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a person wearing a mask

Axillian Surgeons Coalition (ASC)

Subclasses: Chemist or Nanotechnician (CH/NT)

a person in a white suit and black boots
Mk 1 Doc Suit

Background: Known as doctors, healers and battlefield medics, official ASC members can be easily spotted anywhere by their distinctive red-crossed shining-white armor, commonly referred to as a ‘Doc Suit’. This advanced suit comes equipped with a built-in absorption field that absorbs incoming E/HE damage and can eventually return some of that energy in a blast to the attacker, pending further upgrades. This function is rumored to be Xeno-tech that was granted to them by some race that they aided in the past, with no-one else so far being able to replicate this feat of high-speed conversion. This ‘Backflash’ is triggered at will by the user, returning along the path of the incoming energy stream and increasing as the conversion unit reaches maximum efficiency. Frequently nicknamed ‘Doc’s’, they are not usually targeted in Core-Race engagements as although they focus on healing their comrades during battle, they are also code-bound to revive, stabilize, de-tox and otherwise aid all combatants once a victor has been declared. In their fourth year of training they receive a universal travel pass (UTP) which allows them unlimited passage throughout the Imperium with passage never being refused by any ship.

black and gray game controller
“The Injector”

All are issued with a multi-purpose buffing/healing tool referred to as ‘The Injector’, and initially you may only use that or your specialized tool each round. The Injector is used by both classes to heal targets by manipulating a streams of naniform reconstructors which inject themselves into the targets system, with the Chemist initially healing or damaging only Org targets and the Nanotechnician initially only healing or damaging mech targets.

Medbot

In their 7th term when the ASC trainee reaches the title of Doctor they receive a Medbot and are issued with a Medcuff suit attachment that can hold 4 different auto-injecting stims, unlike the civilian one which only holds 1 (or in rare cases and at great expense 2). The Medbot is multirole and treats both org and mech targets with the same efficiency regardless of the subclass.

blue smoke on black background
You do NOT want to be on the receiving end of a chemgun.


Chemists use their Chemgun to attack and are strongest against organic Org targets and are also able to buff allies with potent chemical boosts. Their Chemgun dmg is initially half as effective vs Mech targets although it bypasses Dred and its ability to hit is determined by the operators intelligence combined with their Chemist skill.


Nanotechnicians manipulate nanite streams with their Nanotool and are highly proficient against Mech targets. Its operation is designed to weaken targets by first removing any Dred it may have and then by lowering its DR, and if the battle continues for long enough the only DR a target will have is that provided by its agility. Once the nanites detect that the targets Dred and DR are at their lowest level possible they will turn on the target creature and voraciously deconstruct it for 10 points of damage per shot, stacked. The Nanotool initially does half damage to Org targets, but it will still affect their Dred and DR as provided by armor.
Chemgun and Nanotool options (range, dmg, effects etc) increase as MR’s are gained in CH and NT respectively.

a close up view of a shiny metal surface
Before Nanotool
a view from above of a forest with lots of trees
After Nanotool…Armored/Mech units should avoid at all costs.

It may seem that in combat the most difficult choice for a Doc would be which option to choose from the many available, but as all ASC graduates remember, in training the order drilled into new recruits is “Buff, Debuff, Heal, Attack”, Hence the popular pre-battle ASC chant “BEE-DEE-HA! BEE-DEE-HA! BEE-DEE-HA!”.

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