Opal
Opals represent the Elite rank of the imperial army - units capable of single-handedly influencing the course of a battle. Exosoldiers equipped with the most advanced Generation 7 prototype exoskeleton ever designed, they form a strategic strike force deployed only during critical missions. Their training lasts decades, their equipment is worth more than entire starships. Each Opal is a living weapon, capable of accomplishing alone what would normally require a battalion. Their mere presence on a battlefield shifts the balance of power. Few in number, strategically decisive.
Base stats
Flux system
Innate resistances
Characteristics
Arcanotechnic affinities
Starting equipment
Weapons
Armor
Skills
Spells
Gameplay guide
ELITE RANK - ~10,000 POINTS Base stats (without exo): STR 12 / DEX 16 / CON 15 / INT 18 / PER 18 / PRE 20 / CHA 14 Base Flux: 60 (12/turn, recovery 10) Stats with OPAL-XS7: STR 18 / DEX 20 / CON 20 / INT 18 / PER 21 / PRE 25 / CHA 14 HP: 180 | Speed: 8m/turn Flux with exo: 80 (15/turn, recovery 12) Total resistances: RMEC +20 (5+15) / RRAD +16 (4+12) / RINT +16 (8+8) DS: vs melee 24 / vs light melee 25 / vs ranged 27-28 / vs arcanotech 24 XS7 EXOSKELETON (2M credits, 5000 pts): Stat bonuses: +6 STR, +4 DEX, +5 CON, +3 PER, +5 PRE Flux bonuses: +20 reserve, +3/turn, +2 recovery Affinity bonuses: +3 distance, +2 ballistic/light/electricity/destruction/enhancement Energy shield: +5 RRAD 3 turns (1/combat) Augmented vision, vacuum survival, 6m jump, camouflage 1 turn (3/day, 10 Flux) ARMAMENT: Rifle 'Silencer': 4d8+6 RMEC, range 2000m, ignores 5 RMEC, bonuses +3 PRE/+2 PER/+2 attack Blade 'Lightning': 3d6+8 RMEC, ignores 8 RMEC, bonuses +2 STR/+2 DEX/+2 parries - Plasma charge (8 Flux): +3d6 RRAD | Piercing mode: ignores all RMEC Warrior allows 2 attacks/turn with each weapon. VULNERABILITIES: - Massive arcanotechnological signature (exo easily detectable) - Exoskeleton dependency (without: ~5000 pts, vulnerable) - Daily maintenance (500 credits/day) - Flux exhaustible in prolonged combat COUNTERMEASURES: EM jamming, anti-Flux zone, coordinated attack (4+ combatants), anti-materiel weapons, Flux drain (RINT), EMP to disable exoskeleton, confined environment. GM NOTE: Very high-level NPC. Best used as an ally, indirect antagonist, or campaign final boss. As a direct adversary, reserve for H-1/H-2 groups with significant preparation. Without exoskeleton, still dangerous but can be defeated by a coordinated group.