Alvanta Defense Forces
The Alvanta Defense Forces or ADF is in charge of the protection of the nation's borders and the people within them. The ADF is also the arm of the Aztrafar, the ruling elite of Alvanta. The backbone of the ADF is their clone soldiers or ACS. They are designed from the dna of the demon Calysto and are weakened to be controllable. They all have preset programming in their brains that are locked away until certain conditions arise or a member of the Aztrafar commands it. ACS are considered expendable to the Aztrafar and they routinely dispose of soldiers to avoid a clone rebellion. Only a handful of ACS are kept at an elite soldier level and if they become too damaged they are discarded and replaced with a new unit.
ADF Clone Soldier
Hp: 14, Def: +1, Soak: 4, Move: Land 6'/Water 4', APR: 2, CPB: 1, Frequency: Common, Quantity: 1-?
Str: +1, Dex: +1, Cha: -5, Int: +1, Wis: -3, Con: -2
Skill Rolls: Athletics (+1d4+1), Sense (+1d4+1), Drive, Technology, Maintenance
Machine Pistol, +2, +1, 0 vs Defender
Clone soldiers can fire at targets up to a medium range dealing Burst Fire of 1d4 damage. Holds a 30 round magazine.
Short Sword, +2 vs Defender
Clone soldiers can strike a melee target dealing 1d6 damage.
ACS Assault Rifle, +2, +1, 0, -1 vs Defender
The primary weapon of the ADF clone soldier and is only usable by the clone from a genetic reader in the handle. It is a Full Auto weapon dealing 1d4 damage per shot to a medium range target.
Programming Locks, Passive Ability
At the start of every turn the ACS unlocks a level of restricted knowledge for every fallen ally within 20'. Each ACS is coded with 9 locks to keep them docile and in control. Multiple locks may be unlocked at once.
Lock 1 Released, Passive Ability
At the release of lock 1 the ACS gains +1 to all attributes, expertise with the ACS assault rifle, Demonic Blood, and Demonic Reflexes.
Demonic Blood, Resource
ACS are watered down clones of the demon Calysto and share the power of his blood. They have Demonic Blood or DB equal to their strength + dexterity and recharge it at the rate of their intelligence per round.
Demonic Reflexes, Instant Ability
ACS can spend a DB to gain +1d4 to an attacker or defender roll.
Lock 2 Released, Passive Ability
At the release of lock 2 the ACS gains 1 rank in all their skills, 1 APR, expertise with short sword, and the On the Move combat style.
Lock 3 Released, Passive Ability
At the release of lock 3 the ACS gains +1 to all attributes, expertise with cloth armor, the Blindside combat style, and Demonic Armor.
Demonic Armor, Instant Ability
ACS can spend a DB to increase their soak rate by +2d4 when they are hit.
Lock 4 Released, Passive Ability
At the release of lock 4 the ACS gains 1 rank in all their skills, 1 APR, expertise with machine pistol, and the Breakthrough combat style.
Lock 5 Released, Passive Ability
At the release of lock 5 the ACS gains +1 to all attributes, Dark Combo, and Tactical Mark.
Dark Combo, Instant Ability
ACS can use a DB to double start a melee attack for combo damage or to a single ranged burst fire shot.
Tactical Mark, Instant Ability
The ACS can signal out a primary target for their allies. All ACS with lock 5 released can combo attack that target whenever an ally hits a critical. Only one tactical mark can be the focus at a time.
Lock 6 Released, Passive Ability
At the release of lock 6 the ACS gains 1 rank in all their skills, 1 APR, and Tactical Mark 2.
Tactical Mark 2, Instant Ability
The ACS can set up a secondary target for their allies to attack should they kill the primary target.
Lock 7 Released, Passive Ability
At the release of lock 7 the ACS gains +1 to all attributes, Demon Fire, and Tactical Mark 3.
Demon Fire, Intelligence vs Defender
The ACS can launch a volley of 1d6 per DB shadowfire damage to a close range target. Demon Fire has +1 attacker roll per DB spent on the spell.
Tactical Mark 3, Passive Ability
The ACS gains an instant action to assign a new primary or secondary Tactical Mark whenever the primary mark dies.
Lock 8 Released, Passive Ability
At the release of lock 8 the ACS gains 1 rank in all their skills, 1 APR, and Tactical Mark 4.
Tactical Mark 4, Passive Ability
ACS with tactical mark 4 can ignore infuriate effects against a primary target.
Lock 9 Released, Passive Ability
At the release of lock 9 the ACS gains +1 to all attributes, Demonic Strike, and Tactical Mark 5.
Demonic Strike, Instant Ability
The ACS can apply an additional 1d8 damage per DB to any attack that uses DB.
Tactical Mark 5, Passive Ability
ACS with tactical mark 5 can ignore infuriate effects against secondary target.