The Jem'Hadar (Star Trek):
Based on Star Trek: Deep Space 9
- "I am First Omet'iklan. And I am dead. As of this moment, we are
all dead. We go into battle to reclaim our lives. This we do gladly, for
we are Jem'Hadar. Remember, victory is life."
"Victory is life."
The Jem'Hadar are genetically engineered by the Founders to be nearly perfect warriors - strong, agile, and quite willing to die for their changeling masters.
They are fanatically loyal to the Founders. In fact, it is safe to say that they worship them as gods. They acknowledge their inferiority to the Founders and also acknowledge everyone else's inferiority towards them. If they fail in their duties to protect their Founder masters, then they commit ritual suicide.
Biology
- "And to make matters worse, the Jem'Hadar don't eat, don't drink,
and they don't have sex either..."
"Let me get this strait. You don't eat, you don't drink, and you don't have women? No wonder your always in such a bad mood."
The Jem'Hadar are humanoid life forms, all who are extremely similar. Height is a standard of about 6 feet, while weight varies from 190 to 220 lbs. Their natural life span is 30 years, but few survive past 15, indeed a Jem'Hadar who reaches 20 is considered an honored elder.
The skin of the Jem'Hadar is tough and scaley, with a greyish color to it. They also posses no body hair whatsoever. They are extremely muscular and never overweight, due to the fact that they do not need to consume food or water to survive.
They are all grown in birthing chambers at an incredible rate, and are able to fight within three days of their emergence. They have a instinctual basic knowledge pool, and an incredible ability to learn. They are able to speak withing hours of being alive.
They do not need to sleep, and their are no female Jem'Hadar. All Jem'Hadar also have cloaking devices 'built into' their body at birth. These are hooked to the brain and can be activated or deactivated with a thought.
Sociology
- "What do you want, do you have any needs or desires of your own?"
"I want to fight!"
"Why?"
"I don't know, but that's what I want to do."
The Jem'Hadar are programmed with the instincts and desire to fight, from the day they are born. They love combat and will gladly die in battle for their masters, the Founders.
Although they resent other races controlling them, they are totally subservient to the Founders and will never raise a fist (or a disruptor) against them, regardless of how poorly they are treated. Also, if there is a danger of a founder being injured, the Jem'Hadar will avoid combat in that area.
Contrary to popular belief, the Jem'Hadar are incredibly intelligent and attentive. Also, surprisingly, the Jem'Hadar can show both emotions and Honor to those worthy of it. Jem'Hadar mercy is often quick and brutal, but there have been cases of them allowing others to live if they have proved themselves.
Ketracel White
- "First Omet'iklan, can you vouch for the loyalty of your men?"
"We pledge our loyalty to the Founders from now until death."
"Then receive this reward from the Founders. May it keep you strong."
Ketracel White is an enzyme created by the founders to ensure total loyalty of the Jem'Hadar. Without it the Jem'Hadar begin to feel sick, get chest pains, and eventually die. They must consume 3 mg a minute to feel totally comfortable, and at least 15 mg an hour to ensure survival.
Ketracel, or "White" as it is commonly referred to is connected to a tube which is implanted into the Jem'Hadar's neck. The supply given to a Jem'Hadar can vary depending on how long he will be out. It can be from a 6 hour supply to a 1 week supply (This is the most ever given, and even this is rarely used).
Without the drug, the Jem'Hadar will begin to feel discomfort, and then pains, and eventually the central nervous system will begin to shut down, killing the Jem'Hadar. Needless to say this is an effective method of controlling the Jem'Hadar.
The Jem'Hadar Race
- Alignment: Aberrant, all Jem'Hadar are engineered to be
- Do not need to eat, sleep, or drink.
- Heals 1D6 S.D.C./HP per hour.
- Internal Cloaking Device:
- Similar to the Naurani Camouflage Armor, the Jem'Hadar cloaking device
is built in and can be activated at a thought. They are invisible to normal
optics, but can be seen on IR and other scanners. To attack or speak they
must dis-engage the cloak. Quick movement will cause a rippling effect
that will give away a Jem'Hadar position.
- Reliant on White
- -1D4 to all Physical stats for each hour without 15 MG of white. When
PE reaches 0 the Jem'Hadar's CNS shuts down, killing him.
Size: 6 Feet (Give or take an inch)
Weight: 190-220 lbs
IQ: 12+1D6 ME: 12+1D6 MA: 10+1D6 (Intimidating) PS: 20+1D6 PP: 18+1D6 PE: 24+1D6 (Do not need sleep, do not tire) PB: 4+1D6 (Meaningless to them) SPD: 20+2D4
S.D.C.: 2D6x10
HP: PE+2D6
ISP: Cannot develop psionic abilities
PPE: 1D6
Natural Abilities
The Jem'Hadar Warrior OCC
Uses CS Grunt Experience Tables
Requirements: Only available to Jem'Hadar Soldiers.
OCC Skills
- Language: Founders - 98%
Literacy: 3 of Choice, usually of races currently at war with. +20%
Computer Operations - +15%
Detect Ambush - +20%
Detect Concealment - +20%
Prowl - +20%
Wilderness Survival - +20%
W.P. Energy Pistol
W.P. Energy Rifle
W.P. 2 of Choice
Hand to Hand: Jem'hadar
OCC Related Skills
- Pick 4 physical skills (+10%), 2 Military (+10%), 2 Pilot (+10%) and
2 Technical (+10%). Pick an additional 2 skills at levels 3, 6, 9, 12,
and 15 from these levels.
Secondary Skills
- Pick 4 Skills from any category with no bonus. +1 at levels 4, 8, 12,
and 15.
Standard Equipment
- Jem'Hadar Disruptor Pistol - 1D4x10 M.D.C., 12 shots per clip, 1000 foot
range, 3 clips.
Jem'Hadar Disruptor Rifle - 2D4x10 M.D.C., 20 shots per clip, 5000 foot range, 3 clips.
Jem'Hadar Light or Heavy (Environmental) Body Armor - 45/100 M.D.C.
(Optional per Mission) Jem'Hadar Force Field - 40 M.D.C. Light, 80 M.D.C. Heavy.
Hand to Hand: Jem'Hadar
- Level 1: 3 Attacks per Melee, +2 Parry/Dodge, +2 Strike, Critical hit
on 20. +2 Roll w/Impact. Automatic dodge.
Level 2: +1 Strike, +2 Disarm
Level 3: Body Flip (+1, 2D6 Damage)
Level 4: +1 to Dodge/Parry, Critical on 19 or 20
Level 5: Knockout on 20, +1 Attacks per Melee
Level 6: Pick 2 Weapon Katas
Level 7: +2 Roll w/ Punch, Critical on 18-20
Level 8: +1 to Strike
Level 9: +1 to Parry/Dodge, +1 Roll w/ Impact
Level 10: +1 Attacks per Melee
Level 11: 1 Additional Weapon Kata, Critical on 17-20
Level 12: +1 to Strike, +1 to Parry/Dodge
Level 13: +1 Attacks per Melee
Level 14: Critical on 16-20, +1 to Strike, +1 to Parry/Dodge
Level 15: +1 Attacks per Melee
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Writeup by Crow T. Robot. ( Crowbotw@psinet.net).
Minor revisions and formatting by Kitsune (E-Mail Kitsune).
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