Post by Landsraad Communication Bureau on Sept 11, 2017 21:30:22 GMT
Offensive Personnel
Graben Infiltrator
Base Skill: +1
Maximum Skill: +8
Opposing Personnel: Mentat
Can Duel: Yes
Base HP: 30
Mission Success Means: The owner of the infiltrator reveals the location of a harvesting operation by a smuggler, the siridar, or a rival sietch which is then open for attack the duration of the turn.
Special I: Fremen only
Fremen Elite
Base Skill: +1
Maximum Skill: +8
Opposing Personnel: Officer, Swordmaster
Can Duel: Yes
Base HP: 40
Special I: Fremen only
Special II: A Fremen Elite adds 50% of their personal skill level to any battalion they are attached to (rounded down).(IE: A +7 Fremen Elite adds +3 to the battalion he is attached to. The minimum skill addition is 1. A +1 Fremen Elite still adds +1 to the battalion they are attached to. This bonus may be applied to attack or defense skill.)
Order of the Crys
Base Skill: 0
Maximum Skill: +8
Opposing Personnel: House Agent
Can Duel: Yes
Base HP: 40
Mission Success Means: Assassin kills any NPC member of the infiltrated's house the assassin's owner chooses. PC targets or Admin NPCs require approval first.
Special I: Fremen only
Raider
Base Skill: +1
Maximum Skill: +8
Opposing Personnel: Master of Security
Can Duel: No
Base HP: N/A
Mission Success Means: Owner can steal or destroy a piece of equipment from a smuggler, the siridar, or a another sietch.
Special I: Fremen only
Special II: Combines the functions of a thief and a saboteur
Assassin
Base Skill: 0
Maximum Skill: +8
Opposing Personnel: House Agent
Can Duel: Yes
Base HP: 30
Mission Success Means: Assassin kills any NPC member of the infiltrated's house the assassin's owner chooses. PC targets or Admin NPCs require approval first.
Thief
Base Skill: +0
Maximum Skill: +8
Opposing Personnel: Master of Security
Can Duel: No
Base HP: N/A
Mission Success Means: Thief steals die roll x 7% of the infiltrated's on hand solari or melange.
Special I: On a perfect roll of the stealing die (1d5) the Thief steals the amount rolled in solari AND melange, instead of having to choose one.
Bounty Hunter
Base Skill: +1
Maximum Skill: +8
Opposing Personnel: Mentat or House Agent
Can Duel: Yes
Base HP: 30
Mission Success Means: Any NPC personnel and or PC (with approval of the player) is removed from the infiltrated and is now the prisoner of the infiltrator.
Special I: The Bounty Hunter has the option of kidnapping any person they defeat successfully in a duel regardless of their PC status.
Saboteur
Base Skill: +0
Maximum Skill: +8
Opposing Personnel: Master of Security
Can Duel: No
Base HP: N/A
Mission Success Means: One piece of equipment purchased by the infiltrated's house may be destroyed at the owner of the saboteur's discretion.
Spy
Base Skill: +0
Maximum Skill: +8
Opposing Personnel: Mentat
Can Duel: Yes
Base HP: 25
Mission Success Means: The owner of the spy may ask the Administration any one question with an answer of "yes" or "no". The player spied on must reveal the answer of this question to the administration who will then relay it to the spy.
Swordmaster
Base Skill: +0
Maximum Skill: +8
Opposing Personnel: Swordmaster, Any one who can Duel
Can Duel: Yes
Base HP: 40
Special I: Once reaching +8 the Swordmaster may attempt to train for a specialty which conveys an addition +1 skill and an additional benefit which depends on specialty.
Sardaukar Levenbrech (Officer)
Base Skill: +2
Maximum Skill: +10
Opposing Personnel: Officer, Swordmaster
Can Duel: Yes
Base HP: 40
Special I: A Levenbrech adds 50% of their personal skill level to any Sardaukar Battalion they are attached to (rounded down). (IE: A +7 Levenbrech adds +3 to the battalion he is attached to. This bonus may be applied to attack or defense skill.)
Special II: House Corrino only
Officer
Base Skill: +1
Maximum Skill: +9
Opposing Personnel: Officer
Can Duel: Yes
Base HP: 30
Special I: An officer adds 50% of their personal skill level to any battalion they are attached to (rounded down).(IE: A +7 Officer adds +3 to the battalion he is attached to. A +1 Officer adds +1 to the battalion they are attached to. The 50% rule applies for all skill levels above +1. This bonus may be applied to attack or defense skill.)
Defensive Personnel
Fremen Sandmaster
Base Skill: 0
Maximum Skill: 0
Opposing Personnel: None
Can Duel: No
Base HP: N/A
Mission Success Means: Fremen Harvesting Team may roll a 1d6 to escape from Sandworm attack. 1-3 is a successful escape, 4-6 is failure and Harvesting Operation is lost still.
Special I: Fremen only
House Agent
Base Skill: +0
Maximum Skill: +8
Opposing Personnel: Assassin or Bounty Hunter
Can Duel: Yes
Base HP: 30
Special I: Upon reaching +8 the House Agent provides a passive +1 to all defensive personnel not already at their maximum skill.
Mission Success Means: House is defended successfully from enemy.
Master of Security
Base Skill: +0
Maximum Skill: +8
Opposing Personnel: Thief, Saboteur
Can Duel: No
Base HP: N/A
Mission Success Means: House is defended successfully from enemy.
Mentat
Base Skill: +0
Maximum Skill: +8
Opposing Personnel: Spy, Bounty Hunter
Can Duel: Yes
Base HP: 30
Mission Success Means: House is defended successfully from enemy.
Special I: Upon reaching +8 the Mentat may apply for Master status and an additional bonus.
Navigator (Stage 1)
Base Skill: N/A
Maximum Skill: N/A
Opposing Personnel: None
Can Duel: No
Base HP: N/A
Mission Success Means: The designated defender, if they failed their first roll, may roll again.
Special I: Spacing Guild only
Special II: Navigators are required to pilot Heighliners. It takes 2 Stage 1 Navigators to pilot a Heighliner.
Special III: If a planet or location the Navigator is at comes under attack and the designated defender fails their roll the Navigator may roll a 1d10. 1-5 and the defense fails as usual. 6-10 and the Navigator MAY warn the defender of the attack with prescience. If they do so the defender can roll again.
Navigator (Stage 2)
Base Skill: N/A
Maximum Skill: N/A
Opposing Personnel: None
Can Duel: No
Base HP: N/A
Mission Success Means: The designated defender, if they failed their first roll, may roll again.
Special I: Spacing Guild only
Special II: Navigators are required to pilot Heighliners. It takes 1, Stage 2 Navigator to pilot a Heighliner.
Special III: If a planet or location the Navigator is at comes under attack and the designated defender fails their roll the Navigator may roll a 1d10. 1-5 and the defense fails as usual. 6-10 and the Navigator MAY warn the defender of the attack with prescience. If they do so the defender can roll again.
Navigator (Stage 3)
Base Skill: N/A
Maximum Skill: N/A
Opposing Personnel: None
Can Duel: No
Base HP: N/A
Mission Success Means: The designated defender, if they failed their first roll, may roll again.
Special I: Spacing Guild only
Special II: Navigators are required to pilot Heighliners. It takes 1 Stage 3 Navigator to pilot a Heighliner.
Special III: Stage 3 Navigators offer a 50% reduction on upkeep costs for their assigned Heighliner.
Special IV: If a planet or location the Navigator is at comes under attack and the designated defender fails their roll the Navigator may roll a 1d10. 1-5 and the defense fails as usual. 6-10 and the Navigator MAY warn the defender of the attack with prescience. If they do so the defender can roll again.
Reverend Mother
Base Skill: +2
Maximum Skill: +9
Opposing Personnel: Any Offensive personnel
Can Duel: Yes
Base HP: 40
Special I: Bene Gesserit only
Suk Doctor
Base Skill: +1
Maximum Skill: +8
Opposing Personnel: None
Can Duel: No
Base HP: N/A
Special I: A Suk can heal 10 HP x their skill level on any injured personnel per turn. This healing must be registered somewhere the Administration can see.
Diplomat
Base Skill: N/A
Maximum Skill: N/A
Opposing Personnel: None
Can Duel: No
Base HP: N/A
Special I: Diplomats are special personnel required to speak before the CHOAM and Landsraad Councils. They serve as a mouthpiece of their owner and remain on watch for any changes their masters may be interested in.
Graben Infiltrator
Base Skill: +1
Maximum Skill: +8
Opposing Personnel: Mentat
Can Duel: Yes
Base HP: 30
Mission Success Means: The owner of the infiltrator reveals the location of a harvesting operation by a smuggler, the siridar, or a rival sietch which is then open for attack the duration of the turn.
Special I: Fremen only
Fremen Elite
Base Skill: +1
Maximum Skill: +8
Opposing Personnel: Officer, Swordmaster
Can Duel: Yes
Base HP: 40
Special I: Fremen only
Special II: A Fremen Elite adds 50% of their personal skill level to any battalion they are attached to (rounded down).(IE: A +7 Fremen Elite adds +3 to the battalion he is attached to. The minimum skill addition is 1. A +1 Fremen Elite still adds +1 to the battalion they are attached to. This bonus may be applied to attack or defense skill.)
Order of the Crys
Base Skill: 0
Maximum Skill: +8
Opposing Personnel: House Agent
Can Duel: Yes
Base HP: 40
Mission Success Means: Assassin kills any NPC member of the infiltrated's house the assassin's owner chooses. PC targets or Admin NPCs require approval first.
Special I: Fremen only
Raider
Base Skill: +1
Maximum Skill: +8
Opposing Personnel: Master of Security
Can Duel: No
Base HP: N/A
Mission Success Means: Owner can steal or destroy a piece of equipment from a smuggler, the siridar, or a another sietch.
Special I: Fremen only
Special II: Combines the functions of a thief and a saboteur
Assassin
Base Skill: 0
Maximum Skill: +8
Opposing Personnel: House Agent
Can Duel: Yes
Base HP: 30
Mission Success Means: Assassin kills any NPC member of the infiltrated's house the assassin's owner chooses. PC targets or Admin NPCs require approval first.
Thief
Base Skill: +0
Maximum Skill: +8
Opposing Personnel: Master of Security
Can Duel: No
Base HP: N/A
Mission Success Means: Thief steals die roll x 7% of the infiltrated's on hand solari or melange.
Special I: On a perfect roll of the stealing die (1d5) the Thief steals the amount rolled in solari AND melange, instead of having to choose one.
Bounty Hunter
Base Skill: +1
Maximum Skill: +8
Opposing Personnel: Mentat or House Agent
Can Duel: Yes
Base HP: 30
Mission Success Means: Any NPC personnel and or PC (with approval of the player) is removed from the infiltrated and is now the prisoner of the infiltrator.
Special I: The Bounty Hunter has the option of kidnapping any person they defeat successfully in a duel regardless of their PC status.
Saboteur
Base Skill: +0
Maximum Skill: +8
Opposing Personnel: Master of Security
Can Duel: No
Base HP: N/A
Mission Success Means: One piece of equipment purchased by the infiltrated's house may be destroyed at the owner of the saboteur's discretion.
Spy
Base Skill: +0
Maximum Skill: +8
Opposing Personnel: Mentat
Can Duel: Yes
Base HP: 25
Mission Success Means: The owner of the spy may ask the Administration any one question with an answer of "yes" or "no". The player spied on must reveal the answer of this question to the administration who will then relay it to the spy.
Swordmaster
Base Skill: +0
Maximum Skill: +8
Opposing Personnel: Swordmaster, Any one who can Duel
Can Duel: Yes
Base HP: 40
Special I: Once reaching +8 the Swordmaster may attempt to train for a specialty which conveys an addition +1 skill and an additional benefit which depends on specialty.
Sardaukar Levenbrech (Officer)
Base Skill: +2
Maximum Skill: +10
Opposing Personnel: Officer, Swordmaster
Can Duel: Yes
Base HP: 40
Special I: A Levenbrech adds 50% of their personal skill level to any Sardaukar Battalion they are attached to (rounded down). (IE: A +7 Levenbrech adds +3 to the battalion he is attached to. This bonus may be applied to attack or defense skill.)
Special II: House Corrino only
Officer
Base Skill: +1
Maximum Skill: +9
Opposing Personnel: Officer
Can Duel: Yes
Base HP: 30
Special I: An officer adds 50% of their personal skill level to any battalion they are attached to (rounded down).(IE: A +7 Officer adds +3 to the battalion he is attached to. A +1 Officer adds +1 to the battalion they are attached to. The 50% rule applies for all skill levels above +1. This bonus may be applied to attack or defense skill.)
Defensive Personnel
Fremen Sandmaster
Base Skill: 0
Maximum Skill: 0
Opposing Personnel: None
Can Duel: No
Base HP: N/A
Mission Success Means: Fremen Harvesting Team may roll a 1d6 to escape from Sandworm attack. 1-3 is a successful escape, 4-6 is failure and Harvesting Operation is lost still.
Special I: Fremen only
House Agent
Base Skill: +0
Maximum Skill: +8
Opposing Personnel: Assassin or Bounty Hunter
Can Duel: Yes
Base HP: 30
Special I: Upon reaching +8 the House Agent provides a passive +1 to all defensive personnel not already at their maximum skill.
Mission Success Means: House is defended successfully from enemy.
Master of Security
Base Skill: +0
Maximum Skill: +8
Opposing Personnel: Thief, Saboteur
Can Duel: No
Base HP: N/A
Mission Success Means: House is defended successfully from enemy.
Mentat
Base Skill: +0
Maximum Skill: +8
Opposing Personnel: Spy, Bounty Hunter
Can Duel: Yes
Base HP: 30
Mission Success Means: House is defended successfully from enemy.
Special I: Upon reaching +8 the Mentat may apply for Master status and an additional bonus.
Navigator (Stage 1)
Base Skill: N/A
Maximum Skill: N/A
Opposing Personnel: None
Can Duel: No
Base HP: N/A
Mission Success Means: The designated defender, if they failed their first roll, may roll again.
Special I: Spacing Guild only
Special II: Navigators are required to pilot Heighliners. It takes 2 Stage 1 Navigators to pilot a Heighliner.
Special III: If a planet or location the Navigator is at comes under attack and the designated defender fails their roll the Navigator may roll a 1d10. 1-5 and the defense fails as usual. 6-10 and the Navigator MAY warn the defender of the attack with prescience. If they do so the defender can roll again.
Navigator (Stage 2)
Base Skill: N/A
Maximum Skill: N/A
Opposing Personnel: None
Can Duel: No
Base HP: N/A
Mission Success Means: The designated defender, if they failed their first roll, may roll again.
Special I: Spacing Guild only
Special II: Navigators are required to pilot Heighliners. It takes 1, Stage 2 Navigator to pilot a Heighliner.
Special III: If a planet or location the Navigator is at comes under attack and the designated defender fails their roll the Navigator may roll a 1d10. 1-5 and the defense fails as usual. 6-10 and the Navigator MAY warn the defender of the attack with prescience. If they do so the defender can roll again.
Navigator (Stage 3)
Base Skill: N/A
Maximum Skill: N/A
Opposing Personnel: None
Can Duel: No
Base HP: N/A
Mission Success Means: The designated defender, if they failed their first roll, may roll again.
Special I: Spacing Guild only
Special II: Navigators are required to pilot Heighliners. It takes 1 Stage 3 Navigator to pilot a Heighliner.
Special III: Stage 3 Navigators offer a 50% reduction on upkeep costs for their assigned Heighliner.
Special IV: If a planet or location the Navigator is at comes under attack and the designated defender fails their roll the Navigator may roll a 1d10. 1-5 and the defense fails as usual. 6-10 and the Navigator MAY warn the defender of the attack with prescience. If they do so the defender can roll again.
Reverend Mother
Base Skill: +2
Maximum Skill: +9
Opposing Personnel: Any Offensive personnel
Can Duel: Yes
Base HP: 40
Special I: Bene Gesserit only
Suk Doctor
Base Skill: +1
Maximum Skill: +8
Opposing Personnel: None
Can Duel: No
Base HP: N/A
Special I: A Suk can heal 10 HP x their skill level on any injured personnel per turn. This healing must be registered somewhere the Administration can see.
Diplomat
Base Skill: N/A
Maximum Skill: N/A
Opposing Personnel: None
Can Duel: No
Base HP: N/A
Special I: Diplomats are special personnel required to speak before the CHOAM and Landsraad Councils. They serve as a mouthpiece of their owner and remain on watch for any changes their masters may be interested in.