Sstrpgchas
Sstrpgchas
C.H.A.S. UNIT
Starship Troopers: The Roleplaying Game is TM & © 2005 TriStar Pictures, Inc. All Rights Reserved. Mongoose Publishing Ltd
Authorized User. Starship Troopers: The Roleplaying Game is released under version 1.0 of the Open Game License. Reproduction
of non-Open Game Content of this work by any means without the written permission of the pulisher is expressly forbidden. See
page 3 for the text of this license. With the exception of the character creation rules detailing the mechanics of assigning dice roll
results to abilities and the advancement of character levels, all game mechanics and statistics (including the game mechanics of all
feats, skills, classes, creatures, psychic abilities and combat) are declared open content.
1
CHAS UNIT Special Attacks & Qualities
Large Robot
Hit Dice: 8d10 (44 hit points) Alpha Strike
Initiative: +2 The CHAS unit may elect to perform an alpha strike as a full-
Speed: 40 feet (8 squares) round action, firing all its weapons systems at once at a single
Defence Value: 21 (+2 Dex, +10 natural, –1 size), flat-footed target, using a single attack roll at its highest Base Attack Bonus,
19 with a –2 penalty. The CHAS does not get to add its Dexterity
Base Attack/Grapple: +6/+13 modifier to damage rolls when performs an alpha strike.
Attack: Slam +12 melee (1d8+7) or +8 Ape Special (3d8+2)
or +8 Hel Flamer (3d12+2) or +8 Javelin (special) or +8 Trip Alpha Strike Attack Roll: +6 Ape Special (3d8) and Hel Flamer
Hammer (special) or by held weapon (3d12) and Javelin (special) and Trip Hammer (special).
Full Attack: 2 slams +12 melee (1d8+7) or +8/+3 Ape Special
(3d8+2) or +8/+3 Hel Flamer (3d12+2) or +8/+3 Javelin (special) Armoured Chassis
or +8/+3 Trip Hammer (special) or by held weapon The thick titanium-reinforced chassis of the CHAS unit allows
Space/Reach: 5 ft./5 ft. it to shrug off immense amounts of damage. It has Damage
Special Attacks: Alpha strike, deathwish circuit, integrated Reduction 10/—. The special defence layers in a CHAS unit
weapons systems allow this damage reduction to be counted against explosion
Special Qualities: Damage reduction 10/—, enhanced vision, damage, something that normally ignores damage reduction of
jump jets, radar, radio, robot traits, speed burst any kind.
Saves: Fort +2, Ref +4, Will +3
Abilities: Str 25, Dex 14, Con —, Int 12, Wis 12, Cha 10 Deathwish Circuit
Skills: Athletics +8 (+12 when jumping), Computer Use +6, When the CHAS unit is too badly damaged to continue
Demolitions +5, Knowledge (alien species) +4, Knowledge functioning effectively on the battlefield, or when it is in danger
(earth and life sciences) +5, Knowledge (physical sciences) +5, of being captured by enemies, it may initiate a retaliatory strike.
Knowledge (tactics) +5, Knowledge (technology) +5, Perception As a standard action, it may command its fusion power core to
+10, Repair +5, Stealth +4, Technical (electrical) +7, Technical go critical, resulting in a detonation one round later (on the
(mechanical) +7 * CHAS unit’s initiative). This explosion is roughly equivalent
Feats: Advanced Firearms Proficiency, Dodge, Natural to the detonation of a M-998A1 ‘Pee Wee’ missile, utterly
Mathematician, Point Blank Shot, Precise Shot, Shoot on the destroying anything with 120 feet of the CHAS. If there are
Run, Simple Firearms Proficiency, Strafe still active troopers nearby, the CHAS will warn them of the
impending explosion when it triggers the critical reaction in
* A CHAS’ class skills are Athletics, Computer Use, Demolitions, its power core, leaving them one full round to flee the blast
Knowledge (earth and life sciences), Knowledge (physical radius.
sciences), Knowledge (tactics), Knowledge (technology),
Perception, Repair, Stealth, Technical (electrical), Technical Enhanced Vision
(mechanical). The CHAS unit is equipped with a full suite of visual capabilities
on par with or even exceeding that of power armour. It has
In the long history of human warfare, no soldier has ever been as infrared, ultraviolet, low-light vision and darkvision out to a
well trained or as well equipped as the Mobile Infantry trooper. range of 300 feet. This gives the CHAS unit a +4 equipment
Armed with the most sophisticated weaponry ever developed bonus on all Perception skill checks.
and encased in the bulwark of powered armour, Mobile Infantry
troopers are intended to stride like gods across the battlefield. Integrated Weapons Systems
The CHAS has a number of integrated weapons systems
Still, at their core, these troopers are only humans. For all its built into its chassis. The unit also features a modular design
qualities, the human race is a physically frail form of life – at (much like the Chickenhawk), allowing it to exchange weapons
least when compared to the bugs. Despite the best equipment systems with relative ease. However, every CHAS that rolls off
and training SICON can provide, there are some places troopers the assembly line begins with the same weapons complement
cannot go, not without absorbing immense casualties. For these and few ever have reason to change them. There is room on
situations, SICON has created the CHAS unit. the CHAS unit to install two additional weapons systems, one
on the left shoulder and one on the left forearm. Doing so
requires a Repair skill check (DC 20) and requisition approval
from SICON (DC 20).
2
Light M.I. Trooper
♦ Twin Morita TW-203-s ‘Ape Special’: This special of which are classified as ‘dumbfire’ missiles and have
adaptation of the Morita assault rifle takes the operative no seeking capability of any kind. The CHAS unit can
parts of two TW-203-a weapons and builds them carry a maximum payload of three missiles inside its
into the arms of the CHAS unit. These weapons are chest.
mounted beneath the hands of the CHAS and are used
in tandem against targets. A CHAS using only one hand ♦ FedCom MW-209 ‘Trip Hammer’ Grenade Launcher:
for an attack follows all the same rules as a TW-203-a A twin barrelled grenade launcher, this weapon is
Morita rifle (see the Starship Troopers Roleplaying Game extremely effective at targeting distant mission objectives
core rulebook). No underslung options are available for with a normally short-ranged attack. The ‘Trip Hammer’
these variants of the Morita rifle. Each of the CHAS fires two standard grenades (of any type) at once and
unit’s arms holds 200 rounds of Morita ammunition. propels them with remarkable speed and force. They
cannot be used against targets within 30 feet as they
♦ Voight & Gromann SW-226-f ‘Hel’ Heavy Flamer: will fail to arm properly. Roll to hit for each grenade
A deadly upgrade in size, fuel capacity and range on the separately; if they deviate they will do so as if thrown
TW-121-f flamer, the ‘Hel’ flamer fills an area 30 feet by up to five range increments (see the Starship Troopers
30 feet with fire. Alternatively, a wall of fire ten feet thick Roleplaying Game core rulebook). The CHAS unit’s
and 45 feet wide can be fired anywhere in conjunction right arm holds 32 MW-209 grenades.
with the CHAS so long as the unit is adjacent to the
centre of the wall on its long side. Targets in this area Jump Jets
must make a Reflex save (DC 20) or take the listed fire A CHAS unit is equipped with a set of powerful jump jets
damage. Any target affected by this attack will suffer located on its lower legs. Using these jets, a CHAS unit can
another 1d12 fire damage for the next 1d4 rounds as it reach a height of up to 200 feet and may use them to leapfrog
continues to burn. Living or mobile targets can spend through an area. Jump jets use fuel independently of the CHAS
an entire round putting out the flames to prevent this unit’s fusion power supply and can only carry a CHAS unit for
additional damage. The CHAS unit’s right shoulder 2,000 feet (400 spaces) before they need to be recharged. This
compartment holds enough ammunition for 20 uses of allotted distance can be spent in increments of up to 100 feet
the TW-121-f. per round, such as 40 jumps of 50 feet or whatever a CHAS
unit needs during a mission. Jump jets do not allow a CHAS
♦ FedCom SW-404 ‘Javelin’ Missile Launcher: Mounted unit to hover or fly, they simply enhance a CHAS unit’s jumps.
inside the CHAS unit’s chest is its most powerful weapon. If a CHAS unit is hit mid-jump the jets allow the CHAS unit
The FedCom SW-404 is a heavy weapon system with a to land safely, thus not taking further damage from falling.
top-feeding magazine and an integral targeting computer A CHAS unit in mid-jump is classed as flat-footed when
that links directly to the CHAS unit’s central processor. determining an opponent’s attack roll.
The SW-404 is a powerful weapon but its blasts are not
precise and the CHAS unit is specifically programmed not Radar
to use it on crowded battlefields where a stray explosive The CHAS unit includes on-board surface/air surveillance radar,
round could spell the end of a misplaced trooper’s career. allowing it to sense the rough position of any vehicles within
A ‘Javelin’s’ damage is dependant upon which missile 600 ft (Computer Use check at DC 5 or higher, depending on
type it fires, commonly compatible missiles are listed in the environment).
the Starship Troopers Roleplaying Game core rulebook, all
3
Radio CHAS cannot restore lost hit points to themselves but can be
Built into the CHAS unit is a high-band communications rig repaired by an engineer (Repair skill check DC 25, takes 1d10
with an effective vertical range of high orbit and a horizontal hours and repairs 1d10 hit points of damage to the CHAS).
range of five miles. This communications gear has three
channels, each of which can be set on the fly or preprogrammed Immediately destroyed when reduced to zero hit points or less.
before a mission. Changing or setting a channel requires a In such a case, the robot cannot be repaired, merely harvested
Computer Use skill check (DC 15, DC 20 during combat). for spare parts.
4
Light M.I. Trooper
forbidden and is coming to be known in the Mobile Infantry Trouble in the Ranks
as the ‘32nd Crash Landing’. No matter what the nature of Despite the many benefits having a CHAS unit on their side
the processor is, the result is clear – the CHAS is a fully self- offers a squad of troopers, this marriage of man and machine is
aware intelligence, able to learn and adapt to its surroundings. rarely harmonious, at least at first.
However, even the CHAS does not know any details about its
own construction methods. The disharmony comes from the human half of the equation,
as a new CHAS has no personality with which to instigate such
PERSONALITY OF THE CHAS UNIT conflict. Troopers tend to see the introduction of a CHAS to
their squad in two separate ways that seem mutually exclusive
A new CHAS unit is essentially a tabula rasa, a blank slate.
Though it comes equipped with numerous weapons and the to the outside observer.
knowledge of how to use them, as well as a great deal of ‘hard’
knowledge, including tactical theory, bug physiology and First, the trained troopers distrust the CHAS’ abilities in
elementary physics, the CHAS is in many ways as innocent combat, writing it off as an expensive toy, a bundle of wires and
as a newborn. A newly activated CHAS has no personality computer code that cannot ever truly understand war. This
whatsoever, it is little more than a walking tank with access to a suspicion may even be borne out in the troopers’ minds over
wide range of technical information. the first few missions with the CHAS, as it adheres flawlessly
to its tactical programming and ignores or even endangers
All CHAS units are identical upon initial activation. They are wounded or imperilled troopers in pursuit of a larger goal.
machines of war and they are programmed to prosecute that
war as efficiently and effectively as they can. All the knowledge Second, it is hardly uncommon for troopers, after watching the
incorporated into their processors at the time of activation CHAS in action against a horde of bugs, to believe this robot is
is selected to enable the CHAS to be the best and most the first step in a SICON plan to replace all the flesh and blood,
effective soldier it can be. Noticeably absent from the CHAS’ on the bounce troopers with an army of machines.
programming is any example of ‘soft’ knowledge, such as the
manifestly human values of honour, loyalty and friendship. Eventually, the evolution of the CHAS’ personality and the
The CHAS sees everything through the prism of its primary familiarity that comes with time are usually enough to alleviate
directive – to fight and kill the enemy and advance the goals of these problems. This is not always the case, however. On more
SICON in the war. The world is viewed as a series of gain-and- than one occasion, the friction between troopers and CHAS
loss calculations; the CHAS always chooses the path that offers has been so great that SICON has had to remove the robot
the shortest and surest route to victory. If that involves leaving from the squad and wipe its memory before reassigning it to
one of two troopers wounded on the battlefield while it pursues another squad.
an enemy, then so be it.
Fortunately, this worst-case scenario is rare. CHAS units are
The CHAS is intended to function as part of a combat team frightfully expensive, and as such are only assigned to the
and as such is programmed to sacrifice itself for the good of a most experienced and decorated squads of Mobile Infantry
squad if called on to do so. However, it is also programmed to troopers, the kind of men and women with the seasoning and
protect itself from all perceived threats, something that caused professionalism not to allow any friction with the CHAS to
a few unfortunate incidents within a rough and tumble Mobile become a battlefield problem.
Infantry squad before the last quirks were worked out of the
programming. Playing a CHAS Unit
A CHAS unit has a number of impressive qualities that a
However, the CHAS is a learning computer and, as mentioned player looking for a new Player Character might find extremely
above, is essentially a blank slate when first activated. The enticing, though Games Masters should carefully consider
CHAS tends to ‘imprint’ upon the troopers to whom it is whether or not they wish to allow a CHAS Player Character
assigned, picking up everything from their habits to their turns in their Starship Troopers Roleplaying Game campaign. This is
of phrase to their very values and incorporating them all into its particularly true for campaigns based around lower level Player
core programming. Eventually, the CHAS will learn and grow Characters, who would be dramatically overshadowed by the
to the point that it is truly its own individual. CHAS in almost every way.
5
programming. Thus, a CHAS must gain enough experience maximum of 16 ranks in class skills, 8 ranks in cross-class skills
points to reach 9th level before it can improve upon itself in any and gained a new feat at 9th and 12th levels).
meaningful way, such as gaining new feats or new skill points.
A CHAS unit should only be available in a Starship Troopers
In effect, this is another reason a CHAS should not be considered Roleplaying Game campaign that focuses entirely on a squad of
for a Player Character in a low level campaign. While the Player Character Mobile Infantry troopers fighting the Arachnid
remainder of the (presumably human) Player Characters will threat. Outside of this milieu, there is little or no place for a
advance normally in levels, overshadowed by the CHAS though CHAS – these units are not even assigned to Fleet.
they might be, the CHAS itself will remain the same for a very,
very long time. Many players find this lack of advancement A CHAS is a machine and it is the sole property of SICON. It
disheartening, even boring. has no rights, no legal standing and it may be stored, deployed
or scrapped at SICON’s whim. It was created to fight and fight
Fortunately, as mentioned above, CHAS units tend to be assigned is what it will do so long as it exists. When the war with the
only to the most experienced of Mobile Infantry squads. This Arachnids ends, all CHAS units will likely be placed in storage
not only keeps the CHAS from wholly eclipsing the rest of the until there is need of them again. They certainly will not be
Player Characters, but also tends to bring significantly higher allowed to leave the military and enter general society and there
experience point awards, allowing the CHAS to reach the 9th is no sovereign citizen franchise awaiting them at the end of the
character level threshold and begin gaining levels in character war. Particularly ambitious Games Masters may wish to run a
classes. post-war campaign involving some sort of movement in support
of the rights of an artificial intelligence like the CHAS but such
A CHAS can theoretically take levels in almost any character decisions are left to the individual Games Master. Generally
class, but in reality, it is usually limited to the base Mobile speaking, if the war ends and the campaign continues, the player
Infantry Trooper class. It gains all benefits for any character levels of the CHAS unit should start thinking of ideas for a new Player
it acquires. For example, gaining a character level is the only way Character.
for a CHAS unit to gain Action Points. For the purposes of
gaining Action Points, a CHAS counts only its character level,
not its 8 Hit Dice (thus a 13th level CHAS has the Action Points FUTURE OF THE CHAS UNIT
of a 5th level human character). Hit Dice and character levels Though it is an outstanding weapon of war, the future of the
are totalled for the purposes of determining maximum skill CHAS unit is uncertain. A few mishaps and a little friction with
ranks and gaining new feats (thus a 13th level CHAS can have a human troopers aside, it is ultimately monetary concerns that
may spell the end of the CHAS.
6
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