Attribute Dice: 12D


Move: 10
Size: 1.4-1.8m

This stocky race of hexapedal insectoids is notable for its hierarchical organisation. Several sub-types exist (and it believed that there are more than the three that are commonly encountered) each of which fulfils a specific role in the normal functioning of the tribal unit.

The Klik'tak'nek all share the following common features, they have a hard chitinous exoskeleton (+1D energy, +2D physical), compound eyes and can communicate by secreting pheromones (only threee scents have been defined to date: Danger, Food and Sexual attraction. Exobiologists believe that there may be other scents). Pheromones can be detected up to 5km away, depending on local wind conditions and the presence of other, stronger, masking smells. No Klik'tak'nek encountered to date has had manipulative skills in any limb other than their forelimbs. The rear two pairs are used for locomotion only. Their homeworld is mostly tropical, and as such the Klik'tak'nek show a vulnerability to cold (stamina roll required at 0 to -10C, otherwise they will quickly die of exposure at these temperatures).

Klik'tak'nek are raised in large broods, and their future station in life is largely determined by their initial diet. Three sub-types have been identified: Soldier, Worker and Organiser.

Soldier: May not have KNO or TEC attribute above minimum. They are bettered armoured (thicker skinned) than their brethren (+2D energy, +3D physical). Up to 15% of soldiers possess an organ on their head which allows them to spit an acid up to 15m in a front fire arc(0-3/7/15, 5D damage). This can be used 1x round up to 6 times in any standard day, before a period of rest (24 standard hours) is required to allow the acid reservoir to replenish. Soldiers gain an extra 4D of skill dice for use in combat skills only at creation. No more than 2D may be used for any one skill. Soldiers can understand Basic, but are unable to speak it. They can communicate in the native language of the Klik'tak'nek, which consists of a series of clicks.





Worker: May not have KNO or MEC attribute above minimum. Workers gain an extra 4D of skill dice for use in Technical skills only. No more than 2D may be used for any one skill. Some 50% off workers possess wings, which enable them to fly at up to move 20. They may also hover, but this requires greater effort and as such requires a moderate stamina roll every 5 rounds after the first 5. Failure indicates that "balance" is lost and the worker must set down as soon as possible. Workers can understand Basic, but are unable to speak it. As with the soldier caste, workers are able to communicate in their native language. In times of great need some of these flying workers are recruited into the soldier caste, where they will receive rudimentary martial training. However, such is the fear of armed, flying workers, that when the danger has passed, all of these recruits that have survived are exterminated.



Organiser: May not have Tech or Mech attribute above minimum. They have an Aptitude for Languages (+2D, 4 free fluencies) and have sufficiently advanced voiceboxes to be able to articulate any language. They also possess Fast Initiative (+1D to perception against non-Klik'tak'nek). They use this talent to direct troops or workers in crisis situations. All Organiser sub-types automatically gain the Command skill.







Although these sub-types are die capped at creation, their attributes may be increased at the same cost as per the normal rules. It is unusual, though not unknown, for Klik'tak'nek to strike out on their own. They are usually outcasts or, occasionally, lone survivors of Klik'tak'nek expeditions which have gone wrong.

Due to the physical make up of their "hands", Klik'tak'nek suffer a -2D penalty to all manipulative skills when using equipment of none native manufacture. This penalty applies in reverse to any non-insectoid derived species using items of Klik'tak'nek construction.

It is rumoured that there is a Royal Family directing the overall policy of each tribe of the Klik'tak'nek. These shadowy individuals are not believed to be limited by the same restrictions as their subjects due to a different juvenile diet.

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