault that has caused the explosion.
Only carefully planted explosive devices could have caused the total system failure on the space dock. I passed
this information onto the authorities.
That was when everything changed.
During my research into the explosion I came across many transaction records that stemmed from the very authorities
that employed me in this new dimension. It seems as if the authorities that I was working for had been accepting
bribes. I guess that it doesn't matter what world or what dimension you come from, a beings ethics and morals seem
to be constantly confused. I knew at that moment that I was out of a job. I quickly gathered all of the information I
could, for insurance, and left the force.
From then on I went to go do what I do best, cause trouble. I began the lifestyle of a bounty hunter, and have been
smacking the bad guys around without repercussion since that time and loving every minute of it.
Classified: Major Harry Johnson
IPF REPORT FOR AGENT DEVON
REQUESTED PERSONNEL INFORMATION
STAR DATE: 15:05:12 OR
IPF REPORT #1290 BEGINS
REF: NEW ALDERAAN INFODAT
MAJOR HARRY JOHNSON: [FILE: #721432/HD/2]
RACE: HUMAN
OCCUPATION: OLD REPUBLIC DEFENSE FORCES [SPACE MARINE CORP]
RANK: MAJOR (RETIRED)
CURRENT ASSIGNMENT: [CLASSIFIED - MILITARY OVERRIDE GAMMA]
HISTORY: [CLASSIFIED - MILITARY OVERRIDE GAMMA]
| REPUBLIC DATE | NAME | SPECIES | STATUS | REWARD |
| -12 | Nos Koln | Squidhead | DEAD | E 2000 |
| Kerip K'ss | Gammorean | DEAD | E 1000 | |
| -11 | Torop McGoni | Mandelorian | DEAD | E 500 |
| Gillen Radi | Human (Correllian) | DEAD | E 3000 | |
| Matt Bielt | Human (Lorrdian) | ALIVE | E 2000 | |
| Karm Marak | Nikto | DEAD | E 10,000 | |
| -10 | Joined a rebel mission to destory the Gyndine Prison complex in the Gyndine system. | |||
| Member of Rebel Group operating in the Gargon system during the early, unorganized days of the Rebellion. Served with distinction. | ||||
| -9 | Grug Leyik | Squidhead | DEAD | E 1000 |
| Kerv Sori | Lafran | ALIVE | E 2000 | |
| Karl 2 - Renegade Stormtrooper Unit(8) | Clone | DEAD | E 20,000 | |
| Turon L'Rony | Mandelorian | DEAD | E 5000 | |
| -8 | Seen with the Space Marine "Mr Joshua" | |||
| Kie 7 Gang - Renegade Stormtrooper Unit(10) | Clone | DEAD | E 40,000 | |
| Steri Pellim | Gamorrean | DEAD | E 2000 | |
| Lein Lunub | Sullustian | ALIVE | E 5000 | |
| Bak Toko | Houk | DEAD | E 10,000 | |
| Dak Toko | Houk | DEAD | E 8000 | |
| Thani Risill | Correllian | DEAD | E 2000 | |
| Chitta De'Lik | Kamarian | DEAD | E 20,000 | |
| Eu Romet | Correllian | ALIVE | E 5000 | |
| Rami Shau | Mandelorian | DEAD | E 1000 | |
| Dewback Tom | Tattoonian | DEAD | E 5000 | |
| Roy 12 - Renegade Stormtrooper Unit(15) | Clone | DEAD | E 80,000 | |
| Nogma Mayl | Houk | DEAD | E 10,000 | |
| No criminals returned but ex-imperial governor of Rimward sector killed in prison on Gyndine II. Val Bodok and the Space Marine suspected. Possible explanation: Dolph Redino was directly responsible for the oppression of Weequays in this sector during the onset of Imperial Rule. | ||||




Space Marine Battle Armor | ||||||||||||||
| GM Note: As this armor is what saved the Space Marine's life allowing him to enter the Star Wars Galaxy, it must first be repaired to be used. However, the Space Marine does not have the needed skills nor the resources (to include the repair kit) to do the work himself. | ||||||||||||||
| MODIFIED HEAVY ARMOR# | +4D/+4D (speeder scale) | 100kg | ||||||||||||
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Protects the following: All. Due to this armor being Speeder Scale the protection roll vs.
Speeder Scale damage is 4D + Strength. Against Character Scale Damage the protection is 6D + Strength.
This armor has excellent expansion capabilities. Repair Kit: Allows the marine to repair his armor up to 8 times. Powered: Controlled by built-in computer. Breath Mask: Functions as a normal breath mask. Filters must be replaced after 30 hours of continuous use. Flash Protection: Reduces modifiers for bright flashes by one half. Macrobinoculars: Add +3D to Search for objects 100-500 meters away. Heads Up Display (H.U.D.) System: For combat situations. Includes a Rear-View Tactical Display Screen (RVTD). Repulsor Pack: Move; 175, 500 kmh. One hour charge on continuous use but automatically recharges due to fusion power supply. Pack is strong enough to lift 110 additional kilograms at -1D to Powersuit Ops. Microthruster System: Used for movement in space only. Move: 75/150 kmh (space speed of 1) Magnetic/Gravity Boots: Must be activated. Can not be used with Repulsor Pack. Long Range Comm System: 400 km range in atmosphere, 250 unit range in space. Standard Comm. System with Translator: Range: 50 km. Languages: add +1D. External speaker Radiation Shielding: Able to withstand up to 20 minutes of intense radiation or 5 hours of low radiation. Suit must be scrubbed down after each exposure or the effectiveness of this feature goes down by one half. EMP Protection: 3 rounds. May be reapplied. Mini Fusion Generator: Supplies power to all internal systems. Waste Processing System: Recycles all waste. Material that can't be recycled is ejected or stored so it can be ejected later. Internal Medical System: Contains 10 Fastflesh medpacs. Automatically activated if a wound is sustained. Skill level: 4D (can be increased to a maximum of 6D) Enemy Database Contents covered are Orks, Eldar and Chaos. There is also a detailed section on the Space Marine's Chapter House (extensive enough to study and gain knowledge on the Chapter and it tactics) Sensors: Motion, Life, Hard and Soft Radiation, Infrared, Thermal Imaging, Ultraviolet, Low-Light, X-Ray
Sealed Enviro System: 1) Neuro sensors and spinal I/O port connectors in armor monitor body activity and allow for control of armor. 2) 25 hr LOX/Air Filtration System 3) 25 hour survival time in space 4) 900 meter (2800 ft) maximum depth in water 12 Slot built-in Microthrust Portable Computer System and three I/O ports Capabilities: Power: 4D, Memory: 18D (may be increased to 25D) Programs: Bi-Multiple Targeting: 4 slots, Sensor: 1 slot, Road Map: 1 slot, Bounty: 1 slot, Accessing: 2 slots, Hostilities: 2 slots, Medical: 1 slot, Multiple Programs: 1 slot (see below for program details) Security System: Auto Destruct of data and programs. Active virus for I/O ports. Self Destruct: Must be activated (automatically activates if Heroic Security roll fails while tampering). Goes off instantaneously or in 1 to 6 rounds (owners choice). Causes 12D damage, range as Thermal Detonator. Weapon Systems: All are optional and must be chosen at time of purchase/construction. Email the GM for complete information on each type and choice of weapons. Non-Weapon Capture System: 1. Turbo Projected Grappling Hook: 20 meter lanyard, uses Missile Weapons skill (Rng; 0-3/10/20), magnetic grappling "hook." # NOTE: Special surgery must be undertaken (8 years) before armor can be worn. This time can be reduced by 50% by spending 50 Character Points. A minimum of 6 months must be spent in a bacta tank. | ||||||||||||||
| Armor Programs | |||
| Program Type/Description | Slots | Weight | |
| 1 | ACCESSING | 1 | .05 |
| Adds +1D to Computer Program/Repair rolls. The +1D may be added to computer spikes rated at 7D or less. | |||
| 2 | BOUNTY | 2 | " |
| 50,000-bounty capacity. Outlines person in blue. Gives known tactics used and recommends counter tactics to be used against them. | |||
| 3 | HOSTILITIES | 2 | " |
| Highlights all weapons in red, provides a list and gives details on features. Must be used with Bounty or Sensor programs. | |||
| 4 | MEDIC | 1 | " |
| Diagnoses illness or wound and gives treatment recommendations. Adds +1D to First Aid skill. | |||
| 5 | MULTIPLE PROGRAMS | 1 | " |
| Runs two programs simultaneously if slots and outputs are available. Uses 1 slot to operate but the programs it combines take up no slots (just one for the program itself). | |||
| 6 | ROAD MAP | 1 | " |
| Makes a map of past travels, locations and facilities. Can be plugged in to any spaceport for a download of directions. Will also mark where you are on the current map program running. Auto updates each time area is visited (program must be active). | |||
| 7 | SENSOR | 1 | " |
| Adds +1D to Search. If person has all sensors then it adds +2D to Search. Sensor types: IR, UV, X-Ray, Life, Motion, Hard/Soft Radiation, Electrical signals, Ultrasound and Radio waves. | |||
| 8 | TARGETING, MULTIPLE | 1 | " |
| Three weapon systems and up to 12 targets per system. Adds +2D+1 to hit and requires a sensor on each weapon used. A scope may not be used with this program. | |||
| Special Organ Descriptions and Notes | |||
| Phase | Organ Name | Function / Description | |
| 1 | Secondary Heart | Allows for survival in low oxygen and can sustain the body if the original heart is destroyed. Boosts blood supply. | |
| 2 | Ossmodula | This implant strengthened the bones and caused the rib cage to become a solid mass of interlaced bones; hence the 6D Strength maximum. | |
| 3 | Biscopea | Implaneted in the chest cavity. Stimulates muscle growth. | |
| 4 | Haemastaman | Implanted in the main blood vessel. Monitors and controls phase 2 & 3 implants. Makes the blood more efficient so that all of the implants work at full capacity. | |
| 5 | Larraman's Organ | Implanted in the chest cavity along with a complicated array of blood vessels. The organ generates and stores special 'larraman cells.' If the marine is wounded these cells are released into the blood stream, attach themselves to leucocytes and move with the blood to the wound. Once in contact with air, these cells form a skin substitute of instant scar tissue, staunching the flow of blood and protecting the exposed wound area. In games terms, First Aid is not required except on extremely large wounds (GM's discretion). | |
| 6 | Catalepsean Node | This pea-sized organ is implanted into the back of the skull. This organ shuts down areas of the brain sequentially so that the marine can remain aware of his surroundings. In game terms, the marine can go without sleep for 5 days with no adverse side affects. Also allows a Perception roll (at -1D) while sleeping with this organ active. Does not replace sleep entirely. The marine has to go through extensive training to learn how to control this organ. | |
| 7 | Preomnor | Implanted into the chest cavity. This is a pre-digestive stomach that allows the marine to eat otherwise poisonous or indigestible materials. Due to this organ the marine cannot be poisoned by ingesting food. | |
| 8 | Omophagea | Implanted in the spinal cord between the cervical and thoracic vertibrae. Four nerve sheaths are implanted between the spine and the preomnoral stomach wall. Absorbs genetic material generated in animals as a function of memory, experience or innate ability. The marine can learn by eating and adds +1 pip per two weeks on any planet to a maximum of +2D. This bonus is useful only on that particular planet. There is a 15% chance that this organ has mutated, causing the marine to have an unnatural thirst for blood. | |
| 9 | Multi-Lung | Implanted in the chest. A special sphincter muscle in the trachea that closes off the normal lungs to protect them. When this happens the 'third' lung absorbs oxygenfrom poorly oxygenated or poisoned air. The lung is able to do this without taking damage due to its own efficient toxin dispersal, neutralization and regeneration systems. This is the implant that allows the marine to go without a breathmask on most planets. | |
| 10 | Occulobe | Implanted at the base of the brain. Allows the marine to see in low-light conditions as if it were day and adds +2 pips to Perception and Search. | |
| 11 | Lyman's Ear | Allows marine to consciously enhance and filter certain types of background noise (GM's discretion). | |
| 12 | Sus-an Membrane | Implanted over the top of the exposed brain and is completely merged with it. This is the organ that allows the marine to enter into a state of suspended animation (similar to the Force power Hybernation Trance). This can be a conscious act or may happen automatically in the event of extreme physical trauma. Only appropriate chemical therapy and auto-suggestion can revive a marine from this state - a marine cannot revive himself. | |
| 13 | Melanochromic Organ | Implanted in the chest cavity. This organ monitors radiation levels and types bombarding the skin, and if necessary, sets off the chemical reactions to darken the skin to protect if from ultraviolet exposure (100% protection). It also provides up to 20% (+1D to Str) protection from other forms of radiation. | |
| 14 | Oolitic Kidney | Implanted in the chest cavity. Improves and modifies the marines circulatory system enablng the other implants to function effectively. Also filters bloob extremely efficiantly and quickly. In an emergency, the oolitic kidney and secondary heart are able to act together, detoxifying the marine's system. The marine is rendered unconscious while his blood is circulated at high speed. This enables the Marine to survive poisons and gases that are otherwise too much for even the multi-lung to cope with. The marine is immune to injected poisons and inhaled gases although it will appear that he is not. The duration of this process takes anywhere from 5 rounds to 30 minutes (GM's discretion). | |
| 15 | Neuroglottis | This organ is implanted in the back if the mouth. The neuroglottis enables the marine to assess a potential food by taste. This allows the marine to detect a wide variety of poisons, some chemicals and even the distinctive odors of some creatures. The organ adds +2 to Search: Tracking for hunting animals only. | |
| 16 | Mucranoid | Implanted in the lower intestine. Secretions from it are absorbed by the colon. The marine sweats an oily, naturally cleansing substance which coats the skin. This protects the marine from extremes of temperature and even offers a slight degree of protection in vacuum. Only appropriate chemo-therapy can activate this organ. A fully functional suit can administer special drugs that will activate the gland in an emergency situation. The Space Marine can survive for quadruple the normal amount of time before exploding (8-10 rounds). The oily substance lasts until removed by normal cleaning. | |
| 17 | Belcher's Gland (2) | Two of these identical organs are implanted into the lower lip next to the salivary glands or into the hard palette. Works like a venom sac in a snake. This allows the marine to spit blinding contact poison. The poison is also highly acidic and corrosive. Causes 4D damage per round for 4 rounds to living beings and items. Maximum range is 3 meters. | |
| 18 | Progenoids (2) | Implanted in the neck and chest cavity. These are the organs responsible for the survival of a Space Marine Chapter. They absorb. hormonal stimuli and genetic material from the other implants. The one in the neck can be removed after 5 years while the one in the chest can be removed after 10 years. Both organs could have been removed before the marine ends up in the Star Wars Galaxy, players choice. | |
| 19 | Black Carapace | Implanted directly under the marine's skin. This is what allows the Space Marine's armor to interface with his body for monitoring, medicinal and maintenance functions performed on a regular basis. Neural sensors and transfusion points are cut into the hardened carapace for the interface areas (hence the 2 Cyber Points). Without the black carapace, the armor is useless. | |
Harry IZentarian Denubial Fighter/FreighterCraft: Modified Zentarian Denubial Freighter Type: Light Strike Support Vessel / Light Freighter Scale: Starfighter Length: 48 Meters Skills: Space Transports: Harry 1, Repulsorlift Ops, Sensors, Starship Gunnery, Starship Shields Crew: 1 Crew Skill: See Harry or Computer (Repulsorlift Ops 5D, Sensors 5D, Space Transports: Harry 1 6D, Starship Gunnery 5D, Starship Shields 5D) Passengers: 6 Cargo Capacity: 200 MT Consumables: 8 Months Cost: Not Available for Sale Hyperdrive Multiplier: x.75 Hyperdrive Backup: x10 Nav Computer: Yes Maneuverability: 3D+2 Space: 9 Atmosphere: 375; 1200 kmh Hull: 6D Shields: 3D Radiation/EMF Shielding: 5 Rounds Sensors: High Resolution, Emissions, Image Analyzer, IR, Thermal, Life Form Passive: 25/1D Scan: 50/2D Search: 100/3D Focus: 4/4D Weapons: 2 Light Turbolasers (can be fire-linked) Fire Arc: Turret Crew: Pilot or computer Skill: Starship Gunnery Fire Control: 3D and 7D (computer skill) Space Range: 3-15/35/75 Atmosphere Range: 6-30/70/150 km Damage: 5D+2 Heavy Repeating Blaster (ground only) Fire Arc: Ventral Turret Scale: Character Crew: Pilot or Computer Skill: Blaster Fire Control: 3D or 9D (computer skill) Range: 3-200/400/800 Damage: 8D Game Notes: -Possesses 4D of backup shields. When a die is lost, if the shield operators can make an Easy capital ship shields total, one of the back-up shields die can be used to bring the shields back up to 3D. -Radiation/EMF shielding has been added to entire ship. -Communications: Subspace Transceiver; Hypertransceiver; Signal Compressor; Signal Scrambler (+3D); Comm Jammer. -Ship is equipped with Enhanced Lateral Thrusters. -Sensors: High Resolution Sensors; Emission Sensors; Sensor Mask (+4D). -Security: superior ship security throughout entire vessel. -Nav computer: Navigational Computer Bypass has been installed. ![]() |