TEXT: 1
   
  SLA INDUSTRIES 2ND EDITION
  HUNTER SHEETS 2
  Conversion Document
  System 
  Chris ‘Shep’ Shepperson
  Layout 
  Jared Earle, Mark Rapson
  Proofing 
  Jamie Cross, Zak Rapson
  Nightfall Games are 
  Dave Allsop, Jared Earle, Mark Rapson
  
  S L A  I N D U S T R I E S  2 N D E D I T I O N
  2
  In this document the rules, stats and profiles required to use 
  the content of SLA Industries: Hunter Sheets 2 with the new 
  SLA Industries 2nd Edition rules are presented.
  ROVER
  Game Notes - Page 44
  Rover
  STR
  DEX
  KNOW
  CONC
  4
  4
  3
  4
  CHA
  COOL
  LUCK
  Initiative
  3
  4
  0
  +8
  Hit Points
  Closing
  Rushing
  24
  4
  7
  Skills
  Admin & Finance: 4
  Athletics: 3
  Computer: 2
  Detect: 1
  Interview: 2
  Leadership: 3
  Lockpick: 2
  Melee Weapons: 2
  Persuasion: 2
  Pistol: 1
  Rifle: 1
  Streetwise: 3
  Survival: 2
  Throw: 1
  Unarmed Combat: 1
  Equipment
  PP10 HARD Armour, Fen 603 (3 clips), ITB 
  Mutilator Fist, assorted business items.
  HUNTER SHEETS 2
  CONVERSION DOCUMENT
  
  3
  H U N T E R  S H E E T S  2  C O N V E R S I O N  D O C U M E N T
  GRUNT
  Game Notes - Page 45
  Grunt
  STR
  DEX
  KNOW
  CONC
  7
  4
  2
  3
  CHA
  COOL
  LUCK
  Initiative
  1
  7
  0
  +7
  Hit Points
  Closing
  Rushing
  28
  3
  7
  Skills
  Athletics: 2
  Detect: 2
  Swimming: 2
  Tracking: 3
  Unarmed Combat: 4
  Equipment
  Extremely Thick Hide , Teeth/Tusks, Trotters, 
  Special Rules: 
  Grunt is entirely immune to the effects of fear.
  Grunt has a Regeneration Rate of 2.
  Grunt is usually pumped full of drugs and may be encountered 
  under the influence of one or more different combat drugs at 
  the GM’s discretion.
  Trotters
  DMG 
  Min DMG
  AD
  STR
  2
  0
  Extremely Thick Hide
  PV
  Resistance
  6
  20
  SUZI TIC-TOC
  Game Notes - Page 46
  Suzi Tic-Toc
  STR
  DEX
  KNOW
  CONC
  1
  2
  5
  5
  CHA
  COOL
  LUCK
  Initiative
  3
  2
  0
  +7
  Hit Points
  Closing
  Rushing
  14
  2
  5
  Skills
  Athletics: 2
  Computer: 4
  Detect: 3
  Melee Weapons: 2
  Pistol: 1
  Stealth: 2
  Streetwise: 3 
  Technical (all): 4
  Unarmed Combat: 1
  Equipment
  DN Gunner Armour, DN74 Plugger (5 clips), CAF 
  Steel Death (1 clip), homing beacon for drones to 
  find her, range of tools, BOSH SLA Blade.
  Suzi additionally has 6 Vito and 4 Buzzard drones.
  
  4
  S L A  I N D U S T R I E S  2 N D E D I T I O N
  SOCKO
  Game Notes - Page 49
  Socko
  STR
  DEX
  KNOW
  CONC
  2
  4
  2
  2
  CHA
  COOL
  LUCK
  Initiative
  4
  1
  0
  +6
  Hit Points
  Closing
  Rushing
  16
  2
  5
  Skills
  Acrobatics: 2
  Athletics: 2
  Detect: 3
  Drive (Motorcycle): 1
  Lock Pick (all): 2
  Melee Weapons: 2
  Pistol: 2
  Stealth: 1
  Streetwise: 3 
  Technical (all): 4
  Tracking: 1
  Unarmed Combat: 1
  Equipment
  FEN 603 (3 clips), DPB Vibrosabre, 3x MAC 
  Knife, Calaharvey Motorcycle, BOOPA CASDIS, 
  3x doses each of Rush and Kick Start.
  BLACKLIGHT
  Game Notes - Page 47
  Blacklight
  STR
  DEX
  KNOW
  CONC
  6
  4
  1
  1
  CHA
  COOL
  LUCK
  Initiative
  0
  5
  0
  +5
  Hit Points
  Closing
  Rushing
  38
  2
  5
  Skills
  Athletics: 2
  Detect: 2
  Intimidate: 2
  Melee Weapons: 2
  Rifle: 1
  Stealth: 1
  Streetwise: 1 
  Tactics: 2
  Unarmed Combat: 4
  Equipment
  Fused Armour Plating (PV:6, Resistance: 18), 2x Fake 
  GASH Fists, SLA Bully Boy 10-05 (10 rounds).
  Special Rules: 
  Blacklight has a Regeneration Rate of 1.
  All Hit Points that Blacklight would lose from damage 
  being inflicted is halved (after damage modifiers have been 
  applied).
  Blacklight can only be killed by having his head and spine 
  destroyed. If this does not happen he will slowly regenerate 
  and get back up.
  May be accompanied by any number of Corpse Guards and 
  or Dead Cat Technicians.
  Fake GASH Fists
  Skill: 
  Unarmed Combat
  DMG 
  Min DMG
  AD
  Weight
  1d10-2
  3
  1
  0
  
  5
  H U N T E R  S H E E T S  2  C O N V E R S I O N  D O C U M E N T
  CORPSE GUARD
  Corpse Guard
  STR
  DEX
  KNOW
  CONC
  3
  1
  0
  0
  CHA
  COOL
  LUCK
  Initiative
  0
  5
  0
  +1
  Hit Points
  Closing
  Rushing
  20
  2
  2
  Skills
  Detect: 1
  Melee Weapons: 1
  Unarmed Combat: 1
  Equipment
  Natural Armour, Generic Unpowered Melee Weapon
  Special Rules: 
  Corpse Guards have a Regeneration Rate of 1.
  Corpse Guards can only be killed by having their head and 
  spine destroyed. If this does not happen they will slowly 
  regenerate and get back up.
  Natural Armour
  PV
  Resistance
  2
  NA
  DEAD CAT TECHNICIAN
  Dead Cat Technician
  STR
  DEX
  KNOW
  CONC
  1
  2
  3
  2
  CHA
  COOL
  LUCK
  Initiative
  2
  3
  0
  +4
  Hit Points
  Closing
  Rushing
  10
  2
  5
  Skills
  Detect: 1
  Education (Academic): 2
  Education (Natural): 2 
  Forensics: 2
  Medical: 3
  Melee Weapons: 1
  Pistol: 1
  Stealth: 1
  Streetwise: 2
  Unarmed Combat: 1
  Equipment
  DN74 Plugger (2 clips)
  BINKY
  Game Notes - Page 50
  Binky
  STR
  DEX
  KNOW
  CONC
  3
  4
  4
  4
  CHA
  COOL
  LUCK
  Initiative
  1
  5
  1
  +8
  Hit Points
  Closing
  Rushing
  20
  2
  6
  Skills
  Acrobatics: 2
  Athletics: 2
  Computer: 3
  Climb: 2
  Detect: 3
  Interview: 3
  Melee Weapons: 2
  Pistol: 3
  Polearm: 3
  Stealth: 3
  Streetwise: 2
  Technical (all): 2
  Tracking: 2
  Unarmed Combat: 3
  Equipment
  BLA 046M Blitzer (5 clips), DPB Flick Scythe, ITB Mutilator 
  Fist, 3x DA 90 Fragmentation Grenades, 3x DA 101 ‘Blind’ 
  Smoke Grenades, drone camera, BOOPA CASDIS, 8x 
  doses of Ultra Violence, 6x doses of Shatter or Rush.
  Special Rules: 
  Binky may increase his STR or DEX to 7 for a duration of 3 
  Combat Rounds following a dose of Ultra Violence. 
  
  6
  S L A  I N D U S T R I E S  2 N D E D I T I O N
  SKULLBABY
  Game Notes - Page 52
  Skullbaby
  STR
  DEX
  KNOW
  CONC
  3
  4
  3
  3
  CHA
  COOL
  LUCK
  Initiative
  3
  4
  0
  +7
  Hit Points
  Closing
  Rushing
  17
  2
  5
  Skills
  Acrobatics: 2
  Climb: 
  Detect: 3
  Drive Military: 2
  Intimidate: 2
  Medical: 1
  Melee Weapons: 2
  Pistol: 2
  Rifle: 3
  Stealth: 3
  Streetwise: 2
  Tactics: 2
  Tracking: 2
  Unarmed Combat: 3
  Equipment
  PP10 HARD Armour, FEN AR (3 clips standard, 
  1 clip AP), BLA 046M Blitzer (3 clips), SHV-01 
  Gauss Rifle (1 clip BB’s), GASH Pacifier Baton.
  HANS DELTOID
  Game Notes - Page 54
  Hans Deltoid
  STR
  DEX
  KNOW
  CONC
  4
  1
  3
  3
  CHA
  COOL
  LUCK
  Initiative
  4
  4
  2
  +4
  Hit Points
  Closing
  Rushing
  18
  2
  4
  Skills
  Admin & Finance: 3
  Detect: 3
  Demolitions: 3
  Diplomacy: 3
  Haggle: 3
  Interview: 3
  Medical: 1
  Persuasion: 3
  Pistol: 1
  Rifle: 3
  Sleight: 1
  Streetwise: 3
  Technical (all): 2
  Unarmed Combat: 1
  Equipment
  PP10 HARD Armour or CAF Padquil Flak 
  Vest, FEN 706 Power Reaper 2.1000 (1 belt), an 
  assortment of other guns hidden nearby.
  
  7
  H U N T E R  S H E E T S  2  C O N V E R S I O N  D O C U M E N T
  HOSTILE - 4
  Game Notes - Page 55
  Use the stats supplied at the end of this document for the 
  Darol Ragen, with the following modifications:
  Equipment
  Hostile - 4’s Retractable Organic Blade
  Special Rules: 
  Hostile - 4 has a Regeneration Rate of 2.
  Hostile - 4’s Retractable Organic Blade
  DMG 
  Min DMG
  AD
  1d10+1
  3
  1
  Rules: 
  The blade is built into the user’s forearm and can be retracted 
  at will. As such, this weapon may never be thrown. 
  Uses the Melee Weapons Skill.
  RED STAR JACK
  Game Notes - Page 56
  Red Star Jack
  STR
  DEX
  KNOW
  CONC
  4
  4
  3
  3
  CHA
  COOL
  LUCK
  Initiative
  5
  6
  0
  +7
  Hit Points
  Closing
  Rushing
  22
  2
  5
  Skills
  Athletics: 3
  Climbing: 2
  Detect: 2
  Demolition: 3
  Intimidate: 4
  Melee Weapons: 4
  Pistol: 4
  Rifle: 4
  Stealth: 3
  Streetwise: 3
  Support Weapons: 4
  Survival: 2
  Tactics: 3
  Throw: 2
  Tracking: 2
  Unarmed Combat: 4
  Equipment
  PP55 Superhard Armour, KPS Mangler (3 clips), MAL 
  Assault Cannon (3 clips), KPS Inciter Flamethrower 
  (2 clips), GASH Chain Axe, 4x Home-Made 
  Grenades, 3x Improvised Explosive Devices.
  Special Rules: May be accompanied by Rosie the Alligator.
  KPS Inciter Flamethrower
  Skill: 
  Support Weapon
  DMG 
  Min DMG
  AD
  Weight
  2d10-5
  4
  4
  3
  ROF
  Recoil
  Range
  Clip
  1
  1
  10m
  6
  Rules: 
  Anyone hit by the Inciter suffers the burning condition. 
  The Inciter emits a 0.5m wide stream of flame which is not 
  stopped by it hitting a target. A roll to hit is required against 
  every target within the stream, with an additional -1 modifier 
  being applied to all dice for every other target that the stream 
  has already passed. The Inciter uses special flammable liquid 
  supplied in canisters as ammunition. Alternative ammo types 
  may not be used in this weapon. Use of this weapon within 
  the walls of Mort City is considered illegal and the weapon 
  itself is strictly made for off-world use.
  
  8
  S L A  I N D U S T R I E S  2 N D E D I T I O N
  Home-Made Grenades
  Skill: 
  Throw
  Blast
  DMG 
  Min DMG
  AD
  Weight
  Radius
  1d10
  4
  2
  1
  4/8m
  Improvised Explosive Device
  Skill: 
  Demolitions
  Blast
  DMG 
  Min DMG
  AD
  Weight
  Radius
  1d10+3
  5
  4
  1
  2/8m
  PP55 Superhard Armour
  PV
  Resistance
  7
  26
  ROSIE THE ALLIGATOR
  Rosie The Alligator
  STR
  DEX
  KNOW
  CONC
  6
  2
  0
  1
  CHA
  COOL
  LUCK
  Initiative
  0
  6
  0
  +3
  Hit Points
  Closing
  Rushing
  28
  3
  6
  Skills
  Detect: 2
  Stealth: 3
  Swimming: 4
  Tracking: 2
  Unarmed Combat: 4
  Equipment
  Alligator Hide, Really Big Teeth (counts 
  as Teeth, but with +1 DMG)
  Alligator Hide
  PV
  Resistance
  2
  10
  THE EMISSARY
  Game Notes - Page 58
  The Emissary
  STR
  DEX
  KNOW
  CONC
  4
  6
  3
  4
  CHA
  COOL
  LUCK
  Initiative
  1
  5
  0
  +10
  Hit Points
  Closing
  Rushing
  28
  2
  5
  Skills
  Athletics: 3
  Detect: 2
  Melee Weapon: 2
  Stealth: 3
  Survival: 2
  Unarmed Combat: 4
  Equipment
  Spike Finger, Mesha Serum (delivered via Spike Finger)
  Spike Finger
  DMG 
  Min DMG
  AD
  2
  2
  0
  Rules: Uses the Melee Weapon Skill.
  Attacks from this weapon treat the target’s armour as 
  having -10 PV. Any successful attack that causes the target 
  to lose any Hit Points will result in injecting Mesha Serum 
  (The Emissary has enough Mesha Serum for 20 successful 
  attacks).
  Mesha Serum
  Toxicant
  Vectors
  IR
  Mesha Serum
  Injected via 
  The Emissary’s 
  Spike Finger
  12
  Effects 
  Progression
  Treatment
  -2 CONC, increase 
  in psychosis or 
  compulsions, 
  obsession with 
  The Mesha.
  After 7 days. 
  -2 rank Drug 
  Addiction to 
  Shatter. Mutation 
  within 14 days.
  Treatment 
  Rating: 14
  Blood transfusion 
  and psychiatric 
  treatment for a 
  minimum of 1 year.
  Rules: Anyone who mutates due to the Mesha Serum 
  becomes a Mesha Abomination.
  
  9
  H U N T E R  S H E E T S  2  C O N V E R S I O N  D O C U M E N T
  MESHA ABOMINATION
  Mesha Abomination
  STR
  DEX
  KNOW
  CONC
  4
  2
  1
  2
  CHA
  COOL
  LUCK
  Initiative
  0
  7
  0
  +4
  Special Rules: 
  When a character becomes an abomination it retains all 
  their original stats, apart from those listed above (such as Hit 
  Points and Closing/Rushing speeds, etc.).
  A player character that becomes an Abomination is no 
  longer considered playable and effectively becomes an NPC.
  Mesha Abominations are entirely immune to the effects of 
  fear. 
  NUCLEUS
  Game Notes - Page 59
  Nucleus
  STR
  DEX
  KNOW
  CONC
  6
  5
  3
  6
  CHA
  COOL
  LUCK
  Initiative
  0
  8
  0
  +11
  Hit Points
  Closing
  Rushing
  30
  4
  9
  Skills
  Acrobatics: 4
  Athletics: 3
  Climbing: 3
  Demolitions: 3
  Detect: 2
  Lock Pick (all): 3
  Melee Weapons: 4
  Stealth: 4
  Streetwise: 3
  Survival: 3
  Swimming: 3
  Tactics: 3
  Tracking: 3
  Unarmed Combat: 4
  Equipment
  Modified Rabochih Mining Powersuit, 2x Rabochih 
  Chain Tearer, BOOPA CASDIS, 4x doses of 
  Kickstart, 3x doses of Rush, 4x doses of Ultra Violence, 
  custom blinding devices to disrupt visual feeds.
  Rabochih Chain Tearer
  Skill: 
  Melee Weapons
  DMG 
  Min DMG
  AD
  Weight
  1d10+5
  6
  6
  3
  Modified Rabochih Mining Powersuit
  PV
  Resistance
  12
  60
  Rules: The wearer is able to jump up to 50m in height of 
  length with no difficulty in landing. The armour is capable 
  of emitting an EMP burst which can render all electronics 
  and powered armour within 50m useless for 2 minutes - this 
  burst can be used once per hour. In addition, the amour’s 
  sensors add +1 to the Success Die for all detect rolls.
  
  1 0
  S L A  I N D U S T R I E S  2 N D E D I T I O N
  CRISS CROSS
  Game Notes - Page 60
  Criss Cross
  STR
  DEX
  KNOW
  CONC
  1
  2
  5
  5
  CHA
  COOL
  LUCK
  Initiative
  5
  5
  2
  +7
  Hit Points
  Closing
  Rushing
  15
  2
  5
  Skills
  Computer: 2
  Detect: 3
  Demolitions: 1
  Drive (Civilian): 2
  Interrogation: 3
  Leadership: 4
  Lock Pick (all): 2
  Melee Weapons: 3
  Persuasion: 3
  Pistol: 1
  Read Lips: 2
  Stealth: 2
  Streetwise: 4
  Technical (all): 2
  Unarmed Combat: 1
  Equipment
  CAF Padquil Flak Vest, FEN 603 (2 clips), BOSH SLA Blade.
  Special Rules: May be any number of Average Gang 
  Members.
  AVERAGE GANG MEMBER
  Average Gang Member
  STR
  DEX
  KNOW
  CONC
  1
  1
  1
  1
  CHA
  COOL
  LUCK
  Initiative
  1
  2
  0
  +2
  Hit Points
  Closing
  Rushing
  15
  2
  5
  Skills
  Detect: 1
  Demolitions: 1
  Melee Weapons: 2
  Stealth: 1
  Streetwise: 3
  Unarmed Combat: 2
  Equipment
  CAF Padquil Flak Vest or Striker Motorcycle Protection, 
  multiple Generic Unpowered Melee Weapons, 
  occasionally a CAF ‘Steel Death’ Pistol (2 clips).
  JAKOB BARROW
  Game Notes - Page 61
  Jakob Barrow
  STR
  DEX
  KNOW
  CONC
  6
  5
  3
  4
  CHA
  COOL
  LUCK
  Initiative
  1
  5
  0
  +9
  Hit Points
  Closing
  Rushing
  30
  3
  6
  Skills
  Detect: 3
  Intimidate: 4
  Leadership: 3
  Melee Weapons: 3
  Oratory: 3
  Pistol: 2
  Rifle: 2
  Stealth:2
  Unarmed Combat: 3
  Equipment
  Matted Robe, Generic Unpowered Melee Weapon
  Special Rules: 
  Jakob has a Regeneration Rate of 1.
  Jakob is immune to pain and as such ignore all wounds and 
  any associated effects.
  May be accompanied by The Skinner and or any number of  
  ‘Star Child’ Cultists.
  ‘STAR CHILD’ CULTIST
  ‘Star Child’ Cultist
  STR
  DEX
  KNOW
  CONC
  2
  2
  1
  1
  CHA
  COOL
  LUCK
  Initiative
  0
  4
  0
  +3
  Hit Points
  Closing
  Rushing
  16
  2
  5
  Skills
  Detect: 1
  Melee Weapons: 2
  Pistol: 1
  Rifle: 1
  Stealth: 2
  Support Weapons: 1
  Unarmed Combat: 2
  
  1 1
  H U N T E R  S H E E T S  2  C O N V E R S I O N  D O C U M E N T
  Equipment
  Assortment of Generic Unpowered Melee 
  Weapons, CAF and DN weapons.
  Special Rules: 
  Cultists have a Regeneration Rate of 1.
  Cultists are immune to pain and as such ignore all wounds 
  and any associated effects.
  THE SKINNER
  The Skinner
  STR
  DEX
  KNOW
  CONC
  4
  4
  4
  4
  CHA
  COOL
  LUCK
  Initiative
  0
  4
  0
  +8
  Hit Points
  Closing
  Rushing
  22
  4
  8
  Skills
  Detect: 3
  Medical: 3
  Melee Weapons: 3
  Stealth: 2
  Unarmed Combat: 3
  Equipment
  Teeth, Surgical Instrument (treat as 
  Bosh SLA Blade with +1 AD)
  Special Rules: The Skinner has a Regeneration Rate of 5.
  The Skinner is immune to pain and as such ignore all wounds 
  and any associated effects.
  The Skinner is entirely immune to the effects of fear.
  UNCLE BERTIE
  Game Notes - Page 63
  Uncle Bertie
  STR
  DEX
  KNOW
  CONC
  2
  2
  5
  5
  CHA
  COOL
  LUCK
  Initiative
  5
  4
  1
  +7
  Hit Points
  Closing
  Rushing
  16
  3
  6
  Skills
  Admin & Finance: 3
  Bribery: 3
  Detect: 3
  Diplomacy: 3
  Haggle: 3
  Intimidate: 2
  Leadership: 3
  Melee Weapons: 3
  Persuasion: 4
  Pistol: 2
  Seduction: 2
  Stealth: 1
  Streetwise: 2
  Unarmed Combat: 1
  Equipment
  Concealed Flak vest (treat as CAF Padquil), 
  CLV001 Silenced Pistol (2 clips)
  Special Rules: 
  Uncle Bertie is usually accompanied by multiple bodyguards 
  or Props, each of differing skill levels.
  CLV001 Silenced Pistol
  Skill: 
  Pistol Weapon
  DMG 
  Min DMG
  AD
  Weight
  1d10-2
  3
  1
  3
  ROF
  Recoil
  Range
  Clip
  1
  0
  35m
  12
  Rules: 
  This weapon has an integrated silencer and will not give 
  away Bertie’s position when fired.
  
  1 2
  S L A  I N D U S T R I E S  2 N D E D I T I O N
  THE STEPFATHER
  Game Notes - Page 69
  The Stepfather
  STR
  DEX
  KNOW
  CONC
  5
  4
  4
  4
  CHA
  COOL
  LUCK
  Initiative
  0
  4
  0
  +8
  Hit Points
  Closing
  Rushing
  38
  2
  5
  Skills
  Detect: 3
  Intimidate: 3
  Leadership: 3
  Melee Weapons: 3
  Persuasion: 3
  Seduction: 2
  Stealth: 1
  Tactics: 3
  Torture: 4
  Unarmed Combat: 2
  Equipment
  Natural Armour (PV: 4, Resistance: NA), 3x MAC Knife, 
  BOOPA CASDIS, 5x doses of Shatter, 8x doses of tranquilisers.
  Special Rules: 
  May be accompanied by any number of Brood.
  BROOD
  Brood
  STR
  DEX
  KNOW
  CONC
  2
  3
  0
  1
  CHA
  COOL
  LUCK
  Initiative
  0
  2
  0
  +4
  Hit Points
  Closing
  Rushing
  18
  2
  4
  Skills
  Athletics: 2
  Detect: 1
  Stealth: 2
  Torture: 2
  Unarmed Combat: 2
  Equipment
  Natural Armour (PV: 3, Resistance: NA), 2x doses of Shatter
  Special Rules: 
  The Brood gain +2 COOL when in The Stepfather’s 
  presence. 
  RADIO CLASH
  Game Notes - Page 64
  Radio Clash
  STR
  DEX
  KNOW
  CONC
  7
  5
  5
  5
  CHA
  COOL
  LUCK
  Initiative
  6
  6
  0
  +9
  Hit Points
  Closing
  Rushing
  40
  3
  6
  Skills
  Acrobatics: 3
  Athletics: 3
  Climbing: 3
  Detect: 4
  Demolition: 3
  Intimidate: 4
  Leadership: 4
  Language (all): 2
  Medical: 3
  Melee Weapons: 4
  Persuasion: 3
  Pistol: 4
  Rifle: 4
  Stealth: 3
  Streetwise: 3
  Support Weapons: 4
  Survival: 3
  Tactics: 3
  Technical (all): 4
  Throw: 2
  Tracking: 2
  Unarmed Combat: 4
  Equipment
  Widowkiss Battlesuit, Charon (4 clips), Garm 
  (3 clips), 2x Modified Mutilator Fists
  Charon (Custom FEN Assault Rifle)
  Skill: 
  Rifle
  DMG 
  Min DMG
  AD
  Weight
  1d10+4
  5
  1
  2
  ROF
  Recoil
  Range
  Clip
  1/3
  0/1
  300m
  25
  Rules: 
  Charon fires special chemical rounds. In addition to the 
  damage above, a target that loses any Hit Points to this 
  weapon may suffer the effects of the Electrolyte Compound.
  
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  H U N T E R  S H E E T S  2  C O N V E R S I O N  D O C U M E N T
  Electrolyte Compound
  Toxicant
  Vectors
  IR
  Electrolyte 
  Compound
  Damage from 
  Charon
  14
  Effects 
  Progression
  Treatment
  -1 CONC, with 
  an additional 
  -1 CONC 
  each minute.
  When CONC 
  falls below 0. 
  Loss of 
  consciousness. 
  Death within 
  1 hour.
  Treatment 
  Rating: 16
  Rank 4 Ebb 
  Heal or very high 
  doses of Flush 
  combined with 
  blood transfusion.
  Garm (Custom FEN Pistol)
  Skill: 
  Pistol
  DMG 
  Min DMG
  AD
  Weight
  1d10+2
  5
  6
  1
  ROF
  Recoil
  Range
  Clip
  1/3/10
  0/0/1
  40m
  20
  Rules: 
  Anyone that loses a Hit Point from an attack with this 
  weapon will be unable to Regenerate, use Ebb Disciplines or 
  gain any benefit from healing drugs until they have regained 
  Hit Points by another means.
  Modified Mutilator Fist
  Skill: 
  Unarmed Combat
  DMG 
  Min DMG
  AD
  Weight
  1d10+2
  4
  5
  1
  Rules: 
  Unlike other Mutilator Fist’s, this modified version is more 
  dextrous, allowing the hand to hold and operate firearms and 
  other melee weapons.
  Widowkiss Battlesuit
  PV
  Resistance
  Weight Factor
  14
  100
  0
  Rules: The Widowkiss provides the user with +3 STR and 
  +2 DEX (included in the profile above) as well as +2 to the 
  Success Die on all Detect Rolls. The suit shorts all radio 
  communications, reducing them to pure static and rendering 
  such comms useless. In addition, the suit contains a built-
  in drug injector and multiple doses of pretty much every 
  combat and soft drug available. 
  DOROT BINZWOLD
  Game Notes - Page 67
  Dorot Binzwold
  STR
  DEX
  KNOW
  CONC
  3
  5
  5
  5
  CHA
  COOL
  LUCK
  Initiative
  2
  5
  0
  +10
  Hit Points
  Closing
  Rushing
  18
  3
  6
  Skills
  Admin & Finance: 4
  Acrobatics: 3
  Athletics: 3
  Detect: 3
  Drive (Pilot): 3
  Intimidate: 4
  Leadership: 4
  Language (all): 2
  Melee Weapons: 4
  Pistol: 3
  Stealth: 2
  Tactics: 3
  Torture: 4
  Unarmed Combat: 2
  Equipment
  Blitzkrieg Armour, Officer Pistol (3 clips), 
  Razor Crop, 2x Krell Hounds
  Special Rules: Dorot has a Regeneration Rate of 4.
  May be accompanied by any number of Krell Hounds and or 
  any number of  War Pigs.
  Officer Pistol (Krellish Laser Pistol)
  Skill: 
  Pistol
  DMG 
  Min DMG
  AD
  Weight
  1d10+4
  6
  1
  1
  ROF
  Recoil
  Range
  Clip
  1
  0
  100m
  20
  Razor Crop
  Skill: 
  Melee Weapom
  DMG 
  Min DMG
  AD
  Weight
  1d10-2
  3
  1
  1
  Blitzkrieg Armour
  PV
  Resistance
  Weight Factor
  11
  30
  0
  Rules: The wearer gains +1 to their DEX (included in profile 
  above). In addition, the armour is capable of 5 second bursts 
  of flight, at a height up to 70m. A successful Drive Pilot skill 
  roll is required for anything other than straight uninterrupted 
  flight. A similar skill roll may be made if the character falls 
  
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  S L A  I N D U S T R I E S  2 N D E D I T I O N
  from great height, allowing them to engage the suit’s flight 
  system and break the fall. The suit can make 12 bursts before 
  a refuel pack is required.
  The Laughing Death
  The Laughing Death is a virus carried in the saliva of all Krell. 
  Dorot, The Krell Hounds and the Krell War Pigs are all capable 
  of spreading the virus.
  Toxicant
  Vectors
  IR
  The Laughing 
  Death
  Contact with 
  Krell Saliva
  12
  Effects 
  Progression
  Treatment
  Gain rank -4 
  in Psychopathy, 
  uncontrollable 
  laughter.
  After 3 days. 
  Lose 2 Hit Points 
  every hour. Death 
  within 24 hours
  Treatment 
  Rating: NA
  No known 
  treatment.
  KRELL HOUND
  Krell Hound
  STR
  DEX
  KNOW
  CONC
  3
  5
  0
  0
  CHA
  COOL
  LUCK
  Initiative
  0
  4
  0
  +5
  Hit Points
  Closing
  Rushing
  22
  4
  9
  Skills
  Detect: 1
  Stealth: 2
  Tracking: 4
  Unarmed Combat: 4
  Equipment
  Teeth, Claws.
  Special Rules: Krell Hounds have a Regeneration Rate of 4.
  WAR PIG
  War Pig (Krell Soldier)
  STR
  DEX
  KNOW
  CONC
  4
  4
  1
  2
  CHA
  COOL
  LUCK
  Initiative
  0
  5
  0
  +6
  Hit Points
  Closing
  Rushing
  20
  2
  5
  Skills
  Athletics: 2
  Detect: 2
  Intimidate: 3
  Melee Weapons: 3
  Pistol: 4
  Rifle: 4
  Support Weapons: 4
  Unarmed Combat: 4
  Equipment
  Krell Ablative Armour, Krell Autolaser, 
  Generic Unpowered Melee Weapon
  Special Rules: War Pigs have a Regeneration Rate of 4.
  Krell Autolaser
  Skill: 
  Pistol/Rifle
  DMG 
  Min DMG
  AD
  Weight
  1d10+4
  5
  1
  2
  ROF
  Recoil
  Range
  Clip
  3/10
  0/0
  150m
  300
  Krell Ablative Armour
  PV
  Resistance
  Weight Factor
  7
  24
  0
  Rules: The wearer is immune to the stunned condition. In 
  addition, the armour’s PV is doubled when protecting from 
  Krell laser weapons. 
  
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  H U N T E R  S H E E T S  2  C O N V E R S I O N  D O C U M E N T
  SIDI GEKJTA: 
  Game Notes - Page 70
  Sidi Gekjta
  STR
  DEX
  KNOW
  CONC
  5
  4
  4
  4
  CHA
  COOL
  LUCK
  Initiative
  0
  4
  0
  +8
  Hit Points
  Closing
  Rushing
  24
  3
  7
  Skills
  Acrobatics: 3
  Athletics: 2
  Detect: 3
  Drive (all): 2
  Leadership: 3
  Pistol: 3
  Polearm: 4
  Rifle: 4
  Stealth: 3
  Support Weapons: 4
  Tactics: 3
  Unarmed Combat: 2
  Equipment
  PP104 Dogeybone Armour or PP100 Crackshot Armour, 
  KK 30 Ripper (3 clips), GAK 19 Assault System (5 clips), 
  GASH Chain Axe, BOOPA CASDIS, 3x doses of Rush.
  Special Rules: May be accompanied by Akheterop Settep.
  KK 30 Ripper
  Skill: 
  Pistol/Rifle
  DMG 
  Min DMG
  AD
  Weight
  1d10+4
  4
  2
  2
  ROF
  Recoil
  Range
  Clip
  3/10
  0/1
  100m
  20
  Rules: 
  The Ripper is mounted to the arm of the user’s armour and 
  as such may not be disarmed through the usual means of 
  hitting the arm.
  GAK 19 Assault System
  Skill: 
  Rifle
  DMG 
  Min DMG
  AD
  Weight
  2d10-6
  6
  3
  3
  ROF
  Recoil
  Range
  Clip
  1
  1
  500m
  5
  Rules: 
  The GAK 19 is mounted to the shoulder of the user’s armour 
  and as such may not be disarmed through the usual means 
  of hitting the arm.
  AKHETEROP SETTEP
  Akheterop Settep
  STR
  DEX
  KNOW
  CONC
  2
  4
  7
  6
  CHA
  COOL
  LUCK
  Initiative
  5
  0
  0
  +10
  Hit Points
  Closing
  Rushing
  19
  3
  6
  Skills
  Acrobatics: 4
  Athletics: 4
  Detect: 4
  Diplomacy: 4
  Drive (all): 4
  Intimidate: 4
  Language (all): 4
  Leadership: 4
  Lore (all): 4
  Melee Weapons: 3
  Oratory: 4
  Persuasion: 4
  Read Lips: 3
  Stealth: 3
  Tactics: 4
  Torture: 4
  Unarmed Combat: 2
  Equipment
  SpatterShriek, Blood Shard Necklace, 35,000c Arducci Suit
  Special Rules: 
  Akheterop Settep has a Regeneration Rate of 4.
  SpatterShriek (Infused White Earth Sabre)
  Skill: 
  Melee Weapon
  DMG 
  Min DMG
  AD
  Weight
  1d10/2d10
  4/8
  10/1
  0
  Rules: 
  This weapon has two sets of values. The first is used for a 
  slashing attack, the second for an impaling attack. Anyone 
  within 20m of the blade is unable to remove the bleeding 
  condition, regardless of the medical intervention they receive.
  Blood Shard Necklace
  Rules: All attacks that successfully hit Akheterop 
  automatically reduce their final DMG value to 1, ignoring 
  the normal Min. DMG value for the weapon. While wearing 
  the necklace, Akheterop will never lose more than 1 Hit 
  Point from any attack. In addition, Akheterop is immune to 
  the Communicate Ebb Discipline.
  
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  S L A  I N D U S T R I E S  2 N D E D I T I O N
  ROOT DOGS
  Threat Analysis - Page 77
  BASE SCIENTIST
  Root Dog Base Scientist
  STR
  DEX
  KNOW
  CONC
  5
  2
  8
  8
  CHA
  COOL
  LUCK
  Initiative
  2
  1
  0
  +10
  Hit Points
  Closing
  Rushing
  24
  2
  5
  Skills
  Detect: 3
  Education (all): 4
  Medical: 4
  Tactics: 3
  Torture: 4
  Unarmed Combat: 1
  Equipment
  Teeth, Claws
  CORE SCIENTIST
  Root Dog Core Scientist
  STR
  DEX
  KNOW
  CONC
  5
  2
  9
  9
  CHA
  COOL
  LUCK
  Initiative
  2
  2
  0
  +11
  Hit Points
  Closing
  Rushing
  24
  2
  5
  Skills
  Detect: 4
  Education (all): 4
  Medical: 4
  Tactics: 4
  Torture: 4
  Unarmed Combat: 1
  Equipment
  Teeth, Claws
  SAMPLE HERD CREATURE: SLIFF
  Sliff Herd Creature
  STR
  DEX
  KNOW
  CONC
  6
  5
  0
  0
  CHA
  COOL
  LUCK
  Initiative
  0
  7
  0
  +5
  Hit Points
  Closing
  Rushing
  24
  2
  Skills
  Athletics: 4
  Unarmed Combat: 4
  Equipment
  Natural Armour (PV: 6, Resistance: NA), Slasher Claw.
  Special Rules: Herd Creatures are entirely immune to the 
  effects of fear.
  Slasher Claw
  DMG 
  Min DMG
  AD
  STR
  4
  1
  SAMPLE HERD CREATURE: TAALE
  Taale Herd Creature
  STR
  DEX
  KNOW
  CONC
  3
  4
  0
  0
  CHA
  COOL
  LUCK
  Initiative
  0
  7
  0
  +5
  Hit Points
  Closing
  Rushing
  22
  4
  8
  Skills
  Athletics: 4
  Unarmed Combat: 4
  Equipment
  Natural Armour (PV: 7, Resistance: NA), Maul Mouth.
  Special Rules: Herd Creatures are entirely immune to the 
  effects of fear.
  Maul Mouth
  DMG 
  Min DMG
  AD
  STR+1d10
  STR
  2
  Rules:
  Maul Mouth can be used to lock onto a target. If a roll to 
  hit is successful, they have locked on. If they choose to attack 
  the same target during the next combat round, no roll to hit 
  is required. A creature who has locked on with their Maul 
  Mouth may not perform any defensive manoeuvres.
  
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  H U N T E R  S H E E T S  2  C O N V E R S I O N  D O C U M E N T
  SAMPLE HERD CREATURE: GALT
  The Galt use the same stats and skills as the Talle (see above).
  Equipment
  Natural Armour (PV: 7, Resistance: NA), Stinger Barb.
  Special Rules: Herd Creatures are entirely immune to the 
  effects of fear.
  Stinger Barb
  DMG 
  Min DMG
  AD
  STR-2
  2
  0
  Rules:
  Any successful attack that causes the target to lose any Hit 
  Points may result in the target becoming poisoned. The 
  rules for Poison are included under ‘Toxicants’ in the SLA 
  Industries 2nd Edition Core Book.
  DAROL RAGEN
  The Darol Ragen was not included in Hunter Sheets 2, but 
  we have included them here so that you can use them in your 
  campaign. You can read more about them in the description of 
  Hostile-4 on page 22-23 of Hunter Sheets 2 and can expect 
  even more in future publications. 
  Darol Ragen
  STR
  DEX
  KNOW
  CONC
  5
  4
  2
  2
  CHA
  COOL
  LUCK
  Initiative
  0
  6
  0
  +6
  Hit Points
  Closing
  Rushing
  24
  2
  6
  Skills
  Acrobatics: 3
  Detect: 2
  Intimidate: 3
  Melee Weapons: 4
  Pistol: 4
  Rifle: 4
  Stealth: 2
  Streetwise: 1
  Support Weapons: 4
  Unarmed Combat: 4
  Equipment
  Organic Armour, Frag Gun (unlimited ammo), Organic 
  Retractable Blade (comparable to a DPB Vibro Sabre).
  Frag Gun
  Skill: 
  Pistol/Rifle
  DMG 
  Min DMG
  AD
  Weight
  1d10+3
  5
  3
  1
  ROF
  Recoil
  Range
  Clip
  3/10
  1/1
  60m
  150
  Rules: 
  The weapon is fused to the user’s arm and fires flechettes 
  made from the user’s bones. This weapon may not be disarmed 
  through the usual means of hitting the arm. If the weapon is 
  severed from the arm it will die and become unusable.
  Organic Armour
  PV
  Resistance
  Weight Factor
  9
  20
  0
  Rules: Organic Armour recovers 2 points of Resistance each 
  time its wearer regenerates any Hit Points.
  
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  S L A  I N D U S T R I E S  2 N D E D I T I O N
  Copyright © 2020 Nightfall Games Ltd., All Rights Reserved. Designed in Scotland.
  
SOURCE: textdata/thevault/SLA Industries (SWADE)/SLA Industries 2nd Edition - Hunter Sheets - Issue 2 - Conversion Document [2020].pdf