"The only way to discover the limits of the possible is to venture past them into the void."
SAROS operatives are the galaxy's elite search and rescue specialists. They deploy into the most hostile environments - derelict ships, collapsing stations, planetary disasters - to find survivors and bring them home. Their advanced mobility and scanner technology make them unmatched at locating targets and getting out fast.
SAROS operatives excel at:
They are the squad's eyes and the rescue team's backbone.
SAROS operatives have seen people at their worst and best - survivors clinging to hope in impossible situations, and heroes sacrificing themselves for strangers. This shapes their worldview.
Consider:
| Skill | Application |
|---|---|
| Flying/0-G | Flight suit operation, zero-gravity maneuvering |
| Sensors | Scanner operation, target location, threat detection |
| Search | Finding survivors, hidden objectives, escape routes |
| Term | Meaning |
|---|---|
| Snatch Job | A successful extraction under fire |
| Borrow | Stolen time; using Borrowed Time to move before the clock catches up |
| Red Count | Countdown to structural failure; digits on the HUD you don't want to see |
| Gelpack | Emergency spacesuit; uncomfortable, ugly, keeps you breathing |
| Plexi-Smasher | Gyrojet rocket designed to breach reinforced viewports |
| Bio-Rail Burn | The ache when the suit pushes more energy through your nerves than biology intended |
| Float | Dead in space; also an operative who missed the extraction window |
| Blue Streak | An AI core ejecting from a dying ship |
From the field logs of SAROS operative designation "Callan"
The cold expanse of space, they say. Callan checked his SAROS suit's HUD, a cozy 21 degrees, and chuckled as he jetted towards the dying starship Andromeda. Its distress signal had been echoing for hours, and the ship's core was nearing catastrophic overload. Stress fractures crawled along the hull, buckling outward from the pressure building inside. He imagined the structure groaning, but out here only silence carried between them.
Inside, the vessel was a maze of damaged corridors, broken conduits, and flickering lights. Callan moved with purpose, his suit's sensors guiding him to the trapped engineer. The name lit up in flickering orange on his HUD, "Rael", alongside a countdown in red. The vessel didn't have long. By the ship AI's own calculations, minutes at best.
He broke into the command deck, slicing through the jammed doors with his unicutter. The engineer was pinned under a massive titanium pylon, face etched with pain and the quiet acceptance that comes before rescue stops being an option. Hope glimmered there briefly as Callan stepped into the room.
Without hesitation, he activated the uni-cutter's plasma slicer. Blue flame cut through titanium like clay. The pylon groaned and shifted. He pulled Rael free, red medical symbols bursting across his holo display as the suit's diagnostic routines kicked in. No time for gratitude. The red count had hit simple digits.
Callan fired his boosters as the AI killed the grav slabs on this deck, propelling them toward the cockpit at breakneck speed. Collapsing corridors. Debris. The ship's death throes all around them.
They burst into the cockpit. Rael pointed to the reinforced Astroplex, doubting Callan's ability to break it with a laser pistol. But Callan pulled out a gyrojet rocket; a plexi-smasher, one of SAROS's unique toys. He fired. The viewport burst outward, adding another million stars to the backdrop.
Callan slapped a gelpack onto Rael as the ship's atmosphere expelled them into deep space. Rael grumbled about the discomfort. Callan ignored it, tracking their trajectory as they blasted into the void. A blue streak crossed his vision; the Andromeda's AI, GiX-5, ejecting from the helm control pod. A reminder of his mentor's teachings about the importance of timing.
The ship imploded silently behind them.
Floating in the vastness, Callan tracked their heading. Despite the rescue, he couldn't shake the thought of his mentor's impending scolding. But in the end, what mattered was that they were alive. He signaled his AI to call in his ship from the minimum safe distance.
Just another snatch job.
Best Legacies: Ranger, Pilot, Rock-Hopper, Spacer
Best Origins: Human, Rodi, Karani
Best Organizations: SAROS (corp), CONFED, CORSEC
Recommended Skills: Movement - Zero-G, Systems - Sensors, Espionage - Search
Suggested Skills: Movement - Acrobatics, Medic - Triage, Intel - Survival
| Rank | Title |
|---|---|
| 2 | SAR Operative |
| 4 | Rescue Specialist |
| 6 | Extraction Expert |
| 8 | SAR Commando |
| 10 | Master SAR Operative |
New SAROS operatives begin with the following standard-issue gear:
| Item | Description |
|---|---|
| SAROS Suit | Junker Tech flight suit with bio-rails (provides double Energy capacity) |
| SAROS-SAS | Advanced scanner (15m range, all modes + advanced structural) |
| Carbine | Standard medium weapon |
| Toolkit-First Aid (Std) | Basic emergency medical supplies |
| Breaching Tool | Unicutter or plasma slicer |
| E-Cell Pack (x5) | Power cells for suit and equipment |
The suit handles targeting assistance, but pulling the trigger is still on you.
Here's what goes into making a shot count when you're burning energy just standing up.
| Layer | Source | Cap |
|---|---|---|
| Core Weapon Training | 11 × Rank, +5 on-specialty type (automatic) | 115 |
| Weapon Skill | +1% per SP in weapon type | 25 |
| Weapon Familiarity | +1% per hit with this specific weapon | 20 |
| Max Accuracy Bonus | 160 |
"The suit keeps you going when your body says stop."
SAROS operatives are equipped with highly energy-efficient Junker Tech suits featuring internal bio-rails - specialized conduits that convert E-Cell energy directly into biological energy. Unlike the external power rails found in powered armor, bio-rails interface with the wearer's nervous system, allowing them to push beyond normal biological limits during extraction operations.
Double Energy Max: SAROS operatives have double the normal Energy capacity (2 per Tier instead of 1).
Suit Energy Restriction: The additional Energy provided by the bio-rail suit can only be spent on Non-Hostile actions - maneuvers, movement, defensive abilities, and utility actions. Any action with the Hostile tag (attacks, harmful abilities) must be paid for with biological Energy like any other operative.
| Ability | Cost | Effect |
|---|---|---|
| Breathe Easy | 1 Action | Regain 1 Energy (instead of all actions for 2) |
| E-Cell Drain | 1 E-Cell-10 | Drain 10 Ecells to regain 1 Energy (Extra Action if cells plugged into suit) |
| Re-Energize | 1 Action | Grant an adjacent ally 1 Energy from your reserves |
| Ability | Cost | Effect |
|---|---|---|
| Energy Surge | 1 Action | Overcharge suit: gain 3 Energy but suit's Quality drops by 3 (see Repair and Glitches) |
| Emergency Reserves | Once per mission | Instantly gain Energy equal to your Tier |
| Energy Siphon | 1 Action | Drain 1 Energy from adjacent powered armor, robot, or vehicle |
| Adrenaline Converter | Passive | When reduced below half HITS, immediately gain 2 Energy |
SAROS operatives can spend Energy to enhance their abilities:
| Enhancement | Cost | Effect |
|---|---|---|
| Boosted Movement | 1 Energy | Double movement speed for this action |
| Powered Lift | 1 Energy | Ignore weight/mass penalties when carrying |
| Energy Shield | 1+ Energy | Gain 1 untyped DR per Energy spent until start of next turn |
| Scanner Overdrive | 2 Energy | Scanner range doubled for this action |
| Charge Cell | 1 Energy | Restore 1 charge to an E-Cell (e.g. a 5/10 E-Cell becomes 6/10) |
"No one gets left behind."
SAROS operatives have a unique dual trigger for their Combat Window:
Like other CCS specialists, SAROS Combat Window opens on near-misses or critical hits when making attack rolls against enemy TL.
Unique to SAROS: When an ally within line of sight fails a defense roll and goes DOWN (all HITS marked), the SAROS operative checks if that failed roll would have been within their own Combat Window.
How it works: The ally fails their defense roll - but if that roll would have opened the SAROS's Combat Window (within the SAROS's window range of the attacker's TL), the SAROS's Combat Window opens at the start of their next turn. The SAROS was watching, tracking the threat, ready to move the moment things went wrong.
Confirmation Roll: When the SAROS's turn begins, they must make a confirmation roll against the attacker's TL (the creature that downed the ally). If they exceed the TL, they can execute an Extraction Maneuver with their stacking modifier determined normally (excess over TL ÷ 5). If they fail the confirmation, the window closes - the chaos of battle prevented the rescue attempt.
Example: A Rank 4 SAROS (CW 8) watches their ally defend against a Zod raider with TL 40. The ally rolls 34 - a fail. But 34 is within the SAROS's Combat Window range (32-40 for a CW of 8). The SAROS's extraction training activates.
On the SAROS's next turn, they roll to confirm against TL 40. They get 52 - exceeding by 12, giving a stacking modifier of 2. They execute Retrieval Run, moving 4m (2 squares) to the downed ally and stabilizing them in one action.
Ally Down Restriction: The Ally Down trigger can ONLY activate Extraction Maneuvers that move toward or affect the downed ally (Fireman's Carry, Emergency Evac, Retrieval Run, Covering Dash toward the downed ally). You cannot use an Ally Down trigger for Scanner Burst or other non-rescue maneuvers.
When a SAROS operative's Combat Window opens (via attack or ally down), they can execute extraction and mobility maneuvers. Executing a maneuver does not cost an Action; it is part of the Combat Window trigger, resolved immediately after the confirmation roll. As usual you must make a confirmation roll that exceeds the TL to execute the maneuver.
The amount by which your confirmation roll exceeds the TL determines your stacking modifier - divide the excess by 5; each increment = 2m movement (one map square) and increases Boon effects.
Many maneuvers can be Energy Enhanced by spending Energy for additional effects.
| Maneuver | Effect |
|---|---|
| Fireman's Carry | Move to an adjacent ally; move them 2m per stacking modifier |
| Emergency Evac | Move yourself + adjacent ally 2m per stacking modifier |
| Covering Dash | Move 2m per stacking modifier toward an ally; they gain stacking Boon to AF until your next turn |
| Time Skip | Borrow movement from next turn, you must stand still during an action next turn. |
| Retrieval Run | Move 2m per stacking modifier to a downed ally and stabilize as one action |
| Scanner Burst | Reveal all hidden enemies/hazards within 2m per stacking modifier; costs 1 Energy per target to maintain in following rounds |
| Rapid Recharge | Move 2m per stacking modifier to an ally and recharge their E-Cell powered weapon from your Energy store; forced recharge lowers weapon Quality by 1 |
| Escape Vector | All allies within 2m per stacking modifier gain an Extra Action this round that can only be used to move |
Critical Effects: Each maneuver has an enhanced critical version unlocked through the Maneuver Chain abilities in the SAROS Ability Tree. Without the corresponding T1 chain ability, critical confirmation rolls provide no additional effect beyond the base maneuver.
Spend Energy when executing a Combat Window maneuver for additional effects:
| Enhancement | Cost | Effect |
|---|---|---|
| Extended Range | 1 Energy | Add +4m (2 squares) to any movement maneuver |
| Multi-Extract | 2 Energy | Fireman's Carry or Emergency Evac affects one additional ally |
| Instant Stabilize | 1 Energy | Retrieval Run also restores 1 HIT |
| Persistent Scan | 1 Energy | Scanner Burst maintains for free this round |
| Power Transfer | 1 Energy | Re-Energize as part of any maneuver (grant ally 1 Energy) |
| Afterburner | 2 Energy | After completing maneuver, immediately take another move action |
| Hardlight Shield | 1 Energy | Covering Dash grants +2 AF as well as a stacking Boon |
| Mass Evac | 3 Energy | Escape Vector affects ALL allies within range, not just those in 2m per modifier |
Successful Combat Window maneuvers can generate Energy:
| Condition | Energy Gained |
|---|---|
| Successful extraction (move ally 6m+) | +1 Energy |
| Critical maneuver | +1 Energy |
| Rescue downed ally (Retrieval Run) | +1 Energy |
| Reveal 3+ hidden targets (Scanner Burst) | +1 Energy |
Confirmation Roll Stacking (divide excess over TL by 5):
| Excess | Movement | Boon |
|---|---|---|
| 0-4 | 2m (1 square) | Boon(1) |
| 5-9 | 4m (2 squares) | Boon(2) |
| 10-14 | 6m (3 squares) | Boon(3) |
| 15-19 | 8m (4 squares) | Boon(4) |
| 20+ | 10m+ (5+ squares) | Boon(5+) |
All SAROS abilities are purchased with Ability Points (AP) during R&R.
Cost: 2 AP
Activation: 1 Action
Requires: Tier 1
Effect: Perform an enhanced sensor sweep. Gain Boon(1) to all Systems - Sensors skill rolls this round. Detect life signs, power sources, and structural weaknesses within medium range.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: Gain Boon(1) to all movement rolls and checks when moving toward a wounded ally. The suit's bio-rails fire before you even think about it.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: Your scanner range increases by 20%. More coverage means fewer surprises.
Cost: 2 AP
Activation: 1 Action
Requires: Tier 1
Effect: Sweep an area with your scanner to determine the number and approximate threat level of enemies present. Results display on your HUD as colour-coded markers.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: Ignore difficult terrain when moving toward mission objectives or downed allies. The suit plots the optimal route automatically.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: Stabilize a wounded operative as 1 action instead of 2. Field triage at extraction speed.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: Gain Boon(1) to Physical saves against environmental hazards (vacuum, toxic atmosphere, radiation, extreme temperatures). The suit compensates before you feel it.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: You can perform scanner sweeps while moving; scans no longer require you to remain stationary. Data streams in mid-stride.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: On a critical Fireman's Carry, move the carried ally at full speed instead of half. The bio-rails compensate for the load.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: On a critical Emergency Evac, also ignore difficult terrain during the evacuation. The suit plots the cleanest path through the chaos.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: On a critical Covering Dash, continue moving with the target ally. You grab them and go.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: On a critical Time Skip, borrow a full action instead of just movement. The bio-rails push harder than you asked.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: On a critical Retrieval Run, also move the downed ally 2m per stacking modifier to safety. Stabilize and relocate in one motion.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: On a critical Scanner Burst, squad gains stacking Boon vs revealed targets for 1 round. Scanner Burst reveal range is capped at 16m (8 squares) without further scan-chain abilities.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: On a critical Rapid Recharge, no weapon Quality loss from the forced recharge. Only affects E-Cell powered energy weapons. Clean energy transfer; no backfeed.
Cost: 2 AP
Activation: Passive
Requires: Tier 1
Effect: On a critical Escape Vector, allies also gain 2m free movement per stacking modifier. You don't just clear the way; you push them through it.
Cost: 6 AP
Activation: Extra Action
Requires: Tier 2
Frequency: Once per turn
Effect: Borrow one movement action from your next turn and use it now. The borrowed action can ONLY be used to move. On your next turn, you have one fewer action available.
Cost: 6 AP
Activation: Passive
Requires: Tier 2
Effect: When carrying, dragging, or escorting another character, you suffer no movement penalties. Gain Boon(1) to all rolls made while extracting an ally from danger.
Cost: 6 AP
Activation: Passive
Requires: Tier 2
Effect: Borrowed Time allows you to borrow movement from up to 2 turns ahead. You repay one borrowed action per subsequent turn. Living on credit; the SAROS way.
Cost: 6 AP
Activation: Extra Action
Requires: Tier 2
Frequency: Once per encounter
Effect: Move at double speed as an Extra Action. Bio-rails overcharge your legs for one explosive burst of movement.
Cost: 6 AP
Activation: Passive
Requires: Tier 2
Effect: You cannot be flanked and are always aware of threats within 10 metres. Your scanner array and bio-rail feedback create a constant threat perimeter.
Cost: 6 AP
Activation: Passive
Requires: Tier 2
Effect: Gain stacking Boon to AF when carrying or escorting a wounded ally. The more danger they're in, the harder you are to hit.
Cost: 6 AP
Activation: Passive
Requires: Tier 2
Effect: Gain Boon(1) to all movement-related checks (climbing, jumping, zero-G manoeuvring, etc.). The suit adapts to any surface.
Cost: 6 AP
Activation: 1 Action
Requires: Tier 2
Effect: Your structural scan reveals conduit type (coolant, data, power, security), purpose, weak points, and hazards within the scanned structure. Essential for planning breaches and evacuations.
Cost: 6 AP
Activation: Passive
Requires: Tier 2, Full Carry
Effect: Fireman's Carry base movement increases by +2m. Gain Boon(1) to AF while carrying an ally. Spend 1 Energy to ignore difficult terrain during the carry.
Cost: 6 AP
Activation: Passive
Requires: Tier 2, Rapid Evac
Effect: Emergency Evac base movement increases by +2m. Spend 1 Energy to bring one additional adjacent ally along.
Cost: 6 AP
Activation: Passive
Requires: Tier 2, Shield Run
Effect: Covering Dash AF Boon increases by +1 tier. Spend 1 Energy to extend the Boon duration by 1 round.
Cost: 6 AP
Activation: Passive
Requires: Tier 2, Time Slip
Effect: Gain Boon(1) to all rolls made during borrowed Time Skip movement. Spend 1 Energy to borrow from 2 turns ahead instead of 1.
Cost: 6 AP
Activation: Passive
Requires: Tier 2, Snatch & Grab
Effect: Retrieval Run also restores 1 HIT in addition to stabilizing. Spend 1 Energy to gain Boon(1) to AF during the run.
Cost: 6 AP
Activation: Passive
Requires: Tier 2, Tactical Scan
Effect: Scanner Burst range cap increases to 20m (10 squares). Maintenance cost reduced to 1 Energy per 3 revealed targets (rounded up). Spend 1 Energy to waive all maintenance this round.
Cost: 6 AP
Activation: Passive
Requires: Tier 2, Clean Charge
Effect: Rapid Recharge also restores 1 additional E-Cell charge to the weapon. Spend 1 Energy to recharge a second E-Cell weapon on the same ally.
Cost: 6 AP
Activation: Passive
Requires: Tier 2, Evac Route
Effect: Escape Vector base range increases by +2m per stacking modifier. Spend 1 Energy to grant affected allies Boon(1) to AF during their Escape Vector movement.
Cost: 10 AP
Activation: Extra Action
Requires: Tier 3
Effect: You may now borrow up to TWO movement actions from your next turn. Additionally, your movement no longer triggers free attacks from enemies you move past.
Cost: 10 AP Activation: 1 Action Requires: Tier 3 Frequency: Once per encounter Effect: For the next 3 rounds, your movement never triggers free attacks, you ignore difficult terrain, and you may move through enemy spaces. You leave no trail and cannot be tracked by conventional means.
Cost: 10 AP
Activation: Passive
Requires: Tier 3
Effect: Wraith Run lasts 5 rounds instead of 3. At this level, you're more ghost than operative.
Cost: 10 AP
Activation: Extra Action
Requires: Tier 3
Frequency: Once per encounter
Effect: Borrow up to 3 actions from future turns (repay one per subsequent turn). The bio-rails push your body past safe limits; you feel the burn later.
Cost: 10 AP
Activation: Passive + Extra Action (trigger)
Requires: Tier 3
Frequency: Once per Mission
Effect: Your SAROS suit has an integrated EMD (Emergency Medical Device). If you go DOWN, the EMD auto-deploys: auto-stabilize and restore 1 HIT. You can also manually deploy it on a rescued ally during Retrieval Run.
Cost: 10 AP
Activation: 1 Action
Requires: Tier 3
Frequency: Once per encounter
Effect: Overcharge the SAROS suit's bio-rails to generate a short-range spatial displacement field, translocating up to 10 metres to a location you can see. Ignores all obstacles, walls, and enemies between you and the destination. The suit needs a full recharge cycle after each use; field teams call the cooldown "the shakes." If there is an object or creature in the location where you appear, you are telefraged, killing you both.
Cost: 10 AP
Activation: Passive
Requires: Tier 3
Effect: You always act first in any round, even against ambushes. Your bio-rail response time is faster than conscious thought.
Cost: 10 AP
Activation: Passive
Requires: Tier 3, Powered Carry
Effect: Fireman's Carry base now moves the ally at full speed (always). On critical, the carried ally also gains Boon(2) to AF until your next turn and your movement doesn't trigger free attacks while carrying.
Cost: 10 AP
Activation: Passive
Requires: Tier 3, Enhanced Evac
Effect: Emergency Evac base now always ignores difficult terrain. On critical, all evacuated allies gain Boon(1) to AF for 1 round. Spend 2 Energy to evacuate all adjacent allies instead of one.
Cost: 10 AP
Activation: Passive
Requires: Tier 3, Fortified Dash
Effect: Covering Dash base now always moves the ally with you. On critical, the AF Boon extends to all allies within 2m of the target. Spend 2 Energy to maintain the AF Boon for 2 additional rounds.
Cost: 10 AP
Activation: Passive
Requires: Tier 3, Temporal Momentum
Effect: Time Skip base now borrows a full action (always). On critical, the borrowed action does not need to be repaid. Spend 2 Energy to take the borrowed action immediately as an Extra Action.
Cost: 10 AP
Activation: Passive
Requires: Tier 3, Field Retrieval
Effect: Retrieval Run base now always moves the downed ally to safety. On critical, restore HITS equal to stacking modifier. Spend 2 Energy to grant the rescued ally 1 action on their next turn.
Cost: 10 AP
Activation: Passive
Requires: Tier 3, Enhanced Scan
Effect: Scanner Burst range uncapped (full stacking modifier). Base now always grants squad Boon(1) vs revealed targets. On critical, stacking Boon and lasts 2 rounds. First round of maintenance is free.
Cost: 10 AP
Activation: Passive
Requires: Tier 3, Power Conduit
Effect: Rapid Recharge base no longer causes Quality loss (always). On critical, ally gains Boon(1) to attacks with the recharged weapon for 2 rounds and +1hit. Spend 2 Energy to recharge all E-Cell weapons on the target ally.
Cost: 10 AP
Activation: Passive
Requires: Tier 3, Expanded Evac
Effect: Escape Vector base now always grants 2m free movement per stacking modifier. On critical, affected allies also gain Boon(1) to all rolls until end of their next turn. Spend 2 Energy to affect ALL allies within range regardless of stacking modifier.
"The story ends with them alive and floating. That's the job."
— Callan, SAROS