Kraken
Kraken is a large energy and mining corporation. They deal in oil and nuclear power. They also mine for oil, nuclear ores, metal ores, and gems. The CEO is Marian Dullcoin (Elder Dotter of Tartarus).
KRAKEN SECURITY GUARD
(4 HP, 2 appear)
- Bioresonance disruptor rifle (1D6+1 DAMAGE, BIOLOGICAL)
- Hazard foam grenade launcher, able to fill holes, quench fires, block radiation, and slow down foes (3 uses)
- Hazard suit (1 ARMOR)
- Hard hat (accessory)
- High vis jacket
- Half a key card each
- Prone to ask ridiculous either or questions with their buddy (“Would you rather fight a horse sized duck or 100 duck sized horses?”)
SAFETY BUDDIES: Two guards make a whole. For security they are each given half of any security passes so both must be present, stopping 1 captured/pilfered guard from allowing breaches. They can and will use their hazard foam grenades to subdue trespassers.
BIOLOGICAL weapon trait: Only damages biological beings. Cannot damage structures, vehicles, or chemicals.
KRAKEN SECURITY WATCHER
(3 HP, appears with a KRAKEN SECURITY COMMANDER)
- Deployable automated turret suitcase wielding a Vektor SS-77 light machine gun (1D6+1)
- Comfortable hoody and jeans
- Viewing helmet able to link up with CCTV systems, obstructs normal vision (accessory)
- Full clearance codes and key card
- Drinks a steady supply of energy drinks and protein bars
- Jumpy darting eyes
VIEWER: Able to keep concentration on all CCTV footage with their special viewing helmet. They are loathed to remove the helmet and lose their many eyes. Their poor people skills is compensated by their KRAKEN SECURITY COMMANDER partner. The KRAKEN SECURITY WATCHER loves technology and they can take over control of any nearby automated technology systems including turrets.
KRAKEN SECURITY COMMANDER
(6 HP, appears with a KRAKEN SECURITY WATCHER)
- Vektor R4 assault rifle (1D6+1 DAMAGE, BANE)
- Hazard foam grenade launcher, able to fill holes, quench fires, block radiation, and slow down foes (3 uses)
- High vis reinforced hazard suit (2 ARMOR)
- Hard hat (accessory)
- 1D6 medkits (+1D6+TAC HP)
- Hydraulic rescue tool
- Full clearance codes and key card
- Thermos with relaxing tea, box of biscuits, and page of star stickers
AUTHORTATIVE: A well liked leader they always look out for their team members. With the KRAKEN SECURITY WATCHER overlooking everything the COMMANDER can be a calming and encouraging presence. If action is required the commander will be there to fight hostiles and rescue friendlies. When the KRAKEN SECURITY COMMANDER makes an attack, another guard also makes an attack at the same time.
BANE weapon tag: Forged from (or fires) a magically useful material of your choice (silver, salt, etc.) Deals double DAMAGE to those affected. F:UE)
KRAKEN PRIVATE CONTRACTOR
(4 HP, 1D6 appear)
- Heckler & Koch MP5K submachine gun (1D6 DAMAGE)
- Combat knife (1D6 DAMAGE)
- Kevlar military vest (1 ARMOR)
- Battering ram (1D6 DAMAGE, DOOR-BREACHER)
- Kept in reserve until combat starts
- Trigger happy swat wannabes
CQC: Rush into close quarter combat as they want the bonus for killing any enemies. With their battering ram they breach through doors with abandon.
DOOR-BREACHER weapon tag: Can be used to break through any locked or unlocked hinged door that is not barricaded.
KRAKEN SLAGGER
(6 HP)
- Bren light machine gun (1D6+1 DAMAGE, INCENDIARY)
- Heckler & Koch MP5K submachine gun (1D6 DAMAGE)
- Geologist’s hammer (1D6 DAMAGE, PERCUSSIVE-MAINTENANCE)
- Tactical clothing with slag spikes (1 ARMOR)
- Slag helmet (1 ARMOR, accessory)
- Chain smoker
SLANDERER: During their day job they like nothing more than insulting others to fellow gossipers. In their night job they use their barbed tongue to demoralise their foes into surrender. But, they are always prepared to fight if need be. Anyone who disparages the SLAGGER takes an extra +1 DAMAGE from the SLAGGER’s attacks.
INCENDIARY weapon tag: When damage is dealt, this weapon also deals 2 DAMAGE to anything within firespreading range. Deals double DAMAGE to plants. (F:UE)
PERCUSSIVE-MAINTENANCE weapon tag: Once per mission this weapon can be used to fix a malfunctioning device. This includes, but is not limited to, jammed or overheated weapons, stuck elevators, stalled vehicles, and a fuzzy television.