The Black Guard – Sci Fi 1

Recently, I finished the Savage World’s Sci-Fi Companion. One of the nice rules augmentations are fairly thorough rules for creating custom robots, power suits, starships, vehicles and mechs. I briefly considered going back to the Lightning Storm APC post and redoing those stats according to those rules. In the end, I decided not to, first because I thought it could stand as it was on its own, second because I had another idea that could thread all the custom creation options together in a single theme.

The main character, the Ebon Fist, is one that I used to use in forum based RPG’s. And he was at least as terrible in most of those as I describe him here. It is amazing what you can get away with, indeed what people want you to do to their characters. He’s one of those characters that I hope the people I was playing with loved to hate. And it’s a good reminder as a GM that there is generally no need to pull your punches with your players. People like nothing better than to have their characters overcome fierce obstacles.

Without further ado, here is the future/sci-fi version of the Black Guard and yes, this group is the inspiration for my company.

Although technically a mercenary company, the Black Guard is really a cult and a cult of personality with a single, charismatic man at its center.

The man now called the Ebon Fist is an enigma. Where he came from and even what his true name is are lost to history.

His first recorded activity was when he joined the Black Guard, then the personal guard of the royal family of the world called Ydin. It was not long before he was named commander of the Guard amidst rumors that he gained the position by seducing the Queen of Ydin.

The Ebon Fist slowly and subtly built up his power base until he was able to enact a coup. For a time, Ydin was essentially his own personal playground and the number of atrocities committed are still unknown. In fact, so few witnesses remain that all formal charges of crimes placed against the Ebon Fist were eventually dropped.

Not that he waited around to face those charges. Instead, he took the rest of the Black Guard and their gear off planet, where they became somewhat notorious for skirting the law as mercenaries and privateers who were often war criminals and pirates.

The Ebon Fist was wise enough to keep his operations around the fringes of civilization, the places where law enforcement is sparse and there are plenty of people who appreciate people who are exceptionally zealous in carrying out the violence they’re being paid for. These are the same places that overlook slavery and the transport and sale of items that are often considered less than moral.

In fact, the only real problems he’s had with authorities is when a couple of light battleships that were being completed in a remote drydock came up missing and identical ships showed up and effectively doubled the size of his fleet. There is also some speculation that another of the ships, a heavy cruiser greatly resembles an experimental vessel that was lost on a covert mission.

Though many consider him highly insane and almost unpredictable, the Ebon Fist is a man who is driven by a rabid dedication to three things: his god, his race and the Black Guard.

No one is exactly sure what god the Ebon Fist actually worships. He simply refers to it as “God” or “Lord,” but given the religion’s tenants based on his actions, it is fairly clearly either not the Judeo-Christian god or an interpretation that is almost unrecognizable. His god is, apparently, one of extreme experiences, sex, violence and drugs are all aspects of his “worship.” And those who don’t follow his god are, apparently, fair game for him to enact his own enjoyment on in any way.

But the Ebon Fist is also a human supremacist. He firmly believes that anything that is not human is subhuman and, while he recognizes that there is a difference between the other sentient species and animals, he considers both beneath humans and meant for the usage of humans. While he will fight for aliens and against humans, he won’t do both at the same time. He will take contracts from humans to go to war against other humans and against aliens and will likewise battle aliens if hired by aliens or humans but will not take contracts against humans by aliens. The same is true of his slave trading. He’ll sell both human and alien slaves to humans and alien slaves to aliens but never human slaves to aliens.

Likewise, while he can often be cruel and demanding of the members of the Black Guard, he has never betrayed any of them, even to his clients. He definitely will not turn any member of the Guard over to the authorities. For this very reason, not a few criminals have flocked to the Ebon Fist’s banner and claimed his protection, once they proved their value.

The Black Guard has gained a reputation as a very effective mercenary company so long as the mission is to utterly destroy the target with little regard for collateral damage. No one would dream of having them perform a policing action on their homeworld but they are many people’s first choice when an enemy’s planet needs to be devastated.

Agility: d8, Smarts: d6, Spirit: d8, Strength: d6, Vigor: d8

Skills: Fighting: d8, Intimidation: d8, Knowledge (Battle): d6, Knowledge (Navigation): d4, Notice: d6, Persuasion d8, Piloting: d6, Shooting: d8,

Pace: 6             Parry: 7            Toughness: 13(6)         Charisma: +4

Edges: Attractive, Very Attractive, Brawny, Command, Command Presence, Fervor

Hindrances: Overconfident, Delusional (Human supremacist,) Quirk (Refers to God.)

Cybernetics: Melee Power Weapon (Str + 2d6)

Gear: Vibro Axe (Str+ +d6 AP2), Laser Rifle with attached grenade launcher (Range: 30/60/120 Damage: 3d6 RoF: 3 Shots: 100 Notes: AP2, 3RB, SA, no recoil penalty/Range: 24/48/96 Damage: By Type RoF: 1 Shots: 20), Combat Armor (+6, negates 4 Ballistic AP.)

 Warlord Power ArmorMedium Power Armor Armor +14 Pace 8 (Run d10)

Notes: Armor x2, Command Pack, Pace, Sensor Suite, Targeting System, Trauma System.

Weapons: Weapon Mount with Plasma Rifle

Range: 24/48/96    Damage: 3d10       RoF: 1    Notes: HW, affects least armored location, target may catch fire.

The true name of the woman currently called Wanderlust is unknown. The genetic modifications that went into her rebirth as a killing machine were accompanied by a personality and memory wipe.

She is a mystery with dozens of theories and no facts. The only thing that is known is that the Ebon Fist took her in trade for a job the Black Guard performed for a group of slavers.

The fact that she greatly resembles an older version of a princess who was kidnapped as a child and never returned more than a decade ago has not gone unnoticed by many.

It isn’t even clear what DNA has been spliced with the woman’s, though her capacity to hunt and her immense loyalty to her master suggests that there are some canine genes included.

Wanderlust can be truly savage and obeys the Ebon Fist without hesitation or question. This is a truly fearful and dangerous combination given the lack of morality that often goes with the leader of the Black Guard’s decisions.

Agility: d8, Smarts: d6, Spirit: d8, Strength: d6, Vigor: d8

Skills: Climbing: d6, Fighting: d10, Notice: d6, Shooting: d4, Stealth: d8, Survival: d8, Swimming: d6, Tracking: d10

Pace: 8             Parry: 7           Toughness: 8(2)           Charisma: 0

Edges: Cyber Tolerant (used to simulate genetic alterations)

Hindrances: Loyal, Clueless, Quirk (Amnesia)

Cyberware: Adrenal Surge, Autodoc, Leg Enhancement, 2x Melee weapon (Vibro claws Str + 2d6 AP2), 2x Skill chip (Tracking), Vision Enhancement, Armor

Gear:

Huntress Power ArmorLight Power Armor Armor +10 Pace 14 (Run d10)

Notes: Armor, 3x Pace, Sensor Suite

Weapons: None

Each soldier in the Black Guard is equipped with a vibro axe, laser rifle and combat armor. If they are expecting to fight in urban environments or while boarding ships, they will replace the laser rifle with a laser pistol and a polymer shield.

One member of each squad of Black Guard infantry wears a suit of Invader armor and serves as heavy support for the unit. The Ebon Fist’s personal bodyguard all wear the armor as well, making them an incredibly dangerous unit.

Invader Power Armor

Medium Power Armor Armor +14 Pace 6

Notes: Armor x2, 3x Strength Enhancement, Targeting System, Trauma System.

Weapons: Weapon Mount with Light Autocannon

Range: 50/100/200 Damage: 2d12 RoF: 4 Notes: AP 4, HW

It is unclear exactly what the original robots that the Demons are based on were. Given how universal warbots are, the chassis could be any number of products from Maragon industries or any of a handful of other companies. In any case, the name is appropriate as the often intimidating appearance of a warbot has only been enhanced with fiercer expressions and lots of extra spikes and angles that don’t interfere with or enhance their combat abilities but do greatly increase their menacing presence.

There is a 16 unit squad of these robots, augmented by a pair of Oni robots in the Blackguard. They are generally used as shock troopers and are not as cruel as the human members of the company but are more fiercely indifferent.

Demon Robots

Attributes: Agility: d4, Smarts: d6, Spirit: d6, Strength: d12+1, Vigor d10

Skills: Fighting d10, Notice d6, Shooting d10

Pace: 6   Parry: 6  Toughness: 13(4)

Gear: Plasma Rifle (Range: 24/48/96  Damage: 3d10       RoF: 1    Notes: HW, affects least armored location, target may catch fire.)

Special Abilities:Armor +4: Heavy Armor. Demons have sturdy reinforced frames

Sensor Suite: +4 Notice vs. sound, motion, strong chemicals, radiation, or electrical fields up to 500 yards.

Size Increase +2: Demons are 7’ tall and very bulky

Targeting system: Negates up to 2 points of ranged weapon attacks

Weapon Mount (Gatling Laser)

Range: 50/100/200 Damage: 3d6+4 RoF: 4 Notes: AP 2, no recoil penalty

Oni are little more than upsized Demons. The increase in size makes them stronger and tougher though and adds enough room to mount an additional Gatling laser as well as allowing enhanced processor space that increases its skill package.

Onis have 4 arms, the top 2 ending in hands that can wield weapons while the bottom two mount the gatling lasers.

Oni Robots

Attributes: Agility: d4, Smarts: d6, Spirit: d6, Strength: d12+3, Vigor d10

Skills: Fighting d12+1, Notice d8, Shooting d12+1

Pace: 6   Parry: 6  Toughness: 15(4)

Gear: Plasma Rifle (Range: 24/48/96  Damage: 3d10       RoF: 1    Notes: HW, affects least armored location, target may catch fire.)

Special Abilities:Armor +4: Heavy Armor. Onis have sturdy reinforced frames

Sensor Suite: +4 Notice vs. sound, motion, strong chemicals, radiation, or electrical fields up to 500 yards.

Size Increase +4: Onis are 10’ tall and very bulky

Targeting system: Negates up to 2 points of ranged weapon attacks

Weapon Mount (Gatling Lasers x2)

Range: 50/100/200 Damage: 3d6+4 RoF: 4 Notes: AP 2, no recoil penalty

SW_Fan_Small

Leave a Reply

Your email address will not be published. Required fields are marked *