Phoenix Industries

Last version updated: 0.0.18

A human medical company, founded 213 years ago by the scientist and engineer Tallak Halstein, one of the pioneers of transhumanism. In addition of the main medical company, it also constitutes a coporate conglomerate with presence in many sectors. While officially not affiliated to any goverment, they have a huge amount of influence in the Alpha Centauri system, where the HQ is located, and account for most of the system's GDP.

While his main product is human enhacement and persistence, they also have a (increasing) private military sector, also serving as a test field for state of the art enhacements.

The company suffers heavy criticsm for anti competitive practices on enhaced bodies and transhumans, and multiple political scandals even called the memory backup system as "a systematic way to get millions of people hostage to the company". The company denies this and says that there are engineer reasons for this, and that anyone is free to not use the company services, despite being ubiquitous in many places. Military operations also suffer from heavy criticsm, and they have been called "vulgar mercenaries", but the small scale of operations and the different names they use have mostly hidden the true scale of their reach.

Army characteristics (150pts)

The company uses two kind of soldiers: field operatives (contracted on the field), and experimental transhumans. While experimental transhumans have given excellent results, they are very expensive, and lack knowledge of the local area. This has made the company to operate mostly using field operatives, sometimes supported by more elite humans. In any case, the logistical and intelligence support is always top of the line, with satellite support, grid in large scale operations, and every weapon the team desires.

TL Initiative Supply level
3 D10 Normal

Officer (Leader, 99pts)

Any operative force is always administrated by a company officer that has shown both loyalty and capabilities. They are usually interfaced with a central command.

TQ Morale Weapon Armor Characteristics
D10 D10 Rifle Body Armor Borged Up, Medic, Advanced sensors

Field operatives (Infantry, 164pts)

Natives to the local area, they are usually ex goverment army spec ops veterans. Sometimes they are local security employees, but most of the time they are only contracted for the duration of the operation. They had some enhacements from Phoenix Industries in the past, and they are also experienced with most of the company weapons.
Figure: Natives to the local area, they are usually ex goverment army spec ops veterans. Sometimes they are local security employees, but most of the time they are only contracted for the duration of the operation. They had some enhacements from Phoenix Industries in the past, and they are also experienced with most of the company weapons.
TQ Morale Qty Weapons Armor Characteristics
D10 D8 4 Rifle, PLMG, Energy Plasma rifle Body armor Borged Up, Medic, Advanced sensors

Forward operation explorer (Infantry, 177pts)

Field operatives, dedicated to scouting and sniping high value targets.
Figure: Field operatives, dedicated to scouting and sniping high value targets.
TQ Morale Qty Weapons Armor Characteristics
D10 D8 2 Rifle, Heavy sniper rifle Body armor Weapon Team, Borged Up, Medic, Advanced sensors, Animal Team, Infiltrator, Stealthy

Mortar Team (Infantry, 192pts)

Field operatives that provide close area artillery support.

TQ Morale Qty Weapons Armor Characteristics
D10 D8 2 Rifle, Light mortar Body armor Weapon Team, Borged Up, Medic, Advanced sensors

MRAP (Vehicle, 196pts)

Vehicle of choice to transport infantry. Sturdy, can pack some punch and protects the people inside.
Figure: Vehicle of choice to transport infantry. Sturdy, can pack some punch and protects the people inside.
TQ Morale Type Weapons Armor Characteristics
D10 D10 Medium, Wheeled High Energy Gun 3D8, 2D8, 1D8, 1D8 Smoke discharges, Bar armor (front), Heavy Hitter, Transport 8

List example (1500pts)

Troop Points
Army base cost 150
Officer 99
2xField Operatives 328
FO Explorer 177
Mortar Team 192
Support 2x Field Operatives 328
Support 1x MRAP 196
1481

Reference

Description
Portable Laser Machine Gun (PLMG) Light, 1.5x optimum range for all squad. Counts as Laser.
Energy plasma rifle Supression cannon, Medium, Ignores one die of target armor/cover for squad), AT2, +1 die roll to Vehicle damage to squad and him.
Heavy Sniper Rifle +1 Firepower to squad, -1 cover of target armor/cover for all squad, gain the sniper rule (all in Optimum range, can designate objetives, Intimidating). AT2. Only for teams. Counts as Energy.
High Energy Gun Light Energy Gun + Heavy hitter. Light, Energy, AP5, AT4, 4' Optimum range, -2 cover/armor, Vehicle gains Slow Firing Weapon characteristic
Body armor TL3 Armor 2
Advanced sensors Gain a postive die shift when attempting to spot or detect enemy units. Optimum range is doubled for detecting stealthy or hidden units (does not stack). Can see in adverse weather/atmospheric conditions.
Animal Team Within 8", automatically detect hidden units, prevent out of contact movement, detec IEDs, booby traps or mines. The unit has +1 Firepower in close assault. One of the unit figures must be the handler.
Borged Up Positive Die Shift for Reaction tests, +1 die roll to all Reaction tests (stacks with Overwatch).
Heavy hitter One of the weapons has +1 Firepower.
Infiltrator After deployment, and following the deployment order, they may move up to 24", as long as they end 6" away from any enemy unit. Can only be taken by Leaders and Weapon Teams.
Medic The unit has a medic.
Skeletal Augmentation +1 Armor die, stacks with armor.
Stealthy They are considered to be equiped with supressed weapons. They deploy as hidden.

results matching ""

    No results matching ""