You are on page 1of 232

Pal

ladi
um Books® Pr
esent
s:

Al
iensUnl
imi
ted™

Gal
axyGui
de
TM

A Her
oesUnl
imi
ted™,2ndEd.Sour
cebook
ByWayneBr
eauxJr
.
Warn i n g!
Violence and the Su pernatural
The fictional worlds of Heroes Unlim ited™ are violent, deadly and filled with superhumans, supernatural monsters
and strange powers. Mutants, aliens, monsters, vile criminals and nefarious villains threaten, rob, torment, and prey on
humans. Other alien life forms, monsters, demons, gods and demigods, as well as magic, psychic powers, insanity, and
war are all elements in this book.
Some parents may find the crime, violence, magic, insanity, super abilities, and supernatural elements of the game in­
appropriate for young readers/players. We suggest parental discretion.
None of us at Palladium BookS® condone or encourage the occult, the practice of magic, the use of drugs, vigilantism
or violence.
Heroes UnlimitecfM is a work of fiction . NONE of the monsters, villains, superhumans, magic, powers, places or depic­
tions are real.

An adventure sourcebook for Heroes Unlimited™, 2nd Edition.


Su itable for use with Ninjas & Superspies TM, RiftS® and
the enti re Pallad i u m Books ® Megaverse®!
1
Ded ication
Dedicated to Kevin Siembieda, for his inspiration, support, and encouragement over the
years. I probably wouldn't have made it here without him.
Special Than ks to the Palladium staff for making my work into such fine looking books.
- Wayne Breaux, 2001

PDF Edition - November 2017

Copyright 200 1 Palladium Books I nc. & Kevin Siembieda.

All rights reserved, worldwide, under the Universal Copyright Convention . No part of this book may be reproduced in part or
whole, in any form or by any means, without permission from the publisher, except for brief quotes for use in reviews. All inci­
dents, situations, institutions, governments and people are fictional and any similarity, without satiric intent, of characters or
persons living or dead, is strictly coincidental.
Palladium Books®, Rifts®, The Rifter®, R ECON®, Megaverse®, After the Bomb®, Phase World®, The Palladium Fantasy
Role-Playing Game®, The MechanoidS® and Nightbane® are registered trademarks owned and licensed by Kevin Siembieda
and Palladium Books I nc.
Gramercy Island, Century Station, Heroes Unlimited, HU2, Villains Unlimited, Aliens Unlimited, Ninjas & Superspies, Be­
yond the Supernatural, The Nursery, The M utant Underground, The Sector, Sector 1 0, SCRET, S. H . O . C. K. , Mega-Hero,
Mega-Damage, M . D.C . , S. D .C . , P. P. E. , I .S. P . TMC, TG E, FAR, Federation of Allied Races, Atorian Empire, Toke Tuul, Krakyt,
Kisentite, Kisent, Thissera-Micean, Riathenor, Toogarth, Xippus, Void Whale, Mull Tiqii Lassmae and other names, titles, and
likenesses of characters are trademarks owned by Kevin Siembieda and Palladium Books Inc.

Palladium On-Line www.pal ladiumbooks.com

Al iens U n l i m ited™ Galaxy Guide - a Heroes U n l i m ited™, 2nd Edition sourcebook is


published by Palladium Books Inc., 39074 Webb Court, Westland M148185. Printed in the USA.
2
Palladium Books® Presents:

The Aliens Unlimited™


Galaxy Guide™
WRITTEN BY: WAYNE BREAUX JR.

ADDITIONAL TEXT < CONCEPTS: KEVIN SIEMBIEDA < BILL COFFIN

EDITORS: ALEX MARCINISZYN


KEVIN SIEMBIEDA
WAYNE SMITH

PROOFREADER: JULIUS ROSENSTEIN

COVER ART: WAYNE BREAUX JR.

INTERIOR ARTISTS: WAYNE BREAUX JR.


KENT BURLES
FREDDIE WILLIAMS II
MICHAEL WILSON

INTERIOR LOGO DESIGNS < MAPS: WAYNE BREAUX JR.

ART DIRECTION < KEYLINING: KEVIN SIEMBIEDA

lYPOGRAPHY: MARYANN SIEMBIEDA

Pal ladium Books On-Li ne: www.pal ladiumbooks.com

Based on the RPG rules, magic, characters, worlds,


concepts and Megaverse® created by Kevin Siembieda.

Special Thanks to Wayne Breaux for a wondrous galaxy of adventure. Bill Coffin for his as­
sistance and reorganizing of this book. To Mike, Freddie, Kent and Wayne for their out of this
world artwork. And to Maryann, Alex, Steve, Wayne Smith and all the galactic heroes at Palla­
dium Books.
- Kevin Siembieda, 2001
3
Contents Te Tool • • • • • • • • • • • • • • • • • • • • •
84 • • • • •

Toke Tuul Race . . . . . . . . . . . . . . . . . . . . 85


Introduct ion . . . . . . . . . . . . . . . . · . . . . . 7 Toke Tuul Robot Guards · . . . . . . . . . . . . . . . 86
General Notes on the Galactic Setting· . . · . . . . . 7 TMC Thissera-Micean Cooperative • • • • • •
88 • • • • •

The M i l ky Way Galaxy • · • • • • • • • . •


8 . . . Organization of the TMC . . . 80
Les Iban Quadrant· . · 9 TMC Ranks· . . . . . . . 89
Map of the Galaxy . 10 TMC Divisions . . . . . . 90
Liloqua Quadrant 10 Operating Procedures . . 93
TMC . . . . . . . . 11 TMC Equipment . . . . . . 95
I Ita Quadrant· . . . . . 11 Standard Weapons· . . 95
Titrana · . . . . . . . . 12 TMC Police Equipment· . 96
Travel in the Milky Way • • • • • • • • • • •
13 • TMC Armor· . . . . . . . 98
I nterstellar transit operations · 15 TMC Robot Assault Trooper . 1 01
Travel Beyond the M ilky Way . . . . 15 TMC Comet Hovercycle . . . . . 1 02
The other galaxies . . . . . . 16 TMC Armored Hover Car· . . . . 1 04
Landing on a Planet . . . . . . . . . 17 Toogarth • • • • • • • • • • • • • • • • • • • •
1 06 • • • • •

Skill modifiers for Planet-Fall · . . 17 Trammel · • • • • • • • • • • • • • • • • • • • •


1 07 • • • • •

Stealth Landing Modifiers . . . . 18 Vaniayes • • • • • • • • • • • • • • • • • • • •


1 07 •

Adventuring in Unearthly Environments · • •


18 Mull Tiaii Fassinae . . . . . . . . . . . . . . . . . . . 1 08
Planetary Environments & Magic . . . . . . .
. • . • .

· . 21 Galactic Monsters • • • • • • • • • • • • • • •
1 09 • • • • •

Planetary Settings • • • • • • • • • • • • • •
23 • • The Rlathenor· • • • • • • • • • • • • • •
1 09 • • • • •

Step One: World Classification Table . . . . . · 23 Player I nformation (rumors) 1 10


Step Two: Dominant Environmental Features· · 24 G. M Info . . . . . . 111
A) G round Terrain Table · . . . . . . . · 24 Riathenor Warriors· . 111
B) Atmospheric Conditions Table . . . · 24 Background details . 1 12
Step Three: Technological Level Table · . · 25 P. P. E. Vampires · 1 13
Step Four: Architecture Appearance Table · . 26 Feeding & Gluttony· 1 13
Step Five: Alien Race Table · . . . . . . · . 27 The Host Body · . . 1 13
Alien Worlds & Culture Shock· • • • • • • • • • •
28 • • • The Transformation 1 14
Galactic Time-line . . . . . . . . . . . . · . . . . . . . . 30 Natural Weapons· . 1 16
Worlds of Interest • • • • • • • • • • • • • • • • •
32 • • • Riathenor Magic . . 1 17
Assin • • • • • • • • • • • • • • •
32 • • • Riathenor Heretshi· . . 1 18
Lassinike Home World · . . . . . . . . . . . . · · 32 Riathenor Dagotte (Leader) . 1 20
Riathenor (first appearance) . . . . . . . . . . · . 32 Riathenor Giant (Kilm'aktro) . 1 23
Atorian Throneworlds 33 Other Notable Monsters • • • •
1 24
• • • • • •

Daban & 8au Daban


• • • • • • • • • • • • • • • •

• • • • • • • • • • • • •
35 • • Asteropids . . . . . . . . . . . . 1 24
New Daban· . . . . . . . . . . . · . 35 Bontu· . . . . . . . . . . . . . . 1 25
Bwadenn Race · . . . . . . . . . · . 36 Gari-Goma (Possessing Entity) 1 26
FAR Federation of Allied Races · · • . .
37 . . . Gammorites . 1 28
Factions within the FAR . . . . · 39 Gorgons . . . . 1 29
Adventures with the FAR· . . . · 41 Void Whales · . 1 31
FAR Production Line Weapons · 43 Equipment • • • • •
1 33
• • • • • •

FAR Body Armors · . . . . . . · 43 Bionic Notes . . 1 34


Grymdin (a crime world) · · • • •

• .
45
. . . • Back-Street Bionics Side Effects Table 1 35
Ikarakt · • • • • • • • • • • • • • • • • • • • •
48
• • • • Adjusting New Implants 1 35
Krakyt Race . . . . . . . · . . . . . 50 Bionic I nsanity Table · 1 35
Jerrick 7 · • • • • • • • • • • • •
52
• • • •
Repairing Bionics· . . . 1 36
Jerrick & Dinosaurs· · . . . . . 53 New Bionic Systems . . 1 37
FIN · • • • • • • • • • • •· • • .
57
. . . . Robotics . . . . . . . . . . 1 38
Leine· . . . . . . . . . . . . · . 57 Mass Market H umanoid Robot· 1 39
Mogomian • • • • • • • · • • • • • • • • •
57 New Robot Systems . . . . . 1 39
Repairing Robotics & Bionics . .
. . . . . . . .

Nors · • • • • • • • • • • • •
59 • • 1 40
G reat Libraries . . . . . . · . 60 Replacing S . D.C. in the Field· 1 41
Pherridax • • • • • • • • • • • •
61
• • • • Electrical Repairs in the Field 1 42
Kaech Ne Tobru Race · . · . 63 Upgrading Robotic Systems . 1 42
Phorl la (Klsent Home World) • • • • • · 64 . Optional Robot Construction Rules 1 42
Conversion Notes . . . . . · 65 Alien Genetic Engineering · . . . . 1 44
Plesus Euphia (a crime world) · 65 Limb and Organ Replacement . 1 44
A Gallery of Rogues . · 67 Genetic Weapons . . 1 46
Raiding Clans . . . . · 70 Augmented Organs· . 1 47
Rol ·• • • • • • • • • • •
71 • • New Equipment. • 1 47
Perola Race . . . . . · . 72 Melee Weapons . . . . . 1 47
TGE Tagoniglomerate •
72 • • Rail Guns . . . . . . . . 1 48
The TG E Organization · . 74 Computers · . . . . . . . 1 50
The TG E & Magic . . . . · 77 Miscellaneous Equipment . 1 52
TG E Equipment & Vehicles . · 78 Space Travel • • • • • • • • • • • • •
1 53
• • • • • •

Targasspa Security Power Armor · 80 Slower Than Light . . . . . . . . 1 53


TG E Class One Security Robots· · 82 Stasis/Sleep Systems . . . . . . . . . . . . . 1 54

4
Faster-Than-Light . . . . . . 1 55 Advanced Space Combat (Spaceships)2 1 7
Matter/Anti-Matter Drives· 1 57 Passive Sensors . . . . . . . . . . · 217
M icrowave Sails . . . . . 1 58 Active Sensors . . . . . . . . . . . · 218
Point To Point Travel . . . . 1 59 Space Super Abilities & New Magic. · 21 9
Hypergravitics/Gravity Wells · 1 59
Gateway Structures . 1 60
Dimensional Syphons . . . . 1 61
Black Holes· . . . . . . . . . 1 61
Magical Portals· . . . . . . . 1 62
Cruise Mode/Trans-Light Travel · 1 62 Qu ick Find
Spacecraft Speed & Acceleration Rules 1 63 Agika (TG E home world)· . . . . . . 74
FTL Combat Maneuvers & Penalties· 1 64 Alien Race Table· . . . . . . . . . . 27
Random Damage Chart . . . . . . . . 1 65 Atorian Empire (Les Iban Quadrant) . 9
Crash Table . . . . . . . . . . . . . . 1 66 Atorian Imperial Space Gateways · 9
Spacecraft Construction Rules . . . . . 1 67 Atorian: Throneworlds · . . . 33
Secondhand Spacecraft Malfunction Table 1 68 Breach & Repair Rules . . . . . · 212
Repairs & Modifications to Spacecraft . 1 69 Combat: Zero G ravity Rules · . . 215
Designing a Spacecraft . . . 1 70 Combat Skill: Zero Gravity Basic 202
Step 1 : Basic Spacecraft Type· 1 70 Combat Skill: Zero Gravity Elite . 202
Step 2: Propulsion · . . . 1 73 Criminal Types (Plesus Euphia) . 67
Step 3: Weapons . .
. . 1 73 Crime World: G rymdin · . . . . . 45
Step 4: Armor . . . . . . 1 75 Crime World: Plesus Euphia· . . 65
Step 5: Extra Equipment· 1 76 Cyklops-Serpentmen (Trammel)· 1 07
Defense Mechanisms 1 77 Dinosaurs · . . . . . . . . . 53
Sensors, Systems, Computers & Programs . 1 77 Danaus Home World (Nors) . 59
Other Spacecraft Systems . . 1 79 Equipment: Bionic . . . . . 1 34
Standard Spacecraft Designs . 1 82 Equipment: FAR · . . . . . 43
Shuttles· . . 1 83 Equipment: Genetic . . . . 1 44
I nterceptors· 1 84 Equipment: M iscellaneous· 1 52
Transports . 1 86 Equipment: Robotic . . . 1 38
Destroyers . 1 87 Equipment: Spacecrafts . 1 76
Battleships . 1 88 Equipment: TGE · . . . . 78
Deployer . . 1 89 Equipment: TMC· . . . . 95
Satellite· . . 1 89 Equipment: Weapons . . 1 47
Space Station 1 89 FAR ( Federation of Allied Races) . 37
Alien Education & Skills . 1 90 Fehran (Atorian) . . . . . . . . . 33
New Scholastic S kill Programs 1 90 F I N ( Felias I nformation Network) 57
Cyberjacker . . . . . . . . 1 91 Florasteel (see Mogomian) . . . 58
I ntergalactic Bounty Hunter · . 1 92 Great Libraries (Nors) . . . . . . 60
I nformation Broker· . . . . . . 1 92 Kisentite (mining ore; Pherridax)· 61
Mercenary (Space) Soldier . . 1 93 Kisentite (Phorila; Kisent home world) . 64
Professional (Space) Combat Athlete · 1 93 Leine ( Felias & FIN home world) . 57
Spacecraft Mechanic 1 94 Lollilor (destruction of, see TeTool) 85
Spacecraft Pilot . . . . 1 95 Magic Planet: Nors· . . . . . . . . 59
Space-Fighter Pilot . . 1 95 Magic for the Riathenor . . . . . . 1 17
Space Pirate · . . . . . 1 96 Map of the Galaxy · . . . . . . . . 10
Space I nfantry Soldier · 1 97 Merrinatica Consortium (Mining Co.) 61
Technical Scientist· . . 1 97 Mogane Healer (see Mogomian) 58
TGE Special Operative 1 98 Planet Environment Types· . . 18
TMC Officer . . . . . 1 98 Planet-Fall Table· . . . . . . . 17
Weapons Technician . 1 99 Planet-Fall: Secret Visits Table 18
Xeno-Biologist 1 99 Planet Magic Levels Table· . . 22
Xeno-Roboticist . . . . 200 Planet Setting Tables: Steps 1 -5 23
New Skills Descriptions . 201 Planet Tech Level Table· 25
Zero G ravity Combat · 202 Police: TMC . . . . . . . 88
Pilot Robot . . . 203 Psychic: Krakyt (limited) . 50
Navigation: FTL . . . 204 Psychic: Toke Tuul· . . . 85
Cyberjacking· . . . . . . 205 Raiding Clans . . . . . . 70
Cyberjacking & Superpowered Hacking · 208 Riathenor: Arrival in Milky Way (Assin) 32
Machine Empathy (new spell) . . . 209 Riathenor . . . . . . . 1 09
Metamorphosis: Energy (new spell) 209 Thisseras (TMC) · . . . . . . . . . . 88
Lightning Rider (ability)· . . . . 210 TGE Tagoniglomerate · . . . . . . . 72
Space Surviva l . . . . . . . . . . . . 21 1 TMC Thissera-Micean Cooperative . 88
Zero Atmosphere . . . . . . . . . . . 21 1 Vegetation World (Mogomian) · . . . 57
Vacuum & Loss of Atmosphere . . 21 1
Suffocation & Depressurization Rules . 213
Zero G ravity . . . . . . . . 214
Combat in Zero Gravity· . . . . . . . . 215

5
I n the Old West, such settlements ranged from muddy
little col lections of homesteads, shanty towns (with a
Introd uction handfu l of buildings ru n by a skeleton crew) and struggling
Every parent loves to watch his o r her child grow, and one-horse communities to boomtowns, cattle ranges and
as a writer, that's often how I feel when working on a the occasional sprawling city (often dominated by corrupt
book. As work proceeds on a manuscript, it natu rally tycoons, land barons, rail barons and g unfighters) - all, in
grows and develops into someth ing bigger and, hopefully, their own way , representi ng Meccas of civilization in a wild
better. That is what happened with the first Aliens Unlim­ frontier. Connecting them all was the mighty i ron horse -
ited ™ book. It began as one idea and evolved into its cur­ the railroad .
rent published manifestation, but along the way it just
In a galactic setting, those isolated pockets of civiliza­
continued to grow so much that, before I knew it, there
tion range from lonely scientific outposts and hopefu l colo­
was an entire galaxy of ideas, much more than any one
nies to planets of spacefaring people and prowling
book cou ld hold . It came to a point where I had to begin
interstellar empires span ning hundreds of worlds! Still, the
pulling back and cutting material out, but still the ideas
sheer vastness of space and the vast distances between
flowed u ntil my child had become an enti re brood of chil­
worlds, even between galactic empires, create a "frontier"
d ren (or at least q u i ntuplets). Kevin just chuckled and said,
environment. Entire star systems remain out of reach and
"Wayne, you have a m inor super-ability called Expansive
for every known and in habited planet, there are a thou­
Writing, and I fear it's out of control." H m m , I g uess that
sand yet to be discovered, explored and settled . And
wou ld explain th ings.
where one does find settlements in the galactic realm,
Anyway, you now have in your hands the second of they promise an end less variety of social, political, reli­
what has blossomed into a series of Aliens U n limited ™ gious, tech n ical , and alien ways of life. Dozens of different
sourcebooks for the Heroes Unlimited RPG, 2nd Edition . alien life forms interact on key h u b worlds before moving
Right now, I envision at least th ree more books in the se­ along to the next stop on their galactic journey , be it the
ries, the next of which will be the A torian Empire™ ( I ' l l Atorian Empire, a distant outpost, an unexplored world or
probably call i t T h e Gu ide to Imperial Space) to b e fol­ a stretch of uncharted space. Everywhere one turns, there
lowed by the Andromeda Galaxy Sourcebook. Yeesh. I is adventure, danger and conflict - empires wage war
didn't plan on writing scores of books for the space aspect against each other, hostile natives battle interstellar ex­
of Heroes Unlimited ™ , but I have a million ideas for other plorers, and more. I ndeed , for the ambitious adventu rer or
adventu re/sou rcebooks, so as long as Kevin and the H U 2 hero, the galactic setting can be another wild , wild West
fa n s seem t o like what I ' m doing, I ' l l just keep them com­ only with high technology instead of a carbine rifle and
ing. six-shooter, a spaceship instead of a trusty stead , and a
The Galaxy Gu ide goes way beyond the general info host of alien raiders and monsters threatening the peace.
presented in Aliens Unlimited™ and really delves into the All on a cosmic scale.
aspects of "space. " I finally present ru les for space com­ I n add ition to th is "frontier" motif, as well as the abun­
bat, space travel and building spaceships, as well as a few dance of sou rce material presented in this sourcebook,
new super-abilities, Cyberjacking, other new skills, and Aliens U nlimited Revised , and futu re space books,
more detailed information on the various quadrants of the G . M . s are encouraged to draw inspiration from their favor­
galaxy , key planets and notable races. The Federation of ite sci-fi movies, television shows, books, comic books
Allied Races and the Niamese Coalition are both absent and their own fertile i mag inations. There is a huge constel­
from this book because they will be featured i n the Guide lation (no pun intended) of material to d raw from out there,
to Imperial S pace (it seemed appropriate to spotlight all of wh ich is just chock fu ll of ideas that the enterprising
them alongside the Atorian Empire). G . M . can use to flesh out and fuel his own particular cor­
All in all, I' m very happy with the end result and th i n k ner of the galaxy.
y o u w i l l b e too. I hope the ideas and information h e l p to This brings u p what the players themselves might be
enliven your Heroes Unlimited ™ (or Rifts,® or used to in their favorite science fiction settings. Some peo­
MechanoidS®, or whatever space) campaig n , as well as ple might observe that there are no transporters or food
sparking ideas of your own . Enjoy and good gaming. replicators or similar su per-advanced technologies pre­
sented in the Galaxy Guide or in Aliens Unlimited. I n
- Wayne Breaux, Jr. , 2001 fact, the items g iven here might be considered by some to
be only slightly more advanced than the technology of
Heroes Unlimited Earth . This is done for th ree major rea­
sons: 1 ) it leaves the G . M . options for what kind of tech­
General N otes o n nology is prevalent with i n his campaign, allowing h i m to
the Galactic Setti ng add items as he sees fit, 2) most of the really advanced
and super h igh-tech stuff is being reserved for the Atorian
The best way to imag ine a n adventurous, sta rfaring Empire and will be detailed in the u pcoming Guide to Im­
"galactic campaign" for Heroes Unlimited , 2nd Ed. is to perial S pace, and 3) it can be assu med that though many
th ink of it in terms of the Old West. Like that brief cowboy alien civilizations might not be overwhelmingly more ad­
era, the galactic setting is one of vast uncharted wilder­ vanced than Earth (except in certain notable areas like
ness, broken up by occasional pockets of civilization Faster Than Lig htiFTL travel), they will be more advanced
linked by well established travel routes. and often alien to some degree. For example, most have
7
taken miniatu rization beyond Earth's capabilities and have battleship-caliber energy weapons are as unremarkable
weapons and eq u ipment that are rad ically smaller and d if­ as a microwave oven.
ferent in their design . Most spacefaring al ien races have U ltimately , the degree to wh ich advanced tech nology
also perfected energy weapon tech nology , and long-range should play a role in a galactic campaign is left to the
comm u n ications - only the super-gadgetry available to se­ Game Master. If he wants the players to have access to
lect characters like the super-geniuses of Heroes U nlim­ transporters, replicators, M . D. C . weapons, anti-gravity ve­
ited may be on par (and only these tech-based heroes are h icles, and any number of other super-tech items, then by
likely to be able to fig ure out and use alien devices and pi­ all means, include them in your campaign ! The Heroes
lot spacecraft). To the aliens, high tech nology is common­ Unlimited Guide to Imperial Space will touch on some of
place, so exoskeletons or particle beam cannons are not these things, but u ntil then , let your imagination run wild .
the "cutti ng-edge" devices they are on Earth , but not that Oh, feel free to use material in other Pallad i um game
far beyond our reach . To a resident of the galactic com­ books for ideas, such as tech nology and aliens from
munity , even rad ically advanced hardware such as Faster Phase World®, Skraypers®, The Mechanoids®, Rifts®,
Than Light (FTL) propulSion, palmtop giga-computers, and Systems Failure ™ and others.

The Milky Way Galaxy


The M i l ky Way is a spiral galaxy spanning almost considered to be pri mitive or " backwater" (someti mes ex­
1 00 ,000 light years from end to end. That means traveling otic) places because they lack th is star-spanning technol­
at the speed of light, it would take 1 00 , 000 years to cross ogy. For these planets (like Earth ), travel between the
it. To an Earth h u man, that is an unimaginable distance, stars is sti ll u ncommon , and interaction with "alien" races a
but for greatly advanced races with the means to turn light frightening and challeng ing prospect.
years into mere minutes, the galaxy is much more acces­ The galaxy is d ivided into fou r roughly eq ual Quad­
sible. The development of faster than ligh t ( FTL) space­ rants. They are IIta Quadrant (where Earth is located) ,
craft d rives and space folding tech niques has allowed Titrana Quadrant (home to the Toogarth Empire a n d the
interaction, commerce, and warfare between the people galaxy's hig hest concentration of Riathenor), Les Iban
who possess such capabilities. Thus, a trip spanning sev­ Quadrant (dominion of the A torian Empire), and Liloqua
eral star systems can be like a long international flight on Quadrant (home to the Federation of A llied Races). All of
Earth , making the galaxy , despite its size, analogous to these Quadrants and most of the star systems with in them
our Earth 's "global community" when d iscussing travel and are linked by an extensive system of gateways and gra vity
political d ivisions. While much of the galaxy is linked by wells (described and explained later) , making travel be­
freq uent interstellar travel, there remain worlds that are tween them q u ick and convenient. These methods of

8
travel tu rn what would otherwise be weeks, months or The core of the Atorian Empire is believed to be some­
years of travel into a matter of hours or days. As expan­ where close to the center of the galaxy, near where the
sive as this network is, it does not reach every corner of wedge shaped Quadrant d ivision comes to a point. How­
the galaxy , and certain places (like Earth ) are considered ever, since the borders closed centu ries ago, no one
to be out of the way, remote reg ions of space. For exam­ knows with any certainty where the center of the Atorians'
ple, Earth's solar system has l ittle appeal to most space govern ment is located , let alone their orig inal home world .
faring people. It is comparatively low-tech , pol itically d i­ A n u mber of planets with intelligent life forms have been
vided , socially unstable and has the x-factor of being pop­ systematically conq uered by the agg ressive Atorians.
ulated by a n umber of superhumans. Furthermore, it has However, some planets, many with advanced cultu res, lie
no gateways, although it does have a gravity well which within the "free sections" of the Quadrant. Sad ly, it is only
may or may not be indicated on the maps of the interstel­ a matter of time before they , too, fall to Atorian aggres­
lar commun ity, depending on the source of one's naviga­ sion . If past expansions are any ind ication , the Atorian
tion computer. Regard less of the dead zones in the Empire will soon absorb the remaining free worlds of the
networks, one can usually get to just about anywhere in Les I ban Quadrant with its next expansion operation. Th is
the M i l ky Way with relative ease, though certain Quad­ will be the sixth time the Atorians have made a major push
rants like Titrana have less reliable and less public to broaden the reaches of their dominion. Much of the gal­
spaceways than those of Liloqua. The Atorian Empire has axy nervously hopes it will be their last. The Federation of
the best and most efficient travel network of all the Quad­ A llied Races (FAR) sympathizes with the plight of these
rants. worlds, but refuses to come to their aid . They are fearfu l of
With the exception of the Les I ban Quadrant, which is becoming involved with planetary systems so dangerously
dominated by the Atorian Empire , the Quadrants of the close to the Atorian Empire, lest they provoke a war. To
Milky Way galaxy are relatively open and free to travelers. avoid a war it probably can not win , the members of FAR
This is due, in large part, to the fact that trying to close off tu rn their backs on the free worlds of the Les I ban, effec­
such an expansive space border wou ld require a mam­ tively abandoning them to their own fates.
moth amount of ti me, man power and resou rces, and The Atorian Empire is completely self-sufficient, having
would be only minimally effective even if some sort of line thousands u pon thousands of planets from wh ich to d raw
of demarcation could be established . Thus, few galactic resou rces. The only transport craft that leave the I m perial
powers even bother trying to secure their space borders, borders are bou nd for military outposts or planets with
i nstead relying on world defenses and space patrols for trade agreements that are close to Imperial Space and
their security. The Atorians have done the most work in most such spacecraft will be escorted by some ki nd of
controlling their space borders, b ut even stil l , what barriers warships, be they fighters or a small battle g roup. On the
they have been able to erect on the edges of their Empire flip side, the only spacecraft generally allowed to enter I m­
are porous at best. Boundaries and borders in the galaxy perial S pace are those used by foreign diplomats, and
are more a matter of travel , navigation, trade and diplo­ then, only by invitation . These restrictions are somewhat
macy than they are a physical reality . generalized , for there are trade routes that lead into the
Despite th e generalizations g iven i n t he following de­ Atorian Empire, although limited to the very edges of its
scri ptions of the various Quadrants, there will be worlds space borders where security is the tightest. From those
and nations that defy convention . Each planet and people trade routes, imported goods are distri buted to the inner
has its own u n ique flavor, outlook and morals as d iverse portions of the Empire.
as the mu ltitude of races that in habit that Quadrant. Th is Les I ban is the most prosperous and ordered of the
means that one will fi nd pirates, criminals, rebels and wan­ Quadrants, but it can also have some of the galaxy's most
derers in the otherwise pristine space Quadrant of the intense (although brief) fig hting as rebel factions conti nue
Atorian Empire, and gleaming democratic utopias in the to battle for the freedom of their planets, and d issidents,
heart of the lawless Titrana Quadrant. After all, the galaxy smugglers and other enemies of the Empire dare to
is a very big place, popu lated by an end less variety of breach Atorian boundaries to u ndermine or plu nder the
alien people, diverse cultu res, forms of government, reli­ I m perial govern ment. The Diatome Pirates and other
gions, and factors that shape each world into a unique anti-Empire organizations reg ularly add spice to the Quad­
landscape. While there are large, monolith ic empires and rant by attacking civilian and military vessels, merchant
nation-states spanning multiple systems, the reality is that ships and outposts. Most of these conflicts are never
diversity is the common th read fou nd throughout the M ilky openly reported to the rest of the galaxy, however, and
Way. small-scale incidents like those involving the Diatome Pi­
rates seldom spread far or last long . Even rare large con­
frontations and incidents are played down or hidden by the
Les Iban Quad rant Atorians who control the communications of the Quadrant,
- The Atorian E m p i re or because they q uickly quell disturbances before others
can join the fray.
Les I ban is dominated by the notorious Atorian Em­
pire. The Empire controls 85% of it, and the last 1 5% or Almost all Imperial s pace gateways in the Quadrant
so might just as well be theirs. Conseq uently , the secu red use changing I m perial codes. U nless the Empire gives the
borders of the Atorian Empire are commonly considered proper code seq uence to a spacecraft or activates the
the bou ndaries of Les I ban, but only for general reference gateway for them, no one can enter or leave I mperial
and conven ience. space th rough them. The only exceptions are gateways

9
Liloqua

Les Iban

Ilta . .
* Perspective distorts some apparent sizes, making the TMC space seem larger than the FAR's.

used for "open" trade routes or diplomatic vessels, but trous has resulted , so the situation is al lowed to continue.
those routes are heavily patrolled by Atorian space sta­ Note: For extensive details on the Atorian Empire, see the
tions, battlesh i ps, and combat satellites. D iatome Pirates upcoming Heroes Unlimited ™ Guide to Imperial S pace.
operating on the periphery of I mperial space , regularly
steal (or hack) I m perial pass codes from spacecraft they
have raided , which is why the codes are randomly Liloqua Quad rant
changed . Al l known g ravity wells within the Empire are Liloqua i s the second most organized a n d stable o f the
guarded by combat satell ites. Any spacecraft that fou r Quadrants. Th is is due mostly to the presence of the
emerges from one via Point-to-Point travel without trans­ neig h boring Atorian Empire and the fear it generates. That
mitting a viable clearance code is set upon and destroyed . atmosphere of anxiety is what brought the advanced races
As mentioned previously, despite their war-like nature of the Quadrant together in an attempt to oppose or deter
and controlled isolation , the Atorian Empire does maintain the activities of the Empire by forming the Federation of
trade and alliances with beings beyond I mperial space. All Allied Races (FAR). Besides the FAR itself, the need to
of these allied planets are located with in a few hundred band together has forged trade ag reements, trade routes,
light years of the I m perial borders. They are not necessar­ political and military alliances, and an atmosphere of mu­
ily evil or warmongers like their Atorian trade partners, tual respect and support through nearly all of the inhabited
most are simply struggling to survive and watch ing out for systems of the Quadrant. Indeed , the FAR and its allies
themselves, regard less of the negative i mpact their trade can be said to be the heart of the galactiC commun ity in
relations may have on enemies (and targets) of the the Milky Way. Throughout the Quadrant, particularly
arou nd its member planets, are found governmental orga­
Atorians. Those who are not careful , q u ickly become reli­
n izations and structu res rivaling those of the Atorian Em­
ant on the revenues generated by such lucrative trade
pire. Cooperation and mutual benefits from ach ievements
with the Atorians. In fact, over time, many are likely to be­
are the cornerstones of the Federation of Allied Races,
come allies to the Empire or even official members of the
and the strength of Liloq ua. Extensive trade and interac­
Atorian Quadrant. A cunning powerhouse, the Atorian E m­
tion between all of these races provides wealth and pros­
pire reg ularly uses its economic leverage to manipu late
perity di rectly attributable to centuries of cooperation ,
and absorb/conquer other worlds as much as outright war.
prosperity a n d relative peace.
Note that the relative lack of a military presence (when
compared to the deeper areas of the Empire) and trade I n addition to the ach ievements directly attributable to
practices in some areas on the edge of the Empire are the the Federation of Al lied Races, Liloqua Quad rant owes a
resu lts of ambitious Baronesses and Duchesses seeking great deal of its stability and economic success to the
to i ncrease their personal power. This is done by u noffi­ Tagonicans and their powerhouse cong lomerate, the
cially expanding into non-I mperial space where they forge Tagonig lomerate (TGE). The home world of the
what they hope to be lasti ng bonds of allegiance or servi­ Tagon icans and galactic headquarters of the TGE are
tude. The hig her ranking females frown on the practice both located withi n the Quadrant near its border with the
and see potential dangers. On the other hand, they en­ neig hboring Titrana Quadrant. The TGE is a commercial
courage the expansionist initiative. So far, noth ing disas- rather than pol itical entity, but it still controls nu merous

10
star systems and patrols nearly a hundred sectors of the Federation of All ied Races. Keep i n mind that the FAR is
Quadrant as part of its security contracts, as well as the the only organ ization large enough to oppose the Atorian
policies of their own extensive hold ings. Empire, but it is not the Empire's eq ual, not by a long shot.
Despite its un ity and success, the Liloqua Quadrant has Volu ntary organ ization of the type needed to defeat the
its dark side. The reg ion still has its share of wars, rivalry, Atorians is cu rrently impossible, due to the intractable con­
political infighting , pirates, criminals, antagonism, an d rac­ fl icts and differences between the myriad of star systems
ism. Outside the model core of the Federation and the and civilizations popu lating the Quadrant. In addition, the
string of tru ly peacefu l member planets, the rest of Liloq ua Atorians themselves have proven especially effective in
is far from Utopian . The vast majority of the Quadrant is subjugati ng other peoples to their will. Those civilizations
not patrolled by any organized force and the occasional or organ izations that show promise at u n iting the rest of
FAR patrol does little to keep the farther reaches of the the Quadrant are often plag ued by Atorian spies and pro­
Quadrant safe or at peace. These wild and dangerous ar­ pagandists who will stop at noth ing to sabotage that
eas tend to attract and harbor space pirates, smugg lers, planet's sociopolitical structu re and stop un ification with
fug itives, mercenaries, adventurers and trou blemakers the FAR.
looking for action or a place to lay low. Such lawless parts Meanwh ile, Li loqua is a safe haven for any refugees or
of the Quad rant are certainly less extensive than those rebels fleeing the Atorian Empire. While th is is meant to
found in the IIta and Titrana Quad rants, but they do exist be an invitation to peace-loving people looking to build a
and pose a problem. Without a minimal sense of commu­ new life out from under the yoke of I m perial oppression , all
nity to u n ite them, the star systems of such areas feel all too often the Quadrant serves as a haven for outcasts, re­
alone, making them easy prey for would-be warlords, vil­ bels, terrorists and criminals who use the Quadrant as a
lains and skullduggery. Overall, however, the Quadrant is base of operation from wh ich to launch attacks against the
very civilized due to the presence of the FAR at its center, Empire. A fact that constantly puts the FAR and the
the Empire along one border and the TGE home world on Atorian Empire at odds. Could that influx of refugees ever
the opposite border. be enough to bolster the FAR to a level where it cou ld op­
Likewise, the Th issera-Micean Cooperative (TMC), a pose the Empire? Perhaps, but such determination will be
powerfu l freelance law enforcement agency, is rather fostered by sti rred up emotions and would not last very
close to the center of the galaxy where Li loq ua and IIta long . Whether it wou ld be enough to carry th rough a hast­
Quadrants meet, wh ich leaves only the outer reaches of ily plan ned and executed war of retaliation against the
the galaxy in th is Quadrant without any ki nd of organized Empire would be up to the individual G . M . and his plans
deterrents for the darker aspects of galactic society . for a galactic campaig n . Remember, the motives and ide­
Rough ly 25% of Liloqua's territory and star systems can als behind the Federation of Allied Races are N OT to fight
be considered partly explored , u ncivilized , and/or danger­ or destroy the Atorian Empire, but to establ ish a Quadrant
ous. Again, while there may be peacefu l or advanced of allied planets strong enough to live free without fear of
planets within those systems, their com paratively isolated Imperial invasion and conq uest. To that end, they wel­
location or lack of allies makes them vulnerable to the less come and find a place for refugees who have fled the Em­
savory elements of the galaxy. This reg ion still has trouble pire, provided such individuals seek a life of peace and
with pirates, raiders, i nvaders, wars and 'crime, and politi­ freedom, not revenge against the Atorians. Still, despite
cal unrest. In fact, the most civilized worlds clustered to­ these lofty goals, hate-mongers and enemies of the
ward the center can be thoug ht of as modern cities in Atorians gather in the remote parts of the Quadrant,
which crime exists, but there are laws and law enforce­ against the FAR's wishes (and often without the FAR's
ment that control it, while the remote sectors are more like knowledge) to wage their private wars of retri bution
frontier towns or isolated trad ing centers that have fewer against the Empire. Worse, there are many withi n the FAR
resources and little to no nota ble measures to protect their who so fear and/or hate the Atorians that they would con­
citizens and visitors from the crime and dangers all around sider actions against the Empire if they thought they could
them (sometimes with in the community/outpost/world it­ pull it off without endangering their own welfare. Th us,
self) . there are many sympath izers who look the other way or
tu rn a blind eye to transgressions against the Atorian Em­
If t h e entire Quadrant cou ld b e tru ly un ited a n d emu­
pire (some even provide them assistance).
late the ordered societies found at its center, the Quadrant
would become a genuine rival (and alternative) to the
Atorian Empire. Sadly, such a development is a long time IIta Quad ra nt
away. For one th ing, the Atorians are likely to u ndermine Iita Quadrant is still growing as a part of the galactic
such a development in order to keep their exalted position community. The influence of the Thissera-Micean Coop­
of power. For another, there are just too many d iverse and erative (TMC), which has been contracted to patrol a sub­
i ndependent worlds, each struggling to stand alone and stantial nu mber of sectors within the Quadrant, and the
make their mark in the un iverse, to ever build a true or growing presence of the Federation of Allied Races ( FAR),
lasting u n ity. Wh ile Liloq ua might well have the eq uivalent have done a lot to eliminate rampant war and anarchy i n
resou rces, possible member races, racial interaction, and this Quad rant o f space. However, I Ita is not a calm or or­
raw mil itary power of Les Iban/the Atorians, it has no­ derly reg ion , especially when compared to Les Iban and
where near the level of organ ization or internal stability. In­ Liloqua. One might say that I Ita is in touch with itself, but it
deed , most of its resources are spread thin and a large is far from organized , u n ited or lawful . The TMC keeps
portion of them are in the hands of races not allied to the watch over barely 50% of the IIta Quadrant, and their influ-

11
ence even in that part of space is limited , enabling pirates, since they have n o contracts with the fledgling human civi­
criminals and trou blemakers to frequently avoid or evade lization, their presence in its solar system is minimal. U n­
th em. The TMC does its best to keep crime and trouble less an intergalactic criminal specifically flees to Earth's
down in the sectors they patrol, but their presence only solar system, the TMC will not enter the region un less
has a token effect on u n ifying their clients in any way. The they feel it necessary to capture a fugitive or they need to
TMC has some measure of infl uence and is very highly re­ use the gravity well located just i nside Jupiter's orbit. Even
spected by most societies in the Quadrant, but with no po­ then, using the g ravity well will not bring the craft near
litical power itself, the organ ization is limited to med iating , Earth . Note: The TMC have only been to our solar system
advising and policing. Loose planetary federations and al­ five times; two such occasions brought them to Earth to
liances for trade and cultu ral exchanges have developed pursue criminals and one took them to Earth 's moon. The
among many of the TMC's clients, but no interstellar politi­ reason for th is reluctance to visit is because the TMC up­
cal power has arisen to un ite any of the worlds in the holds a galactiC law known as The Covenant, which basi­
same way as the Federation of Allied Races. As a resu lt, cally forbids advanced , star faring civilizations to meddle
the Quadrant's interstellar commun ity is made up of inde­ in the affairs of non-star faring civilizations. Although The
pendent planets with weak and disjoi nted associations Covenant is difficult to enforce, TMC operatives still g ive it
with one or more other independent worlds. The FAR has their best try . The incident that led to the downfall of the
member planets on the edge of I Ita where it wedges at the Earth city Century Sta tion is one such example.
center of the galaxy , but their presence amou nts to less Other features that make this Quadrant appealing for a
than 1 % of the worlds in the Quad rant and provides no galactiC campaign are the presence of the Federation of
sig nificant influence. Allied Races ( FAR) near the galaxy's center where I Ita
In many places, I Ita embod ies the Old West frontiers­ forms a wedge, the Atorian Empire that borders I Ita , and
man attitudes. Almost half of the Quadrant is largely unex­ the presence of the TMC. All this provides a wide variety
plored and u nclaimed . Criminals find these areas of adventure opportu n ities and a fu n environ ment with
attractive, because they can prey upon the wealthier peo­ large space stations, advanced civilizations, scores of
ples in the civilized sectors and flee to the not too distant alien races, social unrest, political intrigue, u ncharted
safety of the untamed areas not patrolled by the TMC. Ad­ worlds to explore, pirates, space travel, and glitzy ,
ventu rers, brigands, explorers and refugees can find high-tech setti ngs. Th e presence o f other comparatively
places to h ide, operate, live or explore away from civiliza­ low-tech worlds whose technology ranges from the primi­
tion if they want. Lawlessness and the extremes of per­ tive to industrial ( Earth) gives the Game Master plenty of
sonal freedom ru n rampant, wh ile the influence of different levels of civilization to play with . For a high fan­
i ndependent planets (law abiding or not) seldom extends tasy styled science fiction cam paig n , go to Liloqua, but for
beyond their own moons. Thus, the Quadrant's galactic just about anyth ing else, especially a law enforcement,
society is shaky at best. I nteraction and the "spirit" of co­ bou nty h u nting, freebooti ng and exploration setting, I Ita
operation may extend to one or a dozen other planets, but Quadrant fits the bill.
extensive trade, exchange of information, trust, and coop­
eration are not widespread . Furthermore, most do not Titrana Quad rant
share or even recogn ize each other's laws, and there are More than any o f the other Quadrants, Titrana is little
few extradition treaties i n place, so once a criminal leaves more than a vast expanse of anarchy . Other than a few
a particular world , there is almost no cooperation among dozen sectors patrolled by the TMC or Tagonig lomerate
the different planets i n the Quadrant to bring the villain to (less than 20% of the Quadrant is patrolled at all, even
justice. The best one can hope for is that the TMC, bou nty with both organ izations' combi ned efforts), Titrana has no
h u nters or adventu ring heroes i ntervene on the behalf of widespread interstellar govern ment or agency to guide it.
justice. In many areas, power is everyth ing and " m ight I mag ine the dark ages of Earth , but without the benefit of
makes right." On some worlds there is no formal authority organ ized govern ments, then th row in despotiC criminal
or even global power, and everyone carries weapons. At overlords and murderous dictators as the pri mary sou rces
other places there is a defi ned civility and strong sense of of law and order, and an image of Titrana begins to come
morality . i nto focus. No one is sure how the sector fell i nto its pres­
Law a n d order are making inroads thanks to the TMC, ent vile state of corru ption, evil and villainy. There are a
but there is still a long way to go, and although I Ita Quad­ few planets that are reasonably friendly and " normal", but
rant is lawless in many reg ions, it is not generally as dan­ the majority of the Quadrant, al most 60% of it, has no re­
gerous or deadly as neig h boring Titrana Quadrant. In fact, deemable areas from wh ich any normal or stable ele­
a good half of the I Ita Quadrant is generally peaceable ments could rise. Most simply write it off as demog raphics,
and law abiding (due to the TMC). Races might keep to pointing to the concentrations of order and civility in Les
themselves and rarely volu nteer aid and assistance with­ I ban and Liloqua and noti ng Titrana as the cou nterpoint to
out compensation, but they are decent people with the po­ them.
tential to pull together and make a promising community in Titrana Quad rant is a haven for pirates, th ieves, war­
the foreseeable future. lords, outlaws and fugitives of all kinds. The lack of a
I Ita Quadrant is likely to be a common setting for a ga­ widespread policing authority makes nearly any planet an
lactic campaig n because of its proximity to Earth , d iverse ideal h ideaway or place on wh ich to lay low, adventure or
and i ndependent people and open environ ment. Earth ac­ plunder. This is especially true of the low-tech planets
tually falls with i n one of the patrol sectors of the TMC, but whose terrestrial authorities, military or champions are

12
likely to pose little or no th reat to the advanced eq uipment Timneh claim that whatever it was, a part of it remains hid­
and tech nology of a space faring visitor. Titrana's safety den i n the Quadrant waiting - perhaps in slumber, per­
for criminals has spawned the growth of enti re th ieves' haps wh ile it gathers its strength and/or other dark forces
planets where criminals can go to find refuge among a to join it - to reappear when the time is ri pe, to again
nest of fellow crooks and cutth roats. These thieves' plan­ wreak havoc u pon the galaxy.
ets are ru n by powerful baron ies of organized criminals
that fu nction as the ru ling power (See Plesus Euphia in
the Crime and Criminals section for examples of these
kinds of planets). These large bands of criminal lords con­ Travel in
trol several planetary systems and have constantly chang­
ing leadership due to scheming and backstabbing. The the Milky Way
Kixkit Empire (the largest concentration of Photin outside
the Atorian Empire, spanning more than 30 planets in five The distances in space are mind boggling by terrestrial
star systems and the Toogarth Empire (as detai led in Vil­ Earth standards, but other races are far more advanced in
their tech nolog ies and able to cross those distances as
lains U nlimited ™ ) are the only other notable interstellar
powers established i n the Quad rant. (Note: While the easily as we cross the oceans of Earth . This section will
Riathenor are d istu rbingly plentifu l , they do not lay clai m d iscu ss some of the most common ways to travel the vast
or dominate a n y known worlds i n the Quadrant. ) All th ree reaches of outer space. Full details on spacecraft, propul­
exude some small measure of i nfluence over the Quad­ sion types, and travel speeds are given i n the Spacecraft
rant, however, each controls no more than 1 % of the sec­
Construction section of th is book.
tors in the Titrana Quad rant. That having been said , even Despite the enormous distances involved , getting
one percent is i mpressive considering what they are u p around the galaxy is not all that different from getting
against. The Thieves' Baron ies rely o n cunning, trade and around on Earth . The major difference is the scale and the
sheer numbers, wh ile the Photi n and Toogarth use i ntimi­ fact that instead of roads and cars, one uses charted
dation and brute strength to maintain power. Of the three, routes, gravity wells and Faster Than Light ( FTL) travel via
only the Toogarth Empire continues to g row at a regular spacecraft or magic.
pace. This is reason for concern , because if the Toogarth Just as one might get in a car on Earth and d rive to the
continue to expand at their cu rrent rate, over the next hun­ g rocery store or across the country, private travel is also
d red or two hundred years, the reptilian aliens are likely to possible in space. Basically, those ind ividuals fortu nate
seize control of 200 or 300 star systems in nearly 1 00 sec­ enoug h to own a spacecraft can simply go where they like.
tors (or about 1 0% of the Quadrant) , making them a force Like grou nd travel , there are effectively highways or
to be reckoned with . The Toogarth Empire, a reg ime "space lanes" to follow to avoid getting lost or to travel by
founded on cruelty , conquest and extermination , makes the most direct means available. This also means there
even a small n u mber dangerous. Left unchecked, they may be "fees" or "charges" to pay that go toward maintain­
might, some eon , build a bloody Empire to rival the ing those space lanes (Le. pOlice to offer protection from
Atorians. pirates and salvage crews to clear debris fields, fees to
Of equal concern is the large number of Ria thenor pay for space ports and docks, service stations, etc. ) , as
found in the Titrana Quadrant. The region appears to well as "tol ls" to use gateways and di mensional rifts, docks
house the galaxy's largest concentration of the d readed or trade routes. I n some cases, one may be requi red to
Riathenor, a mysterious and mystical race of agg ressive become a member of a guild or organization and pay an­
aliens believed to herald from another dimension . Why the nual d ues in order to access gateways and travel routes
Riathenor find the Titrana Quad rant so appealing is un­ (such is the case with the Atorian Empire once one travels
known. Some wonder if there might be a d i mensional por­ a certain distance into it). Still, private space travel is rela­
tal that links our d i mension to theirs. On the other hand , tively cheap in the long ru n , and has the least hassles, but
many believe the Titrana Quadrant is cursed or simply a its drawbacks include possible isolation (there may be no
place of evil . Rumors of evil alien intelligences and dark one to provide assistance if the ship breaks down i n a de­
gods living in the Quad rant also abou nd. Why such violent serted area) , danger (if attacked by pirates or monsters,
and often supernatu ral beings seem to crop up i n Titrana there usually is no support) , limited resources (travelers
remains a mystery yet to be solved . Some believe that an only have their skills or those of a select crew to rely upon)
evil energy, or perhaps one or more of the dark gods ru­ and possibly limited equipment and resou rces (only what
mored to inhabit that reg ion of space , attracts other is on hand or stored on board ; fi nite cash).
like-minded creatures. H ence the concentration of Return ing to Earthly analogies, the easiest and most
Riathenor, Toogarth , criminals and other violent, evil be­ economical way to travel across the galaxy is to "book
ings, from ordinary space pirates to supernatu ral mon­ passage" just like Earth lings take a bus, train, airplane or
strosities. The Timneh and members of the Raiding Clans ocean cru iser to reach a destination . The basic idea be­
point to ancient legends among their people that tell of "a hind any transit service is to gather a n u mber of people
darkness" that swept the galaxy more than seven thou­ with a common destination and al low them to purchase
sand years ago. It is said to have wiped out many of the "seats" on a communal mode of transportation, usually
advanced races of that time. No one knows where this evil provided by a travel specialist, in this case, a space port.
came from, nor how it was stopped , but some believe it In a galactiC setting, th is can be a spacecraft, device or
has left a lasting mark u pon the Titrana Quadrant. Some magic spell depending on the civilization, technology and

13
point of departu re (the various modes of space travel adhere to schedu les, making flight arrangements, stand­
available will d iffer widely from place to place). On Earth , ing in lines, lack of privacy, annoying or u n ruly other pas­
there are a n u mber of differi ng levels and modes of trans­ sengers, and other hassles, but there is little chance of
portation ranging from the equ ivalent of a crime-ridden isolation (both socially and in emergency situations), dan­
subway or rickety old airplane, to the most posh lUxury lin­ ger is red uced (the equipment is generally reliable and se­
ers or su personic aircraft. The same is fu ndamentally true cu rity or support is commonly available should trouble
of interstellar and intergalactic space travel. As usual , arise), resources are more d iverse (the company will gen­
safety and comfort all cost money . The high cost of build­ erally have a pool of personnel to draw from for quality
ing and maintaining an interstellar spacesh ip, fuel, ad­ and a variety of skills) and eq uipment is plentifu l (espe­
vanced engines and d rivers, a capable crew, and the cially for a company with a fleet of spacecraft that can
overall risk of space travel itself are all factored into the transfer passengers to another craft entirely, should the
cost for a seat on a spaceship. One also pays a premium cu rrent one develop large-scale problems).
for speed. The faster one wants to travel , the more a Smaller and less reputable travel, tou ring, and
space trip from A to Z will cost. A trip across the galaxy on cargo compan ies may take short-cuts, use isolated or
the d i lapidated spaceship nicknamed the Cockroach Ex­ u n known routes, and are often willing to take chances that
press might only cost 5 , 000 credits, but the captain will the larger operations wou ld never consider. Wh ile these
warn the traveler that the tri p req uires time spent in sus­ fly-by-night businesses offer greater flexibility in arranging
pended animation and takes 1 25 years ! On the other trips to exotic and remote locations, travelers to even well
hand, the lUxury liner Nova Starr or the small, elite space known, civil ized places will be exposed to a greater de­
warping transport known as the Blue Comet can carry a gree of danger. This may be due to negligence or corrup­
passenger the same distance in two weeks, but cost about tion, but more likely than not, simply to the small size of
50,000 credits. The choice is the traveler's. the operation and lack of sufficient resources. These
Most interstellar transit operations are corporate small, independent businesses are what most smugg lers,
owned and use established (and commonly patrolled) criminals, fugitives, spies, bou nty hu nters, mercenaries
space lanes and travel routes. These operations are the and adventurers use. In fact, some of these companies (or
galactic eq u ivalent of Earth airlines. J ust as on Earth , the pilots working for them) specialize in transporti ng peo­
where own ing an airplane is prohi bitively expensive for the ple and cargo illegally, smuggling just about anything if the
average person, so is own ing a reliable interstellar space­ price is right (and the price may be less than one might
ship. However, booking passage for a seat on a com mer­ th ink) . Likewise, many are daredevils or so desperate to
cial airplane, or in this case, an interstellar "spacecraft, " is make ends meet, that they are willing to take huge risks
comparatively affordable and relatively inexpensive, espe­ and travel to or th rough dangerous regions of space for
cially when making "short jumps" from one planet to an­ the money or the challenge. Accommodations on such ille­
other in the same solar system. Th us, the majority of gal or low-end transportation can range from luxurious (at
space travel by common fol k in the intergalactic commu­ least for the passengers) to the most stark or abysmal of
nity is done on "commercial spacecraft" and "star carriers. " cond itions, such as cryogen ically freezing the passengers
T h e typical intergalactic, com mercial space p o rt offers a and stacking them in a hold , or presenti ng passengers
variety of spacecraft differi ng in size and · space faring ca­ with a cot and a bucket seat in a filthy , old cargo bay re­
pabilities. These vessels travel at predetermined times to tooled to accommodate (sort of) passengers instead of
other known space ports to form a network of available crates. Heck, if being "smuggled" somewhere, accommo­
travel destinations linking planets, civilizations, space sta­ dations might very well be the inside of a crate! On these
tions, merchants, outposts, governments, military bases, flig hts, if pirates or other trouble should arise, the passen­
resorts and places of interests. The majority of these gers may be handed a weapon and told to repel boarders
space ports use establ ished and reasonably secu re space or expected to fend for themselves! The most u n reliable or
routes, most of which are patrolled by organ izations like coward ly pi lots may jettison the passengers (or contra­
the TMC, planetary govern ments, or the company itself. band), or turn them over to the raiders without resistance
Especially large operations, like the TG E-owned Levartera in exchange for letti ng the vessel and crew go.
Modu cruise line, heavily patrol their routes and provide
each passenger spacecraft a fighter escort. The Atorian Travel Beyond the M i l ky Way
Empire has its own travel companies, but all of them oper­ Travel to other galaxies is a little different than traveling
ate with in the sealed borders of the Empire, along heavily across our galaxy. First of all, it is only practical using
patrolled routes with fighter support close at hand (rarely Cruise Mode travel (See Advanced Tra vel Methods for
outside the passenger ship's passive sensor range). more details), and the spacecraft can not be attacked un­
Larger companies wi ll also have armed security personnel less it d rops out of Cru ise Mode. Th us, it can go from one
on board for maintaining the peace and safety of the pas­ galaxy to the other without fear of attack. The real risk
sengers, especially if the craft should happen to be at­ manifests itself if the vessel develops problems and has to
tacked by pirates or other boarders. U nfortu nately, this d rop out of Cruise Mode. If that happens and its cruise
means booking passage to out of the way places away d rives can not be repaired , it is likely to never make it to its
from civilization and known space lanes may be difficult intended destination or home again. A spacecraft in cru ise
and will certainly cost much more to arrange a "charter" mode travels fa rther in a day than the fastest vessel can
excursion to dangerous or u ncharted territory. Commercial travel in 20 years, so getting stranded several hundred
travel has its disadvantages and limits, such as having to light years from home is often a death sentence, since

15
most ships lack the resources for indefi nite life support. get back to the other galaxy because a "desti nation point"
Moreover, dropping out of a space warp or Cruise Mode is now known .
du mps the vessel in uncharted and alien (no pun in­ Andromeda is the only galaxy i n the local cluster that
tended) space, where the nearest (known) civilization may has a few known travel routes. There are certainly gravity
be many light years away. Of cou rse, even Cruise Mode wells mapped there and some gateways, but other than
with its barely comprehensible speeds, can take 25 years brief scouting and exploratory missions, no one has been
to cross from one edge of the local galactic cluster to the able to establish any lasting colonies or outposts. The
far edge. Even half that time is a long and undesirable tri p. TGE gave up on Andromeda long ago, and it is ru mored
As a result, very few races or organ izations have contact that even the Atorians have stopped tryi ng. Entire out­
with even the closest of galaxies, but some of them, most posts and colonies have been destroyed , as have most of
notably the TGE and the Atorians, do have footholds out­ the spacecraft wh ich attempts to lay gateways or map the
side the Milky Way. Of course, commun icating with these Andromeda galaxy . Even large groups of military vessels
outposts is virtually impossible, so there is no telling what have vanished with little or no clue to the identity of the
fate has befallen them. Travel to farther galaxies can take cause ( many presume an u nknown agg ressor) . Whoever
centu ries and no races are known to have undertaken or whatever is responsible must be swift and have sig nifi­
such a feat with any success. cant firepower to destroy a TGE escort group.
The local galactic cluster, which i ncludes th irty other The other galaxies i n the local cluster can be consid­
galaxies (five of them as large as our own ) g rou ped in ered to be much like the M i l ky Way. From space, most
close proximity to the M i l ky Way , is approximately 4-6 mil­ planets and other phenomena look very much alike.
l ion light years across. Even in Cru ise Mode, it wou ld take Reach ing the galaxies is a simple trip th rough a mapped
25 years to cross that distance, but getting to the closest g ravity well. Some contact and trade with life forms from
of the large galaxies, And romeda, takes only 8-1 2 , sti ll a galaxies beyond the M i l ky Way exists, but it is limited to
bit much. Luckily, S pace Gateways, gravity wells and d i­ specific races or regions and not the galactiC com mun ities
mensional rifts are able to warp or leap over these vast in their enti rety. Though the routes to these galaxies are
distances. Their locations have been noted and mapped in charted and the use of gravity wells and the occasional
the larger galaxies and a handful of the smaller ones too, gateway makes travel very fast (2-4 weeks instead of
allowing rapid travel times between locations that would years), there are not many of them, especially when com­
otherwise take years to reach.
pared to the size of a galaxy. The majority of these routes
The risks involved with trans-light travel are so great are not even known to the pu blic.
that there are not many travel routes between even the lo­
cal galaxies, just enough to get by. I n stead of using
mapped out routes, most space travelers rely on less risky Planets
advanced travel methods. Here is how it works. Once one One might th i n k of planets as islands in a vast, lifeless
craft makes it to the target galaxy (by using Cruise Mode), ocean . Although they make up an infin itesimal portion of
it only needs to map a single g ravity well or deploy a Gate­ the total galactiC mass (stars and dust clouds comprise
way structure, and it can use it to fold or warp space to get most galactic matter), they are the pil lars on which all ga­
home in a fraction of the time. Afterwards, any spacecraft lactic society is rooted . Advanced civilizations could (and
with the right knowledge, eq uipment and coord inates can sometimes do) build vast orbital habitats or g reat colony
16
ships that are worlds unto themselves, but most people ets d o NOT allow visiting aliens to carry weapons, and
much prefer life on solid grou nd, with soil under their feet some prohibit the use of su per abilities, shape-chang ing,
and a sky overhead . Planetary settlements stil l dominate psionics or magic. Well outfitted stations and space ports
galactic civilization, and as long as that is the case, plan­ will have local law enforcement policies transmitted into
ets, in general, will remain hot real estate , as well as the the on board computers. Experienced captains will contact
birth place of most life forms. the space station prior to docking to request permission to
As a spacecraft arrives in the local "space" around a dock and exactly what are the local laws and policies of
planet, it will have to slow down and approach with some the civilization. It is the mark of a novice space traveler to
caution. Traveling at light speed withi n 50, 000 miles of get arrested u pon arrival to an alien world and lose a
most small , Earth-sized planets (the outer edge of the prized item to seizure laws. Note: All of th is assumes the
planet's gravity field) will tear a ship apart as it passes, re­ civilization is used to space visitors. Those who are not
gard less of its type or quality of construction. Moving are likely to get spooked by the appearance of unknown
th rough a gravity field that fast puts stress u pon a ship's extraterrestrials, regardless of how polite, honest and well
hull that no technology has yet been able to counteract. i ntentioned these visitors might be . Such inexperienced ,
Likewise, moving that fast that close to a planet usually primitive or hostile civilizations may allow the "aliens" to
causes local ized distu rbances in the world's weather pat­ dock, only to captu re and interrogate them or attack out­
terns for 4 06 hours and may cause advanced civilizations rig ht. S uch are the perils of traversing u ncharted reg ions
to take action against the reckless pilot. of space.
In general, spacesh i ps are made to move through solar
systems at light speed only when they have strayed terri­ Landing on a planet directly has some advantages
bly off cou rse, they are willing to try anyth ing to escape a and disadvantages. Planet-fall is much more tricky than
pursuer, the pi lot is d runk, or the crew has a death wish . orbiting or docking with a space station , and almost al­
Most ships have some means of automatically slowing ways req u i res a Pi loting skill roll. Fail the roll, and a crash
down as they approach a star system. Other ships simply will resu lt.
rely on the expertise of their pilots to g u ide the vessel at a
safe distance and velocity. Note: When a pilot is flying at
light speed and gets too close to a planet, he must make a Ski l l mod ifiers for planet-fal l
Pilot skill roll. A successfu l roll means the spacecraft land ings under certain cond itions :
merely crashes into the planet, but the ship and crew sur­
vived . A failed roll means the craft crashes into the planet No penalty if landing a spacecraft on a planet with no
at light speed , which usually means complete destruction atmosphere or low-gravity , except for pilots from high
and the end of the crew. A crash also causes considerable gravity worlds who are -1 0%.
havoc on the planet's surface. To see the results of both No penalty if the planet's gravity and atmospheric con­
kinds of crashes, consult the reg ular- and lig ht-speed ditions are the same as, or very similar to, that of the pi­
crash landing tables in the FTL Piloting Rules section of lot's home world, the piloting roll is standard with no
th is sourcebook. modifiers.
Once a ship is close to a planet, it has three options: -5% for pilots attempting to land on planets with gravity
Orbit the planet, dock with a space station , or enter the at­ 30% or more d ifferent than their home world and/or with a
mosphere and land on the su rface. Orbiting the planet is toxic atmosphere, or high radiation . The same penalty ap­
only useful if the spacecraft has trans-atmospheric sh ut­ pl ies to landing u nderwater on water worlds completely
tles (that is, they are streamlined so they can fly in an at­ covered by oceans (un less one comes from such an envi­
mosphere; many large spacecraft can not), or there is a ron ment, in wh ich case, no penalty applies).
space station to visit. If the civilization is advanced enough -1 5% for d ifficult landings on worlds with dense vegeta­
to have a space station, docking with it and shuttl ing down tion, heavy m ist/fog (poor visibility) , twilight conditions, or
to the planet is likely to be routine and hassle free. U n less frozen su rfaces.
there are exten uating circumstances like an old or very
-20% when pitted against the demanding cond itions of
small space station or a large field of orbiting debris block­
a high g ravity world or the tu rbulence of a thermal world .
ing the way, orbiting and docking maneuvers are so rou­
-30% penalty when buffeted by violent storms and
tine that they can be considered automatically successful
abrasive atmospheres.
and do not requ i re Pilot skill rolls. That is, if the ship is be­
ing flown by an experienced pilot. Low level characters Note: If there is a crash, the planet may not have the
(u nder 6th) roll as normal , wh ile characters with NO exper­ resources to repair the craft (such is the case with many
tise i n pi loting a spacecraft have only a 1 0% chance of aliens in a trad itional Heroes U nlimited ™ , Earth setting).
safely orbiting or docking. A fai led rol l results in some kind
Remember, only about 1 in 20 planets and 1 in 1 00
of crash.
moons are habitable in the first place . Even fewer will
Crews passing th rough a space station will be subject have advanced life forms u nless there is a space faring
to customs searches and the laws of the planet. Local empire that established many off-world colonies and em­
laws often restrict one's conduct and actions, and weap­ ploy terra forming techniq ues to create habitable worlds.
ons and certain types of eq uipment (someti mes certain (Habitable for their race, that is, which may be very differ­
types of people) will have to be left on the sh i p or station , ent than the needs of the space travelers . )
and/or temporari ly confiscated . For example, many plan-
17
Offsetting the danger of d i rect landings is the speed fer from exposu re in the cold temperatures even thoug h
and convenience of direct takeoffs, wh ich can be a he's visiting a familiar (but different) thermal planet. On the
life-saving means of escape in times of trouble. I n less up side, elsewhere on the planet, he will not need the
critical circu mstances, d i rect takeoffs obviate the need for heavy protection that non-thermal aliens will req uire and
a shuttle flight or pricey commercial transportation to re­ he should feel rig ht at home. Also remember that the
tu rn to one's Ship. aliens receive bonuses on Earth (Le. those that are listed)
because it differs from their native environ ment. When
these aliens retu rn to their native environ ment, they do not
Secret vis its to other worlds receive any of the listed penalties, bon uses or powers
they may have had on Earth (S . D. C . bon uses remain). On
When land ing on a planet, the spacecraft should get
their home world or similar environ ment, they become
perm ission from the local authorities to do so, but sneak­
" normal" (un less one possesses su per abilities). Note that
ing onto a planet without perm ission can also be done. I n
most advanced civilizations will have hotels and "visitor
order to avoid customs and the local authorities, a covert
stations" with environ ments designed to accommodate
land ing req uires the pi lot to sneak th rough any security
people from other worlds (Le. Earth-li ke living environ­
nets and tracking systems that may be in place. If the cap­
tain makes a successful Piloti ng skill rol l , he will land un­ ments , among others). Of cou rse, such accommodations
are usually limited to the needs of the races who most fre­
detected . For mod ifiers on landing u ndetected on a planet,
quently visit that world, all others will have to make do the
consult the table below.
best they can and sleep or reside on the spacecraft they
Stealth Landi ngs Modifiers arrived i n .
Note that more than one mod ifier may apply; G . M . 's High Gravity : The heavy p u l l o f the g ravity on these
d iscretion . planets has some debilitating effects on characters not na­
tive to it. Apply the following adj ustments to all characters
Landing in a remote wilderness area: +20%
except low-g ravity home world aliens: -6 to P . S. and lower
Landing environment where the visitor's technology
their S peed by one th ird . Add itionally, such characters are
greatly exceeds that of the locals: +20%
-2 to strike, parry , and dodge for the first 24 hours they are
Landing in a lightly settled area (outpost or village nearby):
in the heavy gravity (un less native to it, in which case
-1 0%
there are no combat penalties).
Landing in a moderately settled area (town): -20%
Landing in a heavily settled area (city/2 1 st Century Earth ): Aliens originating i n a low-gravity environ ment are se­
-30% verely h i ndered by what is, to them, very powerfu l g ravity .
Landing at a space port or heavily populated and/or ad­ They are -1 2 to P . S . and lower their Speed by two th irds.
vanced civilization : -60% The extreme effect of high gravity on low-gravity aliens
Landing area has light security (FAR civilian world): -20% also makes them -4 to stri ke, parry, and dodge. All penal­
Landing area has moderate secu rity (Pirate or warlord ties apply for the d u ration that a character is with in the
world): -30% gravity's strong pull and persist for 1 04 min utes for each
Landing area has heavy secu rity (Atorian world): -40% hour spent in the g ravity after they leave it. If either S peed
or P . S . is lowered below one, including fractions, the char­
acter is unable to move and will have trou ble breath ing
Adventu ri ng i n (-1 0 to strike, parry , and dodge) without some sort of sup­
port and assistance. Such bad ly affected aliens must
U nearth ly Env i ronments make a saving th row vs lethal poison every six hours or
collapse and fall into a coma.
Having fi nally made it to the planet, what can one ex-
Advanced civilizations on high-gravity planets will usu-
pect? Just about anyth ing , really. The only th ing more d i-
ally have light exoskeletons and other eq u ipment available
verse than the different life forms in the galaxy are the
for rent or purchase by tou rists who find the heavy gravity
various kinds of planets they might inhabit! Depending on
uncomfortable or debilitating. These u n its come i n light
�he character�stics of an alien's home world, adventuring models for aliens from normal g ravity worlds and ful l envi-
In other environ ments can range from chal lenging to
ronment support models for aliens from low-gravity worlds
down rig ht deadly. The following information covers all the
wh ich have breath ing aids in addition to the strength aug-
planet types presented in Heroes Unlimited TM Second
menta�ion. Such exoskeletons red uce the P . S . and Spd .
Edition (HU2) and lists penalties or bonuses for aliens
penalties d ramatically, allowing visitors to fu nction close to
from other environments when they should fi nd them-
normal (penalties red uced to -1 or -2 to stri ke, parry and
selves in an al ien setting. Of cou rse, these penalties do
dod� e, a � d sp�ed reduced to only 1 0% less than usual).
not apply if the alien is on his home world or a very similar
Anti-gra Vity SU itS, medallions, discs, and devices can be
environment. However, keep in mind that all planets will
have some variation in climate, atmospheriC composition ,
� sed to e�e�ti�ely n U l lify the strains and penalties of g rav-
Ity on an indiVidual, al lowing them to feel and fu nction nor-
pollution, and other factors based on their position from
mally in the heavier g ravity. U nfortunately, the price of
the sun, the rotation and angle on their axis, the attitudes
of their inhabitants (Le. environ mentally conscious or not) anti-gravi� systems prohibits their availability to the gen-
and scores of other factors. This means that a thermal eral pu blic even among the most advanced civilization
alien from the temperate latitudes of his planet who finds and v � sitors will probably have to supply/bring their own t�
h imself i n the arctic area of another thermal world will suf- benefit from th is tech nology. Note : Renting exoskeletons
costs 1 00-200 cred its per day.
18
use a com puter mouse after its trackball sensitivity has
been d ramatically increased? Now imagine if one's entire
body behaved that way , and the plig ht of a h igh-g ravity
alien in a low-gravity world comes into focus. ) The combat
penalties are reduced after 48 hours, but h igh-g ravity
aliens will always remain -1 to strike, parry, and dodge i n
the very low-g ravity.
Aliens from worlds without gravity will be at -2 P. P . , and
their Spd . will be cut in half.
Like hig h-g ravity planets, advanced civilizations on
most low-gravity worlds sell and rent exoskeletons (some­
times anti-g ravity systems) that will correct the aliens'
movements and negate whatever penalties they face in
this unfamiliar environ ment.
High Radiation : Any aliens visiting a high rad iation
planet must wear an environ mental suit with rad iation
shield ing. Such su its will commonly be available for rent or
loan on advanced planets and those with regu lar tourist
traffic (cost ranges from 20-80 credits per day). Most stan­
dard "spacesu its" and environmental body armors comes
with (or can be fitted with) rad iation shielding (prices can
be found in the Aliens Unlimited ™ sourcebook).
Those who find themselves without such protection
must roll percentile dice each minute to see if they con­
tract radiation poisoning/sickness. On a roll of 0 1 -30%, the
character has rad iation poisoning. The symptoms and ef­
fects of radiation poisoning are identical to those g iven in
the HU2 ru le book under the major super ability , Control
Radiation. The penalties apply as long as the person is
sick. I mmediate treatment will see recovery in 304 days,
but add three days to the recovery time for every one day
the treatment was delayed or the character remained in
the deadly environ ment. The average superh u man recov­
ers twice as qu ickly.
Frozen World: Any alien not orig inally from a frozen
home world without an insulated and heated survival suit
will suffer from exposu re identical to that described under
the Frozen World description on page 94 of HU2. All ef­
fects are applied 1 0+ 1 0 1 0 min utes after the unprotected
character is exposed to the cond itions. The bitter cold re­
duces P . S . and P . P . by two (2) pOints, lowers speed by
one th ird , and takes away eight S . D . C . (and after S . D . C .
are gone, H it POints) for every 1 0 hours o f u n protected ex­
posu re. These penalties are appl ied cu mu latively.
Low-gravity : The light pull of th is gravity is strange, but If u n protected or their environmental suit cannot handle
not as debilitating or discomforting as that of high g ravity. the temperature d rop, aliens from thermal home worlds
Again, note that a low-gravity alien retu rn ing to his native are h it extremely hard by th is deadly , cold environ ment.
environment will have his bonuses from physiology ne­ They suffer the same cu mulative penalties, but apply them
gated (he's a normal Joe in this environ ment), while those every two hours instead of every ten . If the thermal world
from worlds with heavier gravity will temporarily gain the character's heated environ mental su it can not handle the
bonuses as if they were born on a high-g ravity world . temperature and breaks down and shuts off, treat the alien
H u mans and most aliens are -2 to their P . P . (i ncluding as a normal u n protected character and apply modifiers ev­
aliens from low-gravity worlds) but double their normal ery two hours.
speed attribute and can leap d istances two or three times Frozen environ ments do not affect only living things
farther and h igher than they can on their home world. with thei r extreme temperatu res. Delicate eq u ipment, in­
High-g ravity aliens wi ll be at -4 P . P . , but their Spd . at­ cluding optics systems (especially thermal and other elec­
tribute will be q uadrupled and they can leap 1 0 times far­ tronic types), computers, vehicle engines, energy
ther and h igher than normal . They are also at -3 to strike, weapons and most electronic equ ipment that is not insu­
parry, and dodge because of the extreme clumsiness and lated against the temperatures will beg in to jam, shut
lack of control they feel in such light g ravity. ( Ever try to down and malfunction . Generally, each time a non-insu-
19
lated item is activated , there is a 0 1 -35% non-cu mulative cal and pSionic healing will fu nction normally, as will char-
chance it will not work fully, properly , or at all. Spacecraft acters with the super abilities of Healing Factor and Adapt
and equ ipment originating from a frozen world are ade- to Environment. Characters with Invulnerability take one
quately desig ned and insulated against such extreme th ird the normal damage and suffer the penalties, but will
cold. G . M . s can apply thermolate prices to any other items last much longer due to their immense amount of S . D . C .
o f equipment that a character wishes t o "winterize." O n a n d power related bonuses.
advanced worlds, heated survival su its can often be Note that a toxic atmosphere req uires more than a sim-
rented for 30-1 20 cred its per day. Most undamaged , envi- pie breathing apparatus to be protected , because the poi-
ron mental body armor will fu nction under arctic cond itions sons will affect the character's entire body if it isn't
for at least 72 hours without risk of breaking down . properly protected. Thankfully, a simple spacesuit or de-
Thermal World: Thermal environments produce expo- contamination su it with an intemal air recycling system or
sure the same way as frozen worlds, but on the opposite independent air supply will do the job. Only characters
end of the temperatu re scale. Characters not from these who can Alter their Physical Structure, turn Intangible or
hot environ ments suffer exposure as detai led in the create Bio-Armor can protect their bod ies (but not thei r
Thermo-World description on page 9 4 o f HU2. Frozen lungs) and can get by with a simple breath ing a pparatus. If
world aliens suffer accelerated effects if exposed as de- the environ ment is airless or super-toxic, characters with-
tailed for the thermal aliens above (Le. every two hours in- out a breathing apparatus will suffocate in a matter of min-
stead of ten ). Delicate eqUipment, including optics utes. As usual, civilizations used to receiving
systems (especially thermal and other electronic types), extraterrestrial visitors will have protective suits and air
computers, vehicle engi nes, energy weapons and most systems available for rent at 30-90 credits per 24 hours.
electronic eq uipment that is not insulated against high Abrasive Atmosphere: The abrasive atmosphere is
temperatu res are also affected by the heat and will begin o n e o f the most hostile, attacking everything with in its
to malfu nction . Generally, each time an item is activated , grasp and often wreaki ng havoc on people, vehicles, elec-
there is a 0 1 -35% non-cu mu lative chance it will not work tron ics and other delicate gear. It's like living in a cloud of
fully, properly, or at all. Again, spacecraft and eq uipment acid rain or dust storm (depending on the exact natu re of
that originate from a thermal world are adequately insu- the environ ment) , so any soft materials suffer 2 D6 dam-
lated against such heat. In this case, thermolate costs can age per 1 2 hours, including unarmored survival suits and
also be used for any eq u i pment that needs to be sh ielded h u man flesh. Hard plastics, metals, and armors suffer l ittle
from the heat. Su rvival su its can often be rented from civi- or no damage (2 D6 damage per week), but electronics
l ized planets that have reg ular visitors from outside worlds and motors, including vehicle engines, are easily disturbed
for 30-1 20 credits per day . b y sand/dust accumulation and/or corrosive vapors. Car-
Vegetation Planet: The environ ment of this planet will bu retors and intake valves will clog , engines will choke,
have n u merous vines and branches for travel and access hoses disinteg rate, circu its and wires corrode, and sen-
to the higher reaches of the foliage. Characters who do sors and communications are disru pted . In any case, it is
not have the climbing and the gymnastics or acrobatics likely that eq uipment of any kind not desig ned for use in
skills to move about the world are -2 on in itiative, see all an abrasive/corrosive atmosphere will be adversely af-
combat bon uses red uced by half (except when engaged in fected by it. Each time a piece of equ ipment is activated
Close-range, hand to hand combat) and their normal there is a 0 1 -40% chance it will not work, and the range of
speed reduced by 30%. Certain mutations (prehensile tai l , sensors a n d communication systems are reduced b y half
etc. ) , alien appearances (ape, mon key, snake, etc. ) and even when working fine. A thorough cleaning has a
an imal powers may red uce these penalties by half or even 0 1 -85% chance of fixing the problem temporarily (Le. it will
negate them completely (a rarity) at the G . M . ' s d iscretion . work this time, but has a 40% chance of not working next
Even characters with the natu ral power of fl ight will be time, u n less one leaves the harsh environ ment} .
hampered by the dense tangle of fol iage and see their If a character should fi nd h imself on a planet with an
speed red uced by 25%. Likewise, most visitors generally abrasive atmosphere, there are th ree sets of modifiers
feel out of their element and off balance. Fu rthermore , based on the level o f protection he h as from the chaotic
characters without detect conceal ment or detect ambush , environ ment.
or those not trained in notici ng details are -1 to strike and 1 . Characters fu lly exposed to an abrasive atmosphere
dodge from long-range and su rprise attacks, as the thick that do not have a natu ral A. R. of 1 0 or higher, are -6 to
foliage and vines obscure their vision and keep them off strike, parry , and dodge because of the blinding, stinging
balance. environ ment (the use of a helmet will red uce the penalty to
Toxic Atmosphere: If the character is unprotected in -3 ), and speed is red uced b y 3 0%. I n add ition to this pen-
th is deadly environ ment, he must save vs lethal poison ev- alty, the exposed character will suffer 2 D6 points of dam-
ery minute of exposure ! For each min ute that the charac- age per hour that he is exposed to the harsh atmosphere.
ter fails a saving th row, he suffers 4 D6 pOints of damage. 2 . Those in non-armored survival su its also suffer the -6
Even if the character manages to save, he feels sick or penalties (or -3 with a helmet) and speed is red uced by
dizzy and suffers penalties of -1 on in itiative, and -2 to 20%, but the hosti le environ ment will slowly eat and pound
strike, parry, and dodge from chemical i rritation and must away at the suit. The abrasive atmosphere will do 2 D6
continue to save each min ute unti l he finds some means damage per twelve hours of exposu re to the su it. Once
of protection or dies. The constant toxic environ ment also the suit is destroyed , the character falls into the fu lly ex-
prevents most forms of natural regeneration, thoug h magi- posed category detai led previously.
20
3. Characters in any kind of armored survival suit with day a weapon not designed for use u nderwater is sub­
an A. R. of 9 or higher, only suffer a -2 penalty to strike, merged , there is a 0 1 -45% chance it will be damaged and
parry , and dodge (most armored su its will have helmets not fu nction. M elee weapons are unaffected and
and other means of protection and optics), and speed is Vibro-weapons are +2 to damage in the water.
reduced only by 5% (Apply the -6 penalties if no helmet is Twilight World: As the name states, these planets are
used or if the armor is destroyed ). These wel l protected in­ very dim places to totally dark. U n less some form of opti­
dividuals take no damage un less some of their body is ex­ cal enhancement or natural night vision is used , visitors
posed (Le. no helmet, large holes in the suit from damage, will be at -4 to strike, parry, and dodge in twilight and -8 in
etc. ) . total darkness. Also, remember the height difference rules
Worlds accustomed to visiting off-worlders w i l l offer ar­ as stated on page 95 of HU2, as twilight aliens can be
mored protective su its and exoskeletons for 1 00-200 cred­ rather tall. Twilight worlds are famous for having complex
its a day , as well as special habitats (Le. environ mentally ecosystems chock fu ll of creatures especially well adapted
prepared hotels) where visitors can stay in an environ ment to low-light environ ments. Alien explorers on twilight
less damaging to them. worlds would do well to take special precautions, lest they
become prey in the dark. That said, bright lights or ambi­
ent light amplification systems, alone, work well in com­
pensating for the darkness. Powerfu l flashlig hts,
o searchlights, and flood lamps can help visitors navigate
the darkness and frighten away native wildlife and preda­
�. tors. On the other hand, such simplistic measures shine

b 0 0o 0
forth like a beacon to bold ly announce their presence to
the planet's in habitants, as well as dazzle and blind entire
crowds of natives - an incident that may awe and frig hten
pri mitive people into fleeing or attacking. Of cou rse, on
worlds where technology is not advanced enough for the
o natives to create and use light-mod ulating eyewear, such
crude use of "lig ht" can be devastating against them. Ad­
Aquatic World: These worlds are covered with water, vanced civilizations are likely to have laws prohibiting the
and have minimal to no land masses. U n less a su itable use of invasive and damaging light, as well as protection
landing area can be found on the surface, visiting space­ and cou ntermeasures for it.
craft must submerge and settle on the bottom or at sea
ports (spacecraft are considered to be fu ll environ mental
vehicles). Naturally, aliens who can not breathe underwa­ Planetary E nv i ron ments
ter must procu re some kind of SCU BA or rebreather appa­ and Mag ic
ratus to avoid drown ing. (A standard rule of th umb is a
character can hold h is breath for one melee round per The different planet types and environ ments have no
point of P . E . , after which he will quickly lose conscious­ effect on the ambient levels of magic one will find there.
ness and d rown . ) How or why magic flourishes on specific planets is the
Characters u nable to swi m will face a -6 penalty to their providence of un iversal positioning, ti me, alignments of
P . P. and move through the water a number of yards/me­ energy fields (including the g ravitational fields of planets)
ters per min ute equal to their P . S . Aq uatic aliens and and pure coi ncidence. Th us, we get the u niversal peak ac­
those with u nderwater powers will be at the g reatest ad­ tivities of ley lines du ring certain planetary alignments, as
vantage, able to move with impressive speed , comfort and well as dozens of other physical and su pernatural influ­
agility. Depth and pressure is another problem underwa­ ences. What this means to the interstellar traveler is that
ter. Normal h u mans and most other su rface dwellers can any g iven planet may or may not have a certain level of
not survive depths g reater than 1 50 feet (46 m), which magical energy. Some planets can have mag ic levels
means they need some sort of special veh icle , environ­ g reater than even that of Rifts® Earth (although
mental suiUpower armor or exoskeleton to survive greater super-rare) , while others will have even less magical
depths. As usual, advanced civilizations used to receiving traces than those found in the Earth of Beyond the Su­
extraterrestrial visitors will have protective suits and veh i­ pernatural™ . Luckily for the planet-hopping practitioner of
cles available for rent at 1 00-200 cred its per 24 hours and magic, the ambient level of magic on any given planet can
environ mental body armor/exoskeletons for 1 50-300 cred­ usually be sensed from orbit, thus warn ing a mag ic user in
its a day, as well as special habitats where they can stay. advance of extraordi narily high or low levels of magic on
Many su rface weapons will not fu nction un less they the planets he intends to visit. Moreover, as living batter­
have been specifically designed for use underwater. Even ies of magical energy, most wizards and magical charac­
then, all ranges are red uced by 25%. Lasers' range is re­ ters possess a personal reserve of magic energy ( P . P . E . )
duced by 50% u nless they are blue lasers, in which case that enables them to use magic on a t least a basic level.
their range is unaffected . Sonic weapons do + 1 0 points of Mystical characters that travel the galaxy should do
damage u nderwater and they also have twice their normal their best to know about the planets they will be visiting
range. Many weapons are waterproof, but not pressure beforehand . A mage visiting a world very low in magical
proof and wi ll suffer from exposure to great depths. Each energies should be prepared for h is spells to do half their
21
normal damage or cost twice the normal P . P . E . I n such but other lines can be found in open space. These lines
cases, being prepared can often mean the d ifference be­ are admittedly few and far between , but those that exist
tween life and death . Likewise, planets with high levels of are gigantic and can span hundreds of miles in height and
magic have their benefits and d rawbacks (the latter in­ a light year in length . Despite their size, such lines are
cludes a h igher than usual presence of su pernatural be­ rarely more powerfu l than typical terrestrial ley l ines, ex­
ings, demons and spel l-casting beings, not to mention cept d u ring astronomical events when the normal amount
possible dimensional gateways and powerfu l magic-wield­ of heig htened P . P . E . is dou bled . Even rarer than open
ing civilizations). Certainly the practitioner of magic will be space ley lines are voids and those ley lines that are sig­
more powerful than he normally is, but any such adven­ nificantly more powerfu l than the run-of-the-mill ley line.
tu rer worth their salt will realize that such an environ ment Voids are sections of space that are so low in magical
will spawn native creatures that are also more powerfu l energies that it is literally non-existent. A mystic who en­
than the norm. ters one of these places will be stu nned for 1 D4 melees as
When deciding on t he ambient magical natu re o f a the very powers wh ich have been with him for most of h is
planet, the G . M . can roll on the table below to randomly life feel as if they are being suddenly whisked away. Al­
determine it, or he can select one that fits with his adven­ thoug h the spell caster will not lose his personal P . P . E . re­
tu re plans or the player grou p. To keep th ings easy, each serve, he will regain expended P . P . E. ten times more
planet is given an overall magical rating as compared to slowly than usual (about one or two P . P . E. per hour of
the Earth of Heroes Unlimited ™ . This rating determines rest). Su pernatural beings and creatures of magic, such
how effective and easy it is to manipulate mag ical ener­ as dragons, will feel a general sense of torpor that puts
gies in a natu ral state. This natu ral state can be enhanced them at -2 to strike, parry , dodge, and in itiative. Enchanted
by ley lines and nexus pOints, and it can fluctuate, just as weapons and other magic items (such as those from the
it does on Earth , with the alig n ment of planets, astronomi­ Magic power category) will conti nue to work but their
cal events, and times of day. To fig u re the effects, just add range, d u rations, damage, etc. , will be red uced by half!
the multiplier to spell effects, damage and d u rations as Black holes, which are basically massive rifts in time
well as the total P . P . E . of the wizard or magical item d raw­ and space, are the most noteworthy of ley line nexuses i n
ing upon the energy. Do just the opposite for low magic t h e galaxy. Lone ley lines crisscross the void , but despite
worlds. The same system works for ley li nes and the the faint glow they give off, are easily overlooked or
amount of extra P . P . E . they can be tapped for. G . M . s can missed by scan ners. Even ley line nexuses can go u nseen
complicate or add details to this as they see fit. if the spacecraft is not within passive sensor range. There
su pposed ly exists worlds that have perfected forms of
magical tech nology capable of pinpointing ley line activity
Planetary Mag ic Levels
virtually anywhere in the galaxy, but such efforts remain in
01 -1 5% : Very low magical levels; virtually nonexistent. the province of myth and theoretical specu lation . Still, if
Reduce all aspects of magic (range, damage, du ration, such tech nology does exist, the Atorians and FAR would
etc. ) by half. If the G.M. deems it appropriate, the cost be most eager to acquire it, if for no other reason than to
to cast a spell is double the normal P . P . E. deny these th ings from their enemies.
1 6-30% : Low magic levels. Reduce all aspects of magic
Super ley lines are commonly known as "nova lines. "
by 25%.
These ley lines are normally the size of other space ley
31 -60% : Average magic levels with no mod ifiers.
lines, but they radiate such magical energies that their en­
Fundamentally the same as the Earth of Heroes U n l i m­
ti re length can be considered a nexus pOint! Need less to
ited ™ .
say, all of th is mag ical power not only results in the open­
61 -75% : Slig htly higher tha n normal levels. M u ltiply all as­
ing of dimensional rifts on a regu lar, thoug h random basis,
pects by 1 . 25
but they also attract all manner of practitioners of mag ic,
76-85% : H igher than normal magical levels. M u ltiply all
creatu res of magic and su pernatu ral beings (including
aspects by 1 . 5
so-called gods). Looking for a d ragon in a Heroes U n lim­
86-95% : Significantly higher magic levels. M ultiply all as­
ited galactic campaign? Find a rare nova line and one is
pects by 1 . 75.
likely to find one (or more) among a collection of demons,
96-00% : Exceptionally high magic levels. Multiply all as­
Deevils, frighteningly powerful wizards, god lings, and an
pects by 2.
array of other interdimensional powerhouse beings gath­
ered arou nd this source of mystic energy. The average
Though planetary bodies may fluctuate in their respec­ sorcerer should not be traveling to nova lines. First, they
tive levels of magical energies, the vast reaches of space are usually isolated and difficult to locate, and people who
that surround them will always have a general level of fi nd them will not usually g ive out their locations to anyone
magical energies eq uivalent to the normal levels for a for any reason . Secondly, these lines are hotly contested
g iven game setting. I n th is case, galactic space would territories claimed by those who live on planets near them,
have the normal levels of magic that are found on the as well as the in h u man beings who live along them. Very
Earth of Heroes Unlimited ™ . Space can also have ley powerful entities, gods, alien intelligences and gatherings
lines and nexus points. Ley lines in space are usually of d ragons and demons clai m extensive portions of each
most plentifu l around planets, where they trail off of the of these rare lines and protect "their claim" to the fu llest
ambient magical energies of the planet itself, d i rectly cor­ extent of their abilities. For example, when magical races
responding in strength to the mag ical levels of the planet, like the Gymoy or Manteze make a pilgrimage to a nova
22
line, they usually send a small armada to protect the pil­ in the galaxy. Keep in mind that the M ilky Way contains
g rims and ensu re the completion of their quest. Anybody billions and billions of stars, many of which have planets.
found on the segment of nova line th at the Gymoy or The chances of finding two identical worlds in such a mul­
Manteze clai m is likely to be atomized first and asked titude is like spotting two identical snowflakes in the mid­
q uestions later. Those u nable to confront such creatures dle of a blizzard . Even among planets of similar type,
had better reconsider crashing nova lines any time in the there are bound to be many d ifferent variations. A thermal
near future. world, for example, can be a steaming ju ngle, a barren
When planetary alignments happen, even the impres­ rocky fu rnace, a world with a Venus-l ike greenhouse ef­
sive residents that stake claims to the su per-ley line leave. fect, a world covered by molten lava, or an Earth-like
No known being would be on a nova line at those times, desert world.
because alignments often generate deadly ley line storms Certainly the G.M. can customize alien worlds accord­
and gargantuan d i mensional portals that destroy or con­ ing to his needs and tastes, but what if someth ing hap­
sume everyth ing nearby. In simple terms, the nova line pens u nexpectedly and he needs a planet on the spot?
becomes a large black hole or series of smaller ones with Crash landings are a good example and so is, " Let's hide
a maelstrom akin to a su per nova rag ing about its edges. on that nearby planet till the Atorian cru iser passes. " To
Despite the sheer destructive power of such events, they prevent Game Masters from ever being caught short, the
still d raw the more cou rageous galactic mystics, who seek following sections present both ra ndom tables to generate
to take advantage of the excess raw energy. D u ring an the setting of an alien planet, which can even be used to
planetary alignment-d riven ley line storm , even the small­ randomly generate different countries within the same
est nova lines generate ten times the magical energy that continent or planet, and entries detailing a handful of spe­
normal ley lines do, and the largest one can put out twenty cific planets for your use and inspiration.
times the usual energy. Before we even get to the tables, a few comments. First
of all, yes, trees and plants can exist in a frozen environ­
ment, they would just have lower metabolisms and toler­
ances much like alien characters from those worlds.
Likewise, deserts, thermal and radiation planets can have
plants and life adapted to their cond itions just as read ily as
they can be barren, hostile environments. Also note that
each planet will have varying ecosystems and technology
levels as well as minor variants on the primary race living
there. It's just like Earth where you find rural areas in
places like Vietnam and I ndia with almost no tech, then
compare them to the developments in Hong Kong and
New York. A whole series of adventures can result from a
crash land ing as the character must travel from a remote
wilderness area to one with tech nology to acquire spare
parts and repairs. On the other hand, it is also highly likely
that an u nexpected landing on an alien planet will put the
character in a place with very low-technology levels
across the whole planet, or all the more likely, a world
without any intelligent life forms whatsoever. On worlds
with primitive cultures, the space faring characters may
seem like gods, but they can be some of the most danger­
ous for them. See later sections for some reasons why.

Step One : World Classification Table


01 -08% : Earth-Like Environ ment
09-1 6% : High Gravity
1 7-24% : Low-gravity
25-32% : High Radiation
33-40% : Frozen World
P laneta ry Setti ngs 41 -48% : Toxic Atmosphere
49-56% : Vegetation World
By Wayne Breaux Jr. & Kevin Siembieda 57-64% : Thermo World
So far, we have seen a sampling of some of the 65-7 1 % : Twi light World
harsher planetary environ ments that may be encou ntered 72-79% : Aquatic World
(frozen worlds, high rad iation worlds, abrasive atmosphere 80-86% : Abrasive Atmosphere
worlds, etc. ) . The Worlds of Interest section of this 87-93% : Roll twice and combine the resu lts. Re-roll or dis­
sou rcebook will also describe a n u mber of the more note­ card incompati ble resu lts.
worthy planets to be found in the Four Quad rants, but 94-00% : Roll th ree times and combine the results. Re-roll
these do not beg in to cover the sheer mu ltitude of worlds or d iscard incompatible results.

23
Step Two : Dom i nant Environmental 31 -35% : Thick vegetation; large flowering plants, fru it
bushes, shrubs, bamboo, and tall g rasses, but few
Featu re Tables (A & B)
trees.
36-40% : Vast forest (tall trees and heavy underbrush);
A) G round Terrai n Table
cool, warm or temperate.
01 -05% : Covered with the shattered ruins of a lost civiliza­ 41 -45% : Rain forest/jungle; hot and steamy environ ment.
tion. Could be the ru ins of once modern cities or primi­ 46-50%: Large lakes and/or marshlands.
tive, ancient ru ins for humanoids or completely alien 51 -55% : Mou ntainous and rocky; can be Earth-l i ke and al­
life . No sign th is race has survived. pine in natu re or gigantic in scope with peaks and su m­
06-1 0% : 70+306% of the planet is covered by water; mits towering miles into the heavens.
sprawling, deep oceans and few islands of land. 56-60% : Smooth rock, stone or clay hills; min imal if any
vegetation.
61 -65% : Rolling hills; mostly g rasslands, prairies and
meadows. Few trees, mostly grasses, vines, bushes
and shrubs.
66-70%: Rocky, jutting buttes (wh ich are as wonderful ly
al ien amid a thick forest as they are deserts and prai­
ries) .
71 -75% : Barren plains and desert (can be sand or rugged
rock; little or no vegetation).
76-80% : Rubble strewn; cou ld be a natu ral phenomenon ,
the shattered remains of a lost civilization , or re­
fuse/garbage du m ped on the planet (yes, you've landed
on "garbage world").
81 -90%: Scarred planet. Over the ages, th is planet has
suffered intense geological activity that has left it
scarred by tall mountains, tall hills, deep ravines, crev­
ices, expansive canyons, hig h plateaus and open
cracks. If war torn or a th in atmosphere, the planet may
also be peppered with thousands of craters ranging i n
size from as small as a house to a s large as an entire
city or lake.
91 -93%: Roll twice (re-roll or discard incompati ble or un­
desirable resu lts) . One part of the world has one envi­
ron ment, another location something different (Le.
forest and desert) .
94-96% : Roll three times (re-roll or discard incompatible or
undesirable results) .
97-00% : Roll 1 04+3 times for a large range of d iverse ter­
rai n around th is planet.
1 1 -1 5% : Icescape. 50%+406% of the land is covered in
snow and ice even in the spring and summer. However,
B) Atmospheric Cond itions Table
there are some areas of tu ndra (g rassy plains and low
trees), and even some areas of forest and grasslands. Note: The exact composition of the air, and whether or
Winters are long , cold and hard with heavy snowfall. not it is breathable for a given race, is left to the G . M .
1 6-20% : Arid, dry , and flat, but not a desert. M uch of the
01 -1 0% : Surprisingly Earth-l ike in every way, complete
land is stony, with sparse vegetation , cactus and scrub,
with typical weather and changing seasons.
but also patches of g rasslands or tu ndra. No mountains
1 1 -20% : Mostly sunny, with clear, crisp, clean air and
or h ills, few bodies of surface water, but may have a crystal clear water.
vast network of underground rivers and springs (or not) .
21 -30% : Constant mist or fog ; the sun shines only 25% of
21 -30%: Parched earth . Effectively an endless dust bowl .
the year, but when it does the sky is filled with rainbows
The once moist earth has become dry as stone,
and sunsets glow in an array of spectacular colors.
cracked and split. In some places, large ravines have
31 -40% : Perpetually overcast and cloudy. Not as dark as
opened up. There is little or no water even under­
a Twi light World , but defi nitely g loomy and grey with
g rou nd, and no surface vegetation. Fossil evidence
cloud filled skies.
shows th is planet was once very Earth-like. The
41 -45% : Th in atmosphere, but moderate weather and
planet' s ecological misfortune may have been natu ral
seasons. Visitors used to a th icker atmosphere will be­
or man-made (stri pped by interstellar miners, war or
come easily winded and fatigued ( may suffer high alti­
pollution, in which case evidence of a lost civilization
tude sickness if the G . M . wants to go that route).
may also be apparent as bu ried ru ins, artifacts and fos­
Penalties: Reduce speed , P.S. and P . E. attributes by
sils) . This planet has been dead a very long time.
20% and the character becomes exhausted/fatigued

24
twice as fast as normal. It takes 1 04+ 1 weeks to be­ Step Three :
come completely acclimated to this atmosphere, elimi­ Tech nological Level Table
nating the penalties. The use of breathable air
supplements (Le. oxygen for h u mans) and artificial air 01 -07%: Little or no technology I At least as we humans
circulation systems in spacesuits and environmental ar­ understand it. This may be by choice, or because there
mor will circu mvent these penalties, but the character is no native people or civilization , or because the civili­
has no chance to acclimate hi mself to the environ ment zation has advanced without technology (may use
and will succumb to the penalties should he lose his magic, psionics, spiritualism, etc. ) .
supplementary su pport system. 08-1 4% : Stone Age (Cavemen).
46-50% : Heavy smog, soot and dirty air; can be pollution 1 5-21 % : Bronze Age (Ancient Egypt and Ancient
from industry , volcanic activity , or dust storm . Grime, Greece).
dust and particles irritate the eyes, inflame the sinuses, 22-28% : Iron Age (Ancient Rome).
and collect on clothes and under fingernails in a matter 29-35% : Agrarian Age - Medieval Europe. The main in­
of 1 2 hours. dustry is farming and raising l ivestock. Life is hard ,
51 -55% : Extreme temperatu res. This may occur with the tech nology low.
transition of night to day (d rops below freezing at n ight 36-42% : Renaissance Age. Black powder weapons,
and rises to above 90 degrees Fah ren heit d uring the printing press, sailing ships, and low-tech nology (but no
day) , be seasonal (bl istering hot summers and bone steam or combustion eng ines).
chilling winters), or as the strange effect of a storm (the 43-49% : Industrial Age. Steam and combustion engine
storm itself may be rai n , lightn ing or just wind; violent or tech nology , reasonably advanced wooden and stone
mOderate). buildings; make bricks and use concrete and iron g i rd­
56-60% : Rains half the time year round, with a four month ers. Good u nderstanding of metallurgy, engineering
rainy season where the rai n never stops. Goes from a and manufacturi ng. Can make iron and metal alloys,
constant d rizzle to light rai n , to the occasional down­ but most mach ines and vehicles are slow, large, bulky
pour. and fai rly low-tech with plenty of rivets and large bolts
61 -65% : Constant d riving rainstorms and high tides. The on nearly everything. Only the fu ndamentals of elec­
rai n stops for fewer than 5 06 days a year and seldom tron ics and modern med icine are known. No genetic
for more than 24 hours at a time. engi neering, advanced medicine, micron ization , com­
66-70% : Storm planet! Frequently bombarded by turbulent puters, video recording, C Os, or atomic energy (e. g . all
storms year round, includ ing thunder and lighting pre-Earth World War II tech nology).
storms, monsoons, hail, ice, snow, tornados and hurri­ 50-56% : Atomic Age. An industrial g iant, equal to Earth's
canes (the latter only if there are oceans and seas). If mid to late 20th Century. U nderstands and uses nu­
the planet is a desert or parched , the majority of the clear energy, has made good strides in medicine,
storms lack precipitation. Although rain does occasion­ micron ization , and basic communications, robotics, and
ally fall, most storms come in the form of lightning (with­ computer tech nology.
out rain), long-lasting wind storms and short-lived , 57-63%: I nformation Age. Advanced electron ics,
smaller dust storms. Only 306 days of calm weather. mircon ization , robotics, powerfu l computers and varied
71 -75% : Su lfuric and mildly toxic or polluted atmosphere commun ication networks pervade everyday life. Begin­
with acid rain and g rey snow instead of normal rain­ ning to u n lock the secrets of advanced artificial intelli­
storms and snowfall. May be the result of industrial pol­ gence, robotics, nanotech nology, genetic engi neering,
lution, g lobal war, volcanoes or other natural and may, or may not, have a modest, crude space pro­
phenomena. I rritates the eyes, throat and other mucous g ram in place - satellites, simple space stations, rock­
membranes. ets and the most rudi mentary space travel capabilities
76-80% : Wind swept. The planet is constantly swept by (like Earth's NASA) .
strong winds of 20-40 mph (32 to 64 km) , with wind and 64-70%: Metropolis Age. Sprawling cities, advanced
rai n storms ranging from 50 to 1 00 mph (80-1 60 km). tech nology ranging from weapons to medicine to trans­
May also have tornado and/or hurricane seasons. portation. May or may not have any space travel capa­
81 -85% : Generally clear and calm with mild seasons, few bilities.
storms, and light rain. 71 -77% : Megalopolis Age. Adva nced cities with
arcolog ies, superconductor-d riven transportation, cy­
86-90% : Turbulent upper atmosphere makes high-flying
bernetics and robotics. May or may not have space
and entry to the planet d ifficult and i nflicts a -30% pen­
travel capabilities.
alty to the Pi loting skil l .
78-85% : "True" Space Age. Advanced cities and tech­
91 -95% : Roll twice on th is table. The first result is d u ring
nology with a strong space program and the abil ity to
the day and second is at nig ht!
96-00%: Roll twice on th is table (re-roll or discard incom­ travel throughout their own solar system and the fringes
patible or undesirable results) . of the neigh boring ones.
86-92% : Star Age. I nterstellar travel ; freq uently travel to
neig h boring star systems and look toward g reater ad­
vancements. Basic to good u nderstanding and g rowing
use of warp and gateway systems.
93-99% : Galaxy Age. Advanced technology, commun ica­
tions, med icine, genetic engineeri ng and space pro-
25
gram. Can travel to the farthest reaches of the galaxy ing(s) or some other reason that has prevented them
and a little beyond. Wide use of Gateway technology, from developing science and technology, or has led
warps systems and the use of Black Holes and d i men­ them i n a different direction.
sional ju mps. 06-1 5% : Heavy ind ustrial. Lots of metal, concrete, and
00% : U niversal Age. Advanced science and tech nology. rivets. May have a bulky, art deco or Bauhaus appear­
I ntergalactic travel is commonplace. Regularly travels ance.
beyond the Milky Way to other galaxies and even ex­ 1 6-20% : Imposing religious. Many large temples and
plores alien d i mensions. Expert use of gateway tech­ church complexes like the ancient cities of the Maya ,
nology, warp systems, Black Holes, d i mensional jumps I nca , and Egyptians on Earth . The cover of Rifts
and possibly other (alien or little known) ways of space A tlantisTM is a good example of th is.
travel . 21 -30% : Sweeping alien. Smooth and g raceful , with tall,
Note: The U n iversal Age technology is U ltra-rare, and th in buildings and towers, elegant bridges, globes and
not even confirmed to exist. It is a theoretical likelihood , graceful cu rves; may have an organic look and feel, or
but none of the civilizations known to exist i n the Milky a blend of tech and organ ic.
Way have reached that level . Most space faring people i n 31 -40% : Techno alien. Dark and creepy by human stan­
the Milky Way range from the True Space Age to Star dards, perhaps stark and menacing , or strange and
Age, with a small percentage on the Galaxy Age level . frightening with demonic or monstrous images and mo­
tifs, spikes, spines, hard edges, big guns, big en­
trances, big mach ines, towering statues, tubes, bulbs,
odd desig ns, eerie lighti ng, dark colors, alien ornamen­
tation , etc.
41 -50%: High-tech (human or alien). May look like an
advanced Earth , or a sleek, u ltra-modern su per-city or
megalopolis with tall, sleek buildings, monorails i n g lass
tu bes, robot servants/assistants, projected holographic
billboards, advanced communication networks at one's
fingertips and so on.
51 -55% : Paradise tech. A wondrous melding of tech nol­
ogy and natu re . Sprawling parks, gardens and forested
nature preserves are i ntermingled with tech cities that
use pollution free power systems, ecologically friend ly
industry and modes of transportation , as well as fea­
tures of natu re such as waterfalls, ponds, gardens,
stone, natu ral formations and design elements in their
architecture. The people may simply respect, love and
appreCiate natu re, striving for ecological balance and
preservation of their world , or may be very spiritual,
psychic (feeling a tangi ble link to their world) or rely on
magic rather than industry and man ufactu ring .
56-60% H idden/U nderg round. The surface of the planet
seems u n inhabited or barely touched , perhaps with
only the occasional farming district, space port and
small city or resort town . That's because the true heart
of the civil ization is located underg round or underwater.
61 -65% : Medieval. H uge, stone castle-li ke buildings, tow­
ers, bridges, walls, aqueducts, stone or concrete lined
streets, and heavy castle-li ke fortifications. The overall
appearance may even include body armor and robots
that resemble knig hts in shining armor, and renais­
sance styling, d ress and artwork. Can be bold and
beautifu l, heavy and fort-like, or creepy or g lorious
Step Four: Arch itectu re Appearance Table high-fantasy.
Note: Not necessari ly indicative of the cu ltu re's 66-70% : Art Nouveau : This arch itectu ral style is very or­
tech-level , just its appearance. nate and flowery , with tall or long elegant structu res
01 -05% Primitive, Stone Age or Bronze Age. This may molded with twisting and interlocking desig ns and cov­
be the case because the people are primitive and lack ered in fri lly artwork. Everything has a light, airy feel ,
tech nology , or because they have forsaken or lost their fences a n d bridges are t h i n a n d wiry, while buildings
tech nology (perhaps because of a war or plague acci­ are capped by spires and ornate domes.
dentally engineered in the lab, or natural disaster that 71 -75% : Gothic. Flying buttresses, ri bbing, spikes,
has devastated the civilization, etc. ) , or because they spines, peaked roofs, ledges, stained glass windows,
rely on magic, psion ics, spiritualism, a su pernatu ral be- gargoyles, and brooding designs.
26
76-80% Glass. The tal l buildings, spires, and bridges ap­ 91 -95% : Megalithic retro-techno. This is an i nteresting,
pear to be made from sparkling g lass (actually plastics but often ugly and d ismal architectural style that blends
and alloys), chrome and g leaming metal. Wh ite and the big, blocky, medieval style with advanced technol­
pastel colors along with warm earth tones ( particularly ogy. Build ings are huge, cold stone, concrete and metal
gold , bronze, copper, silver, etc.) g ive these cities a ed ifices with few windows or delicate touches. They
bright and cheerfu l aura. The overall arch itectu re has a may i nclude skyscrapers that resemble polished mono­
certai n fancifu l elegance and g race to it, but also con­ l iths and/or low profile buildings that look more like
veys a sense of refi ned cu ltu re , confidence and bunkers than homes and businesses. Polished black,
strength for daring to build a city that seems so frag ile. dark g rey, dark blue, black marble, steel and chrome
However, any perception of fragile beauty or weakness are the most popular color schemes with red , blue,
from elegance is false. Most so-called "g lass" cities are brown and gold accents and trim. Everyth ing is hard
usually as stu rdy, d urable and capable as any of the edged , big, dark and blocky . And did we mention big?
others listed here. It's all a mater of attitude and per­ Wh ile there may be some stretches of land put aside as
ception . nature preserves and parklands, there are rarely any
81 -85%: S prawling high-tech. The architectu re i s clearly parks, trees or even outdoor potted plants. Everything
that of an advanced culture, but rather than a bustling, is stone, marble, concrete and metal (plastic and ce­
cramped megalopolis or New York style city made of ram ics too , only they are made to look like stone and
towering skyscrapers and heavy ind ustry, they have metal). I ndustrial complexes often look like massive cit­
opted for a low profile city. One where even industrial ies in and of themselves. Some are surprisingly
buildings are seldom tal ler than three or fou r stories non-polluting, but others belch smoke, fire and fu mes
and the sky is open and u nobstructed. Such places that makes one wonder if they have not stepped into
may look very modern with glittering chrome and metal one of the planes of Hell. Note: Megalith ic cities are
buildings, plastic domes, glass tubes, and sleek rail usually (but not always) built by cultu res with a rig id ,
systems or flying hovercraft. The streets are smooth militaristic social structu re or class system and strict ad­
and winding, shopping and entertainment zones pro­ herence to laws, customs and stern morals.
vide for every conceivable need , and buildings are de­ 96-00%: Mixtu re of two of the above . For example,
signed to look pleasingly homey, inviting and pretty gothic and art nouveau , or modern stone temples side
("cute" even) . Every home and business has a well by side with sweeping alien structu res, or megalith ic
manicu red lawn and flower gardens, and parks and retro-tech for cities with sprawling high-tech suburbia or
playing fields are found i n every neig h borhood . I n short, paradise tech, and so on .
super-suburbia that i mperceptibly flows from one subur­
ban town or city i nto another, broken only by the occa­
sional big city, air or space port, industrial complex, Step F ive: Alien Race Table
farm region, parkland, nature preserve or natu ral forma­ This table describes the basic kinds of aliens found
tion (lake, mou ntai n , etc.). th roughout the Milky Way galaxy . For many examples of
86-90% : Agrarian, concealed tech . Buildings and society these categories, please refer to the Aliens Unlimited ™
appear to be primitive and simple. At first g lance, all sou rcebook.
one notices are sprawling fields of crops, cattle, flowers 01 -09%: Amph ibian Races (e. g . , Cameroon , Darkith ,
and trees with only the occasional airfield or me­ Mantella, Sorinam).
diu m-sized city . U pon closer inspection , one realizes 1 0-1 7%: Aq uatic Races (e. g . , Cherion, I nennsi, Nattereri ,
that half the farmers are androids and that advanced Salvelinus).
hydropon ics, i rrigation , pest control, genetiC engineer­ 1 8-25% : Ape-Li ke (Simian) Races (e. g . , Cebus, Dyteens,
ing, food processing and botany are all at work here . Maeus, Th ropo).
Li kewise, all the modem conveniences like television , 26-33% : Avian Races (e. g . , Gymoy, Struth ios, Threskians,
computers, travel , entertainment and other amen ities, Timneh).
as well as advanced sciences, are available to its citi­ 34-41 % : Canine Races (e. g . , Canis, Latrans, Toyoc,
zens. The people just like a simpler, peacefu l, low-tech Vulpese).
environment and have opted for a "farm and/or village" 42-50% : Feline Races (e. g . , Altaicans, Felias, Linx,
look rather than industrial or megalopolis. Large ma­ Pantherans).
chines, manufactu ring , and transportation systems 51 -59%: H u man and H u manoid Races (e.g . , Atorian ,
(perhaps even some of the housing) are cleverly con­ Darakans, Kassans, Sh issans).
cealed u nderground, in the sides of hills and moun­ 60-67% : I nsect Races (e . g . , Danaus, Photins, Pyralis,
tains, and/or underwater; in some cases, off-world on Relogians).
one or more moons, space stations or neighboring 68-75% : H u manoid M i neral Races ( Basanites, Lassinikes,
planets. Sometimes mag ic and spiritual based societies Miceans, Raldemeans).
opt for a more simple or back to natu re look and feel . 76-84% : Reptile Races (e. g . , Baccarus, Erittima,
Note: Concealed tech can b e applied to cultures and Qua-Tra u , Thisseras) .
architectu re other than ag rarian; for example, the full 85-92% : H u manoid Plant Races (e. g , . Camleans,
extent of a modern high-tech city , parad ise or alien civi­ Ch ianas, Eryth ros, Kisent) .
lization's military, space travel capabil ities and even 93-00% : Galactic Monsters & Evil Beings (Brakkana,
half its popu lation could be concealed underground, un­ Cyklops-Serpentmen , D ragonoids, Morphos, etc. ).
derwater, or h idden by clever arch itectural designs.
27
Pri m itive Worlds & C u ltu re Shock stealing or stowing away on their vessel, or allowing one­
self to be captured and hau led away where the characters
As mentioned earlier, primitive worlds can be some of can attem pt an escape at a civilized space port, or via
the most dangerous places in wh ich a character can ad­ some ancient artifact, or by creating a signal beacon that
venture. P ri mitive worlds are those that have tech or social happens to attract some other space traveler willing and
levels well below those of the visiting alien. Earth would be able to help, or escape via a di mensional warp, magic or
a less advanced planet to most aliens, though with a any number of other ways. One option I 've used is to have
space program and mass communications among other the spacecraft pursuing the grou p (if there is one) also
achievements, it could hard ly be considered "primitive , " crash . This offers a ready supply of spare parts and pro­
b u t that doesn't mean it would be a cake walk either. The vides g reat role-playing if the characters from the two rival
biggest danger with visiting primitive and low-tech planets g roups have to work together to get off the rock. A similar
is fi nding su itable fuels, materials, tools, and tech nology scenario might i nvolve a relief or rescue ship answering
(computers, electron ics, robotics, manufacturing, etc. ) to their SOS, only it crashes itself. In such a scenario, the
make repai rs, replace parts and maintain the spacecraft. player g roup may have to rescue their wou ld-be rescuers,
Should any i mportant piece of eq uipment or the spacecraft then band together to repair "one" of the vessels to es­
get damaged , it may not be repairable or replaceable us­ cape . Another is to have an alien spacecraft already
ing the technology and resou rces of the ind igenous peo­ crashed on the planet. This would req uire an exped ition to
ple. Even on a su itably advanced world like Earth , parts, the wreckage to search for parts and necessitates adven­
tools, and ammunition for a laser rifle won 't be readily ture along the way. Or there could be an a bandoned or in­
available, let alone a plasma core for a hover system or freq uently used outpost, mine, settlement, penal colony,
spacecraft. This means under the rig ht (or is that wrong?) secret pirate base, etc. , on the remote planet that should
set of circumstances, space travelers could find them­ have the necessary items to make repairs (or a spaceship
selves stranded on a primitive planet with no way to make to steal). If the facility is military in nature or automated ,
repairs and escape ! the characters may have to fight its defenses or defenders
Of course, G . M . s should be careful about stranding to get inside.
characters on primitive worlds unless he has cool adven­ I n most of the above settings, the stranded characters
tures and some way to (eventually) escape. Otherwise, it should have to deal with the local natives, who can be fe­
might well be a boring life sentence. Stil l , it is a problem ral , ero-Magnon-like can i nes armed with spears or well
that can be easily fixed with a plot or setting twist or two. dressed i nsects with a renaissance cu ltu re, or anyth ing
Like being followed by an enemy or the authorities and one can i magine. The natives may simply be an obstacle
28
or elements of a larger story. Perhaps the characters must primitive worlds). Long periods of fratern ization and co­
help one tri be win a war in order to captu re the enemy ter­ habitation with the pri mitives also gives them the opportu­
ritories they must pass through . I n another scenario, the n ity to observe weaknesses and patterns of behavior, as
locals can worship, control, or guard the very items or arti­ well as to notice th ings that might indicate one is N OT su­
facts the group needs to effect their repairs. The latter perh u man, a demon or a god . Little frailties and "human"
would necessitate negotiations and/or trickery or some foibles start to show through and make the characters
dangerous and crafty theft. flawed , vulnerable and less awesome. Similarly , while the
Dealing with the native populations bri ngs up the sec­ people may love their new god(s) , the displaced , demoted ,
ond largest danger in adventu ring on pri mitive worlds: a angry or jealous spiritual or political leaders may seek re­
general lack of cu ltu ral knowledge about the natives. On venge, or they may love the gods while the people fear
tru ly primitive worlds, the visiting aliens are likely to be them and want them gone.
seen as powerfu l foreign invaders, and q uite possibly as S u perstitions. Stealing powers is a common belief
angels, spirits, gods, demons or monsters. An indigenous among pri mitive people. The visitor might never know
race that can only make swords for weapons will be awed what the locals actually th ink he is. They may consider the
by the capabil ities of a laser pistol, let alone characters character a demon or a god or someth ing much less re­
who can fly via power armor, jet pack or superpower. spectable. What if they believe that strength is passed on
Even those with industrial capabilities and steam engines th rough ki lling and eating one's enemy or the gods them­
will be unable to comprehend the fu ll capabilities of a laser selves? After all, a god doesn't actually die, does he?
pistol or jet-pack. All this can spell trouble (and certainly They might have no q ualms about killing the visitor and
adventu re) for space travelers on many levels. For exam­ feasting on h im/them or sacrificing them to a g reater (or
ple, being worshi ped and followed can lead to all kinds of the "real") god . Better be sure you're alien good looks re­
problems from war and vendettas, to demands from the ally attracted the beautifu l primitive princess, and that
people to heal the sick, raise the dead , stop some devas­ she's not luring you into a trap in wh ich father hopes to
tating natu ral catastrophe, defeat some powerful mag ic catch you with your pants down to more easily drag the
force, free them from slavery , lead them against an en­ character off to the stew pot or sacrificial altar. Likewise, it
emy, strike down a "false" religion or god , care for the might i n itially seem g reat to be thought of as the " Death
masses and countless other things. Moreover, characters God" or "God of War" to a pri mitive people, but what hap­
who let themselves fall i nto the "role of god" are likly to be­ pens when the character finds out that they kil l the Death
come overconfident and make mistakes that will either God at the end of each year so that he can be "reborn"
hurt h imself and his companions (fel low gods?) or h u rt the stronger? What happens when that visiting "god" or
misguided people who follow hi m/them as god (s) . " Playing "demon" breaks a sacred law or taboo? Any nu mber of be­
god , " or an avatar of a god (angels, spirits, demons, etc. ) , liefs and superstitions can be put in place as obstacles for
can instigate holy wars, spawn vendettas, breed cruelty a visiti ng space traveler.
and evi l , create misunderstandings and lead fledgling cul­ Don 't forget, cu riosity killed the cat. What happens
tu res i nto ru i n . And never u nderestimate overconfidence . when that primitive (or even I ndustrial Age SCientist)
Remember, the average galactic adventurer i n a half suit sneaks i nto the character's spaceship and presses the
of hard armor, equipped with an energy rifle and half a wrong button? Does it go boom? Is there some other dam­
dozen other gadgets or su per abilities is in little danger age? I s valuable research wiped from a computer, or an
from 1 -4 neanderthal lizard men with clubs, but six or ten automated defense system tu rned on that kills the curious
or fifteen , might muster the courage to attack and easily individual, or worse , a weapon system activated that de­
wrestle him to the g rou nd, strip him of his weapons, and stroys half of a village or annihilates the royal palace or
take him (a god?) captive, or even peel him out of his ar­ holiest of holies? CuriOSity and innocence may also kill the
mor and kill h i m ! Any warrior or g roup of warriors capable space traveler - sure a god can eat that muck, but not a
of slaying a god , angel or demon will be instantly elevated h u man . Or maybe a playfu l or curious native pulls a hose
withi n their society as great heroes and leaders, wh ich can or accidentally cuts a hole into a spacesuit or environmen­
snowball i nto an entirely new set of problems. Likewise, tal su it that exposes the character to deadly rad iation, at­
magic and pSionic powers can often circumvent tech nol­ mosphere or disease. Or aCCidentally shoots him with his
ogy and bring a fake god or demon to his knees. own g u n .
Time spent can lead to trou ble, and familiarity A weapon i s a weapon. A n d dead i s dead. U n less
breeds contempt. Sure, high-tech visitors and the planet being visited is some kind of Utopian parad ise
superh u mans can fend off the natives or become a god to or still in the throes of its primary evol ution , the natives will
them, but if their visit lasts longer than a day or two, there have weapons of some kind. They mig ht on ly be long
will come a time when the character will become vulnera­ sticks or rocks, but a weapon is a weapon, and under the
ble. Sooner or later he must, for example, step out of his right circu mstance, can kill even a (mortal) "space god . "
armor to sleep or eat, or may otherwise lower his guard I n the context of a galactiC cam paig n , pri mitive cultu res
(playing, laughing , tal king or even helping others) , and are those whose weapons are no more advanced than pa­
boom, it's all over. Everyone needs to sleep, and spend ing per cartridge firearms. Shells with cases and repeating
more than a n ig ht or two inside a su it of even the most ad­ weapons beg in to move into the range of modern firearms
vanced environmental armor is uncomfortable and will and should pretty much mark the u pper tech boundaries in
cause aches, pains, cramps, and lack of sleep (possibly these d iscussions. Game Masters can extrapolate dam­
even an infestation by bugs; there are lots of those on ages for pri mitive weapons based on their modern equ iva-
29
lents, but should keep in mind that most will be made of range presented in H U 2 . The Palladium Fantasy
inferior materials and will either do slightly less damage or Role-Playing Game®, for example, presents circle and
will break much sooner than their modern counterparts. symbol magic, wards, elemental magic, witchcraft,
Older firearms will also do basically the same damages, druidism and clerical magic (necromancy and shaman
but ranges will be less than modern eq uivalents and accu­ magic can be found i n the Fantasy sou rcebook, Adven­
racy will be poorer (-1 to strike). Older types of body armor tures on the High Seas and various RiftS® and other Fan­
can be based on the ancient styles g iven in Heroes Un­ tasy titles offer other types of mag ic) . Any of these can be
Iimited ™ or sou rcebooks such as Palladi um's Compen­ easily d ropped into a Heroes or Aliens Unlimited ™ cam­
dium of Weapons, Armor & Castles. paign , and an alien world is the perfect place and ti me to
As mentioned before, the cultu re of such primitive plan­ do so. Magic can often counter, circu mvent or equal tech­
ets can parallel that of Earth or be totally d ifferent. You nology. If a world, pri mitive or not, has practitioners of
can have feline aliens in a Med ieval setti ng with swords magic, the space visitors may be in for some serious trou­
and knights just as easily as primitive rh ino plains dwellers ble.
with bows or an ancient oriental culture popu lated by fu lly And these are j ust a few of the pitfalls. S pace visi­
h uman looking people. Beyond all that, don't forget the tors will have to be very careful in their dealings with those
home world type. It can add a whole other level to your they don't or can't u nderstand and their trust should be
setting just by itself and may present its own physical chal­ carefu lly reserved for those they know deserve it. By doing
lenges to the su rvival of the character. Have fun with it. a little th i n king and showing self-control and compassion
Magic can be the great eq ualizer. Okay, so the na­ to the pri mitives, the characters can have an enjoyable ad­
tives are a simple people with no or low-technology; do ventu re in an alien setting, instead of racing breathlessly
they know magic? Even primitive tribal communities have through a n ig htmare of their own making. Wh ich isn't to
shamans, priests, oracles and wise men who are often say they should th row all the alien princesses out of their
said to possess spiritual insight (psionics), magic, or pow­ rooms for fear of their father's treacheries, but un less a
ers from the gods, spi rits or nature (magic again , and haughty or foolish attitude is part of one's character, he
should think twice before abusing his position . Not all
someti r:n es s � per � bil ities). In fact, a G . M . can spice th ings
characters want to be gods and fewer sti ll can pull it off
u p by including different types of magic than the limited
(you can ask my gaming g roup about that one) .

The Galactic Ti me-l i ne

The following is a general time-line h istory of the growth 501 P.E.: First Fehran expansion u nder the directives of
and interaction of the M i l ky Way Galaxy's more promi nent the Atorian cla n .
inhabitants. All races referred to are presented in either 500 P .E.: Atorians record first contact with D ragonoids.
Aliens U n limited ™ or th is book, except for the Toogarth 495 P .E.: Al l male Atorians are strip ped of power and re­
and Zylik wh ich appeared in Villains U n limited ™ . The placed by females. This marks the beginning of the clan
dates are all given on the A torian Imperial Calendar. The Powers.
two time periods are Pre-Empire ( P . E . ) and I m perial Rule 443 P .E.: Struth ios beg in advanced space travel research .
( I . R . ) . Most of the events g iven for the Atorian Empire are 405 P .E.: Feh ran advanced space travel methods suc­
not known outside of the Empire. cessful.
Note: Any conflict between these dates and those 225 P .E.: First records of the Raiding Clans in the Milky
g iven in Aliens U n limited ™ is due to the fact that those Way .
g iven previously are from varied sou rces and most are 205 P.E.: Feh ran discover how to use g ravity wells for
based on speculation , not accurate intell igence reports. Point-to-Point travel .
Also note that the Atorian entries on the time-line are ap­ 31 8 P . E . : Second o f the Feh ran expansions.
proximations and can not be reliably validated . Many 300 P.E.: Struthio spacecraft achieve light speed .
scholars place the Atorian dates much farther back than 21 9 P.E.: First recorded contact with Timneh nomads.
20 P.E.: Third expansion of Fehran. Lady Constance de­
they appear here, because trends noted over the last cen­
tu ry seem to indicate that such an expansion of the clares all female Fehrans to be A torians. Male unrest
Atorian/Fehran histories is necessary. An accurate I m pe­ begins. Constance becomes the official ruling family i n
rial time-line will be g iven later in the Heroes Unlimited t h e Atorian clan.
Gu ide to Imperial S pace TM . 1 I.R. : Lady Alimira Constance accepts the title Empress
from her clan Powers. The Atorian Empire is born .
800 P.E.: Fehran I ndustrial age begins.
1 0 I.R.: Atorian males are all offiCially removed from posi­
660 P .E.: Fehran space programs successful.
tions of any responsibility. They are declared sec­
600 P .E.: The Atorian clan consolidates its wealth and in­ ond-class citizens, and protests beg i n .
fl uence to become a sociopolitical entity.
2 9 l o R . : Atorian Empress, Lady Alimira, abdicates rule to
525 P.E.: Atorians hold all major offices of power in gov­ her six daughters. They vow to end the violent male up­
ernment and big business. Advanced space travel re­
risings of the past two decades.
search begins.
31 I.R.: The Atorian Empresses declare males to be infe­
51 2 P.E.: Successful space programs employed by
rior to females, and relegate their status to that of prop-
Struthios.
30
erty . Males are rounded up and sold . Many react 1 000 I.R.: Tagoniglomerate operations total over 2 , 500
violently. One of the Empresses is killed by male re­ solar systems.
bels. 1 025 I.R.: Psianines are banished from Rath .
35 I.R.: A new Atorian E mpress is appoi nted and the War 1 050 loR.: Wardions escape execution by stealing Atorian
of Un derstanding beg ins. Atorians effectively perfect war station and slipping into a gateway.
the science of human augmentation by chemical exper­ 1 075 1.R.: TMC signs first charter.
imentation. 1 084 I.R.: Er, the Errasa home world, u ndergoes ecolog i­
36 I.R.: The I m perial Ladies finish their division of the cal changes wh ich force its people i nto a mass exod us.
Atorian Empire and begin separate but un ited ru le. The battle of Yakin devastates the Photin population .
55 I.R. : The War of U nderstanding ends as the Atorian 1 091 I . R . : Pyralis home world o f Litha is absorbed b y the
males surrender. Man Worlds are created to house Empire. Chianas begi n colon ization and i mpose martial
those not already owned . law on their popu lace.
60 I.R. : "The Doors" are built on Lorila. 1 098 I.R.: Fifth Expansion complete.
1 27 I.R.: Atorians lose their seventh research vessel in 1 1 1 1 I.R.: Eryth ros arrive i n the Milky Way via a black
black hole experiments, causing them to officially aban­ hole.
don such research . 1 1 20 I.R.: Toogarth order the elimination of all Zylik.
230 I.R. : First recorded contact with Cyklops-Serpentmen . 1 1 24 I.R.: The Mantella join the Empire and wipe out the
375 I . R . : Fourth Expansion beg ins. Atorians perfect their Xenopus. Epidemic kills the majority of the Tedesch ian
robotic/cybernetic tech nolog ies. popu lation .
400 I.R.: Struth ios develop gateway travel . 1 1 45 1.R. : Maeus flee Ropora.
489 l o R . : Atorians complete first working Matter/Anti-Mat­ 1 1 50 I.R. : N uclear war devastates the Toyoc home world .
ter engine. The energy of the entire planet is needed to 1 1 75 I.R. : Height of Lassin i ke prosperity in magical trade.
start it. This inspires the Empresses to create other Thilik-3 enters the galactic drug market.
planets for the sole pu rpose of creati ng energy . The 1 1 83 I.R. : Atorians d rop anti-matter bomb on Cebus home
Energy Planets are born . world. Plague first h its the Manarr popu lation .
506 I.R.: Nen is converted to an Energy Planet wh ich kills 1 1 90 I.R.: Assi n destroyed b y Lassinike experi ments.
off most of the I n nensi . Riathenor enter Milky Way Galaxy . Qua-Trau join the
566 loR.: Kisents first forge kisentite weaponry . Empire as allies.
600 loR.: Photi ns ally themselves to t he Empire. 1 200 I.R.: TGE reaches its cu rrent status.
635 I.R.: Matter/Anti-Matter experiments destroy the 1 205 1.R.: Dyteens discover Shissans on Shia.
Struth io home world. 1 225 1.R.: Gallopa popu lation disappears from Gagine.
688 I.R.: Atorians conquer Danude, forcing the Danaus to 1 230 I.R.: Threskian-Linx war begins.
flee. 1 239 I.R. : The Pantherans' home world of Seriv becomes
733 1.R.: The Arismal home world is destroyed . an Atorian Energy Planet.
750 I.R.: The Empresses choose their respective home 1 244 I.R.: Desperate Manarr flee their home world to es­
worlds and establish secu rity peri meters on and around cape the plague.
them. They also enact measures to close the Empire 1 249 I.R.: Captain Rith rop and the crew of the Darkith
and prevent the defection of its citizens and the spread break from Cameroon ru le and beg in raiding as pirates.
of information . 1 250 loR. : TMC reaches its cu rrent status. Charters in­
775 I.R.: Last warfare between Arerri on Arora. clude over 900 planetary systems.
784 I.R.: Through trade with space faring visitors, the 1 260 I.R.: The Darkith criminal organ ization is formed and
Anu bio reach space. The Danaus found Nors. beg ins to g row rapidly.
802 I.R.: Toogarth expand i nto their th ird star system to 1 270 loR.: Diatome beg ins its raids against Atorian targets.
become an Empire. 1 274 I.R.: Caecil revolt that exiles super-powered nobles.
81 5 I.R.: Tagonig lomerate is formed by the merging of 1 277 I.R.: Threskian supersoldiers are exiled .
n i ne Tagon ican mega-corporations. 1 305 1.R.: Sixth Atorian Expansion begins.
830 I.R.: Felias I nformation Network officially established .
845 I.R.: The contin ued silence from the Atorian Empire
frig htens other races who band together by laying the
g roundwork for the FAR .
850 I.R.: Accara, home world of the Baccarus is struck by
a g iant asteroid , forcing them to sell it.
875 I.R. : The Federation of Allied Races is offiCially estab­
lished .
884 I.R.: Erittimas are sent away by the Vymras and es-
tablish a new home world.
934 1.R.: Krit ally themselves with the Toogarth .
975 I.R.: Thropo join the Empire.
990 I.R.: Naterreri join the FAR .
995 I.R.: Fifth Expansion begins.
997 I.R.: Niamese Coalition formed by Naterreri to co­
vertly oppose actions of the Empire. Zylik conquered by
Toogarth . 31
Wo rl ds of I nte rest
Spanning nearly 1 00 , 000 light years, the Milky Way craft. Wh ile search ing for shortcuts in mystic travel , an ex­
Galaxy is a dazzling array of billions upon bil lions upon bil­ peri ment opened a di mensional portal to the home world
lions of stars. If just 1 % of those stars have planets, and of the Riathenors, a race of aggressive i nterd i mensional
just 1 % of those planets bear life, and just 1 % of those beings many consider to be " monsters. " Exactly where
planets bear intelligent l ife, and just 1 % of those bear i ntel­ they come from and what motivates them remains a mys­
ligent, civilized life, then that still encompasses billions of tery. It is known that the Riathenors can assume a variety
worlds for heroes to explore and adventu re on. When con­ of physical forms, and that they enjoy the challenges of
sidering all the worlds in addition to those that are home to combat, and enslave other races. Their fusion of mag ic
alien civilizations, the possibilities really do seem end less. and tech nology (and monstrous natu re) makes them for­
Th is section presents the barest smatteri ng of notewor­ midable adversaries, indeed .
thy worlds found in the M i l ky Way Galaxy . Perhaps they
are home to an influential alien race, government or cul­
ture. Perhaps the planets themselves bear strange char­
acteristics space travelers might be interested in. Or
perhaps the worlds are themselves part of a larger drama
affecti ng other star systems.
Some of the planets featu re expanded material orig i­
nally presented in Aliens Unlimited ™ , while others are
entirely new. For further information on the A torian Em­
pire, keep your eyes peeled for the upcoming Heroes Un­
Iimited ™ Guide to Imperial Space. For fu rther informa­
tion on the worlds of the Federation of Allied Races ( FAR) ,
the Guide to Imperial S pace w i l l offer more on them, as
will futu re sou rcebooks describing the galactic aspect of
Heroes Unlimited ™ .This section also takes a brief look at
several multi-planetary entities, such as the Atorian Em­
pire, the Federation of Allied Races ( FAR), the
Tagoniglomerate (TGE), and the Thisseramicean Cooper­
ative. Experienced di mensional raiders that they are, the
Riathenors instantly sensed when the di mensional portal

Ass i n between their world and Assin opened up, and in a flash,
hordes of the marauding creatu res poured th rough. In the
The frozen world of Assin was once home to a race of ensu ing confusion, the Riathenors worked their own brand
mineral aliens known as the Lassinikes. Using the of mag ic to keep the damned portal open permanently!
magic-rich environ ment of their home world, the Whether this effort ultimately failed , or whether the
Lassinikes mastered nu merous mystical arts, attu ning Lassinikes managed to counter their efforts (or perhaps
their very bodies to the magic energ ies that flowed arou nd the Riathenors decided to tu rn th is experiment into some­
and through them. As the centu ries went by, the th ing more sinister) is u n known . All that can be said is that
Lassinikes' expertise i n spell craft grew considerably, and somehow, the Riathenors' tampering with the Lassinike
they were able to create mystic portals great enough to portal caused a magical cataclysm that decimated the
reach other worlds! Using these portals to establish inter­ planet Assin. The world's ley lines began to erupt, ki lling
stellar trade, the Lassinike cu ltu re flourished for a long millions, and since most Lassinike settlements were d i­
ti me, as they and their world became a g reat power in the rectly on Assin's ley lines, the poor aliens had no chance
galaxy and a hub of mag ical knowledge. Their efforts even to save themselves.
halted Atorian expansion into their sector four hundred The resulting surge of magic from all those deaths cre­
years ago, but they would ultimately make a trag ic mis­ ated a mystic maelstrom that ripped the planet to pieces.
take . As more people perished , their escaping life forces fed the
I n an effort to expand and improve their trade routes by surging energy, creating new di mensional portals, mag ical
red ucing the n u merous small portals they maintai ned , the storms, earthq uakes and spasms that exploded from its
Lassinike mages sought to create even more massive very core. Althoug h it is believed that the Riathenors did
mystic portals that would allow the passage of immense not intend to destroy Assin , the planet literally tore itself
cargo ships. Their experiments led to the development of apart with in 48 hours after the creation of the initial gate­
the Create Gra vity Well mag ic spel l, but it was not q u ite way joining the Lassinikes' and Riathenors' worlds.
what they wanted , since only a very powerfu l spell caster Very few Lassinikes su rvived that holocaust. Less than
could make a g ravity well large enough for cargo space- 1 00, 000 are believed to have managed to escape through
32
d imensional gateways to some of the worlds they had Riathenors (not to mention more material elsewhere in th is
made contact with . Another esti mated 20, 000 escaped by book).
fleeing into the di mensional portal to the Riathenors' world
where they were enslaved and sold to other monstrous
beings across the Megaverse. Thousands of others were
saved by fleeing i nto (or falling into) the hundreds of ran­
dom d imensional portals that blinked in and out across the
planet. The result was the scattering of their race as tiny
clusters all across the un iverse. The rest of the Lassinikes,
well over two billion , perished .
Today, Assin is noth ing more than an icy asteroid belt
of debris, home to water miners, rock hermits, and out­
laws. Those who escaped the planet's destruction travel
the un iverse in search for other survivors or l ive among
other races. Some of the descendants of those survivors
have taken it u pon themselves to make sure other civiliza­
tions do not repeat their mistake. These crusaders con­
front those who abuse magic or use it to raid other
d imensions. Many of them oppose the awesome power of
the A torian Empire because they see them as a danger­
ously reckless power and fear it may one day threaten to
destroy the galaxy.
There are rumors that several of the Assin d i mensional
portals remain open , h idden among the debris field of the
shattered planet. "Space rifts" are stil l only theory i n most
parts of the galaxy and none are known to exist in the The Atoria n
Assin region , but the reg ular appearance of Riathenors as
well as su pernatu ral beings in that sector of space would
seem to suggest that there may be some truth to the ru­
Th roneworlds
mors. The Atorian Empire is the single most powerful and in­
As for the Riathenors, those fiends largely escaped fluential force in the Milky Way galaxy. More than 1 , 000
Assin before it was destroyed and now prowl the galaxy, years ago, the h u manoid Fehrans began to explore outer
preying on passing spacecraft, outposts, small planetary space and colon ize other worlds. The most influential of
settlements and any other sentient life they can vanquish . the Fehran clans were the Atorians . They quickly forged
The Riathenors are vicious and heartless fiends whose alliances and developed new tech nolog ies that wou ld ulti­
appetite for destruction is matched only by their love of mately make them the galactiC powerhouse they are to­
combat and the thrill of defeating a skilled opponent. Most day. Th is head start and aggressive adaptation to space
Riathenors travel in small fleets of pirate vessels. Most exploration enabled them to monopolize the resources of
seem to l ive for themselves, pillaging as they can , wh ile their solar system and g ive birth to a nascent Atorian Em­
some others actually hire themselves out as mercenaries, pire. G rad ually, the Feh ran culture became a separate en­
assassins and bou nty hu nters to the highest bidder. It is tity from the Atorian people. Today, the Fehrans are an
rumored that a rare few actually possess noble hearts and endangered species, culturally speaking, for their ways
become champions of truth and justice, but such tal k is have been all but eradicated by the overwhelming pres­
routinely brushed off as nonsense. Anybody who has en­ ence of the Atorians.
countered a Riathenors and lived to tell about it (few that As the Empire grew in power, it became a gyna rchy
they are) will assert that the Riathenor have no room i n (rule by females). To this day, only women hold the reins
their hearts for mercy , pity or remorse. Some even claim of power i n this society. Males in the Empire are treated
that they are some sort of vampires who feed on the en­ as second-class citizens at best and slaves at worst.
ergy or emotions of their victi ms. Whatever they are and Though there have been a few male revolts over the
whatever motivates them, Riathenors continue to use the years, they have never amounted to m uch because fe­
Milky Way galaxy as one of their h u nting g rounds - or is it male Atorians rule with such an iron fist that their male
a new real m to be conquered and subjugated by their subjects are simply afraid to oppose them.
race? The truth is the Riathenors strike so hard and fast The Atorian Empire is currently ruled by six Atorian E m­
that their victims rarely get a chance to learn about them. presses. Each has control over a single sector of space i n
As a resu lt, the creatu res are a wel l-known presence to be the Empire, b u t they communicate frequently to determine
feared in the galaxy , but few actually know much about I m perial policies. Within their sectors, each Empress has a
them other than they are powerfu l h u manoids clad in planet she has chosen as her th roneworld. These planets
strange armor and proficient in both magic and h igh-tech are all well within the Empire and protected by a vast n u m­
weaponry . Anythi ng beyond that is guesswork. Note: Also ber of military spacecraft and soldiers. The th roneworlds
see page 1 35 of Aliens U nlimited ™ for more on the have been th is way for the past 600 years. Theoretically,
Lassinikes and page 1 70 for additional info on the there is a single, originating Atorian home world, but for

33
some mysterious reason , its name and location have been sands of Atorian Duchesses th roughout the Empire, and
pu rposefu lly forgotten (or concealed) by the Atorian peo­ they are in many ways the sou rce from wh ich the stabil ity
ple. As a result, the six Atorian throneworlds are the de of the Empire draws its strength .
facto capitals of the Empire. Atorian Empresses typically The Atorian Empire has access to the best tech nology
make their own place of birth thei r throneworld . Th us, in the galaxy. With the enormous amount of resources,
each time a new Empress is instal led into power, the old planets and personnel at its d isposal, they make equip­
throneworld may give u p its status to the new throneworld ment, weapons, veh icles and spacecraft of higher qual ity
if her place of birth is different than that of her mother's. in less ti me, and at lower cost than any other race. Most
As far as the rest of the galaxy knows, the six Atorian Atorian spacecraft, armor, and weapons will have 20%
home worlds are currently: Vikelter, Sheherezad, Sel/un more S . D . C . , 1 0% g reater speed , and weapons will i nflict
Prime, Olerrat, Yaemos, and Dansal/ Minor. Vikelter is a 1 0% more damage than their competitors' . Their robots all
beautiful Earth-li ke planet (only several times larger) that have the maximum S . D . C . and A. R. for their type.
has been an Atorian throneworld for the past 400 years. It Atorians resemble Earth h u mans except their hair is al­
is known for being both a major cultural center and a h u b ways wh ite, g ray or silvery. It also grows in a strange pat­
o f scientific research. The Empire's top academy o f trans­ tern - a line of hair down the middle of the head , like a
portation is located there. Sheherezad is dominated by in­ mohawk, and on the base of the head in the back between
credi bly huge volcanoes the size of small continents. The the ears. Clan tattoos are also common and often fill in the
venting of these ash cones has tu rned the world i nto an bald spots above the ears.
hellish thermo-world . Sellun Prime is another Earth-li ke Atorians are orig inally from a high gravity world, but
planet, but her natural resources have largely been de­ their physiology d iffers only slightly from other h u mans.
pleted and most of the surface is covered by vast cities Males are short and the females are tall. Males develop
and manufacturing facilities. Olerrat is an ocean world large builds with powerfu l muscles, while the females are
whose only land masses consist of nu merous small arch i­ tall and shapely, with well-chiseled muscles but not what
pelagos dotting the surface. U nder the water, large bu bble one might call musclebou nd.
cities have been built to accommodate the substantial
Atorian popu lation. The native aquatic race of this world
has long since d ied out. Yaemos suffers from both a frigid
temperature and extremely high rad iation. On any g iven
day, faintly g lowing snow falls by the yard/meter across
the planet, and only the advanced Atorian tech nology on
this world keeps its settlements from being buried . The
planet is valued , however, as the only source of
burgundium, a dynamic element someti mes used for
building miniaturized power supplies and weapons en­
hancement technology . Finally, Dansall Minor was once
a th riving vegetation world but a recent asteroid i mpact
has laid waste to much of the planet's ecosphere. The
Atorian colonies managed to evacuate the planet before
the impact (the indigenous tribes people were not so
lucky) and have since returned to start settlement anew.
The new capital city has been built i n the impact crater -
a sig n of the Atorian wi ll to overcome any d iversity. Spe-
cial note: The above information is what foreigners to the
Empire (notably the FAR) have on hand . Its accu racy re­
mains unverified , and should the FAR or another g rou p
send a survey expedition into the Atorian Empire, they
might find that the Atorian th roneworlds have all changed .
Or they may have been misidentified all along.
As a planet is absorbed into the Empire , either by i nva­
sion, alliance or gu n boat d iplomacy , an A torian Duchess
or Lady is given it as a "holding." She ru ns the planet and
leads the native government. A large contingent of sol­
d iers is also placed at her d isposal , even on allied worlds.
The Atorian duchesses hold the second hig hest titles in
the Empire, and often act as their Empress' lieutenants.
Although the Empresses are the ultimate authority, the
Duchesses do most of the actual ru nning of the Empire,
handling the day-to-day matters of govern ment on a plan­
etary basis. Each Duchess rules one of the Atorian clans,
social entities that usually control between one and a
dozen solar systems. There are thousands u pon thou-

34
As a people, Atorians are arrogant and ruth less. They ters. The plan was not the most optimistic, but there was
see themselves as an unstoppable su per power that is su­ little else they could do beyond relent to slavery or annihi­
perior to most other life forms. They have conquered lation. Such a g rand scheme, however, wou ld be i mpossi­
scores of worlds, often by employing warrior races (such ble to hide from a power like the Atorian Empire, and on
as the Thropos) as their storm troopers and minions. For the eve of the mass exodus, an Atorian armada gated into
the last 1 000 years they have been regarded throughout Dabanian space to secure the planet. As much as ninety
the galaxy as an "evil Empire" that gobbles up worlds to percent of the Swadenn exod us fleet was stopped in the
i ncrease its holdings and power, and for other diabol ical initial attempt to flee; at least half was destroyed . Another
pu rposes. I ndeed , the Atorians rarely have other civiliza­ five to seven percent were stopped before they could
tions' welfare in mind - they simply use them however make their run to the nearby gravity well. Al l told, a pitiful
they can and discard or ignore them when their usefu lness th ree to five percent managed to make it out of I m perial
has expired . They will do whatever it takes to win a battle, space. None of the escapees know what fate may have
make a profit and expand i n power. U nless stopped by the befallen those who remained on Daban or were captu red
FAR or some other force, the Atorians shall not be satis­ trying to escape. In the years that have followed , no word
fied u ntil the whole M i l ky Way is theirs. has leaked from with in the Empire.
For statistics on the average Atorian, please refer to Thankfully, the refugees were fortunate enough to
page 1 08 of Aliens Unlimited TM , Revised . For more in­ make qu ick contact with the Federation of Allied Races
formation on the Atorian Empire , look for the upcoming ( FAR) and they were taken i n . After a short wh ile, an unin­
Guide to Imperial Space™ . habited planet was found for the Swadenn refugees to col­
on ize. This new home world was named after the original
they left behind, and the Swadenn started anew u pon Bau
Daba n & Ba u Daban Daban (New Daban). S ince their exod us and relocation,
they have been recovering steadi ly and thriving u pon their
The Bwadenn are another race to have suffered at the new world . As one might expect, the relocated Swadenn
hands of the Atorian Empire and survived to oppose them have become the stoutest of opponents toward the Atorian
as members of the galactiC community outside I m perial Empire and they strive to rescue or defend any people
space. Despite the negative outcome, the amphibian who would suffer similar oppression. Th us, they are one of
Swadenn had a long and prosperous relationshi p with the the most stalwart supporters of the FAR.
Atorian Empire up to and just beyond the fifth I m perial Ex­ The Swaden n are an amphibian race easily recog nized
pansion in 995 I. R. Prior to that, their home world of by their bulbous heads and bright skin pig mentation . Two
Daban was located 50 light years from the I mperial bor­ large, fleshy g lobes form their heads with a bony lower jaw
ders. Trade ag reements between the Empire and Daban structure. They have three sets of dark eyes arranged in a
were very profitable. Their status as an ally race wou ld be roughly triangular pattern on each side of their round
approved with the fifth expansion when the borders of the heads. Their nose is formed by two large, close nostrils
Empire rushed to envelop Daban and her people, placing that almost appear to be one opening, and their mouth
them nearly five h u ndred light years within I m perial space h inges down and out, the lower lip splitting in half almost
when the expansion was done. With al most a century of like the mandibles of an insect. Their skin is very soft and
interaction between them, very few Swadenn were con­ smooth with vibrant h ues coloring it. The reds, blues and
cerned about their new status or their new location rather g reens of a Swadenn's skin are rarely the kind one associ­
deep with in the Empire. ates with natu ral colors, such as the bright crimson of a
As the fifth expansion was drawing to a close, the I m­ fire engine as opposed to the muted reds of an apple.
perial Army req uested Swadenn soldiers to help with bat­ Their bodies tend to be one u n iform color with some l ig ht­
tles on the edges of the Empire. It was in those war zones ening on the face and chest, but all have black freckling
that the Swadenns witnessed the power and callousness on the tops of their heads and the backs of the arms, legs,
of the Atorian Empire and the ruth lessness of its armies. and torso. They also tend to grow small areas of body
They also saw the laws and restrictions placed u pon those hair, most notably on the ch in (even in females) and the
subjugated by the Empire. The arrest of every male in the very top of the head .
entire race, and their incarceration or execution . All these Swadenn tech nology is based u pon their semiaquatic,
tales were brought back to Daban, and when the call for amphibious natu re and, more often than not, combi nes as­
soldiers went out again , the Swadenn balked . The Atorian pects of above and below water use . Appliances will be
Empire was not pleased with this turn of events and the watertight and usable underwater and in an atmosphere
Atorians decided to put them in their place. First a garrison whenever possible; a hair d rier certainly won't fu nction un­
of Th ropo warriors came to the Swadenn moon, followed derwater, but it defi nitely can survive the experience and
by Fehran troops who, together, advanced on the planet will work when returned to the surface. Likewise , vehicles
to impose "order, understanding and cooperation . " Slowly are commonly multi-pu rpose and can fu nction in both en­
the Swadenn were becoming enslaved just like all those viron ments, going from hover car to submarine as needed .
other races they had helped to subjugate. Rebellion was The cities of the Swadenn are sprawling metropolises built
not an option , for the Swaden n had seen how the Atorians on the large fresh-water oceans of their home world . Half
dealt with insurrection. of the cities are beneath the surface while the other half
With their options limited and dwindling fast, the am­ rise above the waves. Certain industries that req u i re a dry
phibians decided to try and ru n from their oppressive mas- environment occu py much of the u pper cities along with
35
those Bwadenn who prefer to be d ry most of the time. Bwade n n
Conversely, many of the lower levels are partially flooded Alignment: Any, but predominantly tend to be good or
to provide aquatic accommodations for those that prefer selfish.
them. Their spacecraft are much like their cities, with the Attributes : L a . : 3 06, M . E . : 306, M . A . : 4 06, P . S . : 306,
lower levels holding water reserves and often having par­ P . P . : 3 06+2 , P . E . : 306, P . B . : 306 , S pd . : 406.
tially su bmerged areas or frequent moistu re pools for the Hit Points : Standard , P . E. attribute number plus 1 06 per
conven ience of the crew. Th is is a necessity , for like all level of experience.
amphibians, these h u manoids must reg ularly spend time
S.D.C.: 30 plus those acqu i red th rough physical skills (or
in the water or they will dehydrate, suffer and d ie.
power category for super beings).
Heig ht: 5 feet plus 3 06 inches ( 1 .6 to 1 . 98 m)
Weight: 1 20 to 300 pou nds (54 to 1 35 kg)
Average Life Span : 80-1 00 years.
S u per Abilities: Any power category can be found
equally among the Bwaden n , just as with h u mans.
Theirs is a d iverse society of technological wonders,
genetiC and chemical experiments, and mental aberra­
tions. Roll normally on the Random Power Category
Table found on page 95 of Heroes Unlimited™ Second
Edition.
Natural Abilities: Bwadenn can hold their breath for 20
minutes and automatically have the swimming skill at
90% proficiency. They swi m at six times their normal
ru nning speed and can dive to 500 feet ( 1 52 m). Maxi­
mum depth tolerance without artificial augmentation or
support is 1 000 feet (305 m). A submersible or power
armor is req uired to go deeper.
Education : Any. Again these aliens show a d iversity like
that of most h u mans. As they continue to g row and re­
populate their new home world, they are redeveloping
all of the arts and sciences that flou rished on Oaban,
resu lting i n a wide range of occupations.
S pecial Weapons: Oue to the watery characteristics of
their world, the Bwadenn have developed sonic tech­
nology into formidable weapon ry that is effective above
the surface and devastating below. Any sonic weapon
can be chosen, but d isruptors are the most com mon .
See page 1 87 of Aliens Unlimited™ for stats on sonic
weapons.
S pecial Veh icles: Conventional boats and submarines
dominated Bwadenn ian travel d u ring their industrial
era, but hover vehicles that can skim the surface as
well as d ive to the depths have come to dominate the
current advanced tech nologies era. Any kind of hover
vehicle can be chosen, but it will automatically be outfit­
ted for aquatic travel with a dome if needed (for
hovercycles and platforms) and a sealed compartment.
Such veh icles can function in space, but their speeds
will be halved u n less proper space thrusters are pur­
chased (see the equipment section for details and
prices). Typical depth tolerance is 2000 feet (6 1 0 m).
Preferred Armor: The armor of a Bwadenn will be based
on their occu pation , with combat oriented ones having
heavier armor (A. R. 1 4 , S . O . C . 1 00) and others tending
toward much lighter (A. R. 1 0, S . O . C . 50).
Fami liarity With Earth : None. Oaban and Bau Oaban are
both on the opposite side of the galaxy from Earth and
I Ita q uadrant.
Rifts® Notes : In a Phase World setting , these aliens will
remain very much as presented here , with their flight
having possibly been from the Kreeghor instead of the
Atorians, u nless the Atorian Empire is also transposed

36
to the Phase World setting. I n a normal Rifts® setting, th is time period, the FAR began to diverge from an altru is­
they wou ld be viewed as aliens or D-bees and h u nted tic organ ization determined to protect themselves and the
by the Coalition for that. I n both cases, their tech nology, weak from the Atorian threat, i nto a political entity more
armor and weaponry would be converted to willing to tal k, th reaten and maneuver than take affirma­
Mega-Damage equ ivalents. tive , military action.
New member planets and even entire solar systems
continued to join with inspiring reg ularity , and even though
hedging still occurred , the g rowth of membership provided
the fledgling Federation with a su bstantial pool of re­
sou rces with wh ich to establish itself as a galactic power.
Despite its hesitation to engage the Atorians, as well as,
political infighti ng and the organ ization's ponderous bu­
reaucracy, the FAR has done, and continues to do, a
g reat deal of good . N u merous revolts and wars have been
quel led through the d iplomatic, economic and military in­
fluence of the FAR, but it was the defeat of the Terite/lian
Empire in the War of I m porzei after nine years of fighting
that tru ly solidified the FAR as a ( mostly) benevolent and
shining symbol of u n ity, strength , and power through
brotherhood and cooperation. A year later, the FAR would
draw a "line" in the void and begin to take a genuine
Federatio n of stance against the Atorian Empire. However, the relative
close proximity to Atorian space and the stolid appearance
Allied Races of the I m perial war machine would lead to many, many
years of talks and threats with no real weight on the part of
While the Atorian Empire was in the middle o f its last the FAR to back them up. Whether this rhetoric has
expansion, the advanced races of the neighboring I Ita and worked in scaring off the Atorians, or whether the evil Em­
Liloqua quadrants watched nervously. They hoped against pire simply plots and bides its time before launching an
hope that the Empire would stop before reaching their expansion into FAR held territory is unknown . Some mem­
quadrants. When the Empire stopped several hundred bers of the Federation of Allied Races are confident the
light years short, the watchers from I Ita and Liloqua were Atorians would never make any kind of move against
rel ieved , but worried . As usual, the newly defined I m perial them. Others have let their paranoia be replaced with a
Borders were closed , the Atorians changed their gateway tired lack of concern and false hopes as they go a bout
codes, placed combat satellites along the new border, sta­ their l ives. Still, at the heart of this galactic union , the
tioned warships and battle-ready space stations at strate­ members are scared to death of the Atorian Empire, but
gic positions, and began to force unallied races living, they have come to delude themselves into th inking those
working or visiting the Empire's newly conquered reg ion of fears may be unfounded, and that if the Empire should
space out. ever move against them, they could hold their own . Only
In reaction to these events, the Sh issans contacted rep­ time will tell.
resentatives of the Kassan and Elecian races to propose
an interracial summit for the purpose of discussing the sit­ The FAR Today
uation with the aggressive Atorian Empire. The Kassans The i nitial idea beh i nd the Federation of Allied Races
ag reed , but not wholly trusting the Shissans, i nvited others was for all members to protect each other from the Atorian
like the Silisons and Darakans. The Shissans were over­ Empire's incu rsions and possible i nvasion into their sec­
joyed to see the arrival of representatives from al most a tors of space. To this end, all are supposed to actively par­
dozen races instead of just two. All were concerned with tici pate in building an allied defense force, supply troops
the th reat of falling victim to futu re I m perial expansion and and monitor I m perial activities. By banding together, they
genu inely sought to work together. These d iscussions have created an atmosphere of security and strength .
wou ld lead to fifteen years of summits and treaties that Whether or not it is a false secu rity is g reatly contested .
would u lti mately give birth to the Federation of Allied Newer members tend to be more assertive than the fou nd­
Races (FAR). That period was filled with trials for the in­ ing races when dealing with the threat of the Empire , in
terstellar cong lomeration of d iverse races i nvolved , but de­ part, because they have never seen the Atorians in action
spite Atorian spies, internal rivalries, racial opposition to and g rossly underestimate the Atorians' power. New­
the u n ity , and natural d isasters on more than one world , comers like the Sorinams and Nattereri are responsible
everything worked out in the end and the proper treaties for the establish ment of "The Line," a perimeter of war­
were signed i n 875 L R , . making the FAR official. ships positioned to both watch the Empire and directly op­
I n the decades followi ng the official creation of the Fed­ pose it if necessary. Newer members also support
eration of Allied Races, things moved slowly. Members measures to close the I m perial Borders from the FAR
were reluctant to commit too much of their resources, and side. They propose matching the Empire (an impossibility)
many of them hedged their contributions u ntil they thoug ht as closely as possible to d issuade any hostile actions. So
equal amou nts had come from the other members. During far, such radical and aggressive approaches have been

37
voted down for fear of inciting Atorian retaliation and inter­ stop them. Altercations that often result in combat and end
stellar war. in death . Worse, a few members of the FAR secretly do
The FAR makes a big show of flexing its d iplomatic support enemies of the Empire.
muscles by sending envoys, criticisms, and th reats to the
Atorian Empire over a number of issues. The Atorians, i n
tu m , calmly listen to the FAR a n d promise change or ig­
nore their th reats and sanctions. Nearly all of the i nfluence
the FAR may have had with the Empire has long since
evaporated, for it is dou btfu l that the FAR could actually
enforce any decisions against the Empire it might level
against them. Its only solid stance against the Atorians is
"The Line," and it is hardly a viable defense web when
compared to the capabil ities of Atorian combat fleet. For
decades, the Nattereri have been pushing for a strength­
ening of The Line by doubling the number of spacecraft
and combat platforms. They are backed by the Sorinam,
Maeus, some Darakans, and many others, but the major­
ity has always been against them , and the status quo re­
mains.
Critics of the Federation (and there are many) are skep­
tical as to whether or not the FAR's defenses, as repre­
sented by The Line, would even slow the Atorian I mperial
Fleet down . Many critics contend that the FAR represents People and Places
noth ing more than hol low th reats and the Atorians know it The FAR covers nearly half of the Liloqua q uadrant and
(they are right) . Despite the Federation's practice of refus­ a small part of the I Ita q uad rant. Its member races number
ing membersh i p to "high risk" planets close to the Atorian close to 4 , 000, with almost ten times that many member
I m perial Borders, their slow response to any th reats from planets. Al l of those planets are d ivided and grou ped into
the Empire, and the fact that they have never taken a truly districts based on location. Each district elects a represen­
hard line against them other than vocal chastisement, the tative to the FAR Voting Council, wh ich is the main deci­
FAR is honestly prepared to go to war. It's just that they sion making and govern ing body of the organization .
see no reason to rush to war, especially if there is a real There are approximately 380 district representatives on
chance it can be avoided . Thus, they will do everyth ing the voting cou nci l , but when a significant number of new
possible to avoid clashing with the Atorians, until that inev­ member planets are ind ucted , additional districts will be
itable day of conflict is th rust u pon them. Most members of added . The diversity of races, cu ltu res, and viewpoints
the FAR believe they have g iven the Atorian Empire rea­ brought to the FAR by their nu merous member races not
son for pause (they have) , and their un ited efforts have only provides much of the rich ness and opportun ities that
achieved unprecedented peace, security and cooperation make the organization strong, it is also to blame for con­
among the planets and solar systems of its membership tributing to the d ifficulties of getting th ings done. On one
for generations of people (also true). For now, whether or hand, the policy of decision making in the FAR is not
not the FAR could stop an Atorian invasion force is a mat­ lengthy than ks to advanced tech nology (all members do
ter of conjectu re, and the level heads in the organ ization not even need to be physically present) and simple major­
hope they never get to a point where they have to find out. ity voting, but the politics involved in the process is an­
Unfortu nately, frequent political and theolog ical conflicts other matter entirely. When a few thousand races with
create constant tension between the FAR and the Empire. different interests and beliefs try to get their respective
One constant bone of contention for the Atorians is the way, even when working indirectly through roughly 400
FAR's efforts to rescue, support and aid refugees, slaves representatives, the deal making and political maneuver­
and political prisoners fleeing the Empire, or as the ing i nvolved are staggering.
Atorians see it, "harboring traitors, rebels and cri minals It is obvious from the numbers mentioned that the races
trying to avoid I mperial justice." Likewise, the Atorians ac­ presented in Aliens U nlimited ™ (AU ) and here in the
cuse the FAR of knowingly and wi llingly aiding and harbor­ Galaxy Guide represent only the min utest fraction of the
ing terrorists, rebels, pi rates, spies and other enemies of Federation's diverse membership. I ndeed , they are only
the Empire. Not true, at least the "knowingly and willingly" representative of the most notable movers and shakers i n
part, but FAR pol icies and practices do provide an envi­ the FAR. Active members o f the Federation o f Allied
ronment where such g roups are relatively safe from Races include the Caecils (AU , page 53), Darakans (AU ,
Atorian law and retribution . Consequently, terrorists, pi­ page 1 09), Dyteens (AU , page 72), Elecians (AU , page
rates and enemies of the Empire do indeed gather in the 76), Fred ulians (AU , page 1 34), Kassans (AU , page 1 1 2) ,
FAR sectors of space to hatch plots, gather their forces Latrans (AU , page 88), Maeus (AU, page 73), Naidens
and lau nch reg ular incursions into Atorian space to wreak (AU , page 1 1 6) , N ithians (AU , page 1 46), Salvelinus (AU ,
havoc and extract bloody revenge. To complicate matters, page 66), Sh issans (AU , page 1 1 8) , Silisons (AU , page
when the Atorians pursue these attackers beyond their 1 1 9) , and the Sorinams (AU , page 58). These are j ust
borders and i nto non-Atorian space, the FAR intercedes to some of the most prominent members of the FAR ; dozens

38
of less influential civilizations are also part of the Federa­ The th ird group of peacemakers believes in the (false)
tion. hope that a lasting peace can be reached with the
Atorians. The races that support th is faction have no way
Factio ns with i n the FAR of knowing the truth about the Empire and can not know
that the I m perial Rulers will not stop their expansion until
The Federation of Allied Races has several strong fac­ the Empire itself is destroyed or the whole galaxy is under
tions that have different stances and beliefs on how to its heel. That fate is, of cou rse, several centu ries down the
deal with the Atorians. Opposition to and defense from the road , and it wi ll not be changed by d i plomacy . U nder nor­
Empire is touted by all, but only a few of the races actually mal circu mstances against an ordinary foe, hopes for
push for some kind of direct action like sanctions, boy­ peace could possibly have merit, but against the Atorians,
cotts, acceptance of planets bordering the Empire, military they are a fool's d ream. No one, however, knows this, and
build-ups and even war. Of the major races, the the thousands of races who pray for peace continue to
Sorinams, Nattereri, Krakyt, Maeus, and most elect representatives that support this d ream. Some of the
Fredulians are in this militant camp. Of them, the Krakyt most notable races include the Elecians, Deu rycans,
and Nattereri favor direct, violent (if necessary) opposition N ithians, Perola, and others. This faction is the most
to the Empire. They even promote going to war, an option powerful one in the FAR, but it has its hands fu ll blocking
that most others reject u ntil all other recourse have been the more aggressive members in their attempts to push
tried . The pri mary motivation of this sub-g roup is the belief the two-Council plan through the Voting Counci l , and other
that the FAR needs to assert itself and gain back its credi­ militant proposals.
bility as an authority figure, military power and viable op­ The enemy among us. Completely u n known to the
ponent of the Atorian Empire and its inhuman policies of members of the Federation of All ied Races, a very small,
conq uest, extermi nation and slavery, among others. Re­ but sin ister g roup with in their organ ization secretly works
cent discussions about spl itting the FAR into two councils for the Atorian Empire ! They collect intelligence and influ­
have been encouraged by these political minorities. ence pol icy whenever possible. The I m perial Lad ies who
Th rough such a change, they hope to have more influence ru le the Empire have h i red more than two dozen
on other members of the FAR , especially those sitting on Dop-elpoep and Erishik mercenaries to infiltrate the FAR
the fence, and bring more d i rect pressure to bear on the Voting Council and its military leaders. These i mposters
Empire. However, there are no plans to create additional have orders to promote and support the pacifism predomi­
Councils and it is unlikely to ever happen. nant in the organ ization , all the while acting as spies and
Another faction includes peacemakers and those who relating intelligence to the Empire through a mercenary
are neutral or u ndecided . Member races who take th is network bought and paid for by the Atorians. Nearly all of
stance either believe that the need to change policy is these infiltrators have accomplished their missions by re­
negligible either way, or that the Atorians should be dealt placing Voti ng Council members as well as six FAR gen­
with on a d iplomatic and political level, rather than through erals. Another six spies are making their way up the
aggression , on a case by case basis. Those who feel no command structu re and are only a step or two from their
change in policy is needed are generally strong supporters goals. Recently, one of the spies relayed an i ntel ligence
of " peaceful coexistence ." They do not necessarily believe report on the location of a "crashed" eq ui pment shuttle.
that lasting peace is ultimately possible, but they do not This bit of information allowed the I m perial M i litary to pin­
feel that the current status quo needs to be changed . In a pOint the operations area of one of the Diatome's units .
sense, they are traditionalists and contribute to the stag­ Th e pirates lost tw o o f their th ree spacecraft in a battle
nation of the FAR's power and i nfl uence. On the other with I m perial forces while trying to u nload the "crashed"
hand, they represent cooler heads and a certain amount spacecraft. A select few in the FAR suspect there is some
of stability and necessary conservatism. At the moment, kind of traitorous element on the Council , but the main in­
the various factions of peacemakers represent a clear ma­ vestigators are members of the more aggressive factions
jority and i nclude most of the original founding member and have little support. In addition, the small number of
races. Dop-elpoep makes it very d ifficult to identify them, let
alone prove anything. Moreover, while these agents are
Another grou p of peace-minded members are those
leaking information and secretly undermining FAR opera­
who feel that the Atorian Empire should be treated with re­
tions, they vote with the majority and openly support
ciprocation. They believe that the Empire is now at peace
peace, th us they raise no suspicion. It will be a very d iffi­
and so the FAR should also concentrate on being at
cult endeavor to expose these spies, and if it does hap­
peace. However, they also believe that if the Empire be­
pen , it is likely that only a small n u mber will be found out.
comes warli ke, the FAR should be prepared to " recipro­
cate" in kind - but only with enough force to quell an Note that the racial divisions given in the faction demo­
invasion and push the aggressor back behind its borders. g raphics are generalities based on the racial descriptions,
This faction is supported by the Dyteens, Naidens, prevalent attitudes, and beliefs of that race; however, each
Latran and some Fredulians, among others. They are the race is made up of individuals, and their opin ions can and
second largest, after the peacemakers, and are constantly will vary. There are certainly those Deurycans who wish to
courted and approached for support by the more proactive fight the Empire, as there are Naterreri who sanction
and aggressive factions (wh ich is usually an exercise in peace, but their opin ions will be based on their personal
futil ity). The Atorians will not g ive this faction any grou nds beliefs, and their respective reasons will be different from
for arg u ment for at least another century . those of the racial majority . Meanwhile, the Fred ulians are
eq ually d ivided into two factions.
39
Waiting for War
Perhaps the g reatest irony or hypocrisy is that a vast
majority of the FAR membership, even the peacemakers,
believes they will eventually come to blows with the
Atorian Empire. They are simply doing their best to put
war off for as long as possible, or ig noring the idea alto­
gether. Th is head-in-the-sand attitude of some will almost
assuredly jeopardize their troops when war does come. I n
order to placate the more active members and a s a (weak)
contingency , the FAR has deployed troops, satellites and
spacecraft to watch the Atorian Empire, and bar its activi­
ties beyond a certain point. The major component of th is
deployment and the only remnant of the once resolute and
ready Federation of Allied Races is The Line, a vast as­
sembly of warships a few hundred light years from the I m­
perial Borders. From The Line, smaller units and scouts
sweep the edges of the Empire, search ing moons and
planets for any sign of Atorian troop movements. I ndeed ,
the Atorians freq uently provoke conflict and stray into FAR
sectors of space (often in pursuit of alleged criminals and
rebels, or so they claim). Admittedly, $uch battles are usu­
ally brief and sometimes accidental, caused by misunder­
standings or involving a th ird party. Then again, there are
times where the Atorians are clearly testing the limits of
the FAR's tolerance or war capabilities, and other times
they are conducting deep reconnaissance, spying or en­
gaging in some other nefarious plot to annoy or damage
some aspect of the FAR or extract revenge upon some
grou p under the FAR's protection. None of these incidents
are ever major enough to warrant a cal l to al l-out war, but
they are reg ular enough to keep emotions and tensions
high. Moreover, the Atorian Empire has some of the slick­
est d i plomats and spin-doctors i n the galaxy to brush such
i ncidents under the rug and defuse situations before they
get too hot.
Although the Federation of Allied Races wisely hesi­
tates in committing to widespread war against the Atorian
Empire, they are far from cowardly or impotent. The FAR
has fought many battles and wars in its role as interstellar
peacekeepers and protector of its members. A revolt on
this planet, eth nic violence on that colony, wars over min­
erals or d isputes over other space rights, feuds and trou­
ble of all kinds create conflict within the borders of the
FAR . Most are hand led quickly and efficiently by either
d i plomatic or military intervention. There are also nu mer­
ous other galactic empires out there that are far less sig­
nificant than the Atorians but nonetheless dangerous and
antagonistic to members of the FAR. These rog ue powers
must be dealt with , placated , and engaged in the arenas
of diplomacy , economics and war on a reg u lar basis, and
cause their fair share of trouble and grief. The magnitude
of the Atorian th reat simply makes these other aggressors
seem more manageable in the g rand scheme of things.
U n ited and committed to the peacefu l advancement of
its member races, the Federation of Allied Races requ i res
all its members to provide troops, eq uipment, weapons,
ammunition, vehicles, and money to be used at the orga­
nization's d iscretion . The required contributions are based
on each planet's individual capabil ities and vary with the
level of technology, resources, manpower and prosperity
40
available to it. Members are not req uired to provide TMC, but unlike the TMC , the FAR operates withi n both
non-military services, but most do, illustrating how commit­ an interstellar and interplanetary jurisd iction, and as a re­
ted these worlds are to one another and the overall goals sult, has authority in nearly every aspect of operations
of peace and u nity promoted by the FAR. The result is a both on and off worlds. The FAR also maintains its own
large n u mber of civilian or humanitarian sub-organ izations cou rts and interplanetary judicial system (unlike the TMC) .
with i n the FAR. These include construction and repair, Overall, the influence and jurisdiction o f the FAR a s a po­
farming and ag ricultu ral, research and development, legal l icing force represents, to some extent, what the TMC
and business, plus scores of other departments and orga­ could become in a century or two. These similarities and
nizations that aid , ed ucate and su pport member planets differences are why the TMC flou rishes in the I Ita quadrant
d u ring times of crisis. exclusively ; there just isn't a need for their services i n the
As can be imagined , the FAR's Protection Force (it is majority of the Liloqua quadrant where the FAR has its
not called an army) is huge and varied , being drawn from g reatest i nfluence.
more than 4 , 000 planets. However, unlike the Atorians, Other duties of the FAR include relief, rescue and sup­
the FAR does not have the lUXUry of demanding the nec­ port services to its members as well as refugees and inter­
essary man power and spacecraft to adequately monitor ested planets seeking their help. Of cou rse, helping
and patrol the vast territory covered by its member plan­ members is top priority, with aid to all others taking sec­
ets. As a resu lt, the FAR protection force is largely reac­ ond seat. Still, the FAR does a wonderfu l job policing the
tionary, wh ich means the FAR PF waits for someth ing to space ways of the Liloqua q uad rant and dealing with prob­
develop or approach a breaking point before they respond lems as they appear. In its capacity as " police," the Pro­
to it. There simply are not enough men or ships to have tection Force investigates crimes, tracks down criminals,
them on active d uty and be able to maintain any sem­ brings perpetrators to justice , enforces recogn ized laws,
blance of reasonable coverage (wh ich the Atorians regu­ chases space pirates and raiders, gathers intell igence, as­
larly exploit) . sists people in trouble and generally protects and helps
The soldiers of the FAR Protection Force are primarily others. They gather in large numbers in a military capacity
trained and outfitted by their home planets with supple­ only when there is reason to do so , like to stop warring
mental eq uipment from other, more advanced sources as planets and defend against other invaders or non-member
necessary and available. When they are deployed with planets stirring u p trouble.
other races, some steps are taken to g roup them in com­ Despite the far reach ing demands on the FAR, it man­
plementary structures, but in the end, they are sent wher­ ages to put aside a little surplus money, resou rces and
ever they are needed and expected to cooperate with one man power in case of a serious crisis. However, if a large
another. This can get complicated someti mes, because scale war were to break out with the Atorians, the surplus
the many d ifferent races may not have reg ular interaction, would be used u p in a matter of months and most of the
so there is a learning curve for all parties i nvolved as they FAR's resou rces wou ld be pulled from throughout the gal­
familiarize themselves with their respective cultures. axy and put into the war effort. Th is wou ld leave many of
The deployment and d irectives of these vol unteer sol­ the member planets to fend for themselves. Of course,
d iers are issued by a coalition of rankin g officers. When most worlds have their own army and defenses, some
u n its of d ifferent races are deployed together, the officers' q uite powerfu l , others barely adequate, but people have
coal ition will be made up of members from each of the become so reliant on the FAR Protection Force that with­
races involved . Th is gathering tech nique of field deploy­ out their presence, they wou ld feel vulnerable and uncer­
ment is definitely a weakness of the FAR military (as op­ tain of themselves, even when they should not. Th is would
posed to u n its trained by a single source to work together result in some measure of chaos, confusion, fear and con­
using un iform tactics), but the feasibility of a largely vol un­ fl ict. The Atorians are well aware of this, and will exploit it
tary armed force of this size , finding the funds for it, and to their own benefit.
agreeing on the exact regime of training for this d iverse
group would be nearly impossible (and rarely ever consid­
ered among the Voting Counci l , though the activist faction Adventu res with the FAR
has been pushing for uniformity for years). Although the Adventu res that i nclude the Federation of Allied Races
d iversity of the races in the FAR Protection Force causes can be q uite far rang ing. The most obvious types would be
some problems, all in all, most sold iers learn to live , like those involving politics and intrigue, cri me and conflict in­
and work together as a unit. Diversity also has its advan­ volving pirates, raiders, monsters and super beings, local­
tages as it provides the troops with several d ifferent points ized conflicts (limited to one or two nations or planets) , as
of view and combines a variety of d ifferent natural powers well as all the possible adventures involved in " policing"
and abilities, as well as d ifferent types of knowledge and the space ways.
advanced technology . Th is has proven to be an asset on
many d ifferent fronts, however, when pitted against the Political intrigue. The FAR is filled with people,
Atorian Empire (considered the best trained and eq u ipped g roups, and planets trying to get more pol itical power or
in the galaxy) many wonder how well the FAR forces will leverage situations (and others) to get what they want. It is
compare. politics at its best (or worst, as the case may be). The
FAR Protection Forces are main ly deployed to police player characters certainly do not have to be directly in­
and protect its members' space ways. I n this capacity, the volved in the wheeling and dealing (though it could be
FAR operates in a manner nearly identical to that of the q u ite i nteresting and d ifferent) , but they can be easily
41
caught u p in pol itical skulld uggery and interstellar contro­ E nem ies and A l l ies of the FAR
versy. Even player characters with no ties to the FAR can
The enemies of the FAR are as n umerous as its mem­
be d ragged i nto pol itics, scandal and conflict, whether they
ber planets and races. The significance , power and dan­
are hired as heroes, mercenaries or spies, or d uped into
ger represented by those enemies varies greatly and � n
helping or hurting one side or the other. All they have to . .
range from a small civil movement in several major cities
do is fly into FAR space and th ings can take off. M uch of
of one planet, to all-out war between half a dozen worlds
the pol itical maneuvering is done beh ind the scenes and
or localized invasion or war i n a particular sector of space.
enlisting outside agents for help is just part of "the game."
The FAR basically has all of the enemies one can i magine
Of cou rse there are also murder and assassination plots,
i n one form or another, at one strength or another. U lti­
secret i nvestigations and i ntelligence, extortion plots,
mately, the g reatest enemy of the FAR will always be the
schemes to expose or incrimi nate a rival or enemy, i m­
Atorian Empire, which was, after all, the reason for the
posters to reveal , revolutions to stop (or help), spies �? be
birth of the Federation in the first place.
ferreted out, reputations to rescue (or destroy), military
and political cou ps to prevent (or help succeed ), lives to Likewise, the allies of the FAR are nearly as numerous
save, despots to topple, corru ption to be stomped out, and as their enemies and detractors. Not only are those plan­
many, many other options. Exactly which side of these ets wh ich belong to the FAR counted as allies, but there
. are many worlds, interplanetary coalitions, busi ness peo­
plots and adventures the heroes might come out on will
depend on the circumstances (and the G . M . ) . ple, trade partners and admirers who are not official mem­
bers of the FAR, but who will support them nonetheless.
M i litary-styled adventu res a n d campaigns are also per­
That su pport may come in small ways (like words of en­
fect in a FAR setting. Player characters can be FAR sol­
cou ragement and public admonish ment of the trouble­
diers hi red mercenaries or noble heroes enl isted to help
' maker) or be more significant (such as continued trade,
fight rebel forces and rogue empires, or helping quell civil
contributions of cash or resources, honoring political and
u n rest and protect dignitaries, or monsters from the I Ita
economic sanctions, and even sending human itarian or
quadrant, or battle the Riathenor or Toogarth , or other in­
military assistance). One of the FAR's stronges� allies is
the Trillellien Empire fou nded by the Perola. It IS a vast,
vaders. Not to mention all kinds of intrig ue, schemes, plots
and trouble from the Atorian Empire, from spies and as­
peaceful coalition of planets and races that seeks ad­
sassins to small military incursions, secret vendettas and
vancement and strength through mutual dependence and
open attacks spawned from anger, retri bution , open defi­
growth instead of military invasion , coercion or subjuga­
ance , a need to prove themselves (Le. a demonstration of
tion.
their power against a suspected enemy , terrorist g roup,
rebel forces or even an enti re planet harboring refugees),
or just plain meanness! Such stories of war and combat
can easily be linked to the political intrigue or Atorian prov­
FAR Research &
ocation , but may involve criminals, mil itary agg ressors and Scientific Ach ievements
evi l forces with i n the FAR's own jurisdiction . Fig hti ng is a
day to day fact of life for the FAR , but it is never done for Though the FAR has thousands of a � vanced races
its own sake. There is always some provocateur or com­ from which to d raw scientific and technolog ical knowledge,
plicated set of issues beh ind the fig hting. J ust do a little re­
it does not have the forcefu l integration of those tech nolo­
search on any of the Earth's own wars and conflicts and gies that the Atorians do. This means that if one race
you'll get the idea . among their members has anti-gravity technology, it does
Other avenues of adventu re could i nvolve the Diatome not necessarily mean they will share it with everyone else
pirates or other group of pirates, crooks, heroes, guns for i n the Federation. I n fact, many worlds refuse to share or
h ire, refugees or local planetary authorities. Perhaps the exchange technology, or hold the exclusive manufacturing
player g roup pursues a villain into the FAR dominated and exploitation rights. As a resu lt, despite their nu merous
quadrants and joins forces with the FAR to capture allies, the FAR only has limited access to the d iverse sci­
h i m/them. Or perhaps the heroes rescue the FAR from ences, eq uipment and weapons of its members. More­
some danger or ambush . On the other hand , maybe the over, most space faring people are on roughly the same
player group interferes in someth ing that gets them tech nolog ical level, so while designs may change, and
branded as criminals themselves! Or they mistake a band there are some innovations u n ique to a particular race or
of FAR Protection Force officers as villains and battle planet, most are roughly on par with one another (as pre­
them, allowing the real villains to escape (Riathenors, sented in both Aliens U n limited ™ and this sou rcebook) .
Atorian saboteurs, pirates, murderers, or whomever) . Rather than force new a n d often alien technology upon
Maybe the player grou p gets captured and put on trial, or them (someth ing of an invasion in and of itself) , less ad­
maybe to prove their innocence or to make amends they vanced planets are helped along and nurtu red , while leav­
fly off to bring the brigands they let escape to justice. Then ing them to develop and grow at a pace that best suits
again , the I Ita and Liloqua quadrants are so large and fu ll each individual cu lture.
of possibilities, the group could fight bad g uys, explore Wh ile there is some u n iformity of weapons, vehicles
planets and do all kinds of th ings without ever running into and tech nology with in the FAR Protection Force, unique
agents or lawmen from the FAR . U n leash that imagination items of low- and high-tech origi n and alien nature are al­
and run with it! lowed . The FAR uses over 1 ,000 different "standard" issue
sidearms and battle rifles and almost twice that many d if-
42
ferent body armors. All of those d iffering brands will have
the same basic statistics, but each looks unlike the other,
sometimes d ramatically. In many cases, this is to accom­
modate the u n ique physiology of the d ifferent races, i . e .
same basic weapon , different design element. The FAR
does indeed prod uce some of its own items in contracted
factories, but the vast nu mber of soldiers they field when
compared to the limited nu mber of prod uction facil ities
means that relatively few of the soldiers wi ll have FAR
manufactured weaponry . U n l i ke the TMC, wh ich is a busi­ FAR Laser Pistol: High q uality and long-range make
ness venture, the FAR is a largely volu nteer operation that the FAR laser pistol a very usefu l sidearm for both the bat­
has to make do with what it can get. If that means each tlefield and civilian secu rity duties. Stolen weapons and
race has its own set of eq uivalent weapons and equip­ knockoffs make it to the black market, but their price for it
ment, then so be it. The safety of the galaxy is more i m­ is high. Approxi mately 76% of all FAR agents carry th is
portant than having its protectors look un iform. sidearm. Range: 975 feet (297 m), Damage: 406, Rate of
Fire: Semi-automatic, Payload: 20 shot E-Clip, Cost: Free
FAR Prod uction Li ne Weapons to FAR soldiers. Roug h ly S , OOO credits on the black mar­
ket.
While weapons o f many varieties a n d designs are al­
lowed in the Protection Force, the FAR does manufactu re FAR Body Armors
a few mass prod uced weapons. Namely the FAR laser
pistol, rifle, body armor and power armor. FAR laser FAR body armors are produced quickly without cutting
weapons are top quality , offer good firepower and superior corners in order to equ i p as many agents in the field as
range, while remaining affordable (especially compared to they can . This is typical environmental body armor with all
the time and cost of making ion or particle beam weap­ the basics, but no bells and whistles (i.e. most have no la­
ons) . There is a d rawback, however, to laser weapons. ser resistance, concealed weapons, kinetic lining, etc.).
H ighly advanced (or at least militarily advanced) , "Galaxy Many FAR Protectors will aug ment the armor themselves
Age" (and a few "Star Age") civilizations such as the when they receive them, by i nstalling auxiliary systems
Atorian Empire often have laser resistant armor, which and features, but the vast majority settle for the no-frills ar­
dramatically red uces the effectiveness of laser weaponry. mor. Note that su perior armor is available for those on
M a ny factions with i n the FAR realize this, b ut for the most special aSSign ments as the situation demands. Certainly
part, laser weapons do fine against the common pirates, not all soldiers in the FAR will have these armors, that has
criminals, insurgents and "Space or Star Age" opponents been said many times, but each of them can be used as a
the P rotection Force normally faces. In the meanwh ile, gauge for the equ ivalent armors that will be found protect­
other types of energy weapons are being manufactu red ing the soldiers that choose to defend the galaxy in the
and stockpiled . With any luck, the su pply will be sufficient name of the federated races.
to eq u ip the majority of its fighting forces when the need
FAR Half S u it (Light Armor)
arises. As noted earlier, this is why non-standard issue
This is a non-environmental suit that affords basic pro­
weaponry from a thousand other worlds is also allowed to
tection and may be used with or without a helmet. Ba­
supplement their firepower.
Sically a hard armor chest plate with padded elbow and
knee plates, designed for general wear in urban settings,
riot control, low threat operations and light combat. I t pro­
FAR Laser Rifle: The laser rifle produced by the FAR vides decent protection, but has no environmental capabil­
is very much like its pistol equ ivalent with high q uality con­ ities even when weari ng the helmet, and can be worn over
struction and long range. Th is weapon also has a follow­ un iforms and ord inary clothing, or under loose fitting arti­
ing on the black market, and is a favorite of snipers and cles of clothing or bulky jackets, coats and cloaks. Hel­
assassins. Approximately half to 60% of all of FAR's sol­ mets are optional, but encouraged .
diers carry this laser rifle in their personal arsenal. Range:
A. R . : 1 2 , S . D . C . : S O (35 M . D . C . in Mega-Damage set­
5 ,600 feet ( 1 706 . S m), Damage: 506, Rate of Fire:
tings like Rift�), Cost: Free to FAR sold iers. Roughly
Semi-automatic, Payload : 2S shot E-Clip, Cost: Free to
2000-3000 cred its for equ ivalent armor. Note: Excellent
FAR sold iers. Rough ly 20,500 cred its on the black market.
mobility; no prowl , movement or other penalties.

43
Mull Tiai Fassinae i n
Bwadenn in Heavy Battle Armor
Half Suit o f Light Armor
Toke Tuul in
Light EBA Armor

FAR Light EBA Armor designed for use on an active field of battle or highly dan­
This is a fu ll environ mental armor suit and hel met that gerous posting. It provides very good protection and co­
looks very much like the half su it, only it fits over a light, mes standard with a hel met, and built-in rad io setu p
padded , damage resistant environ mental (space) su it. The (range of 1 0 miles/1 6 km).
fabric is th irty times stronger than Earth's Kevlar, l ig ht­ A. R . : 1 5 , S . D . C . : 1 50 (75 M . D. C . in Mega-Damage set­
weight and flexi ble, allowing for excellent protection and tings), Cost: Free to FAR soldiers. Roug h ly 7 , 000 to
ease of movement. I deal for space and hostile environ­ 1 0 , 000 cred its for an eq uivalent commercial su it. Note :
ments (toxic atmosphere, gas or smoke fi lled area, etc.) -1 0% movement penalty to prowl , swim, climb, acrobatics,
where light to medi u m combat is expected , but is ade­ gymnastics and similar skills.
quate in most situations including heavy com bat. It pro­
vides good physical protection and environmental stability FAR Heavy Battle Armor
(Le. its own air pu rification and recycl ing system, cooling ,
This is the fu lly armored E BA version of the previous
basic radiation shielding, etc. ) .
two armors. It includes a fu ll set of hard armor plating for
A. R . : 1 3, S . D . C . : 1 1 0 ( 5 0 M . D . C . in Mega-Damage set­ the chest, back, shou lders, arms, el bows, hi ps, th ighs,
tings) , Cost: Free to FAR soldiers. Roughly 5 , 000-6 , 000 shins and head (hel met) over a dense weave of padded ,
credits for an equivalent commercial su it. Note: Excellent flexible armored fabric similar to the other armors. Its fu ll
mobility ; no prowl , movement or other penalties. environmental desig n makes it su itable for space combat
and other space operations, in hospitable environments
FAR Standard Battle Armor and fields of battle. Typically reserved for special opera-
This is an expanded version of the lightly armored envi- tions and heavy combat situations. It provides excellent
ron mental battle su it above, only the armored plating in- protection and comes standard with a helmet and radio
cludes protection of the shoulders, forearms and h i ps as setu p (range of 1 5 mileS/24 km). Environ mental capabili-
well as knees, el bows and chest. Furthermore, the su it is ties are standard . Limited production with only enough to
padded better and the weave of the pu nctu re resistant outfit 40% of the FAR P rotectors (that should rise to 65%
fabric is tighter, providing better protection. Th is armor is over the next decade) .
44
A. R . : 1 6 , S . D . C . : 220 ( 1 00 M . D. C . in Mega-Damage en­ air pu rification and circu lation system, 4 hour i ndependent
viron ments), Cost: Free to FAR soldiers. Rough ly air su pply (indefinite if circu lation system is working), basic
20, 000-24, 000 credits for an equ ivalent commercial ver­ radiation shield ing, temperatu re regu lation (cooling and
sion . Note: -1 5% movement penalty to prowl , swi m , climb, heating system), and can fu nction in space or underwater
acrobatics, gymnastics and similar skills. (the latter up to 1 200 feetl366 m). Flight with Jet Pack: A
back-mou nted jet pack can be attached to g ive the power
FAR Prod uction Line Power Armor armor flight capabilities ( 1 50 mph/240 km) and the feet
The FAR only prod uces one basic type of power armor and lower back of the armor have small d i rectional boost­
designed to accommodate most humanoid agents/P rotec­ ers. Maximum altitude is 1 5 , 000 feet (4572 m); works i n
tors. Additional un its are provided by individual planets an atmosphere a n d outer space. Cost: Free to FAR sol­
and designed for the needs of the unique physiology of diers. 650, 000-950, 000 credits for a com mercial equ iva­
the many different (inhuman) races. The FAR armor is in­ lent or black market version; comes with jet pack.
tended as a bridge between combat air vehicles and FAR Prod uction Line Robots and Cyborgs
grou nd troops. It is large by the standards of most power The FAR does not put the emphasis on cyborgs that
armors and carries a heavy ordnance load for its class of the Atorians do and thus they are not a common sight on
war machine. Power armor is deployed to augment and the Federation side of any battlefield . If a particular race
support g round troops. favors cyborg aug mentation, or an individual soldier
A. R . : 1 7- 1 9 , S . D . C . : 400 ( 1 80 M . D . C . in Mega-Damage wishes such aug mentation, the decision and subsequent
settings) , P . S . : 27 (Superhuman), Spd: 88 (60 mph/96 kph use of the hardware is u p to the sponsoring race or indi­
and can leap 20 feetl6 m high and across), Other Sys­ vidual i nvolved . The FAR does not encou rage the use of
tems: advanced optic, audio and communications sys­ bionic or cybernetic enhancements, though a struggling
tems, targeting sight (+ 1 to strike) , short-range radar (8 movement by the more aggressive factions within the or­
mileS/1 3 km; can track up to 24 targets simultaneously), gan ization is pushing for it.

G rymdin space worthy vessel left beh ind was a large, old cargo
ship (wh ich is still preserved deep in the heart of
Grymdi n ). With l ittle other choice left to them, a quarter of
By Wayne Breaux J r. & Kevin Siembieda
the prisoners took the vessel in search of much needed
Grymdi n , like Plesus Euphia, is a world run by crimi­ supplies and help. As luck would have it, they managed to
nals, but unlike that desert world with its one rough and reach a space station manned by a skeleton crew. After
tu mble city , Grymdin is a large, artificial planetoid (about a docking with the station, they easily took it over, ki lling
th ird smaller than the Earth) teeming with criminals, mer­ many of its inhabitants, enslaving the survivors, and tow­
cenaries, bounty hu nters and illegal activity. Six powerful ing the enti re th ing back to "The Rock." Between the auto­
family organ izations own , ru n , and control this planetoid , mated systems of The Rock and the space station, the
wh ich is actually 79 artificial layers built around a founda­ brigands had the resources to meet their needs. The
tion of space rock. Grymdin started out as a penal colony space station's supply stores wou ld hold them long
where criminals were sentenced to hard labor, mining on enoug h to h u nt down others to plu nder. It also provided
"The Rock" and neig hboring asteroid belt. When the them with two add itional small spacecraft. Using the cargo
planet they were exiled from suffered a global war, the sh i p as a decoy , they went off into a travel lane of space,
prisoners and their keepers suddenly became the forgot­ activated the d istress beacon, and bushwhacked the good
ten survivors of a dead planet. Samaritans who came to help. In a short time, they added
The prison guards and management released the pris­ a dozen spacecraft to their g rowing fleet and were ru nning
oners and fled . Food and supplies were low and the on ly a successful pirate operation.
45
Living by raiding, plu ndering and enslavi ng others, the i nterplanetary hijacking, fencing, smuggling, drug dealing,
villains prospered and expanded . Another captu red space gambling and prostitution rackets. They manage to get
station was added to The Rock, as were new constructs away with their criminal exploits because Grymdin is lo­
made from abandoned outposts in the asteroid field . After cated in a fairly remote area of space , and the crime fami­
building up their courage, a trip to their home world re­ lies are masters at d isguising their operations and casting
vealed a planet in its death th roes. More than two th irds suspicion on others, destroying evidence , and buying off
was com pletely obliterated and the rest lay dead or dying. (or threatening) witnesses, and know how to massage the
Disease, rad iation and a host of other plagues and disas­ political system. With noth ing but suspicions and finger
ters hovered over the planet, waiting to snuff out the survi­ pointing, there is little the FAR or independent planets and
vors. The five pi rate leaders hatched a scheme that heroes can do against these galactic crime lords. Further­
should never have worked, but it did. They approached more, the cu nning ru lers and cri me families of Grymdin
groups of survivors and offered them a new l ife, under have wisely " boug ht" themselves good will from the FAR
their ru le, on a distant "rock" that together they could build and its many members by making themselves invaluable
into a new home. Two hundred thousand agreed , the rest to the defense against the Atorian Empire and other galac­
would perish. The crippled space stations, other salvage­ tic threats. The Grymdin spy (and criminal) network is so
able space debris and whatever resou rces they could har­ well con nected that they regularly uncover enemy spies,
vest from their home world were taken to The Rock. The plots and trouble before it can amount to much . They also
entire exodus took six years to complete, and the remold­ have a n u mber of moles deep with in the Atorian Empire
ing of The Rock into the habitat that would become providing invaluable i nformation to the FAR, and have
Grymdin, took another fifty. Actually, even today, 1 50 played a key role in uncovering and sh utting down (rival)
years later, it is a work in prog ress, constantly chang ing criminal operations and pirate gangs (it takes one to know
and g rowing. The beleag uered g roup got a shot in the arm one) !
when a fleet of alien refugees from another solar system The six crime families surrou nd themselves with armies
stu mbled across the planetoid . They had actually followed of operatives, enforcers, guards, stoolies, henchmen , ad­
Grymdin raiders to extract retri bution, but when they vocates, lawyers, business partners and associates. They
learned of their circu mstances the aliens felt kinsh ip and have legitimate businesses to front for their illegal opera­
took com passion on them. They pooled their resou rces tions, fixed books, and payoffs to maintain the status quo.
and the aliens' su perior tech nology transformed the Especially off-world , they own companies that own com­
shabby, makeshift colony into a hig h-tech marvel in just 1 7 pan ies that own companies which prod uce a variety of
years. These are the true architects of the artificial world things from cosmetics and lingerie to weapons and space­
known as Grymdin (named after the fi rst pirate leader) . craft. Bu ried somewhere among them are smuggling,
Sadly, a plague brought back from the pirates' home world fencing, and other criminal operations. They even have
by a salvage crew had a deadly impact on the aliens, wip­ their own weapons and spacecraft manufactu ring compa­
ing out every last one of them in a matter of months. (One n ies and off-world associates (the black market among
of the persistent u rban legends is that the Charles them). Although weapons, spacecraft and other products
Grymdi n , son of the original pirate leader, had the " plague" used in war, piracy and crime are expensive to transport
virus biolog ically eng ineered . He and other members of halfway across the galaxy, the Grymdin crime families
the orig inal founding g roup feared the aliens were too have clients and partners th roug hout the galaxy, particu­
powerful and lawfu l, and thus th reatened to take control larly in the relatively lawless Titrana Quad rant. In fact, they
over "their" planetoid . Consequently, once the aliens had are one of the lead ing secret suppliers of pirates, raiders
fi nished building the superstructu re they had outl ived their and criminals in the galaxy.
usefu lness and were exterminated . Nobody knows The Six Families each control large sections of
whether th is story is true, but less than 1 % of the Grymdin through intimidation , th reats, money and the oc­
non-alien popu lation suffered any ill effects from the casional use of violence. Rather than act like warlords,
" plague" and few died . ) they much prefer to exert their infl uence from the shadows
Over the years, six crime families have g rown to promi­ as business owners, political leaders and people of influ­
nence. Today they ru n both the world govern ment and the ence, as well as through less genteel thi rd parties. M uch
six major organ ized crime outfits. Their i nfl uence reaches of the govern ment and most businesses on the planet cor­
beyond the reach of the law (on Grymd in, they ARE the rupt and tied to one family or another. The "authorities" on
law) and even their own little corru pt world. As members Grymdin are a joint effort of the crime families to create a
of the Federation of Allied Races, their exploits reflect law enforcement and jud iciary to deal with the day to day
(badly) on the FAR and seem to be a constant sou rce of enforcement of law and order necessary in any civilization .
concern , suspicion and consternation. As a leg iti mate Even Grymdi n , the planet of crime, has its laws and cus­
world power, these crooks and scou ndrels have planetary toms. There is also a planetary defense force, but each
sovereignty and enjoy d iplomatic privilege. Althoug h they crime family also maintains its own army and criminal op­
insist they have "gone straight" (and have nu merous leg iti­ eratives. No matter where one turns, there might be an
mate businesses and interstellar trade deals), few believe agent or associate of one of the families.
it. Grymdin criminal aven ues include four of the most suc­ The planet is run like a business, and ru n wel l . Govern­
cessful and dangerous cadres of space pirates i n the gal­ ment services are high and the people are happy. Sad ly,
axy, one of the most notorious th ieves' networks, and a the th ief and crook mentality has been ingrained in the
vast spy ring, as well as having their hands i n numerous morals and eth ics of most of its citizen ry. As a result, the

46
predominant alignments of its in habitants range from U n­ tory Group, pirates, criminals and cutth roats can relax i n
principled to Anarch ist and Aberrant, with the worst being their exclusive clu bs a n d gathering halls without fear o f re­
Miscreant and Diabolic. This means most Grymdi n i are, by prisal or being h u nted by the law. Then again , to a lesser
nature, opportu nists looking for an angle. Few see any­ degree, much of the entire world is like that. Thus, inter­
th ing wrong with embellishing the truth , manipu lating the stellar criminals flock to Grymdin to fence their ill-gotten
system, bend ing the law, or taking advantage of an indi­ gains, spend their money , enjoy dark pleasu res and sim­
vidual or opportu nity for their own reward . Corru ption , po­ ply relax. The only time the local authorities (or h it men for
l itical favors, leveraging others and using gu ile and trickery one of the families) get involved is when a crime is com­
are common place with in the govern mental bureaucracy mitted against the government, one of its citizens or one of
and most businesses. Cons, schemes, payoffs, bribery, the members of its elite ru ling class (i.e. the six crime fam­
extortion and taking chances are all part of one's daily life ilies or one of the smaller criminal organizations on the
on Grymdi n . Morals tend to be loose, so it is no wonder planet) .
that there are gambling casinos, bars, nig htclu bs, pawn­ As one might expect, there are no extradition laws on
shops, massage parlors, bath houses, legalized prostitu­ Grymd i n , so fug itives and wanted criminals are safe from
tion, d rug dens, and other places of vice and ill repute the authorities and heroes of other planets (they are the
everywhere, alongside grocery stores, shopping malls, ones treated like vigilante interlopers and arrested or
ch urches, resorts, excl usive clubs, extravagant hotels and th rown off the planet) . However, people do "disappear"
homes. Just about anything one can th ink of is available (usually at the hands of the Grymdin govern ment) and du­
on Gry md i n , especially if it has been outlawed someplace els, vendettas, ambushes and attacks from bounty hu nt­
else. ers, heroes and lawmen who slipped past Grymdin
The slave trade also sti ll flourishes here, but it is so authorities, do occu r. No place is completely safe, and
slick and cleverly packaged that one might hardly recog­ while visiting bounty hu nters are not supposed to do busi­
nize it for what it is. Psionics, mag ic, and drugs all help to ness on Grymdin (i.e. capture fug itives) , some take their
make the merchandise, be it male, female, alien, or ani­ chances to score a big h it and take off to collect on an­
mal, more docile and presentable. The auctions are invita­ other planet or space station - Grymd in will not honor or
tion only and almost more like social events or fashion enforce any bou nties. The only exceptions are "contracts"
shows with cocktails, music, and mingling. Bids are usu­ placed on individuals or groups by the Grymdin govern­
ally reg istered q u ietly through an electronic system at ment (i.e. ru ling crime families). If one invokes the ire of
each table over din ner. The most prized purchases are of­ one of the ru ling cri me families they are wise to ru n for
ten shown off at the balls and parties that follow. Other their lives and never come back until they can make
pseudo-secret enterprises open to the rich and decadent amends.
are available, such as legal and illegal g ladiatorial events, There are six small- to med iu m-sized space ports on
wh ich d raw not only the best in the field to fig ht, but also the planetoid itself, but they are reserved for use by the six
attract the wealthy from across the galaxy to bet on the ruling crime families and very i mportant visitors who need
battles. to be carefully protected . All other visitors to the planet
Perhaps one of the best known things about Grymdin must sh uttle over after docking at one of the th ree orbiting
outside of its wealth , lUxury and und isguised decadence, space stations that serve as the commercial, public space
is the Soldier Services Directory (SSD) , a l isting, database stations (which are also owned and operated by the crime
and message board network that is part of the (not so families) . The lUxury shuttle craft gather visitors at prede­
el ite) "members-on ly-club" for bou nty hu nters, freelancers termined stops and ferry them in splendor and comfort to
and mercenaries (th ieves, assassins, spies, smugglers, one of the orbital space ports. Private spacecraft are more
psych ics, mages, and super beings among the member­ common on Grymdin than most planets, but they too must
ship). This "club" or fraternity is open to "professionals" on get clearance from and dock at one of the orbital space
and off world, and includes races and (criminal) g roups stations u nless they are working directly for one of the ru l­
from across the galaxy. A fu ll third are space pirates often ing cri me families (in wh ich case they have clearance to
masq uerading as adventu rers, mercs and simple cargo or use one of the private space ports on the planetOid).
transport operators. The SSD membersh i p boasts some of Sneaking onto the artificial planet is almost i mpossible
the best in the business, but has a whole range of people (-75%). When the outer layer was constructed , sensors of
i ncluding newbies and second stri ngers. Members can ac­ all types were built into its surface, as were alarms and
cess the database and message boards to talk amongst defensive weapons - most of them in the med i u m or
themselves, leave (coded) messages , post warn ings, so­ heavy weapon category.
licit work, take contracts, and read about bou nties and cur­ The u ltra-modern artificial world has 36 public levels
rent job offers from invisible employers. Most of the jobs wh ich can each hold 1 20, 000 guests or residents. The
offered on the SS Directory are not on G rymdin itself as other 43 levels are the homes of Grymdin's inhabitants as
the six ruling crime families try to keep any criminal activity well as housing for the planetOid's on-world prod uction
away from themselves and their world. The SSD, they in­ factories, weapon and armor stores, repair facilities, re­
sist, is nothing more than a "service" for the many merce­ search areas, and slave quarters, housing for reserve
naries, bou nty h unters and freelancers who find their mercenaries, and down at the heart of it all, the rocky
civilization a n ice place to visit. planetOid that started it all. A series of old mine shafts and
Here on Grymd i n , especially at the many clubs and fa­ natural rocky tunnels honeycomb the planetoid , but are
cil ities sponsored or owned by the Soldier Services Direc- largely abandoned . Note : I n add ition to its home world fa-

47
cil ities, the govern ment (and crime families) have out­ cenaries form armies unto themselves, hiring out their
posts, satellites, space stations and mining operations in services to turn the tide of many a war. It is fortunate then ,
the nearby asteroid belt, as well as nu merous busi ness that most of the Krakyt in the I Ita and Liloqua quadrants
operations, manufactu ring partnerships and hold ings on a are members of the FAR and fight on behalf of their allies.
dozen other worlds. Despite their seemingly in nate agg ressive nature and war­
Grymdin is located near the borders of the Titrana and rior ways, the Krakyt are also idealists who prefer to fight
Liloqua quadrants, putting it very far from the Atorian Em­ for justice or a good cause, and enjoy being perceived as
pire and a notable distance from the heart of the FAR , but the u nderdog . Of cou rse, there are those Krakyt who fight
it is close enoug h to the Federation's space to d raw busi­ only for money and the joy of battle (many th rive on car­
ness from it and cause trou ble i n both q uad rants (and be­ nage) , but the vast majority are more caring and nobler
yond). Other reg u lar patrons to the planetoid include the than that. Or are they? In a weird twist of fate, a sig nificant
more refined and successful of Titrana's criminal bosses portion of the Atorian Empire's fighting forces are also
and overlords. Krakyt! Remember, there are trillions u pon trillions of
these insect aliens th roug hout the Milky Way, many of
wh ich have formed independent factions and planet colo­
nies of their own Uust because they are insects, doesn't
mean they serve one h ive mind). Those who inhabit
Atorian space have been turned into willing all ies support­
ing the Empire's military expansion and enslavement of
worlds. An equal nu mber serve the Federation of All ied
Races and oppose their breth ren and the Atorians with
equal zeal. Thus, the Krakyt will certainly play a huge role
i n any conflict that arises between the two.
The birthplace of the Krakyt is Ikarakt, a hot, violent
planet that is rocked by seismic and volcanic activity to
th is day. The surface is covered by rocky terrain and can­
yons, dotted with massive active volcanoes. Earthquakes
are regular occurrences, and despite the rugged terrain,
vegetation i n the way of ferns, vines and sturdy short trees
covers the face of the planet. I karakt is also rich in mi ner­
als and all of its waters are invigorated by large amounts
of them, providing an ideal environ ment for microorgan­
isms which form the basis of a complex food chai n , the top
of wh ich is dominated by the Krakyt.
Building extensive hive or ant colony-like structu res, the
Krakyt came to dominate their home planet many millen­
nia past, even before they had fully developed the intelli­
gence necessary to become an advanced civilization . The
tunnel com plexes they call home weave beneath the sur­
face, giving little indication of their presence beyond the
occasional dome-l ike entrances which appear every
dozen miles or so. Most humans would be awed by the

Ikarakt size of these su bterranean complexes, the largest of


wh ich are roughly the size of the Earth state of Texas.
Nearly everyone in the galactic community has heard of M u ltiple levels and carefully planned tunnel systems can
the Krakyt: prolific, aggressive, large insectoids. They house 50 to 1 00 million Krakyt in a single colony, which
possess an intel lect, cunning and work ethic that rivals the would boast scores of "Royal Mothers." By living beneath
industrious "ants" of Earth , wh ich has driven these intelli­ the surface this way , the Krakyt do not occu py or d ramati­
gent insectoids to spread across the galaxy in vast n u m­ cally distu rb any of the surface ecology. Surprisingly, it is
bers. Krakyt seem to th rive i n nearly every climate and also safer to live underg rou nd than on the surface where
environ ment, so there are trillions of them found across one is more reg ularly bombarded by toxic fumes,
the Milky Way. Than kfully, the majority of them are not vo­ pyroclastic clouds, mud slides, flowing lava and showers
racious conquerors or particu larly evi l , nor do they make a of rock and blankets of hot ash from the thousands of ac­
habit of living i n mass ant-li ke colonies or hives like they tive volcanoes. Underground there are lava flows, earth­
do on their home world of I karakt. This isn't to say that the quakes and cave-ins, but the Krakyt have learned to adapt
Krakyt can't be dangerous or invasive, for they are skilled to them and tap the geothermic vents and turbulent core
fighters and aggressive by nature, many hiring themselves of their planet to power their cities. Curious and aggres­
out as one of the most famous g roups of mercenaries in sive, when the Krakyt developed space travel technology
the galaxy . They are masters of coordinated mass combat they took to the stars and have become a true "Galaxy
and large grou p tactics who fig ht with intelligence and dar­ Age" force in the way of space travel capabilities and pres­
ing; a rare combination. I n fact, the majority of Krakyt mer- ence in the M ilky Way. Their exodus to the stars was, i n

48
part, instinctive, for to do otherwise wou ld have caused have a deeper meaning to warriors and others, serving as
the Krakyt to engage in a constant battle among them­ a kind of pictog ram h istory of their accomplishments.
selves in order to maintain their popu lation at the proper Many Krakyt will i nvest their earnings to create a living
levels. Even in space, warring factions of Krakyt battle one storyboard on their bodies as a legacy of their life. By tra­
another to prove their superiority or to seize a colony or dition, ornamental Pitkak must be non-objective in its sub­
resource. ject matter and can include names and designs, but few
Krakyt live by a synthesis of h ive i ntelligence and indi­ faces, places, scenes, or lengthy tales. Honorific P itkak
viduality with a natu ral telepathy and empathy open ing contains all of those elements and little decoration other
them to each other, while the chemicals of the reg ional than borders. Note : Despite the h ive structu re on I karakt,
Queens influence u n ity with in that community and red uce the free th inking aspect of these aliens does show itself
infighting. The only wars the Krakyt have known are those and there are varying social, political, and economic strata
brought on by insti nct and necessity . When an area of a with i n the society .
planet colony becomes overpopu lated , their numbers
The Krakyt are full members of the galactiC community ,
must be culled . That can only be done through war or by
having developed space travel and eventually advanced
leaving that planet. Now that they can reach the stars,
space travel methods to make fi rst contact with many d if­
overcrowding is avoided by seeing a mass exod us every
ferent races. Their technology is roughly "Megalopolis
few years. As long as there is a Queen or Leader Female
Age" with "Star Age" technology bordering on the Galactic
among a group of Krakyt, the g roup has tremendous u n i­
when it comes to space travel. The intell igent insects tend
formity and common goals and works together with ma­
to prefer a more personal approach and favor fast, no-frills
chi ne-li ke precision . Away from the chemical influence of
tech nology that gets the job done or only helps as much
the Q ueens, the males and normal females behave more
as it is necessary . Spacecraft and travel are the big
like other races and exhi bit g reater individuality . I n fact,
exceptions, but even here the average Krakyt prefer per­
their natural empath iC and telepathic abil ities make them
sonal mechanical wings or jet packs for transport instead
very understand ing, tolerant and open to others. Krakyt
of enclosed vehicles that carry a number of people. They
are almost always loyal team players whose bond with
also prefer to arrange meetings and discuss issues in per­
their teammates is incredibly strong .
son , face to face, rather than on the telephone, radio,
A Krakyt army or military un it led by a Queen is a tru ly computer or video-transmission .
effective and frightening thing to observe. The troops act
almost as one, even when engaging different targets, and By the barest majority, the Krakyt withi n the galaxy are
can react as a group with in moments to any change in the members of the FAR, including the residents of the home
battle. The Queen in such cases, is very wel l protected , planet and those living in the I Ita and Liloqua quadrants.
but should she be killed , the insect warriors under her They look forward to a g lorious war with the Atorian Em­
command will act on their last orders for 1 D4 melee pire and their breth ren who fight on the side of the Empire.
rounds before they must rely on their own perceptions and They see such a battle as the ultimate challenge against
thoug hts i n battle. Th is is not to say that they can not th ink the most skilled of opponents, but they find the overall at­
or act on their own wh ile in the Queen 's thrall, because mosphere of the FAR and its Security Council to be "con­
they can . Her chemicals just work to keep them calm, fo­ servative and timid" at best (many would say, cowardly).
cused and u n ified , her telepathy enabling them to respond As a result, they are stau nch supporters of the Niamese
qu ickly to new commands or new th reats (+2 on in itiative, Coalition, Diatome, and the Nattereri , as well as being key
+ 1 to strike and dodge). When she is gone, the warriors proponents of a split FAR Secu rity Cou ncil. To complicate
continue to work as a team and fig ht with skill, cou rage matters, many of these i mpatient i nsects have decided
and cu nning. that they want to fight now, with or without the FAR ! The
The Krakyt stand six to seven feet ( 1 . 8 to 2.1 m) tall, more loyal and lawfu l of those have joi ned the Diatome or
but are nonetheless massive creatu res with multiple li mbs other small operations to leverage action withi n the FAR ,
and covered in a dark exoskeleton armor of black or red b u t other Krakyt have simply beg un their own raid ing
coloration. They have two pairs of arms and legs, g iving grou ps, wh ich can number into the thousands, and make
them superior balance , hand-eye coord i nation and good ru ns across the Atorian borders to attack military space­
speed . Most sh u n clothing except for decorative jewelry or craft and outposts. They also support pirates, terrorists
accessories such as capes and arm bands. The most and other enemies of the Atorian Empire, as wel l as ac­
common forms of jewelry among these insects are ropes tively h u nt down and destroy Atorian spies and scouts on
or chains of a decorative nature and gilding, what they call the FAR side of the border. Perhaps need less to say, th is
Xaur-ti and Pitkak, respectively. The ropes and/or chains aggressive activity not only distresses the FAR who is
are commonly worn on the shoulder and hang under the afraid it will incite the very war they hope to prevent, but
arm or they will loop about or dangle from the waist, but antagonizes the trillions of Krakyt in service to the Atorians
hundreds of combinations are pOSSible, some of which as mercenaries. Th is has resulted in the Atorian Krakyt to
have d istinct meanings to the Krakyt. P itkak accents the respond in ki nd, seeking out their brethren and making
actual exoskeleton like a tattoo, except it is done in metals raids across the border into FAR space, especially when
and bonded or anchored to their natu ral armor. Extensive i n pursu it of rival Krakyt. Note that Atorian Krakyt bear the
P itkak u pon a Krakyt usually denotes wealth or position , I m perial insignia as a pitkak.
a n d the Queens are common ly "g ilded" in proportion to
their age and the size of their h ive colony. Pitkak can also

49
K.rakyt (pronounced "crack - it") S pecial Weapons: Krakyt prefer specially designed me­
lee weapons called kiktikti. These weapons have multi­
Alignment: Any, but tend toward Scrupulous, U npri nci­
pled and Anarchist. ple cu rved blades that are custom built to fit along their
Attributes : I . Q . : 2 06+3 * , M . E . : 306 * , M .A. : 206, P . S . : armored forearms, providing a long stabbing blade and
406, P . P . : 306, P . E . : 5 06 * , P . B . : 1 06, Spd . : 5 06 * a nasty slashing/chopping forearm attack. These weap­
* Add + 1 to these stats when six or more Krakyt are o� s are usually Vibro-blades, though some energy ver­
together, +2 when a dozen or more, and +3 for 1 50 or sions have been reported .
more. The presence of a Leader Female or Queen Kiktikti : Length : 2 . 5 to 3 feet (0.76 to 0. 9 m). Weight:
adds another +2 to these bonuses (yes, these females 5-7 Ibs. (2 .25 to 3. 1 5 kg) . Oamage: 3 06+3 (+ P . S . dam­
get the +2 to their stats at all times). a �� b� n � s). Bonuses: +1 to disarm. Cost: Replacing a
Hit Points : P . E . attribute number plus 2 04 H . P . per level kl �tl ktl Will cost about 8 , 000 credits and energy versions
of experience. Will cost 2 1 , 000 cred its. (Energy versions do 5 06 for
S.D.C.: 4 06x1 0+300 from their natural, heavy damage, but gain no strength bonus, and weigh 1 -2 Ibs
exoskeleton (306x1 0+200 M . O .C. plus H it Points as ( .45-. 9 kg) .
M . O . C . when in Mega-Oamage setti ngs like Rifts®). Special Veh icles : The Krakyt have developed advanced
A.R. (Natu ral): 1 4 space vehicles with FTL and warp d rives. Most are fast
I.S.P.: M . E. x3 ; considered minor psych ics with the limited and ag ile, and designed for one pilot or small g roups
powers of empathy and telepathy . (6-20). They are typically equ ipped with weapon sys­
P.P.E.: 3 06 tems but are lightly armored to red uce cost and be­
Height: 6 feet + 2 06 inches. ( 1 .85 to 2 . 1 m). cause of the tough ness of the creatu res themselves.
Weight: 4 06x1 0+300 Ibs ( 1 53 to 243 kg) . One of the most popular methods of flight in an at­
mosphere are personal flying un its known as Wing
Average Life Spa n : 200 years, sometimes 406 years lon­
Packs, mechan ical wings reminiscent of true insect
ger.
wings that actually fla p at rapid speed to provide flight.
Super Abilities : All Krakyt have the naturally occu rring
They make the telltale buzzing sound of an insect and
super abilities of Multiple Limbs: Arms, Multiple Limbs:
offer surprising speed and aerial mobility. Weight: 22
Legs, and Resistance to Heat and Cold. Player charac­
Ibs (9. 9 kg) . Wing Span: 9- 1 2 feet (2 . 7 to 3.6 m).
ters may have add itional su per abilities dependent on
Range: 95 miles ( 1 52 km) on liquid fuel (rare) or practi­
their roll.
cal � y unlimited flight on solar (can operate indefin itely
Natural Abilities & Psionics : All insect abilities plus
. wh ile exposed to solar radiation , and has a three hour
chemical alarm and chemical trail (as presented i n
battery life at maximum speed when not). Speed: 70
Aliens Unlimited ™ starti ng on page 1 22 ). The Krakyt
mph ( 1 1 2 km) maximum; can hover, fly low to the
also have a na tural empathy and tefepa thy (tri ple the
grou nd, perform aerial acrobatics and attai n a maxi­
normal range with other Krakyt and no I . S . P . cost when
mum altitude of 1 0 , 000 feet (3048 m). Bon uses: + 1 0%
used on their own kind). Both function constantly , but
to jet pack ski l l , +5% to Zero Gravity Combat and + 1 to
otherwise operate identically to the psionic abilities of
dodge.
the same names, and require i ntent and I . S . P . when
Preferred Armor: Krakyt may use some form of life sup­
used on other races. A Krakyt can close h imself off to
port or environ mental equipment, but tend to avoid
oth � r Krakyt, but the concentration uses u p one melee
wearing heavy battle armor or power armor. I nstead ,
action/attack for each ability that is being blocked , i . e .
the� rely on their natu ral exoskeleton for phYSical pro­
loses on e melee attack to block telepath ic commun ica­
tection.
tion or to prevent other Krakyt from read ing one's sur­
The standard environ mental battle armor shown in
face thoug hts, and blocking empathy means losing
th � main illustration is the most common Krakyt armor.
another melee attack.
It IS not worn so much for protection, though it is very
The Krakyt with their natural, hard as steel
stu rdy (A R. 1 6 , S . O . C . 1 00 - or 80 M . O . C . in a
exoskeletons are so physical ly tough that they can sur­
Mega-Oamage setting) but as an all environment suit.
vive g reat depths underwater (up to 4000 feeU1 2 1 9 m)
As such , it g ives the Krakyt greater u nderwater depth
an � even the lifeless void of space without any special
to � erance (2 miles/3. 2 km), superior sh ielding from rad i­
SUIt or gear! The creatu re can hold its breath for up to
. ation and other ambient dangers in the environ ment,
one minute for every two P . E . pOints, but usually wears
complete temperatu re control , built-in rad io communi­
a gas mask-looking breath ing apparatus (6-1 8 hour air
cations (50 miles/80 km, x20 in space) and serves as a
� u pply depending on the size of the unit; all are su rpris­ framework and platform for mounting additional sensors
Ingly small because Krakyt are used to th in atmo­
(radar, sonar, motion detectors, etc. ) , optics, tools,
spheres and need only a fraction of the air a h u man
weapon s (blades and long-range energy types), Wing
needs to breathe) and eye goggles when going under­ .
Packs, Jet packs, and other types of equi pment or sup­
water or out into space. Sometimes a complete helmet
plies.
with built-in rad io when working with other life forms.
The armor shown has kiktikti blades on the forearms
Note: The living exoskeleton reg rows and heals at a
(the shou lder, elbow, knee, feet and leg spike/blades
rate of 2 06 S . O . C . per 1 2 hour period and will regrow
doing only 2 06 damage), several pouches for ammo,
spi nes and even fi ngers.
and a hel meUskulicap with infrared and low light sensor
Oon't forget about attribute bonuses. bulb. Note that the hel met covers three of the Krakyt's

50
eyes, allowing simultaneous viewing i n u p to four spec­
trums of light (one for each covered eye and normal vi­ respectively on all rolls including combat and a -5% and
sion i n those uncovered) . The i nsects can view two -1 0% skill penalty . The rifle shown is a TGE version of
such spectrums with no difficu lty, but the concentration the standard galactic pulse laser outfitted with a back
needed for three or four applies penalties of -1 and -2 mounted energy pack that provides 60 shots per hour
51
and recharges at a rate of six per hour. The weapon have been detected , not even pri mitive villages, althoug h
also accepts standard E-cli ps (one of which is already the dense forests and hot climate could hide small en­
in the g u n at the rear below the power cables) . claves from even the best sensor sweeps. Ind igenous life
Light Body Armor: The Krakyt may also adhere bits forms, both plant and animal, have not been stud ied and
of armor to their own exoskeleton for additional protec­ remain totally u nclassified , but those that have been de­
tion and aug mentation. Such "plating" is attached to the tected are very large and reminiscent of Earth's d i nosaurs.
chest, neck, head , shoulders, and legs, and may in­
Jerrick 7 has no space stations and only one satell ite.
clude add itional spikes, spines and weapon blades on There is no sensor web or any kind of electron ic secu rity
the arms. Typically adds one point to the natu ral A. R.
arou nd the planet, so landing undetected is practically
( 1 5), and 1 00-1 50 S . D . C .
guaranteed . The only sensors are the few terrestrial mon i­
Familiarity With Earth : M i n i mal. Krakyt scouts have
toring stations left by TGE, and they are designed to scan
passed and noted the planet's location and that it is in­
the planet and atmosphere, not the heavens for visitors,
habited by h u mans, but have not done any i nvestiga­ so they are easy to avoid (no penalty to the roll if sneaking
tion. onto the planet and on ly a 0 1 -1 5% chance of being de­
Rifts® Notes : As with all hard-shell i nsect aliens, the
tected even when not sneaking around). The atmosphere
Krakyt will be Mega-Damage creatures in a Rifts set­ is the toughest obstacle with its strong winds and turbulent
ting. I n Phase World®, they will operate pretty much the
air cu rrents; apply a -20% penalty to P ilot skill rolls, and
way they do here, with some warring for the good g uys even aliens from a thermal or abrasive atmosphere will
and others supporting anyone willing to pay them. On
still be at a -1 0% penalty.
Rifts Earth , they will be considered dangerous D-bees
by the Coalition and h u nted down, plus their alien ap­ Once visitors land on the planet, whether by accident or
pearance may make it hard for even tolerant people to willing intent, the only contact with advanced technology
accept them. Some may mistake them for a new strain will be the TGE Remote Mon itori ng Stations (RMS). The
of Xiticix, especially if the Wing Pack is worn . stations are large, track-wheeled towers with broadcast
d ishes and sensor clusters at their top. They collect data
and broadcast it to the TGE relay satellite that orbits the
planet. The satellite then passes the feed on to a data pro­
Jerrick 7 cessing station in a not too d istant solar system where it is
entered into the corporate data files. This makes the data
easy to tap into, but it doesn't really offer much info about
This is the seventh planet i n the Jerrick Star System. the planet that isn't already known . The base of each RMS
Located on the fringes of FAR control led space, it has has a small maintenance area (though no one comes to
been scan ned and visually swept via spacecraft sensors work on them u n less they obviously stop fu nctioning).
by TGE scouti ng parties, but the planet itself has only Each has a cot, two weeks of dried food rations for two
been physically explored in the most cursory of ways. The people, water purifying eqUipment, a laser rifle with th ree
lack of civilization on Jerrick 7 makes it a negative market extra E-clips (there is also a recharg ing port), and th ree
for the TGE, but gives it vast potential as a resou rce survival suits suited to the cond itions of the environ ment.
planet. Consequently, a n u mber of remote sensor stations There is also a communications system for direct contact
have been d ropped on the surface to monitor clima­ with the company. Messages are sent and repl ies arrive
tic/weather conditions, geologic events, and to notify oth­ with i n an hour. I n the event of an SOS , the company
ers who scan the planet that it has been claimed by the would be able to have a rescue craft i n orbit with i n 2-4
TGE. However, TG E operations on Jerrick 7 may not be­ days (half that time if TG E employees are i nvolved) .
gin for many years, even decades, un less some unique el­ Trying to remove a n y o f the bui lt-in systems req uires an
ement or property is d iscovered . In which case, it will appropriate roll at -30%. Stealing from the corporation is
become a highly contested site. Tagoniglomerate's claims never easy.
would be strong and valid, but certainly clandesti ne opera­ Jerrick 7 is very much like Earth du ring the J u rassic
tions of rival com pan ies will pop up. Regard less of its fu­ era, including the dinosaurs. The thick jung les, vast
ture , anyone who fi nds themselves on this planet will have deserts, open g rasslands, rugged volcanic plains, and
plenty to worry about just surviving its pri mitive environ­ deep oceans are all teeming with huge di nosaur-li ke ani­
ment. mals. Full stats on a number of the most notable dino­
Hard data on the planet is minimal, but TGE does know saurs native to Jerrick 7 can be found in the pages that
that it is in its early stages of evolution. The atmosphere is follow. The th ick rain forests that cover much of the world
hot and turbulent. Heavy volcanic activity d isru pts the sur­ are home to the smaller, faster species too , thoug h the
face, wh ich is otherwise covered with extensive marsh­ larger types are certainly the most dangerous. I n the
lands and rain forests. The overall cond itions combine sands of the desert and on the rocky expanses around
aspects of a thermal world (use the "Cold upper latitudes" volcanoes are fou nd large insects and other unique ani­
information in that entry for temperatu res) and a mild ly mals, while some of the most common and nu merous d i­
abrasive atmosphere (halve all mod ifiers and damages nosaurs are found among the 7-20 foot (2 . 1 to 6 . 1 m) high
given for such worlds). The water is generally poisonous vegetation of the g rasslands, including g razing giants and
for mammalian life forms and requires heavy filtration be­ the predators that hunt them. The TGE has catalog ued a
fore it can be ingested , but most vegetation and insect n u mber of the larger animals, but their sensors are not
races cou ld d ri n k it. Thus far, no signs of any civilization sensitive enough to pick up anyth ing smaller than 8 feet
52
(2 .44 m) or so. The smaller creatu res are detected and north , velociraptors use speed , surprise, strategy and
noted when they pass near one of the remote stations, but pack tactics to make a kill. The most notable variation of
there are so few stations on such a large planet that very, the velociraptor live i n the dense rain forests, where they
very few have been noted . have learned to climb trees and leap onto unsuspecting
It is possible that some ki nd of primitive humanoids or prey from above. This particular species is smaller than its
generally intell igent race could have evolved on Jerrick 7, other cousins, but much faster and slightly smarter. Jerrick
but if they are there, they have not been uncovered . (Any 7 has all varieties.
intelligent life on this planet will be limited to Stone Age The i ntelligence and deadliness of the velociraptors
civilizations popu lated by a race that evolved from reptiles makes them appealing to space pirates and others as
or birds and developed alongside the d inosaurs . ) guard animals, who use them like attack dogs. They can
be trained to obey relatively complex com mands, recog­
nize faces, un iforms, codes, and voices, track by scent
Jerrick 7 Di nosa u rs (especially blood trails), and any number of other tasks
Only a few d inosaurs are presented here, but the place one cou ld cond ition a dog to do, and do it better. They are
is popu lated by at least 200 species of dinosaurs alone, so also used as opponents in dog fights style competitions
the G . M . can popu late the planet as he desires, even mix­ and where g lad iatorial games are allowed , in the arena.
ing them with other elements, like a world where mam­ The main trou ble with them is that velociraptors are a
mal-based, h u manoid cavemen exist, or a small band of bit too intelligent, cunning and aggressive to be treated
aliens who have established an outpost or hide out. The with the same comfort as a dog . Nor do they share the
dinosau rs detailed in th is section are described as resi­ dog's loyalty. Consequently , they will defy and strike out at
dents of Jerrick 7, but they can easily be encountered on weak masters, and realize when they are being mistreated
other worlds alien zoos, game preserves, big game re­ and will wait for a time to strike back in revenge! They can
sorts, or even as g uard animals for space pi rates, crimi­ also become jealous of people, animals or th ings, causing
nals and eccentrics. Also note that the Game Master can them to lash out at rivals or those of whom they are jeal­
also adapt them to the cond itions of the planet his adven­ ous. Their aggressive nature, strong personalities and a
tu re will be taking place on , rolling or applying the proper
results from the Physiolog ical Modifications table (page 93
of H U2) and applying the bonuses to the dinosaurs given
below. Even though these rolls will likely put the d inosaurs
in their native environment, wh ich should provide no bo­
nuses other than natu ral protections and bon uses, the
G . M . can apply them all to add variety to the l isted stats.
Of course , using th is option has to make one wonder what
is worse, a lightning q uick, high gravity Velociraptor or an
armor plated , abrasive atmosphere Tyrannosaurus Rex.

Veloci raptors
These deadly h u nters are among the most feared of the
d inosaur predators. They are surprisingly intelligent,
gather i n packs, use ambush and d ivide and conq uer
hunting tactics, pick off the weak, and live with i n a compli­
cated, wolf-like social g roup. On Jerrick 7 , they are likely
to evolve into the dominant intelligent life-form (g iven a
few mi llennia) and exhibit greater intelligence than the tra­
d itional animal Velociraptors. They have razor sharp claws
and teeth that in themselves would be deadly killing i mple­
ments, but velociraptors also have an oversized claw on
each foot that can snap down with incredible speed and
slice through flesh with surprising ease much like a ma­
chete or sickle. The large claw is used in kicking and
slash ing attacks that can inflict grievous wounds. A leap­
ing velociraptor who connects with two rapid kicks can
easily take down prey like an unarmored h u ma n , and
packs of 4-1 2 h u nters can kill prey 3-4 times their own
size.
Velociraptor-type dinosau rs are much like the wild ca­
nines of Earth , in that they travel and h u nt in packs, have
tight social g roups and are found in a large variety of envi­
ron ments. Whether stalking in the tall grasses of the
plains, prowling a jungle , or racing across the tu ndra of the
53
nu mber of other quirks make them unpredictable and dan­ Attacks Per Melee Round: Five.
gerous. They are predators by instinct and need to hunt Bonuses : In addition to attribute bonuses, the velociraptor
and kill . Thus, they are only tru ly happy and most reliable is +3 to initiative, +2 to strike (i ncluding tail strike) , + 1 to
when g iven that opportu nity on a reg ular basis. This in­ parry (yes, the ' raptor will bat aside melee attacks, but it
stinct is impossible to breed out. tends to simply swing and will likely damage itself par­
rying the blades of swords, etc.), +3 to dodge, +4 to roll,
Veloci raptors (pronou nced velossa-raptor)
80% or +4 to maintain balance, and +2 vs poison,
Alignment: Cunning animal predator; considered Miscre­
d rugs and disease. U sed to hot environ ments.
ant and even Diabolic. The most loyal and tame are on ly
Orig inating Alien Environment: Varies; includes Jerrick
Anarchist; never good .
7.
Attributes : I . Q. 6+ 1 06 , M . E . 6+206, M . A. 3+206, P . S .
Notable Skill Equivalents : Prowl 75%, Detect Ambush
1 0+206, P . P . 1 0+306, P . E . 6+306, P . B . 3 0 6 , Spd
50%, Detect Concealment 35%, Camouflage 50%,
1 04x1 0+33 (approx. 37 mph/59 km).
Climb 55% and can learn and understand two spoken
S ize: 7-9 feet (2 . 1 to 2 . 7 m) tall and 1 2-1 6 feet (3.6 to 4 m)
lang uages twice as well as a dog .
long with tai l .
Weapons: Natu ral weapons only: claws a n d teeth . Add
Weight: 300 to 600 I b s ( 1 35 to 2 7 0 kg) .
P . S . damage bonus, if any, to all claw and leap attacks.
Hit Points : P . E . attribute number +606.
Does equ ivalent M . D . damage in Mega-Damage set­
S.D.C.: 70 plus any physiological mod ifications if applica­
tings.
ble.
Bite: 406 damage (406 M . D . in the appropriate set-
M.D.C. : On Mega-Damage worlds, combine the Hit Points
ti ng).
and S . O.C. and turn them i nto M . O . C .
Small Claw Strike (arms): 2 04 damage.
P . P . E . : 306
Claw Strike (feeUkick): 206 damage.
A.R. (Natural): 1 0
Large "Sickle" C law Slice (usually performed on
Horror Factor: 9 for single ' raptors or 1 4 for a hunting
pin ned opponents): 306
pack of 4 or more.
Large "Sickle" Claw Kick (combi ned kick with normal
Average Life Span: 30-40 years.
claws and large claw): 606
Disposition : Very smart and cu nning. On Jerrick 7, the
Double Claw Leap Kick: 1 04x1 0+1 0; counts as th ree
velociraptor is poised to evolve into a h ig her life form ,
attacks unless used with the acceleration burst. A pack
with the jungle variety exh i biting the greatest intelli­
will make their initial attack using this tech nique; they
gence (+ 1 04 to I . Q . ) . These animals "think and plan,"
each attack in tu rn so by the ti me the last has made his
and can even adapt to use simple tools like using a
strike, the first will be recovered and ready to strike
heavy branch as a pry bar or pushing and pulling levers
again with the large sickle claw or biti ng attack. On a
or latches. They rarely work alone and make frightening
natu ral 1 8-20 , the velociraptor will pin any target lighter
use of pack tactics to herd , corner, cut-out, ambush and
than itself and can thereafter make two automatic claw
wear down their prey. They are not tied to a specific ter­
slice attacks per round (one at the beginning and one at
ritory and a pack will travel a thousand miles or more in
the end of the round) without having to use an attack to
search of prey and adventu re. They will attack large
do so.
and small prey, as well as feed on carrion and plunder
Tai l Sweep: 1 06 damage, and can be used as a tri p­
humanoid backpacks, supply depots and garbage.
ping or leg hook maneuver.
Many ' raptor packs are migratory , following the animals
they prey upon as they drift between wateri ng holes or
to greener pastures. Tyra n n osau rus Rex
Natu ral Abilities : Keen vision about twice as sharp as a Large and dead ly, the Tyrannosaurus is thankfu lly rare
human's (double range and clarity), acute hearing , on Jerrick 7. Said by many to be the ultimate giant preda­
keen sense of smell (track by scent 65%, +20% when tor, these hu nter-scavengers are surprisingly fast and
followi ng a blood trail), powerfu l legs can leap one foot deadly. They can outru n many of their prey and their jaws
(0.3 m) across for every two points of P . S . , and half that can splinter small trees or th ick bone with eq ual ease.
straight up (double that height or distance with a ru n­ They have sharp senses and q u ick reflexes, but though
ning leap and jungle ' raptors can leap 50% farther and they are cu nning, their intelligence is not as high as that of
higher). Once per hour the predator can double its run­ the smaller velociraptors or mammals. Almost the oppo­
ning speed for a burst that lasts one min ute. The accel­ site of the velociraptor in all respects, the T-Rex is a hulk­
eration burst uses up two melee attacks/actions and if ing powerhouse who usually hu nts alone or i n pairs and
the ' raptor does a leaping attack during the burst, the utilizes brute force to q uickly bring down its prey. When
attack cou nts as two actions (4 total). Using an acceler­ the jaws of this giant snap onto someth ing soft and fleshy,
ation burst, the creature can ru n at 70 mph ( 1 1 2 km), few things can sh rug the damage off and fewer sti ll can
close rapidly on u nsuspecti ng prey , and still be able to break free and fight back. On Jerrick 7 , the T-Rex is the
make a leap attack with both vicious claws! U nfortu­ largest of the bi pedal predators, but far from the only large
nately, that is when the second velociraptor will attack, dinosaur predator. There are a variety of similar, but
then the thi rd , and the fourth , and . . . you get the pictu re. smaller animals that roam the plains and forests of the
Few animals can survive this kind of assault. planet, including Allosauruses, Ceratosauruses,
Power Category: Alien predator. Oilophosauruses , and others (typically do about half as
Combat Skills: Natural com bat abilities, speed and agil­ much damage but are just as fast and have similar abili­
ity. ties).
54
Size: 1 6 to 20 feet (4 . 9 to 6. 1 m) tall and approximately
35-40 feet ( 1 0. 7 to 1 2 .2 m) long from tip of the tail to
the end of its snout.
Weight: 6 to 1 0 tons for a fu ll grown ad ult.
Hit Points : P . E .x5 for ad ults and P . E . x2 for young ad ults.
S.D.C.: 306x1 0+220 for matu re ad ults, 206x1 0+60 for
young.
M.D.C.: On Mega-Damage worlds, combine the Hit Points
and S . O . C . and turn them into M . O . C .
A.R.: 1 2
P.P.E.: 606
Horror Factor: 12 for you ng and 1 5 for fully g rown adults.
Average Life S pa n : 25 to 40 years.
Disposition : Territorial and temperamental, the T-Rex is
aggressive and unforgiving. Though not as cu nning as
the smaller 'raptors, this giant is nonetheless alert and
dangerous. They use their size and bulk to their advan­
tage and stri ke to deliver a killing blow whenever possi­
ble.
Natu ral Abilities and Skill Equivalents: Keen sight,
hearing, and smell. Can track by scent 45% (+20% to
follow a blood scent) , prowl 35%, swim 50%, and follow
blood trails (50%); recovers H . P . and S . D . C . at a rate of
1 06+4 per 24 hours. Note: Loses interest and sight of a
target if it stands completely still and is not bloody .
Power Category: Alien predator.
Combat Skills: Natu ral Combat Abilities; huge maw with
Tyrannosaurus Rex usually makes its hunting grounds teeth the size of 6-9 inch ( 1 5 . 2-22 . 8 m) daggers.
on the open plains or near bodies of water where the Attacks Per Melee Round: 4
larger prey are found, for it takes plenty of food to keep Bon uses: I n addition to attri bute bon uses, the T-Rex is + 1
this hulking beast fed . Despite its size, the creature can be o n in itiative, + 1 to strike, + 1 to dodge, + 2 to roll and +4
surprisingly stealthy. It certainly won't catch an alert hu­ vs pOisons, drugs and disease.
man completely off guard , but it may get close enough to Origi nating Alien Environment: Varies
surprise them or ru n them down before they can h ide or Weapons : Natu ral teeth and claws only. I nclude P . S .
escape. When using such stealth against the large ani­ damage bonus to all claw, tail and kick attacks. Does
mals it hu nts, however, the T-Rex can get just as close, eq uivalent M. o. damage in Mega-Damage settings.
and after a charging attack, the prey usually has little Bite: 2 04x1 0
chance of escape. Unlike the generally aggressive and Claw (small arms) or Head Butt: Typically 306 dam­
semi-migratory velociraptors, the Tyrannosaurus is very age (eq ual to a restrained punch on the Su pernatural
territorial , with a hunti ng range of 50-1 00 miles (80- 1 60 P.S. table).
km) shared by 1 04 other T-Rex or similar hu nters, and will Kick: Typically 606 + P . S . damage bon us of around
attack anyth ing it fi nds within its territory, especially when 25 (equal to a full strength punch on the Su pernatu ral
it is even remotely hungry. I ntruders such as a group of P . S . table).
humans will not be tolerated , and with someth ing as large Stomp: 1 06x1 0 + P . S . damage bonus of around 25
and strong as th is monster, getti ng away can be d ifficult (equal to a power punch based on su pernatu ral P . S .
for it can topple vehicles, smash through trees and given damage; o n l y effective against targets 8 feetl2.4 m tall
the ti me, rip th rough the armored hull of a spaceship. or shorter).
Tail Sweep: Typically 606 +25 P . S . damage bonus,
Tyran nosau rus Rex (pronou nced but has a 0 1 -70% likelihood of knocking an opponent
Tie-ran-oh-sore-us Rex) under 2000 Ibs (900 kg) off his feet, causing the char­
Alignment: Considered a Miscreant predator. acter to lose i nitiative and two melee actions. Likewise,
Attributes : L a . 1 06+4, M . E . 2 06, M .A. 1 06, P . S . 30+406 characters under a ton can not parry this attack (it's too
(su pernatu ra l ! ) , P . P. 3 06+4 , P . E. 20+206, P . B . 1 06+8 , fast, hard and heavy). H u man-sized targets (smaller
Spd 40+406. These stats are for a fu ll grown Tyran no­ than 8 feetl2 .4 m) will be th rown one yard/meter for ev­
saur. Younger ones will have half the P . S . , P . E . , and Spd ery three pOints of the monster's P . S . and lose an add i­
of a fu ll g rown one. tional melee action to recover.
55
Plesiosa u r
Even the lakes and oceans of Jerrick 7 are populated
by dangerous, g iant carnivores. From overg rown prehis­
toric crustaceans (crabs and such) to meat eating fish and
sea serpent-like monsters, many ki nds of aquatic preda­
tors pose th reats to those wading, swimming , or near the
water's edge (with i n 20 feeU6 m). One of these monsters
is the q u ick, long-necked Plesiosaur. With huge, powerfu l
flippers and a streamlined body, these animals cut th rough
the mu rky waters i n search of living prey to feast u pon,
snapping u p man-sized fish and snaring shore-side mam­
mals as large as a horse. The stats g iven below can be
appl ied to both the fresh- and salt-water species of th is
creatu re . Both varieties can go on dry land for up to th ree
hours, although they seldom go more than a mile ( 1 .6 km)
inland. They can be seen basking in the sun atop rocks,
sand bars and coastlines.
Though they prefer to mate and live in the deeper wa­
ters, they freq uently hunt in shallow waters, like sharks,
where prey is more abundant. Like the Tyrannosaurus
Rex, these aq uatic predators tend to h unt alone or in
mated pairs, only occasionally in small pods of 3-8. They
are territorial and often stake out a range 20-40 miles
(32-64 km) in diameter as "their" hunting g rou nd and
home tu rf, tolerati ng only thei r mate, young and other
Plesiosaurs q uickly passing th rough. However, they will
swim hundreds of miles in search of prey and may leave
their territory for weeks at a time. Plesiosaurs respond
qu ickly to movement and blood i n the water, much like
sharks (wh ich are also a danger in the oceans of Jerrick
7). A hungry or angered Plesiosaur will attack boats and
hovercraft that violate its territory and it will see humans in
the water as potential meals. With smaller brains and
more aggression than either the T-Rex or the ' raptor,
these aquatic predators will fig ht with less strateg iC cun­
ning and will often contin ue a battle until they are slain.

Plesiosau r (pronounced please-e-o-sore)


Alignment: Considered a Miscreant or Diabol ic predator.
Attributes : L a . 1 06+ 1 , M . E . 1 06, M .A. 1 06, P . S . 1 6+206
(Extraord inary Strength), P . P . 3 06+6 , P . E . 3 06+8, P . B .
1 06, S p d 24+ 1 04x1 0 swimming, 1 06+4 waddling o n dry
land .
Size : 20-40 feet (6-1 2 .2 m) long , with a neck that's nearly
half its total length .
Weight: 1 -2 tons
Hit Points : P . E. attribute number +606.
S.D.C.: 1 06x 1 0+45
M.D.C. : On Mega-Damage worlds, combine the H it Points
and S . O. C. and turn them into M . O . C .
A.R.: 1 0
Horror Factor: 1 2
Average Life Spa n : 20-30 years.
Disposition : Very much like that of a shark, aggressive
and prone to violent, savage attacks. Against smaller
prey (half the size of a h u man), the creature will try to
cripple and swallow its prey whole. Large prey are torn
to shreds and devoured in ch unks. Even more territorial
and fou l tempered than other predatory dinosaurs, the
Plesiosaur should be feared and avoided even on d ry
land .
56
Natural Abilities: Swi mming 98%, d ive up to 400 feet Prized as advisors and h istorians, Felias agents make
( 1 22 m), survive depths of up to three miles (4 . 8 km), their presence known in many places of power throughout
prowl 75% (in water only), is resistant to cold (half dam­ the galaxy, i nclud ing the Atorian Empire and the Federa­
age), can smell blood underwater up to th ree miles (4. 8 tion of Allied Races ( FAR). Th is makes these felinoids one
km) away, track b y blood scent (underwater) 88% (60% of the wealth iest races in the galaxy.
on dry land and at a th ird the distance), polarized vi­ Felias wh o respect t h e laws, mores, teachings a nd se­
sion , cans see infrared , and excellent nig htvision ( 1 000 crets of other worlds are revered and welcomed most ev­
feetl305 m). Breathes both air and underwater; can erywhere . However, there are some worlds who fear the
stay on dry land for up to th ree hours before beg inning Felias, terrified that embarrassing secrets or damaging in­
to dehydrate . Recovers H it Points and S . D . C . at a rate formation may fall i nto thei r hands and be used against
of 1 0 per hour. them. Some worlds and space stations have banned the
Power Category: Alien predator felines from their territories entirely, and the crime of aid­
Combat Skills: Natu ral combat abilities ing and abetting one performing his d uties is punishable
Attacks Per Melee Round: Five by death !
Bonuses: In addition to attri bute bonuses: +3 on in itiative, The planet Leine is best known as the headquarters for
+2 to stri ke and +3 to dodge. the Felias Information Network (FIN), the "official" infor­
Orig inating Alien Environment: Varies; common i n the mation-gathering and d issemi nation body of the Felias civ­
oceans, seas and lakes on Jerrick 7 . ilization . The F I N sells access to its vol uminous databases
Weapons: The only natu ral attacks o f the Plesiosaur are on a per hour and a by-search basis. Since just about any­
a bite with severely sharpened teeth , head butt and fli p- thing can be learned by accessing the F I N , patrons from
per strike. Does equ ivalent M . D . damage i n across the galaxy are willing to shell out serious cash for
Mega-Damage settings. temporary searching access. The F I N is reg ulated and d i­
Bite : 506 damage rected by their governing body, known simply as the
Head Butt: 4 06 damage + P . S . damage bon us. Board of Direction. They ru n the entire society like a mon­
Body Ram: 1 D4x1 0 + P . S . damage bonus. strous mega-corporation . Both collection and d ispensing
Flipper Swipe: 2 06 damage. Fli pper attacks can be agents operate u nder their government's jurisd iction. Only
made on targets in the water that are smaller than the freelancers and rog ues don't have to answer to the Board ,
dinosaur. but they cannot gain legal access to the F I N . Payments for
information collected by active agents are g iven to the
Board of Direction . The money is used for normal govern­
ment maintenance and activities, plus each operative is
paid a very handsome salary. Freelance collectors and
brokers are not sanctioned or tolerated by the Board or
other operatives, and bou nties for these rogue agents and
" infringers" are frequently issued to have them returned to
the home world for a prison sentence or execution.
All the FIN brokers are psych ic. They collect i nforma­
tion from the FI N (wh ich controls a galaxy-wide informa­
tion network) and have several sanctioned col lectors
Leine working for them in regional space. Collectors will almost
Leine i s home to the Felias, a race of tall, black furred , always have super abilities, especially those involving
feline h u manoids that specialize i n collecti ng, collati ng and Heightened Senses, Stealth , I nvisibility, I ntang ibility,
distributing information . For h u ndreds of years these Nig htstalking and others ideal for espionage, spying and
aliens have used their natu ral pSionic and super abilities to information gathering. Most collectors have military educa­
sweep the galaxy in search of usable information. They tions with plenty of espionage and surveillance training,
collect volu mes of knowledge that i ncludes names, places, wh ile brokers commonly have espionage and communica­
dates, people, politics, governments, planets, military tions skills or a background in engineering or science. The
bases, weapons, spacecraft, stars, weather, prod uction fa­ Fel ias' military, pol ice, and enforcers are heavily armed
cil ities, technologies, wars, assassinations, bou nties, and and i ntolerant of alien lawbreakers, information th ieves
scores of other su bjects both mundane and impressive. and spies. Many are robots, androids or bionic sold iers,
This information is stored and sold to clients across the others possess super abilities or psion ics.
galaxy . For the Felias, knowledge is their most valuable For more on the Felias, please refer to page 96 of
commod ity . Aliens U n l imited ™ Revised .
Virtually all Felias are knowledge brokers. It's part of
their culture and second natu re to them. Many operate as
spies/espionage agents, extortion ists, negotiators , re­ Mogomian
searchers, historians, smugglers and mercenaries. They
make masterful use of their speed reading and total recall The planet Mogomian is a vegetation world . It has a
abilities to remember and d isseminate information . They tropical atmosphere, even at its poles, and many would
can also make pred ictions on probable outcomes based consider it a lush paradise. The actual g round of the
on mathematical theory and hundreds of other factors. planet is rarely seen by most visitors to Mogomian, for g i-
57
Once they die, the vines of Mogomian harden to the
consistency of concrete and any decay ceases for centu­
ries. The homes and dens of the native species are cut
from the still l iving plants, which harden around the holes
and provide protection as well as a strong home. The na­
tive Robians have advanced this process to hol low out en­
tire redwood tree-sized vines wh ich are then allowed to
harden so that refined construction can tu rn it i nto a sky­
scraper as d u rable as any on Earth , but entirely natural.
Cities are usually carved out of significant concentrations
of these massive vines and tree tru nks. Large horizontal
vines have their tops planed to make roadways and aq ue­
ducts. Tu bes wh ich will later carry water from below are
hollowed out and fitted with pumps. Th is unique property
of the vegetation is the basis for the construction of much
of the Robian tech nology. The cu ring process takes al­
most th ree months, after which the plant matter is solid
enoug h to beg in construction with artificial materials
(metal , concrete , etc . ) , and has the strength of steel rein­
forced concrete. Meanwh ile the living canopy is so dense
and strong that it is solid enough to support thousands of
vehicles and endure the landing of heavy spacecraft.
P rocesses have been developed that can soften or re­
inforce the final rigid plant material , prod ucing a range of
sol ids from flexible plastiCS to the hardest titanium. The
tools needed for all of this are generally only a fraction of
the size of the equ ivalent steel or chemical ones needed
for working minerals, thus making the process safer,
cleaner, and cheaper than trad itional mineral refining and
shaping. The carved , shaped and processed vine materi­
als can even be used in spacecraft construction when
subjected to the right processes (a secret well guarded by
gantic plants grow u p from the ground and interweave the Robians). Any veh icle, weapon , item or spacecraft
tig htly into a solid canopy of vegetation. This canopy is so made out of Robian vine materials is considered organic
tight and solid that it can and does support tons of weight. and not affected by magnetic devices, powers, or fields,
Most of Mogomian's native animal species live on top of but the computers and other systems aboard them would
th is canopy , treating it the way most other beings would be . The Robian vine material is called Florasteel, on the
the grou nd. I mag ine it as a th i n crust of woven plant mat­ galactic market, and any items made from it will cost three
ter a few hundred feet deep with a cavernous layer of times the normal list price, but veh icles are lighter and
massive stalks the size of g iant trees beneath that. The faster (+ 1 0% to speed and +1 to dodge) with the same
heavy vine and plant stems that make up this canopy are S . D . C . , damage, etc. , as any equ ivalent vehicle.
up to 1 00 feet (30 . 5 m) in diameter, and they entwine with Another u n ique prod uct is a liquid called Mogane
thick stems, tendrils and bark as strong as steel to form an Healer, d isti lled from specific species of the vines, that is
almost solid canopy over the crust of the planet. Only be­ a potion with amazing healing properties when ingested
low the canopy's root structu re will one find Mogomian's by an organiC life form . The liquid has a vast range of ge­
soil and rock. While some water col lects in the g iant netic receptors and affects nearly all flesh and blood alien
leaves, nooks and crannies of the canopy , most of the wa­ races. In some types of aliens, it matches more receptors
ter on Mogomian is far below the thick plant layer too, than others, and is th us more effective. When i ngested by
resting i n enormous shal low pools protected from the sun or i njected into h u mans and other mammals, the elixir will
and pollution by the dense canopy above. Water that is heal 3 D6 poi nts of H it Point damage in a matter of min­
not trapped in leaves and crevices i n the canopy runs utes. As little as a few milligrams mixed in with vitamins
down to the crust where it evaporates very slowly. I n stead and pain relief medicine will help ease stomach u pset, re­
of evaporation for weather and moistu re cycles, the water duce headache pain and boost the immune system. When
is slowly used up by the huge plants, then g iven off by used in a balm it will soothe and heal burns, rashes and
them as oxygen and moisture. This process results in fu ngus (like athlete's foot) in a th ird the usual ti me, and
much of the planet being covered with a low, heavy mist. with reduced scarrin g ! Reptilian, amphibian, and avian
Only where cities are located is the mist lighter. Below the races find it less effective, healing 2 D6 pOints of damage
pri mary canopy is a cool, damp world of darkness, much and adding only slightly to the overall healing potency in
like a cave network. Creatures of all kinds live in the black­ other applications. I nsect, dinosaur and aquatic aliens wi ll
ness, finding their way with sonar and other senses that only see 1 D6 points of damage restored . Demons, su per­
have no need for light. natu ral bei ngs, creatu res of magic and certain super be-

58
Age." It has advanced beyond Earth's, but is not as far
along as those of other races in the galaxy. They can only
prod uce fission and metallic hyd rogen d rives on their own ,
but have managed to trade for other technologies. The
Robians are just out of their infancy as far as space travel
and exploration goes, and visiting aliens on th is world are
rare, but increasing as trade routes are established and
new contacts made. There is no magic among the natives,
and power categories are limited to Bionics, Robotics,
Hardware, and the occasional Psionic.

Nors
Nors is the new home world for the d isplaced Danaus
(Aliens Un limited ™ , page 1 24). Like thei r original home
on Danude, now lost to the Atorians, Nors is a high g ravity
world with a moderately elevated landscape and vast
open plains. Even the mountainous areas are little more
than large, rolling hi lls. Trees and g rasses are short, allow­
ing extended views to the horizon, and the oceans are
large, calm and relatively shal low (only one mile/1 .6 km at
its deepest poi nt) . G iven the heavy reliance on mag ic here
and the resulting moderation of industry, Nors is by and
large a clea n , pictu resq ue world . Many tourists come to
the planet just for those natu ral vistas and to visit the leg­
endary Danaus libraries.
The cities are low, sprawling buildings that mimic the
natural traits of the wilderness and conform to the power­
fu l pull of the gravity. Architectu re is a mix of modern con­
crete and brick, futu ristic g lass and steel , and ancient
stone structu res with facades reminiscent of Earth's an­
cient Greek or Roman arch itectu re. The latter styles are
ings find the elixir of no benefit whatsoever. The elixir used almost exclusively for the learn ing districts and librar­
costs about 1 00 cred its a dose on Mogomian and at least ies of knowledge, th us making such areas easy to distin­
th ree times that in galactic markets. Note: The plants of gu ish from the rest of the metropolis. U n iversities and
the Mogomian forests regrow so quickly that it appears to schools also follow th is trend, setting them apart from the
be a nearly inexhaustible, renewable resource, with vines sparkling glass and steel of the business structu res and
1 0-20 feet (3-6 m) in diameter g rowing back in a matter of the more conventional styles of the residential buildings.
two years. Streets are wide and clean , the air fresh and pure. Per­
Mogomian is situated far from the Atorian Empire, on haps one of the greatest wonders of Nors is how easily
the edge of FAR territory. The Robians themselves are ac­ magic and tech nology mingle and coexist without conflict
tive members of the FAR , but they fear that if war between or rivalry. Certainly the scholars of Nors have learned to
the Federation and the Atorian Empire breaks out, they combine magic and tech nology into one, but in many
will be pressured to produce more healing elixir than is cases the two simply exist side by side. On one street, an
ecolog ically safe, and risk exhausting their natu ral re­ elevated magnetic train might g lide q uietly over statues il­
serves. The planet is already feeling pressure as the FAR lumi nated by magical spheres of light, while the next street
continually attempts to stockpile the life g iving elixir for may boast a cafe that has a patiO covered by a perfectly
possible rescue and humanitarian pu rposes and military l ifelike , perpetual illusion of a beautifu l sunset beneath
contingencies. Thus far, the Robian govern ment has re­ wh ich a robot bartender serves up d rinks. If nothi ng else,
fused and the Mogane Healer continues to be prod uced at Nors is a planet of wonder and learning, even for those
a low rate for consumer markets. that do not come to study.
The dominant life form on the planet are the human-like All visitors to Nors arrive at one of dozens of small
Robians, distinguished as an alien cousin by their prehen­ space stations known as "docking satell ites. " These satel­
sile tails and clawed hands and feet wh ich help them navi­ l ites serve to process visitors and organize the spacecraft
gate their natu ral environment in the trees. Their actions they arrive in without cluttering the larger "Terminal Sta­
and movements are smooth and cat-like, and their fea­ tions." From the docking satell ites, shuttles carry the visi­
tu res even vaguely resemble those of felines rather than tors to the Terminal Stations, wh ich are a trio of huge
primates. Even their postu re and q u ick movement, long, space stations. There are no shuttles or spacecraft that
thick tails, and slightly pOinted ears are reminiscent of a land on the planet's surface. Everyth ing goes th rough the
cat. Only their round eyes ru in the feline illusion . Their Terminal Stations and thei r u n ique orbit-to-planet transfer
tech nological level is roughly that of the "Megalopolis process via one of hundreds of mystic portals and tele-
59
portation magic. J ust as in the airports and bus stations of opened through the use of spell casting and thus operate
Earth , these portals are referred to as "gates. " Visitors are on sched u les like airport and bus terminal departure
magically or psion ically scanned by secu rity for illegal schedu les. The traveler sti ll simply walks or rides a shuttle
items, diseases, destructive intent, and a nu mber of other th rough to the distant desti nation they wish to visit, but
possible dangers before they are allowed to enter a gate . they will have to wait for the schedu led openings of the
While walking through the gate there is a blinding light and magic gate. Private tri ps to nearly anywhere can be ar­
a moment of light-headedness. When one's vision clears ranged this way too, but the price will vary based on the
up a few seconds later, the visitor finds h i mself on the starting location, destination poi nt, and number of passen­
planet's surface at an arrival station as close to his fi nal gers making the trip.
destination as possible. From there, the visitor can make Scholars and tou rists are welcomed to visit Nors' many
conventional tran sportation arrangements to get to where libraries. However, only those invited to are allowed to
he's going and see the sig hts. This is a visitor's first expo­ use the Great Libraries . These huge structures are lo­
sure to the magic of Nors, but it certainly won't be the last. cated in each major city and house the original copies of
The strong g ravity of Nors is very taxi ng on many visi­ all the information the Danaus have collected as well as
tors and the knowledgeable Danaus have seen to it that magical tomes and scrolls that do not find their way into
this is not a hindrance to the enjoyment of their guests. the public libraries. M uch of the information in the Great
The arrival centers and space stations have services that Libraries is catalogued and available on computer, but
rent compensating exoskeletons, private transports and they also contain many of the original works in book form
accommodations to fit a visitor's physiolog ical require­ or other hard copy, including clay tablets, carved stones,
ments. U n l ike similar devices on other high gravity worlds, cave paintings, scrolls, diaries, sketch books, photog raphs
those on Nors negate all penalties throug h a little touch of and all manner of written works. The smaller libraries
magic. The person using it feels comfortable and moves (which are sti ll huge by anyone's standards) have comput­
as if he were in his native environ ment. Similar magically erized copies and facsimiles of most of the information
enhanced devices provide radiation , thermal , and frozen found in the Great Libraries, but many scholars prefer to
world visitors with comfortable cond itions through the use examine and study the orig inal works. This helps to maxi­
of enchanted jewelry (the most expensive option) or body mize the pu rity of translations or d u plications and often
suits (least expensive of these options) . These comforts provides greater insig ht, perspective or inspiration when
are necessary for some aliens and the costs for them are one can examine the materials and techniq ues used in
kept reasonably low (normally about 1 00 to 500 credits a making the orig inal. The scholars allowed access to the
day for the rental). Nors also prides itself on being able to
provide enjoyable sustenance to its visitors. Magic portals
to large markets and other supply centers al low q u ick ac­
quisition of familiar and alien cuisine wh ich is then
teleported to the visitor's lodgings. Need less to say, such
services are often limited to the largest of restaurants, ho­
tels and arrival stations. This process is made easier if the
visitor fills out the questionnaires available at the docking
satellites. The q uestionnaires g reatly enhance the wealth
of the knowledge the Danautians have on other races and
help satisfy the needs of the individual at the same time.
Again, there is an emphasis on the magical luxuries over
the mundane, but they can be expensive, even on a
planet where magic is commonplace. Prices may not be
exorbitantly high, but high enough to be prohibitive to
common folk.
There are n u merous airports, bus stations, and train
systems throug hout most reg ions, although magic and
other d i mensional warp travel make up the bulk of the
long-range mass transit systems. Travelers simply step up
to the gate and walk to the other city or continent they
wish to travel to. A system of transit that enables one to
travel halfway across the globe in a matter of 1 0 seconds.
Most of these magic portals are placed on ley li nes and
nexus points. They also have special magics and devices
integ rated i nto their desig n that maintain the stability of the
spel ls and minimize the risk of a random snafu with tele­
portation or sudden d isru ptive anomalies. In fact, the re­
searchers of Nors put considerable time and effort into
successfu l research to control and direct ley line energies
th is way. Other transport terminals are scattered about in
areas where ley lines are scarce, but these must be

60
Great Libraries are carefully screened and their visitations
schedu led so as to g ive them the most access with the Pherridax
least crowding or i nterru ptions. This vast, dry planet is home to the Kaech Ne Tobru , a
Needless to say , theft from the Great Libraries is con­ race of h u man-li ke aliens who call their world "Go Gorau
sidered a serious crime and every effort is made to re­ Ne Tobru . " The planet came to the attention of the TGE
cover lost knowledge and stolen originals. Of cou rse, it is and a rival g roup known as the Merrina tica Consortium
not easy to steal from the libraries. Secu rity at them is when extensive deposits of a metal as strong as Kisentite
tighter than that of the planetary defenses. (-70% to a sin­ were d iscovered by a remote probe. Verified by TGE
gle rol l , or the G . M . can require a series of rolls to pene­ scout craft that left orbital sensors to do routine scans, the
trate subsequent layers of security. Having to specifically planet's rich deposits were tagged for i mmed iate mining.
defeat the individual protective levels and barriers is also All that was needed was the green light from the sensor
an option, but they wou ld need to be set u p in advance . ) satellites that no ind igenous peoples existed to prevent a
Typical security for o n e o f the Great Libraries i ncludes claim. The Merrinatica Consortiu m d id not wait that long .
magical safeguards, wards, magical g uardians, state of Seeking to get ahead of the TG E , they began mining oper­
the art electronic secu rity systems, security person nel ations i llegally, d isregarding the galactiC laws to get their
(possessing conventional weapons as well as magic or operations u p and running. No one paid much attention ,
psionic powers) , sensor arrays, reinforced doors, biologi­ attributing their side-stepping of the law to
cal scans (retina, blood typing, DNA scans, etc. ; may be overexuberance and misunderstanding.
all or none of these depending on the security level), and The TGE shortly began its operations when the sensor
any n u mber of other measu res the G . M . th inks appropri­ scans tu rned u p no indigenous sentient life forms. It was­
ate. Remember that there are a lot of people out there n't long before they discovered the Merrinatica Consor­
who want to see Nors remain a secure center for learning, ti um's operations and battles for mining rig hts eru pted
and they will help to maintain secu rity, retrieve stolen both the kind that take place in a cou rt of law and physical
items and bring thieves to justice. altercations. The planet wou ld come to be known as the
The orbital sensor network that protects Nors is also Pherridax Warzone for the bloodshed and violence. It
partly magical in natu re. Tech nological satellites with en­ wasn't u ntil much later that the TGE realized that the dan­
ergy weapons scan the void of space for u nauthorized gerous saboteurs and deadly mystic warriors who dealt
vessels, but they are also outfitted with magical sensors them the most damage were not mercenaries in the em­
and defenses, such as Energy Disruption, to d isable or ploy of the Merri natica Consortium , but some independent
destroy i nvading spacecraft. These mag ical defenses are force. They ceased operations to investigate. Employing
basically electronic "scrolls" attached to P . P . E batteries. magical mercenaries of their own from Assin ( Lassin i ke),
When their prog ramming tells them too (or alternately, a Fiktia (Manteze), and Mawon (Gymoy), the TGE gathered
manual command from an operator) , the "scroll" prog ram intelligence on the mysterious foe who seemed more and
is activated and the spell goes off (wh ich wi pes the elec­ more to be the source of the worst fig hting.
tronic scroll just as it would a paper one). Each satellite Meanwh ile, the operations of the Merrinatica Consor­
will have a dozen or so spells in its memory . The selec­ ti u m conti n ued to mine and suffer attacks and sabotage
tions and number of copies of each spell will vary with the they blamed on the TGE . By the time the TGE d iscovered
satellite's placement and defense role. Similar systems that the real enemy was the crafty and magically gifted na­
are built into the defenses of the space stations and the tives of the planet, the Merrinatica representatives had be­
small defense fleet of spacecraft. The natu re of these de­ g u n a campaign to h unt down those who plagued their
fenses makes sneaking onto the planet without permission operation. U n known to them, it was the native Kaech Ne
or attacking the space stations very d ifficult (-35% to ski ll Tobru and they had no concept of what they were getting
rolls). When defense satellites are depleted o f their spell i nto. The TGE pulled out of Pherridax completely after
knowledge, mystic tech n icians must physically dock with several meetings with the few Kaech Ne Tobru they could
them and insert new memory cards with "scroll data" on manage to contact proved u n productive. They were fortu­
them and recharge the P . P . E . batteries. For some reason , nate. The magics and spirits that were u n leashed against
Nors has ben u nable to successfu lly u pload o r download the Merrinatica Consortiu m completely wi ped out the cor­
electronic scrolls to or from its satell ites. poration's personnel on Pherridax, leaving the Kaech Ne
J ust as their home world was once located near the Tobru with dozens of spacecraft and billions of dollars in
dark heart of the Atorian Empire, Nors is nestled in the mining equ ipment. Now, a centu ry later, the tech nology
sparkling heart of space dominated by the Federation of has been successfully reverse engi neered , mastered and
All ied Races. Almost at the center of FAR space, it is safe copied , g iving these once terrestrially bou nd people wings
from a repeat of Danude as long as the FAR itself remains to the stars.
a viable power. Kaech Ne Tobru means " People of the Power, " wh ile
Conversion Notes : If the Game Master is using Nors the planet's name, Go Gorau Ne Tobru, translates to,
in a Phase World® setting or has converted Heroes Un­ " Place that holds the Power. " The Kaech Ne Tobru are in­
Iimited™ to M . D . C . , the mag ical energ ies of Nors will be deed a people vested with power. All of them have natu ral
about a th ird less than those of Rifts Earth . magic abilities that are cu ltivated and mastered at a very
young age. Puberty for these people is filled with d reams
and portents, and ends with a vision-quest to the " Heart of
the Power. " The " Heart of the Power" is said to be the cen-
61
ter of the planet inhabited by a sentient force of great mys­ their skin may be warm and rather soft, but it is dry, rough
tical energy. It is this energy and the ch ildren of the Power and often has a powdery sheen . Having had a rather neg­
that was un leashed upon the Merrinatica Consortium. All ative first impression of people from the stars, the Kaech
Kaech Ne Tobru can summon and control spirits as part of Ne Tobru tend to view all outsiders with suspicion and it
their mystic abilities, even when they find themselves takes a while to earn their trust. Even after it is g iven, that
away from the Heart of the Power. They explain this by trust must be cu ltivated and maintai ned or they will g row
saying, "We each carry a significant share of the Power distant and suspicious again . The Kaech Ne Tobru do not
withi n us, and it can man ifest no matter how far from its take anything or anyone for g ranted , and wi nning grou nd
source we may go." with them in any matter is a constant struggle. Conse­
The Kaech Ne Tobru are q uite human looking, except quently, they are themselves incred ibly loyal and truthful
that their faces lack a prominent nose wh ich is replaced by to those they consider friends, and react to lies with ex­
th in slits in the forehead , cheeks, and ch i n . Their hair is treme emotion and prejudice, while betrayal cuts them to
thick and almost like rat tails or quills, but it is generally the q u ick and may never be forgiven.
supple and velvety to the touch . Their physical builds are Relying heavily on magic and their natu ral spirit abili­
slight, even in individuals stronger than most h u mans of ties, the Kaech Ne Tobru have less advanced tech nolo­
comparable heig ht, and skin color ranges from a pale gies than most, and what tech they do possess was
ocher to the darkest sienna. Their eyes, without exception , copied from the Merrinatica Consortiu m and others they
are black. Having originated i n a dusty , sunny environ­ have since met. Althoug h they appreciate technology , they
ment, they prefer flowing robes or clothes that wrap in lay­ still prefer to use magic in all aspects of life from commu­
ers. Go Gorau Ne Tobru is not a thermal world and its nication and healing to travel and protection. Thus, they'd
gravity is equivalent to that of Earth , but it is hot and arid . much rather use a "spirit messenger" (identical to the
This caused the Kaech Ne Tobru to evolve in such a way Magic Pigeon spell except it looks more like a ghostly fig­
that they have very little fl uid in their system and do not ure; P . P . E. must be spent as per the spel l) to communi­
bleed , instead losing powdery bits of themselves when cate than a telephone or rad io. Th is means even the
wounded , almost like a crumbling statue. They feed on tech nology they use is augmented or used in conju nction
magical energ ies, and failing that, can su rvive indefin itely with magic whenever possible.
on solar rad iation in the form of light. Need less to say,

62
The society on Go Gorau Ne Tobru has never been Learn i ng new spells: Starting at second level, the
fu lly seen or documented by outsiders, so there are many character can select two new spells from levels 1 -6 or
aspects of their civilization , customs, and life that remain one spell from levels 7-1 1 (they are revealed in d reams
h
u n known to outsiders. A select few mystics of varying in­ and during meditation). Not until 8t level and beyond
tentions and orientations have had glimpses of it, but little can the character select spells from levels 7 all the way
more. The people here are gu ided by the spirits all around through 1 5.
them. They see many of these spirits as ancestors, natu re P . P . E . : Same a s for any Wizard : 2 04x 1 0+20 + P . E .
spirits and deities, but they also recogn ize less significant attribute number for the base, and an add itional 206
spirits as well as evil and malevolent ones, including de­ P . P . E . per level of experience. Note: On their home
mons. This link to the supernatu ral enables the Kaech Ne world, they can draw upon an additional 20 P . P . E. per
Tobru to see and interact with any ethereal entity, includ­ level of experience from the alien intelligence living in­
ing ghosts, spi rits, entities, and astral beings. However, side their planet! However, th is energy supplement
while they can see and converse with these bei ngs, they does NOT apply when off-world . Nor can Kaech Ne
can not automatically control or command them, although Tobru draw P . P . E . from other living bei ngs, but they
they do possess some magic to do so. The Kaech Ne can d raw u pon ley l ines and nexus pOints.
Tobru's perceptions of spirits, though similar to that of the Education: Any ed ucation is possible, but the types of
Native Americans of Earth (see Rifts® Spirit West world spells selected will generally reflect and complement
book for more details), is not based on a circu lar i nterrela­ the profession and education of the character.
tion of all spirits and the monitoring of that circle by the Oetermine ed ucation and d rop one skill prog ram due
gods to ensure it is respected . I n stead , they see al/ things, to the character's focus on magic and mysticism as an
both living and spirit, as equal and significant to the way active part of his l ife and knowledge (see Other Magic
th ings are in the un iverse. For example, the Kaech Ne Abilities of the Wizard on page 1 52 of Heroes Unlim­
Tobru respect the spirits as another alien race, but they ited, i"d Ed. for mystic knowledge and abilities).
may still bind and control them through magic. As long as Natural Abilities : Summon Ally Spirit: This ability costs
the spirit isn't abused while in their service, they believe 20 P . P . E. and summons a spirit with the following stats:
everything will be alrig ht. Likewise, a major catastrophe in Mental attributes are all 9, physical attributes are all 1 6 ,
the spirit world might cause catastrophe in the physical H i t Points: 2 0 , S . O . C . : 3 0 ; th ree attacks per melee
world in the form of a plag ue, natu ral disaster and even round and does 2 06 damage per attack.
civil discord , for they believe both the spiriUsu pernatu ral The spirit can attack astral beings and entities or be­
and physical real ms are con nected and have an effect on come physical to engage solid ones. It can perform mi­
each other. To the Kaech Ne Tobru , all things seen and nor healing ( 1 06 pOi nts) th ree times per day, and can
unseen , understood and mysterious, are a natu ral part of only be summoned once per day/24 hours for a dura­
the un iverse. tion of one hour per level of the summoner. Each level
of the summoner' s experience adds +1 to the spirit's H it
Kaech Ne Tobru pOints, S . O . C . , and Spd. Additionally, every th ree levels
of the summoner's experience gives the spirit one addi­
Alignment: Any, but typically Principled , U n principled , An­
tional attack per melee round. The spirit can also merge
archist or Aberrant.
with the one who called it to impart limited knowledge
Attributes : L a . : 306, M . E . : 306+ 1 , M .A : 2 06+3, P . S . :
u pon the Wizard . This manifests itself as a + 1 5% bonus
306, P . P . : 306, P . E . : 306+6, P . B . : 206+3, Spd . : 206+3.
on any one skill already known to the character (the bo­
Hit Points : Standard , P . E. attribute nu mber plus 1 06 per
nus lasts for one hour) or a 40% ability in a skill not nor­
level of experience.
mally known to the mage (lasts for 30 min utes before it
S.D.C.: 6 06+6
is completely forgotten). In either case, the merg ing
Height: 5 feet +2 06 inches for females ( 1 . 5 to 1 . 8 m) and
process will cause the spirit to effectively vanish .
5 feet, 8 i nches +206 inches for males ( 1 .73 to 2 m).
At 6th and 1 2th levels, a second and th ird spirit may
Weight: Approximately 1 0% less than a comparable hu­
be summoned , but its bonuses and abil ities are at the
man
basic level noted above and do not i ncrease.
Average Life S pan: 1 20 years.
S pecial Weapons: All Kaech Ne Tobru are given an en­
Magic Abilities : Mystic Study Power Category. Standard
chanted knife u pon completion of their vision q uest for
Wizard abilities, but any summoning spells and mag ic
ad u lthood. They carry th is symbol with them for the rest
that reveals, controls or commun icates with spirits and
of their lives. Oamage: 2 06+2 and hurts physical, en­
the supernatural have the greatest appeal. Moreover,
ergy and su pernatu ral beings, as well as creatures of
summon ing spel ls, including Su mmon Shadow Beast
magic who might otherwise be impervious to normal
and Su mmon Fog , cost the Kaech Ne Tobru only half
weapons (it is mag ic) . Weight: 0.6 Ibs (0.27 kg) . Length :
the normal P . P . E . req uired for such spel ls.
Varies from six inches to almost 1 2 ( 1 5.2 to 30.4 cm)
Kaech Ne Tobru use the standard Wizard ru les and and often depends u pon clan and heritage.
possess their typical abilities, but these aliens develop
S pecial Vehicles : Mag ical flight ring or medallion identical
their spells natu rally, th us they do not learn spells from
to the Fly spell - it enables the wearer to hover and fly
books or tutelage, but from dreams where knowledge is
at up to 35 mph (56 km) with a 1 000 foot (305 m) alti­
visited u pon them by spirits. I n a game context, select
tude ceiling. The ring can be used repeatedly without
the usual four spel ls from each level 1 -4 ( 1 6 total) and a
external P . P . E . being pumped into it and without a time
total of eight from levels 5-1 0. limit. Wi ll only work on Kaech Ne Tobru , however.
63
Preferred Armor: Kaech Ne Tobru prefer magical protec­
tion in the form of spells. If body armor is worn , it will be
light to med i u m and easily hidden beneath the loose
clothes they prefer.
Fami liarity With Earth : None.
Rifts® Notes : The Kaech Ne Tobru in RiftS® should be
considered very powerful Mystics. Use the Heroes Un­
Iimited™ ru les for creating them as noted above. I n a
RiftS® setting, the spirits they can su mmon will be
M . D . C . creatu res and are a ble to inflict Mega-Damage
with their attacks.

Phorila
P horila is the home world of the vegetation aliens
known as the Kisents (See page 1 53 of Aliens U n Iim­
ited ™ ) , the developers of Kisentite weaponry. It is a tech­
nolog ically rich world of industry and cutting edge tech nol­
og ies on a Star Age level. The geog raphy of Phorila is
mostly rocky, and all of it is hot by Earth standards. M uch
of the surface hovers at around 200 degrees Fahren heit
(93 .3 Celsius; 366 . 3 Kelvin) while the tropics range as
high as 300 F ( 1 48.9 C; 422 .0 K» and arctic zones d rop to
a mere 90 F (32 .2 C ; 305.4 K) . The deserts of Phorila are
vast plains of black volcanic rock under which the Hea t
Mines that prod uce Kisentite are found. Rolling clouds of
dark soot cover these deserts, creating a strange perpet­
ual night that is u nder-lit with the orange glow of free flow­
ing magma. Characters spending ti me in these deserts
must take precautions for their survival , including insulated
environ mental su its and drinking water to avoid dehydra­
tion. Even aliens from thermal worlds may need some pro­
tection. The arctic reg ions resemble the deserts of other Phorila is famous as the birth place of Kisentite weap­
planets with h uge du nes of sand and jutting columns of onry and spawned an entire industry arou nd the rare,
stone. The whole vista , sand, rock and sky , is colored by a dense metal. I n order to shape such a hard substance, it
palette of reds, oranges and purples. Other areas of the must either be cast as a liquid into a mold where it solidi­
planet vary in terrain, geography, and elevation just as fies u pon cooling, or it has to be forged when solid, which
they do on Earth . requires tremendous forces. The casting process pro­
P horila's vegetation is sparse and most of the surface duces a weaker weapon because it is basically j ust a
is rocky. The plants that do th rive include a variety of cac­ block of shaped metal. Weapons produced th is way are
tus, long snaking vines, and stout, short trees with tough , very fu nctional, but are only marginally stronger than a
leathery bark and l ittle or n o leaves. They d raw nourish­ high quality steel weapon . To capture the exceptional
ment from the sulfates in the air and their numbers vary qualities that make Kisentite weapon ry famous, namely its
with the different environments. For example, cactus are du rability and razor edge, the metal must be meticu lously
most abundant in the arctic zones. There are oceans on cut, ch iseled and shaped so that each layer of the
P horila, but the waters are th ick, dark and hot. Water from weapon's construction is as strong as the next. Th is yields
springs deep in the rock is also available, but it still has a fin ished melee weapon superior to most others, includ­
the taste of sulphur. As a result, one of the most profitable ing those made of molded Kisentite. The tech nology used
(and sometimes abused) industries is the importation and for th is process is called laser forging, and is a closely
distribution of water to visitors, like humans, who need to guarded secret. Many races and entities have tried to
drink water to survive. The Kisent are vegetation aliens copy or emu late the process, but with minimal, if any, suc­
and as a result, there is little i n the way of natural foods on cess. The Kisent pioneered it, still make the best weap­
the planet for other races. Sustenance for the Kisent co­ ons, and take g reat pains to keep their secrets as wel l as
mes primarily from life g iving light. The Kisent do ingest the latest developments and advancements in Kisentite
some protein mixtu res as supplements and these come i n tech nology. As a result, the laser forg ing facilities are like
nu merous forms a n d flavors ranging from the eq uivalent of military installations with very tight secu rity and ded icated
fi ne wine to solid junk foods. To non-vegetable aliens, workers. The average laser forge is about the size of an
however, these foodstuffs look and taste like fertilizer. Earth tractor trailer cab and weig hs about 7 tons, but the
Most Kisents u nderstand that "animal" life forms are un­ state-of-the-art forges on Phorila can fill entire ware­
able to eat their foods and are not usually offended when houses. Only tech n icians and workers bound by rig id con­
they speak badly of it, although many will get a good tracts to the major corporations that ru n the forges are
ch uckle out of those who are willing to try the stuff. allowed inside the facilities. Attempts by competitors to ac-
64
quire copies of the laser forge schematics are routi ne and someth ing many fear they will accept. At the same time,
thus far, u nsuccessful , thoug h over the years, plans for there is constant di plomatic pressu re from the FAR for the
ancient methods behind the creation process have leaked Kisent people to oppose the Atorian Empire, or at least re­
out to create a small cottage industry for Kisentite weap­ main neutral. U nfortu nately, the Kisent are a very practical
ons. people and seem unlikely to refuse a friendly invitation to
Despite the Kisent's efforts to keep the details of their join the mighty Empire. After all, those who reject such I m­
trade secret, they are immensely proud of their achieve­ perial generosity usually earn the Empire's ire and dis­
ments and actually promote tourism to showcase it! Tou rs trust, and are not likely to get a second offer, but see their
of old facilities (with key production elements removed) worlds invaded and conq uered .
are sometimes arranged , but are strictly regulated and Conversion Notes : If the G . M . is using Phorila in a
monitored . S uch facil ities are rarely in use any longer, Phase World® setting, or has converted Heroes Unlim­
making secu rity that much tighter for anyone involved in ited™ to M . D . C . , the tech nical level of the Kisent will be
industrial espionage. Given the tight secu rity around the M . D . C . of the hig hest quality. Kisentite is a Mega-Damage
laser forging process, these high priced tou rs are a real material, and any melee weapon forged with it wi ll i nflict
treat, even if they don't reveal any true secrets. 1 06 M . D . (for small knives and such ) to 3 06 M . D . for the
Tou rism on Phorila is a big business and attracts mil­ typical sword , 4 06 for large, two-handed types, and 506
lions of visitors every year; most staying only 1 -4 weeks. for giant-sized blades. No Kisent or Kisentite weapon ry is
Visitors to the planet arrive via commercial space travel known to have ever made it to Rifts Earth .
lines or can dock private spacecraft at any of a hundred
space stations in orbit around the planet. Each station acts
as a check in point and customs agency for all visitors. . . . ".:"
Dozens of military installations and hundreds of satellites .. . . . . . . . . . .
.. ... .
also orbit the planet but are off limits to visitors. Most visi­
tor processing stations are sparkling clean, comfortable,
well lit and efficient, as are the sh uttles to the planet's sur­
face. I n addition to recreational visitors, Phorila also re­
ceives a large n u m ber of traveling researchers, scientists
and students each year. Kisent tech nical academies offer
a wide variety of highly advanced science and tech n ical
degrees, all of wh ich are top rate, and prod uce many fine
engineers and scientists (a n umber of whom go on to lu­
crative contracts with the forging compan ies) . These insti­
tutes of learning are so highly regarded that they attract
students from across the galaxy, making the u niversities
home to the largest non-Kisen t population on the planet.
The turbulent, fiery volcanic plains and the heat mines
where the Kisentite metals are found are impressive
enoug h to d raw their own steady stream of tourists. Since
these plains harbor no industrial secrets, tou rs here are
much more relaxed than those to old Kisentite facilities
and modern cities. However, tourism on Phorila remains a
tightly controlled industry . Those who visit the planet will
be logged and mon itored closely , especially if they are re­
garded as suspicious or suspected of industrial espionage
or other cri mes. Though the volcanic plains and barren
arctic of Phorila are large, sneaking onto the planet in a
private spacecraft is virtually impossible due to the
high-tech secu rity and vast number of space stations, sat­
ellites and tracking systems. (Any attempts to sneak on to
the planet without reg istering are done at -40%.)
If there is one major crisis facing the Kisent, it is the fact
that Phorila is located very close to the Atorian Empire.
This proxi mity is a blessing when it comes to trading with
Ples us E u phia
the Empire, as it purchases large q uantities of Kisentite Plesus Euphia is an arid desert planet on the borders of
ore and finished weapons, but there is the ever present the Titrana and /Ita quadrants. It is a dry dust bowl with no
th reat of I m perial invasion . Relations between the natives oceans and very little water of any kind. Rain is almost
of Phorila and the Atorian Empire have been amicable but nonexistent and when it come, it pours down in a deluge
strained . The Kisent are careful not to get too cozy with that can last days, but such rains might only happen twice
the conquerors nor share too many of their secrets. Many a year. Six to ten days of rain a year is not enough to sup­
observers believe that the Kisent are likely to be offered port any native life forms on the planet, but there is cer­
status as an allied race when the next expansion begins, tainly life, it just comes from off-world . The only people

65
who would even try to l ive on th is dry hell are those who only do so because they are trying to lay low or have
are unwelcome anywhere else. C riminals, fug itives and some ill-gotten loot to fence or dangerous contact to
other antisocial or exiled types have built on this unforgiv­ make. Those who have money to spend and want to party
ing planet, a meager but th riving existence. The planet's will be the ones making all the noise and sponsoring par­
namesake and only city, Plesus Euphia, is a long strip of ties, and even they may h ide behind an alias or thi n dis­
buildings constructed under a canopy of steel one mile gu ise. Those who cause trouble for such rog ues and
( 1 .6 km) wide and 200 mi les (320 km) long. The canopy is cutth roats either disappear or meet with a "deadly acci­
su pported by large pillars and is open on the sides with no dent," like a laser through the back of their skull.
walls or doors. It is a huge shade roof to keep the heat off The real law is as transient as the criminals, killers and
of the city underneath , otherwise any moisture would fugitives who visit the pla net. Given the natu re of the city
evaporate , the heat wou ld beat down un mercifu lly, and life and planet, the most powerfu l factions ru n it and they i m­
would be that much more d ifficult. The shade from the roof pose their own set of rules. There is always an uneasy
cuts the average temperatu re from 1 20 deg rees F (48 . 9 C ; truce between these factions, but outside a strong handful
322 . 0 K ) to a tolerable 1 00 deg rees F (37 . 8 C ; 3 1 0 . 9 K) . of crime families and associations, the power structu re of
Plesus Euphia is still a thermal world and follows the rules Plesus Euphia changes hands reg ularly, and gang wars
as such , however, most characters will be able to get by are not u ncom mon. Things settle down after one side or
with or without thermolate clothing. Renting such protec­ the other gains the upper hand or sn uffs out the competi­
tion costs 75 credits a day. Those that like the heat, build tion. Lesser factions and independent operators tend to
homes outside the refreshing shade, but the majority of serve one of the cu rrent larger powers or those plotting to
the 250, 000 residents live beneath the roof. The city is be; such is the way of pol itics here. G iven the open state
built i n a long , winding pattern because it is above the of the planet's defenses, no one really sneaks onto Plesus
planet's only large, permanent aqu ifer. H istorically, the city Euph ia; a lot of people come and go without ever reg ister­
was little more than a loose col lection of cutth roat camps ing or visiting the city. They simply find an isolated spot
that moved when the underground water sh ifted or was someplace on the planet and lay low for a while (a few
temporari ly used up. When the current site was fou nd two days to several months). Of cou rse, hiding out in the re­
hundred years ago, the camps stayed put, began to put mote wilderness has its dangers too, and those who are
down roots and g row. Now that enough tech nology has not careful can get bushwhacked by desperadoes, killed ,
been transplanted to monitor the water, and the ruling robbed or hunted down and captured by lawmen or bounty
powers are sure it will not d ry u p any time soon, they are h u nters without anyone being the wiser. Characters trying
able to fortify and build defenses for this criminals' haven. to sneak onto the planet have no penalties, unless they
Six med iu m-sized space stations orbit the planet. They have enemies there, in wh ich case the characters will suc­
are armed and have a number of satell ites to aug ment cessfully land on Plesus Euphia, but their old enemies
their firepower, but the weapons are for general defense find out about it a short time later and may seek them out
and not to keep people out. The orbiting space stations for a little pay back.
serve as d rop-off stations and wil l ferry visitors down to The streets of Plesus Euphia are mostly gravel and
the su rface if their spacecraft have no trans-atmospheric cheap concrete. Filth and ru bbish is everywhere and
capabilities, or if they simply prefer not to land on the sur­ ind igents panhandle for food , booze and money . Only the
face. Those who go th rough the space ports and shuttle main strip is n icely paved and kept clean, probably due to
down are often required to leave extremely large or pow­ the fact that the largest and prosperous businesses are lo­
erfu l weapons at the check-in counter of the space port, cated here on "The Strip." These establishments are remi­
but a bri be will usually get one the req uired " permit" to niscent of the casinos, nightcl u bs and hotels along the Las
carry anyth ing i nto the streets below. Those who do wish Vegas Stri p on Earth , only sleazier. The Stri p is a lane of
to land d i rectly on the surface can use the small space decadence with no shame or tact. Garish and offensive, it
port on the outskirts of town or find a spot in the open does its best to reach out and grab the passerby (qu ite l it­
desert. erally sometimes - as recru iters do thei r best to bring
Most anyone other than bounty hunters and lawmen people into their place of business). Businesses are slick
are welcome on Plesus Euphia, and the worst of the worst and brightly lit by neon lights that advertise everyth ing one
frequently come by. What there is of any formal authori­ could imag ine, from live sex shows with alien beauties,
ties, live by a don't ask, don't tell pol icy and tend to ignore brothels, bars and d rug dens to weapon dealers, doctors,
"sq uabbles and d isputes, " especially if they only involve bionic shops and fu ll contact fig hting arenas. " M u rder
other transients. U n less a visitor causes a serious distu r­ houses," where one can practice with weapons on l ive tar­
bance or interferes with one of the crime bosses or gov­ gets, are the newest rage. The Stri p is also the home of
ernment, they are ignored as another no-name drifter. many criminals that are too dumb or overconfident to
Consequently , most transient visitors use an alias and know better than to steal from other criminals and m urder­
most in habitants (but not all visitors) know better than to ers. P ickpockets and con artists are as thick as flies here,
ask q uestions or annou nce that they know who an ind ivid­ wh ile the muggers and killers tend to roam the streets and
ual really is. (Saying someth ing like, " Hey, I know you . stalk the d imly lit dives behind and away from The Strip.
You' re Zax Red Beard o f Sirus Five," i s likely to get one Despite the flash and brazen ness, the city is a rough and
killed q uick, even if the individual isn't Zax, namely be­ tu mble place run by heavy hands h iding u nder a veneer of
cause it just brought the fug itive unwanted attention . ) gl itz and false security. The enti re place is little more than
Many o f those who come to a hell hole like Plesus Euphia a seedy slu m that has none of the class or real civilization
of, say, Grymdin .
66
As a visitor moves from The Strip in either d i rection to­ A Gallery of Rog ues
ward the edges of the canopy, the streets become less
crowded and impressive . Away from the sparkle are the Theft, smuggling, assau lt, con games, vice, gambling,
homes of the losers, recluses, the desperate, the desti­ and civil disobed ience, as well as more serious crimes, all
tute, and the outcasts (yes, even criminals have those exist to some deg ree even among the most enlightened
they do not want to be around). These are the really dan­ civilizations. The following are some of the more notable
gerous streets of P lesus Euph ia. Whi le The Strip can be professional criminal occu pations one can encou nter in
hazardous, the strength of the big bosses keeps it basi­ the Milky Way galaxy.
cally under control and organized . In the back streets, Un derstanding a criminal is often the key to defeating
there is often no semblance of law and life is a free-for-all or capturing them, as well as avoiding them. All estab­
where the strongest or most cun n i ng survive and prey on l ished law enforcement agencies will have a doctor or spe­
the weak and u nsuspecting. The powers that be rarely pay cialist in psychology and behavioral science to offer insight
any attention to the happenings outside their profitable en­ and profiles on the criminal mind. Large police forces like
terprises on The Strip. That is not to say they have no in­ the TMC retain and specifically train agents i n the arts of
fluence here. The larger criminal organizations ru n fencing magic and cultivate psych ics. Such special operatives not
operations, chop shops, gambling, vice and other under­ only sweep cri me scenes for tangible clues, but also look
world enterprises away from the public eye. for evidence, clues and info that may lay h idden in the
Besides The Strip , the Circle of the Spine is the most crime scene. They can help ferret out the truth , extract in­
organized and developed area and organization . As an formation from witnesses and accomplices, and even
area, it is a collection of stout buildings arranged around a g lean clues and insights from objects and emanations.
circu lar walkway of stone set i nto the sand. The buildings Just as any villain does not have to be all bad , so too
are the homes of the members of the mercenary and as­ are cri minals a varied lot. Many are despicable thieves
sassins' g uilds who collectively share the area's name. and murderers without any redeeming value. Some are d i­
Many of the mercs and h it men that come to the planet are abolical psychopaths who live to h u rt and kil l , wh ile still
independents, but the g u ilds have enough support, organi­ others are power-mongers and megalomaniacs who live
zation , and members to make them one of the powers in only to win and acqu i re power. Then again, there are
the city . The g u ilds have agreements with the people in those who aren't all bad but have fallen on hard times and
power on Plesus Euphia to do off-world work for them, but have made mistakes, or have been led astray by a mani p­
the Circle of the Spine will not become tang led up i n local ulative true villain, or by their sorrow, hate or prejud ice. A
politics or wars of any kind. They use the planet as a safe few may be Robin Hood types or condemned for their un­
base of operations where they can meet with any of their popular political stance or opposition . Then there are pi­
clients and have no fear of interference from the authori­ rates, Raid ing Clans, and degenerates who have been
ties. Note that the gu ild members here are, in general, the raised as cri minals and see noth ing wrong with the crime
types of people that prefer assig nments that involve blood­ they commit or the people they hurt. And even vile scu m ,
letting, torture, extortion, brutality and carnage, from pri­ like many Syndicate bosses, can b e charming, charis­
vate jobs to full-scale military operations. matic, friendly and kind, feigning innocence or (mock) sin­
Away from the canopy of the big city are scattered cerity with amazing warmth , g uile and i mpressive acting
homesteads, shacks and tiny shanty towns (rarely more skill. Remember, guile, lies, deception , trickery and misdi­
than a couple hundred people) . Many have signs warn ing rection are all part and parcel of the cri minal occupation
that visitors of any kind are not wanted and will be shot on and often key to pulling off a scam, tricking someone into
sig ht. Only one in a hundred is a well fu nded hideaway or helping them, and making good an escape.
base camp for interstellar crooks and space pi rates. Assassins are professional "contract" killers, meaning
Plesus Euphia is a grim reminder that much of the Milky they will target and kill an individual for money . Most are
Way , because of its vastness, has practically no law en­ experts in setting u p ambushes, traps and killing a target
forcement. Sure, there are organizations like the TMC in a n umber of ways. Most are skilled with handg uns and
spread across the galaxy, but all told, they only cover a rifles, and about half are versed in the handling of poisons
minuscule percentage of the galaxy's space ways. Th is and/or explosives. Some limit their handiwork to a specific
situation makes it easy for criminals to hide and evade political or theological agenda, i.e. only take contracts
capture, particularly on the fringes of "civilized space." against a particular government or organ ization like the
There are countless places where might makes right and TMC, FAR or the Atorian Empire. However, most are pro­
justice lays in the hands of the corru pt, evil and powerful . fessional hit men who will take down anybody if the price
Remote trading outposts, distant worlds, unclaimed plane­ is right. The only other killing most engage in is done i n
toids, asteroid belts, private space stations, primitive cul­ self-preservation against witnesses, stoolies, a n d lawmen .
tu res, and forgotten colon ies as well as countless remote Drug lords are an aspect o f organ ized crime that com­
sectors of space are havens for outlaws and renegades. bines many of the baser aspects of the other criminal
The vast openness of space with hundreds of millions of g roups presented here. They are wealthy, successful , and
mi les between solar systems is a d ream for the space far­ freq uently operate large gangs or criminal networks, but
ing criminal. Even if they do not have a spacecraft to make rely on a more volatile source of income and brute force
a ru n for u ncharted space, they most likely know where to than what we refer to as "organized crime. " Even the best
book passage on one. drug lord networks invariably suffer from or engage i n
street violence, i ntimidation tactics, murderous retribution,

67
internal discord , competition from rival d rug gangs, excess have no or little reg ret killing anyone who tries to stop or
and the general degradation of society, earning them a arrest them. They will also threaten and kill witnesses,
separate classification from the Syndicate. Drug lords are take hostages and do whatever it takes to protect them­
often pitted against rivals and u pstarts i n a constant power selves. It's just all part of the job.
struggle to hold onto their "tu rf' and client base. Only the Organized crime and its masterminds are just as com­
most experienced and organized may band into cartels to mon in a galactic setti ng as they are on Earth . Thoug h
protect the heart of their vast income, opposing anyone these entities may resemble some of the other organized
who attempts to slow or stop the flow of raw materials and gangs and bands discussed here, there are significant d if­
fi n ished product. More often than not, the drug lord's orga­ ferences between them, including a code of honor and a
n ization is characterized by a slick appearance and flash more refined control and profit structu re. Organ ized crime,
in the pan success. Few drug operations last longer than also referred to as the Synd icate, is presented i n more de­
4-8 years, but are q uickly replaced by new drug lords and tail later in th is section .
their gangs of th ugs and dealers. Pirates (Space Pirates). Just like the cattle rustlers
and train robbers of Earth's "old west" and pirates of the
Carri bean , these gangs attack vulnera ble looking space­
ships, cargo transports, freig hters, merchant ships, lUXUry
liners, and any other spacesh i p that looks vul nerable and
might hold enough loot worth taking. Space pirates may
also raid space stations (or dock and engage in a crime
spree on board or on the planet below, before blasting
back into space), poorly defended colon ies, deep space
mining operations, trad ing posts, and exploratory exped i­
tions, as well as steal orbiting satellites and enti re space­
ships, stranding the pi lot and passengers on a floating
asteroid or life raft and calling for help on their victims' be­
half only after they have made good their escape. The
worst pirates also engage in slavery, in wh ich case they
will reg ularly take captives to sell to slavers or to serve the
pi rates as servants and slave labor.
Most pirates are masters of ambush , su rprise attacks
and the old "snatch and ru n . " This means they are only in­
terested i n easily liquidated items like gold , gems, jewelry ,
weapons, electron ics, information , an d cash . It also
means they don't hang around. They make their score, tie
up the crew and make good their escape. Only true black­
g uards kill without reason or for fu n , most are just roving
gangs of th ieves. S pace Pirates may operate in large
crews and have as many as two dozen spaceships in their
armada, but most pirate bands rarely n u mber more than a
hundred with a handfu l of small spacecraft and/or fig hters
and one med i u m to large crew or cargo ship as their flying
base of operation . Many pirates target a particu lar sector
of space or travel lane, moving on only when the law gets
too hot to handle or new travel routes are established to
avoid them. Others are wolf packs following their prey to
Murderers and other familiar criminals abound i n the wherever hu nting looks best (Le. well traveled , but poorly
galaxy , but that shouldn't be surprising . There are fairly protected space lanes, boomtown space colonies and
few cultures that have managed to completely eliminate mining operations, etc. ) .
such criminal elements from their ran ks. Except for serial Raiders operate much like pirates a n d robber gangs,
killers and assassins, professional murderers tend to ki ll but they rarely ever remain in one general location for long
people in association with other crimes. Some simply have and use the profits and materials from their raids to sup­
no regard for life and kill whomever gets in their way , oth­ port a nomadic lifestyle. Raiders also tend to operate in
ers can't control their rage or enjoy h u rting and killing. large, military style groups and go after large targets, in­
Such brutes frequently serve as enforcers, hit men , re­ cluding food storage facilities, manufacturing facil ities, full
venge squads, interrogators, and bodyguards for other scale mining operations, merchant convoys, well defended
crime lords, gangs and synd icates. However, most pros outposts, the occasional armory or military outpost, and
are career cri minals who engage in all sorts of criminal ac­ even small fleets of ships. Raiders tend to be much more
tivity from robbery and h ijacking to extortion and racke­ violent and militant, blasting their way into a compound ,
teering. They see themselves as "sold iers" in war, and as shooting up the place, setti ng fires, destroying property
"soldiers , " they need to kill to accomplish their goals and and shooting anybody who makes a sudden move, let
stay alive and free. They are not homicidal man iacs, but alone those who get in their way . Many are large opera-
68
tions and average about 1 00-200 men , but they can n u m­ from the local solar systems. Small gangs may claim an
ber into the low thousands and command an entire fleet of outpost or sizable asteroid, while larger ones can spread
spacecraft (see the Raiding Clans for an example of such their i nfl uence over several solar systems and will have
large g roups). The largest of the raiding g roups will break their own spacecraft (though rarely larger than 1 00 tons)
into smaller fleets to raid and often rendezvous at prede­ and an arsenal of weapons. Space gangs th rive on q u ick
termined pOints. money , trafficking in drugs, robbery, muggings and other
Robber gangs that operate in space are very much violent crimes. Most gangs demand their members to be
like pi rates, but they are only interested in easy money fanatically loyal and are unforg iving of those who try to
and more money, just as long as they can g rab it and go. leave the gang or depart from its twisted code of honor.
They aren't likely to take a spacecraft u n less it is a real U ltimately, the rules and code of a gang are made up by
easy steal, but unlike most pi rates, they will ransom i mpor­ the leader and enforced by his most trusted hench men.
tant prisoners, steal cybemetics (often ki lling their victim to Most include some level of secrecy, in itiation rites, and so­
get it) , rape women and tend to be more bloodthirsty than cial levels within the gang , not unlike the pecking order of
the average pirate or thief. Robber gangs are seldom a wolf pack. Outsiders are not to be trusted and the law
large and average one or two dozen. and govern ment is the enemy (making gangs anarchist or­
Serial killers are also found in a galactic setting. In ganizations). The typical gang relies on a primitive, but ef­
fact, they are more common i n a space setting than they fective system of fear and intimidation to keep order.
are on Earth . Why? A number of reasons. One, space far­ S paceway barons are people, businesses or organ iza­
ing serial killers have a wider hunting ground that can in­ tions that use the tenuous connection an open space
clude a planet or a planet and dozens of spaces stations route g ives a remote location or several remote locations
to dozens of worlds. Moreover, there is a g reater n u m ber along the route to build a power network. The very space
of potential victims to hate and target, i.e . a serial ki ller lane or route brings travel to the region and makes the
who stalks only aq uatic aliens, or human females, or places along the way viable as rest stops, trad ing posts
Atorian males, or vegetation aliens, and so on . and tou rist destinations. By using that con nection as lever­
Another factor is the number of rampaging monsters. age against the people dependent on it, spaceway barons
Demons and monster are not serial mu rderers in the tradi­ build themselves little empires of thriving businesses and
tional sense, but they are often categorized as such until kickbacks for those they help to " hook up." In most cases,
there is good evidence of the killer's true nature or the the baron owns either the spacecraft, gateway structures,
monster is actually caught. The mu ltitude of undiscovered gravity generators, defense force, communications net­
monsters roaming th rough space makes it quite com mon work, or the com pany that provides any or all of these vital
that such creatures should go unidentified for most of their links to the galactic community and uses the threat of re­
killing spree . Planet based civilizations will not have so moving them to coerce the locals into g iving him a kick­
much of a monsters-mistaken-for-serial-killers problem, back, d iscou nts, special deals and/or doing things his way.
but space stations, remote outposts, and any other set­ The remote location of the commun ities or the baron's
ti ngs in space will. own monetary or pol itical power makes it very d ifficult, if
Smugglers specialize in getting i llegal and contraband not impossible, for ord i nary people to th row off the baron's
goods (and sometimes people) in and out to market. From yoke. It also means there are no local authorities to pre­
weapons and veh icles to d rugs and literature , the smug­ vent the baron and other rich opportu nists from taking
gler makes a living slipping them past the laws that restrict power (and advantage of the underprivi leged) in the first
them and the agents charged with enforcing those laws. place. I n many cases, it is the space baron who owns the
Many smugg lers specialize in one or two kinds of cargo local authorities. S paceway barons tend to be petty bul­
and have their spacecraft outfitted for such goods, and l ies, tyrants and ruth less entrepreneurs looking to build an
that may include freezer bays, heated bays, passenger empire on the misfortune and backs of the com mon man .
accommodations, armored bays, etc. , all well hidden from They are rarely subtle a n d prey o n the weak a n d vulnera­
most inspectors. Gun ru nners would be a highly special­ ble. Like organized crime, they are well funded , have a
ized form of the smugg ler. The Black Market relies on network of operatives and support systems in place and
smugglers to move docu ments, information, weapons, and many will ig nore, bend , and break the law when it su its
goods for them in and out of most territories. Smugglers them. All have bodyguards, thugs and u nderlings to do
are usually well ed ucated and reasonably good thieves their dirty work for them, and some employ mercenaries,
and/or forgers and con artists. criminals and mu rderers to deal with problems.
S pace gangs are very much like their terrestrial Earth Terrorists abound i n the politically charged arenas of
counterparts, predominantly composed of angry, violent the galactic community . Their causes vary by race, reli­
youths i n trouble with the law and mad at the world . gion , govern ment, and grou p, but thei r tools are the same,
Gangs usually operate i n very local ized areas, such as a fear th rough violent intimidation , murder and mass de­
specific neig h borhood , city streets, street corner, park or struction. S pacecraft are vulnerable to depressurization ,
establishment. This is their "tu rf, " a parcel of land (usually even if they can't be totally destroyed , and a suicidal pilot
urban) they claim as their own . I n the case of interstellar can ram a starship into a planet at light speed , d isrupting
societies, that "tu rf' may be a particular level or area of a the weather and killing thousands u pon i mpact. Likewise,
space station, docking bay, old warehouse or hangar, to a all the usual weapons of the trade are deployed : kidnaping
specific asteroid, moon , or sector of space. Once their tu rf and extortion , taking hostages for demands, sabotage,
is established , the space gang tends to recru it heavily smear campaigns, computer viruses, making false and
69
real threats, sniper attacks, su icide raids, assassinations, outfitted with massive n uclear d rives that can move them
and attacking public, government and heavily populated th rough space at 20% the speed of light. Normally, they
sites with explosives, biological agents, poison and gas, are accelerated to a certain speed , then the d rives are
as well as unleashing dangerous monsters, summoning shut down and the g reat rocks allowed to drift i n a particu-
demonic entities and causing other sorts of peril and d i­
saster. All done for some cause, belief or revenge.
White collar criminals are as com mon i n space as
they are in a terrestrial setting. Racketeering, embezzle­
ment, money laundering, labor and real estate scams, and
computer crimes are all somewhat ethereal crimes when
compared to rape, murder, theft, assault, and other violent
crimes. Many criminals use these d ifficult to notice activi­
ties to generate income, but they are most often associ­
ated with the Syndicate and similar organized criminal
operations because few of them can be easily pulled off
by a single person . U n like other crimes, these paper and
electronic cri mes commonly stretch across local bound­
aries, either into other states and nations, onto other plan­
ets, or into separate quadrants. These trails can lead
authorities on a merry chase as they track down one small
clue or paper trail after another.

Rai d i ng Clans
The infamous Raid ing Clans are composed of
close-knit family groups, or clans, of several d ifferent
races. Like space faring gypsies, they travel the
spaceways plu ndering and enjoying total freedom. They
are in constant trouble with the Atorian Empire, the TMC
and other law enforcement agencies. The Atorians and
TMC both offer bou nties with large rewards on key mem­
bers of the most notorious space raiders. Most bou nties
are for "dead or alive" but positive identification is a must!
Althoug h Clan Raiders are bold and conniving th ieves,
smugglers and fighters who are a constant thorn in the
side of the Atorian Empire and TMC , most do not kill indis­
criminately. For example, they never knowingly attack ves­
sels with women (aside from Atorians) and children , nor
engage in torture, rape, or the slave trade. Wanton acts of
cruelty and murder are not tolerated and the perpetrators
are tried and executed or d riven from the clan. Likewise,
Raiding Clans never steal from, betray, abandon or harm
other members of the clan. When it comes to these
rog ues, there is (at least some measure of) honor among
th ieves. It's what keeps the Raiding Clans strong.
Their numbers are expanding throug h the birth of their
own children and by recruiting new clans to join them. If a
g roup of people prove themselves to be trustworthy, hard
working, loyal raiders, and the majority of the band (80%)
are all related , or at least the same race, they may be al­
lowed to join the Raiding Clans as a new member clan.
It is rumored that there are other Raiding Clans scat­
tered across the galaxy , which suggests there may be a
home world where the Raiding Clans originate. Perhaps it
is a world of honor bound cri minals like Grymd i n .
A l l C l a n spacecraft use microwave sails combined with
antig ravity eng ines and stealth coati ngs to make them
nearly invisible to sensor systems. Their main base of op­
eration and residence is a 50 mile (80 km) long planetoid
with two other nearby planetoids half that size used by
some of the other clansmen. Each of these planetoids is
70
lar direction . Th is gives them the appearance of being un­ The Perola possess tech nolog ical skills equal to those
inhabited and nonthreatening (the d rive cones are of the Atorian Empire (Galaxy Age tech level) ! They could
concealed). H idden amid the rocks are a variety of likely duplicate any of the items of the Empire, except to
long-range weapons, some of them battleship class, and do so would d isru pt the natu ral flow and evolution of intelli­
concealed docks and hangars for attack spacecraft and gent life in the Milky Way, and they refuse to make weap­
crews of band its. ons and mach ines of war. Thus, the Perola will not g ive
Typical alignments are Anarchist (38%), Aberrant nor sell their tech nolog ical secrets to other races and will
(35%), and Miscreant (20%). die under torture before breaking that solemn vow. Th is
stance angers many of their fellow FAR members, but the
Perola are adamant. The only technology they will allow

Ro l others ready access to is of a l ife saving natu re , but even


then only under Perola supervision . Some of the most
Rol is the home world of the Perola, a people who rep­ sought after doctors and med ical treatments are from the
resent the ulti mate in racial harmony . Perola have attained Perola's home world , and the best planetary defense sys­
a hig hly advanced state of cooperation and peace. There tems outside of the Empire are found at Rol. Defense sys­
are no wars among the Perola and each of them treats ev­ tems that knock out gu idance and navigation systems,
ery other person and race as an equal. The Perola have neutralize n uclear devices and warp energy weapons (re­
no secret potion or magic solution for their enlightened ducing their damage capacity and range by half) , as well
state, saying that it took many millen n ia of hard work, un­ as energy deflection systems and tractor arrays that stop
derstanding, tolerance and awareness to attain their pres­ i nvading vessels in their tracks like flies caught in a spi­
ent state of peace and wisdom. Ru mors about d ivine der's web. Force fields and other systems are also part of
influence and powerful alien intelligences are com mon Rol's defense and why the planet has never been i nvaded
among off-worlders.
The Perola are a driving force in the FAR and have the
greatest number of representatives on the Secu rity Coun­
cil . Their influence and power comes from what can only
be called a peacefu l Empire or Empire-by-choice. For cen­
tu ries, the Perola have reached out to help and g u ide any­
one who would let them. This has resulted in hundreds of
planets that either willingly allow the Perola to govern
them or rely on their advice. One bit of common advice of­
fered by the Perola is to join the FAR, making the Perola
the organ ization's g reatest enrollment boosters. The
strong but benign influence of these gentle aliens g ives
them a connection to hundreds of different people and
planets, most of whom th i n k of them with fondness and
high regard . Many even follow their lead in voting on is­
sues, or ask for their advice.
The Perola themselves are nearly as beautiful as the
society they have created. They are tal l , thi n , elegant hu­
manoids with pale ski n , del icate featu res, delightfu l voices,
warm d ispositions and friendly character. They never carry
weapons and would have a hard time hiding them if they
did for Perola rarely, if ever, wear more than a loincloth or
simple wrap of clothing. Nearly all of them have extremely
long hair that touches their knees, ankles, or even the
floor, and clothing is worn only for political or social rea­
sons on behalf of those who feel uncomfortable with na­
ked ness. (The Perola see the body as a thing of beauty
and form, not a th ing of lust or shame . ) These aliens rely
u pon thei r natural abilities for defense and/or escape.
They will only fight when necessary to save themselves or
others from death or suffering, but such conflicts will al­
ways be their last resort and last only long enough to ef­
fect an escape or resolve, never to the death for any
reason . Dead men , after all, can never fi nd enlig hten ment
and peace. Perola who are asked to su rrender will usually
do so, and they will honor it until it becomes apparent that
they are to be tortured or killed . At that point, escape be­
comes an option, but not if so doing will kil l others or place
innocents in jeopardy.
71
in its six thousand year history as a modern galaxy span­ S pecial Weapons : None. Those who find it necessary to
ning civilization. do so will only carry stu n type or restraining weapons.
The Perola are one of the powerhouses within the FAR S pecial Veh icles: Any kind of anti-g ravity vehicle or
because of their reputation , peacefu l outlook, support transportation is available, though rings and medallions
(both d i rect and indirect) and widespread influence. The are the most com mon .
Perola are possibly the most ad mirable members of the Preferred Armor: Normally none. Light armors or envi­
FAR, although aggressive militants see them as ron mental suits will be worn when absolutely neces­
peace-loving fools whose good intentions will doom them sary, usually because of a hosti le environ ment.
all. The Perola respond with arguments for compassion , Fami liarity With Earth : None as of yet.
tolerance, peace and enlighten ment. They are always g lad Rifts® Notes : The Perola can easily pass for h umans and
to debate human natu re, philosophy and the pursuit of would likely be able to avoid any trou bles with the Co­
cosmic awareness with all life in the un iverse. alition , at least until they learned about the Coalition
and decided someth ing had to be done to enlig hten
Perola them and bri ng about peaceful acceptance and toler­
Alignment: Princi pled o r Scru pulous only. ance of all life forms. I n the Phase World® setti ng, the
Attributes : L a . : 3 06+2 , M . E . : 306+4 , M .A. : 306+6 , P . S . : Perola would be well liked and enjoy much of the status
2 06+2, P . P . : 2 06+4, P . E . : 306, P . B . : 306+2, Spd . : 3 06 they do in the Aliens Unlimited setting, with their d i­
H it Points : P . E . attri bute plus 1 06+2 H it Points for each vine enlig hten ment and powers possibly coming i n
level of experience. some p a rt from the Cosmic Forge!
S.D.C.: 4 06+40
M.D.C.: On Mega-Damage worlds, combine the Hit Points
and S . D . C . and turn them i nto M . D . C .
A.R. (Natural): 9
Height: Five feet + 1 06 feet ( 1 . 8 to 3 . 3 m).
Weight: 1 D4x1 00+50 Ibs (67 . 5 . to 202 . 5 kg) .
Average Life S pan : 500 years.
P.P.E.: 1 D6x1 0 + P . E . attribute and an additional 2 04
P . P . E . per level of experience.
S u per Abilities : I n the strictest of terms, the Perola wou ld
belong to the Mystically Bestowed sub-category of the
Magic Power Category. They receive the major su per
ability , Karmic Power, and a selection of spel ls. Should
they make a habit of engaging in violent activities, they
will loose their Karmic powers and half of their mag ic T a g o n i g l o m e r a t e
spells, just as if they had performed evil acts (see the
Karmic ability descri ption in Heroes Unlimited™ Sec­ The galaxy's single largest "company" is the
ond Edition for details). Tagoniglomerate, or TG E . It prod uces nearly 9% of the
Magic: The spells available to Perola i nclude only non-vi­ galaxy's mass market technological goods, has a strong
olent or non-damaging (usually healing and hel pfu l) presence on 22% of the civilized worlds, and is a socio­
spells. These spells are instinctive so Perola do not economic entity in and of itself. It is owned and ru n by
possess any mystic knowledge or special Wizard-like Tagonican aliens and employs almost 85% of that one
abil ities. Perola are able to select eight spells from lev­ race, as well as bil lions of aliens from other worlds. It is
els 1 -6 and gain one additional spell for each level of the largest corporation in the M i l ky Way galaxy with opera­
experience wh ich is selected from a spell level eq ual to tions in all fou r quadrants and on nearly one million plan­
the character' s level of experience. Th us a second level ets scattered across 2 1 00 sectors. The famous galactic
Perola wou ld i nstinctively know a new second level corporation enjoys th is widespread exposure due to an
spell , while third level would confer a new thi rd level u n paral leled diversity of goods, services and superior dis­
spell, and so on. tribution , with thousands u pon thousands of TG E owned
Natural Abilities : I n addition to their gentle, compassion­ compan ies operating th rough local and galactic space
ate, peacefu l natu res, all Perola possess Empathy channels. When anyone in the galactic commun ity th inks
(sa me as the Major Psionic Ability) and Resistance to of marketing, big business, or economics, they thi n k of the
Cold and Heat (half damage and can tolerate exposure TG E. In sheer size, it is larger than the TMC and the FAR
to a wide extreme of tem peratu res, from 200 degrees combined , and rivals the Atorian Empire in sheer scope.
Fah renheitl93. 3 Celsius/366. 5 Kelvin to minus 200 de­ However, it has substantially less significance than any of
g rees F/-1 28 C/1 44. 3 K). these galactiC powers when it comes to raw military
Ed ucation : Any non-combat education is available. Any strength or political clout. The TGE is very staunch i n its
Perola that stud ies or actively engages in reg u lar com­ stance against unduly influencing the politics of others and
bat will loose their Karmic Power, whether that combat makes a point of staying out of the govern ment and affairs
was evil or not. The powers that have blessed the of other worlds - influencing their economics, however, is
Perola do not tolerate any kind of u n necessary violence often another matter. U n li ke the centralized structu res of
and they (and most Perola) consider studying combat the FAR and the Atorian Empire, the TGE is widespread
as a precu rsor to fighting. and economic, not political or military . In fact, the TGE of-
72
ten claims to be a neutral party selling and trading with all entrepreneur has gone before in the Milky Way, it's a sure
sides of a conflict. bet that the TGE has its fingers i n it somewhere to some
The most recog n ized face of the TG E is that of degree.
super-manufacturer and galactic distributor. The TG E logo One of their best known businesses is " bringing civiliza­
is synonymous with q ual ity products, superior service and tion and the wonders of the u n iverse to you !" They do th is
affordable prices. It also owns and operates n u merous by building massive space stations that serve as orbital re­
planet-based stores, d istributors/suppliers, factories and tail malls, centers of entertainment and space ports.
businesses. The TGE and its holding compan ies are in­ These retail space stations are especially welcomed in re­
volved with the distri bution, sales, desig n , development, mote areas of space where people can enjoy the "won­
prod uction, and man ufactu ring of all kinds of goods. En­ ders of the TGE and advanced civilization without leaving
ergy weapons, exoskeletons, robotics, bion ics, electron­ the orbit of your own planet." Many like the idea of not
ics, computers, computer chips, software, commun ication having to travel light years to get what they want, making
systems, optics, nano-tech, spacesu its, spaceships, space the TGE S pace Malls both convenient and desirable. The
stations, machine parts, hover cars, military systems, mis­ TG E logo prominently displayed on their hulls has wel­
siles, plastics, appliances, textiles, paper, ru bber, metal al­ comed trillions u pon trillions of miners, spacefarers and
loys, fuel and energy systems, entertainment, chemicals people of remote planets to shop, dine, get away, have
and medicine, and scores of others are part of their vast fu n , and find lodging at these retail meccas. Even the peo­
range of products. They also provide such services as se­ ple of advanced worlds will come to shop at TGE space
cu rity systems, private i nvestigators, pol ice, private re­ stations in search of exotic, hard to find i mports from d is­
search and development, counseling, transportation, tant worlds, as well as many of the well known TG E prod­
cargo hauling, broadcasting, and d istribution , among ucts. These orbital shopping malls vary in size and are
many , many others. Among their widespread operations found in nearly every section of the galaxy where intelli­
are n u merous mineral and chemical mining projects, farm­ gent life with money to burn is found. Most of these sta­
ing enterprises, planet terraforming, medical and genetics tions are large, all pu rpose facilities provid i ng retail stores,
research , biological development prog rams, and space transportation, entertain ment, dining, hotel accom moda­
exploration. If it has to do with making, sell ing, promoting, tions, medical facilities, bionics, robotics, repair services,
marketing and distributi ng consumer prod ucts, or finding the sale of spacecraft (and where allowed , weapons) and
and reaching new customers, and bold ly going where no a variety of other goods and services. These stations are

73
especially popular around planets that are comparatively Empire and sided with the FAR for generations. In addi­
low-tech or not very pleasant or hospitable for visitors. tion, they have used their influence to foster fear and hate
Note: The TGE is one of the galaxy's foremost manufac­ toward the Atorians and supported their enemies, like the
tu rers of spaceshi ps, drive systems, satellites, space sta­ FAR. Of cou rse, th is has had no economic i mpact on the
tions and heavy mach inery. These prod ucts may not be completely independent Empire, but it does send a mes­
the most advanced , but they are comparatively inexpen­ sage to other galactic people. For many, if the TG E says
sive, well made, and very reliable, and the TGE bangs the Atorians are bad , dangerous, or evil , then they are.
them out at an amazing speed . Perhaps needless to say, this has, i n the eyes of the
The Tagoniglomerate was formed in 8 1 5 M .V. by the Atorian Empire, made the TG E a hostile enemy to be
merging of nine Tagonican mega-corporations on the hated and destroyed . Given the escalating situation, the
planet Agi ka. They q u ickly consolidated their new com­ TG E has more spies in the Atorian Empire than any other
pany into a g iant and nurtu red its contin u ing g rowth , ab­ galactic power! I nformation gathered by spies is shared
sorbing most of Ag ika's other corporations. With i n a (often delivered anonymously through mutual contacts,
generation the TGE had expanded the stars. and rebels) with the FAR and other enemies of the E m­
Recognizing that the people of other planets would pire. One of the major factors in preventi ng an outright war
never accept outsiders moving in to monopol ize their between the Atorians and the TGE is that the conglomer­
economies, the TGE has established a masterfu l market­ ate is smart enough to know that they can not win such a
ing and PR strategy. One in wh ich they seem like inno­ battle and that it would force one of the Empire's galactic
expansions and interstellar war with the FAR and thou­
cent, well-intentioned , down-home entrepreneurs, and
sands of other civilizations, which is bad for profits. like­
wait for people to open the doors to their economy and
beg them to sell TG E products to them . It is a strategy that wise, the Atorians real ize that the TGE's power base is
cleverly spread throughout the galaxy and that destroying
works 5 out of 1 0 times and has made them an economic
power th roughout the galaxy. Of course, the TGE busi­ its home world wou ld do little to d isrupt its operations and
ness leaders insist it is their su perior quality, service and only ign ite an interstellar war it is not yet ready for.
un beatable prices that attract people to them. They also
point out that they franchise much of their business to The TGE Organ ization
"off-world partners" rather than sweep in like some hostile Th e Tagon iglomerate is h u ge . Keeping an economic g i ­
invader. an t o f its size and scope ru nning is a daunting task, but
The mega-corporation does not govern any planet the Tagonicans have managed to do it for the last 400
other than its own home world, Agika. However, th is is years. It is ru n by a board of directors, all of them
(deliberately) mislead ing, for the TG E has tremendous Tagonican aliens and each with a d u ly i mpressive history
economic influence over many of its "off-world partners." of corporate ach ievement. Each board member for the
Many are so reliant or indebted to the TGE that the corpo­ TG E is the chairman of the board from one of the various
ration gets whatever it wants. Even those who retain TGE branches, the boards of which are made u p of chair­
strong independence and autonomy (and there are many) men from other smaller branches and on down the line.
feel the leverage and insidious influence of the TG E . For Board members at the u pper levels can be appOinted by
those most reliant on the TG E, the mere suggestion the main TGE Board of Directors, but such placements
(threat) of a TGE boycott rattles the economy , causing in­ are rare. I n stead, the Tagonicans prefer to have their peo­
flation and economic panic. The real th ing can plunge an ple work to earn their position by proving their worth along
entire planet i nto a depression , and sometimes collapse the way . It will be rare, however, that any player charac­
the economy, cause riots, topple governments and ignite ters will come in contact with the top corporate mogu ls
wars. Of course, the TGE does not have this kind of power and powerhouses at the core of the Tagoniglomerate. It is
everywhere. Only a few dozen sectors of the Liloqua more likely that they will find themselves dealing with one
quadrant are in that kind of strang lehold , while most other of the major or minor branches of the TG E rather than the
planets have moderate to minimal involvement with the heart of the titanic organization , even if they are opera­
TGE . Just because they have a corner store on Zeta tives for the company itself. This massive chai n of com­
P rime doesn't mean the mega-corp can or will apply all mand and off-world partnerships is one of the ways the
the pressure of the cong lomerate on that small market. TG E protects itself, with associates, partners and rogue
Years ago, the Atorian Empire gave several key con­ branches taking the fall for "inappropriate" behavior.
tracts to the Struthio race (including the matter/anti-matter J ust as with any corporation, the mega-conglomerate is
research that ultimately destroyed them). The TGE organized into divisions and branches. A division func­
wanted those contracts badly and felt they were the only tions as a separate corporation, cond ucts busi ness pretty
choice for the necessary research . They eventually came much on its own and sets much of its own policy . A d ivi­
to realize that the Empire had wanted to keep the powerfu l sion is typically a complete business i n and of itself, in
matter/anti-matter research away from their sti ll g rowing charge of operations on a particu lar planet or sector of
operation. Apparently wary of the TG E's size and g rowing space. In most cases, a division has its own corporate
i nfluence, the Atorians had made a strategic decision to leadership, budget, a certain amount of autonomy (at least
keep the Tagoniglomerate at arm's length and it is NOT as long as profits are up or consistent) and departments
one of their business "partners." As a resu lt of that incident for research, development, marketing, analysis, sales, dis­
and several key d isagreements over economic issues in tribution, internal secu rity and all other aspects of a mass
the Les Iban quadrant, the TGE has boycotted the Atorian market corporation. They have their own facilities and sep-
74
arate networks. Wh ile fairly autonomous, in the end, a d i­ rate mafia, although the TGE counters, insisting all of its
vision must u ltimately answer to the brass at the top of the business hold ings are "legal and leg itimate." I n fact, the
TG E. TGE avoids any business that might be considered "un­
Branches have even less autonomy and usually an­ wholeso me" such as gambling and nig htcl ubs, and denies
swer to a reg ional d ivision who oversees the operations of any allegations of wrongdoing. They can't help it if their
all "branches" u nder its jurisdiction. The branch is still market strategies, advertising, promotion and distribution
owned and ru n by the TGE , but it is allowed to fu nction on are su perior to the competition. They just offer the con­
its own as long as it makes a profit and does not violate sumer a better product and service . Or so they claim.
any of the TGE's mandates and proced ures laid down by S pying and leveraging and u ndermining the competition
the parent company, includ ing gu idelines for establishing is so ingrained in the corporate cu ltu re of the TG E that the
and conducting business, ru les on political and economic branches and d ivisions spy on each other, and even the
interference, mandates on boycotts and hiring practices, main office to get a foot up on one another for the pu rpose
among others. of personal advancement and merger. I nter-office politics
Espionage. Employing and cou nteri ng industrial espio­ and i nfighting can be fierce with in the TG E , with the most
nage are two of the most important activities of all TG E d i­ ruth less often rising to the top. Surprisingly, the
visions and branches. Competition is fierce, and the backstabbing and cutthroat tactics for advancement have
Tagoniglomerate does everyth ing in its power to stay on done little to hurt the TGE as a whole and the powerful
top. If that means scrutinizing the activities of the competi­ super-corporation conti nues to grow and spread its busi­
tion, stealing their secrets, beating them to market or ness tentacles throughout the Milky Way . On the other
launching cou nter advertising using ill-gotten information , hand, not everybody at the TGE is a megalomaniac or
and even extortion and sabotage, so be it. All's fair i n love business whiz kid . The organization is so immense that
and war, and the TG E "loves" to do battle with their com­ the majority are just happy workers, d utiful g runts doing
petitors and win. They employ some of the best "spies" what they are told without asking questions. Th is means
and " market enforcers" (code for industrial spies) in the two th i rds of those involved in spying for the TG E are little
business. Agents who answer directly to d ivision heads more than accou ntants reporting what they see and hear.
and the main office, and who spy not only on the competi­ Many TGE operatives monitoring, digging, researching , in­
tion but the millions of branch offices, "off-world partners" filtrating , and u ndermining the competition and rivals si m­
and even reg ional governments and civil organizations ply gather and report information that they don't
that might have an i mpact on their doing business. The understand or know how it is used or d isseminated . Only a
Tagoniglomerate's fiercest rivals and detractors have ac­ th ird are true "spies" - secret espionage agents who are
cused the organization of being nothing short of a corpo- skilled i n surveil lance, subterfuge, l ies, theft, sabotage and

75
other illegal activities. Those spies who operate with i n the to protect. Some worlds even hire the TMC for additional
Atorian Empire are the best of the best, and are often protection of TGE holdings. In tu rn , the TG E security force
trained in combat and military style operations. regu larly supports and cooperates with local law enforce­
The Tagoniglomerate has its own moon, purchased ment and the TMC . The bottom-line is that the TGE does
from the Tagonican government before they actually took not need a standing army . However, if there were ever the
over the governing of the planet. The natu ral satellite is need , they could gather and supply a large space fleet
used as TG E's galactic headquarters and center for re­ and troops that match even that of the FAR, but such ex­
search and development. It is densely popu lated and has treme measures would on ly be taken in case of a mass in­
nearly 70% of its surface and sub-su rface area covered by vasion of one or more q uad rants that contain significant
structures of one kind or another. The TG E's executives TGE hold ings. The only foreseeable case for th is would be
and a large portion of their hig hest ranking personnel re­ an Atorian i nvasion .
side on the moon or home world. Some of the most i mpor­ Despite the Tagoniglomerate's un paralleled resources,
tant and sensitive work in the company takes place on the secu rity force and private space fleet, the su per-corpora­
moon . It is a top secu rity base of operation (-65% to any tion maintains an unshakably neutral and completely
attempts to sneak onto it undetected) with better security non-aggressive posture with all worlds, including those
than many military bases. It is eq u ipped with laser, gravity, who refuse to do business with them. Thus, the TGE se­
and tachyon commun icators (which almost no one knows curity force operates al most strictly as a defense force that
they have) and protected by an army of secu rity people protects TG E operations and space lanes (used by all),
(including robots) and a fleet of spacecraft i n moon orbit. and actively supports the police to keep the space ways
I mportant research is beg un here and finished at other se­ safe for everybody. Althoug h the TG E's security force
cured sites on distant planets or moons. This d ispersal is does actively hunt down pirate enclaves and raiders that
to prevent the concentration of company assets (Le. , ex­ infringe u pon TG E operations and holdings, they always
ecutives, scientists, investigators, researchers, etc. ) in one try to work within the confines of the regional govern ments
place. and laws, often coord inati ng their efforts and sharing infor­
Security & Military Capabilities . The TG E always pro­ mation with the locals. The Tagon ig lomerate NEVER pro­
tects its corporate interests with some of the best secu rity vides military assistance to any nation , world, political
in the galaxy. All space stations have at least two squads power or trade partner, although it may flex its economic
of ( 1 2-24) fighters and a pair of satellites for protection muscles to help negotiate (or force a) peace or some su it­
and most will have a small cru iser permanently docked or able (for their busi ness pu rposes) resolution.
patrolling close by. Man ned min ing operations will have
similar protection , while robot operations will be eq uipped M i neral Resources & M i n i ng
with automated defense systems and a handfu l of robot One of the TG E's most lucrative and low profile opera­
piloted fighters. In addition to pure firepower and a large tions is mining. These can range from the massive auto­
security force, they also maintain some of the best elec­ mated mining factories that pound away at asteroids and
tronic and mystical secu rity systems in the galaxy, from other ore rich space debris, to the carefu lly hand led min­
astral protection and magic wards to h igh-tech sensors ing of m inerals and fossil fuels from i n habited and unin­
and automated response systems. habited planets and moons. Most space mining is done on
The TGE maintains a security force larger than that of a u n i n habited asteroids, debris fields and planets, usually by
dozen planets combined , including its own space fleet with robots and automated factories. Some of the factories are
millions of cargo vessels, transports, passenger liners, modified cargo craft that fly from one site to the next
various scout and assault craft, destroyers, and several where they land, or grapple with ore laden debris, and be­
dozen giant battleshi ps. This fleet is, of course, spread g i n mining away. Coordinates for such sites are sent to
across nearly a q uarter of the galaxy and no more than a the robot mining craft from a scouting and evaluation team
dozen or so will be seen in one place at any g iven time. who electronically "tag" candidates for d rilling. When the
U n l i ke the FAR and the Atorian Empire, the TG E is not a craft arrives, it uses geolog ic sensors to detect ore depos­
military entity . It maintains a private "secu rity force and its and begins the mining process.
space fleet" for the protection of its investments and com­ M i n ing planets is much more involved , for the TGE
mercial assets, resulti ng in an armed force only large must first ensure that it has some rig hts to the planet. A
enoug h to do its job effectively with a minimal reserve long-range probe with geolog ic sensors notes potentially
force. Only in this case, that "security force" is effectively mineral-rich planets, then legal searches are made for
one of the largest military forces in the M i l ky Way. U n l i ke ownership and probes are sent to the planet to see if any
the govern ments and worlds of the galaxy, the TGE does sentient life exists. Once ownership turns u p negative, the
not have to be prepared to repel the offensive of some en­ corporation lays a claim on the planet for futu re use and
emy army, or protect borders. All it needs to protect is its mining. S uch planets can lay for decades or even centu­
home world , the perimeters of its various other holdings ries waiting to be mined (Jerrick Seven is an example of
and its merchant ships from pirates. Moreover, as a val­ one such planet waiting to be mined ) . If the legal search
ued private busi ness to its "trade partners" (Le. other plan­ tu rns up an owner, the company will begin tal ks to dis­
ets), these " partners" are expected to help support, cover the extent of mineral resources and the possibility of
maintain and defend private, commercial TGE operations buying the rights to exploit those reserves. When every­
on their worlds; and they do. The TG E is far too important th ing falls into place, mining teams and equipment are
to the economics and interstellar trade of most worlds not sent to the planet and operations beg i n . This process is

76
complicated by the innate rights of any indigenous people
as outlined and enforced by the Federation of All ied
Races and other galactic powers. The premise is simple,
even if the ind igenous race is Stone Age people or barely
more than slobberi ng animals, the planet can not be
touched , and must be allowed to "develop" natu rally on its
own . No one, especially not the TG E , is to interfere with
the race's evol ution, nor exploit the resou rces of their
planet (mining, lumber operations, colonization , etc.) i n
a n y way. The TGE h a s mi neral rights to thousands of
tagged planets, planetoids and moons, so the law is just
annoying, it doesn't h u rt busi ness.

The TGE & Mag ic


No galactic entity t he size o f the Tagonig lomerate can
ignore the implications, applications, and usefu lness of
magic. There are admitted ly only limited uses for it in the
everyday operation of a business, but in specialized appli­
cations such as secu rity and research , magic can be par­
ticu larly usefu l. The combat effectiveness of magic makes
it a valuable offensive and defensive tool and the proper
applications of wards and enchantments can g reatly add
to the security of any facility. TG E operative groups and
security complements almost always include a practitioner
of magic (except i n the smallest or least important of facili­
ties), and the most important facilities are protected by
several of them. Research, surveillance and espionage
are also g reatly enhanced by magic. S pells can create
gravity, darkness, heat, weig htlessness, and scores of
other effects in the blink of an eye, and can usually be
controlled or precisely directed.
The TGE even sells a few spell formulas as well as of­
fers training i n mystical study to those with high aptitudes
and the money to enroll. They are very careful to screen
applicants, and their courses (and formulas) are very ex­
pensive (availability is left entirely to the G . M . ) . When it
does sell magic spells, the TG E limits its offeri ngs to spell
levels one and two for 4000 credits and 6 , 000 credits per
spel l. Level th ree spells and higher are N OT sold , but can
be learned by Wizards enrolled in one of the TGE's elite
and limited magic training programs. The course takes
eight years of study before the student reaches level one
and can actually cast a spell . Tuition costs a half million
credits a year and annual enrollment is limited to u nder
one thousand. Political issues and liability concerns have
prompted the TGE to consider closing its institute of magi­
cal study entirely.
Magic is outlawed on some worlds, and feared on many
others, and can be devastating i n the hands of madmen
and criminals. Th us, magic is a political hot potato that
g ives the TGE reason for caution. In fact, their own opera­
tions and defenses have fallen prey to magical interven­
tion. As a result, the teaching and sale of magic is highly
restricted and marginal. N inety percent of all magic opera­
tions are internal with in the TG E itself. Eight percent is d i­
rected at magic-based societies, and 2% to non-magical
markets. Even then, rather than sel ling magic spells and
such to those unin itiated in the ways of magic, the TGE
leans toward hiring out "magic specialists" and mystically
empowered "troubleshooters" to do a job for a client,
rather than sell magical goods or resou rces to them . So

77
far, th is has worked out reasonably well , and the TG E may company or competitor or third party , and so on. Or the
slowly expand that aspect of the magic market. TGE character is absol ute scum using the player charac­
ters to cover up a crime, steal from or destroy a competi­
Good or Evi l tor, strong-arm the local govern ment, locate spies, stoolies
The TGE a s Vil lain a n d Savior or pol ice so he can eliminate them, and a thousand other
possibilities. U se them for a zillion d ifferent adventures.
Thus far, the information shows the TGE in a question­ The alig n ments and motives of the various TGE branches
able light. They are primarily a mega-business whose bot­ and d ivisions will shift from planet to planet, let alone sec­
tom line is profit, expansion and new markets. Like far too tor to sector, some good and caring, others self-serving or
many big corporations, their concern for people, society downright evi l. The level of corru ption and villainy will de­
and peace often comes in a distant second. The TGE has pend on who's in charge and what they want.
done a great deal of good , sometimes on purpose, often Hey, and don't forget scenarios where the TGE spon­
by accident. They help unite alien people, bridge cultu re sors a special event or humanitarian project and similar
gaps and help service many worlds who could not exploit ventu res that go awry and may need heroes to step i n and
their resources on their own . On the other hand, the TGE save the day. Th ings like a TGE special event being
is the epitome of the corporate machine on a cosmic raided by bandits, a TGE corporate officer or celebrity(s)
scale, wh ich means some level of collateral damage to an getti ng kidnaped , robbed or killed (and the heroes need to
ecosystem or the long term health of the people, or deteri­ rescue him or bring the villains to justice), a noble experi­
oration of a cu ltu re or civilization is an a cceptable "price of
ment (genetics, robotics, etc.) goes wrong and lives are in
doing business." The exact extent of that "damage" will
danger, a TGE exploration team vanishes, and so on.
depend on each division and branch, as well as the laws
of each individual planet or i nterplanetary consortiu m . This
means the TG E will t ry to get away with whatever it can. If
pollution standards are strict on one planet they will obey TG E Eq u i pment & Veh icles
them to the letter, but if the law is lax on another world for
the exact same operation, the TGE will take shortcuts and It has been noted before that the TG E produces just
cost cutting measures that fall within the parameters of the about everything in one form or another, so instead of tak­
law, even if they know thei r actions are h u rting the envi­ ing u p valuable book space with an extensive TG E catalog
ron ment or the people. That's not to say they wil l deliber­ of items, this section will focus on the equipment used by
ately poison or pollute - the TG E has a surp risingly the TG E's own operatives and secu rity personnel. The
ad mirable record i n these areas - but it does play fast eq uipment sold by the TGE and presented in its various
and d i rty to make or save a credit. catalogs can be fou nd i n any equipment list i n Heroes Un­
In other cases, it is a reg ional branch or d ivision man­ Iimited ™ , including the basic equi pment and weapons list
ager who will break the law, hurt others, cheat, rob , steal, in HU2 (pages 340-35 1 ), the expanded weapons and ve­
sabotage competitors, and engage in illegal activity . The h icles list i n the HU2 G.M.'s Guide (pages 1 99-223), the
company is so h uge, it is impossible for it to completely galactic weapons, equ ipment, and vehicles in Aliens Un­
police itself or its affiliates, and villains, cheats and limited, Revised (pages 1 75-203), and the weapons and
power-mongers take advantage of th is. Likewise, for those equ ipment of Fabricators I nc. from Villains Unlimited
operations in remote areas where the law is minimal or (pages 79-89; price adjustments will be necessary), as
nonexistent, the " bosses" sometimes become tyrann ical well as items in th is book. All TGE equipment is sturdy , re­
and/or corru pt authorities unto themselves. Then again, it liable and of good to very good quality , but nothing excep­
participates in thousands of high-profile (often PR in­ tional.
spired) h u manitarian efforts to bring peace and prosperity
to the galactic commun ity.
With so much flexibility, the G . M . has a perfect tool for TG E Light Secu rity Armor
adventu res i nvolving the TG E . Player characters could be I ssued to all secu rity personnel in normal to moderate
employees or agents of the company or freelancers or risk situations, th is armor consists of a padded un iform
heroes h i red to help them in some particu lar matter, from with layers of armor placed in strategic locations of the
rescue to research, to spying or matters of secu rity. The body (effectively a half su it of armor) . Very comfortable
TG E uses mercenaries and independents all the ti me. It's and flexible, th is armor is sold to nearly every security or­
good for business because it's easy to pin trouble on in­ gan ization i n the galactic commun ity and is a com mon
competent, neg ligent or crooked "outside help. " H i ring out­ sight on many secu rity g uards. The armor comes in nearly
siders can also circumvent i nternal secu rity , spies and any color and color combination.
interoffice politics. The player characters, in th is case, may Armor Rating (A. R . ) : 1 2 , S . D . C . : 65 (25 M . D. C . i n
not even realize the com pany or individual hiring them is Mega-Damage settings), Cost: 1 600 credits outside the
owned or in partnersh i p with the TG E, or that they are on TGE, but issued free to all TGE secu rity personnel (it is
TGE business u ntil it's too late. Of cou rse, such manipula­ emblazoned with the TGE logo and colors). Add 600 cred­
tion is not always for some nefarious pu rpose. The TGE its for an armored environ mental (space) suit. TGE em­
boss who hired the player g roup could be a good guy try­ ployees can purchase the equ ivalent of th is armor in "plain
ing to save lives and help people, protect his people or in­ clothes" (can't be distinguished from normal clothes) for
nocent folk from pirates, raiders or other villains, rig ht a 2500. Note: Both types offer excellent mobility; no prowl or
wrong, prove corru ption or cri me by members of his own movement penalties.
78
Full Battle Armor
Exoskeleton

Light Security Armor

TG E Standard Secu rity Armor working in combat situations. It comes standard with a hel­
Issued to secu rity personnel in high risk or light combat met, rad io setu p (range of 1 5 miles/24 km) and basic envi­
situations th is, armor is the standard combat armor for ron mental capabil ities.
TG E secu rity personnel. It consists of the same kind of A R. : 1 5, S . D . C . : 1 50 (70 M . D . C . in Mega-Damage en­
soft armor u nder-suit as the light armor with hard armor viron ments), Cost: 20, 000 credits. Note: -1 5% movement
plating on the chest, forearms, and lower legs. The helmet penalty to prowl , swi m, climb, acrobatics, gymnastics and
has environ mental seals, ten mile ( 1 6 km) bui lt-in commu­ similar skills.
nicator, con nections for emergency atmosphere (but none
is included un less assigned or purchased separately), and
TG E Augmented Battle Armor (exoskeleton)
H U D display for any computer or optics (though none are
standard , must be purchased separately). Reserved for the heavy hitters, special operatives, clas­
sified TG E i nstal lations, hostile outposts and heavy com­
Armor Rating (A R . ) : 1 4, S . D . C . : 95 (40 M . D. C . i n
bat situations, this suit of fu ll environ mental battle armor is
Mega-Damage settings). Cost: 2300 credits outside the
the top of the line in combat armor without crossing i nto
TG E, but issued free to all TGE security personnel (it is
actual powered armor. It comes standard with basic
emblazoned with the TGE logo and colors). Add 2000 exoskeleton enhancements and impressive firepower ca­
credits for basic sensor and optic systems. Note: Excellent pabilities plus a built-in ki netic su it, eight hour oxygen sup­
mobility; no prowl or movement penalties. ply (72 hour air pu rification and recycling system),
radiation shield i n g , thermolate lining , telescopic and infra­
TG E Heavy Battle Armor red optics, passive nig htvision optics, ammo dru m back
This is an armored environ mental suit used for hazard­ mou nts and a recoi l diminishing mount on the right shoul­
ous cond itions and combat. It incl udes a fu ll set of hard ar­ der that will hold any rifle-sized weapon . Most TGE facili­
mor plating for the chest, back, shoulders, arms, elbows, ties will have one or two of these su its locked away for
h i ps, thighs, shins and head (helmet) over a dense weave emergencies and TGE space stations will have enoug h to
of padded flexible fabric similar to the other armors. Su it­ eq u i p the fu ll security staff depending on the level of secu­
able for space and combat operations, and assigned to rity and hostil ities in the reg ion.
special operatives, exploration teams, security at classi­ Armor Rating (A R . ) : 1 6 , S . D . C . : 2 3 5 ( 1 1 0 M . D . C . in
fied TGE installations, combat escort personnel and those Mega-Damage environments), Bonuses: The armor adds
79
+2 to P . S . , +4 to S pd , +2 to damage, +5% to Zero Gravity
skills, and the recoil diminishing weapon mount provides
+1 to strike with an ai med shot and no penalties when fir­
ing a burst. Cost (full environ mental hard su it) : 70, 000
cred its. Note: -1 0% movement penalty to prowl, swim ,
climb, acrobatics, gymnastics a n d similar skills.

" ,' .:
. .'
.. . . .
. .::;;. �:::.: ,', .

. :,:::>:.:{:::'-'
.
..: ....

....

Ta rgess pa Secu rity Power A rmor

Targesspa is the Tagon ican word for a "strong support" S.D.C. by Location :
or " pillar." The Targesspa is a powerfu l , light support com­ * Head/Helmet - 50
bat u n it (Type Three Exoskeleton). When deployed i n Arms (2) - 40 each
pairs or small squads, they can b e more than a match for Legs (2) - 70 each
the standard band of pirates, light infantry and even sol­ ** Main Body - 275
diers in heavy combat armor. Few TG E office build i ngs
have more than one or two, if any, but a squad to a pla­ * Th is is a small target and requires a called shot at -3
toon are standard issue on most space stations, cargo to the d ie roll. This penalty does not apply to the mod i­
transport sh i ps, and com bat escort teams and defenders. fied called shot rules against A. R. for Heroes Unlimited .
The strength and capabilities of the PA also make the I n the latter case, the d i e resu lt would remain u n modi­
Targesspa su itable for emergency rescue or as a repair fied for determining if an attack defeats armor or not.
u nit. The model below is a standard issue Targesspa with •• Depleting the damage capacity of the main body will

no wings or fl ight capabilities. shut the armor down , rendering it useless scrap metal.
Name: Targesspa XS-4 (Targesspa XS-6 with wings) M.D.C. Note: For use in Mega-Damage settings, tu rn the
Model Type: TG E Standard Security Powered Armor S . D . C . point for point, i nto M . D. C . (i.e. Arms 40 M . D. C .
Class: Light Power Armor/Exoskeleton each , M a i n Body 2 5 0 M . D. C . , a n d s o on. A. R. n o longer
Crew: One; worn as a suit of armor. applies) .
Armor Rating (A.R.): 1 8

80
S peed reduce speed by 80%. If the victim saves against the stu n
Running: The Targesspa can ru n approximately 60 attack (roll of 1 6 or h ig her) reduce penalties by half and
mph (88 S peed/96 km) . The act of ru n n i ng still tires the speed and melee actions are not red uced .
user, but at only one q uarter the normal fatigue rate. Rate of Fire: Each can discharge twice per melee (at the
Leaping: The XS-4 does not have full flight capabilities beg i n n i ng and the middle of the round).
un less mod ified accord i ngly. Ground un its are outfitted Effective Range: 30 feet (9 m) for both systems.
with jump jets and can leap 1 00 feet (30 . 5 m) straight u p Payload : Effectively U nlimited .
o r 200 feet (6 1 m) across. It also has d i rectional jets i n the 2. Chemical S pray: The chest of the power armor has a
back, h i p and lower legs. Together with the jump jets, the spotlight and a chemical spray system. The system co­
Targesspa can fu nction in outer space (and u nderwater) mes standard with blinding chemicals and C02 foa m
without a jet pack; the built-in jets provide all the th rust it (see page 207-208 o f H U 2 for fu ll details). Other chemi­
needs. Maximum speed in space is 30 mph (48 km). cals are never substituted in the standard security mod­
els used by the TGE .
Flight Capable Mod ifications: U n its assigned to space
Damage: None. The mace-li ke chemical will blind targets
stations and reconnaissance, as wel l as combat and situa­
(-1 0 to strike, parry and dodge) for 304 melee rou nds and
tions where fl ight is required or a distinct advantage, will
the foam will extinguish small fires.
have folding wings and back mou nted jet thrusters. (Oth­
Rate of Fire: Single shot/sprays only.
erwise, same as the XS-4 . )
Effective Range: 1 0 feet (3 m) for both .
Flight speed : 200 m p h (320 km). Maximum altitude: Payload: Six sprays per chemical.
5000 feet ( 1 524 m). The wings each have 90 S . D . C . 3. Large Tearing Claws : I ntended for use as a tool in de­
Underwater Capabilities: The pilot inside the Targesspa molition and climbing rather than a weapon , these
can survive depths of up to 1 000 feet (305 m) and can claws fu nction q uite well as melee weapons. When the
swim or jet around at a speed of 30 mph (48 km or 26 claws are used to tear or pry at doors, walls, or other
Knots) . solid, inani mate objects (including deactivated robots
Statistical Data and vehicles) , the damage they do is doubled. Dam­
Height: Adds 8-1 0 inches (0.23 m) to the height of the age: 4 06 per hand ( M . D . C . in RiftS®).
wearer. 4. Hand-Held Rifles: The Targesspa has no built in
Width : Adds 1 8 inches (0.46 m) to the width of the long-range weaponry. I n stead , the pilot can employ any
wearer. hand-held rifle as a means of ranged fi repower. P reci­
sion weapons with lower collateral damage potential
Length : Adds 20 inches (0.53 m) to the length of the are the most common standard issue weapons, includ­
wearer. ing pu lse lasers and ion rifles.
Weight: 245 Ibs ( 1 1 0.25 kg); 300 Ibs ( 1 35 kg) with flight 5. Hand to Hand Combat: The power armor is also q u ite
capabilities. capable of engag ing in unarmed combat to both sub­
Physical Strength : 26 (Superhuman P . S . ) . due and damage opponents. Specific maneuvers and
Cargo: None other than spare ammo and h i p/belt capabilities such as body fli ps and special kick attacks
pouches. will vary with the pilot's skill level.
Power System: Typically su per-solar or high perfor­ Damage: Normal punches do 2 06+ 1 1 damage and nor­
mance, compact battery systems ( 1 0 hour operating time, mal kicks do 306+ 1 3 damage (both include P . S . damage
but can be plugged i n with a direct line to recharge and bonus). Special kicks that have increased damage do their
conserve batteries) . normal damage plus an extra 2 06+ 1 3 damage bonus
from the power armor's superh u man P.S. rating. Power
Cost: 550,000 credits for the standard XS-4 u n it,
pu nches and kick do double damages but use up two at­
720, 000 for the XS-6 with flight capabil ities. Add an extra
tacks.
1 25 ,000 credits to get an extra 1 00 S . D . C . for the main
6. S pecial Systems and Bonuses: All TGE power armor
body of either u n it (increase all other S . D . C . by 20%) and
suits and piloted robots have the following systems
an extra 1 75, 000 to boost the A. R. to 1 9.
standard : basic listening system, radar Signal detector,
Weapon Systems wide-band rad io receive and transmitter, audio re­
1 . Electrical Discharge: Th is is a close q uarters weapon corder, advanced optic system, video receiver and
and is usually qu ite handy within the hallways and small transmitter (always running while active) , camera , and
rooms of enclosed buildings and space stations. The search light.
system also has a setting to act as a stu nner, thus add­ In addition, all piloted TGE robots and poer armor
ing some versatility to it and greatly increasing the op­ wi ll also have the following: bio scan, motion detector
tion of captu ri ng intruders for questioning, punishment, and warning system , radiation detector and complete
or handing over to the proper authorities. environ mental systems for the pilot.
Damage: Each hand of the power armor has a separate The Targesspa comes with the following added sys­
system, one is damaging and the other acts as a taser to tems standard : rad io signal scrambler, loudspeaker, tar­
stun targets. The damag ing d ischarge does 406 damage geting sight, combat computer, and micro-radar (only i n
( M . D . C . in Mega-Damage settings) and the stun setting the XS-6 flying models). Targesspa Bonuses: In addition
will make victims - 1 0 to strike, parry , and dodge, and -60% to the pilot's bonuses from training and P . P . , the
on skill performance for 2 04 melee rounds. Also red uce Targesspa armor is +3 on initiative, +2 to strike, +2 to
the victim's n u mber of melee attacks/actions to two, and parry and dodge, +2 to roll with i mpact, +3 to pull punch ,
81 +3 to disarm , and + 1 06 +1 1 to damage.
The robot may be prog rammed to act as realistically and
naturally as possible or in a cold, machi ne-like voice and
demeanor.
The models used by the TGE have the following skills
(percentages are lower due to a smaller AI than those
available to player character robots and androids, which
keeps costs down ): Mathematics and basic laws of na­
tu re/science 90%, Computer Operation 80%, Law 50%
general and 98% TGE rules and g uidelines, Radio: Basic
85%, TV & Video 45%, Read Sensory Equi pment 70%,
Basic Military Etiquette and weapon recogn ition 70%,
Hand to Hand Combat: Basic, plus one pilot skill (normally
hover car) at 90% , three W. P . of choice (commonly in­
cludes energy pistol, energy rifles and blu nt; all are at 5th
level of proficiency), and fou r lang uage skills (Tagonican
at 98%, the Pilian trade tongue at 75%, and two other lo­
cal languages at 60%). Note: Domestic models (not for
secu rity) do not have the combat, military or W. P . skills.
Name: TGE General Secu rity Robot
Model Type: TGE Class One Secu rity Robot
Class: Realistically modeled light security robot
Crew: None, automated .
Armor Rating (A.R.): 1 1 ; effectively natural A. R . , so any
attack under 1 2 does no damage.
S.D.C. by Location
* Head/Helmet - 60
Arms (2) - 40 each
Legs (2) - 55 each
* * Main Body- 2 1 5
* Th is i s a small target and requires a called shot at -3
to the d ie roll. This penalty does not apply to the mod i­
fied called shot rules against A. R. for Heroes U nlimited .
TG E Class One Secu rity Robot I n the latter case, the d i e result would remain u n mod i­
This is the standard , TG E security robot with artificial fied for determining if an attack defeats armor or not. I n
i ntelligence (AI ) . Its AI is limited and the robots are com­ the TGE Class One robot, all sensors and sensitive
monly put i nto sq uads commanded by a human officer or systems are located in the chest, so destroying the
d irected from a remote station by one or more technicians. head will have no effect on the operation of the robot.
Class One Secu rity Robots are deployed for guard d uty ** Depleting the damage capacity of the main body will
(they never tire) and patrols (they don't ti re and remain shut the robot down , rendering it useless.
alert) , and dispatched into dangerous situations (burning M.D.C. Note: For use in Mega-Damage settings, tu rn the
build i ngs, areas contaminated by rad iation , flood zones, S . D . C . , point for point, into M . D . C . (Le. Arms 40 M . D. C .
etc. ) in place of h u manoids, as wel l as to supplement liv­ each , M a i n Body 1 75 M . D . C. , a n d so on. A. R. n o longer
ing troops and defenders. Some prefer to use robots i n applies).
place o f h u manoids, especially for restricted a n d top secu­ S peed
rity areas because they can not be bribed or become dis­ Ru n n i ng: Th e Class O n e robot h as a speed attri bute
gru ntled and steal or commit sabotage. On the other hand , rating of 45 and can ru n at speeds up to 30 mph (48 km).
the robots are much less adaptable or resou rceful , relying The act of ru n n ing does not tire out the robot and can be
entirely on their prog raming. maintai ned i ndefin itely. Can leap six feet ( 1 . 8 m) high or
The TGE sells a variety of robots i n its catalogs for se­ 1 0 feet (3 m) across.
cu rity work, labor and as personal bodyg uards, but they all Swimming: 8 0% skill level at speeds o f up to 25 m ph
have a slightly less refined i ntelligence, 20% less S . D . C . , (40 km or 2 1 knots). Maximum depth tolerance is 6 0 0 feet
and minimal aug mentation/upgrade capabilities (half the ( 1 83 m).
range listed under cost) , and sell for 25% less. E.!Yl!!9. : None, un less an additional skill prog ram in­
These robots can come in a generic humanoid form (re­ cludes jet pack or other piloting ski ll.
duce cost by 1 0%) or specifical ly modified to resemble a Statistical Data
specific race or species, but all of them have the same
Height: Same as the race emulated i n appearance.
statistics and most are produced with either wh ite or pow­
der blue skin pig ments or large, bright numbers and/or Width : Same as the race emu lated in appearance.
symbols emblazoned on their head , chest and/or back. Length : Same as the race emu lated in a ppearance.
Most people want to distinguish robots from real l iving Weight: 250-300 Ibs ( 1 1 2 . 5 to 1 35 kg) .
creatu res, and some planet govern ments req uire it by law. Physical Strength : 1 8 (Su perhuman P . S . ) .
82
Cargo: None other than what can be put into pockets,
packs, or carried bags.
TG E Cyborgs and
Power System: Typically super solar or high perfor­ Secu rity Applications of Bionics
mance, compact battery systems (4 hour operating time,
Just as with robotics, the TGE applications of bion ics i n
but can be plugged i n with a d i rect line to recharge and
their security are extensive, b u t the actual bion ics are only
conserve batteries).
moderate, with partial conversion cyborgs being the most
Cost: 975, 000 credits for the standard Secu rity Robot. common . Full conversion cyborgs are uncommon because
Add an extra 1 25 , 000 credits to get an extra th ree W. P. or of cost and the psycholog ical stress on the reCipient, but
Military or Pi loting skills (the latter two are at 80%), they do exist. One would hardly notice, however, for al­
1 20 , 000 for an extra 1 00 S . D . C . for the main body (in­ most all bionic enhanced security person nel in the TGE
crease all other S . D . C . by 20%), 1 00, 000 for one addi­ have realistic replacement parts, making them indistin­
tional attack per melee (can only upg rade once) , and an g uishable from most people u n less inspected very closely.
extra 250,000 to boost the A.R. to 1 5. The TGE makes extensive use of composite components
Weapon Systems that look very real. The statistics for these cyborgs are as
1 . Taser: Built into one of the robot's hands is a taser-like normal , the only d ifference being their al ien appearance
stu n weapon designed to disorient and incapacitate - they look like their orig inal race. The only exception is
trou blemakers. It is not intended to be a damag ing when they don bionic body armor, but even then they look
weapon system and does not have any kind of add i­ like heavily armored soldiers. Only those who recognize
tional settings. the TGE bionic body armor for what it is will realize that
Damage: Temporarily short-circu its the nervous system of they are up against cyborgs. The full conversion variety of
life forms who have one. The attack will make a victim -1 0 corporate cyborg will most commonly be found as body­
to strike, parry , and dodge, and.60% on skill performance guards to i mportant people. Many are loyal bodyg uards
for 2 04 melee rounds. Also red uce the victim's n u m ber of who have been in the li ne of fire before and suffered
melee attacks/actions to two, and red uce speed by 80%. If g reatly , earn ing as their reward , a new lease on life as a
the victim saves against the stu n attack (a rol l of 1 6 or bionic operative. Most executives bind these loyal people
higher) red uce penalties by half and speed and melee ac­ to short contracts, effectively giving them the expensive bi­
tions are not reduced . on ics as a reward for their sacrifice and loyalty . At the end
Rate of Fire: Once per melee round . of those contracts, most of the cyborgs choose to stay and
Effective Range: By touch or 1 0 foot (3 m) blast. work as freelancers, possibly earning them free u pg rades
Payload: Effectively unlimited . as they further demonstrate the loyalty they have for the
2. Hand-Held Weapons: The robot Can use any hu­ TGE .
man-sized hand-held weapon from guns to melee
weapons. Standard issue weapons for TGE Class One TG E Spacecraft
Secu rity Robots are one energy pistol (someti mes two) , The TGE employs a vast fleet of spacecraft. Most of
o n e energy rifle, a n d a billy club or mace, b u t a n y me­ them are civilian cargo transports and a select portion are
lee weapon (sword , spear, staff, etc. ) can be used . luxurious transport craft. The cargo craft of the TG E are a
Damage: 306 or 406 for the pistol, 5 06 or 606 for the common sight i n al most any port as they deliver goods to
rifle (both are M . D . C . in Mega-Damage settings) and one place or another or from warehouses and orbiting
2 04 to 2 06 damage for the melee weapon. Rate of storage facilities to retail outlets. Their secu rity craft are
Fire: S i ngle shot only; each pull of the trigger shoots an not military vessels and only a handful of them will have
energy blast. Effective Range: 800 feet (244 m) for the battleship armor or weapons larger than anti-ship class.
pistol, 2000 feet (61 0 m) for the rifle. Payload: 20 blasts Even heavy armor is rare except in the larger cru isers and
per E-clip. the small n u mber of battleships the company employs.
3. Hand to Hand Combat: The Class One robot can en­ Combat ready TGE spacecraft wi ll be moderately armed
gage in both armed and unarmed combat just like any for their class with firepower equivalent to that listed for
other character. the prod uction line packages. Overkill is not good busi­
Attacks per Melee Round: Four ( may get one additional ness practice and the TGE finds it far more effective to
attack at an additional cost). use several adequately armed and armored craft than a
Damage: 2 06+6 from punch , kick or head butt due to its single heavily outfitted one. The use of more than one
Superh u man P . S . Power punches are not possible. craft at the same cost as a larger one is also more versa­
Bonuses (includes robot attri butes and skill): +1 on initia­ tile and usefu l to the practical m inded corporate execu­
tive, +3 to strike, +5 to parry , +3 to dodge, +3 to disarm, tives. In order to conserve space, no specific examples of
+5 to pull punch , +1 to rol l with i mpact. All the usual com­ TGE spacecraft will be g iven in th is supplement.
bat rules and damage are the same as always.
4. Special Systems and Bonuses : As previously noted , A F i nal TG E N ote
all TGE robots have the following systems standard : Though the TGE may certainly be the largest, it is by
Basic listening system, radar signal detector, wide-band far not the only mega-cong lomerate operating in the Milky
radio receive and transmitter, audio recorder, advanced Way. Hundreds and thousands of other corporate entities
robot optic system, video receiver and transmitter (al­ ply their trade amongst the galactic community . In some
ways ru nning wh ile active), camera, and searchlig ht. areas, these smaller corporations hold a monopoly all their

83
own , u ntouched by the shadow of the massive TG E . I n
other areas, compan ies compete head to head with the
Tagonican titans. By the same token, the TG E has more
than its fair share of monopolistic markets. The TGE is
only one example, and a bit of an extreme one, of the kind
of corporate and business organ izations that space faring
characters may encou nter in the galactic environs of
Heroes Unlimited ™ ("We were sure he was a TGE spy.
Who the heck's Almadricon I nc.?"). Or help stop them
from shaking in their boots (" Please tel l me the guy we just
aced doesn't have a TG E secu rity badge!").

Te Too l
Te Tool's native civilization , the Toke Tu ul , are one of ities, su bterfuge was i mpossible and the Toke Tuul
those races that have a checkered past of dark catastro­ learned to cooperate with o n e another, and openly share
phes and revered ach ievements. Though thei r good deeds their thoug hts, hopes and ideas. This kept crime low and
and achievements far outweigh the bad , those black achievement high, with the civilization reach ing scientific
stains are dark, indeed , and forever mar the galactic com­ heig hts and eventually the stars at a rapid pace. Contact
mun ity's perceptions of these people. Thei r civilization ad­ with the galactic community went well , and the Toke Tuul
vanced quickly, assisted by a natural predisposition to were g raciously accepted as g reat scientists, free th inkers
psionic abilities. With psychometry, clairvoyance and and arbitrators. Their natural abilities made them prized
telepathy being the most frequently occu rring psychic abil- advisors, negotiators and di plomats. It was th is exposure

84
to other races, notably those with no psionic abilities of across a century to shade even today's perceptions of
their own , that would lead to the black mark on the Toke these people. While the majority of these natural psych ic
Tuul's otherwise sterling reputation. For there was a brief masters are good hearted people dedicated to helping
period where several groups found their psionic powers to others and restoring their good name, there are still those
be an ever present temptation to deceive and manipulate among them who use their powers for personal gain and
those without them. For a handful of Toke Tu ul opportun­ evil i ntent. The result is that while many trust the Toke
ists, the tem ptation proved to be more than they could re­ Tu u l, a good number do not, and some outrig ht fear, seg­
sist. Abuse of their psionic powers would lead to tragedy regate and persecute them .
and scandal. A l l Toke Tuu l are tall a n d lean, with soft, b u t wrin kled
The positions of trust earned so qu ickly by the Toke skin that d isplays a rain bow of pastel colors from sky blue
Tu ul in alien cou rts and the political arena gave them tre­ to lavender to a soft lime green , with wh ite or pale grey
mendous influence and power over those who trusted chest and facial tones. A large, single eye is in the center
them. Normally th is would not be a problem, but all past of thei r long , bony head . It is a glassy black or dark blue,
experiences had been with thei r own people in the con­ g reen or purple orb with no detectable iris or pupil. They
trolled environ ment of Te Tool's psionic community. Let have no discernable nose and their ears are located on
loose on the defenseless and often psionic-less peoples of the top of the head at the end of bony protrusions that re­
the galaxy , Toke Tuul were like children left to keep watch semble a pair of tiny volcanic craters. A pair of small horns
over a candy store. Those i nclined to abuse their power g row on both sides of the ch i n , and a series of small
found it all too easy to do so, and many surprised them­ spines g row from the base of their skull and down the
selves at how alluring it was to make a bid for personal back of their neck. Some males show similar g rowths on
power and glory. A few short generations after their explo­ the arms and/or back, although such spines are usually
sive appearance on the galactic scene (and before the much smaller than those on the neck. The mouth is long
FAR wou ld allow them membersh ip), a planet known as and th i n , their skin wri nkled and craggy. Tall and th i n , the
Lollilor was laid to waste by an extensive nuclear ex­ limbs of the Toke Tu ul are rather spindly, thei r arms and
change. Many Toke Tuu l were involved in the subseq uent digits long and delicate. Flowing gowns, cloaks and robes
investigation, for they were eager to prove themselves to are by far the preferred clothing of th is proud race, and
the Federation of Al lied Races, and Lollilor had been a even when armored for battle, many will adorn themselves
member planet. I ron ically, it would be the Toke Tu u l who with capes, cloaks, scarves and ri bbon-like streamers.
d iscovered that some of their own had intentionally or­ Oark colors that com plement and bring out their pale skin
chestrated the war. It was all part of a twisted scheme to are popular in both clothing and interior decorations.
win world domination by tricking th ird party nations into Flowing, elegant forms dominate their artwork, arch itec­
war and thus remove several political rivals. This was ac­ tu re, tech nology , and vehicles. Their buildings sweep in
complished th rough lies, treachery and man ipulation made g raceful cu rves, some resembling flowers or waves, and
easy by the rog ue Toke Tu ul's psionic powers. U nfortu­ even their sophisticated computers look more like scu l p­
nately, the Toke Tuu l masterminds beh ind th is plot u nder­ tu res than mach ines. Toke Tu u l spacecraft and vehicles
estimated how rapidly emotions would get out of hand and are likewise akin to moving art forms and are highly priced
the resulting war decimated the planet, the psychic insti­ by many other races, fetching high prices on galactic mar­
gators of the tragedy perishing in the nuclear maelstrom kets where they are mod ified to accommodate the physiol­
along with much of the planet. A handful of similar and ogy of other races.
eq ually frightening events cropped up over the next ten
years, delaying the admittance of Te Tool into the FAR for Toke Tu u l (pronou nced as "toke tool")
almost twenty years. The trials of the Toke Tu ul as they Alignment: Any, though t h e home world can be consid­
strugg led to become part of the galactic community were ered Principled in general. Most Toke Tu ul g ravitate to­
far from over. ward Principled and Scru pulous and many struggle to
Seventy years after their admittance into the FAR, the redeem their good name. However, many find the rest of
Toke Tu u l and their fel low federation members wou ld be the u n iverse to be too i ntoxicating and corru pti ng, turning
shocked by the declaration of the Zeru ll iat peoples that them i nto villains of the worst kind. When a Toke Tu ul
their holdings would hereafter be known as an Empire. goes bad , it's usually really bad : Miscreant or Oiabolic.
The annou ncement would have caused little ruffling of Attributes : L a . : 3 06+ 1 , M . E . : 3 06+5, M .A. : 3 06+3, P . S . :
feathers, for member planets occasionally leave the FAR, 306, P . P . : 206+4, P . E . : 306, P . B . : 2 06 , S pd . : 306.
but the announcement came a few days after the Zeru ll iat H it Points : P . E . attribute x2 plus 1 06 per level of experi-
had forcibly annexed a dozen planetary systems to their ence.
new Empire. The FAR tried negotiations for the relinqu ish­ S.D.C.: 1 04x1 0+20
ment of the captu red planets, but to no avail. Ouring these Height: 7 feet, 6 inches plus 406 inches (2 . 37 to 2 . 89 m).
negotiations, it was learned that the new Emperor's advi­ Weight: 200 to 400 Ibs (90 to 1 80 kg) .
sors were a conclave of Toke Tuul. It was they who sug­ Average Life Span : 200-230 years.
gested, planned , arranged and pushed through the S u per Abilities : All Toke Tuu l are psychic by natu re.
expansion plans. The "emperor" was noth ing more than a They use the normal ru les for creating a Latent Psionic
puppet on their stri ngs. A long , bloody war was needed to as detai led on page 1 90 of Heroes Unlimited ™ , Sec­
set things right. It would annihilate the Zeru lliat peoples ond Edition , but they receive a bonus of +20 to their
and cast a shadow across the Toke Tuul that reaches base I . S . P . (M.E. attribute x2 +204x1 0+20). Toke Tuul

85
characters always have psychometry, clairvoyance and Robots are immune to all forms of mental and emo­
the super-psionic power of telepathy among thei r i n itial tional psionic attack (physical psionics will do normal dam­
psi-powers. Select an additional five psionic powers age) and are heavy enoug h to resist the effects of
from the categories of Healing, Physical or Sensitive at telekinesis from all but the most powerfu l psychics. The
level one. Roll on the random table as usual to deter­ dignitary shown in the illustration is escorted by two such
mine new psionic powers as the character grows in ex­ robots acting as bodyguards. Even ordinary Toke Tu ul will
perience. own one or two robots, while those active as d i plomats, in­
Ed ucation : Any , but tend to avoid physically demanding vestigators, explorers and adventu rers will have 2-4 .
occupations (i.e. sold ier, ath lete, etc. ) and naturally Name: Toke Tu u l Robot Protectors, more com monly
gravitate to careers as scholars, investigators, scien­ known as "Tullies" or "Tully Guard . "
tists, di plomats and public speakers. Those who go bad Model Type: Secu rity Robot
often become criminal masterminds or power-h ungry Class: Artificial intel ligence, med i u m light secu rity robot,
maniacs who long to ru le over or enslave others. artificial appearance .
S pecial Weapons: Since fi rearms and energy weapons Crew: No n e, automated .
are often considered unacceptable in more genteel sur­ Armor Rating (A.R.): 1 3; effectively natu ral A R . , so any
rou ndings such as the di plomatic corridors of govern­ attack under 14 does no damage.
ment, many Toke Tuu l arm themselves with kisentite S.D.C. by Location
knives or daggers, since these weapons can often be * Head/Helmet - 80
concealed and do more damage than normal weapons. Arms (2) - 60 each
Typical Damage: 2 06. Weight: 1 . 5 Ibs (0.67 kg) , Legs (2) - 1 00 each
Length : 1 0- 1 4 inches (around 0 . 3 m). Note: They are * * Main Body- 280

also fond of magic items. * This is a small target and req uires a called shot at -3
S pecial Vehicles: Toke Tu ul prefer hover vehicles and to the d ie roll. This penalty does not apply to the mod i­
spaceshi ps that have a sense of grace and beauty. fied called shot rules against A R. for Heroes U nlimited .
They rarely ever find the designs o f other races very I n the latter case, the d ie resu lt would remain u n modi­
appealing and will usually arrange to have their own ve­ fied for determining if an attack defeats armor or not. I n
hicles transported to the places they live, work or visit. the Toke Tu u l robot, all sensors and sensitive systems
Player characters can have any reasonable hover vehi­ are located in the chest, so destroying the head will
cle of choice. have no effect on the operation of the robot.
Preferred Armor: Toke Tu ul are rarely violent, but do ** Depleti ng the damage capacity of the main body will
wear light to medium armor and half suits when neces­ shut the robot down, rendering it useless.
sary (A R . : 1 2 , S . D . C . : 65 is common). Likewise, evil M.D.C. Note : For use in Mega-Damage settings, tu rn the
Toke Tu u l seldom wear heavy armor, preferring light ar­ S . D . C . , point for point, into M . D . C . (i.e. Arms 60 M . D . C .
mor, force fields, magical defenses and henchmen to each , M a i n Body 2 8 0 M . D. C . , a n d s o on. A R . no longer
protect them. applies).
Fami liarity With Earth : None. S peed
Rifts® Notes : I n a Phase World® settin g , the Toke Tuul Running: The Tully robot has a speed attribute rating of
will be prized advisors, artists and psychic i nvestigators 66 and can ru n at a speed of 45 mph (72 km). The act of
with the same checkered past and shadowy image as running does not tire out the robot and can be maintai ned
g iven here. A standard Rift's setting would find them to indefin itely. Can leap 1 2 feet (3.6 m) high or 20 feet (6 m)
be inhuman D-bees of questionable integ rity. The Co­ across.
alition will brand them as dangerous aliens who bend
Swimming: 80% ski ll level at speeds of up to 30 mph
and manipu late the minds and emotions of h u mans.
(48 km or 26 knots). Maximum depth tolerance is 800 feet
(244 m).
Toke Tu u l Robot G uards E.!Y.!D.g : None, un less an additional skill prog ram in­
Toke T u u l use robots a s bodyguards a n d to police cludes jet pack or other pi loting skill.
themselves. Robots are not vul nerable to their mind con­ Statistical Data
trol and are th us a good method of hand ling psych ic crimi­ Height: 8 feet (2 .4 m).
nals. The same holds true of robot bodyguards, and since Width: 3 feet (0.9 m).
the Toke Tu u l are not usually very physically powerful , the Length: 2.5 feet (0.76 m).
robots g ive them muscle. Moreover, there are a fai r n u m­
Weight: 400 Ibs ( 1 80 kg) .
ber of races and organizations who fear and/or hate the
Toke Tu u l , and see all, even those who have only ever Physical Strength : 20 (Superh u man P . S . ) .
lived a good life and strived to bring peace to the people of 61: : 1 0 I . Q. equ ivalent.
the M i l ky Way , as untrustworthy, evil monsters to be de­ Cargo: None other than what can be put into pockets,
stroyed. Some zealots seek to pun ish the entire race for packs, or carried bags.
i ncidents like the Lollilor and Zerulliat affairs, wh ile others Power System: Typically a dual super-solar compact
seek to enslave and use them; Toke Tuul fetch 50, 000 battery system (24 hour operating time; effectively un lim­
and up on the slave market. To surmount this, the aliens ited) and a micro-fusion power supply with a 20 year life.
rely heavily on robots for protection.

86
Skills: Basic Mathematics 98%, basic laws of na­ for the pistol, 2000 feet (6 1 0 m) for the rifle. Payload : 20
ture/science 90%, Computer Operation 80% , Law (gen­ blasts per E-clip.
eral) 80% , Radio: Basic 80%, TV & Video 70%, Read 5. Hand to Hand Combat: The Tully robot can engage in
Sensory Equi pment 70%, Basic M i litary Etiquette and both armed and u narmed combat just like any other
weapon recog nition 70%, Hand to Hand Combat: Basic, character.
Prowl 45%, Surveillance Systems (and Tailing) 60%, Pilot Attacks per Melee Rou nd: Four (may get one additional
Hover Veh icles 90%, two other piloting skills at 85%, and attack at an additional cost).
W. P . Energy Pistol , W. P . Energy Rifles and W. P . Sword ; Damage: 2 06+8 from punch , kick or head butt due to its
all are at 5th level of proficiency. A special lang uage com­ Superh uman P . S . Power pu nches are possible u pon com­
puter/translator enables the robot to u nderstand and mand by its owner and inflict double damage, but count as
speak 600 different languages (can only read 1 2 , including two melee attacks.
Toke Tu u l, Atorian , and the Pil ian trade language at 75%). Bonuses (includes robot attributes and skill): +3 on initia­
Cost: 1 .4 million for the standard Guard Robot without tive , +4 to strike, +6 to parry , +4 to dodge , +4 to disarm ,
weapon systems. Add an extra 1 25, 000 credits to get an + 6 to p u l l punch , + 2 to roll with i mpact. A l l the usual com­
extra th ree W. P . or Military or Piloting skills (the latter two bat rules and damage are the same as always.
are at 80%), 1 20, 000 for an extra 1 00 S . D . C . for the main 6. S pecial Systems and Bonuses: Has all the same ba­
body (increase all other S . D . C . by 20%), 1 00, 000 for one sic systems as TGE robots, including basic listening
additional attack per melee (can only upg rade once), an system, radar signal detector, wide-band radio receiver
extra 1 50, 000 to boost the A. R . to 1 5, and 500,000 for the and transmitter, audio recorder, advanced robot optic
complete weapons package below. system, video receiver and transmitter, camera, and
Weapon Systems searchlight, plus amplified hearing, motion detectors,
1 . Taser: An idea borrowed from the TG E , a taser is built heat sensors and passive nig htvision .
into one of the robot's hands. A short-range blast or
taser touch will momentarily stun and disorient trouble­
makers.
Damage: Temporarily short-circu its the nervous system of
life forms who have one. The attack will make a victim -1 0
to strike, parry , and dodge, and -60% on skill performance
for 2 04 melee rounds. Also red uce the victim's n u m ber of
melee attacks/actions to two , and red uce speed by 80%. If
the victim saves against the stun attack (a roll of 16 or
higher) red uce penalties by half and speed and melee ac­
tions are not red uced .
Rate of Fire: Once per melee round .
Effective Range: By touch or 1 0 foot (3 m) blast.
Payload : Effectively unlimited .
2. Forearm Laser or Ion Blaster (2): Each forearm has a
built-in laser or ion blaster, or both (laser on one arm ,
io n blaster on th e other) . The laser has superior range,
the ion blaster su perior stopping power.
Damage: Laser: 3 06 - Ion Blaster: 5 06
Range: Laser: 1 000 feet (305 m) - Ion: 500 feet ( 1 52 m).
Rate of Fire: Single shot; each blast counts as one melee
attack.
Payload : Effectively unlimited .
3. Retractable Kisentite Blade (2): A sword is housed i n
a compartment in each forearm.
Damage: 3 06 +8 from P . S . damage bonus; blade never
du lls.
Range: Hand to hand combat; rough ly a 6 foot ( 1 . 8 m)
reach with blade extended .
4. Hand-Held Weapons : The robot can use any hu­
man-sized hand-held weapon from guns to melee weap­
ons. Standard issue weapons for the Tully Robots are one
energy pistol (someti mes two) , one energy rifle, and a billy
club or mace, but any melee weapon (sword , spear, staff,
etc. ) can be used . Damage: 3 06 or 4 06 for the pistol, 506
or 6 06 for the rifle (both are M . D . C . in Mega-Damage set­
tings) and 2 04 to 2 06 damage for the melee weapon .
Rate of Fire: Single shot only; each pull of the trigger
shoots an energy blast. Effective Range: 800 feet (244 m)

87
has become a multi-racial organization . Currently,
Thisseras and M iceans comprise a little less than 40% of
all field operatives, but many of them remain as
team/squad leaders, officers, and administrators.
The TMC cu rrently holds contracts with 964 planetary
systems covering 435 sectors in the I Ita quadrant, com­
pared to the FAR which has a mere 50 sectors in that
same quadrant (it has a stronger presence in other quad­
rants). As the number of contract holders grows, and the
TMC patrol sectors overlap, the organ ization is becoming
a strong, though u nofficial, u n iting force in the I Ita quad­
rant. They have no political power u nto themselves, but as
a th ird party supported by locals, it is often in thei r best in­
terest to do what they can to settle i nterplanetary d isputes
and maintain relations between clients who are rivals. To
th is effect, the TMC is often successfu l i n getting planets
to cooperate with one another, as well as brokering extra­
dition , trade and peace deals.
They always have a waiting list for clients because the
Thisseras and M iceans steadfastly refuse to rush the
training and screening of new law enforcement officers,
resu lting in a constant shortage of man power. More police
officers are being trained than ever, and the TMC has
started accepting partial contracts in which they offer mi­
nor protection in the way of sporad ic patrols and flybys to
planets waiting for a fu ll protection contract. The Thisseras
and M iceans would never deliberately overextend them­
selves and are rarely short of manpower for their existing
contracts. Demand has simply overtaken available supply.
Because of several factors, such as the variety of
crimes and number of different laws they enforce, the
overall size of the TMC itself, and the fact that many of the
cri minals they face are often wealthy and/or well eq uipped
with an extensive membersh ip (organized crime, raiders,
space pirates and spies among them) , TMC training, orga­
Th isse ra-M icea n nization , and operations are similar to the various special­
ized Earth govern ment agencies such as the CIA, F B I ,
Cooperative (TMC) DEA, ATF , a n d s o on. Their training, tactics, a n d equip­
ment include a variety of combat/military skills, weapons,
The Thissera-Micean Cooperative (TMC) is a space po­ explosives, espionage, stealth , and teamwork necessary
l icing force created by the re pti le-like Thisseras (see their to engage space criminals in any situation from a head-on
first a ppearance i n Aliens Unlimited ™ , page 1 48) and battle to a silent raid that frees hostages. Each branch or
the rock-like Miceans (Aliens Unlimited ™ , page 1 37). It division is trained in a specialized field and agents from
contracts with individual planets to get patrol and law en­ different divisions work cases together in an attempt to
forcement jurisdiction in the local space around that planet combine that expertise. Helping out is a special g roup of
and with in that sector of space. The planetary laws of a d i plomatic business people called I nterdivisional Liaisons
contract holder a re enforced in the space around it, and or " I Ls."
anyone breaking them is arrested by the TMC and turned Each TMC officer undergoes extensive training in po­
over to the planetary authorities. The laws they enforce lice proced ure, basic laws (including what the TMC calls
govern the whole gamut of crimes, including murder, as­ " U n iversal Galactic Laws" or UGLs), and the etiquette of
sau lts, rape, theft, smugg ling, confidence games, scams, deal ing with civilians. Additional training i ncludes combat
kid naping , extortion, sabotage, destructive or life th reaten­ skills, and exposure to crime scene footage and other pos­
ing vandalism, piracy, terrorism, conspiracy , mining clai m sibly shocking images that will eventually be encou ntered
i nfringements, etc . . in the field. Proper handling of evidence and the cri minals
I n itially, all members o f the TMC were either Thisseras themselves, and dozens of other skills and procedures are
or Miceans, but as their reputation grew, and contacts be­ ingrai ned in all of these lawmen . Besides the usual police
came more plentifu l , aliens from other races began to ap­ training, TMC officers receive basic military-style experi­
ply for positions in the interstellar " police force" by the ence in space and hostile environ ment su rvival, robot and
hundreds. In its infancy , such requests were denied , but terrorist combat training, and some d rill practice for prox­
as it prospered and expanded across the galaxy , the TMC i mity awareness. I n addition, all officers must have a solid

88
understanding of the laws and customs of the sector they tu nately , that covers only 400 of their 964 sectors. To rem­
patrol, which can contain as many as 5-1 0 d ifferent i nhab­ edy this problem, the TMC uses a combi nation of smaller,
ited planets. Satellite Class space station and moon outposts (base
Though the TMC produces the vast majority of its own camps actually located on a moon or asteroid) in conjunc­
weapons and equipment, additional g u ns, eq uipment, tion with regular and long-range patrols to allow for maxi­
spacecraft, financing and auxiliary man power can be pro­ mized coverage of the contract areas. P lacement of
vided by each of the planets that contract with them. Most Gateway structures also helps to rel ieve some of the bur­
contracts req u i re a planet to allow the placement of either den of patrolling the vast areas between posts and planets
a Thissera or M icean factory complex on a moon , space under contract. However, Gateway transit structures are
station , or on the planet to prod uce TMC boarding veh i­ expensive, so they too are widely scattered over the con­
cles, weapons, and/or small spacecraft. These factories tract areas. This means there are holes in the i m mense
are run and d i rected by TMC overseers, but also include net of TMC controlled space, but they still do a good job
natives of the planet whenever possible. Regardless of overall and make certain local space around client planets
other options, all contracts require a planet to provide the is as safe and secure as possible. It is in deep space
TMC with a set a mount of financial support, a base of op­ where the TMC must h u nt down the pirates, murderers
eration , basic supplies and ammunition , and general coop­ and th ieves that the greatest lawlessness reigns.
eration from the local authorities and government(s) . The TMC command structu re beg ins at the top with the
Depending on the circumstances and needs of the specific Thissera-M icean Directive Board , or simply "The Board" or
planets, contracts can specify other cond itions and prom­ " D B . " It is composed of several elected representatives
ises from the planet sig n i ng them , especially when the from each of the two founding races. They have little d i rect
TMC is to patrol not only the space around a planet, but authority except for political maneuvering and are mostly
also to help pol ice the planet itself. Despite the costs in­ responsible for setti ng pol icy and approving/assessing
volved , those that can afford to pay fi nd the comfort of contract applications. However, each of them is, by prac­
having a private army of interstellar police in thei r back­ tice , the Chief Commander of their d ivision which g rants
yard very comforting. Planets with u n ique weaponry, them authority outside the Board . Chief Commander is the
eq u ipments or resou rces can provide them to the TM C in hig hest rank in the TMC and is very similar to the Earth
exchange for a contract cost reduction . rank of General. Each of the six d ivisions has one Chief
The Thissera and Micean races also have scores of Commander who g ives orders to a whole string of officers
companies who prod uce and provide standard eq uipment who command the lower ranked peace keepers and law
for the organ ization. Remember, th is operation started as officers - all personnel are called "TMC officers" by civil­
a ki nd of bi-racial busi ness ventu re, and many members of ians, just as most policemen on Earth are cal led "officer"
each founding race are profiting by gearing their products or " police officer. "
and services to supporting the TMC. Also note that all of
that support from the mineral-repti le coalition is not en­ TMC Ran ks (from hig hest to lowest)
tirely tech nolog ical or com bat based . The two races pro­ Ch ief Commander (One per d ivision)
vide the TMC with a g reat n umber of secretaries, Lieutenant Commander (3 u nder each Ch ief Commander)
psychologists, forensics and medical personnel, lawyers, Division Commander (6 under each Lieutenant Com-
tech n icians, mechan ics, pilots, shipping personnel, etc. mander)
Even though less than 40% of the field operatives in the Major
TMC are Th isserans or M iceans, nearly 60% of the TMC's Captain
overall employees are from those races. Lieutenant
Master Sergeant
Organ ization of the TMC Sergeant
Each sector (as the TMC regards them) is approxi­ Squad Sergeant
mately 200 light years in each direction and usually has U n ranked Patrol Officers ( I ronically referred to as "Offi­
cers" even by h ig her ran ks)
from 1 -1 2 client planets in it. (The closer one gets to the
center of the galaxy , the more planets there are in a sec­ Each Patrol Moon space station will normally have one
tor. ) Patrolling all of that space requires a lot of organ iza­ or two Division Commanders as its commanding officer(s) .
tion. The TMC uses a centralized d ispersal that spreads The Board of Directors, Lieutenant Commanders, some
its forces outward from one strong central base to n u mer­ Division Commanders and other high ranking officers are
ous smaller ones. Each base conducts patrols and opera­ stationed on a large Moon Outpost located on a planetoid
tions that either overlap slightly or fall just short of each roughly halfway between M inas and Ansim, the home
other, depending on the th reat rating of the area in ques­ worlds of the Th isseras and M iceans. The command
tion and the n umber of contracts. The largest of the TMC structure branches out normally from the top to the bot­
space stations are the Patrol Moon Class. A TMC Patrol tom , u nti l it reaches the squad sergeant and his six to
Moon Class space station, often cal led a "Moonbase," is a eight officers which make up the standard operating unit of
massive structu re, housing nearly 1 0 , 000 person nel and the TMC. Th ings get a bit complicated when actual cases
hundreds of spacecraft. These Moonbases q u ite often tu rn up that are not cut and dry with in a single d ivision ,
fu nction as the central ized base for the TMC patrol struc­ such as when pirates are discovered ru nning g u ns on the
tu re . Despite their enormous cost, the TMC has a dozen side. In those cases, u n its from each division tem porarily
of them at key places in the overall contract areas. U nfor- merge to pool their skills and expertise.

89
To facilitate easier merging of un its as wel l as perpetu­ prehend ing space pirates, kid nappers, spies and raiders.
ate the spirit of competition that originally founded the They also spend much of their time simply sweeping
TMC, special Interd ivisional Liaisons (ILs) are h i red by space i n search of suspicious craft, space stations, squat­
the TMC to act as go-betweens and mediators. I n reality , ters (who cou ld be pirates, spies or other criminals), dere­
the I Ls are more like "sports agents." Each I L is assigned lict spacecraft (often used as traps by pirates and raiders)
a n u m ber of u n its, often from separate d ivisions. It is the and pirate bases while waiting for distress calls. During
I L's job to handle the relations of those units when they these periods of routine patrol, the P D helps the Contra­
merge with others, but also with the acqu isition of case as­ band Division to police the space ways and enforce travel
sig nments for their u n its. Each IL does his best to get his ordinances (much like galactic highway patrol officers).
"clients" assigned to important or high profile cases in an Depending on what kind of cargo or persons are taken or
effort to advance not only their careers and status, but his targeted by pirates, other d ivisions like Contraband ,
own . Continuing with the sports analogy, the I Ls even HS&D, or SOD may be called in to help with a piracy in­
trade u nits and barter them away for specific assignments. vestigation.
Some I Ls arrange to have all of their assigned u nits from a Piracy is one of the best outfitted d ivisions in terms of
single d ivision, while others jockey for all of their u n its to vehicles, because they deal primarily with opponents in
get along with each other and work grand maneuvers to armed spacecraft. Pi racy officers also have access to or
get as many of them assigned to specific cases as possi­ are issued spacecraft, environ mental su its, full environ­
ble. Often, a team's IL will issue their orders and preside mental battle armor, explosives for hull penetration , and
over briefings in the presence of, or i n place of, the com­ boarding veh icles among other specialized equipment.
manding officer. This helps to g ive free time to the officers, Other specially issued equ ipment includes weaponry with
wh ile g iving the I L opportunities to motivate and inform his low penetration for combat i n a spacecraft, like sonic,
troops. I n th is respect, I Ls can be thought of as civilian of­ freezing, and incendiary sidearms. Environmental battle
ficers with in the TMC . Ixitu lsa, the Sh issan I L, is quite fa­ armor with mag netic boots and a jet pack are almost al­
mous and respected for getting all six of his successful ways issued for raids or boarding maneuvers.
teams (from fou r d ifferent d ivisions) assigned to the Contraband Division (CT-D): Commonly abbreviated
Quinti na Malaee lUxury liner h ijacking case. Everyone in­ to simply "CT-D," this d ivision is one of the largest in the
volved came out shining like a star when the pirates where TMC . They are responsible for policing the space ways by
tracked down and taken out without any of the surviving enforcing travel laws and ordinances set out by the plan­
hostages being harmed (40 people d ied when the craft ets of a particular sector. This is thei r normal, daily d uty,
was h ijacked , but none in the TMC raid to free them).
Each of the TMC d ivisions is descri bed in some detail
i n the following entries. As mentioned before, they special­
ize in one or two fields of law enforcement, but training
stresses flexibility because their investigations and opera­
tions often overlap with other d ivisions. The TMC puts a
large amount of time and effort i nto interracial and interac­
tive awareness to minimize friction and maxim ize coopera­
tion between the d ivisions, and the d iversity of races that
make up the organ ization and the people they protect. I n
addition to the specified areas of each d ivision, a l l officers
have common d uties like the prevention of crime and the
protection of civilians. While those under contract come
first, the TMC is concerned about all sentient life forms
and will intercede to protect and rescue anybody in dan­
ger. They also have com mon powers i ncluding the ability
to confiscate or commandeer civilian items or veh icles, the
authority to make arrests and incarcerate suspects and
perpetrators, and forced entry with just cause for the intent
of arresting a suspect or protecting the innocent. Division
members not cu rrently working cases are assigned to sup­
port roles for officers working other cases or on patrol du­
ties. All d ivisions handle murder cases as related to their
particular area of focus, with Vice catching those from do­
mestic disputes and which don't fit cleanly in one of the
other categories. U n less stated otherwise, approxi mately
1 0% of each division includes officers with su per abilities
and 1 0% are psychic.
Piracy D ivision (PO): The Piracy Division, often re­
ferred to simply as " P i racy" or the " P D , " is charged with
stopping, preventi ng, and investigati ng instances of piracy
as well as recovering stolen goods, and tracking and ap-

90
but it is not the primary reason for the d ivision's existence. and all the rest. They also enjoy complete use of all nec­
CT-D is charged with preventing the transport and smug­ essary computer systems for catalog ing, analysis, and re­
gling of illegal substances, goods, aliens, spies, and fug i­ search. Many of the TMC's psionics are found i n the Vice
tives. Nearly anyth ing can be considered i llegal to d ivision, Toke Tuu l among them; 35% of those on Vice
transport through certain space ways, and varies greatly have psychic powers. Note: Officers in th is d ivision get a
from planet to planet. + 1 0% bonus to the D isguise skill and +5% to Escape Art­
Contraband Division is most sensitive to the nuances of ist.
the laws of the varied races that contract to the TMC. Harmfu l Substances and Devices Division (HS&D):
They have to be aware o f specific substances that most Harmful Su bstances and Devices division (HS&D or
would consider harmless, but could prove deadly to cer­ HaSaD) is basically the drug enforcement branch of the
tain races. I n any other sector, such items would be per­ TMC . The wide variety of illegal electronic enhancement
fectly legal to transport, even by the ton , but in the space devices and most addictive su bstances and devices avail­
lanes of races susceptible to them, such cargoes are able i n the galaxy also fall under their jurisd iction . H S&D
deadly and banned. TMC officers of many races would operatives frequently coord inate their investigations with
balk at incarcerating a shipment of tuning forks, but if they Vice because half of the crimes investigated by Vice are
affect a crystalline race like d rugs do a human, then a ship linked somehow to harmfu l substances and devices. like­
trying to secretly land on a crystalline world is definitely u p wise, they freq uently work with Contraband D ivision for
to n o good . O f cou rse, most o f the contraband hand led by obvious reasons. HS&D officers rarely pull patrol duties
th is d ivision is more traditional shipments of weapons, and spend most of their time investigating cases, re­
drugs, outlawed technology, and vice. search ing , setting up u ndercover stings and working on
Depending on the cargos i nvolved in a smuggling oper­ prevention. I n order to better protect their agents from
ation, CT-D can receive help from one or more other d ivi­ cri minals with su pernatu ral means of ferreting out infiltra­
sions. If d rugs or illegal electron ics are i nvolved , HS&D tors, many of HS&D's undercover agents are psychics,
will help; the vice division will aid investigations i nto car­ practitioners of magic, or su perh u mans. It is common for
gos of prostitutes or slaves; the SOD or Dangerous Situa­ new recruits in powerfu l , organ ized cri minal organ izations
tions Division may help investigate weapon or vehicle to be mentally or magically scanned for their i ntentions
cases as well as terrorism and assassinations and , of and/or loyalties to the organ ization , and some even have
course, if more than one type of illegal cargo is in ques­ period ic checks.
tion, a n u mber of other d ivisions may join the case. HS&D has much the same access to TMC fi les and fa­
Contraband officers have access to some of the most cilities as Vice d ivision . They also have access to hard ar­
sensitive sensor systems in the TMC , including metal, mor, heavy weaponry, and man power for raids on farms,
heat, and chemical detectors, ultraviolet and i nfrared op­ factories, or labs prod ucing illegal substances or devices.
tics, ASS detectors, and chemical or atmosphere analyz­ A fu ll 20% have su per abilities, 20% are psionic and 6%
ers. Note: Officers in this d ivision get a bonus of +5% to wield magic. Note: Officers i n this division get a bonus of
the Find Contraband and Detect Conceal ment skills. +8% to the Streetwise ski ll.
Vice Division: Th is d ivision has perhaps the most d i­ Dangerous Situations Division (DSD): The primary
verse crime investigating d uties of all TMC d ivisions. Vice mission of the Dangerous S ituations Division (DSD) is
is entrusted with investigating cri mes against people and monitoring, controlling and stopping the smugg ling and
laws of decency (wh ich , of course, vary from civilization to sale of illegal weapons, bombs, bionics and robotics, and
civilization). This incl udes prostitution , sex crimes (rape, their use i n crime (cyber-snatch ing, the use of robots or bi­
etc. ) , the slave trade, illegal entertainment involving sex on ics in a robbery, piracy, raids, murder, etc. ) . I n that ca­
and/or violence including blood sports/gladiatorial games, pacity , they have a strong presence at all space stations
as well as racketeering, fraud, and murder involving any of and space ports within their patrol sectors, and often
the above. Vice officers reg ularly participate in other TMC share investigations with Contraband officers who d is­
i nvestigations because of their expertise and overlapping cover illegal shipments of weapons, cybernetiCS and ro­
investigations. Vice also has one of the largest caseloads botics. The DSD is also trained in dealing with
of the d ivisions. They regularly function as a support d ivi­ powerhouse cri minals aug mented by bion ics or
sion for all other TMC d ivisions, much as SOD does, but exoskeletons, or commanding robots. This means they
on an i nvestigative level rather than with weapons and can cond uct surg ical strikes and cou nter terrorist th reats,
special tactics. hostage and bomb situations, cyborg raiders, ram paging
Many of the crimes that Vice deals with are u n ique to robots and even su per beings. Their d uties and opera­
certain races, much like those of the Contraband Division . tional procedu res are very much like the S.W.A.T. or
What one race considers im moral, cruel or illegal may not superhero teams of Earth , using advanced training,
be seen that way by another. For example, while most civ­ speed , and su perior weapons (or powers) to convince a
ilized races consider slavery a heinous crime, there are a perpetrator or gang to surrender, or direct intervention to
few who endorse a legal (and booming) slave trade. Vice stop and captu re said perpetrators qu ickly with minimum
is one of the only divisions that makes it policy to offer its danger to civilians.
officers assignments in accordance to their racial or moral DSD officers are trai ned i n negotiations, interrogation ,
beliefs. and criminal psychology, and many of them are actually
Vice officers have access to all TMC special facilities Hardware, S pecial Training, Cyborg , Robot or Weapon
such as the morg ue, crime labs, inter-d ivision data files, speCialists themselves. 1 0% are partial cyborgs, 1 0% full
91
conversion cyborgs, 20% robots (typically of the power ar­ present, the proper d ivision is notified and they report to
mor/exoskeleton variety, but includes some androids and the cri me scene to i nvestigate. Once there, they perform
advanced AI ) , 1 0% psych ic, 2% magic and 1 5% are super an " i mmediate assessment" to see if other divisions need
beings. Non-su perh uman officers (Hardware and Special to be called i n . After all necessary personnel are on the
Training) in the DSD possess numerous weapons skills scene, an intense investigation begins. The assigned offi­
and the best can identify most weapons with but a g lance cers track down leads, tal k to contacts and sn itches, and
(Bonus: + 1 0% to Recognize Weapon Quality and Contra­ pore through files doing research on possi ble links with
band). Spotting customized hardware and contraband is other cases or suspects. If all goes wel l , they will eventu­
also a common trademark of the experienced DSD officer. ally track down the suspected perpetrator(s) and hopefu lly
Their technical knowledge often goes as far as identifying apprehend him. The cycle then starts over. Officers can ,
manufacturers from desig n elements and quality . of course , b e assigned to work several cases a t once, es­
DSD has access to advanced optics, electronics, and pecially if they are small, old or moving slowly , or the offi­
surveillance systems, heavy body armor, power armor, cer is an auxiliary investigator or advisor on the case (like
most categories of weapons, jet packs, small, fast veh i­ SOD helping Piracy).
cles, light spacecraft, and robots or drones (mostly for As mentioned before, the basic operating u n it of the
bomb d isposal and decoy situations). They frequently TMC is a squad made up of six to eight members (often
work with the SOD. with two or three squads from d ifferent divisions working in
S pecial Operations Division (SOD): This d ivision is concert) . Space is a dangerous place, and the squad size
the military tactical division of the TMC. They are skilled in ensures that no officer has to act alone. There should al­
military tactics, weapons and veh icles as well as standard ways be one of the other squad members available to
TMC investigative and proced ural abilities. SOD can be back up any one teammate , and the team is encouraged
thought of as an auxiliary division that provides help, sup­ to work as a u n it and try not to divide themselves into
port, and extra man power to the other d ivisions. They can smaller subgroups. During certain aSSign ments, like wal k­
be assigned to any case that is short of man power for any ing a beat on a space station, the squad may be broken
reason but their real strength is paramilitary operations in up into pairs of officers, and d u ring investigations, they
wh ich they engage space pirates, raiders, terrorists, i nvad­ can separate to cover more grou nd, but only in secu re ar­
ers, th reats to national or planetary security, su per beings, eas and situations. I nterviews are rarely ever allowed to
monsters and armed conflicts. They are the heavy-hitters be done solo, especially if the individual is of q uestionable
called upon when raw firepower is needed. One can thi n k allegiance or character. On top of all this teamwork, the
o f them a s S . E .A. L. or Commando teams or a su perhero TMC officer is required to constantly keep in touch with
team who often do standard police work when th ings are someone. Whether it is central command when they are
q u iet, but jump into action when there is a military or other zipping by in a spacecraft, their fellow officers i n a landing
serious crisis. Needless to say, SOD has a reputation for ship when exploring suspicious areas, the local authorities
getting things done, but they also have a darker reputation or their squad mates when walking a beat, someone
of d rafting "gung-ho yahoos" and " psychos. " As a matter should know where the officer is and what he is doing. Of­
of fact, many SOD officers are former Bou nty H u nters, po­ ficer safety is one of the prime operating goals of the
l ice officers, military personnel, or even reformed crimi­ TMC .
nals; 25% possess super powers, 1 2% psionics, 1 0% full Althoug h the TMC has holding areas and a variety of
bionic conversion , and 3% magic. cells for prisoner detention, they do not maintain any kind
SOD is one of the busiest d ivisions, spending a lot of of permanent prison for criminals to serve time. The TMC
time helping out DSD, HS&D, and Pi racy divisions on is only a policing force, not a judiciary one. All criminals
raids and i nvestigations. Developer's note: The original are turned over to the regional government or planet
play-test group for Aliens U n l imited was made u p of SOD where their cri me was committed for judgement and pun­
officers, and they never got to rest on their laurels. SOD is ishment. Once they have been apprehended , the TMC
the only TMC d iviSion with easy access to any of the orga­ passes custody over to the proper authorities, along with
n ization's heavy eq ui pment, including most types of evidence and other case materials. Once the criminal's
spacecraft, space fig hters, heavy weapons, explosives, trial begins, the officers involved will be called in to testify ,
power armor, tan ks and other armored veh icles. Their but that is all. Liloqua quadrant benefits from the presence
eq uipment is some of the best and includes optics, elec­ of the FAR and has numerous interplanetary laws, but the
tron ics, and weapons. Bonus Note: + 1 on i nitiative, +3 to I Ita quadrant has little or none of those laws. Th is is only a
save vs Horror Factor. problem when an apprehended criminal has committed
crimes in more than one planetary system and violated the
O perati ng Proced u res laws of multiple contract holders. When this ki nd of situ a-
TMC operati ng proced ures are very similar to those of tion resu lts, the TMC generally decides who the criminal is
other policing agencies, including the ones on Earth . They tu rned over to, a decision that often requires a g reat deal
spend much of their time patrolling or doing paper work of di plomacy and political maneuvering on the part of all
and similar necessary and ing lorious work until a crisis involved . Luckily, the TMC has two major factors i n their
arises, a criminal operation is discovered or a crime re- favor. The first is their own council of lawyers and d iplo-
quires i nvestigation. If an officer is on hand, arrests are mats to handle the situations, and the second is a general
made on the spot accord ing to the laws of the cl ient planet contract clause that allows the TMC to decide when and to
under whose jurisd iction the crime occurred . If no officer is whom criminals in their custody are released . The author-
93
ity of the TMC in such matters is highly respected and sel­ cou rtesy that is g reatly appreciated and freq uently (not al­
dom challenged . ways) earns the TMC their cooperation . Of course, crimi­
nal refuges like Plesus Euphia and the crime world of
J u risd iction Grymdin N EVER ask the TMC for assistance and insist
they stay out of their space borders. The apprehension of
The TMC is a space pol icing entity. Their contracts
any "alleged" cri minal with i n their space borders will be
generally protect the local space around a planet from its
hotly contested . Fleeing to such havens for crooks, pirates
outer atmosphere to a range of half the distance to the
and terrorists is to escape the TMC , at least for the mo­
nearest inhabited planet. Moons, asteroids, debris fields,
ment.
space stations and space colonies clearly owned by the
contract signer are all included in the TMC's official juris­ As noted previously, the TMC does not generally patrol
diction and may extend the overall "space" in which the or enforce laws on a planet, but it offers special contracts
lawmen operate. U n i n habited and unclaimed moons, plan­ and options where it can serve as a terrestrial police force
ets, and other heavenly bodies are not usually i ncluded in or agency in charge of special operations that assist local
their overall j u risd iction , although colonies, mining opera­ authorities. Likewise, the TMC may ag ree to assist a gov­
tions, and exploration camps may be. Likewise, the TMC ern ment in times of crisis as a special envoy, strike team ,
may pursue and apprehend space pirates and brigands advisor or negotiator. TM C troops remain under t he com­
into these "free ranges" unclaimed by any government, but mand of TMC officers but will be d irected by the planetary
do so at their own risk. U n less the contract specifically govern ment to where they are most needed . These activi­
specifies it, however, the TMC are N OT allowed to pursue ties are covered by strict stipu lations in the contract to
a criminal down to the planet's surface. Regional authori­ avoid abuse or jeopardize the TMC . Serving as the police
ties usually take over the moment desperados d i p into the for an entire planet is extremely rare and strains the TMC
inner atmosphere of an inhabited planet. Of course, the because it lacks the manpower. The TMC are policemen ,
TMC can offer their help to the local authorities, but if they not mercenaries, and avoid getting i nvolved with war, es­
decl ine, the officers must retreat into space and hope for a pionage and i ntelligence gathering between rival nations
satisfactory resolution. The TMC always rad ios ahead to or planets. To prevent any of its operatives from being
let local govern ments and police know about criminals trapped on a planet for any reason , especially in a hostile
fleeing to their planet so the terrestrial authorities can in­ situation, planetary contracts are never signed without
tercept and apprehend the suspect. On planets without a some form of space patrol contract that includes a space
contract with the TMC, they have no jurisdiction and must station with sh uttle traffic to the planet.
tu rn away or risk an interstellar incident, the only excep­ Note: The TMC is far from the on ly policing or protec­
tion being when the "locals" ag ree to al low them to pursue tion agency in the galaxy . It is simply the largest, best
or req uest TMC su pport. The Board enforces th is strongly, trai ned , best organized and most famous of the lot. There
th rowing out arrests made on non-contract planets, as well are hundreds of other similar, smaller organ izations, wh ich
as leveling stiff fines and punish ments to those who break may or may not resemble the TMC in any way . They
th is ru le. This also applies to space stations, moons and range from small bands of superpowered heroes, vig ilan­
spacecraft with in the normally accepted borders of an in­ tes, mercenaries, bounty hu nters, and adventurers to en­
dependent planet. U n less a villain is in a free, open range ti re compan ies of government or organization sponsored
of space or a sector u nder contract, the TMC has no juris­ police , kn ig hts, advocates or warriors. Sometimes even an
diction and must abandon their pursu it. However, TMC of­ entire race may be committed to fig hting crime and bring­
ficers sometimes bend th is rule when their quarry is only ing justice. Their professionalism and tactics may be g ruff
on the outer border of that reg ion and there are no re­ and d i rect, cool and professional , friend ly and compas­
gional space powers to offend or see them. Note that the sionate , condescending and elitist, sloppy and lazy, ex­
TMC has no official authority outside of its contract sec­ treme and brutal, focused on revenge and punishment
tors, but the Board allows arrests of fleeing suspects as (rather than true justice), fair but stern , or any combination
long as another entity of true authority (such as the FAR or number of others. Some are no better than criminals
or local planetary govern ment) sanctions their action or and extortionists while others are noble and sincere cava­
does not disapprove and protest such actions with i n its l iers . All of these factors can be mixed-and-matched by
borders. the Game Master to create other police or security/protec­
The TMC is well respected as a trustworthy and well in­ tion organ izations and g roups.
tentioned police agency , and they have a surprisingly high
approval rating among those who do not employ them. Mag ic & Psionics i n the TM C
Consequently , most people and many governments and Magic and psionics are powerful tools for law enforce­
organizations in the galaxy do not oppose or rebuff them ment, especially in the areas of investigation, surveillance
when they pursue or captu re suspects outside their juris­ and cou ntermeasures to terrorists, supervillains and well
diction , and often cooperate with their investigations. I n a eq uipped opponents. Psychics with Object Read and
sense, this pursuit and captu re of fleeing criminals is no other sensitive abilities are highly valued as detectives in
different than bou nty h u nting, and bounty hunters can le­ all divisions, and the ability to stop someone dead in their
gally operate almost everywhere in the galaxy. The big d if­ tracks with but a word or magical spell is a boon to appre­
ference between the TMC and the typical bou nty hu nter is hension. Although the TMC does have a n u mber of meta­
these lawmen respect local authorities and (almost) al­ physical u nits filled excl usively with mystics or psych ics (or
ways try to work with them and operate with in their laws. A super beings), they are small and special un its trained to

94
deal with deadly psionic or magic threats. The majority of chan ical breakdown. For environ mental su its and power
TMC officers gifted with these abilities fu nction as regular armor: 72 hours worth of breathable air, any time beyond
officers within the usual d ivisions. As always, teamwork that exceeds the suggested safe parameters of the sys­
and pooling resources are i mportant to the TMC. Regard­ tem , but will usually continue to work perfectly for 1 06+2
less of the usual treatment of officers, there is often a days.
g reat deal of additional respect for those with un ique abili­ Heat and Rad iation Shielding : U p to 1 000 degrees F
ties who work with their teammates. (537 . 8 C/8 1 0. 9 K) , but will still burn up on re-entry un less
The TMC has specific training for both sorcerers and specifically identified as a trans-atmospheric craft.
psionics. These cou rses teach them how to best apply Internal Tem perature Control. Tuned to the specific
their skills to police investigations, law enforcement and requ i rements of the user.
protecting in nocent bystanders, as well as combat applica­
tions. TMC Armor, Weapons
Access to the spell libraries and new spells is g ranted
as part of special advancement prog rams. If the mag ically & Eq u i pment
capable officer continues to perform admirably and is ded­ The TMC maintains its own prod uction facilities through
icated to the TMC , he may be allowed access to learn n u merous Th issera and M icean compan ies. When a con­
more spells (no more than two at a time and N EVER be­ tract req u i res a planet to provide certain items of equip­
fore 4th level). ment or vehicles, the TMC provides the specifications,
Training Bon uses : The special training and focus con­ blueprints and other design information to ensure both
fers certain bonuses. Psychics: +2 to save vs Horror Fac­ quality and compati bility . This results in a certain level of
tor, + 1 to save vs mind control and illusions, +2 04 I . S . P . un iformity and reliability of eq uipment. As can be imag­
a n d one add itional psionic power from the following list ined , the TMC takes advantage of opportu n ities and has
(pick one): See Aura, Sense Evil , Sixth Sense, or Total different races prod uce equi pment that satisfies their own
Recall. u n ique physiology and officers like them.
Wizards get an extra 1 06+1 P . P . E . points, + 1 to save Every officer is issued a sidearm of choice, energy rifle,
vs possession , and learn three extra spells: Tongues, Ex­ a stu n club, and light combat armor. They are expected to
ti ngu ish Fire and either Paralysis Bolt or Befuddle. always be armed , armored , and ready to defend them­
selves and their fellow officers. Weapons and deSigns
u n ique to a particular race are allowed to be carried in uni­
TMC Eq uipment, form , even such th ings as the Manarr energy sickles, and
other small melee weapons are allowed . Heavy and spe­
Vehicles & Arm or cial eqUipment, add itional weapons, supplies and vehicles
are issued on a case by case basis.
Note: The purchase price listed is the discount price for
Sensors, O ptiCS and TMC police officers. A comparable weapon or piece of
eq u ipment normally costs 3-5 times more on the open
Life S u pport Systems market.
These are the standard packages used b y the TMC for
its veh icles and robots. The bonuses are in add ition to Standard TMC Weapons
those listed under each specific veh icle or robot. Each en­ TMC weapons are pretty standard fare. They are o f top
try will also say if the vehicle/robot has sensors other than quality and construction, but receive no additional bo­
or d ifferent from these. If some of the ranges seem long , nuses. The fact that officers are allowed to choose their
remember that the TMC operates primarily i n space. sidearms means that no real standard exists for what
Radar: Range: 400 m iles (640 km) in space, 200 miles weapons a given officer will be armed with . Other ap­
(320 km) in atmosphere, 30 m iles (48 km) on the surface proved weapons can be found in the Aliens Unlimited ™
of a planet and 90 feet (27 m) in a spacecraft or space sourcebook. All d o M . D . C . in a Mega-Damage setting like
station . Rifts®.
Thermal Sensors : Range: 1 0 ,000 feet (3,048 m). TMC Laser Pistol: Range: 1 000 feet (305 m). Dam­
age: 4 06. Rate of Fire: Single shot. Payload: 20 charge
Night Vision: Range: 1 ,600 feet (487 m).
energy clip. Cost: Free to TMC officers as issued sidearm
Radio Communications : Range: 2 , 500 miles (4 , 000 or can be purchased for 2500 cred its. Not generally sold
km). outside the TMC.
Targeting Computer: Range: 1 00 miles ( 1 60 km) . + 1 TMC Ion Pistol: Range: 400 feet ( 1 22 m). Damage:
to stri ke; identifies and tracks 3 0 targets simultaneously. 506. Rate of Fire: Single shot. Payload: 1 0 charge energy
Combat Computer: +1 to strike. Robots and power ar­ clip. Cost: Free to TMC officers as issued sidearm or can
mors are also + 1 to dodge. be purchased for 3200 credits. Not generally sold outside
Independent Atmosphere/Sealed Environment: 1 6 the TMC .
hour supply. TMC Particle Beam P istol: Range: 800 feet (244 m).
Air Purification and C i rculatory System: Pretty much Damage: 606. Rate of Fire: Single shot. Payload: 6
indefinite on spacecraft and space stations, barring a me- charge energy Clip. Cost: Free to TMC officers as issued
95
sidearm or can be purchased for 5 , 500 credits. Not gener­ Each shot cou nts as one melee action. Payload : 24 single
ally sold outside the TMC . shots or 12 double per E-Clip. Cost: Free to TMC officers
TMC Automatic Pistol: Range: 200 feet (6 1 m). Dam­ as an issued weapon or can be purchased for 5, 000 cred­
age: 4 D6. Rate of Fire: Aimed or burst. Payload: 1 7 round its. Not generally sold outside the TMC.
magazine. Cost: Free to TMC officers as issued sidearm TMC Pulse Laser Rifle: Damage: 4D6 from a single
or can be purchased for 4000 cred its. Not generally sold shot and 1 D4x1 0 damage from a rapid-fire twin shot. Rate
outside the TMC . of Fire: Single shot or twin blast only. Range: 3800 feet
TMC Sonic Stunner Pistol: Range: 1 50 feet (45 . 8 m). ( 1 , 1 58 m). Payload : 24 single shots or 1 2 double per
Damage: 1 pOint plus save vs stun effect ( 1 6 or h ig her) . E-Clip. Cost: Free to TMC officers as an issued weapon or
Penalties: - 5 to strike, parry a n d dodge, -30% to perform can be purchased for 7 , 000 cred its. Not generally sold
skills, reduce speed by half and attacks by one for 1 D4 outside the TMC.
melees. A successful save means combat penalties are TMC Heavy Ion Rifle: Damage: 1 D4x1 0 S . D . C .
only -1 and the other penalties do not apply. Rate of Fire: Range: 2 , 000 feet (61 0 m). Rate of Fire: Each shot counts
Each shot counts as one melee attack. Payload : 1 5 as one melee action. Payload: 16 shots per E-Clip. Cost:
charge energy cl ip. Cost: Free to TMC officers as issued Free to TMC officers as an issued weapon or can be pur­
sidearm or can be purchased for 3500 cred its. Not gener­ chased for 6, 000 cred its. Not generally sold outside the
ally sold outside the TMC . TMC .
TMC Stu n C l u b : A hand-held weapon that resembles a TMC Particle Beam Rifle: . Damage: 6D6+24 S . D . C .
billy club and which can be used as a clu bbing blunt Range: 1 ,200 feet (366 m). Rate of Fire: Each shot counts
weapon (2 D4 damage + P . S . damage if any), or charged as one melee action. Payload: 1 0 shots per E-Clip. Cost:
to release a jolt of energy to stun an opponent. Damage: Free to TMC officers as an issued weapon . Only available
1 D6 damage (remains S. D . C . in Mega-Damage settings) to SOD D ivision and special aSSign ments. Not available
and the victi m of a stu n is -1 0 to strike, parry, and dodge, for purchase or sold outside the TMC (black market sells it
and -60% on skill performance for 2 D4 melee rounds. Also for 30, 000 cred its).
reduce the victi m's number of melee attacks/actions to Note: See the eqUipment section for heavy weapons,
two, and red uce speed by 80%. If the victim saves against rai l guns, missiles, and other items, as well as the weap­
the stun attack (a roll of 1 6 or hig her) reduce penalties by ons section starting on page 1 75 of the Aliens Un lim­
half and speed and melee actions are not red uced . Rate ited ™ sourcebook for plasma ejectors, cold and sonic
of Fire: Each stu n blasts counts as one melee action. Ef-
---- -- weapons, and other good stuff.
fective Range: Touch ; melee weapon . Payload : Two stu n
charges per hour; recharges within an hour. Cost: Free to TMC Pol ice Equ i pment
TMC officers as issued sidearm or can be purchased for Handcuffs : Restraint of cri minals for the safety of both
2000 cred its. Not generally sold outside the TMC. the officers and the public is a very serious thing to the
TMC Strap G u n : Basically t he same as the Explosive TMC . They also do not like suspects being able to ru n off
Strap Gun presented in Aliens Unlimited , page 1 8 1 . It after they have been tracked halfway across the galaxy
fires a large projectile with compressed straps that are re­ and apprehended . To these ends, good old-fashioned
leased on i mpact to entangle and restrain the target to handcuffs more often than not fit the bill n icely. In their
prevent them from fleeing an area. Range: 90 feet (27 . 5 most basic form , they are compact, easy to carry, and
m ) . Damage: 1 D6 from the impact. Will completely entan­ q uite Simple to use. Such basic models come i n h u man or
gle most h u man-sized targets (up to 8 feeU2 .4 m tall) if a giant-size, light or heavy-duty models, and electronic or
successfu l strike to h it is made. I ntended targets can at­ key locking versions. H u man-sized cuffs generally fit
tempt to dodge (-2 to do so) . Only a P . S . of 30 or P . S . 20 around the wrists of creatu res three and a half to seven
or higher of S u perh u man or Su pernatu ral Strength can feet (1 to 2 . 1 m) tall. Giant-sized cuffs will normally fit
snap the cords to get free. Victims ensnared by the stra p creatu res 8-20 feet (2 .4 to 6 m) tall.
g u n are bound tight and can only wiggle away at a speed Light cuffs have 60 S. D . C . an d heavy (and g iant) ones
of 2, and have half their attacks per round (can still try to have 200 S . D . C . Key locking cuffs can be picked with the
kick, head butt or bite) , but no combat bonuses apply. lock picking skill, but electronic locks necessitate the Lock­
Note: May be used to entangle the feet of larger oppo­ smith skill.
nents, but is -2 to stri ke and only causes the victim to tri p , "Slipping out" of standard handcuffs requires an Escape
fall and lose initiative and two o f his melee attacks. How­ Artist skill roll (-1 0% against electronic lock cuffs). The
ever, it will take 1 D4 melee rounds to untangle his feet, re­ cuffs can be cut or shot through with a tool or weapon by
qu iring h i m to spend all but one melee action/attack per doing damage equal to two th i rds of its S . D . C . , but trying
round to do so. Wh ile feet are entangled , reduce speed by to snap the cuffs with only the strength of one's arms in
80% ! Payload : Two (2) strap cartridges. Reload ing must impossible u n less the character has superh uman strength .
be done by hand and counts as two melee actions per Light cuffs can be snapped with an Extraord inary P . S . of
round loaded (4 to reload both projectiles) . Cost: Free to 50 or greater, a Su perh uman P . S . of 35+, or Su pernatu ral
TMC officers or can be purchased for 200 credits (stra p P . S . of 1 8 or higher. Heavy cuffs can only be snapped by
projectiles cost 1 00 each to the TMC , 3 0 0 each on the characters with a Superh uman P . S . of 45 or g reater or a
open market). Su pernatu ral P . S . of 30 or h ig her. I n order to actually snap
TMC Precision (Sniper) Laser Rifle: Damage: 4D6; the cuffs, attack rolls must be made against an A. R. of 1 3.
single shot only. Range: 4000 feet ( 1 ,2 1 9 m). Rate of Fire: If the roll beats the armor rating, apply the character's
96
damage bonus to the S . D . C . of the cuffs. Only use the lack of bone structure, u n usual mass or intangibility, but
damage bonus, do not apply the punching damage for su­ the latter only when the power is activated and i n use).
perh uman P . S . Once the cuffs lose two thi rds of their 2 . The presence of non-standard and recogn ized aber­
S . D . C . , they snap. rant energies: U n usual energy read ings can be recog­
Handcuffs are widely available across the galaxy, but n ized , charted and com pared to provide a g uess as to
the TMC manufactured varieties are not sold outside the what the cause/sou rce is or whether it is a su per power
TMC . M u ltiply the listed prices by fou r if characters wish to Sig natu re . The sensor can detect the presences of bionic
purchase these bootlegged TMC cuffs, un less the charac­ systems and robotics (espeCially if a thi rd or more of the
ter has a valid bou nty h u nting license, in which case they individual is artifiCial , although there is only a 0 1 -30%
are only twice the price. TMC officers are issued two pairs chance of identifying Atorian And roids) , the presence of
of light key locking handcuffs and one heavy. They can re­ Significant super abilities (more than one minor power) ,
quest additional heavy ones as desired . Other types can and the supema tural (Le. demons, gods, elemental be­
be req uested for speCific assign ments or purchased with ings, spirits, etc. ) .
the officer's own resources. Cost: Light Key Locking ( H u­ Psionics can only b e detected i f the character i s a Mas­
man-Sized): 35 cred its, Light Key Locking (Giant-Sized) : ter Psychic or is using a Physical or Su per-Psionic power.
80 credits, Heavy Handcuffs: 1 30 (add 60 credits for g i­ Very few energy signatu res can be pinpoi nted to iden­
ant-sized) , and Electronic Locking Cuffs cost: 300 credits. tify a specific su per ability(s) , only that the character does
Automatic re-sizing handcuffs: Are a set of have a "superh u man" Signature (he could have any power,
heavy-duty handcuffs that are about three times the size or it cou ld be a mistake). Only a handfu l of su per abilities
of normal handcuffs. These cuffs can adj ust to fit any size can be "generally identified" by the device as follows.
appendage, be it an arm , leg , tentacle or whatever, on any Energy based. The device can pick up that a
creatu re from 3-25 feet (0.9 to 7.6 m) tall. For the pu rpose superbeing possesses some kind of "energy based" power
of breaking or escaping from these cuffs, they are consid­ and what type of energy is involved (fi re, electriCity , etc . ) ,
ered to be both heavy d uty-cuffs (200 S . D . C . ) and elec­ b u t that is the best i t can ind icate. Whether the ability is A l­
tron ically locked . Cost: 600 credits. ter PhYSical Structure into an energy being (comes up only
Compact Long-Range Bio-5ig Detector: The TMC as a general category of fire, electriCity , or energy "based"
has contracted with a Struthio manufacturer to prod uce power) or Energy Expulsion, Control Static Electricity, or
small, Aberrant Bio-Sig natu re Detectors that can be worn Bend Light it can not determine. Note that the abilities to
as goggles with a small shoulder or hip unit, or built into a create a Force Field, Control Radiation and manipu late
helmet. The u n it uses a nu mber of rad iation and thermal Magnetism and Gravity come up only as an aberrant "en­
based scans that are able to detect the possibility of su­ ergy based" power, noth ing more .
perpower energies and magic, but magic can only be de­
Power Channeling can only b e detected when the
tected when a spell is being cast or magic energy is being power is being used . Kinetic energy, command over ele­
expended . mental forces or alter physical structu re i nto an element
The scan range of th is new system is only 60 feet ( 1 8 . 3 (stone, ice, metal, plant, etc.) are NOT detectable as an
m), b u t that is a vast improvement over the contact range "energy based" power.
of the original Bio-Sig Detector described i n Aliens Unlim­ Mass and density. U n usual mass, changing mass and
ited ™ . I n fact, this experi mental version is "Top Secret" molecu lar density is detectable, indicating the likely pres­
and only available to the TMC . The Struthios are allowing ence of Intangibility, In vulnerability, Copy Physical Struc­
them exclusive use of it for extended field testing. As it is, ture, Weight Manipulation, Shrink or Growth, but it can not
the u n it has been determined to fail completely 5% of the tell wh ich ones.
time, du ring wh ich it sh uts down and will not restart for at
Cost: Top Secret, experimental u n its are only available
least an hour (this occu rs on a rol l of 95-00%). Other bugs
to select operatives i n the TMC.
are 1 0% i ncident of vastly false read ings (th is occurs on a
rol l of 85-94%) that show power ratings much lower than Compact Aberrant Bio-Energy Dampers: These ab­
those actually present or obviously erroneous readings errant biolog ical energy dampers are identical to those de­
(72-84%). It will be at least five more years before the tailed on page 1 93 of Aliens Unlimited ™ , except the
bugs are worked out and the range is increased to 1 00 compact versions (roughly the size of a set of automatic
feet (30 . 5 m), and an additional 2-5 years before the re­ re-sizing handcuffs) are available along with the oversized
sults are above 75% accurate. If the bugs can be worked boots and gau ntlets u nits. These compact systems are
out, the new system could be available on the open mar­ produced under special contract with the same Struth ios
ket in 1 5-20 years (at a cost of over 1 .2 million). U ntil then, working on the B io-Sig Detector. The new compact ABE
it is exclusive to the TMC . damper negates su per abil ities and psionics as well as
After a full melee o f scanning ( 1 5 seconds) , the system hampering bion ics and magic, but they also act as a set of
prod uces a bio-signatu re profile that can predict the fol­ automatic re-sizing handcuffs (including the electronic
lowing data with 71 % accu racy (roll percentile d ice every locking and heavy handcuff featu res). These restraints are
ti me its is used . A roll of 0 1 -7 1 % means a fairly reliable issued only for the express pu rpose of apprehending spe­
read ing, 72-00% means no reading or other problems. cific powerfu l criminals. Cost: 500,000 cred its per pair of
1 . P hYSiological base: I dentifies the general structu re dampers (one set for arms and one for legs).
and composition of the target, including mi neral, vegeta­ Compact rad ios : These small radios are issued to all
ble, robot, bionic com ponents, un usual traits (such as a TMC u n its i n order for them to keep i n constant contact.
97
The receiver fits into the ear, or attaches to the appropri­ TMC. It is a hard armor deSigned not to h i nder movements
ate areas for those without them, while the transmitter wh ile providing more than good protection for everyday
wraps about the vocal region and transmits sounds q uieter situations. It is a flexible environmental suit and helmet
than a whisper. The ra nge for the radio is two miles (3.2 with protective plates located on the chest, back, shoul­
km) over open terrain and half that inside a spacecraft or ders, forearms, thighs, lower legs and g roin. A R. : 1 5 ,
other cluttered environ ment, such as underground. Cost: S . D . C . : 1 25 (65 M . D . C . in a Mega-Damage setting). Note:
375 credits per rad io. Good mobility ; -5% on prowl , climb, swim, acrobatics and
Field Communicators: An oversized wristband with similar physical skills. Cost: 3 , 500 cred its to TMC officers.
video and audio capabilities. The field rad io has its own TMC Heavy Battle Armor: This environ mental suit is a
range, or can relay th rough the rad io system of a vehicle heavy version of the standard body armor. N u merous har­
or building , thus extending its effective range through ness clips and mounting brackets are built into the armor
linked networks. The communicator can be used in con­ for the attachment of equ i p ment and extra clips of ammu­
junction with the compact radio to provide hands-free op­ n ition . A. R . : 1 6 , S . D . C . : 200 (90 M . D . C . in a Mega-Dam­
eration and quiet cond itions. Its video systems can be age setting). Note : Fair mobility ; -1 0% on prowl , climb,
used to record external events, but the range of clarity and swim , acrobatics and similar physical skills. Cost: 6 , 000
resolution is only about 60 feet ( 1 8 . 3 m). Range: 1 0 miles credits to TMC officers.
( 1 6 km) for video, 60 miles (96 km) for audio. Cost: 1 200
credits.
Signal Locators : Each TMC pol ice officer has a signal TMC Heavy Assau lt A rmor
transmitter u n it implanted in his body armor, uniform, and Th is suit of fu ll environmental hard armor i s used for
g u ns. A signal locator will pick up the signal to trace the very heavy combat situations such as repelling invaders,
exact location of the officer or his vital equipment. The fu ll-scale raids of a large pirate base and for combat in
system allows officers to keep constant track of each other space or light g ravity environ ments. It comes with an at­
at all times and locate stolen weapons. It has a two mile tachable jet pack and various micro-maneuver rockets are
(3.2 m) range (tri ple in the wilderness) and several options built-in , making it maneuverable in space and underwater.
for read ing the output. In one option, heads-up displays on Other features include a light exoskeleton, laser targeting ,
goggles, visors, or helmets show high-contrast dots or mounting brackets for the attachment of eq Uipment and
markers ind icating the relative location of teammates. An­ extra clips of ammunition , and a hip mount for ammo
other choice uses wristbands, weapon mount or hand-held drums (for heavier, belt-fed weapons).
indicators with display and either a beep or flash to indi­
cate range and proximity. Bionic and robot characters can Model Type: TMC-HAA-04
have these systems feed i nto artificial eyes or ears. Class: Aug mented Body Armor
Psionic characters with Object Read can be trained to Armor Rati ng: 1 8 ( includes hel met)
" read" off of a locator and receive mental i mages of the S.D.C. by Location :
general location of their companions. This trick costs 2 * Hel met - 70
L S . P . and lasts for 3 min utes plus one minute per level of Jet Pack - 70
experience. Cost: 300 credits per locator and 80 cred its Maneuver Jet Boots (2) -20 each
per signal transmitter. Arms (2) - 50
Legs (2) - 70
TMC Armor -------
** Main Body - 260
TMC Armored Helmets: The TMC's primary operating * This is a small target and requires a cal led shot at -3
conditions being in space and hosti le environ ments, all to the die roll. This penalty does not apply to the mod i-
TMC uniforms, jump suits, flight su its and body armor fied called shot rules against A R. for Heroes Unlimited .
have full environ mental capabil ities (minimum A R . 7 , I n t h e latter case, the d i e result would remain u n mod i-
S . D . C . 20). This is an armored helmet with environ mental fied for determining if an attack defeats armor or not.
seals on the neck and a small oxygen supply (30 min- ** Depleting the damage capacity of the main body will
utes). A R. of Helmet. : 1 9 and adds + 1 to the armor rating render the armor useless and eliminates all protection.
of a half su it. S . D . C . of Helmet: 70. Full suits already in- M.D.C. Note : For use in Mega-Damage settings, tu rn the
clude hel mets in their ratings. S . D . C . , point for point, into M . D . C . (Le. Arms 50 M . D . C .
TMC Light Combat Armor: This is the standard issue each , Main Body 260 M . D . C . , and so on. A R . no longer
body armor of the TMC. I t is a combi nation of padded and applies).
hard armor designed for comfort while provid ing adeq uate S peed :
protection. The suit consists of chest, shou lder, and g rOin Runn ing: Equal to the speed attribute of the character
armor with optional neck and thigh protection. The Axolotl wearing the armor. Leaping: Based on the strength of the
illustrated in Aliens Unlimited is wearing a version of the character weari ng the armor.
TMC light combat armor. A R . : 1 2 , S . D . C . : 70 {30 M . D . C . .E.!Y!!!.g : The jet pack has a speed o f 95 m p h ( 1 52 km) i n
i n a Mega-Damage setting). Note: Excellent mobil ity; n o an atmosphere, maximum altitude: 5200 feet ( 1 585 m ) ,
prowl or movement penalties. Cost: 2000 credits to TMC and 500 mph (800 km) in space.
officers. U nderwater: The suit is fu ll EBA and fu nctions under-
TMC "Standard" Combat Armor: This is the standard water; maximum depth tolerance is 800 feet (244 m). Max-
issue medium weight environ mental body armor of the imum swimming speed is 1 0 mph ( 1 6 km or 8.6 knots) .
98
Statistical Data : wearer can use any hand-held weapons, and the l ight
Height: Adds 6 to 8 inches (. 1 5 to .2 m) to the height of exoskeleton allows the use of only slightly heavier
the wearer. weaponry.
Width : Adds 8 to 1 0 ( . 2 m to .25 m) i nches to the width
of the wearer.
TMC Com bat S u pport
Weight: 25 Ibs ( 1 1 .4 kg) , The jet pack adds an addi­ Power Armor (CS PA)
tional 20 Ibs (9. 1 kg ) to the weig ht. This is the only "standard" powered armor used b y the
Physical Strength : The light exoskeleton adds +2 to the TMC , but other "outside" models may be used , especially
P . S . and +4 to the speed of the wearer. when u ndercover. Cost limits its deployment, and only
Bonuses: +2 to damage from enhanced P . S . The jet DSD and SOD have regular access to it. It is a fu ll envi­
pack provides +1 to dodge when flying. Targeting sight ron mental battle armor reserved for surgical strikes, raids,
adds a +1 to stri ke . The boots provide +1 to dodge in battles with su perh umans, and against the su pernatu ral,
gravity and underwater or +2 i n zero-g ravity. monsters and other powerfu l opponents.
Penalties (compensated to some degree by The CSPA is compact and not too much larger than the
exoskeleton): -5% movement penalty to prowl , climb, ac­ heavy assault armor, though it is notably bulkier. This unit
robatics, gymnastics and similar skills when in an atmo­ has an i ntegrated hel met with no neck. The large helmet
sphere and u nder the effects of gravity . No penalties i n closes and seals di rectly to the chest plate. H U D readings
zero G . and virtual camera d isplays provide a 270 degree field of
vision i nside the hel met. The chest is rather barrel-like,
Cargo: Detachable hip pouches, backpack, belts and
providing optimum armor protection, and the shoulders
harnesses worn over the armor.
are rou nded . The boots are li ned with small thrusters to
Power System: Self sustaining, electric m icro-genera­ provide extra th rust and maneuverability in space and un­
tors. derwater. The CSPA is magnetic particle coated and has
Cost: 200, 000 cred its (the cost to the TMC is only about a detachable jet pack. Its moderately heavy exoskeleton
30% of that) . compensates for its bulk and weig ht. The CSPA has a few
Weapon Systems: None. The HAA is a suit of jazzed u p built-in weapons, but they are small and a larger
body armor a n d has n o built-in weapon systems. The hand-held rifle or light rail gun is normally carried into
combat.
Heavy Support Power Armor
Concol in Heavy Battle Armor

Axolotl in Light Armor


99
Name: TMC Combat Support Power Armor Power System: Self sustaining, electric micro-genera­
Model Type: TMC-CS-PA-02 tors.
Class : Light Power Armor Cost: 1 . 1 million credits including weapon systems (the
Armor Rating: 1 8 (helmet i ncluded ) cost to the TMC is only about 30% of that) . Add 1 20 , 000
S.D.C. by Location credits to i ncrease S . D . C . by 1 00 points.
* Helmet - 1 20
Jet Pack - 70 Standard Weapon Systems :
* Shoulder Mounted Strap Gun ( 1 ) - 25 1 . Forearm Heavy Stunner: This weapon is built i nto the
* Maneuver Boots (2) - 40 each rig ht forearm of the power armor. It is used to q uickly
Shoulders (2) - 1 1 5 each disorient opponents d u ring raids and to slow fleeing
Arms (2) - 80 each cri minals. Just as with all stu n weapons, each success­
Legs (2) - 1 00 each fu l strike with this weapon requires the target to make a
** Main Body - 320 saving th row of 1 6 or higher or succumb to the listed
* These are small targets and req uire a called shot at penalties.
-3 to the die roll. Th is penalty does not apply to the Damage: Victim is -1 0 to strike, parry, and dodge, and
modified called shot rules against A. R . for Heroes U n­ -60% on skill performance for 2 D4 melee rounds. Also re­
l imited . I n the latter case, the die result wou ld remain duce the victim's number of melee attacks/actions to two,
un mod ified for determining if an attack defeats armor or and red uce speed by 80%. If the victim saves against the
not. stu n attack (a roll of 16 or higher) reduce penalties by half
** Depleting the damage capacity of the main body will and speed and melee actions are not red uced .
render the armor useless and eliminates all protection. Rate of Fire: Each stu n blasts cou nts as one melee action .
Speed : Range: 200 feet (6 1 m).
Runn ing: The power armor can ru n at speeds u p to 60 Payload : 1 0 shot Clip. Changing the clip takes two min­
mph (96 km). The act of ru nning does tire the user, but at utes. Each power armor normally carries two extra clips.
only one q uarter the usual rate. 2. Shoulder Mounted Strap G u n : Identical to the Strap
Leaping: The powerful legs of the armor can propel the Gun described earlier u nder TMC weapons. Th is
wearer 20 feet (6 . 1 m) straight u p or 40 feet ( 1 2. 2 m) weapon is used to restrain cri minals and prevent them
across. Thruster assisted leaps can cover u p to 1 0 times from fleeing an area.
the normal distance without achieving actual flig ht. Range: 90 feet (27. 5 m).
E!Yl!!9. : Can use the light jet pack described u nder the Damage: 1 D6 and entang les and restrains.
Heavy Assau lt Armor in a pinch , but standard issue is the Power Armor Payload : One strap cartridge in the shoulder
heavy tu rbo-jet pack: 200 mph (320 km) in an atmosphere launcher, but typically carries 2-6 in a satchel or pack
h u ng on the h i p or lower back. Reloading requi res th ree
( max altitude: 1 0 , 000 feeU3048 m) and 500 mph (800 km)
melee actions.
in space.
3. TMC Heavy Ion Rifle: Standard , but may be su bsti­
U nderwater: The suit is fu ll EBA and fu nctions well un­ tuted with a laser or particle beam rifle (both described
derwater. Maximum depth tolerance is 3000 feet (91 5 m). earlier under TMC weapons) or other weapon .
Maximum u nderwater speeds: 10 mph ( 1 6 km or 8.6 4. Hand to Hand Combat: The power armor can pu nch
knots) swimming, 60 mph (96 km or 52 knots) using with its solid, weighted gauntlets and enhanced
tu rbo-jet pack, half that using only the boot jets and mi­ exoskeleton strength . S pecific maneuvers and capabili­
cro-booster jets. ties such as body flips and special kick attacks will vary
Statistical Data: with the pilot's skill level.
Height: Adds 1 2 inches (0.3 m) to the height of the Damage: Normal punches do 2D6+ 1 0 damage and nor­
wearer. mal kicks do 2 D6+ 1 4 damage (both i nclude P . S . damage
Width: Adds 1 8 i nches (0.46 m) to the width of the bon us). S pecial kicks that have i ncreased damage do their
wearer. normal damage plus an extra 1 D6+ 1 2 damage bonus
Weight: 200 Ibs (90 kg) . from the power armor's su perh u man P . S . rating. Power
pu nches and kicks do double the damages but count as
Physical Strength : The med i u m exoskeleton adds +6 to
two attacks.
the P . S. and +4 to the Speed of the wearer.
5. Standard Sensors & Featu res: Advanced audio sys­
Bonuses: Add itional damage from enhanced P . S . and tem , rad io scrambler, loudspeaker, advanced robot op­
weighted gloves. The jet pack provides +2 to dodge when tic system, motion detector and warn ing system,
flying. Targeting and combat computer adds +3 to strike radiation detector, maneuvering thrusters, telescopic
and the boots provide + 1 to dodge in g ravity and underwa­ sig ht, passive night vision, infrared and ultraviolet op­
ter or +3 in zero-g ravity. tics, laser targeting and combat computer, mounting
Penalties (compensated to some degree by brackets for the attachment of eq uipment and extra
exoskeleton): -1 0% movement penalty to prowl, climb, ac­ clips of ammunition , and a lower back mount for a mmo
robatics, gymnastics and similar skills when in an atmo­ drums (for heavy, belt-fed weapons), as well as mou nts
sphere and u nder the effects of g ravity. No penalties i n for the attachable jet pack.
zero G .
Cargo: Detachable hip pouches, backpack, belts and
harnesses worn over the armor.
1 00
mass production robot i ntelligence, but it is still simply a
preprogram med artificial intelligence and works best when
under the d i rect supervision of a living officer. The RAT
has a basic mach ine personal ity and they are treated like
mach ines, tools and weapons, not people. They have no
cosmetic mod ifications and are obviously mechan ical con­
structs.
The TMC maintains a sizable force of RATs, n u m bering
approximately one for every hundred flesh and blood offi­
cers, but replacing large n u m bers of them is costly, so half
of the robots in any g iven precinct are held in storage for
reserve. When the TMC d iscovers the location of a large
pi rate enclave, a drug lord's stronghold , or a weapon
smuggler's base, the RATs are activated by the dozens
and put into the front ranks, but otherwise only one or two
are assig ned to work with a squad as backup or used as
robot guards and on foot patrols.
Model Type: TMC-RAT-02
C lass: H u man-sized I nfantry Robot
Armor Rating (A.R.): 1 2 ; effectively natu ral A. R . , so any
attack under 1 3 does no damage.
S.D.C. by Location
* Head - 80
* Laser Rifle - 60
Arms (2) - 60 each
Legs (2) - 1 00 each
** Main Body- 420
* These targets are small or d ifficult to h it and req ui re a
called shot at -3 to strike. Also note that the head does
contain the basic sensors, but not the AI of the robot,
thus destroying it will blind the robot, but will not take it
out of commission . The u n it can contin ue to fig ht blindly
or can be taken over by radio control (if the operator
has line of Sight) or other means to continue fighting.
** Depleting the damage capacity of the mai n body will
shut the unit down completely.
M.D.C. Note : For use in Mega-Damage settings, tu rn the
S . D . C . pOint for point, i nto M . D. C . (i.e. Arms 60 M . D. C .
TMC Robot Assau lt Trooper each , M a i n Body 420 M . D . C . , a n d s o on . A . R . n o longer
The T M C often operates in close q uarters, making the appl ies).
use of large power armor, robots or heavy support veh i­ S peed
cles limited at best. Conseq uently, the organization relies Runn ing: The RAT has a speed attribute rating of 66
on modest armor and small, fast all-terrain veh icles su it­ and can ru n at a speed of 45 mph (72 km). The act of ru n­
able for grou nd, space, and close combat in an u rban en­ ning does not tire out the robot and can be maintained in­
viron ment and aboard space stations and spacecraft. The defin itely. Can leap 1 0 feet (3 m) high or 16 feet (4 . 9 m)
same holds true for robots, which explains the small, but across.
powerfu l TMC Robot Assault Trooper ( RAT) robot. The Swimming: 80% skill level at speeds of up to 30 mph
RAT is an effective man-sized support u n it packed with a (48 km or 26 knots). Maximum depth tolerance is 1 200
reliable AI , sensor array and advanced hardware that its feet (366 m).
h uman counterparts can count on. It is ideal for squad
E.!YlD.9. : Flight is limited to outer space only. Maneu­
support, rescue missions, search and captu re , bom b dis­
vering thrusters in the feet, legs, and back can safely pro­
posal and hazardous cond itions.
pel the robot to a maximum speed of 90 mph ( 1 44 km).
The most common application of the RAT is i n high U n less an additional skill prog ram is purchased that in­
risk, life preserving situations. The Robot Assault Trooper cludes jet pack or other piloting skills, that's the extent of
is employed to prevent any avoidable loss of life among its capabil ities. The jet packs available are the same as
both TMC pol ice and civilians. Squads of RATs often take described under the Heavy Combat Armor and Power Ar­
the lead in charges against barricaded g unmen , raiders, mor.
and monsters, as well as d rawing fire away from other offi­
Statistical Data
cers. They are also ideal for hand ling explosives or other
dangerous substances. The only down side to this is the Height: 6.6 feet (2 m).
cost of the robots. The AI of the robot is top of the line for Width : 3 feet ( 0 . 9 m).

1 01
Length: 2 feet (0.6 m). 4. Wrist launcher and Towline: A grappling hook or
Weight: 400 Ibs ( 1 80 kg) . spike and towline is built into the wrist or forearm of the
Physical Strength : 20 (Su perhuman P . S . ) . left arm. In addition to being used as a Cl imbing rope
and towline, it can also be used as a garrote to stran­
A. I . : 1 . 0 . eq uivalent of 1 0.
gle. Weight capacity of the line is 2000 Ibs (900 kg) .
Cargo: Two storage compartments in the legs, approxi­ Damage: 1 06 damage from a launched spike or 204+ 1
mately 3 inches (7 cm) deep, 4 inches ( 1 0 cm) wide, and from a g rappling hook.
1 0 inches (25 cm) long , and whatever can be put into Rate of Fire: Each blast, regard less of damage, cou nts as
pockets, packs, belts, or carried bags. one melee action/attack.
Power System: Typically a dual super-solar compact Range: Typically a 60 foot ( 1 8 . 3 m) length of cord , but can
battery system (24 hour operating time; effectively unlim­ fire u p to 1 20 feet (36 m) maximum.
ited) and a micro-fusion power supply with a 20 year life. Payload: One 60 foot length of cord ; can be rewound and
Skills: Basic Mathematics 98% , TMC laws and proce­ reused .
d u res 98%, Command Structu re Etiquette 90%, laws of 5. Heavy Laser Rifle: Described under the TMC weapons
natu re/science 90%, Computer Operation 90%, Law (gen­ earlier.
eral) 80%, Radio: Basic 80%, TV & Video 70%, Read 6. Hand to Hand Combat:
Sensory Eq u ipment 70%, Surveillance Systems (and N u mber of attacks: 4 or 5; most have five.
Tailing) 60%, Pilot Hover Veh icles 90%, and two other pi­ Normal Pu nch : 2 06+5
loting skills at 85%. Hand to Hand Combat: Basic, Prowl Power Punch : 406+ 1 0 (cou nts as two attacks) .
55%, and W. P . Energy Pistol, W. P . Energy Rifle, W. P . Bonuses (includes robot attributes a n d skills): +2 on in itia­
Heavy and W. P . Blunt; a l l a t 5th level o f proficiency. A tive, +3 to strike, +4 to parry, +3 to dodge, +3 to d isarm,
special language computer/translator enables the robot to +4 to pull punch, +2 to roll with impact. Bonuses with mod­
understand and speak 600 d ifferent lang uage (can only ern weapons include: W. P. Energy Rifle (+5 aimed shot,
read 1 2 , including Thissera, Micean, Atorian , and the +3 bu rst firing), W. P . Energy Pistol (+5 aimed shot, +3
Pilian trade lang uage at 75%). burst firing), W. P . Heavy Weapons (+5 aimed shot, +3
Cost: 2.6 million for the standard RAT with full weapon burst firing), and W. P . Blunt (+3 to stri ke and +3 to parry).
systems. Add an extra 1 25 , 000 cred its to get an extra 7. Other Robot Systems : Has all the same basic sys­
th ree W. P . or Military or Pi loting skills (the latter two are at tems as TGE robots, i nclud ing basic listening system,
80%) , 1 40, 000 for an extra 1 00 S . D . C . for the main body wide-band rad io receiver and transmitter, external au­
(increase all other S. D . C . by 30%), 1 00, 000 for one addi­ dio system, audio recorder, loudspeaker, single voice
tional attack per melee (can only upg rade once), an extra synthesizer, advanced robot optic system, targeting
1 50, 000 to boost the A. R. to 1 5 . The TMC pays half that. sig ht, passive nightvision , infrared and u ltraviolet optics,
Note: Using this robot as a base for creati ng a player thermo-imager (all with a 1 200 footl366 m range), ex­
character robot would cost 4 . 5 million of the i nitial budget. ternal video and audio surveillance system, video re­
ceiver and transmitter, and search light.
Weapon Systems:
1 . Eye lase rs : The RAT has a tiny laser built into each of TMC Comet ( Heavy) H overcycle
its eyes. The damage has been increased above the
The vast majority of TMC police vehicles are small, fast
normal by a TG E contractor, but payload does suffer.
and maneuverable, one- or two-man un its suitable for ter­
Damage: 3 06 damage per eye ( M . D . C . in Rifts). A simul­
restrial, space, u rban and close q uarter operations. Al­
taneous blast from both eyes does 606 damage.
thoug h many sizable space stations do have actual roads,
Rate of Fire: Single shot or double blasts only.
paths or corridors for vehicles, the TMC must be prepared
Range: 250 feet (76.2 m).
not only for a lack of such avenues, but tig ht corners and
Payload : Each eye can store 8 blasts per hour. Re­
limited maneuvering space. Likewise, the terrain on plan­
charging is automatic and takes one hour.
ets is often rugged and harsh . For th is reason , the TMC
2. Stun Charge: Same as the CSPA described previ­
has made an art of using the hovercycle as an all-purpose
ously, only the RAT must touch its opponent to stu n
vehicle. These veh icles are small, fast, maneuverable and
him.
well suited to g round operations in the wild or in the cities,
Damage: Same effects as the stu n gun and TMC power
as well as aboard space stations, spacecraft and in outer
armor.
space itself. In addition , they are very affordable, and
Rate of Fire: Once per melee round.
much cheaper than armored robots or power armors. TMC
Effective Range: Touch
officers receive special training with the TMC model
Payload: 12 per hour.
hovercycle and enjoy a special bonus when using it.
3. Laser Finger (1 ) : One of the fingers on one of the
hands is a uti lity laser tool used for cutti ng, soldering The TMC cycles are custom built and modified by TMC
and close combat fu nded corporations. They have an enclosed canopy and
Damage: 1 04 or 1 06 damage per blast. independent air supply and purge and recycling system
Rate of Fire: Each blast, regard less of damage, counts as the same as environ mental armor and spaceships. Th is
one melee action/attack. means they are space worthy, and outfitted with add itional
Effective Range: Touch or up to 20 feet (6 m) maneuvering rockets to al low the cycles better movement
Payload : Effectively unlimited . and precision flight even when handling 90 degree corners
or doing bootleg turns. As a resu lt, when the cycle is oper-
1 02
* M i ni-Missile Launcher - 75
*Weapon Tu rret - 40
*Main Thrusters (3) - 80 each
**Main Body - 225
* These targets are small or difficult to h it and req uire a
called shot at -3 to strike. Destroying one th ruster re­
duces the dodge bonus and pilot bonuses by 1 /3 i n
open areas an d imposes a -1 t o dodge and -5 % to pi lot
rolls in cramped cond itions. Destroying two th rusters re­
duces bonuses and i ncreases penalties by another 1 /3
(-2 to dodge and -1 0% to pilot rolls in tight cond itions),
and taking out all th ree thrusters negates the fl ight ca­
pabilities of the cycle (and necessitates a crash-landing
roll).
** Depleting the damage capacity of the main body will
shut the unit down completely, rendering it useless.
S peed
Flying: The cycle doesn't actually fly, but instead hovers
3-30 feet ( . 9 to 9 m) above the g rou nd. Its maximum
speed is 220 mph (352 km), but in hallways and corridors,
it can move at speeds as slow as 2 mph (3.2 km) or com­
pletely stop and hover stationary. Maximum speed down
corridors and tig ht spots is not recommenced at g reater
than 60 mph (96 km) and penalties will apply at speeds
beyond that. The cycle can operate conti nuously for 1 6
hours before the thrusters must cool for two hours. I f peri­
od ic breaks are taken, it can operate indefin itely.
Space: S peed is tripled in space (beyond that maneu­
verability degrades and all combat rolls are made at -1
and skill rolls -1 0% for each additional 200 mph/320 km);
range is effectively unli mited .
U nderwater: The cycle is a fu ll environ mental unit and
can operate u nderwater as long as its air supply holds out.
Maxim u m speed is 1 00 mph ( 1 60 km) on the surface and
60 mph (96 km/52 knots) underwater. Maximum depth tol­
ating in the cramped corridors of a spacecraft, cave, or erance is 800 feet (244 m).
similar environ ment, it does so with no penalties to combat
Statistical Data
or piloting rolls. Any other veh icles trying to navigate the
cramped conditions at speeds faster than a crawl are con­ Height: 4 feet ( 1 .2 m) to top of closed canopy.
sidered to be performing stunts and must make rolls with Width : 3 feet ( . 9 m).
the appropriate penalties. The TMC hovercycle can per­ Length : 6 feet, 1 inch ( 1 . 8 m).
form the same maneuvers without the penalty and only re­ Weight: 450 Ibs (202 kg) fu lly loaded .
ceive penalties when actually performing stunts at speeds Cargo: Minimal. P ilot' s personal equipment and body
in excess of 1 00 mph ( 1 60 km). This also means that in armor. Up to a 20 gallon storage container can be at­
more open areas, the hovercycle has vastly improved tached to the rear of the cycle for additional storage.
handling, resu lting in an additional +2 to dodge and a re­
Power System: High efficiency electric turbines and so­
duction of all penalties to piloting rolls from stunts or spe­
lar energy system.
cial maneuvers by 1 5% (Le. the bootleg tu rn wou ld be
made at a -35% penalty instead of -50%). Part of th is ver­ Cost: 95,000 credits, but rarely available. They are pro­
satility of movement comes from the fact that the pilot lays duced by the TMC for their own exclusive use, but the
back in the small craft instead of leaning forward , and it TG E does sell a comparable security vehicle without the
can th rust i nto an upright position and maneuver in a verti­ missile lau ncher for 1 00 , 000 credits . Add 1 40 , 000 for an
cal state, th us making it taller than it is long and red ucing extra 1 00 S . D . C . for the main body (increase all other
the width of space it needs to maneuver corners. S . D . C . by 20%).
Weapon Systems:
Class: TMC Single Officer Boarding Veh icle 1 . Weapon Tu rret: The main armament of the Comet
Model: TMC- HHC-04 - a . k.a. Comet. hovercycle is a two barrel weapon turret mounted in the
Crew: One nose of the mach ine. One barrel is a pulse laser and
A.R. 1 2 (veh icle) the other is an automated version of the Ridelly . 560 fir­
S.D.C. by Location : ing "wheezers." Wheezers are gelatin bullets that stun a
* Headlights - 1 0 target by i mpact without doing any serious damage.
CanopylWindsh ield -50 They are named for the sou nds most targets make
1 03
when h it by a perfectly placed shot to the chest or
stomach . These rounds are effective against vegetation
TM C Armored Hover C ar (AH C )
and insect aliens (but their hard armor gives them +4 to The Armored Hover Car is another low profile, maneu­
save), but not mineral life forms, undead , creatu res with verable vehicle designed for all terrains (grou nd and
an A. R. of 1 2 or better, or anyone that does not breathe space). The AHC is use for making patrols, general trans­
or can not be sign ificantly shocked by the i mpact of the portation, raids and troop su pport. It is much more heavily
wheezer rounds, such as giants, invulnerable armored than the hovercycle and is the closest thing to a
superh u mans and those with g reat mass. small tank in the TMC's arsenal. This hover car is slim and
Damage: The pulse laser does 3D6 per single blast or maneuverable when compared to most production line
1 D4x1 0+ 1 0 for a triple pu lse. hover veh icles, and its design incorporates maximum mo­
bility with minimum size to allow it to fu nction in the
Wheezer rounds do two points of damage and re­
cramped quarters of spacecraft and space stations. When
quire a save vs 1 4 to resist the following debilitating
operati ng in cramped cond itions, the car has no penalties
penalties: -3 to initiative, -1 to strike , parry , and dodge
due to its maneuver rocket system (same as the TMC
and lose one melee action/attack for one melee round.
hovercycle) and VTOL (Vertical Take-Off and Landing) ca­
Penalties and damage are cumu lative. Rifts Note:
pabilities. It seats two in the front (a th ird can usually slip
Wheezers do come in a version made of flexible metals
in but makes for cramped cond itions) and two i n the rear.
that can affect M . D . C . creatures, but they require a
The rear compartment is sectioned off from the front and
larger g u n . The effects of the M . D . C . version are the
padded for transporting suspects and criminals. To that
same as for the S . D . C . variety, except they infl ict
end, it also has places where handcuffs and other re­
1 D4x1 0 S . D . C . damage to any non-M . D . C . targets they
straints can be attached directly to the vehicle to effec­
should happen to hit.
tively "lock" the suspect in place.
Rate of Fire: Pu lse laser: Single shot or triple pu lse only.
Wheezers: Can be fired one at a time or i n short bu rsts of Class : TMC Heavy Boarding Vehicle
five. Hydraulics automatically pump the barrels to ready Model : TMC-AHC-03
the next shot. Crew: Two, pilot and gunner/sensory tech n ician.
Effective Range: Pu lse Laser: 4, 000 feet ( 1 , 2 1 9 m). A.R.: 12 (veh icle)
Wheezers: 600 feet ( 1 83 m). S.D.C. by Location :
Payload : P ulse Laser is effectively unli mited . Wheezers: * Concealed , Flip-Up Head lig hts (2) - 6 each
200 round ammo drum. Police Light (top) -1 5
2. Mini-Missile Launcher: Th is partially retractable mis­ * Concealed (with headlights) Lasers - 20 each
sile lau ncher is located behind and above the pilot at Windsh ield - 60
the rear of the vehicle, in order to conserve the sleek M issile Pods (2) - 1 1 0 each
profile of the hovercycle and minimize any protrusions *Weapon Tu rret - 90
that might snag in tig ht quarters. The lau ncher only par­ *Thrusters (6) - 40 each
tially rises and contains six mini-missile tu bes and four **Main Body - 540
tu bes modified to fire Strap Gun cartridges. * These targets are small or difficult to h it and req uire a
Damage: 1 D6x1 0 or 2 D4x1 0 for each mini-missile (5D6 or called shot at -3 to strike. Destroying one th ruster re­
1 D4x1 0 M . D . C . in Mega-Damage settings); however, ex­ duces the dodge bonus and pilot bonuses by 1 /3 in
plosive missiles are rarely used inside spacecraft or space open areas and imposes a -1 to dodge and -5% to pi lot
stations, replacing them with smoke, tear gas, knockout or rolls in cramped cond itions. Destroying two thrusters re­
nerve gas missiles (see the mini-missile chart in the eq uip­ duces bon uses and increases penalties by another 1 /3
ment section for full statistics). See the strap g u n for de­ (-2 to dodge and -1 0% to pi lot rolls in tight cond itions),
scription of th is weapon . and taking out all th ree thrusters negates the flight ca­
Range: O n e mile ( 1 .6 k m ) for t he normal missiles, b u t may pabilities of the car (and necessitates a crash-landing
be limited by the environment. 1 000 feet (305 m) for the roll).
strap cartridges. ** Depleting the damage capacity of the main body will
Rate of Fire: One at a time or in volleys of 2, 4, or 6. A vol­ shut the unit down completely , rendering it useless.
ley of fou r strap cartridges can be dodged , but at -4. Such S peed
a volley can immobilize a creature up to 24 feet tall (7.3 m) Flyi ng: The hover car does not actually fly, but i nstead
as per the strap gun rules. hovers 3-1 5 feet (0.9 to 4.6 m) above the ground ( 1 0x
Payload : Six min i-missiles and four strap cartridges. higher in low gravity). Maximum speed is 200 mph (320
3. Bonuses : Like all hovercycles, the TMC Comet is very km). Th rusters can be used continuously for 24 hours be­
maneuverable, but it also has more systems and spe­ fore a cooling period of 2 hours is req uired . Period ic
cial mod ifications than others, plus the TMC are trai ned breaks can extend the range indefi nitely.
heavily in its expert use, all of which resu lts in more bo­ Space: The hover car is a fu ll environ mental vehicle
nuses. and can travel in space for short periods (72 hour guaran­
+2 on in itiative, +2 to strike, +4 to dodge, +5% on pi loting teed air supply). Tri ple speeds in space but maneuverabil­
skill, and -1 5% on piloting skill penalties. ity degrades and all combat rolls are -1 and skill rolls -5%
for each 200 mph (320 km) above normal; range is effec­
tively u n limited .

1 04
U nderwater: The hover car is a full environmental unit the hovercycles. The weapon tu rret is th us outfitted with
and can operate underwater as long as its air supply holds a heavy ion rifle for use against armored targets or ve­
out. Maximum speed is 90 mph ( 1 44 km) on the surface hicles. It can rotate 360 degrees and has an up and
and 40 mph (64 km/35 knots) underwater. Maximum down 45 degree arc of fire.
depth tolerance is BOO feet (224 m). Damage: 1 D4x1 0 damage ( M . D . C . in Mega-Damage set­
Statistical Data tings).
Height: 4 feet, 9 in ( 1 .4 m) Range: 3, 000 feet (9 1 4 m).
Rate of Fire: Each shot cou nts as one melee attack.
Width : 6 feet ( 1 . B m)
Payload: Effectively unlimited .
Length: 1 2 feet (3.7 m) 2. Concealed Forward Lasers (2): When the Head lig hts
Weight: 4600 Ibs (2070 kg) fu lly loaded . flip up, there is also a pair of small, Short-range lasers.
Cargo: M in imal; crew's personal belongings, armor and They are in a fixed forward position so they can only
eq u ipment, plus a small tru nk area of approximately 2 ft x fire di rectly in front of the vehicle.
2 ft x 6 ft (24 cubic feet; .6x.6x1 . B m). Extra missiles, am­ Damage: 3D6 damage from one laser or 6D6 per simulta­
munition , and armor are commonly stored in the tru nk, but neous double blast (M . D. C . in Mega-Damage settings).
squeezing in a TMC assault trooper robot is not u nheard Range: 1 ,200 feet (366 m).
of in special circu mstances. Rate of Fire: Each shot cou nts as one melee attack.
Power System: H ig h-powered electrical turbines with a Payload: Effectively unlimited .
self-charging solar battery system. 3. Forward Mini-Missile Launcher Pods: The two large
Cost: 225, 000 cred its, but rarely available on the mass cylinders on the front of the vehicle are min i-missile
market. They are prod uced by the TMC for their own ex­ launchers. Each has a payload of damaging and crowd
clusive use, but the TG E does sell a comparable security control missiles.
vehicle with half of the missile capacity and 25% less ar­ Damage: 1 D6x1 0 or 2 D4x1 0 for each mini-missile (5D6 or
mor for 250, 000 credits. Add 1 60 , 000 cred its to increase 1 D4x1 0 M . D . C . in Mega-Damage settings); however, ex­
the S . D . C . of the main body by 1 30 S. D . C . (the other ar­ plosive missiles are rarely used inside spacecraft or space
eas are increased by 30%). stations, replaCing them with smoke, tear gas, knockout or
Weapon Systems nerve gas missiles (see the mini-missile chart in the eq uip­
1 . Weapon Tu rret: The main armament of the hover ca r is ment section for fu ll statistics).
a retractable weapon tu rret on the roof near the rear of Range: One mile ( 1 .6 km) for the normal missiles, but may
the vehicle. The heavier combat use of most hover cars be limited by the environ ment.
(when compared to the TMC's cycles) req uires slightly Rate of Fire: One at a time or in volleys of 2 , 4, or 6 .
more powerful and less incapacitating weaponry than Payload: Each pod holds fou r explosive min i-missiles and

1 05
six riot control missiles (two tear gas, two knockout gas,
one paralysis gas, and one smoke), for a total of 20
mini-missiles.
4. Bon uses : +1 to stri ke , +2 to dodge and -1 0% on pilot­
ing penalties in open cond itions.
5. Standard Features : Has all basic sensors, radar, envi­
ron mental and optic systems common to military veh i­
cles and robots. Also has flash ing lig hts, siren ,
loudspeaker, and a winch and cable/towline in the front
and back u ndercarriage. Ten ton towing capacity (x5 in
space), but red uce speed by 60% when pulling a maxi­
mum load (otherwise 40%).

TMC S pacecraft
S pacecraft are the lifeblood of the TMC. Their mainstay
is patrol and enforcement of their clients' laws in the space
lanes and space around their contracted worlds. The bulk
of the TMC space fleet is made up of long-range fighters
and interceptors (such as Cavalier- or Barbarian-class in­
terceptors) used as patrol and combat vessels, but they
also use armored shuttles and cargo craft. S paceships
larger than small destroyers (such as the Gladiator-class
destroyer) are u ncommon with in the TMC. They simply do
not need vessels that large. The cruisers they do have are
reserved for use as remote bases operating on the fringes
of TMC patrolled space as troop support as well as for
evacuations and troop transport. The heavier spacecraft
are also used in large-scale raids on firmly entrenched
cri mi nal compou nds or those with n u merous hench men or
spaceships of their own . Battleships are u n heard of in the
TMC , but the organ ization does have a nu mber of huge
"deployers" that function as mobile headquarters for Patrol Toogarth
Division squads as well as providing mobile su pport for The planet Toogarth is a low-gravity world that serves
large raids. The TMC does operate a number of Metropo­ as the center of the fledgling Toogarth Empire. The
lis-class space stations as well, usually in systems that are Toogarth aliens themselves are a cruel warrior race who
centrally located with i n areas of heavy TMC contractual delight in the torment and destruction of other beings.
obligations. These hub stations serve as local centers for Whi le their empire is relatively small now, they are ex­
TMC activities. tremely aggressive, and n u merous indicators suggest they
TMC spacecraft will d iffer little from the production line may soon embark on a vast expansion that could gobble
packages, except for the inclusion of some kind of grapple u p dozens of other civilized worlds. Those who fal l to the
or magnetic towing system for secu ring other vessels Toogarth advance can expect wholesale slaug hter, some
when boarding. TMC ships also tend to be more heavily level of genocide and mass slavery as the Toogarth rapa­
armored (30%) and often have 1 0-20% fewer weapons. ciously strip these worlds of anything of value, establish
This adaptation al lows them to get closer for board ing in­ colonies and move on. Only the Toogarth's relative lack of
stead of destroying enemy vessels outright. Very heavily tech nolog ical expertise (they prefer to steal , conquer and
armored shuttles are also one common exception withi n buy their high-tech ships and equ ipment rather than make
the T M C . These vessels are used to transport dozens of them) , and their internal d ivisions keep them from becom­
officers to a vessel or destination. They are slow, but rea­ ing a true galactic power.
sonably maneuverable and outfitted with g rapples and The Toogarth cu rrently mai ntain two al ien civilizations
towing drives strong enough to pull others 30-50 times as slave races - the insectoid Krit and the psychic Zylik.
their size like a space tug boat. These "tugs" are used to Both races have suffered tremendously under Toogarth
haul away derelict spacecraft, space junk, and locked ru le, and secretly hope to one day free themselves from
down (held in place) vessels to be boarded or to be their oppressor's yoke. U ntil then , these conquered people
hau led away for i mpounding. If the suspect spacecraft at­ shall remain the servants of their repti lian masters. U rban
tempts to ru n , the boarding shuttle will attempt to prevent myth claims there is an ancient legend that predicted their
that and hold it in place or be d ragged along , reducing the enslavement and that a band of heroes will one day arrive
speed of the other vessel by 1 D4x1 0+40% . Small or light from another world to lead them to the freedom they so
vessels will be completely held in place, despite thei r best desperately deserve. Note: For more on the Toogarth ,
efforts to escape. Two to fou r TMC tug shuttles are used please refer to page 1 88 o f the Villains Unlimited ™
to "lock down" large vessels. sourcebook.

1 06
were inhabited by intelligent life. The smaller planet had
light g ravity, but otherwise Earth-like cond itions and was
Trammel home to the h u man race known as the Preteck. The other
This u n remarkable Earth-l ike world is a training planet was farther from the sun, cooler, and in perpetual twilight.
reserved for the Atorian Empire's corps of This was Vaniayes, inhabited by the M u l l Tiaii Fassinae.
Cyklops-Serpentmen. These g iant, fou r-armed h u man­ Space travel and h ig her technology came quickly to the
oids have huge bat wings, twin snaking tails, fang-filled reptilian peoples of Vaniayes while the Preteck li ngered
mouths, and a single eye in the middle of their forehead . behind in a lon g , but slow to advance, industrial age.
Seeking to better themselves by helping others, the Mull
They are natu ral warriors and are routi nely employed by
the Atorians as assassins, enforcers, raiders and Tiaii Fassinae reached out to the Preteck and shared their
all-around thugs. The Cyklops-Serpentmen relish th is duty tech nology with them. The gestu re and its resulting alle­
giances were to be the fou ndation for a benevolent Empire
of theirs, althoug h there are a small number of those
among them who resent the Atorians and who have de­ as the reptiles came nearer and nearer to the perfection of
fected to join the FAR and TMC. their advanced space travel tech nolog ies.
In recent months, a body of renegade (FAR all ied?) Once advanced space travel was ach ieved, the reptil­
Cyklops-Serpentmen and their alien allies have infiltrated ians fou nd themselves welcomed into the galactic commu­
Trammel and established a g uerilla force on the planet. nity , where they were determined to fit in and prosper. So
They have begu n waging constant, low-level insurgencies it wou ld be for nearly three centu ries, then someth ing
against the Atorian training facilities on the surface, ki lling changed . It didn't happen overn ight, but there came a
n umerous Cyklops-Serpentmen trai nees. This situation is tu rn ing point for the Fassinae I m perial ru le, in which the
an ongoing security fiasco for the Atorian Fassinae Empire became corru pt, violent, and to most
Cyklops-Serpentmen on the planet, who have failed in outsiders, evil. From benevolence to malevolence, the
their every attempt to eliminate t he insurgency an d restore once great Empire became something not a far cry from
stability to the planet. If th ings conti nue as they have for the conquering Atorians. Fortu nately the Empire was tiny
much longer, the world may wel l erupt into a fu ll-blown compared to the Atorian Empire and so overconfident that
civil war, as the many civilians conquered by the Atorians it would hamstring itself. In their bid for power, they broke
who in habit this backwater world grow increasingly sym­ off from the Federation of All ied Races, i nvaded FAR
pathetic with the rebels, and gradually more hostile space and began to invade worlds that members of the
against their Atorian guests. FAR. War exploded and lasted years, but a final violent
Most of the galaxy does not know about the situation on outcome was averted when the evil alien intelligence that
Trammel because the Atorian Empire is keeping a tig ht lid had taken hold of the rulers of the Fassinae Empire was
on it. The planet is deep within Atorian space, and the discovered and d riven from our dimension . Before the war
Atorians have no desire to let news of this get out into the came to an abrupt end (as did the corrupt rulers of the
open . Should the galactic public learn of the Empire's in­ fledgling Empire) , millions had perished in the conflict,
ability to crush a tiny little movement on an unimportant several worlds suffered , and economic losses were be­
planet, the concern is that the FAR and/or others in the yond the comprehension of most.
galaxy will lose their fear of the Atorians and their mon­ While some argued the Mull Tiaii Fassinae were them­
strous allies, and beg in making bolder moves against selves the victims and pawns of a d iabol ical demonic
them. TGE spies are likely to be the first to learn of th is power, others felt strongly that they were "willing" pawns
crisis (and pass it on to their FAR contacts), u nless it is and responsible for their actions. To make amends, the
ended soon . Note: For more information on the Fassinae Empire was dissolved , they apolog ized to all
Cyklops-Serpentmen , please refer to page 1 59 of Aliens parties, contributed to the rebuilding of those civilizations
Unlimited ™ Revised . they had attacked (the best they cou ld), and the Mulls re­
treated to their home world and legitimate colony planets
they had founded before the war. Many, many years later,
they have remained a h u mble and benevolent people, re­
Va n iayes joined the FAR and support peace and mutual respect and
dignity for all races. The Mulls reg ularly extend a benevo­
While some races like the Toke Tu ul are still coming to lent hand to those in need , and take no offense to those
terms with the darker aspect of their people's past, others who decline their offer, or who still regard them with suspi­
have weathered the worst storms, dealt with the after­ cion. As a resu lt, most people in the galactiC community ,
shocks, and have managed to move on to someth ing especially members o f t h e FAR , have accepted them back
better. This is the case with the Mull Tiaii Fass inae, a into the fold as defenders of peace and freedom. The Mull
race of h u man-like reptilians who have seen their people Tiaii Fassinae have also mastered the arts of diplomacy
soar to the heights of glory and plunge into the deepest and trade, and are recognized as masters of each . Some
pits of shame. However, they have reclai med their pride, even consider them on par with the Toke Tu ul as d i plo­
overcome their ancestors' crimes, atoned for them, and mats.
emerged greatly respected for it. Many centu ries ago, the Even though they are warm-blooded reptilians, the Mull
Mull Tiaii Fassinae were just mastering space travel and Tiaii Fassinae are very much h u man-like in appearance
testing advanced methods of getting to distant stars light except for th ree major characteristics. First and most nota­
years away. Two planets with in their home solar system bly , their skin is scaly like those of lizards and ranges i n
1 07
color from drab to shades of brig ht g reens on the back of
the body, arms, legs, and head , with creamy wh ite, pale
brown or a purplish grey color for their face, the palms of
their hands and abdomen. Yellow or wh ite highlights are
found around the eyes and mouth , on their hands, and the
bottom of the feet. Hair color (yes, they have coarse hair
like hu mans) is black, dark brown or dark blue.
The second most striking characteristic is their multiple
pairs of eyes. Th ree pair in declin ing size and order from
the top of their forehead to what humans would consider
the normal location for eyes. From a distance they look
solid black with no noticeable pupil or i ris, but u pon close
inspection, one realizes they have large, rou nd, black pu­
pils surrou nded by a narrow, brown i ris. Evolving on a twi­
light world , these eyes of theirs see with perfect clarity in
low light and even com plete darkness. They can also see
i nfrared light, g iving them a sort of natu ral thermo-optic vi­
sion . Consequently , M u lls must wear protective eye­
glasses or contact lens style filters to protect their eyes in
sunlig ht. Some get o ne p ai r surg ically modified to see in
brighter environments, but this is uncommon.
The third trait i s the length and number of their fingers
and toes. Each hand and foot has six digits. The fingers
are a bit longer than h u mans, and ideal for delicate work.
Most Mull Tiaii Fassinae prefer regal, stylishly tailored
clothing. Capes, cloaks, long coats, and d resses with flow­
ing trains are among their favorites. This often gives them
the appearance of refi nement, culture and even royalty ,
especially to outsiders. Among the Mulls, rank a n d station
are marked by the style, quality and elegance of one's
clothes. Judges and those in the jud icial profeSSions wear
wh ite and pastel colors, the police and mil itary wear black
and blue colors, and d i plomats and negotiators wear me­
dium to light browns and blues.
The Mull Tiaii Fassinae are a Galaxy Age civilization
eq ual or su perior to any of the advanced races with in the
FAR. They have faster than light spacecraft drives, ad­
vanced space travel capabilities, hover vehicles, energy
weapons, cutting edge medical technologies and n u mer­
ous other conven iences and ach ievements. Thei r home
world as well as their numerous colonies are all open to
visitors and are marvels of art, science and composite ar­
chitectu res. The Mull Tiaii Fassinae have borrowed from
the styles of n u merous al ien races to create a unique
non-uniform , but appealing image for their sprawling city
skylines. Such q u ilted cities are more common on the col­
onies than on Van iayes itself.
M u l l Tiaii Fassinae
(more com monly called " M u l ls")
Alignment: Any, but overall tend to be U n principled , Scru­
pulous and PrinCi pled .
Attributes : L a . : 3 06+2 , M . E . : 306, M .A. : 406, P . S . : 306 ,
P . P . : 3 06+2 , P . E . : 306, P . B . : 2 06 , Spd . : 306.
Hit Points: P . E . attribute n u mber x2 , plus 1 06 per level of
experience.
S.D.C.: 40 plus any additional from physical skills or spe­
cial training.
Heig ht: 6 feet plus 406 i nches; six and a half to eight feet
(2 to 2.4 m) tall.
Weig ht: 1 80 to 3 00 pou nds (81 t0 1 35 kg) .
1 08
Average Life Spa n : 250-3 1 0 years, though the older they Education : Techn ically any, but typically gravitate to the
get, the more they tend to sleep ( 1 2 hours per day is sciences, computers, engineering, communications or
typical for those over 200). After 220 years of age, they general studies, but military and pi lot educations are
actually beg i n to h ibernate for one entire day a week. also fairly common .
Death is not feared and seen only as the "longest S pecial Weapons: The weapons com monly carried by
sleep" or the "final sleep." Being killed before the final the Mull Tiai i Fassinae are mainly decorative melee
sleep, however, is q u ite unsettling to them . They do not weapons such as daggers and swords. Many have
fear death , but worry that the abrupt dying will some­ been passed down th rough family lineages. They are
how fi ll their final sleep with nig htmares. the equ ivalent of Kisentite weapons and can be of any
Major S u per Abilities : Chameleon and Alter Metabolism. type.
These two major super abilities are natu ral to M u lls and S pecial Vehicles : Hover platforms are the most common
are the only ones that they have. Also see Natu ral Abil­ type of transportation for these aliens. These platforms
ities. are up to 6x6 feet ( 1 . 8x1 . 8 m) and can be sq uare or
Natural Abilities: 300 deg ree field of vision, making it round. They hover 3-300 feet (0. 9-9 1 m) above the
nearly impossible to sneak up on (included under bo­ grou nd, can travel at speeds u p to 90 mph ( 1 44 km),
nuses) , nig htvision 600 feet ( 1 83 m), see infrared light and have 1 50 S . D . C .
and heat emanations (roughly equal to infrared vision Preferred Armor: Light armor (A R . : 1 0-1 3, S . D . C . :
-- ---

and thermo-optic at the same range as nig htvision), 50-80) is most common .
and sensitive hearing (20 decibels beyond h uman Fami l iarity With Earth : The Mull Tiai i Fassinae have
range) . Blind in daylight or any bright light (-1 0 to strike, some familiarity with Earth due to the fact that their
parry , and dodge) and squint even i n what h u mans home world is with in the I Ita Quadrant and several
would consider a dark, overcast day (-4 to strike, parry probes passed by the planet when these aliens still
and dodge). The Mull Tiai i Fassinae can also regener­ controlled the Fassinae Empire.
ate partially removed limbs , such as from the elbow or Rifts® Notes : I n a Phase World® setting, these aliens will
knee down , but not an enti re limb or the head . Regen­ be very much the same as presented here, with possi­
eration does not speed up the healing process, it just ble ties having been forged between them and the
allows for the replacement of missing d igits and lower Kreegor while they were still an empire. Bad blood
extremities to regrow. One i nch per every two weeks is would sti ll exist between these two since the Mulls have
regrown. At th is rate, regenerating an arm severed at given up their conq uering ways and broken any all iance
the elbow wou ld take approximately 9-1 0 months. and contact they once had with the Kreegor. The
Racial Bon uses : +4 to in itiative , +1 to strike and parry , +2 Kreegor will perceive this action as an i nsult, weakness
to dodge; in add ition to possible attribute and skill bo­ and stu pidity. In a normal Rifts® setting, they are seen
nuses. as D-Bees and h unted by the Coalition .
• •

G a l acti c M o n ste rs
The Riathen or A dozen Riathenor warriors seemed to have just fin­
ished gorging themselves on . . . . god only knows what.
By Wayne Breaux J r. & Kevin Siembieda The long table was spattered with blood and gore; some
of the food tha t remained still moved. As the hardened
Lieutenant Kador narrowed his eyes and watched the TGE soldiers watched with sickened stomachs, they be­
bizarre tableau before him with a mix of horror and fasci­ gan to guess wha t might have happened to the missing
na tion. A Shissan and member of the TGE Unknown Sit­ scouts. Some of the platters below were unsettling in their
uations Resolution Corp., the lieutenant had seen plenty similarity to h umanoid skeletons picked clean. No one
of strange and grisly things in his time, but this ranked at wanted to think about wha t the Riathenors at the table
the top. Corporal Barit, a Latran scout, and Corporal were ha ving for dessert.
Zishnef, a Nattereri warrior stood transfixed and silent a t A moment later, a struggling human restrained by two
his side. Below them o n the far side of a large chamber more Riathenors was dragged into the hall. It was not one
was a gathering of the mysterious creatures known as of the missing TGE agents, but some other poor victim.
Riathenors in their own habitat. Even here, safely nestled The three observers wanted to do something, but they
away in a hidden lair, they still wore their trademark ba ttle knew they were no match for even one Riathenor let alone
armor. The three soldiers never expected to find a a dozen or more. The best they could do was observe
Riathenor outpost when they were dispatched to investi­ and gather information so tha t others might put an end to
gate the disappearance of three marketing scouts sent to this kind of horror.
a distant, uninhabited planet. Yet there they stood.
With great effort not to make a sound, the three
Laughing and making merry. Things were about to get
watched from their balcony sea t provided by a vent near
stranger.
the ceiling. A small litter was carried into the chamber be-

1 09
hind the human by a pair of smaller Riathenors. The ones broad mental smile tha t matched the skeletal grin on its
tha t had been eating stood and began to chant. One flexible, living exoskeleton. Cloaked in magical in visibility
raised a wicked looking sword and seemed to lead the and waiting in silence, the Riathenor practiced its patience
ceremony. On the litter was the lumpy shape of some kind until the "host taking" and "rite of rebirth " had concluded.
of metal. It resembled the same material as the Riathenor Now it was time to act. Of the three intruders, the huge
armor, but unshaped. A nugget of the raw material per­ scaled alien was already targeted in the Riathenor's mind
haps. It had an organic appearance something like a as a wonderful new host to be taken live. His host taking
brain or slug curled into a ball. Then they noticed the ball would directly increase Chain 'chn 'Shoei's strength and po­
of metal twitched and seemed to pulse with an energy tha t sition as a warlord.
shone from within. On board the advance TGE scout ship that brought the
The chanting grew louder and the n ugget visibly undu­ three agents, their two teammates watched and recorded
lated. Faster and faster, as if excited as it was brought the video feed of the transformation. The images were
closer to the restrained human. The three TGE agents ex­ broken and choppy, but it con veyed all the key aspects of
changed glances, but their attention quickly returned to the terrible event. When the three were jumped by the
the spectacle below. The chanting stopped as the sword Riathenor, and two fell in less than a half minute, the scout
wielding Riathenor shouted something in an alien tongue ship blasted off. They weren 't deserting their comrades,
and pointed toward the human. A nano-second later the they told themselves, they were preserving the informa­
observers realized the pulsa ting metal nugget had sprung tion. Data and images that seemed to confirm certain ru­
to life and engulfed its victim head first! What had seemed mors and revealed vital, never before known information
to be hard metal a momen t earlier, was now some sort of about the mysterious and frighteningly alien Riathenors.
protoplasmic goo! It all happened so fast tha t the victim They only prayed tha t they could escape without being
didn 't e ven have a chance to scream. The glob had spotted by one of the Riathenor's own spacecraft and
leaped . . . . lunged . . . . to cover the huma n 's head and was a void jOining the ranks of the "missing. "
now oozing down his body. As it flowed down to cover the
feet, the chanting resumed and the glop covering the hu­
man began to glow and pulsate with a blue-white electrical
energy. The protoplasm molded itself to the human-form
" " " " " '"
and again resumed its hard, metal consistency. With each
passing second, the metal took on the appearance of Player i nformation
Riathenor battle armor.
First the general shape, then specific features - spikes, on the Riathenor
blades, clawed feet and hands. Next the head took on the It is generally common knowledge, as far as common
demonic face plate of a Riathenor. Then moving machine knowledge goes in the vast reaches of space, that the
parts began to rise out of the still molding metal, tuming Riathenors are powerfu l armored aliens that arrived in our
into retractable swords, and blasters mounted on the d i mension through an alien di mensional portal. This hap-
shoulders. The chan ting was replaced by cheers and the pened before the pla net Assin was torn apart by the un-
two who had escorted the human sacrifice now shook the checked magic energy that not only reduced the planet to
armor clad individual'S hands and all gathered to pat him ru bble but opened thousands of tears in space and time.
on the back and embrace him as one of their own. Many of wh ich were portals to other d i mensions and plan-
It took the TGE agents a few minutes before they rea/- ets, among them the domain of the Riathenors. It is also
ized they had witnessed the transformation and birth of a known by many, that the evil Riathenors sometimes hi re
Riathenor into an adult warrior. The nugget must have themselves out as mercenaries, raiders and assassins, al-
been a young Ria thenor (until this very moment, nobody thoug h most of the time they stick to their own kind and
knew wha t a young Riathenor looked like). The feasting follow their own ( u n known to others) agenda.
and chanting was part of a coming of age ceremony. And The Riathenors seem to dislike, and feel su perior to,
the h uman . . . . had become one with the Riathenor? And most other races. Th is is evident in their complete lack of
which was which ? Was the actual sentient Ria thenor the compassion or feelings toward other bei ngs. They seem to
body armor covering or was it buried somewhere inside consider all other beings as trouble and obstacles to be
the human (host) body? They would leave the conjecture eliminated - or people to conquer and enslave .
about the transformation to the experts. For now, they had Riathenors are as cold and hard as the exterior armor that
to get out alive. covers their bod ies. I n com bat they show no mercy or
The TGE soldiers tumed to each other, using sign lan- quarter, nor do they ask for any. They seem to relish com-
guage to agree on a hasty retreat. The Riathenors had es- bat and cover themselves in weaponry. Their armor bris-
tablished a breeding colony of some sort on this remote ties with spikes, razor sharp barbs and blades from
world and it would take a brigade of power armored sol- knuckles to head , to toe. Swords or mu lti-bladed claws ex-
diers to clear it out. Headquarters needed to be informed tend from their forearms, and their fingers and toes end in
immediately. metal claws. Likewise, the knees and el bows are often
Unseen by the three skilled operatives, other eyes were spiked or bladed , and a variety of concealed and obvious
watching them. Crouched amid the rafters above the energy weapons are mou nted on the shoulders, back and
shadowed alcove that had sheltered the TGE soldiers forearms. And most carry an assault rifle, with ion, particle
from the main assembly, Chain 'chn 'Shoei watched with a beam , and plasma being their weapons of choice.
110
Ru mors persist that Riathenors can also cast spell Despite the ru mors and information given in Aliens Un­
magic and/or somehow integrate magic into their battle ar­ Iimited ™ , the Riathenors are not true demons (as some
mor. Another ru mor suggests the Riathenor and their bat­ people choose to believe), nor evil human mages merged
tle armor are two separate living beings that share a with a powerfu l symbiote. These are just a couple exam­
common body as the result of a strange symbiosis. One of ples of the popular misconceptions about th is bizarre race.
which is an alien creatu re of mag ic. Many insist that the There is truth in these rumors, however, for the Riathenors
battle armor is indeed a living creatu re that protects the are "demonically evi l" and " magical," only they are a sort
Riathenor inside. Somehow mag ic is involved , which ex­ of sentient parasite that takes over the body of h u man­
plains how the armor seems to (magically) heal and oids, h umans in particular, to become a weird synthesis of
change its form. Then again , all of this is mere conjectu re metal, magic and flesh . The h u manoid form is preferred
based on ru mor, hearsay and the occasional "close en­ above others and seems to g ive the monsters the kind of
counter. " flexibility of form and locomotion they most desire.
Little is known about these malevolent beings, for any
who bear witness to their culture and life are slaves who Riathenor (pronounced rye-ath-en-nor)
never see the light of day or observers who are hu nted Types of Riathenors: There are only four types of
down and exterminated before they reveal any dark se­ Riathenor, the " Dagotte" ( 1 %), "Warrior" (70%),
crets. Those warriors who have managed to su rvive " Kilm'aktro" Giants ( 1 5-1 9%), and the animalistic
Riathenor attacks present conflicti ng reports and what " Heretshi" ( 1 0-1 4%). The Warrior is the norm and what
seems to be exaggerations and hallucinations caused by most people think of when they hear the name,
panic and stress, for many of the abilities reported seem "Riathenor. "
to defy the laws of physics (as least as we understand Alignment: M iscreant or Diabolic without exception .
them) and to pOint to " mag ic" seems like the easy and un­ Attributes : I . Q . : 3D6, M . E . : 3D6, M .A. : 2 D6, Su pernatural
likely answer. P . S . : 1 D4+3 1 , P . P . : 2 D6+ 1 4 , Extraord inary P . E . : 2D6+ 1 8 ,
P . B . : 2D4+2 (more impressive a n d frig htening than attrac­
• tive), Spd : 3 D6+48 (average is 58 or 40 mph/64 km; but
maximum is 66 or 45 mph/72 km).
G . M . I nfo Size: 6-8 feet ( 1 . 8 to 2 . 4 m); varies with the size o f the
host body. True giants, larger than 1 2 feet (3.6 m), can
not be used for hosts and only the Kilm'aktro
Riathenors stand 9- 1 2 feet (2 . 7-3.6 m).
Weight: 300-600 Ibs ( 1 35 to 270 kg) .
Average Experience Level (NPC Villains): 2+ 1 D4 ; ma­
tu re adults 50+ years old are +1 D4 levels. Only ancient
Riathenor Warriors and the Dagotte may be 1 1 -1 5th
level.
Armor Rating (Natural): 12 or 1 3 is average. Starts with
an A R. of 1 0 +1 per every two levels of experience; i . e .
A R . is 1 1 a t level two, 1 2 a t level fou r, 1 3 a t level six,
1 4 at level eig ht, 1 5 at ten , and tops out at A R. 1 6 at
level 1 2 . Any roll to strike under the Natu ral A R. does
NO damage!
H it Points: P . E .x3+2D6 per level of experience !
S.D.C.: 2 D6x1 0+200
Horror Factor: 1 1 for a single warrior, 14 when they out­
Riathenor Wa rriors number their opponents.
Disposition : All Riathenors have basically the same
Game Master's Note: NONE of the information pre­ heartless disposition. They like to dominate others, en­
sented here is cu rrently known to anyone in the M ilky Way joy frightening, h u rting and ki lling others, and see most
galaxy . The Riathenors are very , very secretive about other life forms as either food , inferiors to be enslaved ,
themselves, and their invasion/attack plans are always ex­ or enemies to be destroyed .
tremely well hidden, staged in remote sectors of space. Natural Abilities : Can survive in most any environ ment.
However, members of the Federation of Allied Races Does not breathe air and can survive in the vacu u m of
( FAR), among others, are beginn ing to worry about these space, toxic atmospheres and underwater (althoug h
strange aliens. The FAR has lau nched its own investiga­ they hate being underwater for more than a short pe­
tion that is almost certain to reveal bits and pieces, if not riod; maxim u m depth tolerance is two miles/3.2 km).
everyth ing, over the next 5-20 years. Whether the video Heightened senses, including U ltraviolet Vision, I nfra­
transmission presented in the opening story falls into the red Vision, and Heig htened Sense of Hearing (all identi­
hands of the TGE (which will get copied and anonymously cal to the minor super abilities of the same names; see
sent to the FAR) or the hands of the player characters bonuses below) . Su pernatu ral P . S . and Extraord inary
(with Riathenors in hot pursu it?) is left to you. Sounds like P . E . (mod ifiers already factored into attributes, S . D . C .
the stuff of adventure and a galactic campaign to us. a n d bonuses), bio-regenerates 1 D4x1 0 damage every

111
30 min utes; i mpervious to gases, poisons, d rugs, tox­ hard , metallic nugget the size and general shape of a foot­
ins, disease, normal fi re and heat, and rad iation (includ­ ball. Th is is the Riathenor young . Only one may be cre­
ing Mega-Damage fire in those environ ments). Magical ated at a time, and for the next six months, the two
fi res will have fu ll effect, as does most magic and " parents" must bring fresh victims to their progeny, where
psionics. Can easily leap 20 feet (6 m) high or 25 feet they perform a ritual sacrifice that will d i rect the P . P. E . of
(7.6 m) across. Also see magic and natural blade and their prey into the n ugget. This contin ues once a week,
energy weapons. and the baby needs a minimum of 30 P . P . E each feed ing.
Psionics : None. At the end of six months, the Riathenor offspring has
S u per Abilities : None other than those listed u nder Natu­ g rown to the size of a steamer tru n k or small chest (about
ral Abilities. 5 feeU 1 . 5 m long) and goes i nto a state of h ibernation or
Magic: Described in the Riathenor weapons section. stasis sleep. It remains completely dormant for another six
Combat: Eq uivalent to Hand to Hand: Expert, but use the months, du ring wh ich time some internal transformation or
stats, number of attacks and bon uses presented here. g rowth takes place. The parents usually stow it i n some
Number of Attacks : Six (6) to start, plus one additional secret place or with dozens of other Riathenor eggs, and
at levels 4, 8 , 1 2 and 1 5. go their separate ways. (A matu re ad u lt can mate with an­
Bonuses (includes combat and super abilities - does other mature ad ult and produce offspring once a year, but
not include attribute bonuses): +8 on in itiative, +3 to there is no romance or emotional ties. Thus, the creation
strike (+4 to strike with sword), +4 to parry (+5 to parry process is usually done with a different partner every
with sword), +5 to dodge, +2 to roll with punch, fa ll or time. )
i mpact, +6 to pull punch, +3 to disarm, critical strike on
a natu ral 1 9-20, and +6 vs Horror Factor. One year after its birth , the young is ready to become a
Ed ucation Level and Skill: Riathenors are instinctively Riathenor. As seen in the open ing story , a magical ritual is
aggressive warriors with a variety of military and com­ requ i red to awaken the slumbering Riathenor nuggeUegg
bat related skills. Typical skills (many instinctual) in­ and empower it to take a host body. Without this ritua l , the
clude: Computer Operation, Land Navigation (+20%), creatu re will remain in stasis for years, even centu ries. Ex­
Navigation (+ 1 0%), Navigation : Space, Mathematics actly how long a "nugget" can su rvive in stasis may be un­
( Basic & Advanced +20%), Read Sensory I n stru ments, known even to the Riathenors, but it is at least two
Concealment (+1 0%) , Detect Ambush (+5%), Detect thousand years. Only the agg ressive and rare Riathenor
Conceal ment, Tracki ng (+ 1 5%), Acrobatics, Climbing Dagotte can sense a potential host and take it without the
(+5%), Prowl (+5%), Swim, Zero Gravity Combat: Ba­ ritual or other adu lts. However, even the Dagotte will wait
sic, W. P . Sword , W. P . Heavy, W. P . Energy Pistol , and in nugget form for approximately 500 years before it in-
W. P. Energy Rifle. Magically understands, reads and stinctively takes such an action. Once one has become an
speaks all languages. May select 1 D4 additional Pi­ ad ult, it will seek to create others of its kind . Most
loti ng skills, and one W. P . of choice . At level five, the Riathenor nuggets/eggs are typically kept in clutches of
character can select a total of 1 D4+2 other skills from several dozen to a few thousand, so once one is created,
any of these categories: Physical, Rogue, Techn ical or several nuggets are at hand waiting to be transformed in
Wilderness. Note: No skill bonus applies unless it is in­ the rite of rebirth . Once forty or more adults have awak­
dicated i n parentheses above. Also see magic, u nder ened , they will d ivide into smaller groups of 6-1 2 , take
the weapons portion of th is section . some of the eggs and scatter across the planet - and
whenever possible, i nto outer space and to other worlds.
Backg round details about the Riathenors Splintering i nto smaller g roups give, their race a better
chance to su rvive and mu lti ply, for if one group or colony
The Riathenors cycle of life. The normal ' mating' pro­
is discovered and destroyed , the others remain free and
cess between two Riathenors is more like a donation of
most likely , not even known to exist.
traits or the d ivision of an amoeba than anyth ing h u mans
th ink of as sexual. Over 300 points of P . P . E. are needed These satellite colon ies will remain secretive and hid­
( 1 50 each) as well as intent and plenty of focus to create a den for at least fifty years, killing only enough to support
viable offspring. Although the Riathenor's physical body themselves and to supply host bod ies to the remaining
takes on the basic traits of its host body (male or female, youn g. Only after all have been " reborn" into ad u lthood
h uman or alien), the Riathenors themselves are asexual, with a host body do the Riathenor, beg in to procreate and
so any two, male or female, can (for lack of a better term) expand their colonies. However, the alien paraSites must
mate. Moreover, a Riathenor is a Riathenor, so it does not wait fifty years before sexual maturity . If no matu re adu lts
matter if the host bod ies of the "parents" are two d istinctly are among them, they conti nue to keep a relatively low
different alien species. profile, preying on others only enough to survive wh ile
The procreation and birth ing processes are actually one they wait. U pon reaching sexual matu rity, a pai r of
in the same and very simple. When two Riathenors make Riathenors can g ive birth to one young every year until
a cooperative effort to create offspri ng, each embraces the their numbers swell. After 1 D6x1 00+300 adu lt Riathenors
other, goes into a trance (lasts 1 D6+ 1 hours) and focus a have been born into the colony, they become increasingly
large amount of P . P . E. th rough themselves. The energy is aggressive and beg in to go out into the galaxy around
merged to cause a small portion of their armored them with exploration, scouting and futu re conq uest on
exoskeletons to become protoplasmic and entwine with their minds. Their quick reprod uction cycle from egg to
each other. This creates a clump of matter that turns into a adult means their n u mbers can g row rapidly.

112
However, the fact that a Riathenor does not reach sex­ carves u p its victim and eats it to nourish the host body. It
ual matu rity until they are 50 ( Earth) years of age, g ives must also d rink water or blood to sustain the body, and
other races who know about these creatu res the chance most learn to enjoy drin king not only water, but their vic­
to exterminate them before they get going. The young tims' blood and alcohol.
Riathenors instinctively know this and strive to protect the Feeding & Gluttony. The only way for the Riathenors
elders, for they represent the futu re of their race. This is to access the P . P . E . they need is to ki ll other l iving crea­
what makes the Riathenors in the Milky Way someth ing to tures. As fate wou ld have it, the monsters can only feed
be worried about, for in the last few years, their presence on the P . P . E . of sentient beings, not animals or ambient
in the known galactic commun ity, though still uncom mon, energy. Si nce they prefer the h u manoid form , they are
has increased d ramatically. Th is can only mean they have also the monsters' main "prey . " Vile, self-serving crea­
risen to sufficient numbers to start exploring the galaxy tu res, Riathenors often gorge themselves on P . P . E. , d rink­
arou nd them. U n less their numbers are cu lled over the ing in much more than they actually need to su rvive or to
next few generations, a hundred years from now, the fu nction at fu ll strength . Typically, two ordinary humans
Riathenors will actively and noticeably beg in to invade and (and other life forms with a similar P . P . E . range) will sate a
conquer entire worlds, becoming a real intergalactic th reat Riathenor's energy needs and enable it to fu nction at fu ll
in our dimension . They are already starting to do so on a strength for 2 04+6 days. However, the "taste" and good
small scale and in secret, picking remote planets, plane­ feeling that eating excess P . P . E. brings is so intoxicating
toids and colon ies inhabited by h u manoids without space and pleasurefu l (even if it does quickly fade away a few
age technology. S uch low-tech and/or lig htly populated hours after consumption), that Riathenor reg ularly gorge
worlds (ideally u nder a billion) are the perfect environ­ themselves. Slaying one Wizard or a dozen ordinary peo­
ments to begin their colon ization and g rowth , because the ple will have the same effect. Th is is pure and simple glut­
indigenous people don't possess the technology to ade­ tony, for the energy does NOT provide extra power or
quately oppose the Riathenors. At the same time, the na­ extend the d u ration of their physical capabil ities (sti ll
tives offer a plentifu l sou rce of hosts and food . Best of all, 2 04+6 days), just as a h u man eati ng a meal that's th ree
the pri mitive world is beyond the notice of the advanced times the size of normal does not mean he won't be hun­
galactic community . In fact, Earth is one of the planets that gry the next day. Riathenors must feed every 8-1 4 days.
has been visited by Riathenor scouts. Eating more at one sitting, so to speak, does not change
So little is cu rrently known about the Riathenors, that th is. Meanwh ile, the host body needs to d rink at least 24
few realize the danger these alien parasites represent. ou nces of water (or blood) every 24 hours, and to con­
However, the Toke Tuul have had some d isturbing psy­ sume food every 72. The strange u nion with the symbiote
chic d reams about the Riathenors and have, with the and its magical natu re alters and reduces the body's natu­
support of the FAR, beg un an in-depth investigation of ral req uirements for water and food . It also enables the
them. host body to consume raw meat and drink polluted water
P.P.E. Vampires. The Riathenor organism is a vampire without ill effect. However, the host body does not need
that lives on P . P . E. energy. That means in many ways, the raw or rancid meat and can be fed any range of food it
h umanoid inside fu nctions as a living battery as well as a used to eat before bonding with the Riathenor (fish, fru it,
means of locomotion. (Without a host body the Riathenors vegetables, etc. ) . It's just that the Riathenors like to maim
are noth ing more than the pu lsating mineral-like clu mps and kill. Besides, having to feed the host body is a good
described in the introduction. They can not move by them­ excuse to have some excess P . P . E by slaughtering a sen­
selves, and without P . P . E . from a living sou rce, they fade tient being and eating a quarter, while enjoying the rush
i nto h ibernation that can last thousands of years . ) Once from the magical life energy released at the moment of
connected to a host body, that body functions as the base death .
of its power. The Riathenor can sustain itself without sup­ The host body. H u mans and similar h u manoids make
plementing its energy from an outside source for u p to a ideal hosts for the Riathenors. H u mans have sufficient
month by d rawi ng on the small, renewing amou nts of P . P . E . and the body shape they are looking for. More i m­
P . P . E in the average hu man body. However, the creature portantly, humans generally represent minimal trouble or
is weak and sluggish . (Note: Reduce the nu mber of its resistence as host subjects and prey . This is especially
usual attacks, speed and combat bon uses by half. ) The true of com paratively primitive civilizations (like Earth and
high levels found in the body of a Wizard or most other lower) , provided the race does not possess super abilities
practitioners of magic can keep a Riathenor energized on (unlike Earth ) .
a basic level for up to a year, and at fu ll strength for the Riathenors have a natu ral preference for a certain body
first month . However, to be at fu ll strength , feel good , and size and the bipedal configuration , making creatures such
not suffer from hunger pains (wh ich makes them even as h u mans more desirable than others. Moreover, the par­
more angry and aggressive than usual), the Riathenors asites like the "taste" of h u mans and most h u man-like be­
must feed on other living beings. This is another interest­ ings, including the Feh rans of the Atorian Empire, Aluta ,
ing example of the strange d uality of the symbiote and the Arismal, Oarakans, Naidens, Sh issans a n d other humans
host body, for not only does the Riathenor symbiotic or­ presented in Aliens Unlimited™, Re vised, pages 1 03-1 2 1 ,
ganism need to feed on P . P . E . from a living food source, making them the preferred choice, with Apes, Canines,
but the h u manoid host body also needs sustenance or it Fel ines, Avians and Reptile races next in line, pretty much
wi ll perish. Thus, after the Riathenor makes its kill and de­ in that order. Riathenors can not use I nsect, M ineral, or
vours the P . P . E . (doubled at the moment of death), it then Vegetation/plant life forms as hosts, althoug h they may

113
conq uer and enslave them. Also as noted elsewhere,
Riathenors regard superhumans, creatures o f magic, su­
pernatural beings and, to a lesser degree, psychics, as
their natu ral enemies. With the exception of psychics,
none of the these natural enemies can be used as hosts,
because they are too strong and can resist the transfor­
mation process. Note: Whatever natural abilities the host
may have possessed in his natural state , including magic,
psionics, and super abil ities, they are lost when the
Riathenor transformation is complete. The Riathenor para­
site can NOT d raw u pon the abilities or memories of the
host body in any way.
The transformation. Victims can fight back during the
initial " host bond i n g , " which is one of the reasons humans
and other comparably weak h u manoids are among the
Riathenors' favorite selections for hosts. A victim engu lfed
by a young Riathenor is encased in a form-fitting armor
that q u ickly seizes control of him. However, potential hosts
that have an Extraordinary P. E. (attribute score of 22 or
greater) , or natu ral Healing Factor (see the minor su per
ability) can resist the symbiote, forcing it to relinq u ish and
remove itself. Likewise, characters with a P. S. a ttribute of
40 or g reater, or who possess Superhuman or Supernatu­
ral P. S. , Invulnerability or Transformation powers of their
own , can literally wrestle with the damned th ing, and tear it
off of them . This is why su per beings, d ragons, creatu res
of magic, and su pernatu ral bei ngs are never intentionally
targeted for " u n ion . " I nstead, they are regarded as natural
enemies and as potential P . P . E . food , noth ing more. All
other h u manoid life forms are seen as slave stock, cattle
and hosts. Remember, sentient life forms that are insects,
minerals or plants are also immune to being used as a liv­
ing host.
Too much of a fight will cause the Riathenor young to
leave its target host, tu rning back i nto the lu mpy, g iant
brai n-looking n ugget of metal to wait for a weaker host.
Regardless of any in itial troubles, once the creature
seizes control, it will begi n to completely merge with its liv­
ing host. First, it eradicates the mind and willpower of the
host body. With in a week (1 D4+3 days), the host brain is
completely gone and taken over through a combination of
natu ral toxins, nerve connections and su btle magical ef­
fects. The process is not unlike a biolog ical lobotomy .
Only when it is done, the person no longer exists and the
alien symbiote is literally in the d river's seat. The host
body l ittle more than a pu ppet or the internal workings of a
robot controlled by the Riathenor organism. The al ien be­
comes both body and mind. Second , the creature makes
the host body is its own . A Riathenor is more than an alien
exoskeleton with a person inside. The metallic
exoskeleton is not worn like cloth ing , but completely
merges with the host body. Tentacles of nerves entwine
and penetrate the flesh , making the once human body the
i nternal guts, engine and center of life for the Riathenor.
H u manoid and exoskeleton literally become one whole
u n it. Remove one and the other dies.
Rescu ing the host: The host is not completely assimi­
lated by the Riathenor parasite u ntil the end of three days
(72 hours). Th us, one has roughly th ree days to save a
friend before it is too late, however, even after 24 hours ,
there wi ll b e long-lasting physical an d mental scars that
will plague the victim for the rest of his life.
1 14
How to do it: In all cases, the only way to save the host 0 1 -90% I n sanity: Claustrophobia . Fear of small en­
is to ki ll the Riathenor exoskeleton that engulfs him. Until closed areas, including narrow tun nels, closets, elevators
the union with the host is absol utely complete, the packed with people, and the cockpits of fig hter spacecraft.
Riathenor' s A R. is only 9, and its S . D . C . , attacks per me­ 0 1 -75% Phobia: Afraid of being bu ried al ive or of sticky,
lee round, and combat bon uses (in itiative, strike, etc.) are gooey substances (pick one) .
all half those of a normal, fi rst level adu lt. Reduce its 0 1 -70% Obsession : Hates and wants to find and de­
S . D . C . to zero or below and it is sla i n ! When killed, the ar­ stroy all Riathenors, or fears and avoids them like the
mor turns into protoplasmic goop that d ri ps away all by it­ plag ue. Player's choice.
self. However, the individual "saved" is scarred for life.
0 1 -50% Roll for a random insan ity on the Neurosis Ta­
Just how badly is detailed below. Moreover, the
ble.
Riathenors who presented the nugget/egg with the host
body are well aware of its vulnerabil ity and at least one or Day Three:
two usually stay at its side or nearby until the 72 hour pe­ The physical and mental connections are almost com­
riod has elapsed , and the newborn can better fend for it­ plete. The host has no sense of being attached to his body
self. Thus, would-be rescuers should expect to face 1 D4 and memories appear by themselves and vanish.
Riathenors in addition to the one containing their friend .
If rescued after 48 hours but under 72 , roll percentile
Day One: dice for each of the following permanent, debilitating af­
The mind and personality of the host body is completely fects. The character may be alive , but he will never be the
su bverted. The individual knows he has been engu lfed same again. If an attribute is red uced to five or less, the
and his body is being taken over by some alien force, but character can be considered crippled .
he only has a vag ue, nig htmare-like perception of it all. 0 1 -98% Horri bly scarred by the Riathenor parasite. Re-
There is also physical discomfort and pain as the charac­ duce P . B . by half.
ter feels trapped and claustrophobic. As if he has been 0 1 -95% Red uce P . S . by 2 D4 pOi nts.
bu ried alive. The following penalties may apply when a 0 1 -80% Red uce P.E. by 2 D4 points.
host has been rescued in under 24 hours. 0 1 -75% Red uce L Q . by 1 D4 point .
Roll percentile dice for each of the followi ng permanent 0 1 -80% Red uce M . E . , P . P . E. and L S . P. (if any) by
side effects. ROiling above the number g iven means the 1 D6x1 0%.
character has lucked out and does NOT suffer from any
0 1 -60% Has forgotten 1 D4+2 skills (player's choice),
such problem.
plus all skills (old and new) suffer from a -20% penalty;
0 1 -98% Physically scarred by connections to the has trou ble remembering things.
Riathenor parasite. Reduce P . B . by two points.
0 1 -98% I n sanity: Claustrophobia. Fear of small en­
0 1 -80% I n sanity: Claustrophobia. Fear of small en­ closed areas, including narrow tu nnels, closets, elevators
closed areas, including narrow tu n nels, closets , elevators packed with people, and the cockpits of fig hter spacecraft.
packed with people, and the cockpits of fig hter spacecraft.
0 1 -97% Phobia: Afraid of being buried al ive or of sticky,
0 1 -50% Phobia: Afraid of being bu ried alive. gooey substances (pick one).
0 1 -50% Obsession : Hates and wants to find and de­ 01 -90% Obsession : Hates and wants to find and de­
stroy all Riathenors, or fears and avoids them. Player's stroy all Riathenors, or fears and avoids them like the
choice. plague. Player's choice.
Day Two: 0 1 -65% Roll for a random insan ity on the Neurosis Ta­
The physical and mental connections become stronger. ble.
The victim can feel his connections to his own body being 0 1 -60% Roll for a random insan ity on the Psychosis Ta­
severed and usurped . His mind races in a constant state ble.
of fear and agitation. A constant throbbing headache 0 1 -55% Roll or pick another phobia.
pounds in his mind like a d ru m and a deep feeling of loss
overwhelms him. Sharp pain courses through his body on Average Life Spa n : U nknown for certain. The war-like
reg ular intervals, reminding h i m that he is still alive and natu re of the Riathenors is such that most d ie a violent
not dreaming. death . However, it is believed an adult can live for at
least 1 000 years.
If rescued after 24 hours but under 48, roll percentile
dice for each of the followi ng permanent, debilitating ef­ A chance for l ife after death : Many rumors suggest the
fects. The character may be lucky to be alive, but he will Riathenors are demons or undead who can rise from
never be the same. the dead . This is not true, but one must make certain a
0 1 -98% Physically scarred by the Riathenor parasite. Riathenor is tru ly slain, otherwise their powers of recov­
Red uce P . B . by 1 D4 pOints. ery are so phenomenal that they may recover, and
seemingly rise from the dead. To be certain a Riathenor
0 1 -80% Reduce P.S. by 1 D4 poi nts.
stays dead , an opponent must either decapitate the
0 1 -75% Reduce L Q . by one point. monster or red uce its S . D . C . to zero and H it Points to
0 1 -70% Reduce M . E . by 1 D4 pOi nts. 50 poi nts below zero. Otherwise the hellish brute will
0 1 -50% Has forgotten 1 D4 skills (player's choice which recover in 2-3 hours ( 1 D4x 1 0 H . P . every 30 min utes),
ones). and he won't be happy.

115
I n addition, a Riathenor who has not reached 50 gage in space piracy. This practice gives them
years of age to become a mature adult can attempt to opportu nities to capture spacecraft and eq u i pment, fi nd
save itself by retu rn ing to the nugget/egg state, go into h u manoid prey and acquire potential hosts.
hi bernation for a year, and wait to be reborn all over Many observers are surprised that so many
again ! This feat requires opportu nity and 1 00 P . P . E . Riathenors associate with other races. Wh ile they most
points; probably necessitating the murder o f an individ­ often ally themselves with other monster races, they
ual with plenty of P . P . E. or slaughtering a dozen in no­ have been encountered fighting alongside the very
cent people. The chance of successful ly reverting to a same h u manoids they normally feed u pon and use as
nugget/egg is 0 1 -80% -1 0% for each decade (round up) their hosts (i.e. 2-6 Riathenors are members of a larger,
the creatu re has experienced adult life. Failure means it mixed group of pirates, raiders or criminals). Some be­
dies, turning i nto a protoplasmic puddle (host body and lieve the creatu res do this to study and learn more
all). Even if successful , there are drawbacks. 1 ) The re­ about their prey and potential slave races. Others feel
formed egg must be rescued by its fellow Riathenors, the Riathenors are simply creatu res of opportu nity, and
hidden, or ignored or foolishly preserved by the enemy. band together with other evil and predatory creatures
(Note : A n ugget/egg can be destroyed by suffering 1 1 3 simply to improve their chances of survival, and/or to
S . D . C . points of damage, but has an A. R . of 1 4 . Also explore the galaxy at large.
note that at least cu rrently, nobody knows that a Slaves. On their home world in some d istant dimension ,
Riathenor starts life as a mineral-like egg , so soldiers the Riathenors hold slave pens fi lled with h u mans for
are likely to ignore the strange " rock," especially if the pu rpose of provid ing chosen host bod ies, and con­
tucked out of the way. ) 2) There is a 0 1 -70% likeli hood trol entire cities (as well as other planets) where other
that, regardless of the chosen host body, the reborn h u manoids serve as slave labor, cattle and sec­
Riathenor will live its second adult life as a brutish ond-class citizens.
Heretshi - the four-legged animalistic Riathenor. The
Riathenors know this is the likely outcome, but may
choose to serve its people i n that capacity in the futu re,
rather than die in the present.
Temperature & Environment. The Riathenors' home
world is a dark shadow realm of incred i ble volcanic ac­
tivity . The ash from those geo-furnaces clouds the sky
and dims the sun. It is not a twilight world, but it creates
a dome that traps the heat and keeps temperatures hot;
an average close to 200 degree Fahrenheit/93 C). De­
spite this hothouse environment, Riathenors are not
susceptible to cold (perhaps due to their tech no-mag i­
cal armor) and don't seem to have any preference in
cli mates. Th us, they can be found in jung les to temper­
ate forests to arctic tu ndras and outer space.
Riathenors in the Milky Way. Than kfully, the Riathenors
in the Milky Way are relatively small in number. Even if
there are a few thousand of them, while they might
make a formidable army , those numbers are spread
across the galaxy in much smaller bands, and even an
army of them would be easy to contain or exterminate.
In fact, most scientists believe the Riathenors have
splintered into small bands of a few hundred to a thou­
sand to avoid a campaign of genocide. If one cad re is
uncovered and destroyed , a hundred others contin ue to
th rive, undetected , perhaps on the very next planet light
years away. Many believe unti l there are millions of
them, the Riathenors wil l keep (for them) a compara­
tively low profile as raiders and bushwhackers, rather
than planetary invaders and conq uerors. It is for that
reason that some civilizations believe a campaign of
genocide should be waged against these monstrous Natu ral Weapons
vampires now! Before their numbers g row too large and Experience and age bring power. As a Riathenor grows
they establish a true power base. and matu res, so does its physical strength and magical
I n deed , the g reatest n u mber of Riathenors work to natu re. Each new advancement in age (experience level)
establish colon ies and find hosts to increase their n u m- means greater combat and magic capabilities. Potential
bers. Others search the galaxy for a di mensional nexus
Psychic Energy ( P . P . E . ) naturally reserved for spell cast-
that could lead back to their home world _ or to bring
ing rises, damage th resholds increase ( H it Points/S. D . C .
more of their kind into this life-rich environ ment. To sup-
and A. R . ) mag ical awareness expands, and natural
port their efforts a n d other needs, many Riathenor en- '
weapon ry b ecomes more powe rfu I .
116
Natural Armor Rating: 1 0 + 1 per every two levels of ex­ Riathenor Energy Weapons
perience; i.e. 1 1 at level two, 1 2 at level fou r, 1 3 at level A variety of magically created and powered energy
six, 1 4 at level eight, 1 5 at ten , and topping out at A. R. weapons g row on the forearms, shoulders and sometimes
1 6 at level 1 2 . An y roll to strike u nder the Natu ral A. R. the back or neck. The two shoulder systems are inde­
does NO damage! pendent, and can be fired at two d ifferent targets or simu l­
S u pernatu ral P.S . : A typical Riathenor has a Supern.a tu­ taneously at the same target. A simultaneous attack
ral P. S. of 32-35, doing 2 D6+2 S. D . C . on a restrained counts as one melee action/attack.
punch, 5D6 damage on a fu l l strength pu nch and
Starts with one single barrel forearm weapon of choice.
1 D6x1 0 for a power pu nch .
Starts with one single barrel shoulder weapon of
Blade attacks do pu nch damage plus the additional
choice.
damage from the blades themselves.
Add itional weapons or a double barrel upgrade at levels
3, 6 , 9, 1 1 and 1 4 . Magically appear. More than one en­
Natu ral Weapons ergy weapon can be g rown on each shou lder, The
A variety of blades and sharp spikes cover the body, "ammo· is considered a bolt of magically generated en­
g iving the warring fiends an array of weapons as part of ergy.
their natu ral hunti ng and combat abilities.
Plasma Launcher (shoulder) : Damage: 5 D6 single
Starts with Finger and Toe Blades: Claw stri ke does shot (ca n be tu rned into a double barrel blaster to do 5D6
4 D4 additional damage. A single blade/clawed finger does per single blast or 1 D6x1 0 per simultaneous double blast;
1 D4 damage and can be used to inflict tortu re. May be re­ counts as one melee attaCk) . Range: 3000 feet (9 1 4 m),
tractable, like a cat. i ncrease range 1 000 feet (305 m) at level six. Payload: 24
Starts with a smal l , single Spike or Small Blade on the blasts (per barrel). Regenerates every 12 hours.
shoulders, elbows, and knees: Adds 1 D6 damage to Lightning Thrower (shoulder): Damage: 6D6 single
shoulder blocks, elbow strikes and knee attacks. One ad­ energy blast (can be tu rned into double barrel blaster to
d itional spike or blade (doing an additional 1 D6 damage) do 6 D6 per Single blast or 2 D4x1 0 per simultaneous dou­
will appear at these locations every two or three experi­ ble blast; cou nts as one melee attaCk) . Range: 2000 feet
ence levels. (6 1 0 m), increase range 600 feet ( 1 83 m) at level six. Pay­
Note: After fifth level, small spikes, blades and projec­ load : 20 blasts (per barrel). Regenerates every 1 2 hours.
tions the size of a pinky finger or smaller also appear on Heat Blaster (shoulder or forearm): Damage: 4D6.
the forearms, legs, shoulders, chest and back. Althoug h Range: 1 200 feet (366 m) when on the forearm, 2000 feet
they look menacing, they offer l ittle or no extra combat (6 1 0 m) as a shoulder u n it. Payload: U n l imited !
damage or attack options. Only those who try to wrestle or Particle Beam Gun (forearm): Damage: 6D6. Range :
grapple with the Riathenor wi ll suffer 1 D4 damage when­ 500 feet ( 1 52 m). Payload: U n limited , but each blast
ever they try a crush/squeeze, pinning, tackle/ram or
counts as one melee action/attack.
pouncing attack.
Plasma Ejector (forearm): Damage: 1 D4x1 O. Range:
Additional Blade Weapons appear at levels 2 , 4 , 8 , 1 2
1 200 feet (366 m). Payload: Effectively unli mited , but only
and 1 5. Make selections from below. Some replace oth­
th ree blasts can be fired per melee round (each cou nts as
ers. Some are not available until a particular experience
one attaCk).
level.
Laser Gun (forearm): Damage: 3D6. Range: 2000 feet
Knuckle Spi kes on each hand: Adds 1 D6 to pu nch
(6 1 0 m). Payload : Unlimited (each blast cou nts as one
damage. melee action/attack) , but most Riathenors prefer weapons
Triple Blade Claw ( 1 ; instead of a Short Sword): that do g reater damage.
Dagger-sized blades that (magically) extend from the
hand or forearm: Does an additional 2 D6 damage, +2 to
Riathenor Magic
disarm. May be su bstituted with the Short Sword .
The Riathenors can also cast mag ic spells, although
Short Sword ( 1 ): 2 D6 additional damage, +2 to parry .
wh ich spells are extremely limited . The magic of the
May be su bstituted with the Triple Blade Claw. Retractable
Riathenors is instinctive, automatically present and g rows
into the forearm .
with each level of experience. Some suspect they have
Large Sword (1 ): 3D6 add itional damage, +1 to strike, some con nection to a demonic sou rce of magic either
(magically) extendable from the forearm. here or in another d i mension , perhaps an alien intelli­
Double Large Sword Blades (replaces Single Sword or gence or evi l god of some ki nd.
Triple B lade Claw): 6D6 additional damage, + 1 to strike I n itial Spells: In a magic rich environ ment (any one that
and parry; retractable. N ot available before fourth level. allows for spell casting), they can instinctively cast spell
Triple Blades (large; replaces Single or Double Sword): magic to augment their already formidable powers as war­
1 D4x 1 0+6 add itional damage; retracta ble, +2 to stri ke, + 1 riors. Start with Tongues, See the In visible, Teleport (self),
to parry and + 1 to d isarm . Can not b e selected before Mystic Shield, Eyes of the Wolf, Breathe Without Air
eighth level. (used on captives) and Fire Ball.
Note: The blades may be shaped like traditional Additional Spells: As the creature g rows, additional
swords, serrated , hooked , sickle or axe-shaped , or other spells become known to them. The following spells � re
styles, but still do the same damage. gained as their experience i ncreases. The level at which

117
thex receive the spell is g iven in parentheses: Chameleon Heretshi are only sociable to other Riathenors . They
d th
(2 " ), Fly as the Eagle (3 r ) , Wall of Flame (4 ) , Ois Ptel are not slaves or an imals and never treated as such or
th th h sold. The animal-li ke Heretshi are productive members of
Magic Barrier (5 ) , Levitate (6 ) , I nvisibility: S imple (7 ) ,
th th
Fear/Horror Factor (8 ) , Magic Net (9 ) , Escape ( 1 0 ) , th Riathenor society and treated with the respect and dignity
Mystic Portal ( 1 1 th ) , Death Trance ( 1 2th ), Energy Disru p­ they deserve. Those unfamiliar with the Riathenor, on the
tion ( 1 3th ) , I nvisibility : Su perior ( 1 4th ) and Dimensional other hand, often make the mistake of treati ng them as
th
Pocket ( 1 5 ) . animals and paying the price one way or another. These
A L L Riathenors have these spells, b u t they can only so-called "Animal Riathenors' will often play the role of the
cast them once the mag ic "awakens' at the designated du m b an i mal or brute to lure their enemies or captors into
level. They are l i mited by the same rules as other practitio­ a false sense of secu rity, before displaying an all too hu­
ners of magic, Le. they must have access to the neces­ man i ntell igence and cu nning. Moreover, they are natural
sary P . P . E . to cast the spel l. predators with an instinct for playing possum and laying
P.P.E. to cast spells : Riathenors can not d raw on the low before making their move. They understand lan­
natural P . P . E. reserve of their host body, because it is the guages, can operate mach inery (provided the item doesn't
engine and fuel that powers them and the battery that need too delicate a touch ) , and can make Simple plans
stores the P . P . E. they get from eating. Since the P . P . E . and plots. A captured Riathenors of any other variety will
absorbed d u ring gl uttony stays with the Riathenor for 1 04 usually quietly wait for the opportu nity to make good an
hours, the monsters will frequently go on a killing spree to escape i n the bloodiest but most efficient way possible.
store up a large quantity of P . P . E . before going into com­ The Heretshi will do likewise if they are letting themselves
bat. Likewise, an individual can absorb the P . P . E . of every get captu red as part of a plan, saw it coming or are ac­
victi m it slays in combat. However, to d ri n k in the P . P . E . companied by other Riathenors to g ive the beast d i rection .
u nleashed a t the moment o f death , the Riathenor must However, i f u nexpectedly trapped , cornered or the last
pause and concentrate to do so. This takes five or six sec­ one standing, a Heretshi Animal Riathenor is likely
onds and uses up two melee attacks/actions, leaving the (01 -75% chance) to launch i nto a killing frenzy , stopping
monster vulnerable to attack. While d ri n king in the P. P . E . only when it has made good its escape or it is slain . A
for those 5-6 seconds, the Riathenor can NOT attack o r frenzied Heretshi is immune to tranquilizing drugs and
defend itself! Note : Maximum amount o f P . P . E. stored stu n weapons of any type, as well as mind control or
and available from gl uttony is 30 P . P . E . per level of the magic charms. It wil l fight u nti l it reaches 40 H it Poi nts be­
Riathenor's experience. Remember, th is energy is only low zero, then collapses (see the notes on healing and
available for 1 04 hours, and can suddenly van ish (random coming back from the dead) .
roll determination for length of d uration) , so most try to use Heretshi (pronounced her-etch-ee)
magic in the first hour or two after P . P . E . is absorbed . Of Also known as "Animal Riathenors," someth ing of a
cou rse, if the stolen P . P . E . is used up sooner, it is gone misnomer since they possess low h u man i ntell igence.
until more kills can be made to replenish it. Attributes: I . Q . : 1 04+6, M . E . : 3 06, M .A : 1 06+4 , Su per­

natural P . S . : 1 04+3 1 , P . P . : 1 06+ 1 8, Extraordinary P . E . :
2 06+ 1 4, P . B . : 1 04+4 ( more impressive and frig htening
Herets h i than attractive), Spd: 406+66 (average is 77 or 53 mph/85
• • • km; but maximum is 90 or 62 mph/99 km) .
Size: 4-6 feet ( 1 .2 to 1 . 8 m) tall at the shou lders, and 8-1 2
The Heretshi are powerfu l, deadly war beasts used by feet (2 .4 to 3.6 m ) long from snout to ru mp. Some have
the Riathenors. They are the faulty result of either a cor­ tails (4-6 feeU1 .2 to 1 .8 m long) , others (about 33%) do
ruption in the rebirth process of a Riathenor who had once not.
been an ad u lt but reverted back to the stasis state before Weight: 700-1 000 Ibs (3 1 5 to 450 kg) .
th Average Experience Level ( N P C Villains): 1 04+2 ; ma­
reaching its 50 birthday , or the result of using quad ru pe­
dal sentient life forms (Le. intelligent beings that walk on tu re ad ults 50+ years old are an additional +2 levels.
four legs). Heretshi are comparatively uncommon, making Only ancient Riathenor Warriors and the Oagotte may
u p only about 1 0-1 4% of their species. They often appear be 1 1 -1 5th level.
to have a canine or feline shape, and their low i ntelligence Armor Rati ng (Natural): 12 is average. Starts with an
reflects their bestial appearance. Most stand about the A R. of 1 0 +1 per every two levels of experience; Le.
size of a small to large horse. Many have horns and a bar­ A R. is 1 1 at level two, 12 at level fou r, 13 at level six,
rel chest, giving them a rather bullish appearance. Despite 14 at level eig ht, 1 5 at ten , and topping out at A R. 1 6
their appearance, they are sti ll i ntel ligent and have all the at level 1 2 . Any roll to strike u nder the Natu ral A R.
basic abilities, powers and mag ic of the Warrior Riathenor, does NO damage!
with a few variations. Heretshi are even more agg ressive Hit Points: P. E.x4+206 per level of experience !
and savage than the Warriors are and serve the other S.D.C.: 3 06x1 0+220
members of their race as guards, scouts, hunters, battle Horror Factor: 1 3 for a single, 16 when a g roup of 3 or
companions, and even as riding animals. They seem to more are present.
have an instinctive, burning hatred of supernatu ral beings Disposition : All Riathenors have basically the same
and creatures of magic, and enjoy stalking and hunting heartless d isposition.
them more than any other; su per beings are th ird on their Natural Abilities: Same as the Warrior, plus Heig htened
list. Sense of Smell ; can track by scent at 60%+3% per

118
level of experience (+ 1 0% to follow blood scent) . See age o n a fu ll strength punch o r head butt, and 1 D6x1 0
page 234 of H U2 for complete details. for a power punch or ru nning ram attack (01 -85%
Psionics: None chance of knocking opponents smaller than it off their
S u per Abilities: None, other than those listed under Nat­ feet, 0 1 -42% if giant-sized . Victim loses in itiative and
ural Abilities. two melee actions. )
Magic: Less than Riathenor Warrior. Limited to Tongues, Bite Attack does 5 06 damage (no P . S . bonus appli­
See the In visible, Teleport (self), Mystic Shield, Eyes of cable).
the Wolf, Fire Bolt, and Repel Animals at first level and Education Level and S ki l l : Like all Riathenors, they are
the following additional spells acquired at the level indi­ i nstinctively aggressive warriors with a variety of mili­
rd
cated: Chameleon (2 n d ) , Levitation (3 ) , Fly as the Ea­ tary and combat related skills. Typical skills (many in­
th th stinctual) i nclude: Land Navigation (+25%), Navigation ,
gle (4 ) , I nvisibilif:Y: Simple (5 ), Fear/Horror Factor
th tH th
(6 ), Esca�e (8 ) , Teleport Self ( 1 0 ) and Death Mathematics: Basic (+ 1 0%), Read Sensory Instru ments
t (+5%), Detect Ambush ( + 1 0%), Detect Concealment
Trance ( 1 2 ).
Combat: Eq uivalent to Hand to Hand: Expert, but use the ( 1 0%), I ntelligence (+ 1 0%), Identify Plants and Fruit
stats, number of attacks and bonuses presented here. (+ 1 5%), Track Animals (+ 1 0%), Track H u manoids
Number of Attacks : Five (5) to start, plus one additional (+20%), Climbing, Prowl (+ 1 0%), Swi m (+20%), W. P .
at levels 2 , 5, 7 , 1 1 and 1 4 . Sword , W. P . Energy Pistol, W. P . Energy Rifle, W. P .
Bonuses (includes combat and super abilities - does Heavy, and o n e W. P . o f choice. Mag ically understands,
not include attribute bonuses): +6 on in itiative, +4 to reads and speaks all languages. May select 1 04 addi­
strike, +4 to parry , +6 to dodge, +3 to roll with punch, tional skills at levels 5 and 1 0 from any of the following
fall or i mpact, +4 to pull punch, +1 to d isarm, critical skill categories: Espionage (+5%), M i l itary (+5%), Phys­
strike on a natu ral 1 9-20, and +8 to save vs Horror Fac­ ical, or Wilderness. Note: No skill bonus applies un less
tor. it is indicated in parentheses above.
A typical Heretshi has a Superna tural P. S. of 32-35, Natural Blade Weapons: Basically the same as the War­
doing 2 06+2 S. D . C . on a restrained pu nch , 5 06 dam- rior Riathenor. Do punch damage plus the additional

119
damage from the blades themselves. The claws , tail home di mension (limited to 1 3 Riathenors) via Dimen­
and horns are among the most com mon , but retractable sional Teleport. (Fortu nately, while the tiny handful of
swords are available too (remember, tend to have fel ine Oagottes who exist in our di mension can retu rn home with
bodies). 1 3 fel low Riathenor in tow, only those Oagottes who were
Starts with Teeth : Bite damage does 506 (no addi­ rifted to or born in our di mension can retu rn to it, and only
tional P . S . damage). by themselves. They can not bring other Riathenors back
Starts with Finger and Toe Blades: Claw strike does to the Milky Way with them . ) There is roughly one Oagotte
4 04 additional damage. A single blade/clawed finger for every 400-800 Riathenors. If there is a more powerfu l
does 1 04 damage and can be used to inflict torture. Riathenor or Riathenor master (some are certain they
May be retractable, like a cat. serve some i nfernal power, dark god or vile alien i ntelli­
Starts with a small , single Spike or Small B lade on gence), no one has seen it.
each shoulder: Adds 1 06 damage to shoulder blocks,
elbow strikes and knee attacks. One additional spike or Dagotte (pronounced da-got)
blade (doing an additional 1 06 damage) will appear at Alignment: M iscreant or Diabolic without exception.
these locations every two or th ree experience levels. Attributes : I . Q . : 2 06+ 1 0, M . E . : 306+3, M .A. : 2 06+6 , Su­
After fourth level, small spikes, blades and projec­ pernatu ral P . S . : 1 04+3 1 , P . P. : 2 06+ 1 8, Extraordinary
tions the size of a pinky finger or smaller also appear P . E . : 2 06+ 1 8 , P . B . : 2 04+6 (more impressive and frighten­
on the forearms, legs, shoulders, chest and back. Al­ ing than attractive), Spd: 3 06+48 (average is 58 or 40
thoug h they look menacing, they offer little or no extra mph/64 km; but maximum is 66 or 45 mph/72 km) .
combat damage or attack options. Only those who try Size : 7-8 feet (2 . 1 to 2. 4 m); regard less if the host body
to wrestle or g rapple with the Riathenor wil l suffer 1 D4 was smaller.
damage whenever they try a crush/squeeze, pinning, Weight: 300-600 Ibs ( 1 35 to 270 kg) .
tackle/ram or pouncing attack. Average Experience Level ( N P C Villains): 4+ 1 04 ; ma­
tu re adults 1 00+ years old are an additional + 1 06 lev­
Additional Blade Weapons appear at levels 2, 5, 8, and
els. Only ancient Riathenor Warriors and the Oagotte
1 1 . Make selections from the usual possibilities, plus
may be 1 1 -1 5th level.
any of those below.
Spiked Tai l : Ends in a cluster o f spikes like a morn­ Armor Rating (Natural): 12 or 13 is average. Starts with
ing star; does an additional 306+3 damage and is +1 to an A R. of 1 0 +1 per every two levels of experience; i.e.
strike. A.R. is 1 1 at level two , 12 at level fou r, 13 at level six,
Blade Tail: Ends in a wicked blade; does an addi­ 14 at level eight, 1 5 at ten , and topping out at A R. 1 6
tional 3 06 damage and is +1 to parry . at level 1 2 . Any roll to strike under the Natu ral A R.
Blades or Horns on t he Head (2 per selection , 4 to­ does NO damage!
�: Small ones inflict 2 06 additional damage, large H it Points: P . E . x3+206 per level of experience !
ones do 4 06 additional damage on head butts and S.D.C.: 2 06x1 0+230
ramming attacks, and may be used to parry an attack Horror Factor: 14 for a single warrior, 16 when a g roup of
but without benefit of bon uses. 3 or more Oagottes are present.
Riathenor Energy Weapons : Same as the Warrior Disposition : All Riathenors have basically the same
Riathenor, except these weapons usually g row from the heartless d isposition , only these have a head for strat­
front shoulders, occasionally on the haunches or head . egy and tactics.
Starts with one single barrel weapon of choice on Natural Abilities : Can survive in most any environ ment.
each shoulder. Does not breathe air and can survive in the vacuu m of
Additional weapons or a double barrel upgrade at space, toxic atmospheres and underwater (althoug h
levels 3 , 6, 9, and 1 2 . Magically appear. More than one they hate bei ng underwater for more than a short pe­
energy weapon can be g rown on each shoulder. riod ; maximum depth tolerance is two miles/3 .2 km) .
Heightened senses, including Ultraviolet Vision , I nfra­
• red Vision, and Heig htened Sense of Hearing (all identi­
cal to the minor super abilities of the same names; see
Dagotte Leader Riathenor bonuses below). Supernatu ral P . S . and Extraordinary

P . E . ( modifiers already factored i n to attributes, S . O . C .
and bon uses) , bio-regenerates 1 04x1 0 damage every
The Oagottes are the hig hest ran king of the Riathenors 30 minutes; i mpervious to gases, pOisons, d rugs, tox­
and function as the natu ral leaders and field commanders ins, disease , normal fire and heat, and rad iation (includ­
of their people. Being Oagotte is not merely a command ing Mega-Damage fire in those environ ments) . Magical
position or rank, it is also a status of mystical significance fires will have fu ll effect, as does most magic and
and raw power. They can be thought of as mystical lead­ psionics. Can easily leap 25 feet (7.6 m) high or 30 feet
ers whose followers obey with fanatic devotion, without (9 m) across. Also see magic and natu ral blade and en­
question or pause. The position is not totally unlike the ergy weapons.
"God made flesh" status of the ancient Egyptian Pha­ Psionics : None
raohs. In addition to such status, a more practical means Super Abilities : None, other than those listed under Nat­
of respect is the fact that they are the only ones who can u ral Abilities.
retu rn a raiding party back to their ship or base cam p in Magic: Same as the Riathenor Warrior, except knows a
the blink of an eye via Teleport Superior, or back to their few more spells at the level indicated in parentheses:
1 20
Starts at level one with Tongues, See the In visible, does 1 04 damage and can be used to inflict tortu re.
Teleport (self), Mystic Shield, Eyes of the Wolf, May be retractable, like a cat.
Breathe Without Air (used on captives) , and Fire Bal/. Starts with a small , single Spike or Small Blade on
d
Add itional Spells I nclude: Chameleon (2 n ) , Levita­ the shoulders, elbows, and knees: Adds 1 06 damage
rd h
tion and Fly as the Eagle (3 ) , Wall of Flame 4 th ) , Dis­
t
to shoulder blocks, el bow strikes and knee attacks. One
pel Magic Barrier and I nvisibility : Simple (5 ) , Heal additional spike or blade (doing an add itional 1 06 dam­
th
Wounds (6 ) , Mystic Portal (7th), Fear/Horror Factor age) will appear at these locations every two or th ree
th
(8th ) , Magic Net and Shadow Meld (9th) , Escape ( 1 0 ) , experience levels.
th
Teleport: Su perior ( 1 1 th), Death Trance ( 1 2 ) , E nergy Starts with Kn uckle Spikes on each hand: Adds 1 06
th
Disru ption and Armor of Ithan ( 1 3 ) , I nvisibility : Su pe­ to punch damage.
th
rior ( 1 4 ) and D imensional Pocket and Dimensional Starts with small blades and projections the size of a
Portal ( 1 5th ). pinky finger or smaller covering the forearms, legs,
Combat: Eq uivalent to Hand t o Hand : Martial Arts, but shou lders, chest and back. Althoug h they look menac­
use the stats, number of attacks and bon uses pre­ ing, they offer little or no extra combat damage or at­
sented here. tack options. Only those who try to wrestle or g rapple
Number of Attacks: Seven (7) to start, plus one addi­ with the Riathenor will suffer 1 D6 damage whenever
tional at levels 3 , 6, 9, 1 2 and 1 5. they try a crush/squeeze, pinning, ram or pouncing at­
Bon uses (includes combat and super abilities - does tack.
not include attribute bonuses): +8 on in itiative , +4 to Additional Blade Weapons appear at levels 2, 4, 6, 8 ,
strike (+5 to strike with sword), +5 to parry (+6 to parry 1 2 a n d 1 4 . Make selections from below. Some replace
with sword), +6 to dodge, +4 to rol l with punch, fall or others. Some are not available until a particular experi­
i mpact, + 1 0 to pull punch , +5 to d isarm , pai red weap­ ence level.
ons, critica l strike on a natu ral 1 8-20 , and + 1 0 to save Triple Blade Claw (1 ; instead of a Short Sword):
vs Horror Factor. Dagger-sized blades that (magically) extend from the
A typical Dagotte has a Supernatural P. S. of 32-35, hands or forearms: Does an additional 2 06 damage, +2
doing 2 06+2 S. D . C . on a restrained pu nch , 506 dam­ to disarm. May be substituted with the S hort Sword .
age on a fu ll strength pu nch and 1 D6x1 0 for a power Short Sword ( 1 ): 206 additional damage, +2 to parry.
punch, the same as the typical Riathenor, but the May be substituted with Triple Blade Claw. Retractable
Dagotte has more attacks per melee, g reater P . P . and into the forearm .
magic. Large Sword ( 1 ): 3 06 add itional damage, + 1 to
Education Level and Skills: Riathenors are instinctively strike, (magically) extendable from the forearm.
aggressive warriors with a variety of military and com­ Double Large Sword Blades (replaces Single Sword
bat related skills. Typical skills (many instinctual) in­ or Triple Blade Claw) : 606 add itional damage, + 1 to
clude: Computer Operation (+1 0%), Land Navigation strike and parry ; retractable. Not available before fourth
(+25%), Navigation (+20%), Navigation : Space (+ 1 5%), level.
Mathematics ( Basic & Advanced ; +30%), Read Sen­ Triple Blades (large; replaces a Single or Double
sory Instruments (+ 1 0%), Concealment (+20%), Detect Sword) : 1 D4x1 0+6 additional damage; retractable, + 2
Ambush (+20%), Detect Concealment ( 1 0%), Tracking to strike, + 1 to parry and + 1 to disarm . C a n not be se­
(+20%), Acrobatics, Climbing (+20%), Prowl (+ 1 5%), lected before eig hth level.
Swim (+20%), Zero Gravity Combat: Elite, W. P. Sword , Blades or Horns on the Head (2 per selection , 4 to­
W. P. Energy P istol, W. P . Energy R ifle, W. P . Heavy, �: Small ones inflict 2 06 additional damage, large
and one W. P. of choice. Magically understands, reads ones do 406 additional damage on head butts and
and speaks all lang uages. May select 1 04+1 additional ramming attacks, and may be used to parry an attack
Piloti ng skills and at levels 1 , 5 , and 1 0, the character but without benefit of bonuses.
can select a total of 1 04+2 other skills from any of the Riathenor Energy Weapons : Same as the Warrior
following skill categories: Espionage (+ 1 0%), Military Riathenor, except those with a limited payload see their
(+5%), Rogue (+5), Physical, Tech nical or Wi lderness. payload doubled .
Note: No skill bonus applies un less it is indicated in pa­ Starts with one single barrel forearm weapon of
rentheses. choice.
Natural Blade Weapons : Do punch damage plus the ad­ Starts with one single barrel shoulder weapon of
ditional damage from the blades themselves. A variety choice.
of blades and sharp spikes cover the body, giving the � itional weapons or a double barrel upgrade at
fiends an array of weapons as part of thei r natural h u nt­ levels 3, 5, 8, 1 0, 1 3 and 1 5. Magically appear. More
ing and combat abilities. than one energy weapon can be g rown on each shoul­
Starts with Finger and Toe Blades: Claw strike does der.
4 04 additional damage. A single blade/clawed finger

1 22
• •
Mag ic: Described i n the Riathenor weapons section .
Combat: Eq uivalent to H a n d t o H a n d : Expert, b u t use the
Ki l m 'aktro G ia nt Riathenor stats, n u mber of attacks and bon uses presented here.
• r
Number of Attacks: Five (5) to start, plus one additional
at levels 4, 8, 1 2 and 1 5.
Approxi mately 1 5-1 9% of the Riathenors are Kilm 'aktro, Bonuses (includes combat and super abilities - does
giant warriors 9-1 2 feet (2 . 7 to 3.6 m) tall. They look just not include attribute bon uses): +5 on initiative, +3 to
like their smaller breth ren only bigger. However, there are strike (+4 to strike with sword) , +4 to parry (+5 to pa rry
some less obvious differences too. These powerfu l war­ with sword), +3 to dodge, +2 to roll with punch, fall or
riors are Riathenors that have taken g iant humanoids as i mpact, +5 to pull punch, +3 to disarm, critical strike on
hosts. The physical power of these creatu res is g reater a natu ral 1 9-20, and +6 to save vs Horror Factor.
than other Riathenors, only they are not quite as smart or Education Level and Skill: Riathenors are instinctively
fast. Still, most are considered eq uals in the Riathenor so­ agg ressive warriors with a variety of military and com­
ciety. Their fearsome size and appearance is often used , bat related skills. Typical skills (many instinctual) in­
however, to intimidate outsiders and opponents. clude: Computer Operation , Land Navigation (+20%),
Note: U n less otherwise indicated , the Kilm'aktro are Navigation (+ 1 0%), Navigation: S pace, Mathematics
fu ndamentally the same as the Riathenor Warriors. ( Basic & Advanced; +20%), Read Sensory Instru­
Ki l m 'aktro (pronounced Kilm ache-trow) ments, Concealment (+ 1 0%), Detect Ambush (+1 0%),
Also known simply as the "Giant Riathenor" Detect Concealment, Tracking ( + 1 5%), Gymnastics,
Climbing (+ 1 0%), Prowl, Swi m, Zero Gravity Combat:
Alignment: Miscreant or Diabolic without exception.
Attributes : La.: 206+2 , M . E . : 306, M .A. : 2 06, Su pernat­ Basic, W. P. Sword , W. P. Energy Pistol, and W. P. En­
u ral P . S . : 2 04+32, P . P . : 2 06+ 1 2 , Extraord inary P . E . : ergy Rifle. Magically understands, reads and speaks all
2 06+ 1 8, P . B . : 204+3 (more impressive and frightening lang uages. May select 1 04 additional Pi loting skills,
than attractive), Spd: 306+48 (average is 58 or 40 mph/64 and one W. P . of choice. At level five, the character can
km; but maximum is 66 or 45 mph/72 km). select a total of 1 04 other skills from the categories of
Size : 9-1 2 feet (2 . 7 to 3.6 m) depending on the size of the Rogue, Tech nical or Wilderness. Note: No skill bonus
host body. appl ies u n less it is ind icated i n parentheses.
Weight: 600-1 000 Ibs (270 to 450 kg). Greater P.S. & Natural Weapons : A typical g iant
Average Experience Level (NPC Villains): 2+ 1 04 ; ma­ Riathenor has Supernatural P. S. of 36-40, doing 306
tu re adu lts 50+ years old are +2 levels. S . O . C . on a restrained punch, 606 damage on a ful l
Armor Rating (Natu ral): Standard for Riathenors: Starts strength punch an d 2 04x1 0 for a power punch.
with an A R. of 1 0 + 1 per every two levels of experi­ Blade attacks do th is damage plus additional from
ence; i.e. A R . is 1 1 at level two, 1 2 at level fou r, 1 3 at the blades themselves. However, since these blades
level six, 1 4 at level eight, 1 5 at ten , and topping out at are all proportionately larger, each type does one extra
A R. 1 6 at level 1 2 . Any roll to strike under the Natu ral die of damage. The number and type are the same as
A R. does NO damage! usual.
H it Points: P . E.x3+2 06 per level of experience ! Energy weapons are the same as the Warrior
S.D.C.: 3 06x1 0+260 Riathenor.
Horror Factor: 1 3 for a single warrior, 1 6 when they out­ Magic abilities are the same as the Warrior
n u mber their opponents. Riathenor.
Disposition : All Riathenors have basically the same
heartless d isposition .
Natural Abilities : Can survive in most a n y environ ment.
Does not breathe air and can survive in the vacuu m of
space, toxic atmospheres and underwater (althoug h
they hate being underwater for more than a short pe­
riod ; maximum depth tolerance is two miles/3 .2 km).
Heightened senses, including U ltraviolet Vision , I nfra­
red Vision, and Heig htened Sense of Hearing (all identi­
cal to the minor super abilities of the same names; see
bonuses below) . Su pernatu ral P.S. and Extraordinary
P . E., bio-regenerates 1 04x1 0 damage every 30 min­
utes; impervious to gases, pOisons, d rugs, toxins, dis­
ease, normal fire and heat, and rad iation (including
Mega-Damage fire i n those environ ments). Magical
fi res will have fu ll effect, as does most magic and
psion ics. Can easily lea p 20 feet (6 m) h igh or 25 feet
(7.6 m) across. Also see magic and natu ral blade and
energy weapons.
Psionics : None
S u per Abilities: None other than those listed under Natu­
ral Abilities.
1 23
detection sense even works th rough soil and rock (but at
one th i rd the range), al most like a geolog ic sensor probe.
Other Notable Monsters Their footpads are like organic mag nets that wil l stick to
metal (Le. spacecraft) and their d iamond hard claws at the
end of their feet are perfect for d igging through rock, tear­
ing a part metal sheeting (and sh ip hulls) and gouging out
ch u n ks of ore. In fact, if large space freighters don't con­
duct a reg ular inspection , one or more Asteropids may
hitch a ride on the side of their h u ll, mu nching on fi ns, ca­
ble and sensor arrays before they start in on the hul l .
When feeding on a spacecraft, the creatu re's powerfu l
claws will attach to the hull and the mandibles begin to cut
and tear. An acid-li ke saliva helps to loosen the metals
and/or cut th rough rock, as well as digest the material af­
ter it is eaten. Wh ile eating, the giant beasts are oblivious
to danger or attack u ntil they have suffered 1 00 or more
pOints of damage, then they will defend themselves. Ar­
mor and weapons of attackers are eaten, but the fleshy
parts are discarded ; however, the strength of the crea­
tu re's jaws and claws plus its acid saliva often kills the
person long before their body is left alone. M ineral aliens
present a tasty treat of vital energ ies mixed with mineral
bodies to the Asteropids and they will be sought out d i­
rectly when possible. As one can see, these strange crea­
Asteropids tu res can be a problem. Fortunately, they usually burn up
on reentry to planets with atmospheres, so they seldom
Asteropids are huge, armored arach nid or crab-like make it to a planet's su rface. They are space creatu res
creatu res native to the void of space. They are mineral who l ive in the end less void.
based organ isms with a rough, stone-l ike hide toug her
than most tanks. Unlike other mineral aliens who feed Asteropids (pronou nced as-tah-rope-ids)
mainly on solar and other forms of energy, Asteropids Alignment: Animal, roughly equal to Anarchist.
feed on metallic minerals. For this reason , they are often Attributes : I . Q . 1 D4+3, M . E . 2 D6, Su pernatu ral P . S .
found on asteroids d igging out the dense metals com­ 20+5D6, P . P. 3 D 6 , P . E . 1 D4x1 0 , Spd 6 D6 wal ki ng/ru n­
monly found there, but they find the compound alloys used ning; much faster when flying through the cosmos on a
in spacecraft to be especially del icious. Conseq uently, spun sail .
Asteropids frequently sniff out and attack the h ulls of Size: 1 5 to 20 feet (4. 5 t o 6 m) tall, 25-40 feet ( 7 . 6 to 1 2 . 2
spaceships, satellites, and space stations, as well as de­ m) long.
vour space junk and try to take a bite out of any robots, Weight: 1 8 to 40 tons.
androids and cyborgs who happen to cross their path . Hit Points: P. E . x1 0
Even spacecraft moving at a percentage of the speed of S.D.C.: 500 + 1 D6x 1 00
light are not safe, for the Asteropids spin sail-like silicon A.R. (Natural): 1 5
webs that catch solar rays to move them through space M.D.C. Note: I n a Mega-Damage setting, the an imal has
using pri nciples identical to that of a microwave sail. Thei r M . D . C . equal to P . E. x1 00.
"sails" can move them a t up to 3/4 the speed o f l ig ht. Their Horror Factor: 1 0 ( 1 5 to mineral beings, robots, cyborgs
mouth , large hook-like claws and legs are super tough and and those clad in power armor) .
can even cut and tear battleship armor; up to A. R. 1 8 (but Average Life Spa n : U n known for certain, approximately
they don't like the living metal of the Riathenors). 900 years.
Asteropids are both scavengers of ore and scrap metal Dis position : An even tem pered scavenger and predator
as well as predators who attack veh icles, spacecraft, ro­ that is agg ressive only when eating or defending itself.
bots and living mineral beings! They are slig htly more in­ Natural Abilities : Breathe without air, i mpervious to cold ,
telligent than an animal and only "attack" when hungry or natu ral armor, radar and ability to sense metal, rapid
defending themselves. They will usually ignore non-metal­ space travel and acid saliva (as detailed in the descri p­
lic life forms u n less they are startled or feel threatened by tion , above). Cold-based attacks (even by mag ic) do no
them. In fact, Asteropids will often ignore h u manoids rid ing damage, fire/heat/plasma does half damage.
on their backs, provided the riders are just along for the Power Category: Alien monster.
ride and do not try to steer or otherwise annoy, h u rt or Major Super Abilities: Supernatu ral P . S . and I nvulnera­
th reaten the great beasts. For the most part, the creatu res bility.
only wish to feed and be left alone. The creatu res have a Minor S u per Abilities : None.
keen sense of smell for metals and minerals (5 miles/8 km Combat & Skills of Note: None per se, other than sur­
range) and a kind of radar or psychic sense that detects vival instincts.
metals and ore u p to 300 miles (480 km) away in space Attacks Per Melee Round : Fou r.
where there is no atmosphere to carry a scent. This metal Bon uses: +2 to strike, +2 to parry, +4 to roll, +6 to dam-
1 24
age in add ition to P . S . damage, critical strike on a natu­ connect with them more readily than with machi nes, plus
ral 1 8-20 , +2 to save vs mag ic, and + 1 0 to save vs the an imals have more personal ity (which can be a bless­
Horror Factor. ing and a curse). Regardless of the reasons, Bontu are
Origi nating Alien Environment: Space. popular with explorers and colon ization.
Natural Weapons : The monster's claws are large, jagged Bontu are, by and large, harmless g razing animals that
mineral blades backed by size, weight, and strength . can be domesticated and trained. Of cou rse their size and
They are very dense and used to dig th rough solid rock strength presents some risk, and additional armor and
and penetrate the hul ls of spacecraft. modern weapons can be mou nted on thei r backs and
Claw damage is 2 04x1 O .
shoulders, turning them into walking tanks. Small cata­
Bite damage is 6 0 6 ; the mandibles are less power­
pu lts or heavy maCh ine-gu n s wou ldn't be out of the q ues­
fu l , being used to slowly nibble away at metal and
tion depending on the tech level and needs of the
stone.
civilization using the animals, and they can easily carry a
Acid Spit does 1 06x1 0 damage, but is only used
n u mber of people like living APCs.
when the creatu re feels especially afraid or angry.
Range is 200 feet (6 1 m). Bonuses: +3 to strike. Bontu is a general word that covers dozens of g iant
beasts of burden , creatures whose exact size, appearance
Net attack. It can also project a silicon web and use it
and physiology vary g reatly. Tables are g iven below to
as a net to entangle pesky trou blemakers (rarely at­
randomly determine appearance and other traits, and the
tacks those who are netted) . Works effectively the
G . M . can certainly modify and add to them as he sees fit.
same as the Magic Net spell. Range is 1 00 feet (30 . 5
A skill in Horsemanship: Alien Mounts (or ExotiC) should
m ) . Bon uses: + 2 to strike.
be req uired for advanced hand ling of these creatu res, in­
Vehicles: None, but the Asteropid may h itch a piggyback
clud ing their use as war mou nts or combat platforms.
ride on a spaceship or travel through space under its
own power by spinning a wide web with its silicon fi­ Bontu are rolled up much like player characters, using
bers. This web works exactly like a m icrowave sail on a tables for determination of traits, but the G . M . will most of­
spacecraft, d ragging the monster along at speeds up to ten be interested in picking certain aspects that fit the cur­
0.75 times the speed of lig ht! The Asteropid's effective rent setting . Most of the tables come from the H U player
pi loting percentage in this case is 65%. character creation rules modified to fit these animals.
Bontu (pronou nced bon-too)
Alignment: Any , but typically considered Anarchist or Un­
pri ncipled/instinct d riven.
Attributes : I . Q . 1 06+ 1 , M . E. 2 06, M .A. 2 06 , Superhu­
man P . S . 20+206, P . P. 2 06+3, P . E . 3 06+6, P . B. 2 06+3,
S pd 2 06+ 1 0. A result of 6 on a 06 g ives the animal a bo­
nus 1 06 roll to add to the trait, as does an 1 1 or 1 2 on a
2 06 roll or 1 6 , 1 7 or 1 8 on a 306. Attributes may also be
modified by appearance and physiolog ical traits. P . S . is
Superh u man u nless otherwise noted .
A.R. (Natu ral): 2 04+7
H it Points: 2 04x1 0 + P . E. attribute number.
Base S.D.C.: 3 04x1 0+30; S. O. C. may be i ncreased by
the tables that follow.
Bo ntu Size: Bontu are generally 7-1 0 feet (2. 1 to 3 m) tall at the
shoulders and 1 5-20 feet (4 .6 to 6 m) long from snout
Bontu i s the Tagonican word for a large, domesticated to hau nches; a tail may be a few inches to several feet
labor animal. It is a broadly used term across the galaxy long depending on the beast.
because of the TGE's influence and the fact that such l ive­ Size, S.D.C. and Attribute Mod ifiers : Roll on the follow­
stock are sold u nder the "Bontu" head ing in their catalogs. ing table to see if there are any modifiers. Note that in­
Bontu are usually considered to be elephant or larger creases are as ind icated or they can be adjusted as the
sized an imals that can be domesticated and used as for G . M . sees fit.
heavy labor, and pack and rid ing animals on low to no 0 1 -20% The beast is 70% larger than average, 1 00%
tech nology planets and inhospitable wildernesses. There stronger and heavier (increase P . S . by 50% and make
are many reasons for advanced civilizations to take th is it Su pernatural, also add 1 20 pOi nts to S . O . C . ) .
low-tech approach with these immense animals, espe­ 2 1 -40% Bontu is 2 5 % larger than average; add + 1 04 to all
cially those trying to establish a colony in a wilderness. physical stats and increase S . O . C . by 50%.
These creatu res can carry as much , and someti mes more, 4 1 -60% Average size and strength , but add 1 04 to I . Q . ,
than most man-made vehicles and work well in terrains, and 1 06 to M . E . and M .A.
particularly forests and marsh lands, where vehicles might 6 1 -80% Bontu is 50% larger than average and 25%
get bogged down or trapped . They are also very economi­ tougher (increase P . S . , P . E . and S . O . C . accordingly) .
cal , with feed and care generally eq ual to that of maintain­ 8 1 -90% The animal is 30% larger than average (increase
ing a comparable vehicle, and the initial cost of the animal S . D . C . by a th ird and add + 1 2 to Superh uman P . S . ) .
is usually less than the vehicle. Moreover, maintenance of 9 1 -00% The typical size but twice a s fast as usual; in­
these beasts of burden is Simple and easy, native people crease Spd accord ingly.
1 25
Weight: Generally 3D4+6 tons, but will increase propor-
tionately with size.
Horror Factor: 1 D6+6
Average Life S pan : Usually 1 D4x1 0+8 years.
Disposition :
0 1 -60% Domesticated , obedient and doci le.
6 1 -80% Domesticated and reasonably obed ient, but has
more personal ity than most and can be more stubborn
or playfu l; -5% on Horsemansh ip: Alien Mou nts ski ll.
8 1 -00% Domesticated to a point. Tends to b e tempera­
mental and more aggressive than usual. Makes a good
rid ing animal or war mount; -1 0% on Horsemanship:
Alien Mou nts skill.
Natural Abilities : Typically can pull 1 to 2x their P . S . i n
tons (sometimes more) , can swi m 5 0 % (sometimes
better) , and have a good sense of sig ht, smell and
hearing. Note: If the G . M . likes, he can also roll once
on the Alien Appearance Table and once on the Alien
Physiological Modifications Table, pages 92-93 and
93-95 respectively of Heroes Unlimited ™ , Second
Edition. Power Category: Usually none, but the G . M .
may want a creatu re with an un usual power. If so, roll
on the optional table below. Most are used as a natu ral
defense.
0 1 -1 0% Cyborg war mounts with partial bionic aug menta­
tion and 1 D4 mounted weapon systems. Seven million
credits budget.
1 1 -1 5% I nvulnerability.
1 6-20% Psionic: Empathy and Sense Magic; 2 D4x1 0
I.S.P. Gari -Goma
2 1 -25% M ajor Power: Alter Physical Structure: Ice. The Gari-Goma is a kind of possessing entity vaguely
26-30% M inor Power: Heig htened Sense of Hearing . . similar to the Tectonic Entity found in the Beyond the Su­
3 1 -35% Psionic: See the I nvisible and Resist Fatigue, pematura/™ RPG. The big d ifference is that the
1 D4x1 0+8 L S . P . Gari-Goma entity can only inhabit and control devices and
36-40% Major Power: Chameleon. mach ines that are already built and designed to do some­
4 1 -45% Psionic Defense: Mind Bolt; 2 D4x1 0 L S . P . th ing, including puppets, toys, tools, weapons, robots, ve­
46-50% Major Power: Shrink, but no smaller than the size h icles and even space stations and buildings. When a
of a cat. person creates something, they leave a faint psychic im­
5 1 -55% Psionic Defense: Telekinesis; 1 D6x1 0+ 1 2 L S . P. pression on the object, including small hopes, desires,
56-60% M inor Power: Mental Stu n . ideas, and determination , as well as frustration and anger
6 1 -65% M inor Power: Heightened Sense o f Smel l. (if applicable). The Gari-Goma is in itially attracted to these
66-70% Psionic Defense: Death Trance; 1 D4x1 0 L S . P . i mpressions and inhabits man-made objects and pos­
7 1 -80% M inor Power: Extraord inary Speed . sesses the item as the only way to establish a foothold i n
8 1 -85% Any one M inor Super Ability of choice. t h e physical world. However, these are malevolent spirits
86-90% Any one Major S u per Abil ity of choice (excluding to beg i n with , and q uickly seek to move to an object with
mind powers). more power, d u rability, and damage potential.
9 1 -94% Major Power: Alter Physical Structu re: Metal or Once the Gari-Goma is li n ked to the physical world via
Stone. its initial object possession , it can move from one object to
95-97% I ntangibility. another, provided it's a machine or device made by a sen­
98-00% Teleport Self and up to two tons. tient life form , including factory-line prod uction items
Combat Skills: Natu ral ability only. Even war trained stamped out by robots (after all, the factory complex was
mounts will do little more than maneuver properly and created by somebody). Once inhabited by the mischie­
refrain from getting spooked . vous and wicked Gari-Goma, the device is under its com­
Attacks Per Melee Rou nd: 0 1 -50% Three, 5 1 -75% Four, plete control . The entity can cause it to turn off and on,
76-00% Five. stall, cause g litches, display false readings, and if electri­
Bonuses : Based on attribute bonuses and possible spe­ cal , it can cause the item to g ive off a slight shock (1 D4
cial abil ities. damage). If the machine has moving parts or locomotion ,
Originating Alien Environment: Varies. the fou l Gari-Goma can make it move without an operator
or pi lot. This is especially dangerous when we're talking
about robots and mach inery (bion ics, with its direct link to
a flesh and blood sentient being, can not be usu rped by

1 26
th is entity). Only if the mach ine is designed to be animated Destroying the Gari-Goma. The only way to attack
can the Gari-Goma move it. Thus, a lamp may blink on and destroy it is on the Astral Plane or while it is in energy
and off but it can not move to hit somebody in the head . form in the physical world, but it can only be attacked by
On the other hand , a desk lamp with a swivel arm could an Astral Traveler striking it or using any type of magic or
(although the damage would be a mere 1 04 to 1 06 de­ psionics available while in the Astral form. Or psion ic en­
pending on the size of the th ing). However, if the entity ergy can be used but limited to only Mind Bolt or
seized control of a robot (with or without an activated artifi­ Psi-Sword.
cial i ntelligence), automated secu rity/weapons system or
Gari-Goma (pronou nced gary-goma)
vehicle then the Gari-Goma could cause real havoc. The
Alignment: Anarchist or Evil.
entity controls and powers all aspects of the mobile robot,
Attributes : 1 . 0 . 306, M.E. 406, M .A. 2 06 . Physical attri b­
vehicle or machine it inhabits and can operate it as if it
utes are based on the inhabited item.
were the overriding pilot or controlling force. In the case of
Hit Points : 1 04x1 0 if the essence can be attacked d i­
a massive spaceship or space station, a single Gari-Goma
rectly from the Astral Plane.
can only control one specific module/section of it at a time,
S.D.C.: Based on the artificial body. Can range from 2 06
such as the engine room, or med-Iab, or navigation , or
for a toy to tens of thousands for a spacecraft.
weapons control - or one particular floor of a building. The
A.R.: Varies with the artificial body.
major limitation is that the entity only controls systems and
Size: Based on possessed item. The entity can not exist
operations that are integral to the item. I t can not control a
on the physical plane except with in an artificial body.
floor or section of a spaceshi p or building and also control
Weight: Oepends on the mach ine, object or device pos­
the robot g uards. It could transfer itself into one of the ro­
sessed .
bot guards, but to do so means it leaves the other de­
Originating Alien Environment: The Astral Plane
vice/building/section and can only control one robot not all
Horror Factor: 1 0, but only when the opponent realizes
of them. Of cou rse, it can switch from one to the other as
they are facing a machine under the control of an evil
long as they are with i n range.
force.
To transfer between devices or sections, the Average Life S pan: U n known . U n less destroyed , may be
Gari-Goma must be with in 60 feet ( 1 8 . 3 m) of the target immortal.
item, un less it is physically connected in some way, such Disposition : Gari-Goma are vicious spirits jealous of the
as electrical or telephone wire (the entity can not use wire­ free moving physical forms of mortals. They use their
less transmissions to travel long dista nces). The transfer abilities to in habit the devices created by living physical
and taking control uses u p one entire melee round of ac­ beings and tu rn them against them. This gives the en­
tion in wh ich the entity can do noth ing else (i.e. a 1 5 sec­ tity the physical state it so envies, plus allows them to
ond pause in the action). This means isolating the strike out and hurt the mortals they so envy.
possessed object away from other mach ines (a very diffi­ Natural Abilities : An Astral entity with the power to in­
cult task in the modern world) traps the damned thing i n­ habit and operate artificial mach ines, devices and ob­
side the object. And Gari-Goma hate being stuck in one jects created by sentient beings in the physical world.
particular device for more than a year. Blasti ng the pos­
Usually enters into the physical world via some d i men­
sessed device into space is only sort of a good idea. In re­
sional anomaly, magical summoning, or some flu ke.
mote areas of space, the item and the entity i nside might Once it has been in our d i mension that individual entity
float around for hundreds, to hundreds of thousands of can retu rn to it, although it may take years to do so. U n­
years , but sooner or later, someone is likely to find it. less there is some device to inhabit within 1 0 min utes of
Meanwh ile, i n heavily populated sectors of space, scaven­ arriving into our world , the entity returns to its own .
gers, salvage operators and innocent travelers might find Ooes not need air to breathe and can survive i n a vac­
or bump into the cu rsed item, although small objects are uum.
more likely to float arou nd undisturbed for centu ries. Be­ Power Category: Alien monster.
cause Gari-Goma can only possess artificially created ma­ Major Super Abilities: None; see natu ral abil ity to pos­
chi nes and objects, they are susceptible to certain rituals sess machines.
and can be d rawn into carved crystals, fetishes or Minor S u per Abilities : None.
scu lpted pieces of metal and trapped i nside them forever. Combat Capabilities: None; limited to the inhabited artifi­
When trapped inside a magic item, the entity usually has cial body/machine.
no control over it, but serves as an energy sou rce for the Attacks Per Melee Round: Varies with the capabilities of
magic of the item. However, such mystic knowledge is a the body. Non-combat vessels will only have two, vehi­
lost art among 99.9% of all advanced civilizations. cles three, but robots and items designed for war have
Destroying the item while the Gari-Goma is still con­ six.
trolling it, will expel the creatu re as a globe of glowing en­ Bonuses: +1 to stri ke, parry, and dodge, plus any sup­
ergy. There is a 0 1 -50% chance that the shock of pl ied by targeting systems or the b u ilt-in capability of
expu lsion wi ll cause it to immed iately retu rn to the alien d i­ the device/machine/robot itself. Pilots possessed vehi­
mension it orig inates from and not return for 3 06x1 0 cles at 85% proficiency.
years. Otherwise, it remains stun ned (and open to Astral Weapons: Only those provided by the object possessed
attacks) for 1 04+2 melee rounds before it will seek out a by the entity, and minor electric shock by touch (1 04 or
new object to inhabit. A successful Exorcism will also ex­ 1 06 damage), but only if the artificial body has an elec­
pel and ban ish the entity for the same period . A successful trical system.
Banishment will send it away for twice as long.
1 27
Note: Very rare in the M i l ky Way, but when they do ap­
pear, they can cause serious trouble. Usually sol itary
creatu res, so one seldom encounters more than one at a
time and never more than fou r.

Gam m o rites
Almost nothing i s known about the aliens called
Gammorites. They are blazing creatu res of plasma and ra­
diation that can devastate nearly any spacecraft, espe­
cially when they attack in n u m bers. The aliens are very
fast and seem u n h i ndered by the vacu u m of space, flying
about like some kind of h u man torch . Gammorites appear
as roughly h u manoid masses of fiery energy. Most are
g reen , blue or wh ite i n color and bands of some kind of
light or energy glide across the surface of their forms.
Getting close to one will provide a nice suntan. If too close
without proper protection , the character can expect a sun­
burn and a hefty dose of rad iation . They can fire energy
blasts and touch ing a Gammorite will vaporize softer items
like cloth , wood , and flesh , and su perheat, scorch and pit
even heavy armor, metal and stone. When angry and at­
tacking (wh ich seems to be their natu ral state when deal­
ing with other life forms), they th row beams of pure
plasma and discharge heat and radiation like some small
reactor. Four to six of these creatures can melt a typical
fig hter craft to slag in less than a minute.
Ru mors across the galaxy say they are born with in
stars and that they have a civilization of some ki nd, though
no one has yet verified either. What is known is that they
are agg ressive, powerfu l and unconscious of the cares or
needs of other races. Tales of their first known appear­
ance come from deep i n the Titrana quadrant and reports
of encounters have grown as the years pass. The few who
have taken an interest in tracking the sightings and at­
tacks by these beings note a general path that points to­
ward the galactic center. As the beings encroach u pon the
area of known space where the planets are much closer
together and organizations like the FAR and TMC have a
presence, their activities are both more noticeable and
th reatening.
No one can say what the Gammorites may be after, but
whatever it is, they are laying a trail of destruction in their
wake as they head toward it. I m mensely destructive,
Gammorites lay waste to whatever and whoever gets in
their way, annoys them or tries to make contact with them.
No one can say if they destroy everything they come u pon
i n anger, revenge, or for some other reason . The handful
of FAR patrols sent out to investigate the Gammorites
have been destroyed .
Gammorites (pronounced Gam-o-rites)
Alignment: U n known , but all ind icators point to an ag­
g ressive Miscreant alignment
Attributes : I . Q . 306, M . E . 306, MA 1 06 , P . S . 306 , P . P .
306, P . E . 3 06+6, P . B . 206, S pd 3 06 ru n n ing o r up to the
speed of light flying (see Natu ral Abilities below).
A.R. (Natu ral): 1 0
H it Points : P . E.x3 plus 306 per level of experience.
S.D.C.: 1 D4x1 0+80
M.D.C.: In a Mega-Damage setting, combine the H . P. and
S . D . C . and make them M . D. C . , pOint for point.
1 28
Size : 8 feet (2.4 m). Rifts® Notes : Gammorites are not likely to appear on
Weight: Believed to be beings of pure energy. Rifts Earth at all. However, they might appear in a
Horror Factor: 1 3 Phase World® setting where they wou ld pretty much be
Average Life S pan : U n known . the same en igmatic beings portrayed here. Perhaps
Average level of Experience: 1 04 they have someth ing to do with the Cosmic Forge, or
Dis position : Largely unknown, though indicators point to have been d riven insane search ing for it for many mil­
an aggressive and destructive attitude. They s�em to len n ia. Perhaps wherever they are flying to "is" the lo­
be unreasoning. No one is known to have survived a cation of the fabled relic? (Or so people seem to
Gammorite assault to relate any pertinent information believe . )
on them.
Natural Abilities : I mpervious to heat, fire, plasma, mag ic
fire and radiation . Resistant to cold based attacks (does Gorg o ns
half damage). Breathes without air and can survive in a
vacuum. Gives off rad iation. Water and magic do nor­ By Wayne and Cathy B reaux (tweaked by Siembieda)
mal damage (see the descriptions for the major su per The Gorgons are a race of space fari ng vampiric crea­
abilities listed below for full details of immunities and tu res. Although no one knows exactly where they orig i­
vulnerabilities), as do most energy attacks, physical at­ nate, the myths and legends about them stretch back into
tacks (althoug h the attacker takes damage from the ancient h istory on countless worlds. Even the Greek cul­
heat and radiation), explosives, etc. U n l i ke the normal tu re of Earth has stories about creatu res cal led Gorgons,
plasma form of a character with Alter Physical Struc­ and both the Atorians and Raid ing Clans have docu­
tu re: P lasma, these aliens keep their fiery form con­ mented encounters with Gorgons as far back as 200 and
stantly , are u n h u rt by it, and are at home in the vacu u m 450 1 . R.
o f space. They can fly through an atmosphere a t u p to
Although the myths all vary slig htly, they descri be the
200 mph (320 km; no increase with experience) and
Gorgons as monstrous women (sometimes ugly, other
can accelerate to launch into space, where they can
times beautiful) with live snakes for hair and a gaze so
propel themselves at the speed of light.
horrifying that it tu rned men into stone. In actuality , Gor­
Skills of Note (or their equ ivalent): Basic and Advanced
gons are alien vampires who appear as beautifu l females.
Math , Astronomy, Astrophysics, Navigation , Navigation :
U n less they are not trying to conceal their true natu re,
Space, and Zero Gravity Combat, all at 97% .
they wear a hood , hat, cap, babushka, or hair wrapping of
Power Category: Alien of un known origin and u n usual
some kind to cover the top of their head . And with good
power level.
Unusual Physical Characteristics: Natu ral form IS a fi­
. reason . A number of th ick, fleshy black tentacles extend
from the top of the head where one would normally expect
ery, rad iation and plasma state.
to find hair.
Major Super Abilities : Control Radiation , Su per-Energy The attractive females use their looks and sexuality to
Expulsion (Fire and Energy) , Wingless Flight (in an at­ lure males to come into their embrace. Their disg uise is
mosphere, light speed in space) and Alter Physical made all the more effective by the power to alter their
Structu re: Plasma (constant, natu ral state). physical appearance to take on the featu res of the indige­
Minor S u per Abilities : None. nous (or most desired) females. Once in the Gorgon's em­
Combat Skills: Natu ral combat abilities. brace , the tentacle-like appendages slip from beneath
Attacks Per Melee Round: Five. their covering and wrap around their victim's head and
Bonuses: In addition to attribute bon uses: +1 on i n itiative, shoulders where they beg in to absorb blood th rough the
+2 to strike, +3 to strike with energy blast, +2 to parry, ski n . A chemical excretion from the tentacles at the con­
and + 4 to dodge, +6 to dodge when flying faster than tact poi nts renders the victim numb and induces a slight
80 mph ( 1 28 km) . sense of euphoria (victims must roll 16 or higher to save
Originating Alien Environment: U n known.
vs non-lethal poison). Enraptu red and lost in the sexual
Weapons: None that anyone has seen. Their formidable moment, the victim is not aware he is being fed u pon .
natural abilities appear to be enoug h . When the creatu re is done with him, the victim feels weak
Veh icles: None. They rely on their natu ral ability to reach in the knees and slumps down in a daze (reduce attacks
light speed to get around the galaxy. per melee round, combat bon uses, speed and ski l l perfor­
G.M. Note: We have intentionally left the back story be­ mance by half for 1 04+1 min utes).
hind the Gammorites to you . Are they marauding mon­
All in all the whole experience is actually rather pleas­
sters or conquerers? Are they on some life and death
quest to retrieve or stop someth ing in the center of the ant, and th � victim does not realize anything is wrong until
Milky Way galaxy? Are they good g uys or bad g uys? 1 04+ 1 min utes later when he contin ues to feel a bit woozy
Are they so alien that they can not understand or care from blood loss. Even then , some males will not realize
about other life forms, or are they (momentarily?) pos­ anything bad just happened , and most are too embar­
rassed to report the i ncident to the authorities. That's a �­
sessed or compelled by some outside force? Can the
player characters (or N PCs) make contact and commu­ suming the Gorgon did not bleed him d ry. To conceal their
nicate with them? Help or befriend them? Whatever the identity , Gorgons usually only drain two or th ree pints of
blood from a human (or equivalent from other life forms).
case, no more than a dozen or two Gammorites are
This preserves the monster's identity because there is no
known to exist. All are making their way to the center of
murder victim d rained of blood to tip off the authorities and
the galaxy .
1 29
cles and a wh ite com plexion from a total lack of blood .
(This pallor and lack of blood is where the myth comes
from that a Gorgon turns men to stone . )
A Gorgon must feed on s i x to eight pi nts o! blo? d
(about 50-60 H it POints) per week, but usually enJoys in­
gesting double that amount, feeding roughly every three or
fou r days. Gorgons are i ntelligent, cu n n i ng predators who
use their guile and shape changing powers to h u nt and
hide. Conseq uently , they are more prevalent than most
people would like to believe. They are found mai� ly
among space age civilizations and travel the galaxy like
interstellar nomads. Most are scattered as individuals and
small g roups of 2-6, but larger clans of 1 2-30 are some­
times discovered .
Gorgons ( pronounced gore-g u ns)
Alignment: Any, but typically M iscreant (32%), Diabolic
(23%), Aberrant ( 1 0%) or Anarchist (30%).
Attributes : I . Q. 3 06+ 1 , M . E. 306, M .A. 24+ 1 06 , P . S .
3 0 6 , P . P . 306, P . E . 306, P . B . 2 06+ 1 4 (at least when the
head i s wrapped ; seeing the tentacles reduces the beauty
by half) , Spd . 3 06 .
A.R.: Needs armor for additional protection.
H it Points : P.E. attribute number x2 , +206 per level of ex-
perience.
S.D.C.: 2 04x 1 0
Size: 6-7 feet ( 1 . 8 to 2 . 1 m).
Weight: 1 40 to 1 80 Ibs (63 to 8 1 kg) .
Horror Factor: N o n e when head is covered , 1 3 when
head is uncovered .
Average Life S pan : 250 years.
Average Level of Experience: 1 04+3; some are much
they usually target males who have had too much to d rin �
hig her.
already. Even if an enth ralled victim does report the incI­
Disposition : Most Gorgons are sly, playfu l , sed uctive
dent, what does he tell the police? " U rn , I, uh, went to
h u nters who use thei r natu ral charm , artificial beauty
make out with th is attractive woman, and urn, I ki nda felt
and cunning to carefu lly l u re their victi ms rig ht into their
fu nny and I th i n k I blacked out for a minute. Then I slid
arms (or tentacles as the case may be). Most are cruel,
down to my knees and could hardly move, and she, urn,
heartless monsters who delight in enrapturi ng and kill­
left. " Placed in a eu phoric state, the victim d id not see the
ing their victi ms. Many Gorgons enjoy man ipulating, us­
tentacles, bruises on the neck look like "h ickeys," and (un­
ing, belittling and abusing males whenever possible.
less the Gorgon is a th ief) he wasn't robbed or apparently
The more heartless will string victims along for months,
i njured, so there is no crime ! Most males are told to go
even years, d raining them from time to time of both
home to sleep it off and, in the future, avoid dangerous li­
blood and money, before succumbing to draining them
aisons with strange women.
dry (killing them) or destroying them in some other way,
Those who save vs the euphoria sti ll feel no pain and i . e . ru in their reputation, business, marriage, etc. They
get some stim ulation, but they will see the tentacles and seem to be most common in the I Ita and Liloqua quad­
real ize someth ing strange and bad is going on. They can rants, and some believe they originate from one of
try to pull away or fight, but th is will anger and upset the them.
Gorgon who is a) hungry, and b) probably trying to keep Natural Abilities : The vampire powers, tentacles, and eu­
her presence a secret, wh ich leads to, c) no witnesses. phoric abilities noted in the description as well as n ight
I ron ically, in this situation , the creature is likely to use a and thermal vision (600 feetl1 83 m).
conventional knife or firearm to kill her victim , and flee the Common Skills: Tracking (humanoids; +30%), Land Nav­
scene. igation (+20%) , Camouflage (+ 1 5%), Prowl (+20%), I n­
The Gorgons' method of feed ing and care to leave their telligence (+1 5%), Surveillance Systems (+5% to the
victi ms al ive (and confused ) makes them very effective electronic end, + 1 5% to tailing), Dance (+20%), Sing
predators. It also makes them capable assassins for hire. (+ 1 0%), Seduction (+30%), Computer Operation
If left undistu rbed , and if the vampire so desires, she can ( +1 0%), Basic Mathematics (+20%), Hand to Hand: Ba­
drain a victim of blood in a matter of minutes (one pint per sic, W. P. Energy Pistol, one W. P . of choice and also
melee round/1 5 seconds). Each pint lost counts as 1 0% or select three from each of the following categories: Espi­
1 2% of the victim's H it Points. No blood , no H it Points. If onage, Rogue, Piloting and either Tech nical or Commu­
slain this way, the victim will have no wounds except for nications. All get a + 1 0% bon us. May learn 1 04
strange red welts at the poi nts of contact from the tenta- additional skills from these categories at levels 4 and 8 ,
without benefit o f bonuses.
1 30
Power Category: Super Abilities. with especially tough h u lls, the creatu res can emit strange
Major Super Abilities : Control Others. pu lses of g ravity that fu nction as shock waves. The range
Minor S u per Abilities: Alter Physical Body, Mental Stu n , on this u n ique attack is limited when compared to most
and Extraord inary Mental Affin ity (already applied to spacecraft weapons, but the pu lse is invisible and can not
M .A. attribute and Seduction skill; add + 1 0% to skills of be avoided by most vessels. Only geologic sensor sys­
deception and sleight of hand). tems (RSI roll at -20%) or gravity well generator systems
Combat Skills: Hand to Hand: Basic; most avoid combat (RSI at -30%) can detect the pulses in time to dodge and
skills like boxing and wrestling. take half damage. When an entire g roup of Void Whales
Attacks Per Melee Rou nd: 3 plus those from Hand to surround a spacecraft and bombard it with shock waves,
Hand combat; typically 5-6 . the result can be tru ly devastating.
Bonuses: I n add ition to possible attribute bonuses, the Void Whales move themselves th rough space by an
Gorgon is +2 on i nitiative, +2 to strike, +1 to parry, +2 to u n known means of propu lsion . One theory is that they are
dodge, +2 to roll, +2 to pull punch , and +6 to save vs powerfu l psionics and use hyper-developed telekinesis to
Horror Factor. pull/push themselves along, but the speeds they reach
Origi nating Alien Environment: High Gravity. (factor 2) tend to discount this idea. A second theory at­
Education Level: General Studies, P ilot, or Rog ue/Smug­ tributes the movement to innate mag ical abilities, some­
gler. thing lent credence by their ability to teleport, but no
Weapons: Typically small, easily hidden weapons are practitioner of magic has ever reported sensing mag ic
used to keep a low profile. Common choices are laser from a Void Whale. Others suspect the creatures' large
bracelet guns (406), Spitfires (1 04x4), min i-ion blasters bodies are attu ned to certain g ravity wavelengths, possibly
(306), pistols, and knives, especially Vibro-Blades or even negative g ravity, and by shifti ng these attunements
energy types. to d ifferent wavelengths, they can " push" themselves
Vehicles: Varies widely with the personality of the ind ivid­ along at FTL speeds and teleport by creating a personal
ual and the amount of scrutiny she may be under. M ost gravity well. It is rumored that the Atorian Empire has cap­
try to keep a low profile. tu red at least one of these creatu res for experimentation ,
Valuables : Most gather cred its, gems and jewelry from but learned noth ing new from it.
the males they sucker and cheat. The typical Gorgon It is u n known where these creatures come from, how
will have at her easy and immed iate d isposal they mate and reprod uce, or what they eat to survive. No
2 06x1 , OOO cred its worth of jewelry and 2 06x1 , OOO i n one can even guess for sure, and the Void Whales are not
credits per level o f experience ! telling . These creatures are rarely aggressive and prefer
to avoid conflict whenever possible. However, certain re­

Vo id Whales gions of the galaxy have been noted as active regions for
the creatures, possibly spawning areas or other protected
For a long time, these magnificent creatu res were zones, where they are q uite aggressive and will attack
thought to be mytholog ical, but they are very real. Void anybody who comes with in a mile ( 1 .6 km) of them or the
Whales g reatly resemble the wright whales of Earth , but family group. Such areas are clearly marked on most
their flippers are much longer and their bod ies are covered space charts. Escaping from an antagon ized Void Whale
with a thick, armored shell , spikes and horns. Its hide is as can also be difficult. They accelerate faster than nearly
d u rable as battlesh i p armor and the creatu res are incredi­ any spacecraft, even keeping pace with those of the Swip,
bly powerfu l . The typical adult gets to about 400-500 feet and they are also reported to be able to negate the activa­
( 1 22 to 1 52 m) long , but reports of Void Whales twice that tion of g ravity d rives, thus eliminati ng point-to-point travel
length have been recorded by the Atorian Empire and as a means of escape. Fortu nately , they are qu ick to ac­
TGE scout teams. cept a hasty retreat and after a menacing head butt or two
Void Whales travel in family g roups and are sometimes to show it means business, the creatu re is content to let
mistaken on radar and sensors as a fleet of spacecraft (A the i ntruder flee without fu rther incident. In places where
successfu l read sensory instru ments roll at -30% is re­ the Void Whales are more placid, they will ignore vessels
quired to recog n ize the whales). The older adults travel in and people, u nless they feel th reatened . The creatures
the center of the group su rrou nded by the juveniles, wh ile are said to be able to sense those who intend them no
the mature adu lts travel arou nd them for defense and to harm, and allow such individuals to touch them , travel
keep any young ones from wanderi ng off. The you ng Void alongside and even h itch a ride.
Whales measure 30 feet (9 m) long at birth and are as Void Whales (pronounced Voyd Wales)
tough as space fighters. They are very small compared to Alignment: Considered Anarch ist or U nprincipled .
adults and commonly cling to the sides of thei r parents. I n Attributes : J uvenile: I .Q . 306, M . E . 3 06+ 1 , M .A. 2 06+6 ,
times of trouble, the young whales will release themselves P . S . 4 06 (Su perh u man), P . P . 306 , P . E. 3 06+6, slow, ca­
from the elders to hide in the mouth of an ad ult, wh ile the sual cru ising S pd 1 04x1 O.
more capable juveniles nearing ad ulthood help to fend off Mature Ad ult: I . Q. 3 06+2, M . E. 306+6, M .A. 306+ 1 0 ,
th reats and fight attackers. Supernatu ral P . S . 306+30, P . P . 306, P . E . 4 06+ 1 0, ca­
In combat, Void Whales attack using head butts, flipper sual cru ising S pd 2 04x1 0.
and tail swipes and by ramming. This can severely dam­ Elder: I . Q. 306+6, M . E. 1 4+206 , M .A. . 306+6 , Su per­
age most spacecraft, even battleships, especially if the natu ral P . S . 206+60 , P . P . 2 06 , P . E . 306+40, casual
creatu re is large. Against smaller opponents or spacecraft cru ising S pd 3 04x1 0.
1 31
A.R.: Young: 1 3 , Ad ult: 1 5 , Elder: 1 7. Power Category: Alien monster.
Hit Points : P. E.x1 00 Major S u per Abilities: Vibration. (Fu nctions at a level
S.D.C.: You ng: 1 06x1 00, Young Adult: 1 06x1 ,OOO, Elder: eq ual to the creature's P . E . Yes, th is means a fu lly
1 06x5 , OOO. grown elder can create a shock wave that does more
Size : J uvenile: 1 06x1 0 feet (3-1 8 . 3 m). Mature Adu lt: than 2 06x30 for damage, but the creatu re can also reg­
1 04x1 00 feet (30 . 5 to 1 22 m). Elder: 1 06x1 00 feet ulate the amount of damage i nflicted and only uses this
+500 ( 1 83 to 335 m). to defend itself. )
Mass: S ize in feet: x1 0 tons. Mi nor S u per Abilities : None.
Horror Factor: You ng: 8, Adu lt: 1 2 , Elder: 1 5; applies Mag ic: None.
only when threatening or attacki ng. Psionics : Some believe the Void Whale possesses some
Average Life Span : U n known , but distinctive battle scars or all psych ic sensitive powers includ ing Empathy and
mark one Ad ult as being just over 300 years old ; may Telepathy. Some clai m that the whales have spoken to
live for thousands of years. them in their minds. None of this has been confi rmed.
Disposition : Normally gentle and non-confrontational, but Combat Skills: Natural combat abilities.
when attacked , they will defend themselves. On rare Attacks Per Melee Round: Four for juveniles/young, six
occasions, they have been encountered in hostile for adu lts, and five for elder ad ults.
g rou ps, apparently defending territory or spawn ing Bonuses : In add ition to attribute bon uses, +4 to strike, +3
g rou nds. to parry, +4 to dodge, +4 to roll with i mpact, +6 to pull
Natural Abilities : FTL and space flight capabilities, punch, +6 to save vs possession , and +7 to save vs
teleport, and create g ravity well as noted in the descrip­ Horror Factor.
tion. Damage: None. The Void Whales rely on their natu ral
S kills of Note: U n known . Many believe the creatures to abil ities to defend themselves. See super abilities for
be highly intelligent, but whether they have actual skill the damage of vibration attacks. Other attacks use the
knowledge or society as we understand them is un­ following damages (adu lts double it and elder adu lts tri­
known. Obviously have ple it) :
Navigation and Space Navigation (+25%), which Head Butt: 606 +Su pernatural P . S . damage.
suggests they have Basic and Advanced Mathematics Ram: 2 04x1 0 +Su pernatural P . S . damage (no dam­
and knowledge of the stars. age is done to the Void Whale).
1 32
S peed Ram: 5 06x 1 0 (uses u p all attacks for that
round and the Void Whale suffers 1 /4 of the total dam­
age).
Fin Swipe: 5 06 +Su pernatu ral P . S . punch damage.
Tai l Swipe: 1 06x1 0 +Su pernatu ral P . S . pu nch dam­
age
Originating Alien Environment: Space.
Veh icles: None.

Eq u i p m e nt
1 33
B ion ic Notes (normally 2-5%) if the character provides a detailed report to the
doctor on how their existing systems are working, along with
comments and criticism. In fact, many doctors require such a de­
To the galactic citizen, obtaining bionics is a routine and ev­
eryday occurrence. Most people reserve bionics for medical or tailed set of reports or interviews for their database. I nformation
military use, but some seek this hardware for purely recreational gained this way is not only valuable to future research, but it can
reasons, too. Cloning and advanced medical techniques, though be sold to other researchers for significant money, especially if
not available in all areas of the galaxy, lessen the appeal of bion­ the character that provided them is a regular provider of reliable
ics, especially if one simply wants to replace missing parts and information. Many of the street clinics use this tactic to defer their
not augment the performance of his body. Partial and full conver­ costs in obtaining bionic supplies and to ensure they get access
sion bionics are rare and reserved for special military units, ad­ to any new systems that become available; however, those lower
venturers, members of corporate security, private armies, costs are rarely passed on to the customers in the right form
mercenaries, and those with medical conditions that can not be (see the info on street clinics below).
treated any other way. In medical cases, most patients will opt In addition to the materials cost, bionic surgery is expen­
for natural looking replacements instead of heavy armor and sive. Characters from the Bionics Power Category have their sur­
weapons. gery costs waived or absorbed during character creation, but
I n game terms, galactic characters from the Bionics Power getting additional or upgraded bionics once the campaign is un­
Category are among those few who have had extensive systems derway will require surgery . Bionic surgery costs 1 0% of the total
installed, usually with a high degree of combat-worthiness. The cost of the bionic parts being installed. Thus, a bionic arm cost­
average "heroic" cyborg will have a great deal more weapons, ing 700,000 credits would require an additional 70,000 in implant
armor, strength and gadgetry than the average citizen who surgery. Two arms ( 1 .4 million credits) and increased P . S. + 1 0
merely has a realistic-looking artificial arm or eye. for both arms (40,000 credits) would cost 1 44,000 credits i n sur­
gical expense. Again, the additional cost for surgery is only for
Beginning Bionic characters use the rules in Heroes Unlim­
ited™, Second Edition (HU2) for creating a character, even if non-Bionic characters seeking to get some bionics or for Bionic
characters who seek to add to or upgrade the systems they
the character is to be used in a galactic campaign. Once the
campaign is underway, available bionics will cost at least a third started out with .
less for galactic citizens than they do for Earth citizens . After all, Surgical Recovery. Of course, all this hacking off of things
the prices listed in the HU2 rule book reflect the rarity and ex­ and replacing them with foreign objects damages the body.
pense of cutting-edge, experimental Earth technology . This Surely it is controlled damage, but it is damage nonetheless.
same technology is considered everyday hardware in a galactic Once the character has his new implants in, he must heal up
setting and is considerably less expensive. Rather than re-scale from the surgery and adjust to his new implants. Each $25,000
all of the equipment prices, a good rule of thumb for Alien Bionic (round down) of bionic implants will do one Hit Point (not S. D.C.)
characters is to double the initial cybernetics budget. This "dou­ of damage to the character which must be healed entirely before
ble budget" rule is purely optional, however, and Alien characters the newly implanted systems can come on-line. The doctor can
are welcome to abide by the normal Bionics budget table. Those gauge on a successful diagnosis roll exactly how many implants
Alien characters who do not take advantage of the "double bud­ a patient can have surgically implanted at one time. Multiple sur­
get" rule have Bionics that are roughly equivalent to what is geries may be needed to finish the job (Le . a 5 million credit par­
available on Earth and will not have the extra skill roll penalty to tial conversion would require 200 Hit Points worth of surgeries. A
deal with. Plus, they will have a much easier time finding spare tough person with 50 Hit Points would have to undergo four or
parts. five surgeries before the process was complete). If the doctor
Those characters that do take advantage of the "double bud­ fails his surgery roll, both the damage from the surgery and the
get" roll will have a serious drawback to contend with - their required time is doubled. If the damage caused by the surgery is
bionic systems are "alien" and considered cutting-edge galactic greater than the patient's H it Points, then he will have unfortu­
technology, which is not very compatible with Earth technology. nately gone into a coma and possibly "died on the table."
When on Earth, any repair skill rolls made on the character's bi­ Thanks to advanced medical technology, galactic bionics pa­
onics will always have a -25% modifier and cost at least 33% tients will recover their lost H it Points within 72-96 hours of the
more to repair, sometimes 50% to 1 00% more (if possible at all). successful operation. However, the patient will still require exten­
In addition, finding spare parts (such as replacement armor or sive time to debug his new mechanical systems, finalize all cy­
limbs) will be difficult or even impossible, forcing the alien cyborg bernetic-organic integration, and continuous monitoring for
to either live with permanently damaged systems, obtain repairs possible rejection of the new parts . The standard rule of thumb is
only once in a blue moon, or somehow replace his Alien systems that for every Hit Point lost during cybernetic implantation, the
with the less advanced, native Earth bionics . patient will require an additional hour of full-time medical atten­
Once the character has someone ready to i mplant the bion­ tion/therapy after his Hit Points are fully recovered. Thus, a 500
ics, he needs to see if the vendor has the systems he wants. H it Point series of surgeries will require nearly three weeks (20.8
Certain parts will be more common and readily available than days) of additional medical care and/or therapy after recovery.
others. Optics and radio systems are usually available, as are During this time, it is fair to assume the character performs at a
hands, arms and legs and other basic systems. Cyborg armor, diminished capacity (-30 to 50%; reduce the number of attacks,
augmented limbs and heavy weapons will be more scarce (un­ combat bonuses, and speed accordingly) . Certain super powers,
less a dealer specializes in them) and may require special order such as Healing Factor, Extraordinary Physical Endurance, Alter
and a delay of 406 weeks before the item arrives. The purchaser Metabolism, and Mechano-Link reduce this extra recovery time
must have the full amount of credits for both the materials and by half. In addition, the psionic abilities of Psychic Surgery and
the surgery at the time of purchase. Some dealers will accept I ncreased Healing (magical healing too) can also cut the addi­
services or favors in place of or in addition to prices, but most tional recovery time by half (but this is difficult to find). Cost:
them are underworld figures or butchers. Hospital time for recovery is about 500 dollars per day.
Poor availability and markups are left up to the Game Mas­ "Street doctors" and "underworld doctors" are those with less
ter. One simple service that can knock a few percentage points than adequate facilities and/or skills, but all of them have lower
off the cost is for a character with existing bionics to trade it in than average scruples which happens to translate into lower than
(gets him a 1 0% discount) . The doctor may also offer a discount average costs. A clinic hidden in a back alley is not a "street

1 34
clinic" as regards to these rules if it is staffed by good doctors, spend a year training to adjust to their new bodies, and most
even though it may be referred to as such. The term is used to spend a year or more undergoing multiple surgeries to gradually
refer to bottom-barrel doctors and clinics that cater to the poor acclimate them to their rapidly replaced flesh. This adjustment
and desperate, or are the only facilities to be found where bion­ and training time is half for characters from the Bionics Power
ics are illegal. Category, as they are experts at handling their own cybernetic
Street doctors usually cost half as much as reputable ones systems.
when it comes to surgery and recovery costs (a third don't have In addition, there is a certain mental strain to consider as well.
recovery facilities) , but the costs of bionic components are the Characters who receive bionic replacements of any kind must
same. Only those who offer "recycled" bionics from a former roll a one-time save vs insanity. If they fail, roll on the following
owner may have parts for 25% less than standard, in addition to Bionic Insanity Table. This mental damage comes from the pa­
their other low rates. They may also release the patient early or tient's inability to cope with the radical changes his body has un­
allow accelerated healing which further cuts costs. The down dergone. Most galactic citizens, since they are so accustomed to
side to street clinics, especially underworld clinics, and the rea­ the very concept of bionics, and receive expert counseling while
son they are sometimes called "butcher shops," is sloppy work. If recovering from surgery, don't usually need to roll on this table,
a character uses a street clinic or other shady surgeon, the G . M . or just develop a phobia or obsession. This rule does not apply
should require the doctor to make a cybernetics M . D. skill roll. A to characters from the Bionics Power Category unless the G. M.
failed roll (most street Cyber-Docs are not particularly experi­ thinks it is appropriate. Their personalities are such that they can
enced) means the character must roll on the Back-Street Bionics usually handle bionic implantation of any kind without mental or
Side Effects Table below to see what problems he will have with emotional damage. (G. M.s, feel free to use this table when mak­
his poorly implanted bionics. Also, if the doctor uses sec­ ing villains. A great motivation for a bad cyborg's behavior is
ond-hand parts, releases the patient early (before completely madness brought on by the very process that gave him his pow­
healed from surgery) or uses magical or psionic healing (other ers.)
than that already discussed), make an extra roll (or one roll for
each shortcut) on the chart and combine the results with the first Bionic I nsan ity Table
roll. 01 -1 5%: Feels he has lost his humanity and is more machine
Back-Street Bionics Side Effects Table than human. Also feels disconnected with humanity, making
01 -1 0%: Scarring reduced P . B. or P . P. by 2 points. him something of a sociopath; lacks a feeling of kinship, com­
1 1 -20%: Scarring reduced P. B. and P. P. by 1 point each. passion and mercy toward flesh and blood people. Tends to
21 -40%: Double recovery and adjustment time (see below) . be cold, uncaring, and inhumane. May also be condescend­
41 -50%: Double adjustment time penalties (see below). ing.
51 -60%: Bionic components don't work properly. Reduce dam­ 1 6-30%: Feels he has lost his humanity and has become a mon­
age and range of weapons by 1 D4x1 0%, and/or P . S. of limbs ster! Sees himself as ugly, an outcast and inadequate regard­
by 20%, Spd of bionic legs by 1 04x1 0% . less of how attractive or invisible the bionics may be or how
61 -70%: 1 0% chance bionic implant fails when used. others see him. Skill performance is permanently - 1 0% and
71 -80%: 20% chance bionic implant fails when used. combat bonuses are reduced by one point. Tends to be a
81 -90%: Doesn't know his own strengths or limits. Is likely to lone wolf and assumes people are saying the worst about
break delicate items when handling them, can't pull a punch him .
(does full damage), overshoots the target when leaping or 31 -45%: Feels he has lost his humanity, has become a monster,
running, and is off when using bionic weapons (- 1 to strike). and hates the world for it! N umber one on his hate list are
Needs adjustments. those he holds responsible for his getting bionics. N umber
91 -95%: Double the damage done by implant surgery (2 H . P. two are anybody who installs bionics . Number three the world
per 25,000 credits) . at large. This character is in emotional pain, making him an
96-00%: Massive damage from implant surgery ( 1 04 H . P . per aggressive, cruel and murderous psychopath.
25,000 credits). 46-65%: Life is precious syndrome. Sees himself as less valu­
able than ordinary people without bionics and is fanatical
As you can see, seeking the best care and the most skilled
about protecting others, especially women and children. Will
surgeon is quite desirable for a character when dealing with
sometimes take dangerous actions (to self) to protect others.
something as expensive and risky as bionic augmentation. Cor­
If a villain, the outlook is reversed, where he sees anybody
porate programs that build reliable operatives (not their experi­
who is not a cyborg or robot to be inferiors to be used, abused
mental programs to develop new bionic systems) are considered
and enslaved.
top quality with the best doctors and equipment. Military and gov­
66-70%: Obsessed with death. Doesn't want to die, but is fasci­
ernment programs will also usually have top quality components
nated by death and the many ways to die, as well as theologi­
and care.
cal aspects of death and the afterlife . Death has no horror for
this character and he sometimes takes foolish and reckless
Adj usting to New I m plants chances, assuming he can get mechanically "fixed" later if
Another consideration is that new bionics replace, but do not necessary.
completely compensate for, the sensations of flesh and blood. 71 -75%: Paranoia: Dislikes, distrusts and fears advanced ma­
Bionic characters are fully intimate with this phenomenon and chines including other cyborgs, robots and computers (not
adjust almost immediately to new implants (2D6 days) , but oth­ crazy about being on spaceships or space stations either) .
ers will go through an adjustment period of at least one month Avoids them and is always suspicious of them. Will target op­
(4D6 weeks), during which they will perform at less than peak ponents who are cyborgs, in robots or power armor or reliant
levels due to distractions and the need to make constant adjust­ on gizmos and hardware. Doesn't trust cybernetic doctors or
ments or compensations for the bionics and lack of physical sen­ agencies who promote the use of bionics or robotics for mili­
sation. G .M .s should assign penalties based on the new bionics tary purposes or general use by the public.
(-5% to skills for one bionic eye, - 1 0% for two, -2% to skills and 76-80%: Obsession: Machines. Machines are either good and
-1 to strike for implanted weapons in the arm or hand, - 1 5% to the character is obsessed with advanced technology and giz­
skill performance for a new hand, etc.). Multiple systems have mos (will get more bionics whenever possible if only a partial
cumulative penalties. Full conversion bionic characters usually cyborg), or hates it, hates his machine body (but won't
1 35
change it) and promotes the values and wonders of being
flesh and blood, getting back to nature, physical fitness and
not relying on machines ad nauseam. Dislikes technophiles
and Hardware people.
81 -85%: Roll once on Obsession Table in HU2.
86-90%: Roll once on Psychosis Table in HU2.
91 -95%: Roll once on Neurosis Table in HU2.
96-00%: Roll once on Affective D isorder Table in HU2.

Repairing Bionics
Repairing alien bionic systems is fairly simple, since any facil­
ity able to make or install bionics can also repair them. For bionic
galactic citizens, getting bionics repaired is like a trip to the doc­
tor and the auto mechanic at the same time. If the character is
on good terms with the organization who sponsored his becom­
ing a cyborg, he may not have to pay anything for repairs. Like­
wise, many galactic citizens will insure their bionics for repairs;
premiums on such policies cost 20% of the total cybernetic pack­
age each year, during which time unlimited repairs may be made
at no cost to the insured. If the character must pay for repairs out
of pocket, the going rate is usually 1 0 credits per point of S.D.C.
replaced, and 1 0% the original cost of any bionic component to
be repaired. Thus, a cyborg who has his bionic eye and 1 00
points of armor repaired should expect a final bill of roughly
9,000 credits (8,000 for the eye and 1 ,000 for the armor) . De­
pending on where one shops for repairs (and what favors one
can call in), these prices might drop to as little as 1 credit per
point of S.D.C. repaired, and only 2% of the original cost of the
cybernetic component to be repaired. Going to back-street cy­
bernetics facilities can drop these costs even lower, but the cy­
borg runs the risk of poor repairs or service, as mentioned earlier
in this section.
The character may also be able to effect repairs himself if the
proper skills are known. Obviously some self repairs are impossi­
ble, such as doing fine electrical work on a hand (one handed
penalty would be -30%) or repairing a damaged internal organ,
bionic lung, or most any procedure that requires surgery. Char­
acters highly skilled in repairing themselves will still have to shell
out the money for parts and may need someone else to fix some
of the damage before they can repair the rest of it or other sys­
tems on their own. Characters who make successful skill rolls to
repair themselves can replace S.D.C. at the cost of five credits
for each one S.D.C . point they fix, and can repair other systems
for 1 0% of the listed prices. A character who also has mechani­
cal and electrical skills may be able to build some components to
use as replacements. However, jury- rigged and homespun re­
pairs may look patchwork or funky.
Some bionic repairs may require extensive surgery, especially
on those characters with less than partial reconstruction. I n this
case, surgery costs will be 1 5% of the total repair costs (not pur­
chase costs) for that system (not the total cost of repairs, unless
all systems require surgery to fix). However, there will be no
need for extensive recovery time from repair surgery. Heavily
converted cyborgs can simply have most systems disconnected
for repairs, negating the need for surgery and its additional costs
and often allowing the character itself to effect even extensive re­
pairs.

Higher Cybernetic Lim its


As noted in the Alien character generation section of HU2,
alien bionics have higher attribute limits than those of Earth.
Maximums are P.S. 40, P.P. 26, and Speed can go as high as
200 without reinforcing the legs (with reinforcing, it can reach a
maximum Spd of 293).

A Note on Cost
I n the sections below, all prices are given i n credits. For game
purposes, one credit equals one US dollar.
1 36
but blasting into space i s not possible. Bonuses: +3 to dodge
New Bionic Systems when moving at speeds of 25 mph (40 km) or more. Note: Jet
Bionic Wings: Unlike the hover system below, bionic wings packs can be used to hover in place or move at speeds under 1 5
work just like the real things: they flap or glide. Any thrusters will mph (24 km) , but require a successful Pilot Jet Pack skill roll to
be a few small maneuvering jets. This system can be built onto do so. Otherwise, the pilot will accidentally crash or bump into
the character's bionic arms or, more commonly, the back. Bionic something, or stall the engine and plummet. A subsequent suc-
wings can be solid panels like that of an aircraft, artificial cessful Pilot Jet Pack roll will restart a stalled engine and regain
feather-type wings, or synthetic sheets over support structures flight, but such rolls can only be made once per melee round,
(rather bat-like). Cosmetics can dress them up to look as during which time the character may hit the ground before re-
real/alive as the character wants or they can be obvious metallic gaining altitude.
and plastic constructs. Bionic Hover-Jet System : This feature is identical to the
The wings can be designed for gliding (use the distances for concealed micro-hover system described on page 203 in the ro-
the Minor Super Ability Flight: Glide) or with full flight capability. botics section of HU2. Power Supply: Liquid fuel bionic
The base speed for gliding wings is 50 mph (80 km) indoors and hover-jets have a flight endurance of one hour. Super-solar
up to 1 20 mph ( 1 92 km) outdoors with a 1 00 foot (30.5 m) or bionic hover-jets have a flight endurance of 24 hours before re-
higher drop to achieve acceleration (otherwise 60 mph/96 km). quiring a four hour recharge period. Micro-fusion bionic
The base Spd for gliding wings can not be increased, but they hover-jets have a five year endurance, during which time they
can be used with a jet pack. Bonus for glide flight: +1 to dodge. can be used constantly. Cost: 1 25,000 credits (liquid fuel),
Full Flight Wings also start at the same 50/1 20 mph (80/1 92 200,000 credits (super-solar) or 350,000 credits (micro-fusion) .
km) base flight capability (only they don't need a 1 00 foot/30.5 m Base Speed: 1 00 mph ( 1 60 km). Maximum Altitude: 500 feet
drop to accelerate to full speed) . Additional points of flying Speed ( 1 52 m). Bonuses: + 1 to dodge in flight (the hover system can
for full flight systems can be purchased for 1 0,000 credits per hover just above the ground and maintain its aerial dodge bo-
point, with 320 mph (51 2 km) being the top speed limit. Full flight n us).
wings can not be used with a jet pack, but they can be combined Foot Thruster Jet System - a.k.a. Basic Zero-Gravity Ma-
with a hover jet system for maneuverability (+2 to dodge in flight, neuvering System : The Basic Zero-G ravity Maneuvering Sys-
the wings are +2 to dodge by themselves). tem (BZ-GMS) is a small-scale version of the bionic hover-jet
All bionic wings have a base S.D.C. of 40 each and can be re- system described above. It is not a viable means of propulsion.
inforced to twice that (80 S.D. C.) for an additional 50,000 credits. Rather, it gives the cyborg an edge in space combat by negating
Wing assemblies are typically retractable into back housings or the penalties of zero-gravity combat. Small micro-jets are built
can be folded up to be unintrusive in tight areas. These housings into the cyborg's bionic feet, legs and back (or alternately, into its
or folded wings will protrude and can not be easily concealed, exoskeleton armor). These jets fire automatically to correspond
but they are far more practical than walking around with a fully with the cyborg's movements when in a zero-gravity environ-
extended set of wings all of the time. Basic System Cost: ment. The top speed a cyborg could obtain in a zero-G environ-
500,000 credits for glide-capable wings, one million credits for ment, even when firing all thrusters at once, is 1 5 mph (24 km).
full-flight wings. The character m ust have a bionic chest and rein- The system has minimal effect in an environment with gravity by
forced spine and shoulders to get articulated wings, otherwise providing the character with accelerated thrust when leaping -
they will have to be built into his own arms. Maximum Flight adds 1 0 feet (3 m) to height and distance to a normal leap. Can
Speed : 1 20 mph ( 1 92 kph) for gliding wings. 320 (51 2 km) for not fly in an atmosphere. Jet thrust lasts only 2-3 seconds.
full flight wings. Maximum Altitude: About one mile ( 1 .6 km) for Power Supply: Draws on the internal power supply of the cy-
gliding wings. Full flight wings can carry the character to the half- borg and can be used indefinitely but drains other systems, re-
way point in any planet's stratosphere. On Earth, that equates to ducing the range of optics/sensors and communications by half,
a maximum altitude of about 1 5 miles (24 km). and the range and damage of weapons by half. A super-solar
Bionic Jet Pack: Built into the character's back are a number BZ-GMS has a flight endurance of 24 hours before requiring a
of thruster nozzles that when engaged, function exactly like a jet four hour recharge period and takes the drain off other systems
pack; requires a bionic chest for anchoring and ideally a rein- (all work as normal). A micro-fusion BZ-GMS has a five year en-
forced spine and shoulders (use the aerial combat rules and durance, during which time it can be used constantly and takes
the drain off other systems. Cost: 95,000 credits (internal power
penalties and the Pilot: Jet Pack skill). When not in use, the
supply), 75,000 credits (super-solar) or 350,000 credits (mi-
thrusters recess close to the character's back (or actually retract
completely if he is wearing any kind of bionic body armor), and cre-fusion). Note: +5% to Piloting skill if combined with a bionic
when activated, the jet nozzle ends rotate out and lock away hover-jet system or jet pack.
from the body on prescribed angles to keep from doing any dam- Bionic Climbing System : There are two versions of this sys-
age to the user. The pack is driven by mental command, much tem: Chemical and mechanical.
the same way a bionic hand is controlled, but it does require fuel The chemical system uses small ports in the hands and feet
or a power pack to operate. Jet thrusters may also be built into to excrete a resin that bonds to just about anything. Adjacent
the feet for more control (+ 1 to dodge and + 1 0% on Jet Pack pi- ports secrete an almost instant neutralizer that breaks the bond
lot skill). Power Supply: Liquid fuel jet packs have a flight endur- of the resin (any residue will evaporate within minutes) . The
ance of one hour. Super-solar engine jet packs have a flight bionic character climbs by moving one limb, then attaching it,
endurance of 24 hours before requiring a four hour recharge pe- then moving another, and so on. This version has little chance of
riod. Micro-fusion jet packs have a five year endurance, during falling, but is slow to use, reducing movement to 1 /4 normal.
which time they can be used constantly. Cost: 250,000 credits Cost: 1 25,000 credits. Climbing bonus: Can scale smooth,
(liquid fuel), 375,000 credits (super-solar) or 600,000 credits (mi- sheer walls and hold onto the side of moving spacecraft and ve-
cre-fusion) . Maximum speed : Mach 1 (660 mph/1 ,056 km). hicles; +20% to the climbing skill (max. 98%).
However, the base speed for a jet pack is 75 mph ( 1 20 km). Ad- The mechanical system mimics that of many insects by lining
ditional speed can be purchased at one mph ( 1 .6 km) per 1 ,000 the hands and feet with hundreds of super strong Kisentite fila-
credits. The extra cost for a Mach 1 jet pack is 585,000 credits. ments (retractable, of course). The hair-like filaments help grip
Maximum Altitude: Galactic jet packs can reach the upper limits nearly any surface, much the same way a fly does and greatly
of any planet's stratosphere, and under low gravity, blast into aid in climbing. It is much cheaper than the chemical system, but
space. On Earth, that is an altitude of roughly 3 1 miles (50 km), does not have the same level of adhesive power. Thus, when
1 37
climbing rope, cable or an elevated surface, the character is Light (A.R.: 1 2, S.D.C.: 30) , Medium (A.R.: 1 4, S.D.C.: 50),
+ 1 0% to his climb skill and climbing is done at half his running Heavy (A.R.: 1 7, S.D.C.: 75) , and Military-Grade (A.R.: 1 9,
speed. However, a penalty of - 1 0% is applied instead of any bo­ S.D.C.: 1 00). Cost: 1 25,000 credits for a light filter. 250,000 for a
nuses when climbing a sheers, smooth surface. The climbing fi­ medium filter. 375,000 for a heavy filter. 500,000 for a mili­
bers are tiny, so despite their Kisentite nature, they do not add tary-grade filter. For any kind of headjack filter, it costs 2,500
any damage to open hand attacks. Cost: 75,000 credits. Bonus: credits to repair/restore one point of lost S. D. C.
Adds + 1 0% to climbing skill (max. 98%). Built-in Hacking Computer: This is identical to the Hacking
Data Plug: Also known as a "headjack," this is a special jack Computer described in the Personal Equipment section of this
or port implanted in the base of the skull behind the ear. The sourcebook. The only difference is that bionic hacking computers
data plug is connected to the character's brain at key areas to al­ are almost always built with a headjack connection. Cost:
low input from the jack to transfer information, pictures, sounds, 650,000 credits for a basic system. 680,000 credits for a VR sim­
and other sensory input from outside sources to be carried to the ulation system. 700,000 credits for a headjack system. 800,000
brain directly. Other connections to the data pluglheadjack allow credits for a maximized headjack system.
the character to send output through the jack so that devices or
equipment plugged into the jack can be controlled mentally. The
most common uses for this system are entertainment (especially
interactive video), computer operation, navigation, and communi­
cations.
The "cyberlinking" that headjacks provide makes them a very
useful tool for computer operators, especially those who wish to
commit computer crimes. Using headjacks for illegal purposes is
typically referred to as cyberjacking.
Data plugS/headjacks are very rare on Earth, but alien bionic
characters should have no problem getting them in a galactic
setting where they are everywhere, and nearly every corporate
employee will have one. Anybody using a headjack gains a
+ 1 0% bonus to any skill involving computer operation, naviga­
tion, reading sensor systems or other computer, audio or video
systems. G . M .s, feel free to exercise your judgement as to when
a headjack might be usable. Cost: 1 4,000 credits.
Vehicle Linking Headjack Hardware (VLHH or VL-2H):
Standard headjacks can be supplemented with vehicle linking
headjack hardware, also known as "VL-2H," enabling the user to
interface with vehicles that have computer guidance and naviga­
tion systems (Le. all spacecraft, robot vehicles, advanced aircraft
and hover vehicles).
One field in which the VL headjack is especially common is
robot piloting, making the machine respond at the speed of
thought, much like one's own natural body. This speeds their re­
action time considerably. The Atorians are especially fond of this
implant and all of their robot pilots are implanted with headjacks
as a matter of course, as are all Atorian computer operators,
navigators and spaceship pilots.
To interface with a vehicle or robot, the user must have up­
graded VL headjack hardware, and the vehicle or robot must be
engineered to accept such interfacing. (Most low-end commer­
cial vehicles are not.) Cost: 60,000 credits plus the normal
headjack ( 1 4,000 credits) must be purchased first. If a character
already has a standard headjack installed, he need only pay the
60,000 credit upgrade for VL-2H hardware . It costs 30,000 cred­
Robotics
Robots in a galactic campaign can be as common and every­
its to wire a terrestrial vehicle (land, air, or sea, regardless of day as automobiles and household appliances are to modern
size) to accept a headjacking interface. Spacecraft are a bit more Earth. Exactly how common depends on the particular civiliza­
expensive to wire this way, costing 240,000 credits to interface tion. Robots, power armors and exoskeletons are as compara­
all or most key components in piloting . Bonuses: Using a VL-2H tively expensive as exotic automobiles and sports cars are to an
system grants the pilot + 1 5% to Piloting, Navigation and Read Earthling. Humanoid and even human-looking robots with limited
Sensory skills; it also applies to making trick moves and handling artificial i ntelligence (AI) seem to be the most common type of ro­
turbulence or system failures. +2 to initiative, +1 to strike and +2 bot in the Milky Way galaxy . They are typically used to perform
to dodge when plugged into weapon systems. This also applies menial labor (cleaning, shipping and receiving, collecting gar­
to those piloting robots. bage, etc.) and guard duty, but can perform a host of other
Headjack Filter: For most Cyberjackers, this is an essential things too, such as automated servants, butlers, maids, drivers,
piece of defensive hardware that protects one against the poten­ and sometimes assist in building and mechanics (but mainly for
tially lethal effects of cyberjacking combat (see the Cyberjacking maintenance work due to the limited Als). Major options are lim­
skill for details). In terms of cyberjacking combat, a headjack fil­ ited to keep costs down, but upgrades are available from many
ter provides rudimentary armor. Headjack filters are typically re­ retailers.
served for military and law-enforcement use only, although that Robot superheroes will usually be on par with a heavy-grade
rarely stops corporate and criminal headjackers from obtaining military robot, which may be considered restricted hardware in
this equipment. There are four basic levels of headjack filters: certain parts of the galaxy. Robots with specialized military and

1 38
combat capability are usually illegal depending on the civilization , Legal Security Robots can acquire any of those noted above
although basic combat and light weaponry (sometimes heavy) plus: 1 25,000 credits to get an extra three W. P.s 1 00,000 to get
may be allowed for robot security systems and guards. Only rec­ three additional Military or Piloting skills at 80% (limited to two
ognized military entities and licensed security organizations can upgrades), 1 00,000 for one additional attack per melee (only one
legally purchase and use armed and armored robots in any upgrade), and an extra 250,000 to boost the A.A. to 1 2.
quantity.
New Robot Systems
Combat systems and features are not (legally) available for
Mass Market Humanoid Robot commercial, mass market robots.
These robots are humanoid, from 5 to 7 feet ( 1 . 5 to 2. 1 m) Robotic Wings: Identical to the system described under bi­
tall , and can either have a featureless tin-man/robot appearance onics, but designed for use by robots. Basic System Cost:
or be cosmetically modified to resemble any race. They have two
500,000 credits for glide-capable wings; one million credits for
arms, hands, feet and legs, a bipedal stance and are usually
full-flight wings.
powered by super efficient batteries recharged overnight in any
wall outlet. (Solar and micro-fusion power systems are usually Increased P.P. for hands and arms: Commercial robots that
reserved for industrial and military applications.) have no human pilot but have an AI can have a maximum P.P.
attribute of 1 4, but Military and authorized I ndustrial and Security
Attributes: Most robots also have the equivalent of normal hu­
robots can have a P. P . as high as 26. As usual, all limbs start
man hearing and color sight, and a basic AI with an equivalent
with a base P . P. of 1 0. Cost: 25,000 credits for each point above
La. 8. All physical statistics are 1 0, except for the one most ap­
1 0.
propriate to their primary duties, which will be a 1 2.
Increased P.S. for hands, arms and legs: Commercial ro­
Skills: The AI is programmed with six skills, each at 60% with
bots that have no human pilot but have an AI can have a maxi­
one or two specialized skills at 90%. Thus, a robot specialized as
mum P. S. attribute of 1 5, but Military and authorized I ndustrial
a house cook won't regularly burn a meal and makes very tasty
and Security robots can have a P.S. as high as 30. As usual, all
food (not top chef quality but very good). Meanwhile, its cleaning limbs start with a base P . P . of 1 0. Cost: 50,000 credits for each
or other skills are only at 60%. point above 1 0.
Armor Rating (A. A .) is a mere 7. Frame Reconfiguration Systems: The frame reconfiguration
S.D.C. is 75, although being human-sized, they can be system (or FRS) is an extensive series of modular systems that
dressed up in clothes or normal armor. allows a robot to change from one frame style, such as a vehicle,
No Combat Capabilities: Combat is impossible for them nor­ to another, like a humanoid robot. One FRS needs to be pur­
mally, and the robot can not punch , kick, fire a gun or use a me­ chased for each additional frame the robot can shift to. A human­
lee weapon or club. Thus it has no attacks or combat bonuses. oid robot that can change to a motorcycle and a small boat
However, the robot does have three melee actions and may call would require two FRS's.
the police, bar a door, or place itself between its owner(s) and Less extensive FRS systems allow hands to change to tools
harm's way if commanded to do so. Otherwise the domestic ro­ (torches, wrenches, spotlights, screwdrivers, etc.) or extremities
bot will simply stand still or continue to go about its business. All to shift into weapons. This way, hands, shoulder plates, innocu­
are programmed to recognize common emergencies (accident, ous domes, or plain cylinders can change into weapons or mis­
fire, fight, threats with a weapon) and to call the appropriate sile launchers; however, weapons that change form as part of an
agency for help (police, fire department, hospital/EMS, etc.) as FRS will cost twice as much as normal in addition to the FRS
the situation may require. cost (due to the precision needed in aligning the reconfigured
I l legal Combat Program: A combat program can be installed components). A reinforced frame must be purchased for FRS's
but is usually highly illegal. Punishment is impounding of the ro­ to be installed. Cost: For an entire robot to shift forms, each sys­
bot, a fine to cover the cost of reprogramming ( 1 0,000 credits), tem costs 1 ,000,000 credits for human-sized robots (up to eight
and the owner is prohibited from owning or working on robots for feet ta1V2.4 m) and 2,000,000 credits for giant-sized robots. For a
one year. A second and third offense sees the fine doubled and single system (arm, hand, weapon) to shift its configuration, the
the prohibition increased to six years. A fourth conviction will see cost is 75,000 credits for non-offensive changes and 1 50,000 for
the character banned from owning or operating robots for life. I n changes into weaponry (double for giant-sized). Each change re­
any instance, i f others are injured or serious property damage re­ quires one melee action/attack, although more than one change
sults from the illegal tampering, the perpetrator will be sentenced (such as changing frames and changing weapon systems simul­
to 1 D6 years in prison. Combat Capabilities: 4 attacks per melee taneously) can be initiated at one time on a successful piloting
round, + 1 to strike, parry and dodge, and two W. P. skills of roll (see the New Skills section). The S . D.C. and any other traits
choice (typically W. P. Energy Pistol or Rifle and W. P. Blunt or rated by frame type use the smaller of the multiple frames for the
Knife) and will attack on command as well as respond to obvious ratings ( I n the above Robot/Motorcycle/Boat example, the base
bodily threats and attacks. That's it. Cost for this program can and maximum S.D.C. would be based on the humanoid robot,
run from 1 5,000 to 50,000 credits. giving it 1 50 S.D.C. to start and limiting it to 900 S . D.C. maxi­
Cost for a Mass Market Robot: 95,000 credits for the bargain mum). On the other hand, the weight is determined by the heavi­
bin models detailed above. Available Upgrade Options & Costs: est of the multiple frames.
1 25,000 credits to get an extra three additional skills at 80% pro­ Direct Feed Weapon Power: Human-sized robots outfitted
ficiency (half that for 60% proficiency; limited to one upgrade and with super-solar, fusion or micro-fusion power sources can re­
Espionage, Military, Physical, and Rogue skills are not avail­ charge the E-clips for their bUilt-in energy weapons directly from
able), 1 20,000 for an extra 1 00 S.D.C. for the main body (in­ their own power supply, instead of having to get them recharged
crease all other S .D.C. by 20%; maximum one upgrade but elsewhere or changing clips. When this system is used with the
Military robots can get as many as three S.D.C. upgrades), super-solar engine, each energy blast that is recharged siphons
20,000 credits to boost A. 1 . per one point of La. ( 1 0 maximum), away 2 minutes of the 8 hour reserve power that would normally
1 5,000 to cosmetically make head and face look lifelike, 2000 fuel the robot when there is no sun. In fusion and micro-fusion
credits for human speech, 2000 credits for natural mannerisms engines, the recharge is limited to 60 shots per one hour period.
chip, 2,500 credits for soft skin (max. A.A. 1 0) , 8,000 credits for All giant-sized robots of 1 0 feet (3m) or taller with a fusion engine
soft and realistic looking skin and hair (max. A.A. 1 0) , and any can power any and all of their energy weapon systems, including
other reasonable options the G.M. may allow. large rifles and other heavy weapons, directly from their energy
1 39
supply, negating the need for E-clips, but the weapon must be case is a liquid crystal storage medium specifically designed to
attached to the robot by a power tube and can not be given to or accommodate artificial intelligence programs or transferred intel­
transferred to another robot without proper tools and a compati­ ligence. The system comes with a transmitter system that has a
ble energy supply on the recipient robot or vehicle. Cost: range of five miles (8 km) when broadcasting and unlimited when
1 95,000 credits. hooked into a communications hardline (such as a phone line). If
the robot or computer using this system is damaged severely or
destroyed, its AI or transferred intelligence can be stored in the
armored case (A. R.: 1 7, S.D.C. : 300) until another body/system
is available to house it. The armored case has a built-in , top of
the line transmitter/receiver to allow the stored AI access to the
outside world. This way, it can possibly arrange on its own for a
new body and/or housing system. The case can also accommo­
date cellular/digital modems, video communicators, and satel­
lite/laser uplink equipment. Cost: $ 1 75,000

Repairing Robotics & B ion ics


Let's face it, whenever robots are taken into combat, they are
likely to sustain some damage. Being mechanical, these things
do not heal from damage the way that organic folks do. U nless
the robot is fitted with a self-repair unit, it must depend on the
graces of repair personnel if it is to have a long and distinguished
combat career. Characters who belong to organizations with ro­
botics programs can probably count on repairs immediately, skill­
fully, and for free, but freelancers, criminals, or fugitives will likely
have only themselves to count on. These people will have to rely
on their own resources, which will be very limited compared to
those of large organizations. The following rules will explain the
tools, knowledge, and money needed to effect repairs or up­
grade the systems of privately held robots.
Tool Kits
Without tools, repairs are simply impossible. The robotics
budget during character generation can be used to purchase ro­
botics repair kits. Please note that similar kits are available for
any mechanical or electrical projects, including vehicles and
spacecraft. It should also be noted that Hardware characters can
build these kits for reduced costs. Only an Electrical Genius can
build super-advanced computers such as a DiSCuS system,
though.
Self Repair Micro-Robots: This system allows a robot to be­ Portable Robotics Tool Kit: This is a large, heavy briefcase
gin repairing itself almost immediately after being damaged. A (22 Ibs/1 0 kg) filled with small mechanical tools (wrenches and
unit filled with miniature repair robots is housed in each extremity screwdrivers), electronics tools, a small diagnostic computer,
as well as the torso. When the robot takes damage, the repair and welding/soldering tools. It can be used to locate and identify
system sends out the l ittle robots and they begin to fix the dam­ problems and realign, recalibrate, and repair armor and systems.
age. Each unit of robots can only fix 20 S.D.C. of damage, but This kit carries enough supplies and spare parts to repair up to
multiple systems can be purchased to provide enough repair 50 S.D.C. worth of damage. Any further repairs will require addi­
units to completely repair the robot in extreme circumstances. tional materials and/or spare parts. Cost: 20,000 credits/dollars.
Once the unit uses its 20 S. D.C. worth of repairs, it will not func­ A portable robotics kit can be built into a robot of any style for
tion (there are no more materials in them), and they must be re­ 1 0,000 credits/dollars. Replenishing one S. D. C. point of repair
plenished at a cost of 2,000 credits, or they can be released onto capability costs 1 ,000 credits/dollars.
armored plating of other robots or vehicles to gather supplies. Medium Robotics Kit: A heavy, metal tool case that weighs
The latter method requires 2 hours of salvage time for the robots almost 90 Ibs (40.5 kg ) , this kit has nearly everything needed for
to gather and process the materials, and the materials must field repairs on a robot, including everything found in the portable
come from a structure with an A. R. at least equal to that of the robotics kit and much more. It can be used to repair armor and
robot (such as an armored vehicle) . Once the process is fin­ replace damaged systems (spare parts/systems may be re­
ished, the unit can again repair 20 S.D.C. of damage. Repair quired). The medium robotics kit can not be used to build or re­
units will disperse across the body if they are able (the limb construct parts, but it can repair most systems to the pOint where
housing is for space and coverage purposes) and more than one they function, at least temporarily. This is often enough to get the
unit can replenish itself at a time. Cost: 1 00,000 credits per sys­ robot home to a robotics shop where new systems can be built.
tem (20 S.D.C. of repair materials). A medium robotics kit can carry enough supplies to restore 1 00
Basic Zero-Gravity Maneuvering System : Micro-jets in the S.D.C. to a damaged robot. Cost: 1 00,000 credits/dollars. Re­
feet and/or back that negate the penalties for zero-gravity com­ plenishing one S.D.C. point of repair capability costs 1 ,000 cred­
bat. This is identical to the bionic system of the same name. its/dollars.
Cost: 40,000 credits (liquid fuel), 75,000 credits (super-solar) or Robotics Shop Kit: This kit has at least fou r medium robotics
350,000 credits (micro-fusion). kits, each with a different array of tools and equipment, and at
Emergency Reinforced Transfer Case: This system is least two computers, one for diagnostics and the other for design
about the size of a small briefcase, but it is rather heavy (30 work. It also comes with a laser mold making system and at least
IbS/1 3.5 kg) because most of it is protective armor. I nside the two heavy weldinglbonding systems. The robotics shop kit can

1 40
be used to fully repair any aspect of a damaged robot, and with level of performance which translates in game terms into minor
the laser mold making system, it can custom build parts from S.D.C. replacement. Alternately, if the G.M. is using any of the
scratch . The only limitation is that only one system can be con­ optional modifier systems from the Heroes Unlimited Robot
structed at a time (see the construction rules below for system Combat section, this tinkering may remove any one temporary
categories). The robotics shop kit can restore all of the S . D.C. a modifier the battle imposed (G.M.'s option). The same system is
robot needs, and can be used to add more (see the construction given for electrical repairs in the following section. In general,
rules below). Cost: 400,000 credits/dollars. these makeshift repairs are temporary at best, although it will be
Robotics Laboratory Kit: The robotics laboratory kit is a left to the G . M . to determine how long such jury-rigging will last.
combination of several robotics shop kits with a few extras Also, temporary repairs of this kind can only be performed once
thrown in. It has the tools and equipment of at least three robotic on any given robot or part, until the unit is properly and fully re­
shop kits, but in addition to diagnostics and repairs, the labora­ paired. In other words, character can only jury-rig a part of their
tory has full testing and simUlation facilities and can build/con­ robot once or twice before it is broken beyond his repair, even a
struct more than one system at a time. The average robotics temporary one.
laboratory can simultaneously build the systems for half of a Note that the more skilled a mechanic, the more the character
complete robot. Generally, only the military, large corporations, can do to help the robot without having to make a skill roll. By
and very wealthy individuals will have a robotics laboratory (let making a skill roll, the character can attempt to actually do some
alone more than one which would allow construction of an entire repair work by welding, tacking, or bonding additional S.D.C.
robot or even multiple robots at one time) . Cost: Two million onto the robot. The most S.D.C. he can replace this way is lim­
credits/dollars. ited by the skill he is using (see below for details) and the repair
Design and Diagnostics Simulation Computer System kits he has available (see previous section). If skill rolls are made
(DDSCS or DiSCuS): This is a specialized and expensive com­ and failed, the repair is flawed or inadequate, and no S.D.C. is
puter. Its basic components are included in the robotics shop restored. (At the G.M.'s discretion, failed repairs can actually
and laboratory kit, but they do not run full versions of the DiSCuS worsen the condition of a damaged robot.)
diagnostic and analysis software. This computer is perhaps the All repairs, even those that are "automatic," still require time
most useful tool in robotics design and construction because it to perform; see the construction rules for armor and S.D.C. for
coordinates all aspects of the process and even helps with mold repair times. Also, characters can only use one of their robot-re­
making and automated assembling. I n game terms, the DiSCuS lated skills to make repairs. Thus, a character with the robot pi­
provides a bonus to all robot construction and repair rolls. The loting and mechanical engineer skills would be able to use one of
degree of the bonus depends on how advanced the DiSCuS sys­ them, not both. Do not add the S.D.C. repair numbers for sepa­
tem being used is. DiSCuS systems range from Level One to rate skills together if the character possesses more than one of
Level Twenty. Each level of DiSCuS programming provides a the listed skills.
+2% bonus to construction and repair skill rolls. Thus, a Level
One DiSCuS provides a +2% bonus, a Level Twelve system pro­ Replacing S.D.C. i n the Field
vides a +24% bonus, and a Level Twenty system provides a Pilot Robot: This skill provides the character with basic robot
+40% bonus. Needless to say, Earth scientists would love to get maintenance. When dealing with actual damage, this character
their hands on one of these systems, since it would negate the can do little more than make observations and guesses, but his
standard -40% modifiers they face on robotics skill rolls. training does allow him to make superficial repairs. Basic tech­
Cost: 1 50,000 credits/dollars per +2% skill bonus it provides; niques with the on-board tools, and possibly the help of the robot
900,000 for + 1 2% bonus, 1 .8 million for the 24% bonus and 3 itself, will allow a skilled pilot to replace 1 D1 0 S.D.C. automati­
million for the +40% bonus. cally, while a portable robotics kit would allow him to replace
2 D 1 0 S.D.C. instead of 1 0. If the character can succeed at a skill
Makeshift Repairs and replacing S.D.C. roll at -40%, the amount of S.D.C. replaced is doubled.
Obviously, the Robot Electronics and Robot Mechanics skills Basic Mechanics or Field Armorer: With some understand­
are the best choice for fixing damaged robotic systems, but what ing of mechanics, this character is able to automatically replace
is a character to do in a pinch with repairs to be made? John Q. 4D6 S.D.C. with on-board tools and 6D6 with a portable robotics
Pilot might be a great exoskeleton pilot, but without the proper tool kit. A successful skill roll at -20% will double the number of
training he can not repair the damage from the missile volley he S.D.C. points restored.
just ate. But, who says he can not at least change a few fuses, Mechanical Engineer or Mechanical Genius Hardware
tape a few loose wires, and knock out a few dents? The following Character: Characters with this skill are knowledgeable in most
optional rules are meant to let characters who are familiar with matters mechanical and can pinpoint trouble and restore 1 D4x1 0
robots (but are not expert technicians) attempt to jury-rig their S.D.C. with on-board tools and 1 D6x1 0 S.D.C. with a portable
units back into better condition. G. M .s, please feel free to imple­ robotics tool kit. On a successful skill roll at - 1 5%, twice as much
ment these rules as you see fit into your campaign. If you feel S.D.C. can be replaced. Remember the time needed for repairs,
they undercut those who train specifically in hardware and robot­ especially when large amounts of S.D.C. are replaced.
ics, then either only allow those Power Categories to use these Robot Mechanics: This is the only skill that can actually re­
rules or modify them or don't use 'em at all. Remember, it's your pair damaged systems (like servos, joints, reconnect a limb or
game. At the same time, one might consider using these rolls to optics, replace weapons, etc.) in the field. The previously men­
give a "second" chance to those Robotics characters (as well as tioned skills can only replace S.D.C. to the armor/body. This skill
Secret Operative and Hardware characters) who bombed out on is still limited by the tools available (see the kit descriptions
their standard skill rolls (Le. "Sorry, this is the best I could do"). above) and the skill rules (see the Robot Construction program
Each alternate skill below lists a number of S.D.C. that can be and its special restrictions for details). Characters with this skill
automatically restored to a damaged robot without having to can automatically restore 1 D6x1 0 S.D.C. to a damaged robot,
make a skill roll. This restored S.D.C. is not actually repaired/re­ and on a successful skill roll at - 1 0%, they can replace 80 S.D.C.
placed by the person, but instead reflects a few simple tricks like Most repairs made with this skill are permanent and are not
stopping fluid leaks, tightening/replacing loose bolts, removing makeshift in nature. They may not look pretty, but the repairs will
twisted/obscuring items, and generally cleaning up a robot/vehi­ hold under stress. Once the robot is taken to a robotics shop,
cle after a battle. These little things do not physically replace this character can attempt to repair any further damage. The only
S.D.C. , but doing them will help bring the robot back to a better exception is when the engineer is trying to make repairs using in-
1 41
adequate tools and/or inferior materials . Then the success roll is U pgradi ng Robotic Systems
-20% and the repair will be jury-rigged. Remember the construc­
tion penalties in the Hardware section when rebuilding or con­ As anyone with an expandable personal computer knows, up­
grading components is much cheaper than buying a whole new
structing systems.
system. The same goes for robots. Why purchase a whole new
head/helmet if all one needs is an optics package? Upgrades re­
place existing systems with better ones and are usually limited to
boosting the AI or skill proficiency, adding new skill programs, in­
creasing attributes, and replacing modular components and
parts, including sensors, optics and audio systems. The robot
must already have an existing system to get an upgrade,
whether it is a new skill program, weapon , optics, or armor that is
being improved. If there is no existing system or if the upgrade
must be built instead of purchased, see the full construction rules
below. For example, a laser weapon can be upgraded to a pulse
laser, but not into a plasma weapon or any other different type of
weapon. Likewise, range and capabilities can be increased in
sensors, but sonar can't become radar and nightvision optics
can't become thermal-optics .
Purchasing Upgrades: Robots can upgrade at any time, ex­
cept during character generation. Any of the systems listed in
HU2, Aliens Unlimited, or the Galaxy Guide can be purchased
for upgrades. Upgrading saves money and is quicker than build­
ing a component from scratch. Remember that the availability of
robotic systems will always be scarce. Even in a galactic cam­
paign, finding the right system and components may be tricky.
Not all hardware is compatible, especially in a setting where
there are a million different alien design templates.
Skill Rolls: A character must make a skill roll appropriate to
the system he is upgrading. Weapons require the Armorer skill or
the specific W. P. skill. ( For making a skill roll with a W. P. , use
the skill ratio of the Field Armorer skill.) Sensors and computers
require a Robot Electronics skill roll. Limbs, armor, and other
systems require a Robot Mechanics roll, and new programs re­
quire a Computer Operation roll (at - 1 0%) or a Computer Pro­
gramming roll (without penalty). Likewise, modifying a program
or illegally adding a computer or skill program requires the Com­
puter Programming or Computer Hacking skill. Naturally, charac­
ters lacking the required installment skills will have to find
somebody else to do the job for them .
Electrical Repairs i n the Field Cost: The costs for upgrades are cheaper, because they are
Pilot Robot: Characters with this skill can do little more than prefabricated and do not require labor costs because the charac­
change fuses and tape up loose wires. ter is doing it himself. All upgrades cost 25% less than the listed
Basic Electronics or Computer Repair: Characters with price for an item.
these skill can reroute or reconnect power, replace damaged Availability: On Earth, the character will need access to a
wires, and remove damaged systems, and restore only the most friendly organization with a robotics program from which to pur­
basic systems; 1 06 S. D. C. (double if he has the Computer Re­ chase components to upgrade. If the character belongs to the or­
pair skill) . ganization and it is their robot, they may provide parts for free. If
Electrical Engineer or Electrical Genius Hardware Char­ the character does not own his robot but is contracting it from the
acter: Characters with this skill can repair damaged electronic designers, payment will be required (but it may be 30% to 40%
parts, wiring, optics, computer systems and sensors, but can not lower than list or more). In a galactic campaign, availability will
replace destroyed systems . Successfully using this skill, how­ vary widely . The average technical market will have a 45%
ever, can temporarily repair one disabled (but not destroyed) or chance of having the desired item, and prices may vary from
malfunctioning electronic system (roll for each item repaired) and 1 5% to 35% of list prices. Larger markets, especially those run
restore 204 S . D.C . with on-board tools and 306 S. D . C . with a by the TGE, will have a 38+ 1 D6x1 0% chance of selling the de­
portable robotics tool kit. On a successful skill roll at -30%, twice sired item, and prices will be standard (25% of list). Remember,
as much S. D.C. can be replaced. these are the prices for parts and programs that the character in­
Robot Electronics: Characters with this skill can repair, re­ stalls himself.
place, and partially rebuild damaged systems and optics. Suc­
cessfully using this skill can repair one disabled or Optional Robot
malfunctioning electronic system (roll for each item repaired) and
restore 206 S .D .C . with on-board tools and 406 S.D .C . with a Construction Ru les
portable robotics tool kit. On a successful skill roll at -20%, twice Building a robot, or even one piece of a robot, is an exhaus­
as much S. D.C. can be replaced. Remember the construction tive and lengthy process . For the independent hero, however, it
penalties in the Hardware section when rebuilding or construct­ may be cost effective and sometimes a necessity. Anyone who
ing systems. has built any kind of toy model kit or has worked on car engines
knows how detailed and time consuming it can be. Now imagine
that model or engine is just one of several dozen interconnected

1 42
systems, all parts of a single robot . It could take years to finish it. The time required is total work time and does not include time
For the robotics character, that is very much the case. Each off for eating, sleeping, adventuring, or earning a living . Some­
component of a robot has to function perfectly, and takes many one who is able to dedicate all of his time to his work can work 8
hours to perfect. Each component goes together to form a sys­ hours plus 1 5 minutes per P. E. point per day. Any more than this
tem, be it an arm, a leg, optics or weapons. Remember, there risks mistakes or sloppy work. Generally speaking, every hou r
are design and engineering concepts to be imagined and proto­ spent beyond one's maximum per day inflicts a -5% cumulative
types to be built. This is not a commercial "robot kit," this is de­ risk of the work being a total failure. When the work is com­
signing a completely new robot. The whole process can literally pleted, be sure to roll against any accumulated risk for failure. If
take years, especially if working solo or with only 2-4 other peo­ a failure is not rolled, then the designer lucked out. If not, well, let
ple. Good thing characters get to start with a whole robot, isn't it? it be a lesson not to perform high-tech work while deprived of
The rules here are designed for characters to effect extensive proper rest and sleep. I n really desperate or rushed times (to be
repairs or to make affordable upgrades during the course of play. determined by the G. M. ), the character can double his daily work
It is still very expensive, but should be within reach if the G . M. is for up to three days a week without incurring any extra risk of de­
willing to go along. Even though the prices are reduced, the dif­ sign failure.
ference will be made up for in time, and some components have Additionally, the listed times are for the construction of sys­
to be tooled or made out of house . A good, reliable robot arm tems for which the character already has blueprints. While this is
simply can not be made overnight, even in a large laboratory great for replacing a damaged limb or component, it does no
with complete schematics. Players should realize this from the good for an upgrade that adds ten points of strength or a com­
start and not badger the G .M . about it ("Is my arm done yet? pletely original innovation or design of his own making.
What do you mean, 'I just asked that five minutes ago?'") G. M .s Designing new systems (drawing up blueprints), including up­
should likewise be considerate and jump ahead in time ("It's two graded ones, requires additional time equal to 50% of the total
weeks later and the arm is finished) for the sake of the character, construction time. This additional time represents the need to fi­
especially if the component being constructed is vital to the char­ nalize ideas, draw up plans, test the plans on computer simula­
acter's crime fighting abilities. Everyone should be understanding tions, and build the actual system from the smallest nut to the
on this and enjoy the results . Sometimes, villains will not be so largest frame brace . The design process can be rushed, but
accommodating and will strike before the robot character is fin­ each time it is halved there is a - 1 5% penalty to the construction
ished or upgrades are installed. I n that case, the hero will have roll in addition to any other penalties for construction (as per HU2
to be resourceful and save the day without his new hardware. construction rules; see the Hardware section for full details). If
But hey, working under pressure is what being a hero is all one does not properly and fully plan ahead, there will be prob­
about, right? lems down the line. If no design time is taken, the construction
Reminder: All of the rules and prices in this section apply to rolls are made at -50%, in addition to any other penalties, which
the campaign and regular play. During character generation, the are all cumulative.
listed prices in HU2 are always used, no matter what the charac­ Failed construction roll. Any time the character messes up
ter's race or origin . due to a failed construction roll, the results will not be noticed un­
til halfway through the construction process, so G .M .s may wish
Robotic Systems Construction to wait until halfway though the construction before the player ac­
The following entries detail the major system divisions of ro­ tually makes the construction roll. If failure is rolled, the character
botic construction. Each section lists the required skills, time makes another roll (with no modifiers) to see if the work can be
needed and any modifiers to the skill roll for each system. The salvaged. If the second roll fails, the process must begin again
first skill listed in the "Required Skills" area is the one that is used from the beginning, including purchasing all new materials and
for the construction roll on the system. The other listed skills are making a new construction roll. The design time does not need
"secondary skills" that will make the job easier, but are not critical to be repeated unless three construction rolls are failures (obvi­
for success. A character with all of the skills listed for a specific ously at that point the design is faulty beyond use).
system gets a bonus and the skill roll is made at +20% and takes On a successful second roll, the work can be salvaged and
half as long to complete. If all of the required skills are not pos­ only the construction time must start over, no additional materials
sessed by the character, the construction roll is done at the nor­ need to be purchased, etc.
mal skill ratio of the first skill listed. For characters who can do the work themselves, prices for re­
Hardware characters with the Robot Construction Program pairs (not replacement, upgrades, or construction) will be half the
make the required skill rolls at only - 1 0% if it coincides with their price for construction. For example, a targeting sight, as shown
Hardware area of expertise. For example, a Hardware Mechani­ below, costs 50,000 credits/dollars to construct. Thus, the stan­
cal character with the Robot Construction Program would make dard repair cost for one will be half that, or 25,000 credits/dollars.
Robot Mechanics rolls at - 1 0%, but he would make Robot Repair times are half the listed construction times, except for
Electronics rolls at -40%, unless he had a second area of exper­ S. D.C . Replacement which is equal to the original construction
tise in Hardware Electrical (in which case his Robot Electronics time.
rolls would also be at only - 1 0%). These prices are on the assumption that the character is buy­
Alien Hardware characters do not receive the standard -40% ing parts and handling all work himself. For those characters who
skill penalty for working with robotic systems, since their can not repair their robots, but can gain access to someone who
high-tech upbringing makes them considerably more at ease can (galactic characters will find such people and facilities on
with such hardware than an Earth technician. Their penalty is most space stations), the costs will scale upwards another 25%.
only - 1 0%. That said, G. M.s should be careful with Hardware That is, repairs will run at 75% of the original construction costs,
characters using robotic skills for construction because they may instead of the usual 50% when it is done by the character him­
one day have to deal with a dual power category character. It is self.
recommended that their robot construction be limited to a few All components listed below will cost the same amount as
systems and only in emergency situations, or only allow robots to listed in the HU2 rule book, since the prices listed reflect con­
be built by others (fellow player character's robot, industrial or struction cost only. A robot that costs $20 million to construct will
commercial robot, etc.). This is likely to foster teamwork and likely sell for three to five times that if purchased off-the-shelf.
gives the Robotics character a means of repairing his robot.

1 43
Arms or Legs (One Pair): Required Skills: Robot Mechanics, Required: 50 hours for firearms, 25 hours for chemical weapons
Robot Electronics (or Electrical Engineer) , and Computer Pro­ and 1 00 hours for energy weapons. Modifiers: - 1 0% for chemical
gramming (for increasing running speed only). Time Requi red: weapons and -20% for energy weapons.
240 hours. Modifiers: - 1 0% for reinforced frames. Armor and S.D.C.: Required Skills: Robot Mechanics, Ar­
Body Frames: Required Skills: Robot Mechanics, Automotive morer (for armor rating work only). Time Required: 2 hours for
Mechanics (for automobile frames only), and Aircraft Mechanics each 20 S. D.C. and 1 0 hours for each A R. point. Modifiers:
(for aircraft frames only). Time Required: 1 20 hours. Modifiers: - 1 0% on A R. construction.
Humanoid -0%, cycle -0%, aircraft -5%, and animal - 1 0%. Pilot Systems: Required Skills: Robot Mechanics, Mechani­
Power Supply: Required Skills: Robot Mechanics (for liquid cal Engineer. Time Required: 1 5 hours except for reinforced pi­
fuel systems only), Robot Electronics (for Super-Solar systems lot's compartments which take 8 hours per A R. point. Modifiers:
only) , and Electrical Engineering (for Super-Solar systems only). None.
Time Required: 90 hours for liquid fuel and 1 60 hours for Human Traits: Required Skills: Computer Programming,
super-solar. Modifiers: - 1 0% for super-solar. Note: Only liquid Computer Operation, and Art (or a good 3-D drawing program for
fuel or super-solar power systems can be constructed. Nuclear sculpted facial features). Time Required: 40 hours each . Modi­
power systems must be purchased at the full, listed prices. fiers: None. Note: Touch sensing system, artificial blood, cos­
Building Engines: Required Skills: Robot Mechanics, Me­ metic enhancements, and sculpted facial features .
chanical Engineer. Time Required: 1 80 hours. Modifiers: -5% Self Repair Systems: Requi red Skills: Robot Mechanics, Ro­
Hover Systems: Required Skills: Robot Mechanics, Mechani­ bot Electronics, and Computer Programming. Time Required:
cal Engineer, Computer Programming. Time Required: 2 1 0 500 hours . Modifiers: -30%.
hours. Modifiers: - 1 5% Artificial Intelligence: Requi red Skills: Computer Pro­
Sensors and Optics: Required Skills: Robot Electronics, gramming, Computer Repair, Robot Electronics, and Robot Me­
Electrical Engineer, Computer Repair. Time Required: 45 hours chanics. Time Required: 600 hours for a Standard AI, 2,000
per system. Modifiers: - 1 0% on computer systems (including tar­ hours for an Advanced AI, 1 ,800 hours for a Transferred I ntelli­
geting computers) and radar. gence/Consciousness. Modifiers: None for a Standard AI, -20%
Weapons: Required Skills: Armorer (Specific W. P. can be for an Advanced AI, and -30% for a Transferred I ntelli­
used, but at -20%) , Robot Electronics, Robot Mechanics, and gence/Consciousness.
Chemistry (for flamethrowers and chemical weapons only). Time

Al ien Genetic E n g i neeri n g


I n some parts of the galaxy, genetic modification is the "or­ credits for each Perfect attribute, and 5 million credits for each
ganic" alternative to cybernetics and robotics. For some alien Superhuman attribute.
races, cybernetics and robotics are repugnant concepts, while S.D.C. Increases: There are four levels of S. D.C. increase:
elsewhere, genetic modification is simply easier, cheaper or pre­ Increased S. D. C. ( 1 04x1 0+25), Perfect S. D. C. (2D4x1 0+50),
ferred over becoming dependent on a lot of external hardware. I n Superhuman S. D. C. (2D6x1 0+75), and Regeneration (one Hit
any case, genetics i s hardly the prominent industry that both cy­ Point or S. D.C. point every 20 minutes or three every hour).
bernetics and robotics are. Only a handful of worlds specialize in Each level of S. D.C. increase is purchased separately, do not
genetic modification services. For the most part, genetic modifi­ combine any of them except regeneration which can be added to
cation is an offshoot of the medical industry, and modifications any of the other three or taken on its own. Cost: 350,000 credits
for combat purposes are relatively uncommon. Characters cre­ for I ncreased S. D.C. , 750,000 credits for Perfect S. D.C. , 2.5 mil­
ated by them fall into either the Experiment or Mutant Power Cat­ lion credits for Superhuman S . D.C . , and 50 million credits for Re­
egory (the latter is especially appropriate if the end result is generation.
unexpected, such as a super ability manifesting itself) .
Natural Armor Ratings: Toughening the character's skin and
Li m b and Organ Replacement body to withstand physical damage, by increasing their resis­
tance to taking that damage in the first place. The Natural Armor
Simple cloned replacement parts are commonplace in the ad­ Rating has two categories: basic and advanced, and three lev­
vanced setting of the galactic community and are discussed in els: A R. 1 0, A R. 1 2, and A R. 1 4.
Aliens Unlimited™ . Other less common (but more advanced) Basic levels of armor rating actually add scales or other tough
uses of cloning and genetic manipulation are presented below. plates on the character's body to provide protection. The higher
These processes are still experimental and only a few races the level and A . R . , the more of it there is on the body and the
have been able to perfect them, thus they are still rare and prices more extensive it is. Advanced armor ratings are the pinnacle of
are high. Note that these augmentations generally are not com­ this technology and are not physically noticeable, for the process
patible with artificial systems like bionics. increases the density of the skin itself. The person looks per­
Attribute Increases: Attributes can be easily tweaked up to fectly normal. Cost: Level one basic (A R. 1 0): 500,000 credits;
the natural human maximums of 24. Results beyond that or rais­ level two basic (A . R . 1 2) : 1 .2 million credits; level three basic
ing multiple stats makes the process more involved. There are (A R. 1 4): 3 million credits. Double the cost to get the same A R.
three levels of attribute augmentation: Increased Attributes protection via advanced armor.
(306+6), Perfect Attributes ( 1 06+ 1 5), and Superhuman Attrib­
utes (206+20). Attributes can be raised i ndividually or in groups.
Additional Appendages: Just like insects and arachnids,
Mental and physical attributes are the usual group distinctions. multiple limbs can be genetically coded into the character.
Different levels of increases can be used on different attributes. Two extra arms add one attack per melee and +2 to parry.
Cost: 250,000 credits for each I ncreased attribute, 750,000 Maximum three pair (six arms).

1 44
An extra pair of legs requires a modified torso similar to that be mimicked or copied to augment humans and give them some
of an insect or a horse, though the legs can have any appear­ of the same capabilities. Some of these augmentations can be
ance. Each extra pair of legs adds 50% to the character's run­ temporarily turned off or subdued with additional genetic coding.
ning speed, +1 to dodge, and + 1 0% to overall balance. G. M .s should use common sense for which systems can be
Maximum four pair (eight legs), requiring a long torso. switched off this way. Bonuses and abilities for heightened
Tail: Two types: Cosmetic tail (usually short like a pig or don­ senses are identical to the Minor Super Abilities of the same
key and useless), and Prehensile Tail which is typically long and names (supervision and heightened senses). Cost: 2.2 million
nimble, able to grip objects like that of a monkey and some liz­ credits per augmented sense.
ards (see page 1 60 of HU2 for rules on the prehensile tail). Pre­ Armored Eyes: The eyes are toughened and protected by a
hensile tail adds one melee action/attack. Maximum of three tails tough , transparent membrane that automatically slides into place
are possible. when the atmosphere is foul or there is a danger to the eyes (Le.
when underwater, sand tossed at the eyes, tear gas, etc . ). I rri­
Tentacles: 1 0 maximum. Each pair (Le for every two tenta­
tants do not bother the character, except for the initial distraction
cles) provides the bonus of +1 to parry, and +5% to climb skill.
of the eye being hit (-2 to strike and parry for the next attack
For every three tentacles the character gets an additional melee
only) . Dirt, sand, smoke and chemicals including mace and tear
action/attack and is + 1 to disarm and +2 to entangle and pin .
gas do not apply penalties to the character's vision, although
Tentacles are not as articulated as hands with opposable
other aspects of chemical/gas attacks may affect the character
thumbs, but can use melee weapons and tools effectively and
with partial (3/4) or even full effect depending on what it is. Cost:
operate computers and most basic machines and equipment.
1 50,000 credits
Cost: 50,000 for a useless cosmetic tail (gets it just for looks).
Compound Eyes: Large, multi-faceted pairs of eyes that ex­
2 .5 million credits for each pair of limbs (arms or legs) , 1 .7 million
tend a character's peripheral vision to 1 80 degrees (like a bird's) ,
for a prehensile tail or one tentacle. Also see stingers and poison
allowing him to see just over each shoulder as clearly as if he
under genetic weapons.
had turned his head. Adds + 1 to initiative and + 1 to dodge (and
Ambidextrous: Character can use the right and left (and mul­ +2 to perception rolls when applicable) . Subtract 1 point from
tiple?) hands with equal skill. Adds one melee action/attack, + 1 P. B. Cost: 650,000 credits per pair.
to parry, +5% to the following skills: Climbing, Pick Locks,
Extra Eyes: Can be placed anywhere on the body, but are
Palming, Concealment and other sleight of hand. Cost: 65,000
commonly on the head. They are usually kept closed and asleep
credits ( 1 40,000 for each additional pair of limbs without benefit
until used, but an additional augmentation will provide them with
of any additional bonuses or melee actions. Ambidextrous is not
their own small brain bundle, allowing them to be constantly
applicable to tentacles, tails or feet).
alert . Adds + 1 initiative and + 1 to parry and dodge (+2 to percep­
Augmented Senses: Many insects see in ultraviolet, some tion rolls); impossible to attack unseen from behind if located in
snakes have thermal senses, canines track by scent and have the back of the head. Extra eyes come in pairs and can have ad­
sensitive hearing, and the list goes on and on. Such genes can ditional augmentations, but special augmentations (nightvision,

1 45
X-Ray Vision, etc.) are bought separately for each pair of eyes extended, but also have the bonus of inflicting poison (see be­
( 1 . 5 million each). If obvious, subtract 2 points from P. B. Cost: low) upon victims of their bite. Cost: 90,000 for sharp canines,
825,000 credits per pair. Additional cost for vision super abilities with modest fangs that don't retract. 1 50,000 credits if retractable
(if any). and 275,000 credits if hollow, plus poison cost.
Insulation: The character has layers of fur, blubber or other Poison: The character has special glands that create and
natural insulations that provide protection from the cold. Fur and store poison. The poison is typically injected via hollow fangs,
feathers are obvious, but a concentrated layer of blubber can quills or stinger, thus requiring one of those "delivery" mecha­
easily go unnoticed, except for the extra bulk, making the char­ nisms to get the genetic poison feature (can not be used with
acter appear chubby or heavyset (not necessarily obese) . Like­ claws).
wise, heat dissipating glands and water storage organs can Lethal Poison: The poison does 406 damage direct to Hit
increase resistance to heat and the elements . Cold insulation Points. If the victim saves (a roll of 1 4 or higher vs lethal poison)
cuts cold damage by half and adds +2 to any saving throws he suffers only bite damage, plus 1 04 damage from the poison,
against cold effects. Heat dissipation does the same for the op­ and feels a burning sensation that may cause mild nausea or for
posite extreme. A character can not have both kinds of insula­ him to break into a sweat, but nothing more . Cost: 450,000 cred­
tion. Cost: 250,000 credits for either augmentation. its. Payload : can manufacture enough poison for four attacks + 1
Motion Detection Senses: Specially designed sensitive hairs per level of experience. Takes four hours to replenish one attack
and eardrums (or small antenna) among other subtle modifica­ worth of poison.
tions enables the character to pick up the slight, but telltale signs Nonlethal Poison: Bite damage (usually 1 06) plus the fast
of motion around him. This makes it impossible to sneak up on acting poison causes dizziness and nausea for 1 04 melee
the character. The motion detection sense only works in a 30 rounds + 1 round per level of the genetically augmented charac­
foot (9 m) diameter around the character (40-60 feetl1 2.2 to 1 8.3 ter's experience. The victim suffers the following penalties: Re­
m if the motion is very fast, creates a large disturbance). Pro­ duce Spd by half, -1 attack/action per melee round and reduce
vides the following bonuses: +2 to initiative, + 1 to parry and combat bonuses by half . Needs a 1 6 or higher to save vs
dodge, and +2 to roll with impact. Cost: 450,000 credits . nonlethal poison. A successful save means only combat bo­
Radar: Same as the Super Ability in HU2, page 236, but this nuses (strike, parry, etc.) are - 1 , speed and the number of at­
version only gets half the bonuses. Cost: 1 . 2 million credits tacks are not penalized. Cost: 400,000 credits. Payload: can
Sonar: Like a dolphin, the character can emit high-pitched manufacture enough poison for fou r attacks + 1 per level of expe­
clicks or whines that bounce off of his underwater surroundings rience. Takes four hours to replenish one attack worth of poison.
and return to him where special organs in the forehead or ears Quills: Like a porcupine, the character can extend durable,
translate them into an awareness of what's about. This system is sharp spines all along his body. The quills are usually limited to
not highly preCise and will not allow the character to pick out de­ the arms and/or head and back, but some elect to have quills
tails such as facial features or whether the sonar image is hold­ cover the majority of the body as a defense system . Tinted lines
ing a gun or a flashlight, but it will allow him to operate in can be seen under the character's skin like very fine bruises
complete darkness underwater by "seeing" sonar images, where the quills lie under the skin or sticking out a bit among the
shapes and movement in the water where the sonar is directed
(typically below or in front of him) . Sonar is not constantly going
and does emit high-pitched sound waves that can be heard and
traced by those with the right heightened senses or also using
sonar and passive means of underwater detection. Bonuses: + 1
on initiative and +2 to dodge, and + 1 0% on Detect Ambush, but
only when underwater. Cost: 1 .2 million credits and the charac­
ter has an oversized and rather bulbous forehead.
Wing Augmentation: A pair of fully functioning wings on the
back. Wings can be feathered, leathery like a bat's, or insect-like.
They provide a flight speed equal to the character's running
speed +204x1 0 additional points. Bonuses: +1 on initiative and
+1 to dodge.

Genetic Weapons
Genetic weapons are natural defenses such a s fangs, claws
and poison. All are close-ranged melee weapons except for spit­
ting poison, which is still limited to less than 20 feet (6. 1 m). All
genetic weapons capable of extending and retracting (often hid­
den until necessary), such as claws, are coded as such from the
outset.
Claws: Retract under the fingernails or into the tips of thick
fingers, leaving only a slightly noticeable opening (perception
needed to see them is moderate for large claws and challenging
for small ones). Damage: Small claws add 204 damage to hand
to hand attacks, large ones add 206. Cost: 1 25,000 credits per
hand for small and 1 75,000 credits per hand for large claws. Half
the cost if the claws are not concealed or retractable.
Fangs: Partially retractable fangs and lower canines give the
character a notably feral appearance. Damage for retracted
fangs is 1 04. Extended fangs do 206 damage (P.S. and combat
bonuses do NOT apply to bite attacks). Hollow fangs for poison
have no lower canines and only do 1 06 damage even when fully
1 46
body hair. The longest quills (6- 1 2 inches) may look like long, Digestive System : Effectiveness is increased in both break­
thick rows or spikes of hair (especially on the head and back), at ing down and absorbing nutrients from food; faster, better, more
least until they are raised in defense. efficient. Provides increased and extended energy levels. Re­
As a defensive system, the quills will do 3D6 damage to any­ duce fatigue rate by 25%, + 1 D6 to Spd attribute, + 1 to save vs
one grappling with the character or trying to apply a wrestling poison, +6 to save vs food poisoning and disease caused by
style pin maneuver, crush/squeeze attack or leap/pounce attack, spoiled food, and + 1 D6+4 to S. D .C. Also enjoys +1 to initiative
1 D6 damage to anyone punching him. Characters with quills also for two hours after eating. Cost: 650,000 credits.
get a Natural A. R. of 8 and 2D6 S. D.C. if the quills cover at least I m mune System: The character's jazzed up immune system
a third of the body, A. R. 1 1 and an extra 4D6 S. D . C. if half the takes care of sickness and toxins, but isn't powerful enough for
body is covered and A. R . 1 4 and 6D6 S. D.C. if all or most of the regeneration. +20 to S. D.C. , +6 to save vs disease, +2 to save
body is covered (typically has a soft underside). Or increase the vs poisons, and rarely gets ill, not even from the common cold.
A . R . by 2 and add in the appropriate S. D . C. when some other Cost: 1 . 1 million credits.
natural armor preexists. Adrenaline Surge: When the going gets tough , the tough are
As a weapon, the quills can be extended and used to aug­ likely to get a nice surge of adrenaline. A number of superhuman
ment kicks, punches or forearm and /backhand attacks by add­ feats are attributed to adrenaline. The character can initiate a
ing 1 D6+3 damage to the normal damage inflicted by the attack surge of adrenaline once every hour that increases his speed
(i .e. normal punch damage +1 D6+3 from the quills, plus any and strength. The surge lasts for one minute (4 melee rounds)
damage from combat or attribute bonuses). Quills can not be and adds + 1 attack per melee, + 1 to strike, +2 to parry and
"launched" unless they are on the end of a tail, and even then dodge, + 1 0 to P.S. and P. E . (but neither becomes supernatural),
they get no bonuses to strike and do only 1 D6 damage. Quills and +20 Hit Points . Note that any damage comes off of the char­
can be combined with poison, injecting the toxin on successful acter's own H it Points first, then the additional +20 points are
hits, but doing so costs an additional million credits . Cost: Third used. The extra damage also transfers once the surge wears off.
of body 1 .3 million credits, half the body 1 .9 million, 3/4 to full This means that a character under an adrenaline surge can
coverage 2.5 million credits. essentially be killed and not realize it until the surge wears off.
Spit Poison : The character has special glands that create Certainly this is a two-edged sword . Costs: 1 .2 million credits.
and store poison as well as the ability to "spit" the poison up to
1 5 feet (4.6 m) away, + 1 foot (0.3 m) per level of experience.
Lethal Poison: Does 2D6 damage di rect to H it Points upon
contact with the flesh, and blinds one's opponent until the eyes
can be flushed with water (- 1 0 to strike, parry and dodge while
New Eq u i pment
blind). Spitting poison into a victim's eyes requires a Called Shot
and is done with a -3 to strike penalty. Cost: 650,000 credits.
Payload : Can manufacture enough poison for four attacks + 1
Melee Weapons
per level of experience . Takes four hours t o replenish one attack T o reiterate the clarification given in H U 2 : energy melee
worth of poison. weapons do not receive P. S. bonuses of any kind. The energy it­
Stinger: The character has a tail of some sort that ends in a self does the damage, not the force of the impact. This includes
stinger. The stab of the stinger does 1 D4 damage if small or 2D6 energy melee weapon systems for robots and bionic characters
if large and does NOT have a poison injection capability. How­ (as presented in Aliens Unlimited™ ). Relating to Supernatural
ever, the stinger can be made to deliver a poison into its victims P. S. and weapons, Vibro-Blade weapons are considered high
at the extra cost noted under poison, described earlier . In this quality weapons and seldom break when used by a superhuman
case, the "sting" does only 1 D4 damage plus poison (lethal or wielder. Kisentite weapons are considered unbreakable (it would
nonlethal) . More than one stinger is possible but each requires require ten times their maximum damage to break them) .
its own appendage such as a tail (3 maximum) or tentacles ( 1 0 Precision Weapons (based on ideas by Kevin Siembieda):
maximum). Cost: 50,000 credits for each nonpoisonous stinger The listed melee weapons in HU2 and the Galaxy Guide are ex­
(stabs only), 90,000 credits per poisonous stinger plus the cost amples of average combat quality weapons. They will only break
of the extra appendage and poison generating glands. or fail in the most extreme and arduous of circumstances . Their
damaging capabilities are what one expects from a combat
Augmented Organs weapon of that type . In the enormous marketplace of the galaxy,
there are races, such as the Kisent, that have elevated weapon
I nternal organs can b e individually tweaked and enhanced to
making to a science. The following bonuses and extra costs are
refine their productivity and increase efficiency. All bonuses are for weapons produced by these masters of the craft. Remember
cumulative with attribute, skills and other possible bonuses.
that all costs for bonuses are cumulative - i . e. , a 1 500 credit
Brai n : Health and structure of the brain is improved, providing Kisentite knife with +2 to damage would add 3000 credits (200%)
better memory and faster thought processes. +2 to I .Q. , + 1 on to its cost, for a total of 4500 credits. Likewise, a regular broad­
initiative (sharp and alert) , +2% to all skills (including Secondary sword at 300 credits with the same +2 to damage would add 600
Skills) and is +1 to save vs possession and mind control (drug to its cost for a total of 900 dollars/credits.
and psionic varieties). Cost: 1 .2 million credits.
Lungs: Stronger and more efficient, the lungs are augmented Precision Blade Weapons (including spears, axes, and
to provide a larger flow of better oxygenated air. Endurance and forks):
physical performance benefit from this. Increase P. E. , P. S. and + 1 to damage add 1 50% to the cost of the weapon
Spd by + 1 point, the character tires half as quickly as others do, +2 to damage add 200% to the cost of the weapon
and he can hold his breath for twice as long as normal (about +3 to damage add 400% to the cost of the weapon
one melee round per P. E. point). Cost: 750,000 credits. Kid­ +4 to damage add 500% to the cost of the weapon
neys: With super-efficient filtering capabilities and increased ca­ +2 to parry add 400% to the cost of the weapon
pacity, the kidneys can keep the blood cleaner for longer. +1 to +3 to parry add 800% to the cost of the weapon
P. E. , +1 to save vs poison and drugs, +3 to save vs disease, and + 1 to parry and strike add 1 000% to the cost of the weapon
does not fatigue as quickly (about 1 0% greater endurance). +2 to parry and strike add 2000% to the cost of the weapon
Cost: 900,000 credits.
1 47
Precision Blunt Weapons (including staves, hammers, and
bolas):
Rai l G u ns
+ 1 to damage add 200% to the cost of the weapon Rail guns are a highly effective combination of energy weap­
+2 to damage add 400% to the cost of the weapon ons and firearms. They launch projectiles at many times the
+3 to damage add 600% to the cost of the weapon speed of sound by electromagnetic current. Power runs down a
+4 to damage add 800% to the cost of the weapon "U" shaped rail (hence the name) on which the projectile rests.
+2 to parry add 300% to the cost of the weapon As the current races up the other rail , it carries the projectile with
+3 to parry add 600% to the cost of the weapon it. M uzzle velocities can easily reach several times that of normal
+4 to parry add 900% to the cost of the weapon firearms. The only problem with rail guns is their size. Miniatur­
+ 1 to strike add 500% to the cost of the weapon ization is difficult, even for advanced races; however, the punch
+2 to parry and strike add 2000% to the cost of the weapon of the rail gun at close-range (when compared to energy weap­
ons) can not be disputed. Though rare in portable form other
Precision Chain or Ball and Chain Weapons (includes whips than heavy machine-gun style weapons, rail guns are common
and certain oriental weapons): vehicle and cyborg/robot weapons. Note: Rail guns do not use
+ 1 to damage add 500% to the cost of the weapon shells, nor do they eject spent cartridges. With no propellant
+2 to damage add 600% to the cost of the weapon needed, the whole round is launched from the weapon. The lack
+3 to damage add 700% to the cost of the weapon of propellant also means that more ammunition can fit into the
+4 to damage add 900% to the cost of the weapon same sized clip or belt, thus the entries below will reflect this in
+5 to damage add 1 200% to the cost of the weapon significant ammo capacities.
+ 1 to strike add 500% to the cost of the weapon The rounds used by a rail gun are most often metal slugs or
+2 to strike add 600% to the cost of the weapon rings, but specialty ammo with metal conductors for propulsion
Microjet Throwing Weapons: J ust like the advanced fire­ can be used (this allows wooden bullets for fighting vampires or
arms ammunition of the same name, this weapon augmentation ice rounds for thermal aliens, etc.). Anything that is dense or
uses small rocket thrusters to increase the range and velocity of strong enough to withstand the forces of acceleration can be
thrown projectile weapons. Knives of this sort have a small made into ammo. On Earth, early rail gun tests used plastic
thruster in the hilt, arrows have miniature thrusters alongside the blocks with metal plates under them, and they could still punch
head, etc. The only drawback to these somewhat expensive through plates of metal an inch thick! The traditional special
weapons is the fact that once thrown, they may be lost. Because rounds that can be used by rail guns are exploding rounds and
of this, many are designed to explode (doubling the price and the depleted uranium core rounds. All rail gun rounds are considered
damage inflicted) . armor piercing because of their high velocities. (Note: Lower the
A.R. of the target by 2 points, whether the A. R . is for artificial ar­
For those w h o can afford i t , t h e newest advanced weapons
mor or Natu ral.) There is no muzzle flash from a rail gun, but the
return to the wielder by microchip commands and directional
speed of the rounds makes a sonic boom like thunder, so these
thrusters (raises the price by a factor of 30) . In the latter case,
weapons are unsuitable for stealth missions.
the weapon has a paltry return speed of 1 2 and can only return
four times before fuel is exhausted. Depending on how far these Rail guns are typically reserved for anti-vehicle and anti-ar­
weapons are thrown, they generally take an action to throw and mor and heavy combat, and often mounted on or built into com­
an action to return, allowing the wielder to stagger their attacks if bat vehicles and robots. The miniaturized, burst capable rail gun
more than one weapon of this type is employed (throw one, is an expensive prospect open only to such powerhouses as the
throw another, catch the first and re-throw, etc.). Keeping up TMC and the Atorian Empire, but if either of them make regular
such a pace is difficult and requires not only a skill in the specific use of such equipment, it has yet to become common knowledge
weapon, such as W.P. Knife, but also requires a roll to catch the among the galactic community.
returning weapon and re-throw it. Catching it counts as one me­ All rail guns are considered heavy weapons and can only be
lee action/attack, and throwing it again counts as another. How­ purchased legally with a security or military license. The FAR is
ever, if the character has the w. P. Targeting skill, catching the very strict on this. The TMC feels much the same way, but can
weapon does NOT use up a melee action, but throwing it does. only crack down to the extent of the laws they are contracted to
Rapid-fire throwing, catching and throwing again, is akin to jug­ enforce. Fortunately for them, most governments share their dis­
gling and an aimed shot is impossible. Cost: 1 0 times the normal like for heavy weapons in the hands of criminals or amateurs.
cost of the weapon for a M icrojet Weapon (Le. a 50 credit knife Exploding Rail Gun Rounds: These rounds are much more
will cost 500), but 30 times the normal cost for one that returns durable than conventional exploding rounds because they rely
�fter it is thrown. Range: Triples the normal range of the projec­ on the massive velocities of the rail gun to set them off, thus they
tile. Damage: Double the normal damage of the projectile. could be safely fired in bursts. The lack of propellants for rail gun
rounds means they are normally larger and heavier than bullets
Kirlios Throwing Circle: A metal ring about a foot across or cartridges of the same weapon class, which gives this particu­
with a blade around the outer edge. The blade can be razor
lar special round a larger blast radius than other exploding bul­
sharp or have serrations like a saw (2D4 for normal throwing cir­
lets. Blast radius for human-sized and light rail gun explosive
cles of either type; not motorized or jet propelled).
rounds is 3 feet (0.9 m), medium rail guns produce 5 foot ( 1 .5 m)
The unique thing about the Kirlios weapon are that the blade blasts with this round, and heavy vehicle rail guns have an 8 foot
is motorized and spins as it flies, adding an extra die to the dam­ (2.4 m) blast radius using exploding rounds. Cost: When avail­
age. Combined with the microjet system, it is a truly impressive able, they average about 250-300 credits per bullet, but are usu­
hand thrown weapon. All Kirlios have the return to wielder sys­ ally illegal except for military or security personnel. Damage:
tem, which is reflected in the cost. Cost: Typical M icrojet Exploding rail gun rounds increase the damage of normal rail
Throwing Circle: 1 0,000 credits. Range: 200 feet (60 m). Dam­ gun bursts by 3D6 (light), 5D6 (medium), or 1 D4x1 0 (heavy).
age: 4D8 (or 5D6). Note: One Kirlios warlord is said to have
Depleted Uranium Core (DUC) Rail Gun Rounds: Encasing
spent nearly a million credits on his Throwing Circle, adding a
a pellet of super-dense depleted uranium in the center of a rail
simple artificial intelligence instead of the basic return system
gun round increases the already impressive velocity and impact
chipset, upgrading the return thrusters to a micro hover system,
potential of the round, raising its penetrating capabilities and
and using a Kisentite blade (if so, it would cost 800,000 credits,
subsequent damage rating. In addition to the natural armor pierc­
have a range of 400 feetl1 22 m and do 1 D6x1 0 damage).
ing capabilities of the rail gun round, the DUC provides its own

1 48
+2 penetrating bonus for a total of -4 to A.R. See the Special anti-vehicle weapons. Cost: 240,000 credits. Weight: 1 200 Ibs
Bullets section under Hardware: Weapons Expert (page 1 34) of (540 kg). Range: 7,500 feet (2286 m). Damage: 2D6x1 0 per
HU2 for full details on DUC rounds. Cost: When available, they round. Rate of Fire : Single shot only. Ammo: 500 round drum
average about 425-550 credits per bullet, but are usually illegal only if portable, 4000 round drum if built into a spacecraft or
except for the military or licensed security personnel. Damage: other large vehicle.
Add 506 to the normal damage of a rail gun burst.
Heavy Rail Gun (Vehicle): These massive weapons are the
size of artillery pieces and function as the main weapons of tanks
or protect the walls of military fortifications. This class of weapon
is simply impossible for even the strongest humanoid to hold and
fire. Pirates and small militia forces have been known to mount
these upon spacecraft as a cheap alternative to energy weap­
ons, or as a means of discouraging boarding parties. Again, the
sheer mass of the ammunition limits its payload for many practi­
cal reasons, though such weapons mounted on buildings can
have additional ammo stored close by to facilitate reloading.
Each of these rounds easily weighs 50 pounds (22.5 kg) on aver­
Light (Humanoid) Rail Gun: These weapons resemble a age. Cost: 750,000 credits. Weight: 2,000 pounds (900 kg).
light machine-gun from Earth, only the weight and recoil are far Range: 1 0,000 feet (3048 m). Damage: 1 D4x1 00 per round.
greater. H umanoids with Superhuman or Supernatural P.S., and Rate of Fire: Single shot only. Ammo: 200 round drum built into
robots can handle a light rail gun without difficulty. H umanoids large spacecraft.
with normal strength must have a P.S. of 22 or higher, or else
they will be unable to fire this class of weapon without getting M issi les
knocked on their behind (lose initiative and one melee action, Missiles are not usually standard equipment outside vehicle
and -3 to strike). There are a multitude of models and makes for and robot applications, but the wonders of miniaturization and
this type of weapon across the galaxy. Most are produced and the advent of mini-missiles have put the availability of man-use­
used by militaries, but they are quite common on the black mar­ able sized rocket launchers within the reach of the galactic ad­
ket. The weapon comes with a tripod and vehicle mounting venturer. Note that unless a mini-missile launcher is built into a
bracket, ammo drum (empty; comes with a harness to wear it as robot or vehicle, the Heavy Weapons skill is needed to gain any
a backpack or bolts to mount it on armor), and 4 ammo clips bonuses with it. Vehicle or robot mounted systems use the
(likewise empty) . Cost: 40,000 credits. Weight: 35 Ibs ( 1 6 kg) Weapon Systems skill instead.
with clips and 87 Ibs (39 kg) with the ammo drum full. Range: I n most civilized parts of the galaxy, ownership of any kind of
4000 feet ( 1 2 1 9 m). Damage: 606 per round (306 M . D . for a missile system is prohibited for commercial use (i.e. civilians can
burst in RiftS®). Rate of Fire: Aimed, Burst, or Spray, see the not own or operate missile systems) , restricting availability to the
machine-gun rules. Ammo: 1 00 round clip or 1 000 round drum. military and select industrial and security operations. The FAR is
Light Rail Gun (Vehicle): Roughly the equivalent of a man very strict on this and the TMC feels much the same way, but
portable .50 caliber machine-gun, this weapon is designed to be can only crack down to the extent of the laws they are contracted
broken down into three large components and a separate ammo to enforce. Fortunately for them , most governments have a pro­
drum to be carried by a squad of soldiers. Once it reaches its hibition on the use of missiles (and most heavy weapons) in the
destination, it is set up and fired from a tripod or stable mounting hands of adventurers, criminals and amateurs.
(brackets included with armor piercing rivets to anchor it to rock Note that the rules for missiles, missile volleys, and shooting
and metal if necessary). Soldiers with Superhuman or Supernat­ down missiles are all given in HU2. Shooting a missile that is not
ural P.S. , full conversion bionics, or robots may fire this weapon already launched and active has a 30% chance of detonating it
without bracing, but they must have a P .S. score of at least 23. and setting off its payload. If the missile is an explosive type, it
H umanoids with normal strength simply can not handle the will then have a 01 -60% chance of detonating any other missiles
weapon without bracing it (attempting to will result in the shooter within its blast radius whose S.D.C. the resulting explosion de­
taking 406 damage and a knockdown/stun lasting 1 04 melee stroys.
rounds). As a result, these weapons are usually mounted on ve­ Mini-Missiles: A list of mini-missiles is found, page 82 of
hicles and heavy robots. Only those specifically outfitted for use HU2, along with other types of large, longer, ranged missiles. For
by superhuman/robot soldiers will be clip-fed; others will use convenience, the mini-missiles are summarized here, along with
large ammunition drums. These weapons make superb gun-pod a few new mini-missiles.
weapons for giant robots (8 feetl2.4 m tall or larger). Cost:
High Explosive: Range: One mile ( 1 .6 km). Damage: 506.
75,000 credits. Weight: 85 Ibs (38 kg) outfitted with clips, 250 Ibs
Blast radius: 5 feet ( 1 .5 m).
( 1 1 2.5 kg) with an ammo drum. Range: 6,000 feet ( 1 828 m) .
Damage: 1 D6x1 0 per round. Rate of Fire: Single shots only. Fragmentation: Range: 0.5 miles (0.8 km). Damage: 506.
Ammo: 80 round clip or 800 round drum if portable, 5000 round Blast radius: 20 feet (6 m).
drum if built into a spacecraft or large vehicle. Armor Piercing: Range: One mile ( 1 .6 km) . Damage: 1 D4x1 0.
Blast radius: 3 feet (0.9 m).
Medium Rail Gun (Vehicle): I ntended for use exclusively as
Plasma: Range: One mile ( 1 .6 km). Damage: 1 D6x1 0. Blast
a vehicle weapon, only giant characters, giant robots ( 1 2 feetl3.6
radius: 1 5 feet (4.6 m).
m tall or larger) , and those with a Superhuman P. S. of 50+ or
Supernatural P.S. of 35 or greater can use this weapon. Even Gas Mini-Missiles (new): Full details on the effects of "gas"
then the shooter is at -2 to strike due to the awkward size and missiles are found on page 341 of HU2 (they are identical to the
bulk. Moreover, although these truly super-strong people could grenades of the same name).
carry them, setting them up would require a crew of people. Me­ Cost: 800 credits each for damaging missiles and 500 credits
dium rail guns of this type function as the main weapons of mili­ each for non-damaging types. Rate of fire: varies by launcher
tary scout vehicles (backed up by a heavy energy weapon or type and payload.
light vehicular rail gun) and often back up the main guns of tanks Tranquilizer Mini-Missile: Range: 1 200 feet (366 m). Damage:
and other heavy juggernauts as anti-aircraft weapons or light Same as Knockout gas.

1 49
Tear Gas Mini-M issile: Range: 0.5 miles (O.B km). Damage: missiles. The AMB sits on four stout legs and has motorized ele­
Same as Tear gas grenade. vation and aiming capabilities. A simple but effective combat
Nerve Gas Mini-Missile: Range: 0.5 miles (O.B km) . Damage: computer directs it . Manual firing is possible, but the automated
Same as Nerve gas grenade . unit is designed to be set up, programmed, and left to do its duty.
The missile battery can be programmed with up to 1 75 specific
Mini-Missile Transport Cases: The average mini-missile is radar silhouettes or visual images of targets (yes, it can be pro­
about the size of a soda can or bottle and is reasonably portable. grammed to shoot specific people with missiles, but is limited by
Safety is always a concem with explosives, so special cases are range). The radar's range is 60 miles (96 km) and visual range is
designed to protect them for transport in the most non-encum­ limited to one mile ( 1 .6 km). Priorities can also be set on the tar­
bering and practical way possible. Each case is lightly armored gets so that, for example, the unit would target a certain robot
(A. R. : 1 0, S. D.C. : 50) and temperature insulated. Giant-sized unit before engaging the much closer tank, or it would attack the
characters (9 feetl2.7 m or taller) can get cases with 50% more robot exclusively and ignore the tank, and so on. The unit can be
capacity without sacrificing maneuverability (cost is doubled). reused and reprogrammed when necessary. Renewable solar
Hip Case: Cost: 1 00 credits, Payload: 3 missiles. batteries give these systems years of life. Estimated at 50-90
Thigh Case: Cost: 1 1 0 credits, Payload: 2 missiles . years; never fully tested.
Bandolier Case (down each side of the chest): Cost: 250 Many a deep jungle or desert across the galaxy have AMBs
credits, Payload: B missiles (4 per side). sitting and waiting for targets that never came, forgotten as the
Backpack Case (the size of a large backpack) : Cost: 500 wars responsible for their "seeding" (placement) ended or the
credits, Payload: 1 0 missiles . unit was forgotten. Such units remain automated and will attack
Backpack Attachment Case (wraps around a backpack) : targets they (mistakenly) identify as the enemy. Cost: 1 25,000
Cost: 300 credits, Payload: 5 missiles. credits for either model. Weight: 1 50 Ibs (67.5 kg) fully loaded.
Range: Varies by missile type. Damage: Varies by missile type.
U nder Barrel Mini-Missile Launcher: Identical to the under Rate of Fire: Short-range AMB: One at a time or volleys of 2 or
barrel grenade launcher in principle and general configuration, 4. Medium-range model: One at a time. Payload : Four missiles
only this weapon launches a single mini-missile from a casing lo­ in a short-range launcher. Two missiles in a medium-range
cated beneath the barrel of a rifle. Additional rounds must be car­ launcher.
ried separately (see the mini-missile transport cases above) .
Cost: 1 0,400 credits for the launcher, missiles must be pur­
chased separately. Weight: 1 2 Ibs (5.5 kg). Range: By missile
type. Damage: By missile type . Rate of Fire: Single missile, re­
loading takes two actions. Payload : One mini-missile.
Forearm M ini-Missile Launcher: Built into an armored
gauntlet or onto a suit of power armor this weapon consists of a
casing for the mini-missile and compact launch mechanism. Typ­
ical systems have a single missile payload, but robots can have
two missiles and giant robots use the small missile launcher
stats given in the Robot Construction Rules (HU2, pages
20B-209). Cost: 1 5,500 credits for the standard system and
27,500 credits for the twin launcher. Weight: 1 0 Ibs (4.5 kg);
Range: Varies by missile type. Damage: Varies by missile type.
Rate of Fire: Single missiles, reloading takes two actions (twin
launchers can fire singly or in pairs, but also take two actions to
reload) . Payload: One mini-missile or two in twin systems.
Light M issile Weapon (LMW): Similar to a Light Anti-tank
Weapon (LAW), this launcher is tube shaped and rests on the
shoulder to fire . It holds three mini-missiles (fired one at a time)
or one short-range missile (2D4x1 0 damage to a 40 footl1 2 m
blast radius, 3 mile/4 . B km range) . Reloading it takes four actions
for all three missiles or two actions for one. These are favorite
light support weapons among mercenaries who use the large
blast radius of fragmentation missiles to clear out enemy bunkers
and camps. A 40 foot ( 1 2 . 2 m) blast radius from a short-range
missile is a lot of area to spread damage over for such a small
weapon system. A trait that earns the weapon its nickname, the
"Lawn MoWer." The compact size of the LMW enables an ordi­
nary person to use it, the weapon is comparatively easy to con­
ceal , and its versatility (can use mini-missiles or short-ranged
ones) makes it extremely popular among soldiers, adventurers,
mercenaries, raiders and space pirates. Typically carried by a
2-4 man team , one carrying the launcher, the others to carry mis­
siles. Cost: 36,500 credits . Weight: 1 2 Ibs (5.4 kg) fully loaded. Com puters
Range: Varies by missile type. Damage: Varies by missile type. The following are some of the more common components to
Rate of Fire: Single missile. Payload : Three mini-missiles or any respectable Cyberjacker's computer arsenal. While this gear
one short-range missile. is often found in the hands of galactic computer criminals, it also
Automated Missile Battery (AMB): This system is man por­ receives widespread legitimate use, too. The statistics given are
table if broken down into its four component parts, but can not be for average-quality computer gear. At the G. M .'s discretion, de­
fired unless fully assembled. It comes in two models, one firing vices may receive extra bonuses or penalties depending on who
short-range missiles and another designed for medium-range constructed them . Higher tech computers from g reatly advanced
1 50
societies (such as the Atorian Empire, the TGE's personal sys­ VR Goggles: Cost: 2,000 credits, Bonuses: + 1 to strike.
tems, Struthio computers, and certain races of Phase World) are VR Gauntlets: Cost: 4,000 credits, Bonuses: +5% to skills re­
top-notch, and would give an extra + 1 0% bonus (where applica­ quiring dexterity.
ble) when used. Most of the following equipment can be con­ VR Body Suit: Cost: 7,000 credits, Bonuses: + 1 to parry and
structed by Hardware: Electrical Geniuses and the penalties for dodge, and one additional attack per melee.
such are listed under each entry.
VR Sensory Equipment (Helmet-Like System): Cost: 8,000
Satellite Uplink: This hardware allows a computer to transmit credits, Bonuses: +1 to strike, parry and dodge (replaces gog­
and receive data via satellite relay. It is useful for contacting gles).
spacecraft from a planet, reaching other computers from a porta­
VR Null Gravity Rigs: Cost: 1 5,000 credits, Bonuses: +1 on
ble computer in the remotest of locations, and for leaving virtually
initiative and adds one additional attack per melee round. All VR
untraceable routes when Cyberjacking. On advanced worlds
systems are cumulative except where specifically stated.
where satellites have laser communication abilities, a satellite
uplink can even be used to send and receive over interstellar dis­ VR Filter: For most VR Cyberjackers, this is an essential
tances; however, the lag time is horrific, often requiring hours or piece of defensive hardware that protects one against the poten­
days in between responses. Satellite uplinks can be used in por­ tially lethal effects of Cyberjacking combat (see the Cyberjacking
table computers, personal computers, robots (commonly in re­ skill for details) . I n terms of Cyberjacking combat, a filter pro­
mote exploratory robots), and other computer controlled or vides rudimentary armor. Filters are typically reserved for military
compatible systems. Cost: 1 5,000 credits. Construction pen­ and law-enforcement use only, although that rarely stops corpo­
alty: -20% and requires the Radio: Satellite skill . rate and criminal headjackers from obtaining this equipment.
There are four basic levels of filters: Light (A. R. : 1 2, S.D.C. : 30),
Reality Enforcing Systems: An RES is normally affordable
Medium (A. R . : 1 4, S. D.C. : 50) , Heavy (A. R.: 1 7, S. D.C . : 75), and
only to major corporations and the government. These prices are
Military-G rade (A. R.: 1 9, S. D.C. : 1 00). Cost: 1 75,000 credits for
for reference and for those rare situations where player charac­
a light filter. 300,000 for a medium filter. 425,000 for a heavy fil­
ters might be able to afford them (such as a robot with a RES to
ter. 550,000 for a military-grade filter. For any kind of headjack
protect its AI system or a personal computer system). The Elec­
filter, it costs 3,500 credits to repair/restore one point of lost
trical Genius power category can design their own R ESes using
S.D.C.
the construction rules given in HU2. The cost of a RES system is
based on its size and passive security level. The security levels Hacking Computer: Similar to the mini-computer listed in the
correspond to those given in the passive security penalties list. HU2 bionic selections list, this top-grade system is deSigned for
.

The sizes represent how many security rolls at that security level hacking and other heavy computer operations. It comes with op­
need to be made to pass through it. Most systems have separate tional headjack hookups in which the connections are all internal
security areas (one size unit) for each division, department, or with no wires or jack in the head; instead the head connections
class of sensitive information . Construction penalty: -40%. are wired through the body with access ports normally being lo­
cated in the chest or arm.
Cost: RES with simple security systems: 20,000 plus 8,000 per
secure unit. Optional systems include integrated VR systems that work
RES with moderate security systems: 60,000 plus 1 5,000 per through cyber eyes and ears and filters (armor). The optional
secure unit. systems are purchased separately, with the built-in VR systems
RES with sophisticated security systems: 280,000 plus 24,000 costing ten times the listed prices for VR gear given elsewhere.
per secure unit. All prices are listed using a creation/campaign format and each
RES with super sophisticated security systems: 1 .2 million plus is a separate system. They can not be combined with each other
35,000 per secure unit. and represent the total bonuses for that system (Le., the
RES with superior military security systems: 1 2 million plus headjack system includes the bonuses for a headjack); all bo­
50,000 per secure unit. nuses are while in cyberspace only and do not apply to the char­
acter's abilities when not connected to electronic reality. Basic
Virtual Reality Accessories (VR Accessories): Virtual Real­
System: Cost: 95,000 credits, Bonuses: +1 to strike, parry and
ity Accessories allow non-cyber enhanced hackers to ·see" the
dodge.
data realm and interact with it without the need for a keyboard.
VR goggles enclose the vision of the user and project the artifi­ VR Simulation System (not compatible with a headjack) : Cost:
cial reality of the computer onto the sense of sight. Similar ac­ 230,000 credits, Bonuses: +2 to strike, +2 to parry and +4 to
cessories bring the other senses into the cyber-world to further dodge, adds one attack per melee round, and adds +5% to com­
immerse the user in the virtual reality of a graphic universe. Body puter skills against passive security.
suits (lined with electronic sensors and available in any number System with Headjack Connections: Cost: 3 1 5,000 credits,
of styles) can translate every motion into electronic commands Bonuses: +2 to strike, +3 to parry and dodge, adds two attacks
and null gravity rigs (large circular braces that rotate freely on a per melee round, and adds + 1 0% to computer skills against pas­
multiple axis while the user is suspended within them) allow for sive security.
total freedom of movement while negotiating cyberspace. VR Maximized Headjack System: Cost: 500,000 credits, Bo­
� Ioves tr� nslate finger motions into commands, reading the ac­ nuses: +2 on initiative, +3 to strike, +4 to parry and dodge, adds
tions as If a keyboard or mouse were being used. VR gauntlets two attacks per melee round, and adds + 1 5% to computer skills
are much like VR gloves, but they are oversized and plastic against passive security.
plated, almost like armored gauntlets, in order to accommodate
the hardware for a built-in mini-computer. VR gauntlets are nor­
mally only available in a galactic setting, but could be found in
traditional Heroes Unlimited campaigns if constructed by the
Electrical Genius. The computers in VR gauntlets are normally
average quality. Top of the line VR gauntlets cost 3 times normal
gauntlet prices. Characters that can benefit from the use of VR
gear include normal hackers and psionic hackers. Bionic charac­
ters can buy implants that duplicate these effects; however, they
are not cumulative with the bonuses of a Cyberjack (use the best
of the two bonuses). Construction penalty: -20%.
1 51
Reference libraries: Reference libraries are portable stores
of information used mainly by scientists and wizards for research
Miscellaneous Eq u i pment and reference purposes in their work . Basically, it is a large set
of encyclopedias on portable mini-disks with information on a
Felias Information Network Access: The Felias make most number of things, depending on what the purchaser chose when
of their money from selling access time to their formidable public buying them. The software is built around a highly efficient
information databases. The Felias employ filters, both of the liv­ search and filter program that allows for easy location of data in
ing and digital variety, to sort through data as they receive it. The its stores in a short period of time. A reference library for any skill
less valuable bulk of that information ends up on their public da­ is available, but it is only written information on the subject. A
tabases. Ultimately, all valuable or sensitive data will degrade in chemistry library might help a character interpret the readings on
value as it ages and eventually ends up on the public boards. As a chemical analyzer, but it won't do a whole lot to help him actu­
one can guess, time on the FIN is not cheap. Even considering ally make compounds. Likewise, a library on climbing will de­
the second-rate profitability of the information there, the huge scribe how to do it and what all the gear is, but the reader will still
amounts of data it represents from all comers of the galaxy is still have to execute the skill correctly to scale walls. Experience and
worth big money to plenty of people . Just imagine an intemet full practice are what makes proper skill use possible.
of data millions of times larger than the one on Earth. All that So, while the libraries are helpful in certain circumstances,
data is worth money just by its size, but the majority of this infor­ they are in no way a substitute for the actual skills they docu­
mation is quality stuff and thus worth the 2,000 credits per hour ment. Trying to perform a skill using only a reference library can
they charge. Thanks to high-speed laser communications and ul­ be done: the user will know how, but have no practice . However,
tra-advanced search engines, even a database of this size can the chance of success is only half the rating of the library and
be searched in a few hours. Knowing exactly what to look for will takes three times as long. Thus, a fencing library will be no good
also dramatically cut down the time required. I n most cases, a in combat, etc. On the flip side, a character using a library for a
galactic researcher who makes his Research skill roll will find skill he already has can add 5% to his skill rating or use the rat­
what he is looking for on the FIN within 1 5 minutes. Cost: 2,000 ing of the library if it is higher than his own, but it will still take him
credits per hour of access. twice as long as usual because he will have to read and refer to
Grip Gloves: Another innovation from the TG E that has been the library, and he must have constant access to the library to
copied by many other companies, this item is designed with get any bonus. These libraries can also be purchased to put into
Kisentite micro-filaments that help the glove grip to surfaces in bionic memory modules, robots, computers, Als, or to augment
much the same way that insects do. Though admittedly less ef­ other items, like the portable medical computer. Note that even if
fective than suction gloves (see below), grip gloves greatly in­ put into a robot, the rules above still apply because the robot has
crease their wearer's climbing ability without being obtrusive. not been programmed to be able to perform the skill, he just has
When not in use, the micro-filaments retract into the material of the knowledge as if he were using the library like a human . Cost:
the glove. Despite their Kisentite nature, the micro-filaments do 75 credits per percentage point per skill, with a maximum rating
not notably increase damage from hand attacks, but they will of 60%.
make gripping a weapon much more assured (-2 to any attack­ Video Communicator: The video communicator is part radio
er's roll to disarm) . and part telephone. It is a wide wristband or paperback
Using a pair of grip gloves will add + 1 0% to climbing rolls, book-sized device with a small video screen. Communications
plus the matching boots will add another + 1 0% to the bonus for can be sent and received on either cellular telephone or radio
+20% total. Normal climbing speed is 20 feet (6 m) per melee, waves. The unit scans for the clearest frequency and broadcasts
but the grip gloves increase the rate to 24 feet (7.3 m) per melee on it. Optional hardline accessories are available at little cost
and the set of boots and gloves makes it 30 feet (9 m) per melee (basically phone lines to jack into a wall and the unit). Its
(remember to make climbing rolls every 20 feetl6 m). Surface multi-band capabilities give it a considerable range and satellite
texture will affect climbing speeds and percentages. Climbing an uplink capabilities extend that further. Cost: 600 credits for a ba­
ice wall will be slow ( 1 14 normal speed) and dangerous (-35% or sic unit and 1 ,400 credits for a satellite uplink unit. Five credits
more), while a rocky slope might double climbing speed with no for hardline accessories.
penalties to the standard roll. Cost: 3,500 credits for grip gloves, Stealth Boots: Using the same materials and technology as
5,000 credits for grip boots. the Whisper Boots, these advanced models add in micronized
sonic dampers that neutralize sounds in their immediate vicinity,
Personal Gravity Systems: This hamess, mainly produced
greatly increasing the potential to move in silence for the wearer.
by the TGE, is roughly the same size and shape as a military
The dampening zone extends approximately five feet ( 1 .5 m)
web belt and pouch hamess. Built into the pockets and capsules
from the boots and will normally not extend far enough to inter­
that line the two shoulder belts and the waist belt are micro-grav­
fere with speaking. Sounds are not negated, only muted some­
ity generators and focusing systems that use receivers built into
what, so the person must actively restrict the noises he makes
the included boots to provide the wearer with a personal gravity
for them to be fully effective. The boots will add + 1 0% to Prowl
field when operating in the void of space. This system comes in
rolls or provide a base Prowl level of 25% to those without the
two varieties. The cheaper version works when close to a large
skill or anyone not actively reducing their sound levels. Loud
object such as a spacecraft or piece of debris. This system is
noises such as gunshots or the clash of weapons will not be ef­
known as the Close Quarters Personal Gravity System and it
fectively muted by the system and will give away the user's posi­
functions normally when within 1 00 feet (305 m) of an object that
tion . Cost: 1 2,000 credits.
weighs 1 00 times that of the user. The Personal Gravity System
is much more expensive, but it provides a gravitational reference Suction Gloves: Used for the same purposes as the grip
even when the character is nowhere near a large object. The gloves, this item employs a more advanced system of chemical
close quarters PGS is commonly issued to personnel on TGE adhesives and suction to provide a firmer grip . Each time the
security craft as well as space stations and orbiting facilities, al­ climber moves a hand or foot, the system uses a chemical adhe­
lowing them to shut down the craft's gravity field to hinder any sive to complement lines of tiny all-surface suction. When the
opponents they might need to repel. Cost: 23,000 credits for a limb must be moved again, neutralizing chemicals instantly break
Close Quarters Personal G ravity System, 65,000 credits for a the seal and evaporate, allowing advancement. This system is
Personal G ravity System. much more secure than the grip gloves, but due to the nature of

1 52
reaching the nearest star system would take centuries. At their
Simplest, slower than light (STL) drives can carry spacecraft from
star to star, but it takes a great deal of time doing it.
Advanced space travel methods include processes that al­
Iow a civilization to truly branch out from its terrestrial roots and
reach the stars quickly and efficiently, bringing it into the galactic
community. Faster than light ( FTL) drives are common in the ga­
lactic community and can span interstellar distances in as short
as a few hours, days or weeks. Meanwhile, gravity well manipu­
lators and other point-to-point gateways provide instantaneous
transportation anywhere in the galaxy. These methods of space
travel are usually available to all space faring civilizations. Like
cars and telephones on Earth, they are necessary to keep the
galactic community in touch with one another and ex­
change/trade technology and ideas. Certainly there are those
that guard the secrets of their technology, and others who have
opposing or truly alien technology, but those listed below are
fairly commonplace among the advanced races of the Milky
Way.
G . M .s should feel free to combine the various types of space
travel as they see fit to accommodate their adventures. If, for in­
stance, the characters need to get to a planet several dozen light
years away, a trip that would take weeks with the slower than
light speed (or even with an FTL) vessel can be turned into a
quick hop by allowing them to purchase round trip gateway
codes that allow their spacecraft to "pop" in and out, or to book
passage on a vessel that can get them to their destination in a
matter of days, hours or minutes. Likewise, daring players may
choose to have their characters use a dimensional siphon to cut
time off of a trip while risking serious damage to their spacecraft.
This chapter is merely a discussion of the various kinds of
space travel used in the Milky Way. For the costs of these drives
as well as game play statistics, please refer to the Spacecraft
the chemical adhesive, it provides a slower climbing rate. The Construction Rules which follow this section of the sourcebook.
suction gloves add +20% to climbing rolls, and coupling them
with the matching boots will add another +20% for a whopping
+40% bonus; however, the system halves the normal climbing Slower Than Light (STL)
speed to 1 0 feet (3 m) per melee. Cost: 1 5,500 credits for STL drives are considered the most primitive form of interstel­
gloves, 24,000 credits for boots. lar travel. While they can be used to travel to other stars, even
Whisper Boots: Soled with a revolutionary substance, these faraway ones, the time required to make the trip is immense. A
boots (or shoes, they come in multiple forms) reduce the noise trip of just a few star systems' length can take several hundred
they make in contact with other substances significantly when years using STL technology, and that does not even consider the
compared to other footwear. At the same time, traction is not re­ return trip home! Obviously, this means of traveling great dis­
duced and can , in some models, actually increase for better foot­ tances in space requires a reliable "suspended animation" sys­
ing. The Whisper Boots should not be confused with the more tem or a "space ark" approach. In the former instance, one is
expensive Stealth Boots that actually use sonic technology to ne­ basically frozen or put in some kind of stasis and sleeps away
gate sounds, even those not made by the shoes themselves. the years of travel. In the latter case, people live, grow old, have
Whisper Boots are much cheaper than Stealth Boots, but not children, teach them everything they need to know, and die, and
nearly as effective, adding only +5% to the Prowl skill when si­ it is a future generation who arrives at the destination. Like we
lent motion is important. Cost: 2000 credits. said earlier, very primitive and inefficient for long space voyages.
For civilizations who are just beginning to reach for the stars,

S pace Trave l
STL propulsion is all they have to work with. Once a race joins
the interstellar community, however, trade and commerce with
other star systems enables the newcomers to upgrade their
ships to FTL drives in only 1 -4 decades.
Despite its' comparatively primitive nature, STL drives are still
radically advanced in comparison to the space technology of
modern-day Earth, who can not even make manned flights to
By Wayne Breaux Jr. other planets in the same solar system let alone a trek to another
with additional text by Coffin & Siembieda star. While the propulsion used by STL spacecraft may be very
similar to that used by Earth spacecraft, Earth has yet to develop
Many civilizations have space programs, but in the context of the stasis/sleep or space ark technology that interstellar STL
a galactic campaign , those that are as fledgling as modern-day craft must possess.
Earth are considered primitive and that precludes them from the
Most advanced spacecraft in the Milky Way use STL drives
galactic community. Conventional space travel with chemical
only as a backup in case their primary means of propulsion fails
drives like those found on Earth can not come close to light
them or for making planetary orbit, short hops and space cruises
speed, and would take hundreds of thousands of years to cross
(yes, like lUxury liner cruise ships on the seas of Earth).
the Milky Way galaxy. With such pathetic technology, even
1 53
in stasis. Thousands are saved on crew accommodations, food,
water, storage, waste management, life support, recycling, artifi­
cial gravity, etc. Stasis/sleep facilities are also used as an emer­
gency safety measure for the crew in case the hull is breached
or the spacecraft is unable to maintain life support . The crew will
also seek refuge in a stasis chamber when they lose their en­
gines and are set adrift for god knows how long (weeks, months,
even decades) before the ship and crew might be found and res­
cued.
The two aspects, sleep and stasis, are usually considered the
same thing, however, one can sleep without stasis, but one can
not go into stasis without some form of sleep. Certain magically
and psionically inclined races have mystic or mental methods of
achieving stasis without chemicals and artificial means. Likewise,
people with different physiologies may require different types or
levels of sedation and chemical applications. Regardless of the
specifics, all stasis systems put the user into a deep sleep, while
simultaneously lowerin g vital si g ns (heart rate, breathin g , tem­
perature, etc.) to slow the metabolism and administer chemical
treatments (through IV) to put the body into a state of hiberna-
tion. The dramatically reduced metabolism means the needs for
nourishment and water are virtually nil (what is needed is pro­
vided by an IV nourishment system), and the aging process is
slowed to a crawl - a year seems like a week or even a day.
The body is usually secured in a seat, bed or chamber to pre­
vent any accidental injury from jostling. Moreover, the seat or
bed is usually part of the specially designed stasis system that
periodically rotates the body and sends mild electrical stimuli to
keep muscles from atrophying over long trips. Some use a sys­
tem of levers and gears to physically work the muscles while the
individual slumbers. Note: If the stasis system fails to work the
muscles, the following penalties apply for each month that the
character does not get properly exercised: Reduce P . S. and P. P .
by - 1 , reduce all combat bonuses by half, reduce all physical
skills by - 1 0%, and -5 S. D.C. For each week the character
Stasis/Sleep Systems spends recovering with the help of a skilled paramedic or doctor,
the penalties go down by one step (Le. , P. S. and P. P . go up by
Stasis is an advanced form of sleep technology that lowers one, S .D .C. returns at the rate of five per week, etc.) , until the
the travelers' metabolism, slows the aging process and reduces character's stats have returned to normal. Some races, such as
the need for oxygen and nutrients. It is expensive and requires a mineral aliens, reptile aliens, and vegetation aliens, do not suffer
space for several large stasis chambers, computers and an inde­ from extended periods of inactivity and can ignore the penalties.
pendent energy supply. Stasis systems are most commonly used Wakin g up from bio-chem stasis takes very little time, 1 04 melee
for extended deep space missions that could last years or to rounds, but the actual process of waking someone up requires
transport large numbers of people without having to feed them. 1 06+6 minutes.
The basic idea behind all sleep/stasis systems is to remove The basic sleep system, commonly known as Bio-Chem Sta­
the needs and problems associated with having an active crew sis, puts the user into a state of sedative-induced sleep via a
over a long space voyage. This includes large amounts of food cocktail of chemicals as outlined above. It is the oldest and least
and water (which takes up storage space), living quarters, and expensive of the stasis systems. This system is suggested for
exercise and entertainment facilities to stave off boredom and short stasis not exceeding 50 years. The individual ages one
the damaging effects of insanity from isolation, confinement and month for every year in stasis.
boredom, among other things. If the crew, especially a large One of the most advanced and popular stasis techniques is
crew, is locked in stasis sleep for most of the trip, the necessities Semi-Solid-Suspension Stasis or S4. I n S4 stasis, the charac­
for maintaining them are dramatically reduced. ter enters a large stasis tube which may or may not be clear, de­
Less advanced space faring civilizations use stasis sleep to pending on the tastes of the purchaser. Once the individual is
compensate for slow drives, putting the crew to sleep and possi­ inside the tube, it is filled with a jelly-like chemical mass. The jelly
bly rotating them in extended shifts . Advanced space farers use has sedatives, and the occupant is quickly rendered uncon­
stasis sleep to transport thousands of passengers at a time with­ scious. The jelly is then pumped into his lungs, stomach, and in­
out the need to feed and entertain them . This is especially com­ testines, completing the semi-solid-suspension process . The gel
mon in military troop transports and cheap passenger services, feeds him controlled amounts of oxygen (or appropriate atmo­
for whom passengers are more like an exotic form of ·cargo." sphere) and nutrients while chemically slowing the metabolism
Even massive, automated merchant cargo haulers and ore carri­ and aging processes to a crawl . The gel also functions as insula­
ers will have a crew locked away in stasis, using them as an tion and packing material to cushion its occupant from any turbu­
emergency measure to be awakened to address problems in lence. It will even absorb up to 1 00 S. D.C. damage from a crash
transit, and at the end of the trip so they can dock, land or place or gunfire. The gel is pumped out of the chamber 24 hours prior
the ship in orbit, supervise unloading of the cargo and stowing to the time the character needs to be revived (the actual revival
any new cargo, as well as handling any business transactions. takes only 306 minutes). All gel in the lungs is removed, but the
This enables the company to cut costs across the board and pay stomachlintestinal gel is allowed to pass through the system,
the crew only for the time they are active and a low rate for time providing a thorough cleaning, and can even carry drugs to im-
1 54
munize and bolster the individual's body against known diseases small town or city with engines on it, sent into outer space. This
and illnesses in the new environment. S4 stasis takes up a sig­ necessitates living quarters, recreation facilities, food production,
nificant amount of space, but not as much as traditional waste management, life support, artificial gravity, and some way
Bio-Chem stasis. It is believed capable of preserving an individ­ to replenish the water supply (extract water from asteroids is
ual for in excess of 1 50 years. The individual ages one month for one, harvesting floating ice crystals is another) . Food has to be
every year in stasis. However, it is more costly to operate than grown on the ship, for there is no way enough could be brought
the Bio-Chem or Cryo-stasis. along, requiring hydroponic gardens or other means of food and
Cryo-stasis is considered the safest, most ecconimcal and water synthesis (or it must be found along the way). This is in ad­
best stasis system available by those who promote it (and those dition to the systems required for operation and maintenance of
who use it right), but its detractors insist it is the most dangerous the ship itself.
and many refuse to use it. In this process, individuals placed into Replacement parts have to be fabricated and repairs made on
stasis are effectively "frozen" super-quick and unfrozen via a the spacecraft. If in distress, all the crew and passengers can
special process 24 hours before their arrival to their destination. pray for is the luck to contact friendly alien life forms to provide
While frozen , the individual does not need food, water, muscle them with aid, whether it be repairs, parts, food or medicine.
exercise/stimulation, or oxygen, nor do they age a single minute! Considering how vast space is, such a possibility is remote at
The only necessity is a constant monitoring of the Cryo-chamber best (less than one percent; G .M .'s discretion) . Disease in this
temperature and absolute certainty that the unthawing system is enclosed environment can wipe out the food gardens, kill individ­
in working order. It is the freezing, and especially the unfreezing uals key to the operation and maintenance of the ark or obliter­
process that makes cryo-stasis dangerous, for a mistake during ate everyone. G.M .s can use this travel method as a plot device
either is likely to kill the individual in stasis. Freezing is the least for a number of adventures, rescue missions or chance encoun­
dangerous, because it is usually done under the supervision a li­ ters. Even as a campaign setting where the player characters
censed cryogenesist while docking at a space port or in orbit are the inhabitants, crew or protectors of a space ark seeking a
around a planet where one can get top flight medical help if it is new home (may know exactly where they are headed and doing
necessary. However, the unfreezing is usually done in space 24 fine, or lost or in trouble, under attack by raiders, pirates or mon­
hours away from civilization. Should something go wrong (only a sters), fleeing persecution (and being pursued?) , looking for
one percent chance, barring sabotage or physical damage), that something specific - a magical or super-tech artifact, cure for
individual is likely to die. As a fail-safe mechanism, the u nfreez­ some terrible disease, their home world, others of their kind, to
ing process will occur whenever there is a serious problem with start a space colony, or some source of an elusive resource to
the ship, energy is cut (the cryo-stasis has is own power supply) save their people back home (or on the ship) . On the other hand,
or damage or a problem is detected in the cryo-stasis chamber. the space ark could be doing fine and help or rescue the player
Note: Cryo-stasis is cheaper to use than other stasis techniques, characters on their mission (and in doing so, place themselves in
but it requires a larger overall system. It is believed to be safe for jeopardy with those after the heroes).
periods in excess of 1 00 years. Its uppermost limits have never
been fully tested.
Cyro-Stasis revival process normally takes ·two or three hours, Faste r-Th an-L ight ( FTL)
but a rush job can be done in 2D6+ 1 0 minutes. However, a rush
Faster-Than-light-Travel commonly referred to as FTL, is the
job has a 50/50 chance of causing the frozen individual to lapse
most common advanced travel method in the galaxy. There are
into a comatose state rather than awaken! Roll percentile dice.
numerous ways to achieve this FTL, though almost all civiliza­
01 -50% means coma, 51 -00% means the character wakes up
tions do so through the application of science and technology. A
fine, but with the usual aches and penalties.
rare few merge science with magic or psionic energies, but the
Saving a comatose character requires CPR and a roll on per­ results are the same. They are able to propel a spacecraft be­
centile dice to save vs coma/death. A roll of 01 -35% means the yond the light barrier and cover the vast distances of space
character snaps out of the coma within 3D6 minutes. The chance quickly. Achieving FTL travel is typically seen as the "graduation"
for recovery is 01 -50% with treatment from the onboard med-Iab, or "evolution" of a civilization from a mere backwater race to a
and 01 -60% with the help of a doctor and the med-Iab. A failed genuine member of the vast interstellar community (and all the
series of rolls means the character never wakes up and dies of benefits and problems that entails).
shock in a few hours. Rushing him to a hospital (if available) may
This technology allows rapid travel, but it is still slow com­
save the character's life; use the standard Surviving Coma and
pared to the vast distances in space. At the galactic core, where
Death rules found in HU2, pages 1 8 & 1 9 .
the stars are closer together, the distance between solar sys­
Whether the character is awakened without falling into a tems can be covered in just a few hours. As one moves toward
coma or not, even a perfect "thaw" makes the character feel nau­ the galaxy's edge, the distance between stars gradually in­
seous, dizzy and sluggish. Functions at diminished capacity for creases, requiring longer and longer times to travel between
1 D4+2 days (double if lapsed into a coma first). Penalties in­ them, even using FTL propulsion. What would be a two-hour
clude: -20% on skill performance, reduce speed, attacks per me­ jaunt from one star to another at the galactic core might take
lee round and all combat bonuses by half. three weeks out by the galactic rim.
Cryo-stasis is comparatively inexpensive. Its risks, a matter of Each multiple of the speed of light is known as a factor.
debate. Traveling at three times the speed of light, therefore, is consid­
ered factor 3. Although FTL star ships can often reach speeds of
Space Arks factor 1 0 or higher, that might not amount to much depending on
The space ark is a travel method available to those who do one's location in the galaxy. Earth, for example, is roughly
not yet have stasis sleep or Faster Than Light ( FTL). Space arks 60,000 light years from the galactic core, placing it around
are designed to take a hundred years or more to reach their des­ two-thirds the way from the core to the rim. Given the distances
tination, during which time the descendants of the original crew between stars in this part of the galaxy, a factor 1 0 trip of four
continue and ultimately complete the mission. As a result, space light years to Alpha Centauri (the nearest star) would still require
arks typically are massive vessels that must support at least almost five months. Thus, FTL is usually augmented by other ad­
eight to ten families (but often many more than that, just to main­ vanced travel methods, such as point-to-point gateways to
tain genetic diversity among the crew). A space ark is, in effect, a "jump" over long distances (described later in this section). Many

1 55
advanced galactic civilizations rely heavily on gateways, which would take up most of the spacecraft, but AG drives can do the
allow FTL ships to hop instantaneously across most of the dis­ job without a fuel requirement, leaving space for other purposes
tance to be covered and then use FTL propulsion for the final ap­ and also offers more control and stability for landings and take­
proach to the destination. off.
Technically, any object in space that can accelerate - includ­ AG drives are as responsive and maneuverable as chemical
ing slow spacecraft, rockets (until their fuel is gone), and alien thrusters, but much more efficient and compact than the latter.
beings who can fly - will not stop accelerating because there is The most common use for anti-gravity drives are on mining ves­
no friction, air drag, or pressure to slow them down. The closer sels and cargo carriers that operate on gravitationally active as­
one gets to the speed of light, however, the harder and harder it teroids, planetoids, and planets. Some militaries maintain
gets to actually reach it. Many drives use minor gravity pulses or trans-atmospheric destroyers and battleships that can actually
other energies to batter at those forces and ease the breaking of enter and leave an atmosphere to wage war or deploy com­
the barrier, while others rely on pure, focused acceleration, bat machines. Despite the weakening of such spacecraft by the
something smaller objects and drives can not hope to achieve. requirements for trans-atmospheric capabilities (see the Space­
Someone with the power of sonic flight in a properly armored craft Construction Rules for the exact effects of trans-atmo­
spacesuit could reach amazing speeds through constant acceler­ spheric capabilities on a spacecraft) , the versatility they possess
ation, but he would be unable to break the light speed barrier. often more than makes up for it. The Atorian Empire is infamous
The upper limit to such speed acceleration is generally 25% of for using AG-driven, atmosphere-capable warships to rain death
the speed of light. Someone with sonic flight and alter physical and destruction upon enemy cities at point blank range. Bo­
structure: electricity could theoretically break the light barrier by nuses: In an atmosphere: +2 to dodge, and +5% on stunt ma­
shifting to energy form when they reached the 25% barrier and neuvers. In space, the anti-gravity drives are +3 to dodge.
continuing to accelerate afterward. Assaulting the light barrier on Maximum Speed: Factor 20
one's own is potentially dangerous, however, since characters Anti-Matter/Fusion Drives
flying at more than twice their normal speed will suffer badly on The Atorian Empire is close to completing experiments in
their dodge bonus. Every time a character doubles his speed he anti-matter/ fusion propulsion. It is currently the fastest form of
suffers -1 to dodge. These negative modifiers will continue until FTL propulSion, but the engines are still huge and costs are
the total negative modifier is -20, or until the character hits 25%
enormous. The electromagnetic fields needed to control the en­
light speed (and probably stops accelerating), whichever comes ergy of matter/anti-matter fusion would require a spacecraft the
first. If a character hellbent for light speed encounters a rogue size of a battleship or destroyer to hold their generators. While
asteroid, comet or space debris at that velocity, the chances of matter/anti-matter propulsion is based on the collision of such
him failing to dodge, slamming into it and killing himself are very particles, anti-matter fusion combines anti-matter particles to pro­
likely. duce energy for propulsion. Acceleration and deceleration using
Spacecraft that have FTL systems accelerate a bit differently. this propulsion is surprisingly swift, and the larger warships that
Almost all FTL craft are able to jump instantly to light speed could use them would be as quick and maneuverable as a ves­
thanks to their advanced propulsion systems. This is known as sels half their size. This is the main reason the Atorian Em­
"porting," a term referring both to the seeming teleportation of a presses continue to fund programs for the development of viable
spacecraft from cruising speed to light speed, and to the Struthio Anti-M ater/Fusion Drives. G.M.s should consider the implications
word poirta, meaning "bridge" or "spiritual pathway." This latter of the success of this program on their campaigns. The Atorian
meaning of the word is at the center of an ongoing debate within Empire would devastate the galactic organizations in their next
the galaxy over the Struthios' claim to have first invented porting expansion if production of anti-matter/fusion drives on a signifi­
technology. cant scale were successful. An entire campaign could revolve
There are 1 1 different kinds of FTL systems commonly found around a group of player characters trying to sabotage such re­
in the galaxy: Anti-Gra vity Drives, Anti-Matter/Fusion Drives, In­ search and stop production of such engines and spacecraft -
terstellar Ramjets, Laser Sails, Matter/Anti-Matter Drives, Metal­ steal plans, sabotaging research and later production facilities,
lic Hydrogen Drives, Microwave Sails, Negative Matter Drives, and stealing prototypes.
Nuclear Fusion Drives, Photon/Ion/Fission Drives, and Tachyon When (or if) this type of drive is first made available for use, it
Drives. These systems are all based on actual theorized propul­ will only fit into craft 750 tons or larger, but within a decade that
sion systems that could come close to (but not break) the light size will drop to 500, then 300 within the following 20 years. De­
speed barrier. For the space faring purposes of Heroes Unlim­ pending on when the G . M . introduces this kind of drive, the
ited, these systems have been supercharged to allow for FTL Atorians will have AMIF drives in fighters within 200 years, possi­
propulsion. bly in time for their next invasion ! Whether the player characters
are part of it or not, the G . M . can assume that the knowledge will
Anti-Gravity Drives (AG Drive) leak out of the Empire, giving the FAR and TG E a break in their
These drives use energy generators to repulse gravity. As the own research to produce AM/F on the heals of the Atorians.
drive pushes the gravity back, it provides motion for the space­ Even so, it will take approximately 25-50% longer for the Struthio
craft in the opposite direction. The largest drawback to the AG and others to reach the same levels of AM/F technology as the
drive is that the farther the vessel travels from the gravity source, Atorians. Bonuses: (If it ever sees production) +3 to dodge.
the less it can push on it, until it reaches a certain point where Maximum Speed : Factor 300.
the push of the drive has little effect. I n space, this is not much of
a drawback, because once the spacecraft accelerates, it remains I nterstellar Ramjets
at that speed until it changes velocity on its own or an outside An interstellar ramjet drive uses an electromagnetic cone (or
force affects it. However, unless another source of gravity is EMC) projected ahead of it to pull free floating atoms into large
available or alternate engine types are built into the vessel , the intakes where they are used for fuel. No on-board fuel supply is
AG driven craft will not be able to decelerate or change course. needed, so the spacecraft is lighter and accelerates quickly, but
The main use and popularity of the AG drive is not as a deep the lower atom density between distant stars means that the ves­
space or long-range drive, but are ideal for planetary transport sel will slow to half of its normal speed when fuel thins out. Such
from one planet or moon to another within the same solar sys­ thinning normally occurs at about five light years' distance from
tem. They are also good for making planet landings. The chemi­ any star. The interstellar ramjet is ideal for spaceships that oper­
cal engines needed to support the weight of 600 ton spaceship ate in the same solar system, but do not need extreme speed
1 56
system to push craft into it. The coordination of both laser arrays
gives a spacecraft the ability to maneuver throughout that solar
system . Some of the outer laser arrays are able to pivot in orbit
and face outward, enabling a ship to leave the system and fly to­
ward another star. Such trips usually require some form of addi­
tional propulsion, due to difficulty in aligning lasers once a ship is
a significant distance from the arrays. Some spacefarers, pirates
especially, mix laser and microwave sails with other drives for
overall versatility and stealth.
Note that spacecraft with laser sails can not simply mount a
laser on its hull and fire it upon its own sails. While theoretically
possible (something akin to mounting a giant fan on a sailboat to
make it move on a still day), this ultimately robs the engines of
the power they would need to get going. However, certain star
ship captains are bound to tinker with this idea, and perhaps one
day a means of using ship borne lasers for perpetual laser sail
propulsion will be discovered. Many orbital space ports and
space stations will have such lasers for the benefit of incoming
and outgoing spacecraft.
A spaceship using laser sail propulsion will have a tell-tale
signature like that of most space debris; the kind most crews ig­
nore. Of course when the laser is pushing, the beam will cer­
tainly show up on any scans, so careful timing is needed when
using this system for stealth. However, pirates and others in­
clined to make a "silenf approach, will rely on the less detect­
able microwave sails (described elsewhere) for sneaking up on
others. See the rules for prowling in spacecraft in the Expanded
Space Rules section for full details.
Keep in mind that in space, a vessel will not decelerate once
its means of propulsion (e.g. , the pushing laser) is cut off. In or­
der for any spacecraft to slow down, it must use maneuvering
rockets or reversed drives. Thus, a spacecraft with a laser sail
can cover great distances even after the laser stops pushing. I n
fact, the lasers never push constantly and normally cut off once a
ship has been pushed to a desired speed . Acceleration, deceler­
factor capabilities (such as certain kinds of bulk cargo vessels) .
ation and maneuvers will always tip off observers that the object
The ramjet is fast and light, but its top speed is limited and it is
they are scanning is a man-operated vessel and not space de­
generally restricted to local space for its peak performance . The
bris.
only major drawback to the ramjet is that it does not come with a
·porting" system and must rely on standard acceleration to reach Note: Neither laser or microwave sails can use, porting sys­
light speed. Porting systems can be outfitted for a ramjet, but it tems. Other drives must be included to provide it to port to light
will take twice as long to build up to port speeds. Also, because speed. Bonuses: None other than the stealth. Maximum
of the ratio of available fuel to ship weight, a ramjet with a stan­ Speed : Factor 40 when within one light year from a star and half
dard EMC generator can pull up to 200 tons of spacecraft with­ that when farther away.
out performance suffering . Larger EMC generators can be
purchased to pull bigger spacecraft, but the power increase is MatterlAnti-Matter Drives (M/A Drives)
not proportional to the mass increase, so costs differ. Double the The fastest, but most expensive, of the proven drives is mat­
ramjet cost for craft of 201 to 600 tons, multiply it four times for ter/anti-matter. In these drive systems, positively charged matter
601 to 800 tons, and eight times normal cost for 801 to 1 ,000 particles are collided with negative anti-matter particles to pro­
tons. duce tremendous energy. The Atorian Empire is currently the
Bonuses: + 1 to dodge within a solar system, - 1 to dodge for only galactiC entity that can afford to use matter/anti-matter
every five light years away from the nearest star to a maximum drives on a large scale. Their battleships are the only vessels
of -4. Despite the distances in space, the ramjet can be assumed known to use these drives, enabling them to maneuver and ac­
to always have at least a minimal source of fuel to get it to factor celerate on par with most ships half their size. Although the Em­
speed .. Maximum Speed: Factor 1 20, but only when within 1 0 pire has nearly 1 0,000 matter/anti-matter driven spacecraft, it is
light years of a star or nebula (interstellar dust cloud). Farther nowhere near the numbers needed to crush any opposition.
than that and speed drops to a maximum of Factor 75. Withi n fifty years, however, every one of their craft could be mat­
ter/anti-matter driven, and some will be anti-matter/fusion (de­
Laser Sai ls scribed earlier) . By the time this happens, the FAR and TG E are
likely to have stolen the technology or developed their own M/A
Many solar systems use laser sails for leisure and transport drives to similar levels. Currently, these drives can only be
spacecraft. The basis of the system centers on large, laser re­ placed in ships with a mass of 500 tons or more. They also are
flective ·sails" mounted on the spaceship. When a concentrated, extremely expensive. Even once the FAR and TG E get their
but not damaging, laser is bounced off of the sails, the vessel hands on this technology, matter/anti-matter drives are likely to
moves. A battery of several hundred of these lasers are placed be used only by governments and very large corporations. For
in orbit around the system's sun. From there, they fire outward to the foreseeable future, this propulsion system will not be avail­
coordinates beamed to them by awaiting vessels. The lasers able to private citizens. Bonuses: +2 to dodge. Maximum
bounce off a waiting craft's sails, pushing it into motion. A similar Speed : Factor 200
array of laser stations is placed along the outer edge of the solar

1 57
Metallic Hydrogen Drives ter are then moved into place behind the vessel until the ratio of
When gaseous hydrogen is placed under millions of times its negative matter behind it versus the weight of the vessel itself, is
normal pressure, it solidifies into metallic hydrogen. This dense enough to create movement. The resulting movement comes
package of fuel takes up less space than conventional chemical from the fact that the negative matter will repulse the positive
fuels, and can generate considerable energy. This kind of drive matter of the spacecraft, urging it away, but since the negative
is the only viable FTL chemical engine. Compared to other FTL matter is attached to the spacecraft, it continues to push the ship
drives, it is fairly inexpensive, making it popular with private star while being dragged behind, producing continual movement. In­
ship captains, local militias, planetary governments and those creasing the ratio in favor of the negative matter would create
just engaging in space travel. Its dependency on a fuel supply is faster acceleration. If the galaxy's scientific bodies could build a
a noteworthy drawback, but its low expense and the maneuver­ negative matter engine that works, the resulting speed is theo­
ability it provides more than offsets fuel concerns for those who rized to be incredible.
use it. Early NM drives would likely require a static supply of nega­
Metallic hydrogen drives are the only type that require fuel tive matter that would be mechanically shifted by rails or arms to
storage, which is why the system requires storage space on the and from the rear of the vessel to other areas as adjustments
ship itself. For each "module" (a unit of measurement for the were made to speed. Later refinements in the system would
available space within a star ship) that the metallic hydrogen sys­ probably allow for uncharged positive or regular matter to be
tem takes up, the spacecraft can travel one light year. Thus, a negatively charged as it was brought into use. This latter version
metallic hydrogen drive that uses 75 modules could travel 75 would likely have a matter cluster in the rear of the spacecraft
light years before requiring a refueling (which costs 1 % of the which was divided into segments of varying size, each of which
cost of the drive . That is, a 50,000 credit drive would require 500 would be activated, or negatively charged, only as it was
credits of metallic hydrogen to refuel each time it ran out) . Addi­ needed. A final perfection of the system would use negative mat­
tional storage space for fuel can be bought by using the "per ter energy in an adjustable energy field instead of actual matter.
module cost" of the drive. Such fuel storage modules can not be This final step would greatly reduce the space required for the
used for anything but the storage of metallic hydrogen. drive, for no physical matter would be required. It would also be
more efficient since the output of the energy field would be eas­
Fighters and shuttles often make use of metallic hydrogen
ier to adjust than its mechanical predecessors. Of course this
drives because of its quick response, rapid acceleration, and for
whole refinement process would likely take 1 0-20 years after a
those with trans-atmospheric capabilities, the lift it provides
working NM drive was produced in the first place, so one may
within an atmosphere. These classes of spacecraft are also
have to wait a few decades for a working engine and a few more
largely unaffected by the limited range, given their usual role as
for it to fit into anything smaller than a 350 ton spaceship.
short trip vessels that returns to a mother ship, space port or
dock on a space station. Bonuses: +3 to dodge . Maximum Note: A vessel outfitted with a NM Drive would double the
Speed : Factor 50. normal acceleration times (remember the penalties for moving
too fast during combat), except for porting, which always takes
Microwave Sai ls the same amount of time . Maximum Speed : Unknown! Esti­
Using a push principle identical to the laser sail, a microwave mates put it as high as 350 times the speed of light! Acceleration
sail uses photon emissions in sunlight to propel the spacecraft. and deceleration would be at least four times normal.
I n a � almost reversed process to the ramjet, the waves of energy
moving from a sun can push a vessel along at great speeds; Nuclear Fusion Drives
however, to move a full-sized spacecraft at the necessary As the nuclei of atoms are fused inside a electromagnetic
speeds, microwave sails are normally quite large. Fortunately, containment bottle, massive amounts of energy are produced in
they are hard to detect on sensor scans because they are not a reaction nearly identical to that found in stars. This is nuclear
. metal and have many of the characteristics of traditional
solid fusion. It is a fast and affordable drive system and is very com­
sails, being flexible and non-rigid. Easily damaged in combat, mi­ monly used in large space craft. I n addition to the moderate cost
cr?wave sails are usually retractable and backed up by other of this propulsion system, it is also of reasonable size, making it
drive systems. an appealing alternative to the less expensive, but slightly slower
Even more than the laser sails, microwave sails are well loved fission drives. Both of the nuclear drives can be considered the
by pirates for their stealth potential. There is no expUlsion of en­ standard spacecraft drive engines across the galaxy. There are
ergy from movement and no detectable laser involved in moving certainly races that do not use them for a variety of reasons, but
the spacecraft. As a result, ships that use microwave sails are by far the majority of spacecraft flying the space ways are pow­
difficult for scanners to detect and identify, especially when the ered and driven by some kind of nuclear engines.
spacecraft and sails have a stealth material coating. The stealth Bonuses: + 1 to dodge. Maximum Speed: Factor 60
aspect of this drive is unequaled, except by a number of magi­
cally inclined races rumored to have cloaking or invisibility sys­
tems for certain spaceships.
Photon/lonlFission Drives
Splitting atoms produces plenty of energy, and it is much eas­
Note: Can not use a "porting" system, and other drives must
ier to do than fusing them, thus the nuclear fission or "charged
also be included on the spacecraft to allow it to attain light
particle drive" is most often the first FTL drive that an advanced
speed. Bonuses: -1 to dodge, not very maneuverable. See the
race will develop, making this class of drive quite common in the
rules for prowling in the Expanded Space Rules section. Maxi­
galactic community . Despite the availability of faster drives, nu­
mum Speed : Factor 50 when within 5 light years of a star, but
clear propulsion continues to be popular because of its low cost
drops to half that (Factor 25) when farther away.
and reliability, especially when one is outfitting smaller space­
Negative Matter Drives (NM Drive) craft like fighters, shuttles, and satellites. The short distances
these spaceships travel and their general sub-light speed re­
Negative matter and Tachyon drives (mentioned later) are
quirements, make the affordable fission drive very attractive, par­
p�esented only because the theories exist for their use as propul­
ticularly given its even acceleration and quick response times.
SIO�, and many races are doing research on their possible appli­
cations. The theory behind this kind of drive is to attach a few Bonuses: +2 to dodge in craft of 1 00 tons or less; no bonus
chunks of negative matter to a spacecraft so that it is dispersed for larger craft. Maximum Speed: Factor 30
evenly with no movement resulting. The parcels of negative mat-
1 58
Tachyon Drives a ship must fire up its hyper-gravity generators at or above light
Tachyon drives are still only a theory and no one is known to speed. hyper-gravity drives are large, expensive, and require a
have ever produced a working spacecraft using Tachyon propul­ lot of additional engine space, so they are usually relegated to
sion, not even the Atorians. Some races use tachyons for the largest spacecraft. Smaller ships can accommodate hy­
high-speed communications that can send a message across the per-gravity drives, provided one is willing to incur the expense,
galaxy in a matter of minutes, but the facilities needed for this but these small ship units are like FTL dragsters, with a small
kind of broadcast are about the size of an Earth-based industrial cockpit for 1 -6 crewmen, huge engines, and little room for any­
facility. The technology needed to reduce and apply tachyons to thing else.
spacecraft drives is so expensive that it is rumored even the Hypergravitics can not be used as an intergalactic travel
Atorian Empire can not afford full-scale research into it. The fact method at this period of time, because no points are known in
that the TG E has also rejected a full-scale tachyon drive R&D the other galaxies. This is not to say the people in other galaxies
operation supports this sentiment, though there are small re­ do not know about gravity points in ours (although most do not),
search division within the TGE working on applications for we just don't know about them. According to rumors, the
tachyon technology. Although reliable sources on the Felias In­ Atorians have reached the Andromeda galaxy via space ark and
formation Network put the speeds of Tachyon communications at mapped gravity points for easy returns, but no one has been
about 2000 times the speed of light, there is little if any reliable able to verify the rumors and most believe it's hogwash. Never­
speculation on what kind of speeds tachyon "drives" could pro­ theless, several other civilizations have space ark projects under
duce. Estimates vary widely from as low as 350 factors to as way to do that very task, but they are at least 75 years from com­
high and a thousand. Regardless of the possibilities, a success­ pletion .
ful venture into drive technology would not produce practical Compared to other forms of space travel , hypergravitics is
drives for craft smaller than 300 tons for at least 75- 1 50 years. fairly risky. Each time it is used, somebody on the crew must
Bonuses: Unknown. Maximum Speed : Unknown. Theorized make a successful Navigation: Space skill roll. If the roll is un­
to range from 350 to 1 ,000 times light speed. Cost: Prohibitively successful, the attempt to bridge two gravity wells fails, and an­
expensive at present; even large empires such as the Atorians other navigation attempt must be made. If the Navigation: Space
would rather spend their money on developing more fruitful tech­ roll is unsuccessful by 20 points or more (e.g., a roll of 95%
nologies. Still, in addition to small R&D divisions within TGE, against a 65% success ratio), the ship's hyper-gravity generators
there are undoubtedly numerous think tanks across the galaxy will lock onto the gravity well of a star or less commonly, a
racing to develop the first viable tachyon drive. When such tech­ planet. Traveling through this gravity well flings the spacecraft
nology becomes available, it might very well be a technological headlong at the star or planet, and only a successful Pilot Space­
revolution capable of shaking up the entire galaxy. J ust imagine craft skill roll will avert a crash! An unsuccessful roll means the
it - the ability for anyone to travel anywhere in the galaxy within ship plunges headlong to the surface. In most cases, this means
just a few minutes. Suddenly the great distances between star an instant atomization of the vessel and all on board. However,
systems, which have been the foundation for the galaxy's current the G . M . may, at his discretion, allow for some of the passengers
political and economic state, will become moot. to jettison before the crash or for the pilot to pull the ship out of
danger, but with serious damage to the ship. Either contingency
can be mined for adventure.
Ships that do miscalculate and smash into a planet will ex­
Poi nt to Poi nt Travel plode with near-nuclear force. The effects of such a blast (espe­
The next evolution for interstellar travel is pOint to point travel cially from ships in excess of 500 tons) can severely damage a
- methods of instantly transporting spacecraft from one point in planet's ecosystem and kill millions. Furthermore, the gravity dis­
space to another. For the most part, point to point propulsion re­ turbance form the opened well will at the least, distUrb weather
mains an expensive and limited form of travel whose principles patterns for 1 D6x1 ,000 miles ( 1 ,600 to 9,600 km), if not create
are not completely understood by those who use it. devastating natural disasters for the next 72 hours.
Plotting a course and activating hyper-gravity generators can
take as much as 20 minutes. If a navigation computer has pre­
Hypergravitics/Gravity Wel ls programmed coordinates, however, they can be uploaded in
Although the majority of the Milky Way galaxy is uncharted, a three melee actions. The generators themselves take one full
reasonable portion has been mapped by a number of different melee round to power up and activate.
alien civilizations. Many of those charts are accessible to the Aside from the possibility of a lethal miscalculation in naviga­
public. The sharing of knowledge and experiences revealed tion, the other major drawback of hyper-gravity drives is that they
many "pockets of gravity" in open space. These pockets are sim­ are useless without a natural freestanding gravity well (Le. , not of
ilar to the gravity well surrounding a planet or a star, only they
a star or planet). Hypergravitics can only enhance and manipu­
are much smaller. Many decades of subsequent research and
late the effects of a pre-existing gravity well; they can not create
experimentation with gravity field-generating devices eventually
one. Thus, in deep space without an existing gravity well avail­
produced a system that could link two of these gravity wells by
able, hypergravitics are worthless. N eedless to say, this makes
stimulating the field of one gravity well and extending it toward
charted freestanding gravity wells very valuable real estate.
another known gravity well. The two fields attract each other and
Many of them have already been claimed by the nearest sover­
connect, creating a bridge (actually a tunnel might be a more ap­
eign stellar power, who typically charges ships a fee to use
propriate description) or an artificial wormhole from one part of
"their" gravity well . Scores of other g ravity wells are of disputed
the galaxy to the other. Although it is easiest to think of this
ownership or are simply unclaimed, which means travelers can
bridge as a tunnel of sorts, it actually does not take up any space
use them for free. On a more sinister note, gravity wells in war
at all. I nstead, a spacecraft using Hypergravitics simply enters
zones, and sometimes disputed wells, are often mined by one
one gravity well and seems to push through a dark curtain,
side or the other, with killer satellites and missiles that target
emerging at its destination a split-second later.
anything using the well or coming within range of the no man's
To use this method of travel , a ship must be fitted with some zone.
kind of FTL engine as well as hyper-gravity generators. Due to
the nature of a hyper-gravity wormhole, any ship passing through
at less than light speed will be torn apart by gravitic forces. Thus,
1 59
signal to the ship, and the two remain in constant communication
until the ship passes through the gate. After entering, the vessel
is instantly accelerated to nearly eight million times the speed of
light! At this velocity, a ship can cross the entire galaxy in just
over 1 00 hours. When the ship exits through the destination por­
tal, it immediately decelerates to light speed, and can further
navigate from there. Prior to entering a gateway, it will take a
ship one melee round ( 1 5 seconds) to send its transmission co­
ordinates. After that, it will take the gateway one melee round to
power up. The gateway remains powered up until the traveling
ship stops broadcasting or until the ship enters the gate. While
powered up, no other ship can sneak into the gateway. Due to
various navigational fail-safes, the gateway will activate only
when the ship that sent the transmission enters.
There are five major drawbacks to gateways. The first is navi­
gation. Like hypergravitics, going through a gateway requires a
successful Navigation: Space roll. I n the event of an unsuccess­
ful roll, the gateway will simply not acknowledge the transmission
coordinates. It is the equivalent of an Earthling dialing up a non­
existent phone number; in such a case, the gateway will inform
the ship of its error and to try again . If the Navigation roll is un­
successful by 20 or more points (e.g. , a roll of 95% against a
65% success ratio), then the ship will have entered the wrong
transmission coordinates. This is akin to dialing the wrong tele­
phone number. The trip through the gateway will take place, but
it will send the ship to the wrong destination. Depending on how
far off course one goes, this can result in serious trouble. Gate­
ways on the edge of the galaxy are notorious for being in a state
of disrepair, meaning they can accept incoming ships, but they
are unable to send any ships out. Once through a faulty gateway
such as this, one must find some other way home, often through
unfamiliar, and perhaps hostile space. This scenario alone ac­
counts for nearly 25% of all lost and missing spacecraft each
year.
The second major drawback is piloting. If a ship is making a
Gateway Structures normal approach to a gateway (Le., not traveling over Factor 2,
traveling in a more or less straight line, not making evasive ma­
Gateway structures are huge, circular or multi-sided rings neuvers, etc.) then no Pilot Spacecraft skill roll is needed. If the
floating in space. When these structures receive a broadcast pilot is making an excessively fast or irregular approach, then a
with the proper destination codes, they align themselves with an­ piloting skill roll is required. A successful roll means the ship
other gateway somewhere else and create a hypergravitic bridge goes through without any problems. An unsuccessful roll means
between the two man-made gateways. Gateways do not open a the ship hits the gateway structure on the way through, damag­
doorway to other dimensions (see Rifting for that) , they simply ing both the gate and the vessel . Small ships will be destroyed
form a closed tunnel through the corner of one, effectively folding completely while large vessels will lose 1 D6x1 0% of their S.D.C.
space to a fraction of the normal distance between two points. (the G . M . may assign other damage such as loss of life support,
Likewise, the craft itself does not enter another dimension, but engines, etc.). The gate will lose 1 D4x1 0% of its S.D.C. and may
flies through the "tunnel" cut through space and time. suffer one of the following (roll percentile dice): 01 -20% Power
Gateways are usually mammoth structures, and can accom­ loss. Will not function until a repair crew fixes the trouble.
modate spacecraft of any size, even gigantic space arks and de­ 21 -40% Can't send a vessel out to another gate, can only re­
stroyers. These structures are mostly solar powered with nuclear ceive ships. 41 -60% Can only send vessels out, can not receive
backups. In an attempt to conserve energy, they lay dormant un­ them (shoots incoming vessels to the next nearest gateway).
til activation codes are transmitted. The gateway rarely stays 61 -90% Creates a Dimensional Syphon. 91 -00% I nternal coordi­
open for more than 30 seconds. It is beyond anyone's capabili­ nate system is scrambled, sending travelers 4D6x1 0 light years
ties to keep one of these artificial gravity wells open for more away from their desired destination. (Roll percentile dice again.
than a few minutes. After two or three minutes, an active gate­ 0 1 - 1 0% chance it will send the vessel to an uncharted gravity
way will shut down due to low power and overheating of its sys­ well or black hole!)
tems. In such an event, the gateway must shut down to cool and When an approaching vessel appears to be heading in an ir­
recharge for 1 04 hours before it can activate again. Popping regular flight path towards an active gateway, the gate's defense
open intermittently for 1 5-45 seconds at a time can be done re­ system will usually open fire on it without warning in a last-ditch
peatedly with minimal concern, but more than 60 in an hour attempt to destroy it before the ship hits the portal. This is done
(which has never occurred) is considered dangerous and may to prevent the creation of a Dimensional Syphon.
require a cool down period. The accidental creation of a Dimensional Syphon is the third
Using a gateway is very similar to using a hyper-gravity drive drawback. If the piloting skill roll to enter a gateway is missed,
or gravity well. The basic procedure is for a vessel to approach the vessel is likely to hit the gateway structure. (Note: A piloting
the gateway at light speed or faster. On the way, the ship broad­ roll is only necessary when the spacecraft is flying at excessive
casts transmission coordinates to the gateway. This lets the speed or recklessly. Routine passage does not require a skill
gateway know what other gateway to align with. Once the trans­ roll.) If struck, there is a chance The gateway will twist and col­
mission coordinates have been sent, the gateway sends a return lapse (active gateways are very touchy things). This will forcibly
1 60
pull the sending gateway and the ship through the receiving sys­ confiscation of the vessel and all cargo, both of which are sold to
tem. Both gateways will then collapse and a permanent passage wholesalers. The Atorians atomize such offenders.
will be formed between the two former gateways called a dimen­ Elsewhere in the galaxy, gateways are rare at best, and usu­
sional syphon. The ship will be shot from the newly formed phe­ ally an artifact from some long-dead ancient civilization. Scouts
nomenon at unbelievable speeds (remember the 8 million times and explorers have often sought these mysterious structures out
the speed of light figure above?). The ship will have an initial to see how they work and what secrets they might yield to further
0 1 -75% chance of impacting something, even a floating piece of the cause of instantaneous travel. The Titrana and l Ita quadrants
space junk the size of a grapefruit, and vaporizing. If the ship each have fewer than a dozen gateways.
manages to survive (76-00% on percentile), the pilot must make
a piloting skill roll at -25% to decelerate. If the pilot makes the Dimensional Syphons
skill roll, then he will safely bring the ship down to mere light These anomalies bridge the space between collapsed gate­
speed, but by then, the vessel will have traveled another 1 ,000 ways, though some of them occur naturally between old gravity
light years from the dimensional syphon's exit point. If he suc­ wells and are known as wormholes (the same term applied to the
ceeds, then the ship will slow down to factor speed. If not, the artificial "bridges" created by hyper-gravity drives.). Travel
vessel continues on at incredible velocity until it either hits some­ through the syphon is nearly as fast as the gateways that formed
thing or slows down. By the time a ship eventually slows down to it (only 1 0% slower). It requires no coordinates or activation
light speed, add another 1 ,000 light years distance traveled for codes and no generators or special equipment to operate, but it
each unsuccessful attempt to decelerate. At that point, naviga­ only leads to one destination. The spacecraft simply flies in one
tion rolls to fix the vessel's location are at -35%. If the spacecraft end and out the other. If the pilot knows the old location of the
shot out of the galaxy, the pilot might never get home. Even a opposite gateway, his exit point is known, but if he does not, no
battleship can not convert to a space ark system (no food to problem. All the navigator has to do is get a fix (a Navigation:
grow, etc.) for a return trip that could take 1 0, 20, 50, 1 00, or Space roll at -20%), and they know their location.
even 1 ,000 years. Only a vessel with adequate stasis facilities While all of this sounds perfect and easy, and some govern­
will be able to have a chance of getting home years later - un­ ments have purposely created some dimensional syphons, there
less some alternative means is discovered. is a major down side. The passage through a dimensional sy­
If the pilot does not make the piloting roll, then roll again to phon is very rough. The contest between the unnatural gravity
see if the ship is: tube and the dimension it intrudes upon creates gravitational and
magnetic turbulence inside the syphon. Any ship entering one is
01 -30% torn apart by the stress trauma of the incident (unless
not required to make any rolls for piloting or navigation. It simply
there are shuttle craft or life boats, all on board perish) .
flies in. Once inside, all electronic systems begin to skip from
31 -60: Deceleration burns out t h e engines a n d the vessel is powerful pulses of magnetic energy. The pulses do not last long
left floating without means of propulsion 2D6x 1 00 light years off enough for life support to be threatened, but sensors, scanners,
course and probably with other damage. and communications are virtually useless. I n addition, the de­
61 -90% Manages to slow down but gets caught in the gravita­ structive forces of the syphon will remove 1 D4x1 0% of the ves­
tional pull of a (uncharted?) planet and crash lands on it (good sel's S.D.C. Needless to say, heavily damaged spacecraft must
luck) . The spaceship is damaged beyond repair, engines and have truly desperate pilots to enter a syphon and risk destruction
communications systems are shot, the pilot has no idea (none) by its forces.
where they are, and it is left to the G.M. as to whether or not the
planet is inhabited or even i nhabitable by the castaways. Black Holes
91 -00% Something more occurs. Space and time are warped, Black holes are naturally occurring dimensional syphons, but
sending the ship into the past, future or a different dimension en­ are by no means a standard mode of travel . Traveling through
tirely. Getting home is probably impossible and the ship is likely these space-time phenomena couples the hazards of both a di­
to be damaged. mensional syphon and hypergravitics travel, but it is a free and
A fourth, but comparatively minor drawback is that pirates effective means of traveling great distances very quickly.
sometimes employ highly skilled hackers to crack the security on Black holes occur when a super-massive star reaches the
a gateway structure and modify its programming to open to a end of its life and collapses in on itself. As the star's mass
specific gateway when a certain ship accesses it. Thus, an inno­ reaches a single point (or singularity), it tears a "hole" in the fab­
cent ship, instead of connecting to the gateway the vessel sent ric of space and time. This anomaly appears as a void area in
coordinates for, is popped right into the hands of waiting pirates, space from which no light escapes, hence the name, black hole.
god (and the pirates) only knows where. Thankfully, pirates with The gravity well of a black hole is such that anything that gets
such resources and skill are rare, and this sort of ambush hap­ close to it will be sucked in, even light! The "point of no return"
pens only once in a great while. surrounding a black hole - that threshold beyond which the
Lastly, gateways are vel}' expensive to construct, so they are black hole's gravity becomes irresistible - is called an event ho­
not all that prevalent throughout the galaxy. The Atorian Empire rizon. Although they remain a theoretical puzzle to Earth scien­
has built hundreds of them and uses them frequently to keep its tists, the galaxy's greatest minds learned long ago that black
quadrants well connected. The FAR has built just under 1 00 of holes merely form a dimensional bridge to another place. Under
them throughout the Liloqua quadrant, and operates them like the proper circumstances, black holes can be navigated, but it is
toll bridges, with ships paying a reasonable service and transport fairly perilous and not recommended if there is any other alterna­
fee according to the distance traveled. Typical tolls run about tive.
2D6x1 00 credits per light year. Once the ship pays the gateway Any vessel that crosses a black hole's event horizon will in­
toll , the gate agrees to power up and let the vessel through. Un­ crease in speed exponentially as it is drawn deeper and deeper
less it receives prompt payment, a FAR gateway will not power into the black hole's gravity well. At the heart of a black hole is its
up unless a ship hacks into its computers somehow. This is fairly singularity, which is what gives the hole its immense gravity. The
difficult, however, and requires a successful cybe�acking roll at trick to traveling through a black hole is to shoot through it and
-35%. A failed result will not only fail to activate the gateway, but skip around the singularity. If a ship fails to skirt the singularity, it
it will also tip off the guardian ship(s) nearby. The FAR does not is instantly crushed. This is why black holes are so dangerous,
take kindly to those who try to steal a free ride through its gate­ and why only foolhardy and desperate pilots ever try to navigate
ways. The typical punishment for such an offense is capture and them.
1 61
I n game terms, navigating a black hole is fairly simple, but not Wizards) must be made to plot the dimensional crossing. Failing
necessarily easy. First, the ship must enter the hole traveling in the navigation roll will put the spacecraft off course by a distance
excess of light speed. Traveling at light speed or slower means determined by the G . M . (anything from a few light years to half
the vessel can not break free of the black hole's gravity under the galaxy) . A failed Geomancy roll is much more dangerous, re­
any circumstances, and is doomed to rush headlong into the sin­ sulting in any number of mystical or dimensional results, includ­
gularity. Second, upon entering the hole, the spacecraft's pilot ing getting trapped in a parallel or alien dimension, time
must make a single Pilot Spacecraft skill roll. The success or fail­ distortion, magical illusions plague the crew, the ship may travel
ure of the voyage, the life or death of the crew and passengers, backward or forward in time (time travel is not something that
all rest on this one crucial roll. Moreover, skirting the singularity can be deliberately made to happen), and the possibility that a
is not as easy as it may sound. In fact, it is comparable to thread­ monster, supernatural being or other dimensional traveler could
ing a needle made of pure gravity. Thus, the piloting roll m ust be follow the spacecraft through the portal into our universe (as the
made at -25%. If the pilot makes the roll , then the ship flies Riathenors have).
through without a problem, free to explore whatever lies on the One advantage to magical Rift travel is that if the navigating
other side. If the pilot fails - well, at least the ship will get Wizard is very familiar with the jump destination, say his place of
crushed flat so fast nobody will know what hit them. birth, or a port visited many times, the character does not even
To date, very few black holes have been successfully charted. require pre-loaded coordinates before "jumping" and is + 1 0% to
The few that have, start at one point in the Milky Way and open make the jump. An even bigger advantage is, the approximate
to another in the same galaxy. However, scientists theorize that speed for Rift travel varies with the jump dimensions used and
a black hole could be a bridge to literally anywhere - another the physics of that dimension, but most can be made at half the
galaxy, another universe, another dimension, another time. The speed necessary for conventional space folding systems and
extent to which this theory will be proven rests in the hands of gateways. As usual, the idea is to cross over from one pOint in
those brave souls willing to brave death and fly through these space to another in the same dimension, but a Rift-drive can also
enigmatic hearts of darkness. allow dimensional travel, and some races do have exploratory
A final note. Although the "destinations" of most black holes teams roaming the Megaverse. However, the process is time
(where one will end up if he flies through) are unknown, the loca­ consuming, requiring theoretical applications and even when
tions of many black holes are known. There are literally thou­ done properly, it is risky - most never return to their original,
sands upon thousands of them throughout the galaxy, and any home dimension. Consequently, few seldom attempt going to an­
half-competent spacecraft navigator should be able to find any other dimension for fear of getting lost in the infinite layers of re­
one of them. Most rudimentary astrogating software pinpoints the ality that are the Megaverse. Many non-magic based scientists
locations of black holes, much like Earth naval charts would dispute the existence of "parallel" dimensions like our own, and
mark the last known location of an iceberg. Proportionally speak­ the handful of travelers who have visited them seldom return to
ing, there are more black holes at the galactic core than else­ tell their tales or speak of things beyond our comprehension.
where, contributing to the little-known theory that somehow, the Note: Theoretically, Rift-drives could also travel to other galaxies
galaxy is devouring itself from the inside out. anywhere in the universe (and some scientists believe that's
what actually happens when a vessel "thinks" it has gone to a
Magical Portals or "Rifting" parallel or alternate dimension). However, the nature of magic is
Rifting i s similar t o point t o point travel, but instead o f using such that the creator and manipulator of the Rift event must
science, physics and a tunnel through another dimension, it can "know" about the intended destination to get there. I ronically, it is
only be accomplished through the application of powerful magic. only Rifts that have gone bad that may port the vessel to some
For anyone familiar with the RiftS® Role-Playing Game, the other part of the universe or alternate reality. The use of magic
drives needed for this kind of advanced travel would be massive for travel remains an inexact science fraught with inconsistences
Techno- Wizard devices. They store enough P . P . E . to make one and peril.
trip by opening a dimensional portal through space and time to a
particular destination (in our own dimension or another) and back Cru ise ModelTrans-Light Travel
out. Once the trip is done, the P . P . E . needs to be recharged, Cruise mode, also known as Trans-Light Travel (TLT), is an
which is not an easy thing unless the planet at the other end is advanced form of propulsion that combines traditional FTL,
rich in magical energies. Large spacecraft can draw P . P . E . from hypergravitic, and gateway technology. Essentially, a TLT sys­
the crew itself, but that requires the willing participation of all in­ tem simulates the effect of when a spacecraft misnavigates a
volved and a high level mage to perform ritual magic, and rituals gateway and creates a dimensional syphon to slingshot the
take time. For obvious reasons, this method of travel is very un­ spacecraft at mind-boggling speeds and skip from one location
common and only appeals to those well versed and comfortable to another light years away in only 1 04 hours. TLT system sends
with magic. Even civilizations that do use these magic based the ship on a straight-line trajectory to its destination. First, the
warp systems tend to travel between magic rich planets and vessel revs up to factor speed using the FTL component of the
have conventional backup drives on board for travel to places drive. Then it kicks in the gateway components of the drive to
where magic energy is weak. Needless to say, in the Heroes skip across space, instantly accelerating the ship to roughly one
Unllmlted™ setting, such drives are uncommon even among the light year an hour. At the same time, the drive's hypergravitics
races that have mastered magic, such as the Shissans, Timneh, activate, creating a kind of "gravity bubble" around the space­
and Manteze. craft. This deflects small bits of debris and other matter that oth­
Creating a dimensional gateway via magic is more versatile erwise would impact and damage the vessel.
than the other advanced methods of travel because it can be Like other means of interstellar travel, this drive also has its
created anywhere to open to anywhere. There is no need to find down sides. The first is that TLT technology is only good for
a man-made gateway structure, gravity well or black hole to use straight-line travel. The second is that the drive uses up all the
it, although a gravity well always forms a magical nexus and ac­ fuel in its initial acceleration. After that, the spacecraft is commit­
tually makes Rifting easier (+ 1 5% to both rolls). ted to its destination. In order to change course, the vessel would
To successfully "Rift" from point to pOint, a successful Naviga­ have to slow down, but unless its has additional fuel stores, it will
tion roll must be made to plot the spacecraft's destination and a not be able to reactivate its TLT drives.
successful Geomancy skill (available only to Mystic Study char­ Another hazard is misnavigation. At the beginning of each
acters, so the navigators on such vessels are almost always TLT trip, the navigator must make his Navigate: Space skill roll.
1 62
A failed roll means the ship is off course. Thanks to the high axy), TLT drives require a great deal of mass and energy. As a
speeds of TLT travel, the possibility of getting lost is immense. A result, no ship less than 750 tons can accommodate such a
good rule of thumb is for every percentage point that the naviga­ drive. This generally reserves it for those rich enough to afford
tor fails his roll, the spacecraft will end up one light year off-tar­ massive vessels in the first place, such as governments, large
get. corporations, and the occasional eccentric zillionaire.
A fourth down side is deceleration. Dropping out of TLT speed Other Means of Travel
takes 20 minutes, during which time the ship may not maneuver It is a big, big galaxy out there, with much of it remaining un­
whatsoever. This leaves even vessels with defensive weaponry explored. Many scientists believe that there are numerous other
vulnerable to any hostile forces that can match speed with the ways of traveling between the stars, a thought shared by numer­
decelerating ship. In an emergency, a spacecraft can drop out of ous explorers who claim to have seen such things first hand. Re­
TLT speed in less than 20 minutes, but the rapid deceleration ality drives, warp travel , chained wormholes and dimension
takes its toll upon the ship. For every minute the captain shaves skipping are j ust some of the theorized and rumored propulsion
off his deceleration time, the ship's hull takes 2D4x1 0 S.D.C. in systems that have yet to be proven, much less commonly used.
damage and the engines may burn out ( 1 % chance per minute Likewise, the theorized existence of hyperspace, infra space,
shaved off deceleration). mega-space, and ultra space might provide traveling mediums in
Finally, TLT drives are both difficult and expensive to procure. which mind-boggling speeds could be attained with existing tech­
Although the technology is widespread (the Struthios invented it nology. All that remains is for the brilliant and the brave to make
and have made a great deal of money peddling it across the gal- these possibilities into reality.

Spacecraft Speed & Acceleration Ru les


These rules apply not only to spacecraft, but to all aircraft dur­ craft and bombers have to slow down to accurately attack
ing combat in an atmosphere. They may also be applied to ground targets.
RiftS®, The MechanoidS® and other Palladium games. When Many spacecraft can not enter an atmosphere, but like our
racing across the landscape, speed may be important, but in space shuttle on Earth, there are those that can, particularly
combat it is secondary to maneuverability. The bottom line is smaller ships and fighters (see the trans-atmospheric capabilities
simply this, it is difficult to hit a target, even with the aid of ad­ in the Spacecraft Construction section for more details) . Space­
vanced computers, when traveling at immense speeds. Even craft that can enter an atmosphere will have Mach 1 0 capabilities
traveling at a speed of Mach four (practically standing still com­ to enable them to escape planetary gravity. That speed can be
pared to light speed), one flashes past the target in a heartbeat used in combat to reach a target area or enemy aircraft quickly,
and is miles away in the next heartbeat. This means fighter air- but is not very effective in actual combat, as noted above. (Note:

1 63
The maximum speed for any vehicle in an atmosphere is Mach
1 00/67,000 miles per hour. Atmospheric acceleration is rather Note: Anti-gravity, Anti-matter, Negative Matter, and Tachyon
slow, requiring several melees. (Anti-gravity engines require half drives require half the listed times to accelerate. Light Speed can
the listed times to accelerate.) not be attained while in an atmosphere.

Acceleration Requirements in an Atmosphere FTL Combat Maneuvers & Penalties


The atmospheric combat penalties do not apply in space due
Mach 1 requires 1 5 seconds ( 1 melee) to the large distances and great range of the weapons, but FTL
Mach 2 requires an additional 1 5 seconds (1 melee) combat does have penalties. As stated in Heroes Unlimited,
Mach 3 requires an additional 1 5 seconds (1 melee) combat in trans-light is treated as if the spaceships were effec­
Mach 4 requires an additional 30 seconds (2 melees) tively standing still because their speeds must be identical and
Mach 5 requires an additional 30 seconds (2 melees) maneuvering at that speed is impossible; however, at slower
Each additional Mach requires 30 seconds (2 melees) Faster Than Light ( FTL) speeds, the suicidal can conduct com­
Combat at Mach Speeds: The usual aerial combat stunts bat in more traditional ways, including dodging and chicken tac­
and maneuvers apply to Mach speed combat in space or an at­ tics. The difference between FTL space combat and normal
mosphere, but add the modifiers and penalties as follows. For space combat is that even the slightest deviation from course
each Mach (670 mph/1 ,072 km) of speed an aircraft is traveling could mean the destruction of the spacecraft as it hits a meteor
during combat, there is a penalty of -2 to all combat rolls and or space debris, gets dragged into a star's gravity field, has its
-4% to piloting skill rolls. So, a fighter craft traveling at Mach 2 computer shut down by EM waves, or any number of other dan­
will be at -4 to strike and dodge, and pilot skill rolls, stunts and gers that pose little threat to someone battling at reasonable
special maneuvers will suffer from an additional -8% penalty The speeds. Moreover, because of the speed involved, one is likely
only exception to this is speed related rolls like fleeing, climbing, to find himself millions miles off course, perhaps even lost. Need­
diving and the tilt dodge maneuver. These rules should also ap­ less to say, only the insane or truly desperate gamble with their
ply to super beings capable of flying or running at Mach speeds. lives in FTL combat. Apply the following modifiers to the aerial
Acceleration in space is much quicker, especially with spe­ combat system given in H U2.
cial Accelerators that can be purchased for each drive. Normal
Piloting: All piloting skill rolls in FTL combat (not normal FTL
acceleration in space is ten times quicker than in an atmosphere
piloting) are performed at - 1 5%.
(yes, that's five Machs per melee round), but accelerators can
move a vessel up to a desired sub-light speed in a single melee Evasive Action : Same as normal, but the Skill Penalty is
round (this is called "teleporting to speed," or the more common -35%, and a failed roll means a roll on the damage table below
slang: "port" or "porting"). Accelerators can be expensive, but the and a possible crash.
·port" can be very handy and time saving in certain situations Tilt Dodge: The safest maneuver in FTL combat. No changes
(like to escape attackers). During the round that a spacecraft or additional penalty.
charges up its accelerators, only defensive attacks and tilt Dodging Planets, Moons & Debris: Just trying anything but
dodges can be performed. If a spacecraft is engaged in evasive following a charted course is a stunt in FTL. The incredible
action, dodging, or other extreme actions when its "port" takes speeds can cover a solar system in minutes. J ust trying to judge
effect, a piloting skill roll must be made as if the craft were en­ distance at that speed is difficult even with computer systems.
gaged in FTL stunts (described elsewhere in this section) . A This means in the course of combat, every 1 D4 minutes, one is
porting ship does not have to be moving in a straight line, it is likely to have to dodge a planet, moon, asteroid, meteor, hunk of
just much safer that way. debris or, when in a civilized region of space, another spaceship!
Without porting, a spacecraft can reach light speed in space Dodging a planet: Got too close and is caught in its gravita­
after five hours of constant acceleration, but when time is short, it tional pull. Crash is imminent. No chance for survival! Only hope
only requires two melee rounds for a spacecraft with accelera­ is to use the gravity to 'slingshot around the planet. This maneu­
tors to port to light speed (factor 1 ) , though it can take up to an ver is performed at a penalty of -20% and even if successful will
hour to enter tranS-light travel. Once the spaceship reaches light sling the ship in a direction away from his target or pursuers (un­
speed, accelerators can ·port" a spacecraft to a desired FTL less they do the same thing) at a speed 30% higher than he was
speed in one melee round. So, for example, an assault craft with traveling. Slamming into the planet will cause immeasurable
accelerators must spend two melee rounds (30 seconds) doing damage to that planet. If the G.M. is generous, go to Crash Ta­
practically nothing while his drives charge up to light speeds, at bles.
the end of the second round, the craft reaches factor one in a Dodging a moon: Roll to dodge at -20 penalty. The low gravity
flash, and the accelerators can begin charging for a port to factor of most moons should not pose too much difficulty. Hitting the
20. At the end of the next round, the spacecraft zips up to factor moon will cause the spaceship to atomize.
20 for its trip. Note that a ship can accelerate normally while its Dodging asteroids, space junk or ships: - 1 5% penalty. Roll
accelerators are charging, so in the previous example, the as­ percentile dice to determine damage: 01 -1 0% Sorry, atomized.
sault craft could have reached Mach 1 0 (from two rounds of ac­ All hands lost. 1 1 -40% Hole punched through the ship! Lose
celeration while the port to light speed was charging), and would 1 D4x1 0% of the vessel's S.D.C. All following piloting and stunt
actually be going factor two when the port to factor 20 took effect maneuvers are done at the additional penalty of - 1 5%. Other
(see below). Normal acceleration from factor one to higher fac­ problems may arise. 41 -50% Damage to the ship. Lose 3D6x1 0
tors requires the following time. S.D.C. and ALL weapon systems are down! Half can be brought
Light Speed Acceleration back online in 2D4 minutes. Other problems may arise (if they
live that long). 5 1 -65% Hole punched through the ship! Engine
Requirements in Space damage prevents accelerating any faster and all stunt maneu­
Factor 1 requires 1 5 seconds (1 melee) vers are done with an additional penalty of - 1 0%. Once deceler­
Factor 2 requires an additional 1 5 seconds (1 melee) ated, maximum speed possible is only 1 D4x1 0% of normal .
Factor 3 requires an additional 1 5 seconds (1 melee) 66-80% Lost forward section of the ship. Lost all hands in that
Factor 4 requires an additional 30 seconds (2 melees) third of the ship. Lost navigation. Careening out of control.
Factor 5 requires an additional 30 seconds (2 melees) 81 -95% Lost rear section of the ship. Lost all hands in that third
Each additional Factor requires 30 seconds (2 melees) of the ship. Lost engines (probably power and weapon systems

1 64
too). Careening out of control. 96-00% Lucked out. Minimal , su­ Combat Note: Only an invulnerable character or someone
perficial damage (reduce S. D.C. 1 0%), everything operational. with a Natural A.A. or Robot A.A. of 1 6 or higher can leave a
Stunts: Stunts and special maneuvers are performed at spacecraft during FTL. And they can only hold onto the hull to re­
-50%! A failed roll results in serious damage to the craft (roll on move items with brute force, fire a weapon, or set explosives. No
the damage table) and possibly a crash. repairs are possible in FTL travel. Also, anyone who falls or
jumps from a spacecraft in FTL travel dies. Period. Even invul­
nerable characters are pulverized by the resulting forces of
space and energy.
Random Damage Chart
Whenever a spacecraft in FTL tries a radical maneuver, there
is a good chance it will get damaged, either from hitting a small
piece of space debris or from the stress of normal forces multi­
plied by the great speed (think of what a sharp turn does to a car
at high speeds and imagine it at a few million miles per hour).
This table represents some of the possibilities. G.M.s can ex­
pand it if they are so inclined, or they can make up something
that fits with their story line.
01 -1 4%: The spacecraft suffers 2D4x1 ,OOO S.D.C. damage.
Roll on the Crash Table.
1 5-39%: Vessel suffers 1 D4x1 ,OOO S. D.C., 1 06 systems fail.
40-69%: 1 04 systems shut down. Game Master determines
how long this lasts, from 404 minutes to permanent (requiring
extensive repairs or replacement). Roll on the following sub-ta­
ble. For each result with two options, use the one that applies,
choose them in order (if rolled twice), or apply both of them.
Systems Failure Table:
01 -05%: Main engines shut down. Can not accelerate and all
maneuvers are done with an additional - 1 5% penalty!
06- 1 4%: Radar and combat computers go down. Must use
guesswork and line of sight to hit enemy. - 1 0 to strike and
dodge.
1 5-30%: Secondary or minor system failure, such as kitchen
ovens, entertainment hall, water pumps, toilets, cooling, air circu­
lation, internal communication, etc.
31 -40%: Maneuvering rockets and/or launch bays shut down.
41 -50%: Lose artificial gravity until repairs can be made.
Movement on ship is difficult; reduce attack/actions of those on
board by two.
51 -55%: I nternal lights go out (-5% to pilot, navigation, com­
Emergency Landing: There is no emergency landing in FTL puter operation and repair rolls).
combat. The only option is to "port" out of FTL travel and if nec­
56-60%: 1 04 weapon systems stop functioning.
essary, perform a crash landing at the other end (drifting in
empty space is a good possibility). Every time the pilot is re­ 61 -65%: Energy weapon systems fail. Leaves only rail guns
quired to roll on the crash table, he can attempt to "port" out of and missile defense.
FTL to avoid it. If successful, he can make an emergency landing 66-70%: Navigation shuts down. All stunts and piloting rolls
instead (if a planet or other body is available) or simply drift. In suffer an additional penalty of -30%!
the latter case, G.M.s may have the characters stumble upon 71 -75%: Communications system fails.
something previously lost in the empty space between stars, etc. 76-80%: All missile and trajectory weapon systems fail. Only
Likewise, one may be able to decelerate quickly enough (al­ energy weapons available.
though probably destroying the engines in the process) to
81 -85%: Fire and smoke in some (relatively small) area or
crash-land on a planet without the impact of a plummeting aster­
portion of the ship. All in that area are in danger from the fire and
oid. Use Crash Table or may crash with crew and passengers in­
smoke inhalation. Visibility is terrible (-6 to strike, parry, dodge or
tact but the ship is totaled and will never fly again. Wait and hope
do anything; -20% to skill rolls). Unless it is contained and put
for a rescue or flee before the enemy arrives to finish them off. out, the fire will spread throughout the ship at a rate of 5% per
Skill Penalty: -30%. A failed roll means the craft continues at FTL every two minutes (8 melee rounds), causing electrical shorts
speeds and is destroyed or has to roll on the Crash Table. and additional systems to fail (roll on this table for every two min­
Shadow: Another safe maneuver in FTL. No changes. utes).
Dog Tai l : Still an advantageous position , except following 86-95%: Life support fails. Breathable air will be gone in 1 04
someone in FTL combat is just as dangerous as avoiding them. hours.
Skill Penalty is increased to -50%, and a failed roll means the 96-00%: Roll Again.
craft is severely damaged (roll on the damage chart) and may 70%-75%: Any coating (stealth, reflective, etc.) the craft has
crash. is sheared off, along with 2 points of A.A. and 30% of the ves­
Speed Escape: This one is simple, if your craft is ten factors sel's S.D.C.I
faster than the pursuer, you get away. If not, you can risk FTL 76%-89%: Spacecraft collides with a large piece of space de­
combat or 'port out of FTL for normal combat. bris. Damage is extensive (75% of S.D.C. ) and 1 04 systems
shut down. Roll on the Crash Table.
1 65
90%-00%: Total system failure ! Lights, computers, weapons
and life support all fail. The craft violently drops out of FTL travel,
taking 4D1 0% of its total S.D.C. in damage, and drifting through
space at a speed of 40% of the speed of light. Characters have
2D4 hours to effect repairs before the atmosphere is used up
(survival suits and backup oxygen tanks can prolong this time).

Crash Table
Crashing at FTL speeds is not pretty and not usually surviv­ the way of small items (computer, gun, food rations or even a
able, but there are always flukes of fate, especially in a hair comb).
superhero role-playing game. This table is used whenever se­ 81 -90%: The ship landed i n one piece but it is a complete
vere damage causes the spacecraft to crash. It not only repre­ wreck. Small items and a third of the cargo (if there was any
sent a crash on a planet, but also a violent end (though not cargo) has survived and the ship may be suitable as a shelter or
necessarily destruction) to the flight of the spacecraft. base of operation for the survivors. Provided, of course, that it
01 -1 0%: Vessel is vaporized! Any survivors are those who did not crash into a swamp, bog, lake, sea, ocean, the side of an
managed to jettison in life boats or smaller spacecraft, before it active volcano or other environment where the ship sinks or is
all ended. Even then, the jettisoned vessel suffers damage: re­ otherwise destroyed or inaccessible. Escaping from a sinking
duce S. D.C. by 2D4x1 0% and 1 D4+ 1 systems go off line (all crit­ spaceship is a whole new adventure.
ical systems should be repairable). 91 -95%: Miraculously survives. The vessel loses 1 D4x1 0%
1 1 -30%: All things considered, the spacecraft is left in rea­ of its remaining S.D.C. but survives. All critical systems can be
sonably good shape. Loses 2D4x1 0% of its S. D.C. and 1 D6+4 repaired and brou g ht online. It can even avert a crash landin g
systems are down (at least half permanently). If repairs can be and limp off into space, but all FTL systems are burnt to a crisp.
made (may require new parts, components, tools or energy Nobody's getting home any time soon, and the vessel is a sitting
source not available on the planet), it can be made space wor­ duck for its enemies unless it can sneak away or is left for dead.
thy.
96-00%: Plunged i nto a space anomaly and appears in an
31 -60%: The spacecraft is a burning wreck beyond sal­ unknown area. They can suddenly appear at the other end of the
vage. Half the crew and passengers are killed on impact (unless galaxy, a different galaxy entirely, or another dimension like
player characters, in which case they are hurt but will live). The Phase World™ or Skraypers™ (or something completely differ­
blaze can not be contained, and survivors only have 3D6 min­ ent - alien, primitive, etc.) . Depending on the G.M.'s mood, the
utes to rescue and salvage whatever they can before the entire dimensional anomaly also has one of two effects: First, it can
ship is a raging, exploding inferno, and everything (and every­ cause an additional 1 D4x300 S. D.C. of damage and another
one) inside is destroyed (only a few small odds and ends may system fails, or it can alternately warp the spacecraft not only
survive). into another dimension, but into perfect condition (even changing
61 -80%: The spacecraft breaks up on entering the atmo­ it to M. D.C. if necessary) with fully operational systems and full
sphere and crashes in 1 D4+ 1 different pieces. Only 1 0% of weapon payloads (this is rare).
those in each piece will survive (player characters are among the
survivors and may buck the odds). The spaceship is reduced to Note: The presence of a civilization on this world will compli­
worthless scrap metal and there is very little to salvage even in cate things, not always in a good way. Even advanced civiliza-

1 66
tions may capture, imprison, experiment on and/or enslave or kill
"visitors from another star," rather then help them. If lucky, the
people will assist in their repairs or the components, tools and
things needed for repairs (if repairs are even possible) can be
acquired (traded for, stolen, taken by force, etc.). There is a good
chance survivors of a crash are trapped on the planet (or adrift in
space). It is also possible the planet is uninhabitable for the sur­
vivors, and they face a quick or slow death unless rescued soon.
Don't forget that if the crash is the result of combat, the enemy
may pursue to make sure they are dead or to take prisoners. On
the other hand, the enemy is just as likely to assume their oppo­
nents could never have survived and leave them for dead.

Spacecraft
Construction
By Wayne Breaux Jr. & Bill Coffin
Space travel and spaceship construction rules were originally
to appear in the Aliens Unlimited™ sourcebook, but it became
such a large and detailed set of rules that it got cut. What follows
is basically a massive expansion of the vehicle construction rules
given in the Hardware section of HU2, but geared directly toward
spacecraft. Since Alien characters can belong to the Hardware
power category, they can use this section to create spacecraft in­
stead of (or in addition to) conventional vehicles. Or, Alien Hard­
ware characters can simply purchase one of the standard
pre-generated ships described later in this section and use their
leftover money to modify it with additional sensors, gizmos and
features.
The only characters likely to begin with the money to build or
buy a spaceship are those from the Hardware or Robotics Power
Categories. For Galactic Hardware characters, a spacecraft may
be built in lieu of a traditional super-vehicle. For Galactic Robot
characters, a spaceship may be built in lieu of a robot vehicle. I n
either case, the budget for such vehicles should b e rolled o n the
Starting Budget for Spacecraft table below. Galactic Secret Op­
eratives can have access to a fighter craft or small ships or shut­
tles instead of their spy car. This vessel will be a production line
fighter or shuttle that the player can customize with four of the
following features:
Medium Armor
Factor 2 speed increase
Trans-atmospheric capabilities
Advanced Sensor Package
Armored Flight Suit (identical to the H ESS in the Aliens Unlim-
ited sourcebook)
Seating for three additional passengers
Light Spacecraft weapon in a rotating, pop-up turret
Mini-missile launcher in a rotating, pop-up turret
Grapple system

Fund i ng
As mentioned previously, galactic Hardware and Robot char­
acters may build or modify a spacecraft during character cre­
ation. In either case, the budget for such vehicles should be
rolled on the following table, and not the budget tables in their re­
spective HU2 Power Categories.
Starting Budget for Spacecraft
01 -1 5%: Two million credits
1 6-26%: Five million credits 61 -70%: 20 million credits
27-38%: 1 0 million credits 71 -81 %: 26 million credits
39-50%: 1 2 million credits 82-90%: 35 million credits
51 -60%: 1 5 million credits 91 -00%: 50 million credits

1 67
All prices are given in Galactic Free Trade Credits, or credits All effects on the aforementioned table are cumulative. At the
for short. It is the major universal money in the Milky Way. To beginning of the next adventure, the group gets its usual mainte­
construct any of these craft on Earth, prices would be multiplied nance roll. If it is successful, the problem is fixed, if it is again un­
by at least 1 00 times the listed credit cost. successful, the problem degrades and another roll adds
Just as in the Heroes Unlimited rules, Hardware characters penalties to the craft for the adventure. The next successful
with especially large building budgets need to have some help maintenance roll will negate all accumulated penalties.
from people with plenty of money to invest. If a character has a
building budget of 1 0 million credits or more, roll for a Spon­
soring Organization and the character's standing with the spon­
Getting a Spacecraft B u i lt
soring organization (page 2 1 6 of HU2). G .M.s are encouraged to The quickest and easiest way to obtain a spacecraft is to buy
modify and add to these lists as they see fit - weird or unusual one from a dealer of some kind, much like how we buy an auto­
origins are always welcome in the world of Heroes Unlimited! mobile on Earth. Of course, most of the vessels coveted by ad­
venturers (especially military models and combat worthy ones)
If the player group does not have a Hardware character, but
are not normally available for sale to ordinary folks. This leaves
wants to have a spacecraft, they can always fund the project
the intrepid space traveler with the alternatives of buying a sec­
themselves. Characters who are mercenaries, criminals, or trea­
ondhand (and perhaps already modified) spacecraft, stealing a
sure-seekers should have no problem finding the money for a
pirate or other criminal's military or souped-up spaceship, buying
spacecraft (assuming they do not just steal one outright, while
a restricted (i.e, military) vessel through illegal channels, or the
heroes might "acquire" one from a defeated villain). Likewise,
most common solutions, buy a "civilian" model and modify it, or
heroes who are not adverse to accepting monetary rewards for
build one from scratch.
their deeds can also find the means for custom-building a cool
space vehicle with which to battle evil. Alternately, heroes might Spacecraft can be commissioned for construction at almost
be rewarded by a grateful planet, government, organization or any galactic shipyard. Since most of these facilities provide build­
people with access to their top shipbuilding yards and a certain ing and repair services to military, law enforcement and private
amount in credits with which to build their own ship. Such tokens security businesses, they can easily procure military or paramili­
of appreciation are not unheard of, especially for galactic cham­ tary weapons and technology for private clients. Likewise, there
pions who perform exceptional acts of heroism, such as averting are a number of underworld operations, as well as a handful of
global conquest or military invasions, stopping mass destruction, legitimate interstellar spaceship manufacturers, who are glad to
destroying space faring monsters, and tackling other planetary build combat vessels, no questions asked (many using
catastrophes. knock-offs of various military designs).
Characters might also salvage and try to rebuild a spacecraft I n general, light weapons and defenses are considered legal,
or be given a ship that is secondhand or in somewhat battered since all space travelers have the right to protect themselves in
condition. Such endearing "junk piles" are surprisingly suitable space. This is especially true of independent explorers and colo­
for all sorts of conversions, modifications, upgrades and im­ nists. Heavy weapons and defenses are generally considered il­
provements. Many space faring adventurers enjoy driving a ship legal, but there are so many ships with such technology and so
that looks like hell but can outfly, outshoot and outmaneuver the few means to prosecute them all, that most shipyards simply pro­
latest top of the line fighter. ("Sure, she don't look like much, but vide illegal hardware and services at no extra cost. This is per­
wait'li she kicks in the overdrive!") However, such enviable per­ haps the biggest incentive for adventurers to build their own ship
formance typically comes after the ship's owners put a great deal rather than trying to buy restricted vessels "off the shelf." Even
of resources and shop time into it. Unfortunately, such spacecraft where there are serious efforts to restrict the kinds of weapons
tend to be "hangar queens," requiring constant maintenance and and technology made available to the public, there are in virtually
support. Without that, the ships will fall into disrepair and provide every system black market shipyards and rogue governments
substandard performance. wiling to build contraband vessels and equipment or do illegal
business for the right price. Under such circumstances, the stan­
At the beginning of each adventure, and possibly right after
dard cost for certain items may (at the G . M.'s discretion) run sev­
heated combat or situations stressful to the spacecraft (pro­
eral times higher than the list price.
longed periods at maximum speed, travel through asteroids,
etc.), the Game Master should call for a Spacecraft Mechanics Once a spacecraft has been ordered, the average construc­
skill roll. This roll uses the highest percentage in the group (if tion time for custom jobs is 204 weeks for each million credits of
more than one character has the skill) and represents the its cost. In general, custom production time can be cut in half if
group's ability to do minor repairs and maintain the vessel. A the buyer pays double the ship's cost. Considering how pricy
successful roll means the spacecraft functions normally, but a most custom jobs are to begin with, however, this option is not
failed roll means something broke or slipped or fell out of line, often exercised. Other circumstances, including parts and mate­
etc. There is some minor problem with the vessel that will affect rials, shortages, missing components, late or hijacked deliveries
its performance for the adventure. Roll on the following table to (pirates are everywhere these days), political instability on the
determine effects. shipyard world ("Sorry, the Atorians just invaded. You r ship has
been delayed indefinitely.") can also modify the length of con­
Secondhand Spacecraft Malfunction Table struction time. In this regard, the G.M. is encouraged to use any
01 -1 1 %: Engine problems; reduce maximum speed by 1 0%. feasible delays as potential adventure fodder. Perhaps the
1 2-20%: Doesn't handle well; - 1 0% on piloting skill rolls. heroes can speed production on their ship if they catch the pi­
21 -35%: -1 to dodge. rates who stole their supply of energy modules, or if they forestall
36-50%: -1 to strike. the impending invasion on whatever world their shipyard is on,
51 -65%: Sluggish response. Takes 50% longer to get up to high etc.
speeds and -5% to pilot rolls. Before any work is done, most shipyards require some kind of
66-80%: One minor system off-line (radio, running lights, sound down payment. Typical down payments range from 1 0% to 40%
system, etc.). (1 D4x1 0%). U pon completion, the buyers may need to work out
81 -90%: Battered hull; reduce the usual S.D.C. for the main a payment plan if they can not pay for the rest of the ship right
body by 1 D4x1 0%. then and there. Shipbuilders are known for hiring bounty hunters
91 -00%: One major system off-line (combat computer, one to apprehend those who skip out on their bills, so trying any
weapon, power to external doors, etc.).

1 68
funny business with the folks who built one's ship is not recom­ 1 5 S.D.C., per ton, the 600 S.D.C. in damage equates to 40 tons
mended. worth of damage. At 2,500 credits per ton, 40 tons would cost
80,000 credits to replace. But since we are only repairing this
damage, the cost is 20% of the replacement cost. Thus, the
80,000 credits becomes a mere 1 6,000 credits - the cost of re­
pairs. In general, repairs take one hour per 1 0 S. D.C. repaired.
I n the case of the damaged shuttle craft mentioned above, it
would take the average repair facility 60 hours (or two and a half
days) to repair 600 S.D.C. worth of damage. Especially good fa­
cilities or paying extra may speed repair times, if the G.M. allows
it.
Those unable to hire a professional repair crew can try to
effect repairs themselves, but they will require several things:
The necessary skills (Spacecraft Mechanics and perhaps Alien
Technology Mechanics), sufficient tools and replacement parts,
and someplace to do the repai rs. Only those with the proper
skills can attempt spacecraft repairs. Sorry, but there is no wing­
ing one's way through this; repairing a ship is simply too com­
plex. Oh, one can try, but one will certainly fail. Finding a repair
spot is not that difficult - all that is required is a safe place and
the suitable facilities for the repairs to be carried out. This can be
in something as simple as an empty hangar, an asteroid cave, or
even in deep space. All deep space repairs require is that the
technicians wear proper spacesuits when working. Deep space
repairs will also take about twice as long, since working in zero
gravity tends to be a slower process than working in a terrestrial
environment.
The really hard part about self-repair is getting tools and re­
placement parts. The easiest and most common remedy is to
have a spacecraft repair kit on board. Spacecraft repair kits
come in portable, medium, shop, and factory sizes that corre­
spond directly to the robot kits of the same names (including
what repairs they can perform; the factory kit is the equivalent to
the robotics laboratory kit) , except for the amount of S.D.C . each
can replace. Spacecraft kits are built into the vessel during con­
struction and are tailored for the spacecraft, thus they have vari­
able amounts of S.D.C. for overall repairs. Portable kits can hold
1 0% of the ship's total S.D.C. of materials; medium kits hold 25%
Repai rs and of the S.D.C. of the craft; shop kits have up to 75% of the craft's
S.D.C.; and factory kits have 1 50% of the craft's total S.D.C. in
Modifications to Spacecraft them. A spacecraft with a built-in factory kit can perform any re­
pairs and construction in the field, as long as it has parts and
Once the campaign is underway, characters are going to
materials.
eventually want to add to their spacecraft. If they ran out of
money during construction or have not yet maxed out their ship, All spacecraft repairs use the modifiers given in the Hardware
all they need to do is purchase the desired upgrades and add section of HU2. Hardware: Mechanical Genius characters gain a
them on to their vessel . They can do so themselves if the char­ 30% bonus to the Spacecraft Mechanics skill. Repairs can re­
acters possess the appropriate skills for such work, or hire some­ place S.D.C. up to the amount of the kit available and dam­
body to do the work for them, but that will cost twice as much as aged/destroyed systems can be replaced with spares if
the parts. G . M .s, keep track of all skill rolls while characters are available. Without a factory kit, constructing parts is impossible,
performing any upgrades or modifications; failed skill rolls will re­ and they will need to be purchased from a space station or
sult i � a malfunction down the line. And since most mistakes go dealer on a planet. Repairs take half the times listed in the HU2
unnoticed by those who make them, the malfunction may not robot construction rules, except S.D.C. which requires the full
present itself unless the mechanic specifically double-checks his time to replace ( 1 hour per 1 0 S. D .C. , twice as long if repairs are
work or until the ship trips off the malfunction during space flight. made in the field). These repair times are divided by the number
of skilled workers doing the job. A worker with Basic Mechanics
Alternatively, characters can simply park their ship at a ship­
counts as a skilled worker, but only if there is someone with
yard, order the modifications, and come back when the job is fin­
Spacecraft Mechanics or Mechanical Engineer to direct him. The
ished. I n this respect, having modifications installed is just like
large mechanical crews of a battleship (usually 20 strong) can
custom-building a ship, only faster. The same 2D4 weeks per get a system back on line in a matter of hours (or minutes when
million credits of cost applies. For work costing less than a mil­
spares are available).
lion credits in parts and materials, the wait time is 1 D6+ 1 days


per 250,000 credits worth of modifications.
When a spacecraft is damaged, the best option is to hire a . .

shipyard to repair the damage for a fee. Repairing straight


S. D.C. damage costs 20% of the ship's original list price. For ex­
ample, a typical Shuttle is 1 00 tons, has 1 5 S.D.C. per ton (for a
total of 1 ,500 S.D.C.), and costs 2,000 credits per ton. If a shuttle
sustained 600 S.D.C. damage, it would cost 1 6,000 credits. At

1 69
1 5 S. D.C.lton = 1 ,875 S. D.C.). But a 1 00 ton interceptor would

Desig n i ng a Spacecraft have a base S. D.C. of 2,500 even though it is of a lesser ton­
nage ( 1 00 tons x 20 S.D.C.lton = 2,500 S.D.C.).
ModulesITon: Every spacecraft must devote a certain
The actual process of putting a spacecraft together is fairly amount of its starting tonnage to its hull, cockpit, and other es­
simple. There are only five steps: 1 ) pick a basic spacecraft type, sential systems. Whatever room is leftover is divided i nto 1 25 cu­
2) add a propulsion system(s), 3) install weapons, 4) add armor, bic foot (3.54 cubic meter) areas called modules. Modules are
and 5) pick out additional equipment for the ship. used to fit in the ship's engines, weapons, defenses and other
What makes this process potentially very time consuming is equipment. Or, modules may be left empty to be used as cargo
the multitude of options available to ship designers at every step space. Many transports, for example, will have hundreds of
of the process. For detail junkies, it might take a while to figure empty modules since the basic function of the craft is to haul
out exactly how to customize one's ship, but sometimes that is cargo. When calculating the number of modules leftover for
half the fun. cargo, one might find that he has a decimal involved. Say, 4.5
modules or 9.9 modules. For cargo purposes, round down any­
Step 1 : Basic Spacecraft Type thing below .5 and round up anything at or above .5. Thus, a ship
with 3.6 modules left over will, for cargo purposes, have 4 mod­
This is the basic space frame onto which all sensors, sys­
ules available.
tems, armor, and weapons will be placed. Superstructure frames
must be purchased from a spacecraft manufacturer. Many large Crew: The minimum number of people required to operate
space stations have construction facilities and can be commis­ the ship. Starship crews typically are proportional to the tonnage
sioned to build a vessel or parts of a spaceship according to a of the vessel . Military ships generally have higher crew require­
character's specifications. An option for characters with limited ments than civilian craft. The pilot of a spaceship may also oper­
money (or those wanting to squeeze bigger spacecraft out of ate any one of the vessel's weapons while flying the vehicle. All
their budget) is to salvage a space frame. The individual Game other weapons must be operated by separate gunners. Weapons
Master can decide how he wants to work this, based on his cam­ that are fire-linked are treated as a single weapon system, and
paign and the characters' needs weighed against the players' during combat require only one roll to strike. If the roll hits, then
wants. A character with appropriate skills who makes a success­ both weapons hit. If the roll misses, then both weapons miss.
ful roll can cut the basic vehicle chart prices by as much as 60%. Theoretically, all of a ship's weapons may be fire-linked, but the
Characters without appropriate skills (smugglers, freelancers, disadvantage to that is that fire-linked weapons can only engage
etc.) can hire someone to salvage the frame for them, cutting as one target at a time. A ship with 20 fire-linked cannons, for ex­
much as 40% of the cost. ample, can deliver crushing attacks to one enemy ship at a time,
which could put it at a serious disadvantage when engaging mul­
Basic Spacecraft tiple opponents.
The table below provides a snapshot of the differences be­ Tonnage: This is the standard measurement of a spacecraft's
tween the eight primary classes of spacecraft in the Milky Way. overall size. A "ship ton" generally measures one foot (.3 m) and
Shuttle: CostfTon: 2,000 credits. S. D.C.ITon: 1 5, Modules/Ton : one ton (2,000 pounds/900 kg) for ships under 1 ,000 tons. For
1 , C rew: 1 per 1 50 tons. Tonnage: 5-300. ships at or above 1 ,000 tons, a "ship ton" measures 1 0 feet (3 m)
Transport: CostfTon: 3,000 credits. S.D.C.ITon : 25, Mod­ long and ten tons (20,000 poundS/9,OOO kg). Since tonnage also
ulesITon: 2, Crew: One plus one per 1 ,000 tons. Tonnage: determines the amount of modules (and therefore, the amount of
300- 1 00,000. weapons, armor and other equipment), tonnage is sometimes
Interceptor: CostfTon: 3,000 credits. S.D.C.ITon: 25, Mod­ used as a rough estimate of a ship's raw power.
ules/Ton: 1 , Crew: One plus gunners as needed. Tonnage:
20- 1 00.
Ship Types
Destroyer: CostfTon : 9,000 credits. S.D. C.ITon: 1 00, - Mod­ This category represents the eight major classes of space­
- craft: shuttles, transports, interceptors, destroyers, battleships,
ules/Ton: 2, Crew: Ten per 1 00 tons. Tonnage: 400- 1 000 .
deployers, space stations, and satellites. All spacecraft fall into
Battleship: CostfTon: 1 0,000 credits. S.D.C.ITon: 250, Mod­ one of these categories.
ules/Ton : 3, Crew: Twenty-five per 1 00 tons. Tonnage:
Shuttles are perhaps the most common of the spacecraft
1 ,000-5,000.
classes, being small to medium vessels used primarily to trans­
Deployer: CostfTon : 1 2,000 credits. S.D.C.ITon: 200, Mod­
port passengers and light cargo over short distances. Many shut­
ules/Ton: 4, Crew: Ten per 1 00 tons (excluding pilots). Ton­
tles are trans-atmospheric and provide a valuable link between a
nage: 1 ,000- 1 0,000.
planet and its space stations, moon(s) or orbiting merchant and
Space Station: CostfTon: 20,000 credits. S.D.C.ITon: 200, Mod­
cargo ships. Shuttles are popular because they are inexpensive
ulesITon: 1 0, Crew: One per 1 00 tons. Tonnage:
and easy to get parts for. They are not usually very maneuver­
1 ,000- 1 00,000.
able, but can be outfitted into decent combat ships with the right
Satellite: CostfTon: 4,000 credits. S.D.C.ITon: 50, Modules/Ton :
upgrades. Shuttles seldom have any kind of FTL capability, but
1 , Crew: None Tonnage: 1 0- 1 00
that has never stopped enterprising captains from outfitting a
souped-up shuttle into a scrappy interstellar vessel to roam the
Table Notes galaxy.
CostfTon: Represents the price for commissioning the con­ Transports are basic cargo ships designed to haul bulk
struction of a new space frame of that type. Cost goes by ton, so quantities of passengers or merchandise. Cargo transports are
if one is commissioning a 1 25 ton shuttle craft to be built, the ba­ typically like warehouses with engines, sporting large internal
sic frame of the craft will cost 250,000 credits ( 1 25x2000 CR per cargo bays and external cargo docks for carrying numerous ex­
ton). ternal payloads. Some cargo vessels are skeletal structures with
S.D.C./Ton: Structural damage capacity per ton. The greater a flight deck/command center, crew quarters, vital systems and
a ship's tonnage, the greater its base S. D.C. And, certain ship drives placed along a linear, circular, or square frame with the
types simply have more S.D.C. per ton because they are built to rest of the ship rigged to haul external cargo bays. Technically,
withstand damage better. For example, the aforementioned 1 25 any spacecraft can haul lots of externally attached cargo in deep
ton shuttle craft would have a base S.D.C. of 1 ,875 ( 1 25 tons x space because there is no gravity to slow the ship down. While
1 70
this might work for transporting things to another ship in deep The best defense of a large spaceship against interceptors is
space or a space station (perhaps not for passengers), transport­ to have its own fighters. The limited modules and the general
ing such cargo to any planet with gravity and an atmosphere be­ small size of the fighter restrict it to short flights and these space­
comes impossible, since it would break off and/or burn up during craft are rarely used for long or extended trips away from their
reentry. That is why so many merchant captains use large cargo host or mother ship. I n addition, their size also limits the type of
transports to haul passengers or merchandise internally. Most sensors, drives, and specialty equipment that can be installed,
transports are modified to land on a planet's surface directly, en­ making the active sensors of a host ship a blessing for the vul­
abling quick turnaround times in port. To a space hauler, time is nerable spacecraft. Deployers (carriers) are the most common
money, and having to shuttle merchandise to and from a planet's launch ships for fighters, but the other large military spacecraft
surface is a waste. Because they come in a variety of tonnages will have at least a small complement of them too, as will most
and can support extensive modification, transports are a favorite space stations. Other spacecraft, such as cargo or passenger
choice for rebels, cash-strapped militias, pirates, and others transports, will often have interceptors aboard for scouting and
looking to build relatively cheap warships. defense, or as escorts. Needless to say, interceptors are also
Passenger transports may range from luxurious cruisers to used by warlords, mercenaries, raiders and pirates, especially
floating buses or warehouses packed with personal stasis pods. those who wish only to travel within a single solar system. Using
Since many galactic citizens can not afford their own spacecraft, places such as asteroid belts and derelict moons to base their
hiring a slot on a passenger transport is the best way to travel combat vehicles, such fighter pilots can make a handsome living
from world to world. Fares vary according to the level of comfort. as marauders with their tenacious interceptors.
Riding in a stasis pod the whole way typically runs about 1 00 or Heavy Interceptor. Although the common image of the inter­
200 credits per light year. Riding in an ordinary ship cabin ceptor is a sleek, maneuverable 20-ton war-bird, anything rang­
(cramped, but livable) runs about 500 credits per light year. And ing from 85- 1 00 tons and outfitted for rapid, responsive combat
riding in a lUxury cabin can range from 1 ,000 to 50,000 credits is considered a heavy interceptor. Such heavy fighters bridge the
(or higher!) per light year, depending on the accommodations. gaps between traditional fighters and the larger military vessels
Upper-end lUxury cruisers provide every possible amenity for such as small destroyers. They are commonly deployed in con­
their passengers, including live entertainment, sumptuous food, junction with squadrons of other, smaller fighters to act as me­
and other pleasant diversions. They also often have formidable dium to heavy support fighters, bombers, or command units for
(but discreetly concealed) on-board security detachments and in­ the lighter interceptors. However, devastating units composed
terceptor wings to repel pirates. entirely of larger fighters of this type are regularly used to raid
Interceptors are the smallest category of combat spacecraft. military outposts, bases on asteroids or space stations. Those
Also known as "fighters," these small, agile combat vehicles are significantly larger than standard (50-80 ton) interceptors func­
designed as scout and attack ships. Their small size makes them tion as armed escorts, small powerful strike craft, or weapon
hard to hit by the larger weapons of most spacecraft and they platforms, while the largest (85- 1 00 tons) are outfitted as
are commonly used as scouts and surgical strike weapons to get small-scale destroyer or deployer spacecraft and function as
in close to larger spaceships and disable key systems such as support units for the full-scale destroyers or deployers or combat
communications arrays, sensor pods, key weapon systems and fleets of small to mid-sized war machines. These heavier vari­
launch bays. ants can employ more weapons and armor than the standard in-
1 71
terceptors and are more maneuverable than true destroyers and trained for boarding other ships or launching space borne "am­
deployers. However, they are NOT as maneuverable as the phibious" planetary assaults. These mammoth warships rarely
small interceptors (-5% piloting penalty, and reduce dodge bonus operate alone, serving as the heart of a larger battle group con­
by half), plus they are more expensive. This class of "heavy" sisting of several deployers, numerous destroyers and many
fighters also make ideal vessels for mercenaries, bounty h unters, times more interceptors. The high cost of acquiring and maintain­
and pirates, and appeal to some explorers and adventurers. Un- ing such a mammoth spacecraft means many worlds and plane­
like smaller fighters and the lighter shuttles, they can be armed tary systems can not afford them, instead relying on smaller
and armored and still have space for a sizable crew (4-8) while warships and converted cargo vessels to meet their defense
retaining some storage space and accommodating FTL drives. needs.
Despite the name and combat oriented nature of the intercep­ Deployers are the galactic equivalent of Earth-type aircraft
torlfighter, this class of spacecraft also includes any number of carriers. Although heavily armed and armored, their real strength
civilian one, two and four person recreation vehicles used in the comes from the large complements of interceptors they host.
local space around planets and space stations much the way jet Deployers often stand back from the main fighting of a battle and
skis and motorcycles are used on Earth. Most of the higher-end launch their interceptor fleets to do the dirty work. These fighter
passenger transports will have a dozen or more of these ship launch platforms usually work in concert with battleships
unarmored, unarmed vehicles aboard for recreational use and destroyers as part of a coordinated battle group, with the
(rented by the hour). Such small, light spacecraft also differ in deployers providing up-close dogfighting and ship assault capa­
that they commonly have a large windshield or bubble-styled bility, while the other ships deliver major ship-borne firepower
cockpit canopy to allow the user to enjoy the view. and support.
Destroyers are the smallest of the large, heavy military ves­ In recent years, a civilian version of the deployer has been in­
sels. These spacecraft are moving weapon platforms of great troduced, providing a means for non-FTL capable vessels to
size and firepower, but with enough maneuverability to respond move from system to system. For shuttle captains and those pi­
to and engage smaller, fast moving spacecraft. The role of the loting small transports without FTL drives, hitching a ride on a ci­
destroyer is to escort and defend the larger, more specialized vilian deployer/carrier is the best means of moving to another
battleships and deployers (fighter carriers) , but they can also star system.
make devastating assault ships in their own right, especially
Space Stations are large habitats in space. They are usually
when facing an inferior space fleet. The versatility of the de­
designed as a kind of way station or outpost between planetary
stroyer comes from a vast array of weapon systems and a small
settlements in deep space, or as orbital space ports for those
complement of fighter craft. Dozens of weapon systems cover
visiting a particular planet. Most space stations are the equiva­
the hulls of these vessels, though rarely are they all necessary or
lent of small cities, and support a large population. They are typi­
even active. When a destroyer enters combat, the optimum
cally civilian funded and commercial in nature, but entirely
weapons for use against the enemy are determined, often well
military, scientific, and even religious space stations are found
before the actual fighting begins. Weapons are deployed for their
throughout the galaxy.
most effectiveness in dispatching the enemy or getting a job
done. So, for example, a destroyer facing laser resistant fighters Space stations are mainly made up of residential quarters, re­
would employ its ion or particle beam guns and/or missiles. tail or recreational levels, docking facilities, and hangars or bays
for visiting spacecraft, although some specialize in manufactur­
Even though all weapons on such a spacecraft will have man­
ing or engage in work too hazardous to keep on the home world.
ual firing posts, such systems are rarely used, and the gunners
are commonly stationed in one or more centralized fire control Large space stations will be more like cities, with clusters of resi­
stations. From here, they remote fire their weapon via sensor dential space forming known hotels and retail areas into malls or
readouts and virtual imaging. There are commonly 4 to 6 such bazaars. Repair and construction facilities are at least minimal
fire control stations in a destroyer. This arrangement allows the on most stations, while the largest ones will have complete con­
gunner to instantly switch to another weapon system should his struction facilities, and others are devoted just to construction or
current one be disabled, and it minimizes the risk of a gunner be­ manufacturing, with ore refining and parts fabrication taking up
ing killed when his weapon is destroyed. This approach also pre­ the areas that aren't filled with construction and repair bays.
serves manpower, saves lives and i ncreases efficiency. In the Other stations will be filled by recreational businesses only, with
event that the relay computers or the main combat computers casinos and pools, malls, tracks, bars and brothels, and any
are disrupted, the gunners can then scramble to operate the number of other relaxing venues. Many industrial stations have
manual controls of their weapon emplacements. recreational stations not too far away, especially if they are lo­
cated away from any suitably advanced planet.
Destroyers are commonly deployed by a unified world govern­
ment or group of allied worlds, space police and powerful secu­ Space stations are, by nature, non-moving, usually held in the
rity forces. Pirates, mercenaries and adventurers rarely have the orbit of a planet or moon. Some may simply float free in deep
manpower to keep a fighting ship of this size and cost in opera­ space, or around a star with no planets at all. Aside from small
tion unless it has been heavily automated. Even if one were to engines designed to keep the station's location constant, these
automate a destroyer so that a tiny crew could run it, the cost of mammoth space communities have no real means of propulsion.
such modification would be so astronomical that it would price I nstead, their bulk is dedicated to people and/or specialized op­
the spacecraft out of reach of all but those for whom destroyers erations (like a space port). Depending on the location, hostilities
are truly intended - large military and corporate users. in the region, and the temperament of its builders or owners, a
space station may have the equivalent of battleship-class arms
Battleships are tied with deployers as the largest class of
and armor, as well as deployer-class interceptor wings. How­
warship. Often bristling with arms and armor, these giant ships
ever, the majority of space stations are not meant as war plat­
are floating fortresses, capable of delivering punishing firepower
forms, and only host such hardware in times of trouble, or to
wherever they go. Many of them sport major-league weaponry
secure the station in a particularly dangerous section of the gal­
capable of shattering smaller ships or planetary targets with
axy.
ease. Such weapon ry is vel}' expensive, however, and usually
can only be afforded by superwealthy and powerful organizations Satellites are small, relatively cheap stationary vehicles set in
(like the TGE), large groups of allied planets (like the FAR) and orbit around a planet or moon. The vast majority of satellites are
interstellar powers such as the Atorian Empire, or TMC. Battle­ for relaying communications of some sort, or to provide the
ships also tend to have large crews as well as infantry troops planet/moon or space station with a line of defense. Defensive
1 72
satellites are considered "disposable warships· that are not ex­ wave sail, negative matter, nuclear fusion, photon/ion/fission,
pected to survive a pitched battle, but might buy the planet tachyon, hypergravitics, and cruise modelTLT. For craft without
enough time to repel attackers with other military craft. FTL capability, any one of these propulsion types can be pur­
chased, only nothing is paid extra for factor speeds. Thus, a
non-FTL interstellar ramjet would only cost 1 000 credits per ton,
Step 2 : Propu lsion and would be able to reach speeds of 99% light speed.
When choosing the propulsion system, also think about how Cost/Ton: The basic d rives must be large enough to move
fast one wants or needs to go, as each type has its limits. Deter­ the craft they are placed in, thus prices are based upon the over­
mining factors usually end up being cost, module space, and ex­ all tonnage of the superstructure. Factor speeds must be pur­
actly what purpose the vessel is being designed for. H igh-speed chased separately, including factor one which is light speed.
couriers probably should not be investing in laser sails, whereas Maximum Speed: This is the maximum possible speed that
a pleasure cruiser probably has little real need for acquiring a can be squeezed from the specific drive type. Souping up a
tachyon drive. spacecraft ( 1 0%) beyond those speeds listed for each drive is ru­
mored to be possible by hotshot technicians who can coax drives
Spacecraft Drives into exceeding their maximums. Theories abound concerning
Anti-Gravity: CostfTon: 2,500 credits per ton plus 1 ,000 credits this, but no hard answers are as yet forthcoming.
per factor of speed. M aximum Speed: Factor 20. Module Module Cost: The number indicates how many modules
Cost: 0. 1 per ton of the ship itself. each type of drive takes up. As drive costs go up with the ton­
Anti-Matter Fusion: CostfTon: 1 00,000 credits per ton plus nage it must move, so does drive size. Each type of drive takes
1 0,000 credits per factor of speed. Maximum Speed: Factor up different amounts of space because of design, capabilities,
250. Module Cost: 0.5 per ton. and limitations in technological capabilities. For example, chemi­
Interstellar Ramjet: CostfTon: 1 ,000 credits per ton plus 1 0,000 cal drives are cheap, but take up large amounts of space (as
credits per factor of speed. Maximum Speed: Factor 1 00. much as half the ship) because of fuel and thruster sizes, while
Module Cost: 0.3 per ton. an I nterstellar Ramjet is fast and compact but expensive.
Laser Sail : CostfTon : 635 credits per ton plus 1 0,000 credits per Note that a ship can have more than one form of propulsion
factor of speed. Maximum Speed: Factor 40. Module Cost: so long as it has enough modules for it. Deep exploration ves­
0. 1 per ton. sels often have two or even three different drives as backup
Matter/Anti-Matter: CostfTon: 25,000 credits per ton plus measures in case the primary fails. When far from the nearest
1 0,000 credits per factor of speed. Maximum Speed: Factor friendly outpost, one's drive is one's life.
1 30. Module Cost: 0.5 per ton.
D rives are considered integral to a spacecraft and are pro­
Metallic Hydrogen: CostfTon: 750 credits per ton plus 1 0,000
tected by its S.D.C. and armor (the rear 1 /3 of the vessel's
per factor of speed. Maximum Speed: Factor 50. Module
S.D.C. would represent its d rives) , but they can also be mounted
Cost: 0.5 per ton.
externally, both on pylons and directly to the vehicle. Externally
mounted drives occupy only % the listed modules, but will need
Microwave Sail : CostfTon : 500 credits per ton plus 1 0,000 cred­
its per factor of speed. Maximum Speed: Factor 50. Module
to be armored to protect them from enemy fire. Unarmored
Cost: 0.2 per ton.
drives have a total S.D.C. equal to the tonnage of the spacecraft
* Negative Matter: CostfTon: Undetermined. Estimated at
(Le. 1 00 tons = 1 00 S. D.C.).
250,000 credits per ton, plus 1 0,000 credits per factor of
speed. Maximum Speed: Undetermined. Estimated at 500. Damage to the drives will modify the maximum speed possi­
ble. All drives operate at a percentage equal to that of their re­
Module Cost: Estimated at 0.3 or 0.5 per ton. Note: Nobody in
maining S.D.C. (Le., a craft with 60% of the S.D.C. remaining on
the known galaxy has created this drive system , so it remains
its drives can only travel at 60% of its normal speed).
in the realm of theoretical possibilities.
Nuclear Fusion : CostfTon: 1 ,000 credits per ton plus 1 0,000
credits per factor of speed. Maximum Speed: Factor 60. Mod­
ule Cost: 0.5 per ton. Step 3: Weapons
Photon/lonlFlsslon: CostfTon: 1 ,000 credits per ton plus 1 0,000 The galaxy i s full of pirates and other armed opponents, so
credits per factor of speed. Maximum Speed: Factor 30. Mod­ weapons on spacecraft are almost a necessity. Besides, what
ule Cost: 0.3 per ton. self-respecting adventurer would be caught dead on a spacecraft
* Tachyon: CostfTon : U ndetermined. Probably more than Nega­ without big guns?
tive Matter. Maximum Speed: Undetermined. Estimated at
1 0001 Module Cost: Undetermined; probably 0.5 to 1 module The listed costs for weapons are for fixed firing weapons
per ton ! Note: Nobody in the known galaxy has created this (can only shoot in the direction they are pointed and cannot
drive system, so it remain in the realm of theoretical possibili­ move). Rotating turrets cost twice the listed prices, and con­
ties. cealed, retractable or pop-up turrets cost triple. Rotating turrets
Hypergravltics: Total CostfTon : 1 . 1 million credits. Maximum are + 1 to strike and concealed turrets can not be targeted with
Speed: Mach 1 0. Module Cost: 25 "called shots· while they are retracted/concealed. Weapons built
Cruise Mode/TLT: Total CostfTon: 2.5 million credits. Maximum into both rotating and concealed turrets cost 4 times normal
Speed: One light year per hour. Module Cost: 50 prices. Concealed turrets also require 50% more module space
than that listed. Light and medium weapons can be made retract­
* The Asterisk indicates drives that exist only on paper and in
able on any craft while heavy weapons can only be retractable
theory. Costs may be higher and Maximum Speed may be
on spacecraft larger than 500 tons. Anti-ship and larger weapons
1 D4x1 0% lower.
can not be concealed or retracted, except in spacecraft 1 000
Table Notes tons or larger. All weapons can be built into rotating turrets, al­
Drive Type: These are the major propulsion systems as de­ though anti-ship and larger weapons rarely rotate and those that
scribed in the Space Travel section of this sourcebook. For those do only have limited arcs of fire (typically 30-45 degrees).
designing a spacecraft, there are 1 3 different kinds of propulsion All energy weapons fire single concentrated blasts and have
systems available: anti-gravity, anti-matter/fusion, interstellar unlimited payloads, since they draw off the ship's central power
ramjet, laser sail, matter/anti-matter, metallic hydrogen, micro- supply.
1 73
Rai l guns typically have 1 00 rounds each, although additional barrage (they can not fire simultaneously). Atorian warships are
packs of 1 00 rounds can be stored at the cost of 0.25 modules notorious for this.
per ammo pack. Similarly, missile launchers usually accommo­ The listed ranges are for space conditions, in an atmo­
date 1 0 missiles. Additional missile packs may be stored at the sphere, reduce the range for energy weapons by 90% and half
cost of 0.5 modules each. for projectile weapons and missiles. Note that the lightest space­
As noted in the armor section, reflective coatings on space­ craft weapon is the equivalent of 20mm or 30mm vehicle weap­
craft can protect against laser blasts. Variable frequency lasers ons. The larger weapons have barrels the size of automobiles to
are designed to overcome this protection. After 1 D4 attacks, the trailer trucks. Light spacecraft weapons could be mounted on
vessel's combat computer will have discovered the laser fre­ cars or large ground vehicles (some giant robots use them as
quency that does the most damage to a resistant craft. Once the gun pods), but they are rare. Medium spacecraft weapons could
right frequency is found, the laser then does full damage to that be mounted on ocean warships designed for heavy combat and
spacecraft. Variable frequency lasers cost three times the cost of troop support. Larger weapons mounted on any other vehicles is
normal lasers. For example, a variable frequency (x3 cost) light impossible unless the vehicle is huge (space stations and mas­
laser in a pop-up turret (x3 cost) will cost 6 times the price of a sive buildings fall into this category). Mounting any spacecraft
normal light laser ( 300,000 credits) and occupy .75 modules. weapon on vehicles other than spaceships costs 1 0 times the
A spacecraft with enough modules can have just about any listed price (concealed or rotating turrets are not possible) and
weapon system installed with a few exceptions. Each "class" of light weapon gun pods for giant robots cost 50 times the listed
weaponry can comfortably fit into a spacecraft of 1 50 tons per price.
category. Thus, light weaponry easily fits into spacecraft 1 50 The listed S.D.C. ratings are used whenever a specific
tons or less, medium weapons into 300 ton ships, heavy weap­ weapon system is targeted with a called shot. If the rating is de­
ons slip easily into craft 450 tons or larger, anti-ship class pleted, the weapon system will cease to function. Any armor pro­
weapons are reserved for craft 600 tons or larger, and battle­ tecting a weapon system must have its S . D.C. depleted first
ship class weapons are normally used in vessels 750 tons or (after which its A. R . no longer applies) before the S . D.C. of the
larger. Spacecraft can accommodate weaponry from the next weapon can be attacked.
class up, but at twice the usual module space and twice the Multiple weapon systems can be purchased and fire-linked
usual cost, since the oversized weapon system must be sup­ to act as a single weapon. However, this reduces the number of
ported by additional power generators and other equipment. targets the ship can engage at once. Fire-linking is merely a mat­
Ships can NOT accommodate weaponry more than one size ter of configuring the weapons' operations software and does not
class up. For example, a 300 ton cargo ship falls into the ton­ cost anything extra. However, to link or unlink weapons requires
nage range for medium weaponry. If its captain so desires, he both a successful Computer Programming and Spacecraft Me­
can install a heavy rail gun - a heavy weapon, from the next chanics or Weapons Engineer skill roll.
size class up - at the cost of 1 0 modules (twice the usual space Can not hit small, fast targets. Most spacecraft weapons
cost of 5 modules) and 700,000 credits (twice the usual 350,000 are huge and designed to be used against large, slow moving
cost). targets, such as other massive spacecraft, space stations, or
Missile launching racks and the missiles must be purchased planetary targets. These huge weapons are not designed to
separately. Missiles themselves do not take up module space track and shoot down small, fast or maneuverable spacecraft like
unless they are reloads, in which case, the standard reload is 0.5 fighters, or tiny humanoids zipping along on a hovercycle, jet
modules. Unless the ship has an automatic reloading mecha­ pack or flying under their own power (as robots, power armor,
nism (see the Additional Equipment section for costs and de­ and super beings are want to do). Hitting such small and/or fast
tails) , crew members will have to manually reload the rack targets is like trying to knock a fly out of the air by shooting it with
themselves. Manual reloading generally takes one melee action a pistol or machine-gun. Consequently, the penalties given be­
per missile reloaded. Even manual missile reloading will require low apply whenever a specific class of weapon is used against a
support with a machine (Le. fork-lift), superhuman strength or spacecraft smaller than 200 tons. The attacker using the big
several men. Short-range missiles are + 1 to strike, me­ guns still gets its full bonuses, but applies the listed penalties to
dium-range are +2 to strike, long-range are +4 to strike, and bal­ the final result before comparing it to any dodge roll. Note that
listic missiles are +5 to strike. Typical payload is 6- 1 0. the penalty is based on the design and size of the weapon and
A weapon battery is a coordinated grouping of several small not the size of spacecraft it is built on.
weapons of a single type that fire simultaneously at a single tar­ Light weapons: No penalty; good against small, fast targets.
get. The laser battery cluster (or LBC) is a larger version of this Medium Weapons: -3 penalty.
weapon system that incorporates nearly 50 medium class lasers. Heavy Weapons: -6 penalty.
The LBC is normally placed in the nose of assault craft in the
Anti-Ship Weapons: - 1 0 penalty; the target practically run into
place of a great cannon. Another common placement is on each
the blast.
side of a battleship to protect it from all manner of assault. The
widespread volley-type attack of a battery weapon is very effec­ Battleship Weapons: - 1 4 penalty; the target would practically
tive, even against small, fast moving targets like fighters and have to run into the blast.
power armor. Note: If such an attack hits, small objects less than
1 00 tons take 1 0% damage, vessels up to 250 tons take 50%
Light Spacecraft Weapons
damage, and larger ships take full damage. Weapon batteries Ion Beam: Range: 7 miles (1 1 .2 km). Damage: 2D4x1 0. Mod­
can only fire twice per melee round. ules: 0.6. Cost: 80,000 credits. S.D.C.: 1 00.
Great cannons take up the entire front section of battleships Particle Beam : Range: 5 miles (8 km). Damage: 2D6x1 0+ 1 0.
or destroyers (can not be used on anything smaller). It is either Modules: 0.8. Cost: 1 20,000 credits. S.D.C.: 1 00.
one gigantic beam generator, or three to four smaller generators Laser Beam: Range: 6 miles (9.6 km). Damage: 1 D6x1 0+6.
that combine their firepower into one deadly beam. In any case, Modules: 0.5. Cost: 50,000. S.D.C.: 1 00.
it is the single largest and most powerful spacecraft weapon Light Rail Gun: Range: 2 miles (3.2 km). Damage: 2D4x1 0.
available in the Milky Way galaxy, firing a beam 250 feet (76 m) Modules: 0.5. Cost: 20,000 credits. S. D.C. : 1 50.
wide. G reat cannons can only fire once per melee, although ves­ Short-Range Missile Rack: Range: Varies. Damage: Varies
sels with more than one can fire in succession for a sustained with missile type. Modules: 2. Cost: 1 00,000 credits. S. D.C. :
200.
1 74
Short-Range Missile Pack (1 0): Range: Varies. Damage: Ballistic Missile Pack (4): Range: See below. Damage: See be­
Varies. Modules: 0.5. Cost: 1 0,000 credits. S.D.C.: 20. low. Modules: 5. Cost: 250,000 credits. S.D.C.: See below.

Medium Spacecraft Weapons Ballistic M issiles


Ion Bea m : Range: 1 5 miles (24 km). Damage: 4D6x1 0+ 1 0. Cluster Warhead : Range: 1 000 miles ( 1 600 km). Damage:
Modules: 1 .2 Cost: 250,000 credits. S.D.C.: 200. 2D6x50. Speed: 4020 mph (mach 6). Blast Radius: 1 00 feet
Particle Beam : Range: 1 2 miles ( 1 9.2 km). Damage: 5D6x1 0. (30.5 m). S.D.C.: 50.
Modules: 1 .6. Cost: 350,000 credits. S.D.C.: 200. Anti-Matter* : Range: 2000 miles (3200 km) . Damage: 1 D6x1 00.
Laser Bea m : Range: 1 3 miles (20.8 km). Damage: 4D6x1 0. Speed: 4020 mph (mach 6) Blast Radius: 200 feet (61 m).
Modules: 1 . Cost: 1 50,000 credits. S.D.C.: 200. S.D.C.: 75.
Medium Rail Gun: Range: 9 miles ( 1 4.4 km) . Damage: 3D6x1 0. Neutron** : Range: 1 300 miles (2080 km). Damage: 4D6x1 0 (to
Modules: 1 .5. Cost: 1 25,000 credits. S.D.C.: 250. living organisms). Speed: 4020 mph (mach 6). Blast Radius:
Medium-Range Missile Rack: Range: Varies with missile type. 200 feet (61 m). S.D.C.: 60.
Damage: Varies with missile type. Modules: 4. Cost: 200,000 Anti-Ship: Range: 1 1 00 miles ( 1 760 km). Damage: 1 D6x50.
credits. S.D.C.: 300. Speed: 4020 mph (mach 6). Blast Radius: 200 feet (61 m).
Medium-Range Missile Pack (1 0): Range: Varies. Damage: S.D.C.: 50.
Varies. Modules: 1 . Cost: 20,000 credits. S.D.C.: 40.
* These are small anti-matter warheads, not the planet shat­
tering A-M bombs the Atorian Empire has access to. Only the
Heavy Spacecraft Weapons
Atorian Empire has A-M missiles or bombs. The bombs cost
Ion Beam: Range: 29 miles (46.4 km). Damage: 1 D6x1 00. Mod­
about 50,000,000 credits each.
ules: 4. Cost: 450,000 credits. S.D.C.: 350.
Particle Beam: Range: 24 miles (38.4 km). Damage: 2D4x1 00. ** Neutron missiles are a regular part of the Atorians' arsenal,
Modules: 4.5. Cost: 650,000. S.D.C.: 400. but few others put as much use into them. Neutron missiles only
Laser Beam: Range: 27 miles (43.2 km). Damage: 1 D4x1 00. kill living things. They will not damage non-organic structures or
Modules: 3. Cost: 350,000 credits. S.D.C.: 400. objects. The Empire uses them against organically composed
Heavy Rail Gun: Range: 22 miles (35.2 km) . Damage: spacecraft, and as anti-personnel and defoliants. They are also
1 D6x1 00. Modules: 5. Cost: 350,000 credits. S.D.C.: 500. very useful in acquiring military bases and important factory/in­
Long-Range Missile Rack: Range: Varies with missile type. dustrial installations.
Damage: Varies with missile type. Modules: 6. Cost: 450,000 A character in full environmental armor or a sealed armored
credits. S.D.C.: 500. structure within a spaceship (Le. inside a shuttle craft or shield
Long-Range Missile Pack (1 0): Range: Varies. Damage: room in the interior of the ship) is immune to damage from neu­
Varies. Modules: 2. Cost: 1 25,000 credits. S.D.C.: 50. tron missiles (no damage). Likewise, full conversion cyborgs, an­
droids, robots, and l As and robots with transferred intelligence
Anti-Ship Weapons are also immune. Partial Cyborgs take half damage. Mineral be­
Ion Beam: Range: 60 miles (96 km). Damage: 2D6x1 00. Mod­ ings and those who can transform (and are presently trans­
ules: 5. Cost: 950,000 credits. S.D.C.: 550. formed) into stone, metal, ice, liquid or energy take no damage.
Ion Battery: Range: 60 miles (96 km) . Damage: 3D6x1 00+50. I nhabitants of space stations and medium to heavy spaceships
Modules: 9. Cost: 1 .4 million credits. S.D.C.: 750. (and not protected by environmental body armor or additional
Particle Beam: Range: 50 miles (80 km).Damage: 2D8x1 00 (or shielding inside) take half damage. Organic life forms (people,
4D4x1 00). Modules: 6. Cost: 1 .3 million credits. S.D.C.: 650. animals and vegetation) inside ordinary buildings, automobiles,
Particle Battery: Range: 50 miles (80 km). Damage: 4D6x1 00. aircraft and out in the open each suffer full (4D6x1 0) damage!
Modules: 1 0. Cost: Two million credits. S.D.C.: 800. This is a terrible weapon that has been banned along with bio­
Laser Beam: Range: 55 miles (88 km f[)8mage: 2D4x1 00. logical and nano weapons, by the Federation of Allied Races
Modules: 4. Cost: 750,000 credits. S.D.C.: 600. ( FAR) and many other civilizations.
Laser Battery: Range: 55 miles (88 km) . Damage: 3D6x1 00.
Modules: 8. Cost: 1 . 1 million credits. S.D.C.: 800.
Anti-Ship Rail Gun (Light Mass Driver): Range: 27 miles (43.2
Step 4: Armor
km). Damage: 4D4x1 00. Modules: 8. Cost: 950,000 credits. Because space travel i s done at such high velocity, space­
S . D . C . : 1 ,000. craft must all be armored to some degree. Consider this: An ob­
Anti-Ship Rail Gun Battery: Range: 27 miles (43.2 km). Dam­ ject orbiting the Earth travels at such speed that an impact with a
�: 5D6x 1 00. Modules: 1 2. Cost: 2 million credits. S.D.C.: grain of sand carries the impact of a .38 caliber bullet! Now con­
1 ,200. sider how much that effect is multiplied by when traveling faster
than light! As a result, most spacecraft are armored. Certainly,
Battleship Weapons vessels meant for interstellar travel should be well armored.
Ion Cannon: Range: 1 20 miles ( 1 92 km) . Damage: 1 D4x500. Spacecraft meant to travel solely within a star system can proba­
Modules: 1 6. Cost: 1 .7 million credits. S.D.C.: 2000. bly get away without being armored or lightly armored, but that
Particle Cannon: Range: 1 00 miles ( 1 60 km). Damage: will reduce their combat endurance markedly.
1 D6x500. Modules: 20. Cost: 2 million credits. S.D.C.: 2500. There are three basic types of armor: Spacecraft armor,
Laser Cannon: Range: 1 55 miles (248 km). Damage:4 D6x1 00. turret armor, and launching/landing bay armor. While only one
Modules: 1 5. Cost: 1 million credits. S.D.C.: 2500. set of spacecraft armor needs to be purchased, a set of armor
Heavy Mass Driver: Range: 85 miles ( 1 36 km) . Damage: must be bought for evety turret and every launching/landing bay
1 D4x1 000. Modules: 40. Cost: 4.4 million credits. S.D.C.:
- -- that is to be protected. On especially large warships, all that ar­
4500. mor often takes up a substantial amount of ship space.
Great Cannon : Range: 500 miles (800 km). Damage: Each class of armor, light, medium, heavy and battleship,
1 D6x1 000. Modules: 1 25. Cost: 7.5 million credits. S.D.C.:
- can comfortably fit into a spaceship of 1 50 tons per category.
7500. Thus light armor easily fits onto craft up to 1 50 tons, medium
Ballistic Missile Rack: Range: Varies by missile. Damage: armor fits onto craft 300 tons and larger, heavy armor fits onto
Varies with missile type .. Modules: 1 5. Cost: 1 .5 million cred-
- craft up 450 tons and larger, and battleship armor fits onto craft
its. S.D.C.: 2,000.
1 75
600 tons and larger. Spacecraft can accommodate armor from Launch/Landing Bay Armor
the next class up, but at twice the usual module space and twice Light Armor*·: A.R. : 1 2. S.D.C. : 1 00. Modules: 1 0. Cost: 25,000
-- --- --

the usual cost. Ships can not accommodate armor more than credits.
one size class up. For example, a 300 ton cargo craft can easily Medium Armor: A R . : 1 4. S.D.C. : 200. Modules: 20. Cost:
accept light or medium armor, but if the ship captain wished to 50,000 credits. -

install heavy spacecraft (one class up from medium) armor, it Heavy Armor: A R. : 1 5. S.D .C.: 300. Modules: 30. Cost: 75,000
would require 200 modules and cost 1 .8 million credits. credits.
Spacecraft armor can be made transparent, providing win­ Battleship Armor*: A. R.: 1 7. S.D.C.: 400. Modules: 40. Cost:
dows and portholes for the vessel's occupants. On ships without 1 00,000 credits.
such conveniences, holographic, digital or laser imaging devices
will be used. These transmit the outside view to a screen or a Table Notes
projected image within the craft for the occupants' viewing con­ * Any spacecraft using battleship classed armor that is not a
venience. battleship classed spacecraft will be -2 to dodge and reduce its
overall speed by 1 0%. Battleship armor is far superior to heavy
Spacecraft Armor armor and can not be damaged by light or medium weapons re­
Light Armor: A. R. : 1 2. S.D.C. : 10 per ton. Modules: 20. Cost: gardless of the attack rolls. Such small weapons simply bounce
1 000 credits per ton. off or flash ineffectually. When facing a battleship, craft with
Medium Armor: A. R. : 1 3. S. D.C. : 20 per ton. Modules: 20+0. 1 lighter weapons should rely on called shots to remove vulnerable
per ton. Cost: 2000 credits per ton . targets like weapon turrets and launch bays.
Heavy Armor: A. R.: 1 5. S.D. C. : 40 per ton. Modules: 40+0.2 per ** The launchllanding bay armor can be used for any external
ton. Cost: 3000 credits per ton. ship system that needs protection and is larger than a turret. This
Battleship Armor·: A.R.: 1 6. S.D.C.: 80 per ton. Modules: includes external drives, windows/view ports, armored satellite
80+0.25 per ton. Cost: 4000 credits per ton. bays, stationary cupolas for power armors, and so on.
Turret Armor
Light Armor: A. R.: 1 2. S. D.C. : 1 00. Modules: 0. 1 per turret. Step 5 : Extra Equ i pment
Cost: 1 0,000 credits per turret. Now that the spaceship's h u l l i s intact, armed, and armored,
Medium Armor: A R. : 1 3. S.D.C. : 200. Modules: 0. 1 per turret. the rest of its systems need to be installed. Some equipment and
Cost: 1 5,000 credits per turret. programs are specialized and listed separately or away from
Heavy Armor: A. A . : 1 5. S.D.C. : 300. Modules: 0.2 per turret. similar systems. It should also be stated again that module costs
Cost: 20,000 credits per turret. are not direct representations of the size of a system or object,
Battleship Armor·: A R. : 1 6. S.D. C. : 400. Modules: 0.2 per tur­ and some programs have large module sizes because of spe­
ret. Cost: 25,000 credits per turret. cialized computers or other auxiliary equipment needed to prop­
erly run them.
1 76
There are three basic categories of extra equipment for overlapped, will cover the majority of the (or the entire) vessel
spacecraft: defense mechanisms; sensors, systems, computers, and act as an umbrella or extra layer of armor. Generally, only
and programs; and other equipment. one or two force fields will be up at any given time to protect the
vessel in an area receiving the heaviest damage or concentra­
tion of enemy fire.
Defense Mechan isms Normal force fields are placed on the rear, each side, and
Alumina Cloud Dispenser: When activated, this device ex­ forward of a spacecraft. Force field generators can be purchased
pels a cloud of alumina dust out to 250 feet (76.3 m) fro � the that allow their energies to be shifted in case one area begins to
ship. The reflective dust renders all laser beams (even vanable weaken, such as the rear shield during an escape. These kinds
frequency lasers) ineffective for as long as the cloud is in effect. of systems are expensive and have a total amount of S.D.C. that
This cloud affects the ship's own lasers as well as incoming en­ can be absorbed before the system shuts down. This S.D.C. is
emy laser fire. The cloud also has a 01 -45% chance of detonat­ usually evenly divided among areas of the craft and can be
ing any missiles that enter it. Once a missile or missile volley shifted as needed once damage has been sustained. Force
detonates within the cloud, the shock wave will disperse the alu­ fields take an action to activate and another to deactivate. Dam­
mina dust entirely. Likewise, moving out of the cloud will dis­ aged force fields recharge lost energy at the rate of 1 0 S. D.C.
perse it. And even if a ship deploys an alumina cloud and per hour they are deactivated. An active force field will not re­
remains motionless, the cloud will only remain effective for a sin­ charge lost energy.
gle melee round ( 1 5 seconds) since there is no gravity to st?P
Force fields cover a specific area and can not be moved to
the expelled alumina particles from continuing to move and dIs­
protect another, but smaller pinpoint shields can. These shields
perse. Consequently, after 1 5 seconds, the cloud's density be­
only cover about 5% of a spacecraft and are used to actively
comes too thin to protect the vessel. When deployed by moving
parry incoming attacks. Each pinpOint shield requires its own op­
vessels, alumina clouds act as a single parry attempt against in­
erator to function properly (Pinpoint shield operating programs
coming laser fire. When deployed by stationary vessels, alumina
can be purchased to replace an operator, but cost 300,000 cred­
clouds act as an A. R. of 1 8 against incoming lasers. Strike rolls
its). Pinpoint shields are +2 to parry and receive no other bo­
of 1 9 or higher manage to penetrate the cloud and do damage.
nuses unless the Weapons System or Electronic Warfare skill is
All others are stopped dead.
taken, in which case, the operator is +4 to parry attacks with the
The cloud also interferes with sensors, reducing their effec­ shield (apply any other P.P. or combat bonuses to strike the op­
tiveness by 33%. The cloud affects all sensors (and therefore erator may have). Automated pinpoint shields are +2 to parry.
gives the scan operator a -33% penalty to Read Sensory Equip­ Maximum S.D.C. : Full-sized shields: Half of the craft's total
ment) and negates any computer or laser targeting bonuses to S.D.C. Pinpoint Shields: 400 each. Cost: 600 credits per S. D.C.
strike. Again, this will affect the ship's own sensors as well, so it point of the force field or 1 ,500 credits per pin-point shield. Mod­
is only used when necessary. It also works well as cover for a ule Requirements: .2 for each 1 00 S.D.C. of the shield and 0.2
quick jump to light speed (as long as it is NOT deployed in front for each pin-point shield.
of the vessel). Cost: 1 ,000 credits per ton for the dispenser, 1 00
Magnetic Shield: This is a kind of protective force field that
credits per ton for each alumina dust charge. Modules
surrounds the spacecraft, but it is quite specialized in that it only
Required : 1 for the dispenser, and 0. 1 per alumina dust charge.
disperses the charged particles of ion and particle beam weap­
Anti-Missile Chaff: This defense mechanism is designed to ons, reducing their damages by 50%. The magnetic field also
be launched from the target ship and to draw the missiles away has a 0 1 -30% chance of confusing incoming mini-missiles and
from it to hit the chaff ball instead. Chaff for spacecraft are actu­ short- and medium-range missiles, making them detonate pre­
ally small globes packed with electronics. When launched, they maturely. Roll for each volley, including any launched from the
emit energy signature patterns and electronic signals similar to protected vessel . Cost: 2 ,000 credits per ton. Module Require­
those missiles are programmed to home in on . The chaff makes ments: 6.
a parry roll against the missile attack at +8; if successful, t � e Reflective Coating: This is a laser reflective coating of ce­
missile or missile volley hits and detonates on the chaff globe In­ ramics that protects the spacecraft by deflecting half of the dam­
stead of the spacecraft. Anti-missile chaff will not work on age from lasers. Variable frequency lasers can do full damage to
long-range or ballistic missiles because of the advanced guid­ a craft with this coating, but only after 1 D4 attacks because the
ance systems of these missiles. A chaff system comes with ten right frequency must be found. Reflective and stealth coatings
chaff globes. Cost: 80,000 credits for the chaff dispenser and can not be used on the same craft. Cost: 1 ,000 credits per ton.
500 credits for each chaff globe. Modules Required: 0.5 for the Modules Required: None.
dispenser and 1 0 chaff globes; 0. 1 for every additional ten
Stealth Coating: A thin coating of radar and heat absorbent
globes.
composite is attached to the entire hull of a craft. The coating re­
Electronic Countermeasures (ECMs): ECMs are powerful duces heat and other emissions as well as the craft's radar sig­
systems designed to interfere with the proper operation of elec­ nature. The overall result is to make the craft very hard to detect
tronic combat systems such as targeting computers, radar locks, with standard sensors. If the spacecraft's pilot has the spacecraft
laser targeting, sensors, and other systems. ECMs are especially prowl skill, this coating adds 20% to that skill, and if he does not,
useful for protecting spacecraft from attacks that use computer it subtracts 25% from the roll of opponents trying to locate or
tracking, locking, and auto-guidance, including robots, missiles, track the vessel. The coating also provides a bonus of +3 to
and ship based weaponry. ECMs do little against direct fired dodge against incoming missiles. Cost: 1 0,000 credits per ton.
weapons like those used by power armors and interceptors. I n Modules Required : None.
game terms, a n active ECM unit provides the vessel with a bo­
nus of +4 to dodge any incoming attack except guided missiles,
against which an ECM provides a dodge bonus of +6. Cost: Sensors, Systems,
350,000 credits. Modules Required: 1 6.
Force Field Generators: These are huge versions of the per­
Computers, & Programs
sonal force fields described on page 1 92 of the Aliens Unlim­ The Basics: Except for specialized computers o r sensors,
ited™ sourcebook. Because a spacecraft can not fire through its this covers all of the computers and programs needed for the
own force fields, a single field rarely covers the entire craft. A common everyday operation of a spacecraft. It includes 1 00,O ?0
spacecraft will normally have four to six small fields that, when mile ( 1 60,000 km) communications, a navigation computer With

1 71
most common use is in automated ore transport craft which are
loaded with ore before the autocomp FTLs to a predetermined
rendezvous point. An autocomp has a base piloting percentage
of 45%, making it suitable for ordinary flight patterns, but not par­
ticularly reliable for handling combat or docking. That percentage
can be upgraded, however. When an autocomp and super navi­
gation computer are linked, the percentages of each must match,
but once they do, the two each get a 1 0% bonus. Cost: 200,000
credits. Upgrades cost 1 0,000 credits for each 5% increase
above the base 45% with a maximum of 80%. Modules Re­
quired : 2.
Geologic Sensor Array: These systems are normally placed
in satellites, but can be used just as well by a spacecraft. Range
is 200 miles (320 km) through an atmosphere and 1 00 times that
in space. Various programs allow the computer to map geologic
formations, use thermal scans and gravity differentiations to lo­
cate and identify mineral deposits (55%), measure water temper­
ature and currents, identify ice conditions, track movements of
marine and flying animals, relay tidal motions, monitor water lev­
els in lakes, track flows of river water and snow melts, trace wa­
ter pollution and flood conditions, measure soil moisture and
erosion, and monitor the effects of diseases, insects, and
drought on crops. These features are often coupled with the mili­
tary programs below for planetary surveys or surveillance.
Though not 1 00% accurate, these sensors can detect the pres­
ence of heat given off by living things through several inches of
intervening metal or composites. That data can be cross refer­
enced with existing profiles to possibly identify life forms. This
kind of scan is particularly successful when significant informa­
tion is known about the targets, such as when crew members are
being monitored by the spacecraft with these sensors. When the
life forms are in the prime environment for these scans, such as
coordinates and general information on planets and races (40% out in the open on a planet's surface, they can be monitored in
general skill rating) , climate control, and atmosphere circulating real time and details down to bio-scans on each party member
systems. Crew quarters are tight and only amount to a bunk and can be maintained. Cost: 4. 1 million for the complete system in­
storage box. Cost: None. Comes standard with all spacecraft cluding programs, computers, and equipment. Module Require­
body frames, but if a frame is salvaged, the "basics" need to be ments: 1 0
purchased for 50,000 credits. Motion Perimeter and Collision Warning System: An array
Basic Sensor Package: All spacecraft come with limited col­ of motion detectors around the ship will warn the crew as soon
lision warning systems for docking, security cameras near air as something man-sized or larger breaks the field of the sensors
locks or docking bays/launch tubes, and telescopic or thermal (typically 6000 feetl1 828 m). It will also indicate the speed, ETA
optics for assessing damages and/or necessary investigation, of landing or impact (usually 3- 1 5 seconds) and the number of
but these systems rarely have ranges of more than a dozen approaching objects. It also sounds one of three different warn­
miles ( 1 9.2 km). This is a full range of optics and sensors includ­ ings: One for one or more small, slow moving objects that repre­
ing 200,000 mile (320,000 km) communications, 1 ,000 mile sent negligible or minimal danger, a louder more frantic alarm for
( 1 ,600 km) optics (a combination of thermal, infrared, ultraviolet, medium-sized (compared to the ship) or fast moving objects
and light amplification), 1 0,000 mile ( 1 6,000 km) radar/scanning (missiles?), and a blaring collision alarm for objects half to same
range, and hull and hallway surveillance cameras (coverage is size or bigger than the vessel, or if the objects are moving at re­
75% of the craft). Cost: 250,000 credits. Modules Required : .5 ally fast speeds (fighters). A limited motion sensor array can be
Advanced Sensor Package: This is an extended version of placed at positions in the front, rear, and main docking bays, but
the basic sensor package. It is often used in conjunction with the this leaves "dead zones" where the motion detectors do not
geologic systems listed below to give research teams or military reach. However, it is half as expensive as listed and still provides
forces detailed information on the surface conditions of a planet. the docking bonus. Cost: 1 000 credits per ton of the ship. Mod­
It has all of the optics and sensors of the basic sensor package, ule Requirements: 0.5. Bonuses: + 1 0% to piloting skill when
but at double the ranges and the surveillance cameras cover docking (warns if one is getting too close to another ship, wall,
90% of the craft. In addition to these relatively short-range sys­ strut, etc.) and + 1 to dodge for vessels under 300 tons.
tems, the advanced package includes a long-range radio and/or Military Sensor Array: This is the pinnacle of combat com­
laser telescope with a viewing/scanning range of 4 light years. At puter technology. It is commonly placed in satellites that orbit
that range, it can positively identify a battleship class craft, but battleships or deployer warships to supply the vessels and their
wouldn't be able to pick out details, nor would it be able to moni­ fighters with the best possible combat information. Coordination
tor and track the battleship except through intermittent scanning . programs allow a single communications officer to link with and
Note that while this system can see objects the size of buildings feed data from these computers to a dozen fighter squads (72 in­
from orbit, it is not geared toward scanning planets up close or terceptors), providing them with substantial bonuses, including
peeking down through the atmosphere. That is the province of +2 on initiative, + 1 to strike and dodge, and +5% to combat ori­
the geologic computers given later. Cost: One million credits. ented piloting rolls.
Modules Required : 2. A single spacecraft receiving data from such computers, in­
Autopilot Computer (Autocomp): This computer is neces­ cluding the mother ship that relays to fighters, can make use of
sary for spacecraft whose entire crew will be in stasis, but their their full capabilities, giving it +2 on initiative, + 1 to strike with all

1 78
weapons, +2 to dodge (unless larger than 500 tons, then only cumulative with those of the military system. Cost: 500,000 cred­
+ 1 ), and + 1 0% to combat related piloting rolls. its. Required Modules: .3
It can track and identify up to 500 targets to a range of 2,000
miles (3,200 km), and keep track of up to 250 more out to a Other Spacecraft Systems
range of 4,000 miles (6,400 km). Ranges are halved in an atmo­ Atmosphere Recycling System : The most valued commod­
sphere. When used with a geologic computer, this system can ity in space is breathable atmosphere. Only a limited supply can
take pictures of military installations, map troop movement, moni­ be brought for any given trip, so conservation and recycling is a
tor weapon production and storage, and track submarines and good idea, especially if combat causes some to leak out. A
ground-based vehicles. Objects as small as a golf ball can be spacecraft generally has a number of days worth of breathable
seen from a distance of 300 miles (480 km) through an atmo­ atmosphere in it equal to its tonnage divided by the number of
sphere or 26,000 miles (41 ,600 km) in space. Possession of this crew members. A recycling system will extend this time by a mul­
kind of equipment is illegal in many star systems. Cost: 8 million tiple of ten. Thus a 50 ton combat craft with one pilot would have
credits. Modules Required: 8. 500 days worth of air while a four man crew would have 1 25
Satellite Uplink Computer: In order for a spacecraft to send days worth of breathable atmosphere. Cost: 250,000 credits per
or receive any useful information from a satellite, it has to have 50 tons (round up). Module Requirements: 0.3 per 50 tons.
an uplink computer to process and feed the data. If it does not Artificial G ravity: Similar to the gravity well generators used
have these systems, the satellite must be reeled in and docked in point-to-point activation, but much smaller, this system is
for a physical link to transfer information. Cost: 1 50,000 credits. placed along the bottom of a spacecraft and run continuously to
Required Modules: .2 provide artificial gravity for the craft's crew. Cost: 500,000 cred­
Super Navigation Computer: The basics package men­ its. Module Requirements: 1 0
tioned previously contains a basic navigation computer. Its navi­ Crew Automation: These advanced computer automation
gation skill equivalent is 65%, which is not bad until one tries to systems each reduce a ship's crew requirements by one person.
use it for FTL, gateway, or point-to-point travel, and then it drops This system may be bought multiple times to keep reducing a
to 30%. The basic nav computer was designed to help guide a ship's crew requirements. Cost: 1 00,000 credits each. Module
craft around solar systems and in orbit. Advanced space travel is Requirements: 0.5 modules.
simply out of its league, and it can not be upgraded. The super
External Cargo Dock: I n addition to their internal cargo bays,
navigation computer is specifically designed for the more de­
transports often feature numerous external cargo docks, lock
manding tasks of detailed and/or tricky flight plans, advanced de­
cision making, and FTL or other precision forms of travel. Its skill points onto which large cargo containers can be attached. Using
these simple docks, transports can technically carry unlimited
equivalency rating starts at 50% and can be upgraded in 5% in­
amounts of cargo, provided they do not try to land on a planet
crements. Each aspect of navigation, sub-light and FTUad­
with gravity or an atmosphere. Note: Most shipping companies
vanced travel, must be purchased separately, and both begin at
the base of 50%. When used in conjunction with an autopilot generally do not assign to any transport more than double its in­
ternal cargo capacity in external cargo. This is pure loss man­
computer, the systems complement each other (see the
autocomp entry for details) . Programs standard to this computer agement - better to hire a few transports to haul one's cargo
system include navigation and piloting, star maps, planetary in­ than to place it all on one ship and risk it getting lost.
formation, gateway location coordinates (but no activation codes External cargo docks can also be used as generic docking
unless they were purchased separately), and gravity well loca­ collars, allowing spacecraft to mate with each other so passen­
tions (for point-to-point). Of course, ship crews can go without all gers may move from ship to ship without having to get in a
of this hardware if they have skilled navigators among the crew. spacesuit and float across. In this respect, pirate and military
But for ships trying to cut down on personnel, a super navigation craft often have at least one external cargo dock for boarding ac­
computer is the way to go. Cost: The basic computer and pro­ tions. Likewise, search and rescue ships will have at least a few
grams cost one million credits. Sub-light percentage upgrades of these so they can lock onto stricken vessels and tow them
cost 1 0,000 credits per 5% increase (max 98%). FTL percentage home. Cost: 2000 credits per external cargo dock. Module Re­
upgrades are 1 5,000 credits per 5% increase (max 98%) . Re­ quirements: 0. 1 module per external cargo dock. Most cargo
quired Modules: .5 vessels will have at least four to six of these to they can accom­
Scientific Sensor Array: Thermograph, infrared, and ultravi­ modate numerous external payloads.
olet optics with a range of 4 light years and computer programs Extra Modular Capacity: Through superior engineering, ad­
to enhance, sort, and categorize findings. Adds 1 5% to naviga­ ditional module space can be added to the spacecraft without in­
tion rolls when linked to a navigation computer or used by a creasing its overall tonnage. No vessel can support more than
character skilled in navigation. It is a more precise version of the 1 50% its original module capacity. That is, a vessel that begins
advanced sensor package without the surveillance cameras or with 1 00 modules may upgrade its modular capacity to a maxi­
radar. The system can detect and identify objects as small as a mum of 1 50. Cost: 2,500 credits per every one-tenth extra mod­
battleship from light years away, but as with the advanced sen­ ule, or 25,000 credits for one extra module.
sor package, such scans take 5D4 minutes to compute and are Crew Quarters/Standard Accommodations: All spacecraft
not very good at tracking spacecraft, especially fast moving come with crew accommodations as standard equipment, but
ones. Other systems are better suited to keeping track of such those quarters only amount to a bunk and a chest or locker. Of­
small, fast moving targets, most notably when a military com­ ten, the entire crew sleeps in one room with several bunks lining
puter system is used in conjunction with this system. Cost: the wall placed on top of one another. The standard accommo­
420,000 credits. Required Modules: 1 dations give each crew member a small, but private room with a
Targeting Radar and Combat Computer: This is a basic large bunk or small bed, a sink and computer, and a large locker
version of the extensive military system detailed above. These or open shelves (closets are rare). These accommodations must
smaller systems are rarely illegal and normally fall under self-de­ be purchased for each crew member separately. Bathroom facili­
fense laws. It can track and identify up to 1 20 targets to a range ties are usually communal. Cost: 5,000 credits. Module Re­
of 500 miles (800 km), and keep track of up to 75 additional tar­ quirements: 0.2 per person.
gets to a range of 700 miles ( 1 , 1 20 km) . Ranges are halved in an Crew Quarters/Luxury Accommodations: These are stylish
atmosphere. The targeting computer adds a bonus of +2 to strike quarters with all of the conveniences of a space station or planet
with mounted weapons and + 1 to dodge. These bonuses are not side. It includes an entertainment center, private bathroom, car-
1 79
peted floors, paneled walls, and quality details. Accommodations ployed by pirates and law enforcement entities for forced
must be purchased for each person who is to enjoy them. Cost: boardings. Spacecraft weighing twice the tonnage the grapples
1 50,000 credits. Module Requirements: 0.5 per person. are rated for can snap them and break free. Cost: 20,000 credits
Individual Environmental Rooms: These are special rooms per 1 00 tons of craft to be secured. Module Requirements: 0. 1
or areas of the ship where the environmental conditions (temper­ per 1 00 tons capacity.
ature, air, gravity, etc.) of the room can be independently ad­ Recreation Facilities: This represents one form of recreation
justed to accommodate alien visitors with different physiological for each time it is purchased. Includes video game rooms, pool
needs. Cost: 90,000 credits per slightly larger than standard ac­ tables, tennis courts, swimming pool, restaurants, running areas,
commodation (may be designed for a single inhabitant or sev­ parks/gardens, etc. The nicer transport craft will have all of the
eral) or 240,000 for a lUxury accommodation. Module above and more (like casinos). Each recreation area can serve
Requirements: 0.2 to 0.5 per person. the entire crew of a spacecraft. To accommodate more people,
like passengers on transport craft, a given facility must be pur­
Launch Bays: These modified cargo bays can each hold 1 00
chased additional times to increase its size. Cost: 50,000 cred­
tons worth of vehicles, robots, power armor, or spacecraft. Addi­
its. Module Requirements: 2 for each facility purchased as well
tional bays can be purchased and combined to hold larger craft
as 2 additional each time a facility's size is increased.
(i.e. , five bays could make one that accommodates a 400 ton as­
sault craft and 5 fighters). Normally, only half of the total amount Trans-Atmospheric Capabilities (TAC) : These modifica­
is used while the rest of the space (approximately 60 modules) is tions are necessary for any spacecraft that will be entering a
reserved for spare parts, ammunition, extra missiles, storage, planet's atmosphere. Modifications include increased heat
and other equipment and facilities. shielding, some aerodynamics, chemical engines for maneuver­
External bays are attached to massive hull locks in a manner ing, and lighter alloys for construction. Because of these modifi­
similar to external cargo bays. They have 500 S.D.C. and can cations, a trans-atmospheric craft takes half damage from any
get additional armor. If the total S.D.C. is depleted, the bay is plasma/heat weapons, is + 1 to dodge, and only has 1 module
useless, but not destroyed, and any remaining fighters in it are per ton despite its entry on the Basic Vehicle table. Chemical en­
stuck until the bay is repaired. An external FCL bay is destroyed gines are included in the cost of trans-atmospheric capabilities,
along with any spacecraft still in it when it reaches - 1 25 S.D.C. but craft larger than 275 tons will require anti-gravity drives to get
trans-atmospheric capabilities. Anti-gravity drives must be pur­
I nternal FCL bays are integrated into the spacecraft's overall
chased separately at full price and module cost. These atmo­
design and construction. They have no S.D.C. of their own and
spheric drives have base speeds of MACH 1 . Any additional
cannot specifically be attacked. Only the launch/landing doors
speed can be purchased from page 1 39 of Heroes Unlimited™,
are visible on the outside. They have 1 50 S. D.C. and can receive
Second Edition. Any spacecraft with TAC modification can enter
additional armor at extra cost. Depleting the S.D.C. of a
launch/landing tube will prevent launch from that area; however, a planet's atmosphere from space, but the vessel must be able
to achieve escape velocity (Mach 5+) to leave the planet for
if more than one FCL bay was purchased, spacecraft can usually
be transferred to another bay for launching. space. Cost: 1 0,000 credits per ton for shuttles, interceptors and
any other craft at or below 800 tons. 25,000 credits per ton for
A fighter craft or combat robot can be scrambled in about 2
any spacecraft larger than 800 tons. Satellites and space sta­
minutes (4+ 1 04 melees) if it was on standby. Normal prep time
tions can not accommodate trans-atmospheric capabilities. Mod­
is 1 0+ 1 04 minutes. Cost: External bays: 450,000 credits per bay
ules Required : 0. 1 per ton for ships up to 800 tons. 0.25 per ton
(1 00 tons) . I nternal bays: 750,000 credits per bay ( 1 00 tons) . for those over.
Module Requirements: I nternal launch bays require straight
tonnage instead of modules; a 1 00-ton internal launch bay re­ Automatic Hull Breach Sealing System : This system is de­
quires 1 00 tons of the craft. When designing ships with launch signed to prevent the loss of atmosphere resulting from a hull
bays, it might be a good idea to add these in first to prevent hav­ breach. When a section of the hull is damaged and atmosphere
ing to re-figure available modules later. External launch bays re­ is beginning to be lost, the pressure changes trigger retracted
quire a one module docking collar for every 1 00 tons of launch shields that slide into place and stop the atmosphere loss by
bay. Otherwise, they require no modular or tonnage space from blocking the hole. The result is a minimal (1 %) loss of atmo­
the craft. This is one of the reasons why external bays are so sphere from a hull breach. The system has primary, secondary
popular. External bays can be attacked and disabled much more and tertiary backups so that repeated breaches in the same area
easily than internal bays, however, which is their major draw­ can still be handled. In cases of extreme emergency, sections of
back. the craft will be sealed off to prevent total loss of atmosphere,
such as sealing the engineering section if all three of its backups
Power Armor and Survival Suits: Any of the survival suits have been breached. Cost: 1 0,000 credits per ton. Module Re­
and/or power armors listed in the Aliens Unlimited™ equipment quirements: 0. 1 /ton.
section can be purchased for use by the crew of a spacecraft.
They can be stored in the craft and deployed by airlock, how­ Atmosphere Tanks: An extra supply of breathable atmo­
ever, it requires four melee rounds for the airlock to cycle and re­ sphere can be carried on board for use in environmental suits,
lease one power armor or a pair of survival suits. To decrease for emergencies, or to extend operation time by augmenting a re­
this deployment time, FCL bays can be used on larger craft, or cycling system. Each tank will provide one day of breathable at­
smaller craft can purchase a hull lock dedicated to these units. mosphere for 5 people (50 people if a recycling system is also
The larger hull lock allows two power armors or four survival used) . Cost: 1 2,000 credits/tank filled with atmosphere or 1 0,000
suits to be deployed at one time, plus it only requires one melee credits each empty (normally used to store atmosphere in the
round to do so, instead of four. Cost: As listed in the equipment case of a hull breach). Module Requirements: 0.1 per tank.
section of Aliens Unlimited . Also, see the hull lock entry else­ Pressurized Cabin : All spacecraft receive pressurized cabins
where in this section. Requirements: Survival suits take up no automatically. This includes command centers, crew quarters,
module space, but power armors require .5 modules each (if not engine rooms, and connecting corridors. If a secondary com­
stored in a modified hull lock). mand center, recreation facilities, or additional quarters are to be
Grapple System : These are cables with magnetic attach­ installed later, they will need to be pressurized. Cost: 8,000
ment claws on their ends. They are used to attach one ship to credits per module point to be pressurized.
another so they can be drawn together for boarding. Although Automatic Missile Reloading System: This equipment is
normally an emergency or salvage system, they are often em- built into the hull in front of a retractable missile launcher. When
1 80
the launcher is retracted (takes one action), the reloading sys­ hancement packages would have to pay 350,000 credits (50,000
tem's sensors check for any empty missile tubes. It will then re­ credits for the first package, 1 00,000 credits for the second pack­
load those that need missiles if it has spares remaining. This age, and 200,000 credits for the third package). The module cost
takes one action. A launcher can be fired, retracted, reloaded, for each package remains constant, so in the case of the 50 ton
and be ready to fire again on the third action. Cost: 20,000 cred­ interceptor, the three maneuver enhancement packages would
its per launcher. Module Requirements: 0 . 1 per missile cost a total of 1 5 modules (5 modules per package). Cost: 1 ,000
launcher plus the space required for spare missiles. credits per ton. Module Requirements: 0 . 1 per ton. Only addi­
tional rockets will cost module space.
Long-Range Gravity Communications: Spacecraft that op­
erate far from their home base of operations can have problems Stasis Pods, Escape Pods and Life Boats: There comes a
with communications. Standard radios are much too slow for any time when a crew must abandon ship, and for that purpose, pru­
uses beyond a few thousand miles. They just take too long to get dent captains will purchase enough stasis pods, escape pods, or
there. Laser communications are much better, and can be used life boats for their passengers and crew.
up to 5 light years away without debilitating lag times. However, Stasis pods are small staSis/sleep units that are armored to
if a spacecraft has journeyed to the other side of the Milky Way, withstand the rigors of space. They can fit a single person, and
even tachyon communications will take nearly 200 years to get come equipped with a distress beacon with a range of one light
home! For damaged or lost spaceships, two centuries is a bit year. Stasis pods have no means of propulsion (other than the
long to wait. initial push they are given when shot from the mother craft) and
Adapting the prinCiple of a dimensional syphon, scientists the occupant remains in stasis for the duration of his flight. Stasis
were able to develop a powerful device that generates a tight pods have a life support endurance of one century, after which,
gravity tube that works on the same principles as a syphon. It they will shut down and the occupant will die. Stasis pods are
links two points in space by forming a path through a parallel di­ trans-atmospherically capable, and will survive a crash landing
mension. The small passage created is only large enough for a on a planet. After the crash landing, the pod will release the oc­
laser beam to fit through. Laser communications are beamed cupant from stasis. Since it is possible for stasis pods to land on
through in this manner. Message lag time across the Milky Way planets with inhospitable environments, the occupant will have
is reduced to an acceptable 8 hours! Shorter distances have ef­ the option of keeping the pod closed until a readout on the atmo­
fectively no lag time. Although gravity communication generators sphere can be obtained from the pod's sensors. Cost: 1 5,000
are large and require vast amounts of power, they are still minia­ credits. Module Requirements: 0. 1 each. I nterceptors often
ture when compared to tachyon communicators. The power have stasis pods built into the cockpit chair that enclose auto­
needed to send a single laser communication through gravity matically when the pilot ejects from his craft.
communication methods will overload and permanently shut Escape pods are like stasis pods except they do not keep
down the drives of any vessel weighing 200 to 400 tons. Smaller their occupants in stasis, have distress beacons that reach five
craft do not have enough power to even attempt this. Spacecraft light years, and can accommodate up to four passengers. Es­
weighing 500 to 1 ,000 tons will lose power for 1 06 hours. Those cape pods typically have enough food, atmosphere, and fuel for
over 1 ,000 tons will lose power for 2D6x1 0 minutes (20 minutes three weeks. For each passenger over the escape pod's limit
to two hours). As can be guessed, this kind of communication is (four), the pod's endurance goes down by one week. Thus, five
only used in emergency situations. Planet-based gravity commu­ passengers can make it two weeks, six passengers can make it
nicators can send a message once every other melee with power one week, seven passengers can make it about three days, and
drains in between, but no total loss of power. Cost: 3 million eight passengers will make it about a day before everybody dies
credits. Modules Required: 20 a terrible, cramped death. Escape pods also have no internal
Magnetic Towing Drives: Designed for use in salvage work, propulsion system, and can land on planets just as stasis pods
this towing system has been adapted for use by craft with satel­ can. Cost: 30,000 credits. Module Requirements: 1 module
lites. The satellites are pulled along by the mother craft and do each.
not need drives of their own. This allows more sensors and Life boats are larger escape pods that hold up to 1 2 people
weapons instead of drives to be placed in the satellite, but it will (but 1 6 can cram into it) with enough supplies and fuel for two
have no maneuvering capabilities. A common compromise is to months. Life boats can also be fitted with micro-nuclear fusion
put maneuvering rockets instead of drives in the satellite to give engines capable of reaching 1 % light speed. Cost: 75,000 cred­
it dodging capabilities. Most satellites will have drives, however, its standard and 1 ,000,000 credits with light speed capabilities.
and the magnetic towing drive is used to conserve fuel and for Module Requirements: 3 modules each.
the satellite to better match the speed of its mother craft. This Full Capability Escape Craft (FCE Craft) are actually modifica­
system can also be used as a tractor beam. For this to function tions made to the ship's bridge or command center so that it may
properly, the magnetic tower must be rated for a weight equal to detach and act as a functional spacecraft of its own in times of
at least three times that of the target vessel. For each multiple emergency. It has its own drives, atmosphere supply (2 months),
that the beam strength is greater than the craft weight, divide the food stores, and can be armed with up to four light weapons or
captured craft's pilot percentage. So if a 1 00 ton craft is trapped two medium. Speeds are equal to 1 % of light, but additional
in a magnetic beam rated at 300 tons, the pilot attempting to free speed up to factor 1 0 can be purchased for its nuclear drives
himself would divide his piloting percentage by 3 in all such at­ (see the Adding Speed to Spacecraft table for prices). FCE craft
tempts. This kind of beam will not work on nonmetallic or com­ weigh 65 tons, require only one crew member, can accommo­
posite craft. Cost: 1 0,000 credits per ton to be towed. Module date up to 25 passengers, and have 1 ,000 S.D. C., plus they can
Requirements: 2 plus 0. 1 per ton to be towed. be armored normally. They are common on large military vessels
or scientific craft that can not afford to lose the information stored
Maneuver Enhancement Package: By adding maneuver
in the craft's computers. Cost: 3.5 million credits. Module Re­
rockets, fine-tuning the steering and rotation, and making other
quirements: 8 modules each.
modifications, a spacecraft can become considerably more nim­
ble. Bonuses: + 1 to initiative, +2 to dodge, and + 1 0% to all pilot­ FTL Accelerators: These high-tech afterburners allow ships
ing skill rolls. Multiple maneuver enhancement packages can be using traditional FTL drives (such as nuclear fusion , anti-gravity,
bought for the same ship, but with each subsequent purchase, etc.) to jump from a standstill to factor one speed instantly. Elimi­
the price of the package doubles and is limited to a total of nating the need for a lengthy acceleration time makes this hard­
THREE. Thus, a 50 ton interceptor with three maneuver en- ware much coveted by pirates, guerrillas, and other spacers who

1 81
might have need for a fast getaway. Cost: 500,000 credits. Mod­
ule Requirements: 1 0 modules.
Gateway Activation Equi pment: This is the broadcast
equipment and computers needed to store and broadcast the ac­
tivation codes for gateway structures. The gateway codes them­
selves are sold by the individuals owning the structures, usually
governments or large companies. This basic equipment includes
hundreds of public use codes for the gateways along travel
routes and trade corridors. Cost: 250,000 credits. Module Re­
quirements: 1 0.
Sleep and Stasis Systems: These systems put passengers
into suspended animation for long space journeys. They are in­
valuable to slower-than-light spacecraft or ships that have a
need for transporting many passengers on minimal life support
resources (such as low-rent passenger transports and prisoner
ships). A stasis/sleep system uses some form of biochemical,
cryogenic, or semi-solid suspension to put the passenger into a
coma-like state for the duration of the journey. Sleep/stasis sys­
tems are fairly "intelligent" machines capable of fine-tuning them­
selves to the physiological requirements of any alien race in its
database. A standard stasis/sleep system database has informa­
tion on all the aliens mentioned in both this and the Aliens Un­
limited sourcebooks. Cost: 5,000 credits per unit. Module
Requirements: .1 module per unit.
Self-Destruct Syste m : The spacecraft is outfitted with a se­
ries of explosive or engine overloading systems that can gener­
ate enough damage to completely destroy the vessel from the
inside out. Needless to say, this is rarely a contained event and
the blast radius and damage can be considerable. Damage is
equal to the total S.D.C. of the spacecraft and covers a blast ra­
dius equal to twice the tonnage of the spacecraft in yards/me­
ters. Don't be too close when this one goes off.
There is usually a safety delay involved with this system and
a number of steps involved in order to prevent accidental de­
struction. A typical self-destruct sequence takes one second to
activate for each ton of the spacecraft's weight, followed by a
countdown equal to twice that long as a fail-safe to allow the se­
quence to be shut down if necessary. Override codes are usually
available to shorten the countdowns, as are manual means of
setting them. The less dangerous destruction of a fighter craft
can usually be activated in a minute or less, while the massive
explosion to take out a battleship can take as long as 1 6 min­
utes. Most self-destruct systems can easily be shut down before
their activation sequences are complete and many spacecraft
captains who find themselves contemplating the necessity of us­
ing them will begin them in advance with the knowledge that they
can be preempted if necessary. Cost: 500 credits per ton. Mod­
ule Requirements: 2

Standard
Spacecraft
Des i g ns
Below are the statistics for spacecraft commonly used by the
advanced civilizations of the Milky Way. These are meant to be
generic spaceships, found pretty much anywhere in the galaxy.
The FAR, TG E, and TMC all use craft that match these specifi­
cations. These stats may also be used for Atorian warships, but
many Atorian designs will also be featured in the upcoming
Aliens Unlimited™ Guide to Imperial Space™ sourcebook.

1 82
General Traits and Systems: Many features are common to tics that could harm delicate machinery. Characters without any
all spacecraft. Airlocks, drive engines, breathable atmosphere alien lore skills should be very cautious when boarding other
supplies, waste handling systems, space survival suits, and ad­ spacecraft, for the crew may not be the only dangerous thing
vanced computers are some of the necessary systems for proper they will find. The bottom-line is that visitors may have to wear
operation of a spacecraft, but the forms and features of each will environmental suits and have separate environmental rooms or
differ from race to race as well as with the budget of the charac­ areas on the ship designed specifically for their physiological
ter or organization building the vessel. needs or will suffer and possibly die!
Racial Considerations: The physical form of an alien race RiftS® Conversion Notes: Most nonmilitary spaceships,
will dictate the shape and proportions of their spacecraft and its fighters, and space stations have their S.D.C. converted directly
atmosphere and gravity will mimic that of their home world. The to M . D.C. for the value of their main bodies (Le. 600 S.D.C. be­
G . M . should use common sense when comparing the race that comes 600 M . D.C.). Other "hit location" values will need to be
pilots a vessel with individuals visiting from another planet, espe­ assigned by the G . M . Destroyers, other heavy assault craft, and
cially if they are a radically different species. A ten foot (3 m) tall satellites have their S.D.C. divided by 8 (48,000 S.D.C. would
Titon with its stocky build will probably not be able to get into become 6,000 M. D.C.) to determine their main body M . D.C. with
most areas on a spacecraft constructed for five foot ( 1 .5 m) tall other hit locations having to be assigned. Battleships and
aliens from a high gravity world. On the flip side, the short alien deployers and similar mega-ship double their S.D.C. before di­
would find a Titon vessel to be vast and open with looming pas­ viding by 8 to find the M . D.C. rating of their main bodies.
sageways and enormous rooms. Certain spacecraft, like those of In both S.D.C. and M.D.C. settings, roughly one third of the
the Cameroon, could not be boarded at all because of their small damage capacity of a spacecraft is that of the engines and
size. drives. Internal drives have the armor rating of the vessel, while
Alien physiology is also a consideration, especially finger external ones have their own armor. Depleting the S.D.C. (or
shape and size. The stubby, rounded digits of a humanoid rhino M . D.C.) of the engines and drives with called shots will cripple
would need oversized buttons and switches for easy use. Such the spacecraft. Unable to move, it is set to drift and a sitting duck
an alien would find the computers and systems of a skeletal alien for further attacks, capture and boarding raids.
very hard to use. Note: All spacecraft described in the pages that follow list the
As a general rule, if the G.M. feels that an alien would be sig­ basic or standard armor, weapons, features and capabilities.
nificantly larger than the race which constructed the craft he is Most can be modified and augmented.
trying to use, the larger alien should suffer the following penal­
ties: -2 to strike, parry, and dodge (in the cramped quarters), -5% Fl itter-Class Light Sh uttle
on delicate or technical skills, and no flying, leaping, or other rad­ The Flitter i s a stripped-down, no-frills shuttle craft capable of
ical physical activities. taking a beating. They are found throughout the galaxy, and
If the larger alien is roughly twice the height or width of the large spacecraft use them as upscale escape pods, cheap
spacecraft's builder race, the penalties should be -4 to strike, search and rescue craft, and expendable exploratory modules.
parry, and dodge, - 1 5% on all skills, and physical activity is lim­ Certain militaries are fond of packing these things full of war­
ited to crawling or squeezing through the craft's passages at a heads and plotting them on an automated suicide course for the
speed of 3. nearest enemy ship. Thanks to the small size of these space­
Smaller aliens on larger vessels have their own troubles and craft, larger ships can carry a full wing of them. In some parts of
penalties. Certain skills or actions will be hampered by the size the galaxy, cost-conscious captains will add FTL capability to
of the ship. A six foot ( 1 .8 m) alien will have difficulty picking a these tough little vessels in order to make them cheap but capa­
lock or flying a spacecraft when the locks or consoles are five to ble starships.
seven feet ( 1 .5 to 2. 1 m) off of the floor and controls are spaced Tonnage: 1 00 tons
for someone with a nine foot (2.7 m) arm span. Penalties are Dimensions: 1 00 feet (30.5 m); 1 00 tons (200,000 pounds!
-5% per foot of difference in height between the two races. Plus 90,000 kg)
they are - 1 on initiative and dodge when operating ship weapon Crew: 1
systems or piloting. (Hand to hand combat inside the vessel is Drive Type: N uclear Fusion (Non-FTL).
unaffected, although hallways are long and large so speed may Total S.D.C.: 2,500 including armor.
become a factor in covering distances - basically the giants Weapons: Light lasers (2; fire-linked).
travel two or three times the distance.) Armor: Light armor (A. A. 1 2, S. D.C. 1 000) .
Another major point is the home environment of the Other Systems: Basic sensor package, satellite uplink comput­
builder race. Because this is a fantasy game, all spacecraft with ers, artificial gravity, external cargo docks (2), standard crew
gravity generators are considered to have the full normal gravity quarters (2) , grapple system ( 1 000 tons, max) , trans-atmo­
of their home world. All activities and operations in these space­ spheric capabilities, and pressurized cabin.
ships are performed normally. In addition to gravity, we also Cargo: 7 modules
have to consider the atmosphere and environment of the race's Cost: 2.6-3 million credits.
home world.
A spacecraft will be climate controlled to maintain a tempera­ Atlantis-C lass Sh uttle
ture comfortable for the crew and will be filled with an atmo­ Very much like the space shuttles of Earth, this class of
sphere breathable by those same aliens. The possible spaceship is more often than not simply a workhorse used for
atmospheres are the same ones presented in the character gen­ transport of cargo over short distances, such as across the void
eration rules for Aliens in HU2 and can range from little more separating two spacecraft or one craft and a space station or
than actual vacuum (Le. no atmosphere) to poisonous gases or planet. Weapons and armament tend to be light, and often are
even water. Full details on the effects of varying atmospheres intended for non-military uses, such as blasting orbital debris,
are given in the Planetary Atmospheres entry in the Adventuring mining asteroids, and surviving various particle impacts. A shut­
on Planets section and would apply on spacecraft of the same tle usually requires a bay to dock in and many of them are
home world type (including penalties and other effects), except trans-atmospheric, increasing their versatility and usefulness im­
that of the abrasive atmosphere which may have the climate of mensely. Large storage or passenger areas are also common on
the home world, but will lack the damaging abrasive characteris- shuttles of this type.

1 83
Tonnage: 300 tons
Dimensions: 300 feet (9 1 .5 m); 300 tons.
Crew: Two. May include reserve crew members and several
support personnel (4- 1 2).
Drive Type: Photon/Fission (Factor 1 ).
Total S.D.C.: 7,500 including armor.
Weapons: None.
Armor: Light Armor (A. A. 1 2, S.D.C. 3000).
Other Systems: Basic sensor package, autopilot computer
(75/37%), satellite uplink computer, atmosphere recycling
system , artificial gravity, external cargo docks (4), standard
crew quarters ( 1 4), grapple system (1 000 tons) , trans-atmo­
spheric capabilities, atmosphere tanks (2) , pressurized cabin,
escape pods (4) , gateway activation equipment, sleep and
stasis systems (6).
Cargo: 1 31 modules.
Cost: 6.5-8 million credits.

Insurg ent-Class Attack Sh uttle


The Insurgent i s about as combat-worthy as a shuttle-styled
ship can be. It is something of a make-do spacecraft for rebels
and militaries too poor to acquire bona-fide warships. So, they
grab what ordinary shuttle craft they can, upgrade them to the
max, and voila! I nstant low-rent interceptor. The I nsurgent would
be laughable compared to "real" warships if it did not have such
a good combat record. Staffed with experienced pilots and
armed with decent tactics, an I nsurgent attack can prove most
deadly to cargo/passenger transports and even smaller military
craft. Throughout the galaxy, more than one planet has shaken
off the yoke of tyranny with small and tenacious fleets of these
unlikely war birds.
Tonnage: 50 tons.
Dimensions: 50 feet ( 1 5.3 m); 50 tons.
Crew: One pilot, two gunners, and 1 -4 passengers or additional Total S.D.C.: 400
crew. Weapons: Light laser beams (4; fire-linked), short-range missile
Drive Type: Anti-Gravity (Factor 1 0). rack ( 1 2) or mini-missiles (40).
Total S.D.C.: 2,750 including armor. Armor: None.
Weapons: Light particle beams (3; fire-linked) short-range mis­ Other Systems: Alumina cloud dispenser (5) , anti-missile chaff
sile rack (30). ( 1 0) , reflective coating, basic sensor package, satellite uplink
Armor: Medium armor (A. A . : 1 4, S.D.C.: 2000). computers, targeting radar & combat computer, atmosphere
Other Systems: Alumina cloud dispenser ( 1 0 charges), recycling system, grapple system (800 tons) , automatic hull
anti-missile chaff ( 1 0 globes), reflective coating, advanced breach sealing system, maneuver enhancement package (2) ,
sensor package, satellite uplink computer, targeting radar & and stasis pod ( 1 ) .
combat computer, atmosphere recycling system, trans-atmo­ Cargo: None.
spheric capabilities, maneuver enhancement package ( 1 ) , Cost: 2-3 million credits.
and stasis pods (3).
Cargo: None.
Cost: 3-4 million credits.
Caval ier-Class
Med i u m I nterceptor
Warshrike-Class Li g ht I nterceptor The Cavalier is another FTL capable fighter similar to the
This is the basic one-man fighter. Despite its factor capabili­ Warshrike, except its added tonnage allows for more weapons,
ties, the ship is designed for short-range operations and requires armor, and other miscellaneous upgrades. The Cavalier is a
a larger spacecraft as its base of operations and for long hauls. tough and flexible multi-purpose fighter, popular with legitimate
Extended trips can certainly be taken, but the small cockpit gets militaries, corporate security forces, mercenary groups, rebel ar­
cramped and boredom sets in unless some kind of suspension mies, pirates, and adventurers. Their larger size makes them not
system is purchased. Warshrikes are a popular escort craft for quite economical for many deployers to use in force, but some
large transports and entire wings of them will be found in some will use these craft as squadron leaders for Warshrike groups.
military deployers. Although fast and nimble, the Warshrike is not Cargo transports will often be seen with several Cavaliers at­
very well armored, which makes them a little quick to die in tached externally to the hull via a cargo dock as an impromptu
pitched battles. That is why most Warshrike pilots either train defensive measure. Although these ships require multiple crew­
themselves to dodge incoming fire, or stick to ·strike and fade" men, with the right kind of automation, they can become a sin­
combat tactics where they are gone before the enemy ever has a gle-pilot fighter.
chance to return fire. Tonnage: 60 tons.
Tonnage: 20 tons. Dimensions: 60 feet ( 1 8.3 m); 60 tons (54.5 k tons) .
Dimensions: 20 feet (6. 1 m) long; 20 tons Crew: One pilot, two gunners.
Crew: One. Drive Type: Photon/Ion/Fission ( Factor 30) .
Drive Type: lon/Fission (Factor 2). Total S.D.C.: 2,400 including armor.

1 84
Weapons: Light ion beams (4; fire-linked), light lasers (4; Other Systems: Military sensor array, satellite uplink computers,
fire-linked), and short-range missile rack (50). atmospheric recycling system, external cargo docks (2) , grap­
Armor: Medium armor (A. A . : 1 4, S.D.C.: 1 ,200) , medium turret ple system ( 1 000 tons), automatic breach sealing system, sta­
armor (4) (A. A . : 1 3, S.D.C. : 200 each) . sis pod ( 1 ) , and extra modular capacity ( 1 7.4) .
Other Systems: Alumina cloud dispenser (20) , anti-missile chaff Cargo: None.
(20) , reflective coating, military sensor array, targeting radar & Cost: 6.3-7 million credits.
combat computer, atmosphere recycling system, external
cargo dock (2), grapple system ( 1 000 tons), trans-atmo­
spheric capabilities, automatic hull breach sealing system, au­
Barbarian-Class
tomatic missile reloading system, and stasis pods (3).
Cargo: None.
Heavy I nterceptor
Cost: 8-1 0 million credits. A common fighter-bomber configuration, the Barbarian is also
the largest interceptor variant commonly encountered. Its arma­
ments and armor make it more suited to hitting large ships from
Dragon-Class Med i u m I nterceptor afar rather than taking on smaller, more nimble craft like the
The Dragon is a space fighter used largely by the more nefari­ Warshrike or the Cavalier. To that end, Barbarians often fly into
ous forces of the galaxy, such as pirates, mercenaries, criminals, combat with either a few smaller interceptor escorts, or with sev­
and the Toogarth Empire. The designers and producers of these eral power-armor wearing troops on board to provide close de­
ships are unknown, but whoever they are, they have succeeded fense. So that they may hit hard and deep into enemy territory,
in flooding the galaxy with these cheap but deadly warships. Barbarians have exceptional drive capabilities for a craft their
Dragons are especially good at ship-to-ship dogfighting, where size. This, coupled with their cargo capacity and perhaps a few
their extensive fire-linked weaponry brings punishing fi repower modifications, also makes them ideal pirate and smuggling ves­
upon a single target. Their lack of turrets, however, makes them sels, which explains why so many of them can be found (without
vulnerable to rear attacks, requiring Dragon pilots to be very proper identification, of course) in seedier parts of the galaxy.
good if they are to survive extended encounters. Tonnage: 1 00 tons.
Dimensions: 1 00 feet (30.5 m).
Tonnage: 75 tons.
Crew: 1 pilot/gunner plus 1 gunner/bombardier.
Dimensions: 75 feet (22.9 m); 75 tons (68. 1 k tons).
Drive Type: Anti-Gravity ( Factor 20).
Crew: 1
Total S.D.C.: 4,000.
Drive Type: N uclear Fusion ( Factor 40). Weapons: Light particle beam (2; fire-linked), medium-range
Total S.D.C.: 3,000. missile launcher (20).
Weapons: Medium rail gun (2; fire-linked), medium-range mis­ Armor: Medium armor (A. A.: 1 4, S.D.C.: 2,000), medium turret
sile rack (20). armor (5).
Armor: Medium armor (A. A.: 1 4, S.D.C.: 1 ,500).

1 85
Other Systems: Alumina cloud dispenser ( 1 0), anti-missile chaff
( 1 0) , reflective coating, electronic countermeasures, force
Roundabout-Class
field generator (2,000 S.D.C., plus two pinpoint shields), mili­
tary sensor array, super-navigation computer, targeting radar
Med i u m Cargo Transport
and combat computer, atmosphere recycling system, external The Roundabout is an increasingly common cargo vessel
cargo docks (2), automatic breach sealing system, automatic found throughout the FAR and outlying star systems. Able to
missile reloader system, stasis pods (2) , FTL accelerators, carry enough arms and armor to defend itself without having to
gateway activation equipment, and extra modular capacity sacrifice speed or maneuverability, the Roundabout is consid­
( 1 8). ered the smallest cargo vessel that can routinely survive solo
Cargo: 20 modules. flights through dangerous territory. Roundabout pilots are a spe­
cial breed who often take pride in their willingness to deliver
Cost: 1 2- 1 5 million credits.
anything to anyone at any time. Roundabouts sporting military
upgrades are also frequently found along the hot zones of the
Peon-Class Light Cargo Transport galaxy, often serving as mercenary warships or providing free­
The whimsically named Peon is a big, sad sack transport that lance escort duty to larger cargo ships less able to defend them­
basically any serious interstellar merchant can afford. There are selves.
no frills on this craft, not even life support. Those driving it must Tonnage: 5000 tons.
remain in their spacesuits for the duration of the trip, making Dimensions: 5000 feet ( 1 ,525 m); 5000 tons.
these ships most suitable for trips within a single solar system. Crew: 6; may include a dozen passengers or additional crew.
Their Spartan, inexpensive nature makes them great starter Drive Type: Metallic Hydrogen ( Factor 50).
ships for cash-strapped merchant captains, or enterprising ad­ Total S.D.C.: 1 25,000.
venturers who plan to modify the ship extensively. With the Weapons: None.
proper upgrades, a Peon might hardly deserve its lowly name Armor: None.
any longer. Other Systems: Advanced sensor array, autopilot computer
Tonnage: 1 000 tons. (45%), satellite uplink computers, atmospheric recycling sys­
Dimensions: 1 000 feet (305 m), 1 000 tons. tem, artificial gravity, standard crew quarters ( 1 0), recreation
Crew: 2 facility, long-range gravity communications, escape pods (3) ,
Drive Type: Microwave Sail ( Factor 1 0). gateway activation equipment, external cargo docks ( 1 0).
Total S.D.C.: 25,000 Cargo: 7,430 modules.
Weapons: None. Cost: 24-27 million credits.
Armor: None.
Other Systems: Basic sensor package, satellite uplink comput­
ers, external cargo docks ( 1 0) , and escape pod ( 1 ). Samson-Class
Cargo: 1 ,800 modules.
Cost: 6-9 million credits.
Heavy Cargo Transport
The Samson is a bulk hauler meant to carry huge amounts of
cargo for long distances. Apart from its size, it is virtually identi­
cal to the Roundabout-class cargo transport. They are the galac­
tic equivalent of the modern Earth oil tanker, a kind of
super-freighter that often flies in sizeable convoys with large mili­
tary escorts for defense. It is said that the entire galactic econ­
omy really rests on the efforts of these huge, lumbering craft,
who handle the vast majority of goods shipments between star
systems. Unfortunately, this makes them very appealing targets
to pirates and hostile forces in war zone systems. So that they
can maximize their cargo space, most Samsons carry no weap­
onry - just enough armor to survive the acceleration to factor
speed and the hope of escape. Still, in some parts of the galaxy,
one might find Samsons willing to load up on heavy guns and
missile racks - as well as a few fighter bays - and act as rudi­
mentary deployers. These well-armed cargo ships are often nick­
named "Goliaths· and are restricted in most systems. Still, this
new breed of "armed hauler" have become heroes to the inter­
stellar merchant community who see these brave ships as taking
the fight to those who ordinarily prey on galactic commerce.
Tonnage: 1 0,000 tons.
Dimensions: 1 0,000 feet (3,050 m), 1 0,000 tons.
Crew: 1 1 ; may accommodate another 20-40 crew or passen-
gers.
Drive Type: Metallic Hydrogen (Factor 50).
Total S.D.C.: 250,000
Weapons: None. Armor: None.
Other Systems: Advanced sensor array, autopilot computer
(45%), satellite uplink computers, atmospheric recycling sys­
tem, artificial gravity, standard crew quarters ( 1 0) , recreation
facility, long-range gravity communications, escape pods (3),
gateway activation equipment, and external cargo docks ( 1 0).
Cargo: 1 4,930 modules. Cost: 40-44 million credits.

1 86
launch bay (typically contains 1 0 Flitter-class shuttles), recre­
ation facilities ( 1 00), escape pods (350), long-range gravity
communications, automatic breach sealing system, gateway
activation equipment.
Cargo: 4,000 modules for passenger cargo, 1 0,000 modules for
operational cargo (food, recreational gear and vehicles, etc.)
and approximately 700 modules worth of open space that has
been turned into large verandas, plazas, courtyards, arbore­
tums, etc. , to give the ship a more pleasant, roomy and relax­
ing interior.
Cost: 250-270 million credits, excluding the cost of fighters and
shuttle craft.

G lad iator-Class Light Destroyer


The Gladiator is considered a "planetary assault craft" that
bridges the gap between the heavy fighter and light capital-class
warship. Gladiators are used most frequently as escort and pa­
trol spacecraft as well as space station defenders. They serve
many functions, including quick-response, rapid-strike warships
capable of hitting behind enemy lines and surviving the battle on
the way out, as well as "amphibious" invasion spacecraft capable
of landing troops on hostile moons and planets. The FAR uses
Gladiators extensively as research and exploration vessels, sac­
rificing some weapons and armor for additional sensors and lab­
oratory space. Any cargo is typically used to make synthetic
environments for exotic flora and fauna meant to be brought
back to a core world for public display. The TMC also uses modi­
fied Gladiators (extra arms and armor) as its primary enforce­
ment vessel in most of the areas in which its services have been
contracted. To pirates and lawbreakers everywhere, the arrival of
one of these vessels is never a good sign.
Tonnage: 500 tons.
Dimensions: 500 feet ( 1 52.5 m), 500 tons.
Crew: 50; may accommodate another 30-60 crew or passengers
depending on its configuration .
Xanadu-Class Drive Type: N uclear Fusion ( Factor 40) .
Total S.D.C.: 90,000 including armor.
Luxury Passenger Transport Weapons: Anti-ship particle battery (4) , anti-ship particle beam
(8) , heavy rail gun (8) , heavy laser beam (8), long-range mis­
For those who wish to travel the stars in style, the Xanadu is
sile rack (4; 1 2 missiles each).
the only way to go. Loaded with comfortable cabins and luxuri­
ous entertainment decks, Xanadu cruisers are rarely hurting for Armor: Battleship armor (A. R. 1 7, S.D.C. 40,000) , battleship tur­
passengers. Many of these ships take on a personality and style ret armor (32; A. R . 1 6, S.D.C. 400 each).
Other Systems: Alumina cloud dispenser (25), anti-missile chaff
of their own, becoming a weird kind of celebrity vessel. To book
(30) , electronic countermeasures (ECM), force field genera­
a trip on such craft, the waiting list is often in excess of 1 D4+ 1
tors (25,000 S.D.C.; 1 0 pinpoint shields) , magnetic shield, re­
years! Xanadu also are extremely safe, with at least a platoon of
flective coating, military sensor array, satellite uplink
battle-hardened (but very polite and discreet) security profes­
computer, targeting radar and combat computer, atmosphere
sionals on board able to handle most critical situations. Many
recycling system , artificial gravity, external cargo docks (4) ,
Xanadu also keep a wing of Warshrike or Cavalier space fighters
standard crew quarters (60) , grapple system ( 1 0,000 tons) ,
on board to repel pi rates, warlords, and anybody else thinking to
recreation facilities (3), automatic hull breach sealing system,
plunder such a rich vessel.
automatic missile reloading system, long-range gravity com­
Tonnage: 1 0,000 tons. munications, escape pods ( 1 5), FTL accelerators, gateway
Dimensions: 1 0,000 feet (3,050 m); 1 0,000 tons. activation equipment, and self-destruct system.
Crew: Captain , four lieutenants plus six other officers. This is Cargo: 58 modules.
just the operational crew, however. There is an additional Cost: 64-70 million credits.
crew of 200 deck hands, bartenders, entertainers, and other
staff members who serve the passengers. There are also 32
trained security professionals on board at all times. The Marauder-Class
Xanadu can accommodate up to 1 ,000 passengers!
Drive Type: Photon/Fission ( Factor 30). Med i u m Destroyer
Total S.D.C.: 250,000 These craft are warships, pure and simple. There is no rea­
Weapons: None. son for anyone to own one except for the express purpose of
Armor: None. making war. Because of this, they are outlawed for civilian use
Other Systems: Advanced sensor package, satellite uplink com­ throughout the FAR and in most other "civilized" systems. Such
puter, atmosphere recycling system, artificial gravity, standard regulation is hardly necessary, however, since the price and
crew quarters (243), lUxury crew quarters ( 1 ,000), fighter craft crew requirements of the marauder place it well out of reach of
launch bay (typically contains 20 Warshrike-class light inter­ most warlords, pirates and other blackguards. Only legitimate
ceptors crewed by the on-board security personnel), shuttle militaries or powerful corporations tend to have the wherewithal

1 87
of obtaining and maintaining a single Marauder, let alone a
whole fleet of them. And a good thing that is, since just a small
Leviathan-Class Battlesh i p
group of expertly-crewed Marauders can blockade a small Leviathans are designed for assaulting a wide variety of tar­
planet, pummeling it into submission over time. gets, from fortified planetary positions to entire fleets of small in­
terceptors. The Leviathan is equipped to handle it all, and to
Tonnage: 750 tons. respond with lightning speed to anywhere it may be needed.
Dimensions: 750 feet (228.8 m); 750 tons.
With such a formidable mix of weapons, armor, and raw engine
Crew: 75; may include an additional 40-80 crew or passengers.
power, the Leviathan is an enviable piece of military hardware for
Drive Type: I nterstellar ramjet (Factor 50).
any government or large corporation. Due to their high produc­
Total S.D.C.: 1 35,000 including armor.
tion costs, however, few can actually afford to buy them, which
Weapons: G reat cannons (2), ballistic missile racks (8; 1 6 mis­
keeps their numbers fairly low. The largest users of these craft
siles each), anti-ship laser batteries (8) , anti-ship laser beams are the FAR and to a greater degree, the Atorian Empire, who
( 1 6) . have their own specially modified version of this craft. Exactly
Armor: Battleship armor (A A. 1 7, S . D . C . 60,000), battleship tur­ what those special modifications are is an Imperial secret, some­
ret armor ( 1 7; A A . 1 6, S.D.C. 400 each). thing the FAR would dearly like to learn more about. All in all, Le­
Other Systems: Alumina cloud dispenser (25) , anti-missile chaff viathans are designed to wage entire wars on their own, and
(30), electronic countermeasures (ECM), force field genera­ governments such as the FAR and the Atorians often send them
tors (30,000 S.D.C.; 1 0 pinpoint shields) , magnetic shield, re­ into systems as a lethal show of force before sending in a much
flective coating, military sensor array, satellite uplink
larger battle fleet. These flagship craft are also often sent on
computer, targeting radar and combat computer, atmosphere
long-term missions of exploration and diplomacy, providing as­
recycling system , artificial gravity, external cargo docks (4) ,
sistance to planets in times of natural disaster and other hard­
standard crew quarters ( 1 00), grapple system ( 1 0,000 tons),
ships.
recreation facilities (6), automatic hull breach sealing system,
automatic missile reloading system , long-range gravity com­ Tonnage: 5000 tons.
munications, escape pods (25), FTL accelerators, gateway Dimensions: 5000 feet ( 1 ,525 m); 5000 tons.
activation equipment, self-destruct system. Crew: 1 ,250; can accommodate an additional 200-300 crew or
Cargo: 54 modules. passengers.
Cost: 90- 1 00 million credits. Drive Type: Anti-Matter Fusion ( Factor 250); Matter/Anti-Matter
( Factor 1 30; backup drive) .
Total S.D. C.: 1 ,650,000 (including armor).
G i gantor-Class Heavy Destroyer Weapons: Great cannons (8) , battleship laser cannons (8), bal­
The Gigantor is typically deployed as an escort craft for battle­ listic missile racks (8; 64 missiles each), anti-ship laser batter­
ships or deployers, or to hold the point for formations of smaller ies ( 1 6), anti-ship laser beams (32), long-range missile racks
warships. Like the Marauder, it sports battleship-class weaponry, ( 1 6; 1 20 missiles each), and heavy laser beams (64) .
especially the infamous great cannons. This kind of firepower Armor: Battleship armor (A. A . : 1 7, S.D.C.: 400,000), battleship
makes these vessels especially formidable for their size. turret armor ( 1 52), (A. A . : 1 6, S.D.C.: 400).
Compared to a bona-fide battleship, these craft are fairly inex­ Other Systems: Alumina cloud dispenser (50) , anti-missile chaff
pensive, and numerous "second-class" galactic governments will ( 1 00) , electronic countermeasures (ECM), force field genera­
stock their navies with these craft in lieu of any battleships. They tors (500,000 S. D.C. ; 1 00 pinpoint shields) , magnetic shield,
also are fond of covering Gigantors with external cargo docks so reflective coating, autopilot computer (95%), geologic sensor
smaller destroyers and interceptors can piggyback on them, array, military sensor array, satellite uplink computer,
making these craft crude deployers when so modified. Due to super-navigation computer (95% sub-light, 95% FTL), scien­
numerous engineering oversights when this craft was designed, tific sensor array, targeting radar and combat computer, atmo­
extensive added modular capacity had to be included into the sphere recycling system, artificial gravity, external cargo
basic chassis, adding substantially to the Gigantor's already docks ( 1 00), standard crew quarters ( 1 ,500), power armor
noteworthy price tag. lockers (250), grapple system ( 1 00,000 tons), recreation facili­
Tonnage: 1 000 tons. ties ( 1 00), automatic hull breach sealing system, pressurized
Dimensions: 1 000 feet (305 m); 1 000 tons. cabins (500 modules - crew cabins and rec facilities) , auto­
Crew: 1 00; plus an additional 40-80 crew or passengers if so de- matic missile reloading system, long-range gravity communi­
sired. cations, magnetic towing drives (1 0,000 tons) , stasis pods
Drive Type: I nterstellar ramjet ( Factor 50). ( 1 ,500), escape pods (40) , life boats w/ light speed capability
Total S.D.C.: 1 80,000 (25), full capability escape craft (20), FTL accelerators, gate­
Weapons: G reat cannons (4), ballistic missile racks (8; 1 6 mis­ way activation equipment, sleep and stasis systems ( 1 ,500),
siles each), battleship laser cannons (8). self-destruct system, shuttle launch bay (500 tons; 5 Flitters).
Armor: Battleship armor (A. A. : 1 7, S. D. C. : 80,000), battleship Cargo: 2,500 modules.
turret armor (20) (A A.: 1 6, S.D.C. : 400). Cost: 1 .6 to 1 .9 billion credits.
Other Systems: Alumina cloud dispenser (25) , anti-missile chaff
(30), electronic countermeasures (ECM), force field genera­
tors (50,000 S.D.C. ; 20 pinpoint shields) , magnetic shield, re­ Eviscerator-Class Battleship
flective coating, military sensor array, satellite uplink Eviscerators are a relatively new battleship design meant to
computer, targeting radar and combat computer, atmosphere take advantage of the large "great cannons" that ships of this
recycling system, artificial gravity, external cargo docks ( 1 0) , size are able to employ. Essentially a variant of the Leviathan,
standard crew quarters ( 1 25), grapple system ( 1 0,000 tons), the Eviscerator features entire batteries of great cannons to op­
recreation facilities ( 1 0), automatic hull breach sealing sys­ erate as mobile bombardment platforms. Their ultra-heavy weap­
tem, automatic missile reloading system , long-range gravity onry is meant to be used exclusively as a large-target device.
communications, escape pods (32), FTL accelerators, gate­ Understandably, these ships are highly specialized and as such,
way activation equipment, self-destruct system, and extra are actually fairly vulnerable on the battlefield. Should enemy
modular capacity (500). craft get in close to these vessels or swing behind the firing arc
Cargo: 96 modules. of their great cannons, they will find most Eviscerators unable to
Cost: 1 1 2- 1 24 million credits. mount a compelling defense. That is why these warships often
1 88
are part of a larger battle group consisting of at least two or three standard crew quarters ( 1 ,500) , grapple system ( 1 0,000 tons),
Leviathans, deployers, and assorted other warships. recreation facilities (50), automatic hull breach sealing sys­
Tonnage: 5000 tons. tem, pressurized cabins (500 modules - crew cabins and rec
Dimensions: 5000 feet ( 1 ,525 m); 5000 tons (4,540 k tons). facilities), automatic missile reloading system, long-range
Crew: 1 ,250; can accommodate an additional 1 00-200 crew or gravity communications, magnetic towing drives ( 1 0,000
passengers. tons), escape pods (40) , FTL accelerators, gateway activation
Drive Type: Anti-Matter Fusion (Factor 250); Matter/Anti-Matter equipment, self-destruct system, and launching bay (7,500
(Factor 1 30; backup drive). tons) .
Total S.D.C.: 1 ,650,000 (including armor). Note: The launching bay can hold up to 7,500 tons of spacecraft
Weapons: Great cannons ( 1 8) , ballistic missile racks (8; 80 mis­ at any given time. A typical deployment might include 1 00
siles each) Warshrike (20-ton) interceptors, 50 Cavalier (60-ton) intercep­
Armor: Battleship Armor (A. R. : 1 7, S.D.C.: 400,000) , battleship tors, 20 Barbarian ( 1 00-ton) interceptors and five Flitter ( 1 00
turret armor ( 1 52). (A. R . : 1 6, S.D.C.: 400). ton) shuttles.
Other Systems: Alumina cloud dispenser (50), anti-missile chaff Additional Note: Keep in mind the 1 00 external cargo docks
( 1 00), electronic countermeasures (ECM), force field genera­ along the exterior of the vessel , as well. Each one of these
tors (500,000 S.D.C.; 1 00 pinpoint shields) , magnetic shield, can carry another vessel, be it a lowly Warshrike fighter or
reflective coating, autopilot computer (95%) , geologic sensor something as substantial as a Gladiator-class destroyer.
array, military sensor array, satellite uplink computer, Cargo: 3,090 modules for cargo and extra storage. During oper­
super-navigation computer (95% sub-light, 95% FTL) , scien­ ations, most of this will be used to haul extra ship parts, mate­
tific sensor array, targeting radar and combat computer, atmo­ rials and equipment.
sphere recycling system, artificial gravity, external cargo Cost: 490-500 million credits.
docks ( 1 00), standard crew quarters ( 1 ,500), power armor
lockers (250) , grapple system ( 1 00,000 tons), recreation facili­ Spi ke-Class Defense Satell ite
ties ( 1 00) , automatic hull breach sealing system, pressurized
The Spike is a "quick and dirty" defense satellite meant to be
cabins (500 modules - crew cabins and rec facilities), auto­
produced en masse in anticipation of a large invasion force.
matic missile reloading system, long-range gravity communi­
Those who rely on this handy little fire platform usually build hun­
cations, magnetic towing drives ( 1 0,000 tons) , stasis pods dreds of them and clutter their planet's low orbit with them as a
( 1 ,500) , escape pods (40) , life boats w/ light speed capability
last line of defense against any would-be intruders. One on one,
(25), full capability escape craft (20) , FTL accelerators, gate­
these satellites are not particularly combat-worthy. A dozen or
way activation equipment, sleep and stasis systems ( 1 ,500),
more of them all fighting at once, however, provide a formidable
self-destruct system, shuttle launch bay (500 tons; 5 Flitters).
defense. Proof again that sometimes, numbers can carry the
Cargo: 2,51 2 modules.
weight of battle.
Cost: 1 .7-2. 1 billion credits.
Tonnage: 1 0 tons.
Dimensions: 1 0 feet (3 m) in diameter, 1 0 tons.
Horde-Class Deployer Crew: None; automated.
This is the archetypical deployer - stripped down of all but Drive Type: None.
minimal armor, weapons and extra equipment for the sake of Total S.D.C.: 2,500
holding as many small and medium interceptors as possible. Weapons: Medium particle beam ( 1 ) .
Horde deployers are not particularly well suited for open combat Armor: Heavy Armor (A. R . : 1 6, S.D.C.: 2,000) .
and instead prefer the classic tactic of hanging back, launching Other Systems: Advanced sensor array, reflective coating, tar­
its full fighter complement, and letting the smaller craft do its dirty geting radar and combat computer, additional modular capac­
work. These vehicles are often sent into battle accompanied by ity (5 modules).
several escort craft - either three to five destroyers or one or Cargo: None.
two battleships. Recently, the FAR has shown some remarkable Cost: 1 .7- 1 .8 million credits.
success in sending one Horde deployer and one Armada
deployer into hot zones with each ship providing cover for the Outland-Class Space Station
other. So far this tactic has worked well against numerous pi­ The Outland i s a relatively small space station designed as a
rates and would-be warlords. Whether it will stand up to a bat­ "first presence" installation for star systems either not yet fully ex­
tle-hardened enemy such as the Toogarth. or the Atorians plored or whose ownership is in dispute. Although the Outland is
remains to be seen. a hardy and well-bUilt craft, it is meant to be relatively expend­
Tonnage: 1 0,000 tons. able. Thus, one will not find many of the services and facilities on
Dimensions: 1 0,000 feet (3,048 m); 1 0,000 tons. an Outland that might be found on a larger station, such as a
Crew: 1 ,000 crewmen, usually 1 70 pilots. MetropOliS. To live on an Outland feels very much like living in
Drive Type: I nterstellar Ramjet ( Factor 1 00); Anti-Gravity ( Factor the Spartan confines of most starships, except the Outland has a
20; backup drive). few more creature comforts and is entirely self-sufficient.
Total S.D.C.: 2 , 1 00,000 including armor. Tonnage: 1 ,000 tons.
Weapons: Anti-ship laser battery (4) , heavy laser beam (8), Dimensions: 1 ,000 feet (305 m) in diameter, 1 000 tons.
long-range missile rack ( 1 6; 48 missiles each). Crew: 1 0
Armor: Light armor (A. R. 1 2, S.D.C. 1 00,000) ; no turret armor at Drive Type: None.
all. Total S.D.C.: 200,000
Other Systems: Alumina cloud dispenser (20), anti-missile chaff Weapons: None.
(30) , electronic countermeasures (ECM), force field genera­ Armor: None.
tors ( 1 0 pinpoint shields), magnetic shield, reflective coating, Other Systems: Advanced sensor array, geologic sensor array,
autopilot computer (95%), military sensor array, satellite satellite uplink computer, scientific sensor array, atmosphere
uplink computer, super-navigation computer (95% sub-light, recycling system , standard crew quarters ( 1 5), automatic hull
95% FTL), targeting radar and combat computer, atmosphere breach sealing system, life boat with light speed ( 1 ) , self-de­
recycling system, artificial gravity, external cargo docks ( 1 00), struct system , launch bay (900 tons).
1 89
(31 ,250), self-destruct system, launching bays (7 bays of
1 0,000 tons each), extra modular capacity ( 1 77 modules).
Cargo: 1 00,000 modules.
Cost: 50-60 billion credits. Go with a payment plan.

Al ien Ed ucation ,
S ki l l s , &
Knowledge
New Scholastic Skill Programs
There are many walks of life one may choose i n a galactic
setting that are not available to simple Earthlings. Most of these
occupations have been made possible by advanced technology
and space travel, others by the unique demands of the vast inter­
stellar community. These new skill packages are included to re­
flect that. They are the "basic" courses of study and training
many galactic citizens pursue, especially if they yearn for a life of
adventure in outer space. Many of the basic skill programs de­
scribed in the Heroes Unlimited™, Second Edition (HU2) rule
book are still valid for galactic characters, and the education of
many galactic citizens will consist solely of HU2 basic skill pro­
grams.
There are 1 6 new skill programs presented in the following
Cargo: 878 modules. Note that many stations will devote up to pages. Most reflect training for lawmen, criminals and adventur­
half of this space to open living areas to give a sense of room­ ers in a galactic campaign. Navigating outer space, using energy
iness. That which has not been modified in this regard will al­ weapons, piloting spaceships and similar high-tech and space
most certainly be filled with extra food, water, medical oriented skills illustrate the alien character's galactic upbringing,
supplies, hardware, and other self-sufficiency items. familiarity with space and/or advanced science. However, these
Cost: 32-40 million credits. same skills and skill programs may be made available to
"non-galactic· characters provided the player has a plausible rea­
Metropolis-Class Space Station son for knowing them, like being part of a national Space Pro­
gram or private industry involved in space exploration or
The Metropolis i s the classic city i n space, a fortified orbital superhumans who routinely travel into the depths of outer space,
port that provides a fully-stocked way station between a planet's genius characters and so on.
surface and the expanse of deep space. The Metropolis is a Note: These skill programs typically count as TWO programs
mammoth craft, and constructing one is an expensive endeavor compared to those available on Earth . At the end of each de­
not to be taken lightly. These are seen as major diplomatic and scription is a range of additional skills an individual will know if he
strategic resources, and governments, corporations and plane­ or she has chosen this training "program" as his profession.
tary populations only build them in areas where they are sure the Each program was designed with an O.C.C. (Occupational Char­
station will be around for quite some time. In some cases (as it is acter Class) in mind, particularly for alien characters who are not
with the Atorian Empire), building a Metropolis is a way of claim­ super beings and don't have any powers or training from one of
ing a planetary system for oneself. If possession is nine-tenths of the nine HU2 Power Categories. In other words, highly trained
the law, then the presence of a Metropolis is the strongest case spacefarers and galactic adventurers who don't have super abili­
for ownership of a planet short of actually having colonized it.
ties.
Tonnage: 1 00,000 tons.
Dimensions: 1 00,000 feet ( 1 8.9 miles/30.2 km) in diameter. Alien Creation & Ski l ls
Crew: 1 ,000. On page 95 of H U2, the education and skills for an Alien char­
Drive Type: None. acter are presented in a random table. A player may make a ran­
Total S.D.C.: 28,000,000, including armor. dom roll using percentile dice or select whichever one strikes his
Weapons: Great cannon ( 1 ), anti-ship laser batteries (4), and or her fancy. Once the area of expertise is determined, the num­
heavy laser beam ( 1 6). ber of skills and which category from which to make skill selec­
Armor: Battleship armor (A. A. 1 7, S.D.C. 8,000,000). tions is indicated. Players can still use this table and simply
Other Systems: Force field generators (25 pinpoint shields), re­ include the new skills (described by category elsewhere in this
flective coating, advanced sensor array, satellite uplink com­ section) as is appropriate.
puter, targeting radar and combat computer, atmosphere On the other hand, a player of an alien character may select
recycling system, artificial gravity, external cargo docks one of the following Skill Programs, or roll on the expanded
( 1 ,000) , standard crew quarters (500,000) , lUXUry crew quar­ Alien Education and Skill Table that follows. Note: These new
ters (25,000), recreation facilities ( 1 0,000), automatic hull Skill Programs are also available to humans, however, programs
breach sealing system, long-range gravity communications, that involve advanced science/technology, energy weapons, pi­
magnetic towing drives (4; 1 0,000 tons each), escape pods loting spacecraft and other outer space skills (Le. Zero G ravity

1 90
Combat, FTL Navigation, etc.) should be limited to characters
who are either specifically trained for operations in space (Le. an
I ntergalactic Bounty
astronaut, or genius or hardware individual who engages in H u nter Ski l l Pro g ram
space exploration, etc.), or hero (of any Power Category) who
routinely adventures in outer space.

Cyberjacker Ski l l Program


Computer Operation (+25%)
Computer Programming (+20%)
Cyberjacking (+20%)
Computer Repair (+ 1 5%) or Computer Hacking (+20%)
Research (+ 1 5%)
Cryptography (+ 1 5%)
Advanced Mathematics (+30%)
Streetwise or Radio: Scrambler (+1 0%)
"Cyberjacker" is a rather generic term applied to people who
use their skills with computers to gain unauthorized access to
other people's computer systems and data. Basically,
Cyberjackers are the galactic equivalent of an Earth hacker, and
the term applies to all such activities, whether the perpetrator
uses advanced technology, bionic augmentation, superhuman
abilities, mental powers or supernatural advantages to gain ac­
cess to computer systems. While there are some recreational
Cyberjackers out there, most are professionals who use their
skills to make a living stealing, selling or using the data they
"jack." I n fact, Cyberjackers are kingpins when it comes to indus­
trial espionage and are also often found with pirates, raiders and
other criminal organizations. Of course, there are Cyberjackers
who earn a legitimate paycheck doing research, creating coun­
termeasures to criminal "jackers," breaking enemy codes, and
performing retrieval tasks while working for banks, corporations,
and governments. Nearly every corporation and government em­
ploys its own Cyberjackers for the purpose of securing and de­
fending their databases from the actual Cyberjackers. These
refined and professional Cyberjackers are commonly referred to
as "Digital Security Specialists," and those of the Atorian Empire
are some of the deadliest digital warriors one can encounter.
There are also "vigilante" Cyberjackers who specialize in crack­
ing the systems of what they consider unsavory individuals or or­
ganizations and lay their ills open for all to see.
In a sense, the Cyberjacker is yet another manifestation of the
pirate, thief, and spy, only his medium is the abstract space of
the cybernetic computer network. I ndeed, galactic Cyberjackers
can make an easy living pulling clandestine jobs here and there,
but such a life tends to be filled with danger, requiring most data­
base raiders to have secret identities and live on the run. H itting
the big money is hardly any better, since it means running up
against professionally trained Cybe�ackers with the best equip­
ment behind them. This is definitely not an arena for the ama­
teur.
Bionic and technical Cyberjackers would knock the socks off
of Earth hackers, but in a galaxy full of Telemechanics and peo­
ple who can turn into electricity, they often filter to the bottom of
the barrel. Certainly enough of the right tech can keep an aspir­
ing Cyberjacker on par, but that kind of hardware is expensive
and few can afford it. Superhuman, psionic, and magical
Cyberjackers are impressive and deadly but often lack the en­
durance of a technological hacker. The pros and cons of power
always show up in one form or another. See the Cyberjacking
rules elsewhere in this section.
Available only to spacefarers and advanced civilizations. Computer Operation (+ 1 5%)
Not available to Earthlings. Streetwise (+ 1 5%) or Seduction (+20%)
Pick Locks (+1 5%) or Find Contraband (+1 5%)
Prowl (+ 1 0%)
Tracking (+25%)

1 91
Surveillance Systems (including Tailing; +20%) five Secondary Skills. This represents the character's total skill
Pilot Civilian Spacecraft: Small or Medium (+ 1 5%) range.
W.P. Energy Pistol or W. P . Energy Rifle Earthlings without space training can be "terrestrial" Bounty
Hand to Hand: Expert H unters and get this same Skill Program minus Zero G ravity
Zero G ravity Combat: Basic (may be Expert for the cost of one Combat and Pilot Civilian Spacecraft: Small or Medium (replace
other skill above). them with conventional Piloting skills). The G.M. may want to
The I ntergalactic Bounty H unter "skill program" is specifically change W.P. "Energy" weapons to more conventional Earth
for those people who pursue bounty hunting as a profession. weapons, but Earthlings with Special or Hardware training or
Heroes and adventurers may serve as bounty hunters and any­ who are "super" heroes may take W.P. Energy Pistol or Rifle.
body (under the right circumstances) can capture a fugitive and
collect a bounty, but true bounty hunters are skilled man-hunters.
Likewise, a bounty hunter can perform jobs that might be suit­
able to any character trained in combat operations, such as
working as a body guard, enforcer, spy, or assassin.
There are plenty of worlds and hideaways were galactic crimi­
nals can find refuge. Even many civilized worlds have no inter­
stellar extradition laws or may lack the lawmen (or power, when
it comes to super beings) to capture fugitives and send them
back to a particular planet to stand trial for their crimes. Enter the
intergalactic bounty hunter. Again, the analogy of the Earth's Old
West applies, as these man-hunters make a living by tracking
down, capturing and, sometimes, killing galaxy spanning desper­
adoes. The bounty hunting profession is rather loose and per­
sonal. One must be resourceful and able to fly by the seat of
one's pants, making things up as he or she goes along. While
some I ntergalactic Bounty Hunters are noble, heroic and often
function as "auxiliary lawmen," many are rogues who bend and
even break the laws of one or more worlds to get their man.
Some are completely self-serving, and hunt criminals only for fi­
nancial reward, others see themselves as self-styled vigilantes
and still others are as rotten as the interstellar scum they pursue.
To make matters worse, the laws and rules of conduct for free­
lance bounty hunters can range from quite specific and rigid to
none at all. The Atorian Empire, for example, requires bounty
hunters to follow proper procedure and operate within the law,
while the Thissera-Micean Cooperative (TMC) doesn't balk if the
man-hunter bends the law to put a criminal behind bars. Other
areas have little to no limitations or rules at all, so anything goes.
Thus, unless a bounty hunter has a Principled or Scrupulous
alignment, the character may engage in all types of intimidation,
surveillance, strong-arm techniques, bribery, breaking and entry,
robbery and even blackmail, kidnaping, and murder. As interga-
lactic wanderers, many completely disregard the laws, morals
I nformation Broker Ski l l Program
Computer Operation (+25%)
and customs of any world - seeing themselves as above the
Computer Hacking (+20%) or Cyberjacking (+1 5%)
"local" law. (Note: The conditions set by the Federation of Allied
Computer Programming (+ 1 5%) or Cryptography (+ 1 5%)
Races (FAR) and TMC, along with full details on collecting boun-
Computer Repair (+20%) or Basic Electronics (+20%)
ties, is found in the Bounty Hunting section of the Crime chap-
Radio Scramblers (+20%) or Radio: Satellite (+ 1 5%)
ter. ) Streetwise (+ 1 0%) or Electronic Warfare (+5%)
On the other hand, many criminals flee to other worlds specifi- Surveillance Systems (+1 0%) or Advanced Math (+1 0%)
cally to escape the laws and authorities of a particular nation, Concealment (+20%) or I mpersonation (+1 5%)
planet or confederacy of planets. Morever, no one has jurisdic- Find Contraband and I llegal Weapons (+20%)
tion in the void that is "outer space," so these villains can literally I ntelligence (+20%) or Law (General; +20%)
get away with murder when wandering the vastness of space. Research (+20%)
Thus, bounty hunters as well as super-powered heroes, vigilan-
If Earth is currently in the I nformation Age, then certainly the
tes, individuals taking the law into their own hands and the rare
galaxy as a whole is far beyond that point. In space, information
intergalactic lawman, are the only way to get justice. As a result,
is a valuable commodity and often worth more than gold, jewels
placing "bounties" on spacefaring criminals is a common prac-
or military weapon ry. Thus, it is an environment that nurtures in-
tice. formation brokers, men and women who specialize in tracking
Claiming a bounty can be difficult. Most rewards demand that down, acquiring, selling and disseminating information. The na-
the brigand is physically delivered "alive" to the sponsor of the ture of the information will depend on the area one operates in,
reward (not always the authorities, which can complicate mat- what the buyer is looking for, and market demand. Any success-
ters) . Even when the bounty is "Dead or Alive," the bounty hunter ful l nfo Broker will constantly have knowledge that others do not.
must provide concrete proof and evidence that a crook is "dead," They make a point of being on the "inside track" and usually
and may literally require the victim's "head." have a cadre of informants, snitches, spies and dupes working
If an Alien: I n addition to this skill program, a professional (freelance) for them. Whether the info being sold is stolen di-
Bounty Hunter selects three additional skills from Espionage or rectly from a specific source or comes halfway across the galaxy
Military, three from Rogue or Communications, three from Pilot: through a dozen different hands, it ultimately ends up in the lap
Advanced or Pilot Related, two Wilderness, two W.P. (any) and of the I nformation Broker. The acquisition of technical data (in-
1 92
dust rial espionage) and tapping the rumor mill are the two most Pilot Military Spacecraft (Small; + 1 5%) or Navigation: Space
common areas of information acquisition and distribution. Using (+ 1 0%)
computers and custom software, the broker spreads out nets of Depressurization Training
electronic mesh and reels in masses of data. The real trick is Zero G ravity Combat: Basic
weeding through it all to sift out the truly valuable nuggets (like Hand to Hand: Expert or Martial Arts (Assassin if evil)
rumors of a merger, or hush, hush info about a military shipment, W. P . Energy Pistol or W.P. Automatic Pistol
or act of indiscretion by a political leader, etc.). The speciality of W . P. Energy Rifle or W. P . Automatic Rifle
most I nformation Brokers is finding the nuggets and tracking The mercenary space soldier is a professional fighter who
down the truly valuable truth and details (Le. specific data, times hires out his skills for payment. Mercenaries find regular work in
and evidence). The next most important skill is knowing how to much of the galaxy where governments or corporations find it
liquidate that info - who to approach and how to sell data with­ cheaper or more practical to hire a defense force from outside
out garnering attention or breaking the law (or at least getting than recruit them from among their own ranks. Galactic merce­
caught doing it). naries are frequently hired for special operations and to augment
Lone wolf operators exist, but they are rare. The most suc­ the current standing army of a nation-state, racial/cultural en­
cessful l . B.s rely on some kind of support network made of elec­ clave, or corporation.
tronics, computer programs and flesh and blood operatives, Mercenary troupes are usually not very large, most ranging in
agents, snitches, stoolies and crooks to actively gather, sort and size from a squad of 6- 1 0 to something close to a platoon or
sell or trade data. This is something of a symbiotic relationship, company of about 40- 1 60. Some, like the famous Crimson Blade
for while many can get "sensitive" information, few know what to Winds of I Ita Quadrant, are standing armies unto themselves
do with it, how to sell it, or to whom. That's where the broker co­ with members numbering into the thousands and access to mili­
mes in, usually buying info for a fraction of its real value ( 1 - 1 0%, tary spacecraft, armored vehicles, assault aircraft, and numerous
because most sellers don't even realize what they have or how field weapons. An organization the size of C rimson Blade Winds
valuable it is) and often willing to trade it for a favor, or other info (nearly 1 0,000 soldiers, according to reliable sources) can pro­
or service, rather than hard cash. vide the services of an army to wealthy clients, but most clients
The I nformation Broker's special skills are usually computer are looking for smaller units and special squads. Mercenary
and communications based. The best will have some special player characters are likely to be members of such smaller units,
edge such as being superhuman, technologically advanced, but can also operate solo as advisors, independent operatives
psionic, mag ical, or "connected" to someone or some organiza­ and adventurers/soldiers of fortune. Mercenary soldiers, espe­
tion. Simple computer skills and average tech won't get a char­ cially older ones or those who operate alone, can sell their
acter far as a broker. They may be able to collect for an knowledge as readily as their weapons, teaching combat skills
I nformation Broker, but the 1 . 8. himself has to have fast, easy ac­ and military tactics to unskilled soldiers (most often guerillas).
cess to knowledge no one else has. Certain skill sets help out in Most mercenaries are self serving, but just as there are noble
this, such as personal knowledge of the streets, the military, the thieves and pirates, so too are there mercenaries willing to lend
law, and some sciences, but in the big leagues, total recall, ma­ their strength and skills to help the weak and fight for justice and
chine control, or a computer in the head are all vital auxiliary abil­ freedom. Equipment, room and board, and simple gratitude can
ities. be enough reward for these wandering warriors. Many merce­
The most famous, extensive, and powerful data collection and nary bands are affiliated with guilds, agencies and I nformation
dispersement company is the Felias Information Network (FIN) Brokers so they can be found and hired easily.
which employs almost an entire race of operatives and at least Galactic Mercenaries. If this is the character's occupation, in
three times their number in additional collectors, spies, addition to this skill program, select four additional skills from Es­
Cyberjackers, I . B.s and countless free agents and "one timers" pionage, four Military, three from Rogue or Physical, three from
(someone who lucks into something valuable to sell). The data­ Pilot: Advanced, four from W.P. (any) and six Secondary Skills.
bases of the FIN are so vast that almost no one outside the In the alternative, select the Physical or Special Training
Atorian Empire can rival it and not many more can even imagine Power Category from H U2. Or may be a Super-Soldier (see Ex­
it. Using the most advanced TG E computers, it is rumored that periment Power Category) or Bionic or Robot Category.
the F I N still needs a complex the size of the United States to
Earthlings without space training can be "terrestrial" Merce­
store all of the data they have collected. Of course, the location
naries and get this same Skill Program minus obvious space
of that enormous vault of knowledge is the one secret the F I N
combat skills. H igh-tech mercs and super hero types may have
will never sell. A s a point o f note, no Cyberjacker has ever been
W.P. Energy Pistol and Energy Rifle.
able to locate the FIN database, either. Not physically or through
electronic means, let alone having taken a shot at cracking it.
If an Alien: In addition to this skill program, a professional LB.
selects three additional skills from Espionag e, three from Rogue,
Professional Com bat
three from Science or Communications, three from Pilot or Tech­
nical, two W.P. (any) or two Military skills, and six Secondary
Athlete Ski l l Program
Skills. This represents the character's total skill range. Boxing
Wrestling
Earthlings with Special or Hardware training or who have
Gymnastics or Acrobatics (+5% for either)
"super abilities· for gathering information or hacking are most
Hand to Hand: Expert or Martial Arts
likely to consider a life as an LB.
Recognize Weapon Quality (+20%)
Depressurization Training
Mercenary {Space} Zero Gravity Combat: Elite
Pilot Jet Pack (+20%) or Pilot Hover Cycle (+1 5%)
Sold ier Ski l l Program W.P. Knife
Military Etiquette (+ 1 5%) W. P. Blunt
Trackin g (+ 1 5%) or Armorer ( Field; + 1 5%) The professional combat athlete is a well trained and hearty
Radio: Laser (+ 1 0%) or Read Sensory Equipment (+1 5%) person who has devoted his career to the pursuit of athletic ex­
Pilot: Basic: One of choice (+ 1 5%) cellence in the most dangerous sports the galaxy has to offer.

1 93
from Weapon Proficiencies (any) , three from Physical or Rogue,
two from Espionage or Military, three from Pilot: Basic or Ad­
vanced all at + 1 0%), and six Secondary Skills.
In the alternative, select the Physical or Special Training
Power Category from HU2. Or may have super abilities as the
result of an Experiment or M utation. Super beings are an entire
class of combat athletes in and of themselves and may include
Bionics, Robots, or Magic participants (monsters and strange
aliens too).
On Earth. Combat Athletes of this type are not commonly
found on Earth, because gladiatorial combat and fights to the
are illegal. At least in the mainstream. I llegal matches op­
erating in the underground and often orchestrated by criminal un­
derworld organizations, are growing in popularity. Many pit
"super-freaks" against each other, particularly mutant animals
and other mutant outcasts. However, while some of these con­
testants on these illegal fight circuits may be free independents,
most will be "owned" (or otherwise manipulated by lowlifes and
criminals) and are forced to fight (or suffer the consequences -
or more likely than not, their families will suffer the conse­
quences). Mutant animals (and aliens) are considered private
property!

Spacecraft Mechan ic
Ski l l Program
Mechanical Engineer (+20%)
Spacecraft Mechanics (Select 4 types; +20%)
Many civilized people consider such games to be barbaric and Basic Electronics (+1 5%) or Electrical Engineer (no bonus)
primitive, yet these glitzy and glamourous, mainstream gladiato­ Advanced Mathematics (+25%)
rial contests are hugely popular. Unlike the popular mock combat Astrophysics (+ 1 5%)
television programs found on Earth, many of those in the galactic Chemistry (+1 5%) or Hover Vehicle Mechanics (+ 1 5%)
community are the real thing. Technology may redesign weap­ Computer Operation (+20%)
ons for stun, while armor and bionics prevent the loss of l imbs, Computer Repair (+20%)
but the damage inflicted and blood spilled is real. In those arenas Pilot: Civilian Spacecraft (Small and Medium; +5%) or Field Ar­
that disregard galactic standards for blood sports, there are no morer (+1 5%)
safety measures. The weaponry is battlefield grade, and combat
is to the death.
The professional combat athletes consider themselves to be
pure warriors specializing in close quarter and melee combat.
Many are rabid, bloodthirsty monsters who chose the arena and
blood sports as their medium for war, brutality and conquest.
Others see themselves as self-styled heroes or champions who
fight for fame and fortune. Others are combat junkies who live for
danger and conflict. Still others, psychopaths one step shy of be­
ing mass murderers (after all, they are literally, licensed to kill).
Whatever brings out these combat athletes' savage nature, they
live to fight, maim and stop (if not kill) their opponents. As brutal
and horrible as it can be to watch, there is also something unde­
niably alluring and majestic about these combatants.
Anyone wishing to play another kind of athlete (non-combat)
should simply drop the more combat oriented skills and replace
them with general physical skills. The actual income and re­
sources of these athletes is totally up to the G . M . , but should be
on par with top entertainers and number into the millions annu­
ally. Not to mention expenses and access to spacecraft,
first-class transportation, gifts and equipment. The higher the
character's level of experience, the bigger his name and the
more he makes.
Note that the vast majority of these combat athletes are me­
lee and unarmed fighters. However, there are combat athletes
who train in ranged weapons in order to participate in the various
types of firefights and "war games· in the galaxy. Think profes­
sional paint ball only with real bullets and lasers!
Professional Occupation. If this is the character's occupa­
tion, in addition to this skill program, select four additional skills

1 94
More than anything, galactic travelers rely on spacecraft and serving as a crew member on a spacecraft can often be a way to
Faster Than Light ( FTL) transportation. Without advanced trans­ eventually earn pilot's training as a civilian. Military training is al­
portation technology, entities like the Atorian Empire would sim­ most always in small combat craft (fighters and small transports),
ply cease to exist, interstellar trade would vanish, and the but may include large vessels. While other characters can cer­
exchange of cultures and technology would screech to a halt. tainly pick up a spaceship piloting skill or two from private tute­
The u nsung heroes of the galaxy, then, are the "space monkeys" lage.
who specialize in servicing and repairing spacecraft. Without the In general, spacecraft pilots have a fraternal outlook toward
hard work of such folk, traveling the stars would not be possible. their fellow pilots. This is due to the extensive training required to
Many advanced spacecraft have automated service units in­ pilot spacecraft. Unlike the hot-dog fighter pilot types who tend to
stalled onboard, which would seem to make spacecraft mechan­ have big egos and hot tempers, spacecraft pilots tend to be more
ics obsolete. However, such is not the case. Over the years, cool, calm and collected with practiced patience and an accep­
wise space travelers have learned that while automated me­ tance of flight protocol and bureaucracy. The spacecraft pilot can
chanic modules are a great help, they are no substitute for the be just as gung-ho as any fighter pilot, but they tend to have a
ingenuity, tenacity and experience of sentient beings. Moreover, responsible streak in regards to their crew and passengers or
automated systems can be destroyed or sabotaged, malfunction cargo. Thus, they will almost always weigh the risk against the
or break down (all machines do), and themselves require a re­ danger before acting.
pairman. When one is crossing the immense void between plan­ The staggering costs of acquiring and owning a spacecraft
ets and stars, being able to fix any kind of mechanical problem mean most pilots do not own the ships they command (unless
on the ship can spell the difference between life and death. they are of the Hardware, Robotics, or Secret Operative power
Therefore, despite whatever self-repair units might be on board, categories - see the Spacecraft Construction Rules for details).
it is standard practice to have at least one live mechanic on It is more likely that they pilot the vehicle for an employer who
board as well. For larger ships, sometimes an entire crew of owns the spacecraft or that they are part of a group which owns
space monkeys is kept on hand in case of emergencies. it. The group can be the other player characters or any number
With such a sure bet for employment, this trade has become of organizations. The exact circumstances are left completely to
governed by a multitude of guilds and unions. The strength of the G . M . and player playing the pilot character. Should the craft
such organizations varies from system to system, but wherever belong to an organization, random determination of organiza­
there is a noteworthy amount of space travel, there is bound to tional ties is an interesting option for the G . M . Simply use the
be some kind of body that administrates all mechanical work in Status With Sponsoring Organization table on page 1 27 of HU2 .
the area. As with other guilds and unions, those who work an Capturing or salvaging a spacecraft is also an option for player
area without joining are harassed and threatened (perhaps even characters as a way to acquire their own ship (see the Space­
harmed) until they leave the area, cease practicing their trade, or craft Construction Rules for more details) .
simply join the organization. For the most part, however, guilds Professional Occupation. If this is the character's occupa­
and unions appeal to those mechanics who choose to work from tion, in addition to this skill program, select four other Pilot: Ad­
a permanent location. Mechanics who routinely ship out can eas­ vanced skills, three Pilot: Basic skills, two from Science or
ily get away without joining any guild whatsoever. Communications (any) , three from Technical or Domestic, all at
Professional Occupation. If this is the character's occupa­ 1 0%, and five Secondary Skills.
tion, in addition to this skill program, select four additional skills Earthlings can have this basic skill package ONLY if trained
from Mechanical or Electronics (any), three from Techn ical or by aliens! The character may have been rescued or adopted by
Science, two from Pilot: Basic or Communications all at + 1 0%), aliens. All spacecraft piloting bonuses are half those listed.
and five Secondary Skills. Sorry, Earthlings just don't have the technology or experience
Earthlings can have this basic skill package but all bonuses traveling in space or flying advanced spaceships.
are half and the character lacks any spaceship piloting skill. Like­
wise, there is likely to be a -20% to -40% skill penalty when
working on advanced, alien vehicles and machines. However, it Space Fig hter Pi lot Ski l l Program
makes a great assistant to an alien mechanic, and those penal­ Laser Communications (+20%)
ties are reduced by half if the character spends a few years Computer Operation (+ 1 5%)
working on such advanced machines and/or trained by an alien Navigation: Space (+1 5%)
mechanic. Read Sensory Equipment (+20%)
Weapon Systems (+20%)
Spacecraft Pilot Ski l l Program Pilot: Small Military Spacecraft/Fighter (+30%)
Military Hyperthrusters (+20%)
Laser Communications (+20%) Wilderness Survival (+1 5%)
Computer Operation (+20%) Depressurization Training
Navigation: Space (+20%) W.P. Energy Pistol
Navigation: Faster Than Light (+20%) Unlike the Spacecraft Pilot who can fly just about anything,
Operate Sensory Systems (+20%) the Fighter Pilot is more specialized, preferring to live in the fast
Read Sensory Equipment (+20%) lane outmaneuvering missiles and dodging anti-spacecraft fire.
Advanced Mathematics (+20%) The thrill of racing along in a small spaceship able to corner on
Pilot: Small Civilian Spacecraft (+25%) the proverbial dime is only one of the traits that makes for a good
Pilot: Large Civilian Spacecraft (25%) Fighter Pilot. A total disregard for danger and risk helps, too.
Pilot: Civilian or Military Spacecraft of choice (+20%) Fighter craft and combat craft are their prime vehicles of choice,
Space Pilots are the cowboys and yahoos of the galaxy. Most but their skills cover atmospheric fighters as well as spacecraft.
of them are not adrenaline junkies and daredevils per se, but Even though trans-atmospheric fighters are rare, dual duty atmo­
they do take delight in the thrill of flight, space travel and explora­ spheric and zero-gravity skills are quite common among these
tion , and can be enthusiastic about sharing it. Pilots can have pilots. Such versatility not only ensures the demand for the pilots'
military or civilian backgrounds or be privately educated in travel­ skill, but is often the direct result of the military training often nec­
ing the space ways. If one can not afford an academy or college, essary to learn the combat skills so vital to these hot dogs. That
1 95
Pirates are galactic outlaws who commit robberies in deep
space. Usually, they disable and board vessels in order to strip
them (and their crew) of any valuables. Sometimes, the space­
craft itself, its crew and their cargo are all considered booty. The
vessel is sold or impressed into service as part of the pirate fleet,
the cargo liquidated, and the crew are ransomed or sold as
slaves (though some may be kept as slaves). They also engage
in smuggling, buying and selling contraband, mugging, kidnaping
and other types of extortion. Less commonly, pirates launch
raids upon space stations, military outposts, and inhabited
moons or colonies in a bold move to score tons of plunder. How­
ever, their main targets are other spacecraft, particularly passen­
ger and cargo ships.
Attacking and robbing spacecraft is needed to maintain the pi­
rate lifestyle. Unlike "raiders" who wantonly kill and attack in a
military style raid, most pirates prefer ambush and surprise
(sometimes infiltrating the target vessel as one or more of the
passengers or crew) , and engage in armed robbery and hijack­
ing. Most prefer using intimidation and a "show" of force rather
than automatically launch into battle. Likewise, they tend to at­
tack individual ships and small convoys of 3-8 cargo vessels
rather than a sweeping invasion or surgical strike. However, they
are violent cutthroats who are not afraid to kill, especially if it
means revenge or to save their own necks. Like the bank rob­
bers and train bandits of the American Old West, pirates wander
the space ways hitting their targets and move on (at least for a
while) to greener pastures when things get too hot in one particu­
lar sector of space. This makes pirates nomadic, with numerous
favorite haunts and hideouts scattered across the galaxy. Like­
wise, they rotate their areas of operations to not only avoid cap­
ture, but to ensure that they do not scare the more profitable
same military training also accounts for their survival skills in targets away from their zones of operation. Too many armed
both space and terrestrial wildernesses. A downed pilot is help­ robberies and hijackings will scare potential victims away. The
less and can often rely only on himself.
Certainly not all Fighter Pilots have to be military or of former
military background, but most (65%) are, for that is the easiest
way to get such training. On the streets (so to speak) , picking up
these skills is likely to involve some kind of tutoring or
mentorship - probably under a mercenary or former military pi­
lot, or space police. A security organization like the TMC and the
TGE are two avenues to becoming a Fighter Pilot. So is mem­
bership in a criminal organization such as smugglers, space pi­
rates, or Raiding Clans.
Professional Occupation. If this is the character's occupa­
tion, in addition to this skill program, select three other Pilot: Ad­
vanced skills, three Pilot: Basic skills, three Military or Rogue
skills, all at + 1 0%, plus three W.P. skills (any) or Physical skills
and six Secondary Skills.
Earthlings can have this basic skill package with spacecraft
and space skills ONLY if trained by aliens, same as Spacecraft
Pilot above. Or substitute spacecraft with conventional military
aircraft (may include jet packs). Sorry, Earthlings just don't have
the technology or experience traveling in space or flying ad­
vanced spaceships.

Space Pi rate Ski l l Program


Find Contraband & I l legal Weapons (+20%)
Safecracking (+ 1 5%) or Forgery (+ 1 0%)
Detect Concealment (+20%) or Basic Electronics (+20%)
I ntelligence (specialized in casing and assessing targets, + 1 5%)
One Rogue Skill of choice (+20%)
Pilot Advanced: Military Spacecraft (small; + 1 5%) or Jet Pack
(+20%)
Zero Gravity Combat: Basic
Hand to Hand: Basic
W.P. Energy Pistol
W.P. Energy Rifle or Heavy Energy Weapons
1 96
most successful brigands are not necessarily the smartest or the special operations. Most of these soldiers, regardless of employ­
strongest, but the most practical. ers, have the same duties: Security, defense and if necessary,
Regardless of their tactics, cunning or ruthlessness, with all of reclamation of the employer's property and personnel. Some
the trade moving through the galaxy's space ways, there are criminal organizations, primarily highly organized pirate en­
more than enough opportunities for pirates to earn a living hijack­ claves, train SSIS type operatives for raiding, boarding, infiltra­
ing cargo and victimizing spaceships. A large enough cargo ship tion and prison breaks. Such dedicated groups strike hard and
can hold thousands of tons of cargo, but pirates only need a fast with military precision and lethality. In areas where piracy or
small fraction of that to earn themselves a substantial profit, es­ raiders are rampant, the local authorities may enlist SSIS teams
pecially considering they did not have to pay for the cargo in the to counter the brigands, and bring them to justice.
first place. It is also rare when a pirate band can take the time to Professional Occupation. If this is the character's occupa­
get away with more than half of a huge cargo load. Stealing the tion, in addition to the skill program, select four Military Skills
personal effects of the passengers, especially on a full-sized lux­ (+ 1 5%) , four Espionage or Rogue skills, and two Pilot: Basic
ury liner, can also turn a good profit, and if the victims are not se­ skills or one Advanced, all at + 1 0% unless noted otherwise, plus
riously harmed, the pirates responsible are low priority for the three W.P. skills (any), three Physical or Communications skills,
authorities. Pirates are by and large, thieves and do not all fit the and four Secondary Skills.
vile, murderous image given to them by the holo-video industry. Earthlings: Not available.
It should be noted that anyone can prepare themselves ade­
quately to raid spacecraft in open space and profit from the plun-
der without taking this skill program. Spies, thieves, fighter pilots,
mercenary soldiers, cyborgs, robots, adventurers, Cyberjackers,
Wizards and super beings can all find a role for themselves
among a pirate crew.
Professional Occupation. If this is the character's occupa­
tion, in addition to this skill program, select four Rogue skills
(+1 0%) , three Espionage or Military, and two Pilot: Basic skills or
one Advanced, all at +5% (unless noted otherwise), plus three
W.P. skills (any) or Physical skills, and six Secondary Skills.
Earthlings can become "space" pirates, but have to get into
space somehow and be accepted by a pirate crew. A group of
characters can become space pirates or raiders provided they
have or acquire space travel capabilities. Earthlings do NOT get
any Pilot Spacecraft skills (may substitute for a conventional ve­
hicle) nor Zero G ravity Combat.

Special Space I nfantry


Sold ier Ski l l Program
Military Etiquette (+20%)
Detect Ambush (+ 1 0%)
Climbing (+1 0%)
Depressurization Training
Pilot: Jet Pack (+20%) or Pilot Robot (typically exoskeleton/
power armor)
Zero G ravity Combat: Elite
Hand to Hand: Martial Arts
W.P. Energy Rifle
W. P. Energy Pistol or W.P. Heavy Energy Weapons
W. P. Knife or W. P. Blunt Tech nical Scientist Ski l l Program
Special Space I nfantry Soldiers (SSIS) typically serve a Computer Operation (+20%)
planet or interstellar government who has extensive space oper­ Basic Electronics (+ 1 5%) or Field Armorer (+ 1 0%)
ations, patrols the space ways or maintains colonies on other Research (+20%)
planets. Trained in the traditional infantry skills of personal as­ Laser Communications (+20%) or Computer Programming
sault weapons, battle tactics, hand to hand combat, and (+20%)
tougher-than-nails attitude, the SSIS also receives zero gravity Paramedic (+20%) or Xeno-Biology (+1 5%)
training and close quarters instruction. This combination of skills Read Sensory Equipment (+20%)
forms the soldier into an infantry and frontal assault warrior who Mathematics: Basic & Advanced (+30%)
can perform his duties on terrestrial battlefields, in weightless Navigation (+20%) or Electronic Warfare (+ 1 0%)
combat, or within the close quarters of a space vessel or station. Two Science or Communication Skills of choice (+1 5% each)
The SSIS usually operate independently of the regular army The technical scientist is one of the geniuses who helps make
and special forces, although they may coordinate efforts with any the galaxy go around. Steeped in education and knowledge, they
branch of the military. SSIS units are not exclusive to the military, are the inventors, designers, and fine tuners of technology and
however. The Tagonig/omerate (TG E), Thissera-Micean Cooper­ explorers of the universe. Whether their specialty is computers,
ative (TMC) and numerous other corporate and non-military or­ electronics, biology or whatever, these people have an insatiable
ganizations have similar types of operatives. SSIS units typically curiosity and a love for knowledge.
operate on a squad to platoon level, engaging in surgical strikes, Many scientists get bored with the laboratories or crave dis­
rescue missions, deep insertion intelligence, reconnaissance and covery and thus find themselves traveling the galaxy. Regardless

1 97
of what brings them out and about, the tech scientist can be an Professional Occupation. I n addition to the skill program,
invaluable asset to a group. They provide technical know-how select three Espionage skills (+ 1 5%) , two Military or Rogue skills
and repair abilities, as well as being fonts of knowledge in sev­ (+1 5%) , three Communications or Technical skills (+1 0%), three
eral diverse areas. Those who lack the taste for adventure often Physical or Wilderness skills (+5%), two W.P. and six Secondary
have little difficulty finding a position at any number of commer­ Skills.
cial, governmental or military laboratories and think tanks Earthlings can have this skill package too, only it counts as
throughout the galaxy. Numerous criminal, pirate, and other out­ two Earth programs and they don't get any spacecraft piloting
law organizations make use of these top minds (often paying skills.
them handsomely for their services). With a Technical Scientist
on staff, a group can gain a great deal of specialized knowledge
without having to go through a Cyberjacker or I nformation Bro­
ker. And unlike those last two services, hiring a scientist can be
kept a secret. Although Cyberjackers and I nformation Brokers
are supposed to keep their clients confidential, there is always
the chance that they might tell , and they will always be tempted
to exploit any information or discoveries that are made. Scien­
tists are generally more proprietary and discreet.
Professional Occupation. In addition to the skill program,
select four other Science skills (all +20%), two Communications
or Medical skills, three Technical or Wilderness, and two Me­
chanical or Electrical skills, all at + 1 5%, plus two W.P. or Physi­
cal skills and six Secondary Skills.
Earthlings can have this basic skill package but get no skill
bonuses when working on advanced alien technology.

TG E Special Operative
Ski l l Program
I ntelligence (+20%)
Prowl (+1 5%)
Escape Artist (+20%) or Demolitions (+20%)
Tracking (+ 1 5%) or Disguise (+20%)
Surveillance Systems (+20%) or I nterrogation (+ 1 5%)
Law (General; + 1 5%)
Zero Gravity Combat: Basic
Pilot: Small Military Spacecraft (+1 5%)
W.P. One melee weapon of choice.
W.P. One energy weapon of choice.
Hand to Hand: Martial Arts (or Assassin if an evil alignment)
The Tagoniglomerate (TGE) special operative is a highly
trained professional very similar to a covert government agent.
They are very slick, refined, and resourceful. They see them­
selves as elitists and their high salaries allow them to dress
sharp and be flamboyant. Style seems to come with the pack­
age, but it is the cover that allows the book to be misjudged, for
the TG E special operative is a deadly and effective spy, investi­
gator and man-hunter with access to some of the best equipment
and schooling in the galaxy. These operatives are much more
than standard security officers or grunts, and know how to fi­
nesse most situations and ferret out what they need.
The main forte of the special operative is spying and "acquir­
ing" targets (i.e. a particular fugitive, crook or individual). They
are trained to carry out espionage and infiltration operations,
capture and interrogate, and counter terrorists, enemy spies and
pirates. Whether undermining the enemy, sabotaging a competi­
tor's latest top secret project or simply stealing the plans for it,
the TGE special operative can always be counted on to get the
job done quickly and cleanly. Stealth and subversion are the
main weapons of these agents, but they can also be deadly fight­
ers when the time comes to resort to violence. A special opera­
tive in combat is always as quick, clean, and efficient as he is
with his other work.
TMC Officer Ski l l Program
Note: The skill package presented in this program can be Criminal Science (+20%, but does not include Forensic Medi-
used for any specialized government agent, spy or industrial es- cine)
pionage agent/mercenary used by some private corporations. Law: General (+30%)
Super abilities, psioniC powers or mastery of magic are a plus Find Contraband and I llegal Weapons (+ 1 5%)
and give the character the chance to earn a spot among the best Surveillance Systems (+20%) or I nterrogation (+ 1 5%)
of the best.
1 98
I ntelligence (+ 1 5%) vices demand a fairly steep price, and there are a good number
Streetwise (+ 1 2%) or Anthropology (+20%) of freelancers for hire willing to travel the galaxy if the price is
Pilot: Jet Pack (+1 5%) right. If there is a down side, it's that danger and war is where
Pilot: Small Military Spacecraft (+20%) the work is found, but, for those with a taste for travel, adventure
Zero G ravity Combat: Elite and danger, that's part of the glamour. Besides, of all the military
Hand to Hand: Expert professions in the galaxy, this is one of the few where an individ­
W.P. Energy Pistol ual stands a decent chance of growing old.
W.P. Energy Rifle Professional Occupation. In addition to the skill program,
The galaxy is certainly filled with many less-than-savory char­ select two Mechanical and two Electrical skills (+1 0%), two Mili­
acters whose general ill intentions or selfishness threaten the ga­ tary or Physical (+5%) , four Communications or Technical
lactic citizens. Although numerous superheroes, vigilantes and (+ 1 0%), one Piloting skill (+ 1 0%; Basic or Advanced) and two
mercenaries for hire make it their job to police the galaxy and Physical or W.P. skills, as well as five Secondary Skills.
keep the peace, there are hardly enough to help keep the peace Earthlings can have this skill package too, only it counts as
everywhere. Enter the Thissera-Micean Cooperative (TMC), po­ two Earth programs and they are -40% when working on ad­
licemen of the Milky Way galaxy. Noble individuals dedicated to vanced alien technology (no penalty and half their normal bonus
enforcing the law and protecting the civilian population from such when "assisting" an alien expert).
social misanthropes and criminal predators. The TMC is the larg­
est professional policing organization in the galaxy.
The TMC Officer is a highly trained civilian soldier performing
the duties of an interstellar policeman, using many of the proto­
cols common to most police agencies combined with the strate­
gies and tactics of military Special Forces. They are skilled in all
kinds of combat and investigative techniques, and because their
jurisdiction is primarily restricted to outer space, they also have
the skills needed to deal with that demanding environment. Jet
pack and zero gravity skills go hand in hand with weapon skills
and enemy intelligence processing for these lawmen.
Note: See the section on the TMC elsewhere in this book for
complete details on the organization and its many special divi­
sions. Although labeled as the TMC officer, this skill program can
be used for any galactic law enforcement characters, only re­
duce the bonuses given to the TMC by -5%.
Professional Occupation. In addition to the skill program,
select two Espionage or Rogue skills (+ 1 0%), two Military or
Physical (+5%) , three Communications or technical (+ 1 5%),
three Piloting skills (+ 1 0%; Basic or Advanced) and two Physical
or Wilderness skills (+5%) , as well as five Secondary Skills.
Earthlings can have this skill package too, only it counts as
two Earth programs and they don't get any spacecraft piloting
skills and Zero G ravity Combat is "Basic" for them.

Weapons Techn ician


Ski l l Program
Computer Operation (+20%)
Read Sensory Equipment (+20%)
Electronic Warfare (+1 5%)
Weapons Engineer (+20%)
Electrical Engineer (+ 1 5%)
Xeno-Biologist Ski l l Program
Basic Mechanics (+ 1 5%) or Field Armorer (+ 1 0%) Xeno-Biology (+20%)
Recognize Weapon Quality (+20%) or Computer Repair (+20%) Xeno-Botany (+20%)
W. P. Energy Rifle or W. P. Heavy Energy Weapons Anthropology: Alien (+1 5%)
W. P. : One of choice (any) or Demolitions and Demolitions Dis­ Biology (own race; +25%)
posal (+20%) Paramedic (+20%) or Medical Doctor (+5%)
The weapons technician, like the spacecraft mechanic, has Pathology (+ 1 0%)
become a trade that's in high demand. They are crucial for mili­ Computer Operation (+20%)
tary and police operations, interstellar travel, and exploration, as Chemistry (+20%)
well as the defense of space routes, space stations and colonies Chemistry: Analytical (+ 1 5%)
in remote areas. Mercenaries, pirates, raiders and criminal oper­ Basic and Advanced Mathematics (+25%)
ations also have a need for Weapons Technicians. The Xeno-Biologist is a scientist who specializes in the alien
Weapons Techs are the professionals who keep a space­ physiology - i.e. how the bodies of different alien life forms work
ship's guns firing. They clean, maintain, repair, and modify weap­ and how they can be healed. This includes a sweeping medical
ons and related combat and computer systems. Weapons knowledge, pathology and chemistry. The character can usually
Technicians generally do not act as gunners, but can do so in a assess injury or illness and use paramedic skills to offer some
pinch. However, they are more like specialized mechanics be­ relief or to stabilize the condition if not heal the patient.With so
hind the scenes, rather than active soldiers/gunners. Their ser- many different physiologies, aliens are often hard-pressed to find

1 99
medical professionals able to address their needs. That is where Xeno-Roboticists are technicians whose niche is handling the
Xeno-Biologists come in. Specially trained in the differences and incompatibilities between the various brands of technology de­
similarities among alien physiologies, xeno-biologists are the veloped across the galaxy. Suppose an adventurer procures an
very coveted few who can provide medical treatment to just exoskeleton combat suit on one world, gets it damaged on an­
about anybody. Wherever they go, their skills are in demand. As other, buys spare parts on a third world, and tries getting it fixed
a result, many Xeno-Biologists get into this line of work j ust for on a fourth world. The most likely result is that all the parts and
the money. Those who score a job in a major interstellar popula­ components are likely to be incompatible with each other - at
tion center or multi-racial space station, space port or colony can least on the surface. Often there minor modifications and little
expect to earn big money; many retire or work part-time after things that can be tweaked to get it all to work, provided one
only 1 0 years. Others are explorers who get paid considerably knows all the little compatibility secrets. And that's what the
less to work at remote outposts or in the field studying new alien Xeno-Roboticist knows, enabling him to work on, modify and
life forms or as missionaries who ply their trade in remote re­ combine numerous different systems and manufacturers, at least
gions and wherever they are needed for next to nothing. when it comes to robots, power armor and computers. The char­
Due to the prerequisites of most medical skills, this is not a acter can also try to work on non-robot machines, cybernetics
skill program one takes lightly. Those who study in this field often and systems, but does so without benefit of his normal bonuses.
make it their primary field of training. Xeno- Roboticists do not find work as easily as spacecraft me­
Professional Occupation. I n addition to the skill program, chanics or Xeno-Biologists, but they are in demand, and their
select three other Science skills (+20%), three Technical or skills often come in handy, especially to adventurers, mercenar­
Communications skills (+ 1 5%), three Domestic or Wilderness ies, explorers, criminals and crime-fighters.
(+1 0), and two Physical or W.P. skills, as well as five Secondary Professional Occupation. In addition to the skill program,
Skills. select two other Mechanical skills (+1 5%) , two Science or Elec­
Earthlings can NOT have this skill program or occupation. trical skills (+5%) , four Technical or Communications skills
Sorry. (+ 1 0%), two Domestic or Physical skills and two W.P. skills
(any), as well as five Secondary Skills.
Earthl ings can NOT have this skill program or occupation.
Sorry.

Notes on Existing Ski l l s


Communications: Laser: Nearly all spacecraft communica­
tions are laser based. Only the shortest of communication
ranges use radio or satellite relays, thus this skill will be very
common among communications personnel aboard a spacecraft.
Communications: Radio: Satellite: Satellites are commonly
used by larger spacecraft as auxiliary systems. I n general, this
skill is only applicable near a planet where communication satel­
lites are in place. In deep space, this skill becomes, for the most
part, inapplicable. This skill is required to properly upload and
download commands and information to and from the satellite. If
someone in the crew does not have this skill, the satellite must
be towed in and reprogrammed or its information downloaded
manually (Le., remove the satellite's memory card/chip and
hardwire it to the ship's computers). Otherwise, signals can be
properly sent and received to remote control and send/receive
data.
Medicine & Healing: Throughout much of the galaxy, medi­
cal care is considerably more advanced and efficient than what
is available on Earth. In game terms, this means that in a galac­
tic campaign, recovery rates from injuries are increased and the
chances of scarring or permanent damage are reduced. Add
+ 1 0% to all coma recovery rolls (in addition to any power cate­
gory and attribute bonuses), Hit Points and S.D.C. return under
proper care at twice their usual rate, and if using the optional
damage tables from pages 1 9-20 of Heroes Unlimited™, Second
Edition, subtract - 1 0% from any rolls made on the table (dura­
tions of penalties from these tables are also reduced by 25%).
Xeno-Robotics Ski l l Program These are j ust for average, advanced facilities and health care,
Alien Technology Mechanics (+ 1 5%) however. Especially good treatment might be several times
Robot Mechanics (+20%) better, and capable of bringing a gravely wounded or ill person
Robot Electronics (+20%) back to full health in a matter of days, if not a few hours. Ulti­
Mechanical Engineer (+ 1 5%) mately, the upper limit to which galactic medical technology can
Computer Operation (+20%) salvage the stricken is left to the G . M . On the other hand, crude,
Computer Programming (+20%) simple, lackluster or underworld facilities may only provide medi­
Computer Repair (+1 5%) or Field Armorer (+1 0%) cal treatment equal to or worse than what one would find on
Basic & Advanced Math (+20%) Earth.
Note: The -40% penalty for robot construction and repair Pilot Related: Read (and "Operate") Sensory Equipment:
does not apply to Alien or galactic Xeno-Roboticists, since such The Read Sensory Equipment skill includes the operation of sen­
technology is much more mundane to them. sor equipment, optic systems, motion detectors, geologic sen-
200
sors, and computers, and includes advanced systems on though high-tech, electronic and computer components that can
spacecraft such as radio telescopes, radiation interpolating scan­ be worked on with other electronic skills, but with a great deal of
ners, FTL communication systems, and a host of other sensor, difficulty (-20% with Electrical Engineer or Computer Repair and
communication and scanning systems aboard spacecraft and -30% with Basic Electronics; other penalties mi g ht apply as de­
space stations. tailed in the Hardware section of HU2). G .M.s should keep con­
struction times in mind and allow for cost reductions from the
Galactic Ski l ls by Category ---
listed prices (normally only 25% to 50% of cost) when a charac­
ter uses this skill for construction or upgrades. Prerequisites:
The following are skill additions suitable for a galactic cam­ Electrical Engineer and Advanced Math. Base Ski l l : 30%+5%
paign or similar high-tech setting (including Phase World® and per level of experience.
Skraypers™ ) . Many are not absolutely necessary for game play,
and probably not available to Earthlings, superheroes or charac­ Mechanical
ters from an Earth-like tech-level. They apply only to advanced, Alien Technology Mechanics: This is a generic mechanical
space faring characters. At end of the list is a note on which skill that would apply separately to any given alien type of propul­
skills can be taken as secondary skills. sion or mechanical technology not already covered by another
Electrical skill. The abilities of the skill would be the same as other specific
Cyberjacking Construction and Repair mechanical skills (maintain, repair, rebuild, and modify that type
of vehicle). Available skills can include, but certainly are not lim­
Mechanical ited to: anti-gravity vehicles (excepting spacecraft), crystal en­
Alien Technology Mechanics ergy mechanics, magic driven vehicles, bio-energy vehicles, and
*Hover Vehicle Mechanics so on. As usual, each of these alien technologies would have a
Personal Propulsion Mechanics -40% penalty to be worked on without the appropriate skill. Base
Spacecraft Mechanics (See skill for types) Ski l l : 20%+5% per level.
Hover Vehicle Mechanics: Similar to the Automotive Me­
Medical chanics skill, but specifically involves the repair of hover vehicles
Cybernetics M.D. of all types, including those that use jets of air, directed thrusters,
or fans. This skill can be used to maintain , repair, rebuild, and
Military modify these types of vehicles. Anything from a hover cycle to a
Cyberjacking mUlti-ton transport hover truck can be worked on. The skill in­
Electronic Warfare cludes body work and can be used to repair conventional com­
Pilot Related
bustion engine vehicles, but at a penalty of -30%. Base Ski l l :
PhYSical Command Structure Etiquette
25%+5% p e r level.
Depressurization Training *Navigation: Space
*

Navigation: Faster Than Light Personal Propulsion Mechanics: This skill covers the re­
+ Zero G ravity Combat: Basic pair, maintenance and modification of jet packs and similar small
Zero G ravity Combat: Elite propulsion units designed for flight, including the flight systems of
Rogue
Cyberjacking power armors and human-sized robots. Personal anti-gravity de­
Pilot, Basic
vices and any other small flight systems can also be worked on,
Hover Car
but with a penalty of -25%. Note that this is a specialized skill
*

Hover Cycle Science


and any mechanical engineer or robot mechanic can work on
*

*Hover Truck Anthropology: Alien


Xeno-Biology these same systems, but they apply the normal - 1 0% penalty for
+ Personal Anti-Gravity
Xeno-Botany using an alternate skill (see the Hardware section of HU2 for full
Transportation
details). Base Ski l l : 25%+5% per level.
Pilot, Advanced Technical Spacecraft Mechanics: The ability to maintain, repair, re­
+ Civilian Spacecraft: Large Cyberjacking build, and modify spacecraft. The drives, engines and propulsion
+ Languages systems of spacecraft operate on different principles from one
+ Civilian Spacecraft: Mediu m
+ Lore: Alien another, and may have an impact on the overall design of a
+ Civilian Spacecraft: Small
spacecraft. Thus, this skill covers two classes of drives each time
* Hyperthrusters (Civlian)
it is selected. This means a character might only have Space­
Military: Hyperthrusters
craft Mechanics: Nuclear Drives and Anti-Matter, and while
Military Spacecraft: Large
Military Spacecraft: Medium skilled in the overall needs of these drives, he does not know
Military Spacecraft: Small other systems. This character can certainly work on other drive
* Pilot Robot types, but does so at -25%.
+ Robot Combat This skill does not cover upgrading computer or electronic
systems (Electrical Engineer is needed for that) or adding/modi­
*May be taken as a Secondary skill by Earthlings in an fying weapon systems (requires Weapons Engineer or Armorer),
Earth-based campaign. but existing systems and weapons can be moved, removed, or
+ May be taken as a Secondary skill by (aliens) space farers remounted with this skill. Satellites and space stations also fall
in galactic campaigns only. under the domain of this skill and can be worked on without pen­
alty by any of the different versions of the skill, unless they are
outfitted with drives, in which case the appropriate skill would be
Electrical required and the usual penalties would apply to all others. Exten­
Cyberjacking Construction and Repair: This specialized sive work on larger craft will require a work crew or repair robots
skill concentrates on the repair, construction and modification of and facilities (at the G . M . 's discretion). Base Ski l l : 30%+5% per
Cyberjacking hardware. This skill may also be used to handle mi­ level.
nor bugs and glitches with Cyberjacking software. Anything more
serious than that must be handled by the Computer Pro­ Medical
gramming skill. Like the Robot Electronics skill, the Cyberjacking Cybernetics M.D.: A deep understanding of cybernetics and
Construction and Repair skill is based on relatively normal, bionics as they relate to the integration with flesh and blood bod-
201
ies. This Doctor can install, remove, repair and upgrade bionics vulnerable to such pressure changes and is of no benefit to min­
systems. This skill is to bionics what the Robot Mechanics and erai aliens.
Robot Electronics skills are to robotics. Base Ski l l : 60/50%+5% Provides the Following:
per level.
+1 to P . E.
Prerequisites: If a character wants the Cybernetics M . D . skill,
+ 1 0 to S.D.C.
he must also select a Medical Program and qualify as an M.D.
(Masters or Ph. D.) and know Biology, Pathology, Chemistry, Ba­ Can survive twice as long as normal (takes half damage)
sic or Advanced Mathematics, and Literacy. when exposed to the void.
Note: Since so many galactic citizens have radically different Zero Gravity Combat: Basic : Rudimentary experience in
physiologies from each other, medical practitioners may find it weightless environments that allows for controlled movements
difficult to treat aliens that are dramatically different than they and adequate compensations. Bonuses: N umber of attacks per
are. Any medical skill rolls upon alien patients will be at -40% un­ melee round are unchanged. +1 on initiative, +1 to strike, parry,
less the doctor also has the Xeno Biology skill, in which case the disarm, and pull punch, +3 to dodge, and. +5 to normal speed.
negative modifier is only - 1 0%. Zero Gravity Combat: Elite: Advanced skills in weightless
environments, including specific combat training in such. This
M i l itary skill allows for fully controlled movements and skilled compensa­
Cyberjacking: Cyberjacking is the technology that allows di­ tions for drift and physical reactions. Bonuses: + 1 attack per me­
rect interface between the human/alien mind and a computer lee round, +1 on initiative, +2 to strike, parry, dodge, disarm, and
system via bionic implants. Because Cyberjacking is a direct in­ pull punch, and + 1 0 to normal speed. Note: The bonuses from
terface process, no programming or computer operation skills either zero gravity combat skill apply ONLY when the character
are provided by the Cyberjacking skill. It only allows the charac­ is in a weightless state,
ter to interact with computers directly through one's mind. Thus,
a character could turn on a computer and plug into it, but he Pilot, Basic
would not be able to use the computer. To do that, the Computer A Note o n Unique Alien Vehicles: Alien characters can start
Operation and Computer Programming skills would be neces­ with some pretty high-tech vehicles from their character genera­
sary. For more information on Cyberjacking, please refer to the tion charts, like a gyro-copter and anti-gravity jewelry. It can be
Cyberjacking section later in this sourcebook. Base Ski l l : safely assumed that the vehicle is rather common in the charac­
25%+5% per level. ter's culture, much like our automobiles, and that the character
Electronic Warfare: Modern warfare is not an open battle­ will have some skill in operating it. This doesn't mean that they
field with troops gunning away at each other. It is an electronic automatically get a skill for that vehicle, but like the piloting skill
and tactical thing that often goes to the side with the best tech­ descriptions say, the average character (from that culture) will be
nology, and not just the best weapon technology. If one can not able to pilot the vehicle as long as they do not try anything fancy
see the enemy before he drops a bomb, said individual can not like high speeds (3/4 maximum) and stunts (including dodging).
try to avoid or counter the attack. It doesn't matter how many A Note on Hovercraft: Note the skill found in the Heroes Un­
fancy weapons one has. Electronic warfare is the skilled use of limited book is a general skill due to the rarity of hovercraft on
common, military combat computers, targeting and sensor sys­ Earth, also note that the hovercraft in a galactic campaign may
tems, cloaking devices, and passive sensor probes and knowl­ use technologies other than cushioned air to support them­
edge of how they are used in combat to locate, target, or conceal selves. Just as there are vast differences between driving normal
vehicles or locations from active sensor scans, and so on. In­ motorcycles and their automobile counterparts, so too are there
cludes the accurate use of ECMs (electronic countermeasures) differences in hover vehicles, and thus separate skills.
and electronic cloaking systems. On the galactic battlefield, de­ Hover Car: Identical to the description for the Automobile
tection of one's enemy is often more difficult than destroying him, skill, but for hover cars. Base Ski l l : 60%+5% per level.
which makes this skill absolutely indispensable to many galactic Hover Cycle: Identical to the description of the Motorcycle
soldiers. The skill percentage is listed with the percentage to skill, but for hover cycles. Base Ski l l : 50%+5% per level.
break electronic countermeasures first and the percentage to Hover Truck: Large, oversized hover vehicles usually used
properly operate them after. Prerequisites: Read Sensory for transport, though their all terrain capabilities make them ideal
Equipment and Basic Math (ideally Advanced Math too). Bo­ for exploration as mobile homes or laboratories. Base Ski l l :
nuses: Characters with this skill get one extra melee action per 40%+5% p e r level.
round when using sensors, scanners, targeting systems, optics
Personal Anti-Gravity Transportation: This skill represents
and communications systems, but lose that bonus action when
practice in the operation and handling of personal anti-gravity
they engage in actual combat (i.e. firing weapons, taking aggres­
transportation devices, such as anti-gravity rings, disks, medal­
sive action, etc.). However, when attacking and using computer
lions, platforms, personal rigs (jet pack style) or suits. Just as
targeting or multiple systems like those noted here on a space­
with other vehicles, aliens whose culture commonly uses these
ship, space station, robot or combat vehicle, he is + 1 to strike
items will be able to operate them normally without this skill, but
and dodge. Must roll under his skill ability every minute or for
they will not be able to safely exceed three quarters of maximum
each dramatically changing circumstance to get these bonuses
speed nor perform any stunts or risky maneuvers without crash­
(lasts for one minute). Base Skill: 30/25%+5% per level.
ing. DOing anything fancy will require the character to know this
Physical skill and to successfully roll it. Aliens that do not come from a cul­
Depressurization Training: This skill represents extensive ture where this technology is not commonplace can not operate
training in coping with and surviving depressurization in space it without learning this skill. Base Ski l l : 40%+5% per level.
and the use of spacesuits. It certainly does not allow one to live Pilot, Advanced
through extended exposure to the vacuum of space, but it does
A Note on Alien Vehicles: Trying to fly an advanced vehicle
extend the time that the character can go without oxygen and
(such as spacecraft) built for another racial type (human to min­
teaches techniques to minimize damage from depressurization .
erai, insect to vegetation, etc.) is done at -20%, but minimal in­
Even a character with this skill will die unprotected in space, but
struction by a skilled pilot ( 1 0 minutes) will cut the penalty to
they can last longer than most others while waiting to be saved
- 1 5%. Eight to twelve hours of training and practice will reduce
or trying to save themselves. This skill only helps those races
the penalty to -5%. However, truly alien craft (like those of some

202
multi-armed insects and others based on organic or crystal tech) ods and drives, extensive knowledge of command structure, and
will always be flown at -20% even after hours of training and years of training to focus one's ability as a pilot and deck com­
-50% with no training. Some may not be flown at all by some mander. Military pilots generally must be at least 7th level to re-
characters, because they require certain abilities to pilot them, ceive a command position on a vessel of this size. Prerequi­
like telekinesis or stretching. sites: Space Navigation, Read Sensory Equipment and Weapon
Civilian Spacecraft: Large: This skill allows a character to Systems. In addition, Command Structure Etiquette should be
pilot any non-combat spacecraft larger than 250 tons. This typi­ taken; otherwise, this skill will suffer a - 1 0% penalty. Base Ski l l :
cally includes cargo craft and bulk personal transports. This skill 40%+4% per level.
may be used to pilot large military spacecraft, but at -30%. The
penalties for piloting alien craft as listed under the Fighter Craft Pilot Robot: In a galactic campaign, the availability of robot
skill also apply to this skill. Base Ski l l : 60%+2% per level. systems to player characters and adversaries will be markedly
Civilian Spacecraft: Mediu m : This skill covers all small to greater than on Earth where robots are limited to the Robotics
medium (less than 250 tons), non-combat craft used for transport Power Category. Consequently, some rule expansions and clari­
of goods or passengers. It includes Cargo Craft and non-military fications are perhaps necessary.
shuttles (can be used to pilot military shuttles, but at - 1 0%). The Pilot Robot covers all the necessary training required to pilot a
penalties for piloting alien craft as listed under the Fighter Craft robot, be it Type Three Exoskeletons and Powered Armors or
skill also apply to this skill. Base Ski l l : 62%+3% per level. the larger Type One Robot vehicles.
Civilian Spacecraft: Small : This skill covers small space­ I ncluded in the training are the following: I nstrument reading
craft, ranging from maneuverable escape pods to shuttles and (not the Read Sensory Equipment skill), basic maintenance, and
scouting ships to single-pilot craft. The general rule of thumb is rudimentary robot combat training. Those characters without this
that a small spacecraft is anything under 1 00 tons and/or can be skill who attempt to pilot any kind of robot will have only one at­
piloted by a single person. Base Ski l l : 66% +3% per level. tack per melee round and are at -2 to strike, parry, and dodge,
Civilian Hyperthrusters: These are small, supersonic, plus they never have initiative.
trans-atmospheric aircraft (like an advanced version of the Con­ Characters who have this skill do not have a full understand­
cord aircraft) that use chemical jet engines and th rusters. Very ing of the robot or how it works, only how to "drive" it, including
maneuverable and can attain speeds up to Mach 8; most have fundamental combat training. They receive no bonuses in com­
Vertical Take-Off and Landing (VTOL) capabilities. +1 on initia­ bat and their number of attacks will be equal to their own hand to
tive, +2 to dodge. Available as two-seaters, small transports hand, but they do not suffer any penalties either. This skill just
(cockpit holds 1 -3 people plus 4-8 passengers) and mini-jets (3 lets one drive the robot.
crew, 1 0-20 passengers). Base Ski l l : 64% +3% per level of ex­ Characters from the Robotics Power Category automatically
perience. have this skill with the type of robot(s) they construct during char­
Military Hyperthrusters: Combat versions of the civilian acter creation. However, if the Robotics character chooses this
hyperthruster loaded with weapons and armor that rivals any skill as one of his other (additional) skill selections, he will be
Earth combat jet. They generally fill the same roles as the fighter able to pilot al/ types of pilot controlled robots, including giant ro­
aircraft of Earth, but their VTOL and hover capabilities make bots, vehicular models, Type Three human-sized exoskeletons,
them much more versatile and maneuverable. Military and Type Three giant exoskeletons. All other Power Categories
hyperthrusters easily fill the role of both helicopter and jet in ter­ have to select robot piloting skills for each specific kind of robot
restrial galactic warfare. Base Ski l l : 60%+3% per level. they wish to pilot (such as the TMC Heavy Combat Robot or
Military Spacecraft: Small : Skilled in piloting all types of TG E Heavy Power Armor). Each additional Pilot Robot skill en­
small space fighters, and any spacecraft under 1 00 tons or re­ ables them to choose another specific model type to pilot. Only
quires a single pilot that is an armed spacecraft specifically de­ the Robotics character gets the special package deals. Note:
signed for combat. This typically includes armed shuttle craft and Androids and true robots do not need a skill to pilot themselves
space fighters. Base Ski l l : 56%+4% per level of experience. (of course), but they can take this skill to operate pilot driven ro­
bots if they have a humanoid body shape. Piloting rolls should be
Military Spacecraft: Medium: This skill allows one to pilot
made for each stunt or trick maneuver that could result in a loss
medium-class military vessels, including destroyers and assault
of control, whether the move is aerial or on the ground. Base
craft, large military shuttles, and military transport or cargo craft.
Skill: 30%+5% per level.
Piloting spacecraft of this size simply can not be done by one in­
dividual, unless he has a lot of reliable computers. I n order to
properly coordinate a crew, more than simple piloting ability is Robot Combat: This skill usually goes hand in hand with Pi­
needed. This skill covers a broad range of knowledge, including lot Robot. This skill provides the character with training using
maneuvering the craft, basic operation of advanced travel meth­ specific class of robot and corresponds to all of the character's
ods, command structure, di rection the crew, and basic command Pilot Robot skills. Thus, a skill in Robot Combat: Type Three
abilities. Military pilots must be at least fifth level to receive a Exoskeletons would provide a character with combat bonuses
command position on a vessel of this size. Prerequisites: Space with any piloting skills he might have with all Type Three
Navigation and Read Sensory Equipment (Weapon Systems is exoskeletons. They can also use their skill selections for addi­
suggested). In addition , Command Structure Etiquette should be tional combat training with other classes of robots, or they can
taken; otherwise, this skill will suffer a - 1 0% penalty. Base Ski l l : purchase this skill for 350,000 credits/dollars. The skill can be
50%+4% p e r level. purchased/selected up to three times to give the robotics charac­
Military Spacecraft: Large: This skill covers the difficult task ter the ability to fight with any kind of robot.
of piloting the largest military spacecraft, including battleships, Note: Robotics characters have this skill free with their
destroyers, giant cargo ships and space stations. The pilot of a Power Category, and can usually use all types of robots in com­
vessel this large may handle the maneuvering of the vessel itself bat. Bonuses: The character gets all of his melee attacks while
but has a crew that helps him and follows his orders. The crew piloting the robot, plus one additional attack per melee round and
includes one or more (typically a squad on large vessels) who the following bonuses: + 1 to initiative and + 1 to strike and dodge.
specialize in different aspects of the spaceship, such as gunners, Note that the bonuses only apply when the pilot is inside the ro­
navigation , communications, etc. The skill covers a detailed bot. Keep the total robot bonuses separate from those of the pilot
knowledge of maneuvering the large craft, advanced travel meth- when not in the robot.

203
Pilot Related the gateway will collapse into a dimensional syphon (see the Ad­
Command Structure Etiquette: The knowledge of how to vanced Travel Methods section of this book for details). Base
use and maintain the command structure of a large spacecraft Skill : 25%+5% per level.
crew ( 1 2 or more crewmen). Useful in both military and civilian Rogue
craft. Craft of this size can not be piloted by a single person and Cyberjacking: Same as the Military skill.
some kind of skill is needed to keep the crew functioning in a co­
operative manner. This skill negates the - 1 0% skill penalty cap­ Science
tains otherwise face when trying to pilot large spacecraft without Anthropology: Alien: This skill is fundamentally the same as
it. Base Ski l l : 25%+5% per level. the traditional Earth science of Anthropology given in Heroes
Navigation: Space: This skill is the ability to find one's way in Unlim ited , but it applies to the study of alien races. Each time
the often confusing and disorienting vastness of space. When this skill is taken, it imparts general knowledge about the behav­
near planetary bodies, it is easier to orient oneself, but in the ior and sociology of a specific type of alien race (e.g. , avian
vast spaces between planets or the bigger areas between solar races, ape-like races, canine races, humans, etc.). If a character
systems, there are literally no landmarks. The navigator must be selects this skill four times, the G . M . can assume that the char­
able to read instruments and plot courses across the galaxy, but acter has a wide base of knowledge that covers most known ra­
unlike hopping from city to city on a planet, the navigator must cial "types" and several specific civilizations for each general
also take into account planetary movements, their gravity, and category. Note that the first selection of this skill applies to the
the motions of other bodies in space, like asteroid fields, charted character's racial type. Base Ski l l : 20%+5% per level.
comets, black holes, dust clouds, and so on. A further complica­ Xeno-Biology: The science and study of alien biological sys­
tion is trying to do all of the above while traveling faster than the tems and the functions of non-human organisms (note that hu­
speed of light or when popping from one area of the galaxy to mans can be considered alien and "non-human" to certain alien
another (locking onto a planet's gravity instead of a gravity well races) . Each time this skill is taken, it imparts knowledge of a
can be instantly fatal), but such advanced navigation is covered specific type of alien race (e.g., avian races, ape-like races, ca­
by another skill. nines, vegetation, humanoids, etc.). If a character selects this
A skill roll is made for each hour of travel within a solar sys­ skill four times, the G . M . can assume the individual has a wide
tem and each day of travel outside of a solar system. Each failed base of knowledge that covers most known racial "types" as well
roll will put the craft 1 D4x1 0,000 miles off course in a solar sys­ as some specific species.
tem and 2D6x200,000 miles off course between them. Subse­ This skill can replace the Biology skill in a galactic campaign
quent successful rolls will discover the previous mistakes, for most situations, but a doctor should still have Biology for use
requiring they be corrected; however, three failed rolls in a row when treating members of his own species/race. If a character
will mean the navigator is totally lost and the Game Master can without Xeno-Biology attempts to catalogue, identify, or doctor
whip up an adventure just to get the hapless crew home or back an alien belonging to a radically different race (Le. a hu­
on track. Please note that this skill can only be used for space­ man/mammal working on a reptilian, fish or mineral being), any
craft traveling at less than light speed. FTL navigation must be medical or science rolls are made at the usual -40%. If the char­
handled by somebody with the Navigation - Faster Than Light acter also does not have Biology, the penalty jumps to -55%.
skill. Base Ski l l : 40%+5% per level. However, if the character has the Xeno-Biology skill, the penalty
is only - 1 5%. Xeno-Biology includes some information on all sen­
Navigation: Faster Than Light (FTL): Similar to Navigation: tient racial types as well as notorious monsters and alien ani­
Space, and actually building on the knowledge of that skill, this mals, but the G . M . should apply appropriate additional (- 1 0-20%)
one covers the intricate computations needed for Faster Than penalties to creatures that are completely alien or a previously
Light and advanced space travel . During FTL travel, rolls are unknown species. Base Ski l l : 30%+5% per level.
made every hour of travel time, with a failed roll putting the craft
Xeno-Botany: This is the alien plant counterpart to the
2D4x1 ,000,000 miles off course. Additionally, if the roll is missed
Xeno-Biology skill. A successful roll will determine an alien
by more than 25% (Le. skill percentage is 65% and the roll was a
plant's type, whether it is probably poisonous (and to which spe­
90+%), the spacecraft's course has taken it into a debris field,
cies) as well as its special characteristics. Note that this skill be­
gravity source, etc., and damage may result. In this case, roll on
comes interchangeable with Xeno-Biology when plant aliens are
the failed stunt roll table for FTL maneuvering (see the Space
encountered. Base Ski l l : 25%+5% per level.
Combat Rules of this book. A crash landing may result).
Trans-light rolls are also made hourly and failures result in a Technical
1 04 light year deviation, plus if the roll is missed by more than Languages: There are literally millions of languages and dia­
25%, something potentially deadly results. The pilot will then lects in the galaxy, but each of the quadrants has its own roughly
have to make a piloting roll at a -30% penalty. On a successful universal form of trade language. Les Iban's trade tongue is
pilot roll, the G . M . should roll on the failed stunt table for FTL called the Imperial Trade Tongue (ITT); Liloqua relies almost ex­
travel (a crash may result). Failure on the roll results in the craft clusively on the FAR's Pilian Tongue; Titrana uses two criminal
hitting something for its mass (in tons) times 1 0 in damage (roll codes, Dar' Etsch and Roo-tahm ; and I Ita uses the TMC's
for crash landing on the FTL tables if the craft survives). Thimerian Code. All four quadrants also make use of Atorian
Failing a navigation roll when using certain kinds of grav­ Sign Speech which has no sounds and was developed before
ity-based travel (such as hypergravitics or gateways), means the the closing of the borders. All aliens will have some skill in at
spacecrah locked onto the wrong gravity source or hits a gate­ least one of the trade languages (Yep, it's a free skill). Base
way structure. Locking onto a planetary gravity source com­ Skill: 55%+5% per level.
pletely destroys the vessel, regardless of its size. The crew can Lore: Alien: A character with this skill will have a chance to
eject if lifeboats are available, but there is only a small chance of have seen, read or heard about the appearance, habits, possible
crew survival; mistakes like this are rarely noticed in time. weaknesses and strengths, technological level, aggression and
(Which, by the way, is why not everybody in the galaxy elects to other summary-style information on a given race. Note that this
use this method of travel.) Fortunately, this only happens when skill is based as much on rumor, legend, and stories as it is upon
the navigation roll is missed by more than 20%. Hitting a gate­ cold, hard facts. For in-depth cultural knowledge on a particular
way will inflict damage to both the spacecraft and the gateway. race, the Anthropology: Alien skill must be used. Base Ski l l :
The resulting damage is also used as a percentile chance that 30%+5% p e r level.
204
C yberjacki ng
Cyberjacking is the experience of actually moving/walking real world. Of course, certain back doors can exist, and other
through a computer system with the use of a direct brain-to-hard­ programs will allow a Cyberjack to get around the door, depend­
ware link via a data plug, headjack or special power. (Prices for ing on if it has security on it. However, at its heart, the RES
all Cyberjacking equipment can be found in the Personal Equip­ makes accessing the realms of electronic space as challenging
ment section of this book.) By interfacing one's consciousness (and real) as if it took place in the real world.
directly with a computer, the Cyberjacker enters an electronic Just as any imaginable environment can be graphically repre­
world of sorts, sometimes referred to either as cyberspace or the sented in a video game, so too can the images of a RES look
data realm. Once inside the electronic world, the Cyberjack will like anything; a medieval castle with Orc guards, a surreal land­
normally find the data in each system arranged in neat columns scape of alien forms, a super high-tech Atorian command center,
and rows, forming patterns and planes of glowing data reminis­ Chi-Town, and on and on. The appearances are all up to the
cent of hallways, rooms, floors, and ceilings. Only they do not al­ tastes of the owner and the talents of his programmers. The ac­
ways line up completely, leaving wide halls with no ceiling or tive defenses mentioned before are normally incorporated into
offset planes that form multi-level floors or platforms. the RES environment and given matching or at the least, com­
Electronic space is vast and black, even in small systems. plementary, graphical shells. (Campaign Tip: RES systems can
The glowing data structures are located in a localized area with a be used creatively to do a sort of facsimile time travel campaign
dark vastness beyond it. This "space," like the one surrounding when used with a group composed entirely of Cyberjackers or
our planet, normally has no gravity, and the Cyberjack can move mix elements from different gen res (sf with fantasy, or horror, or
in any direction as he makes his way through the data construct. superheroes, or dinosaurs, or monsters, etc. , or a combination of
Certain directories or security measures may block direct access 2-5.)
in the virtual world as readily as they do so in the real world of A few notes on RES. First, Cyberjacks move through the
physical interfacing. generated environment as if actually there, while hackers and
Different physical systems, such as multiple hard disks or a programers move through the graphics seen on their screen.
computer and its peripherals, appear to be linked by dark tunnels Second, a RES is almost exclusively housed in its own chips
lit by pulses of energy. The Cyberjack can simply walk down and send commands to the system through the CPU chip. What
these tunnels or catch a ride on a passing bundle of energy to this means is that the reality enforced by the R ES can not be al­
enter or access the other system (the same is true of networked tered or accessed unless control of the CPU has already been
computers) . Needless to say, when the attached device is turned established, but by that time, altering the R ES environment may
off, the "tunnel" connecting it to the computer simply does not ex­ be a moot point - unless it was the reason for accessing the
ist. Even a Cyberjack can not manipulate a device with its power system in the first place. Third, the RES determines the laws of
off unless he can provide his own source of energy via psionic, physics for the computer system it is connected to. This means
magical, or supernatural ability (see later information on exactly that any environment which can be dreamed up and pro­
which specific abilities allow this) . grammed can exist in a RES. The computer systems of highly
When someone Cyberjacks, he has access to nearly any as­ imaginative or insane programmers, or those created by
pect of the computer with the speed of thought, giving a new di­ brain-fried Cyberjacks, can be disorienting and unsettling at the
mension to hacking, as the character grabs data almost as fast least. Others can be downright nightmarish , deranged and
as the computer can process it, which gives the creative, adap­ deadly. Not all do, but many RES also force visitors to conform
tive living mind a tremendous edge. Traditional security to the environment by dressing them accordingly or, if the hacker
measures, such as passwords, encryption and embedded direc­ or Cyberjack has been discovered, revealing them with highlights
tories, rarely work against the formidable mind of the Cyberjack. or special markings.
For this reason , most powerful organizations that rely heavily on So, Cyberjacking is leaps and bounds beyond traditional
computers have their own Cyberjack security personnel and AI hacking, but what's the catch? Well, regardless of whether a
defenses watching and patrolling their systems. These active Cyberjack is hit by another "jacker," systems program­
measures serve the same function as their real world counter­ mer/debugger, an AI program, or passive defenses, the result is
parts by directly surveying the world of electronic data on a regu­ the same: Cyberjack damage feeds back through the data plug
lar basis, deterring intrusion by their presence, and responding directly into the brain of the living individual. Because of this, it is
immediately when a problem does occur. An additional perk to frighteningly easy to die in the real world from cyber-combat in
"active security" is that the security personnel are commonly cyberspace. Any character "killed" in cyber-combat immediately
skilled computer technicians and can double as repair personnel goes into a coma (unless they are truly fried, in which case the
if problems should occur. The Als that are used for security will brain dies and the body soon follows).
have little or no ties to the system proper, and run as autono­ In the case of coma, the character can recover as normal ,
mous programs. This prevents any damage to the system itself but the effects of a "cyber-death" will do permanent damage,
should the AI defenders be damaged, destroyed, or corrupted. manifesting as memory loss and dullness of wits (permanently
Active security aside, perhaps the strongest defense is a Re­ reduce 1 . 0. by one point for each cyber-death), as well as brain
ality Enforcement System (RES) . This system creates a damage (lower all skill percentages by 2% for each cyber-death;
graphic virtual environment that seals the computer's data con­ also reduce M . E. by one point for every two cyber-deaths). Re­
structs behind "solid" images of real world walls, doors, safes peated deaths in cyberspace have cumulative effects as the
and passive security. These virtual walls and barriers can coin­ character slowly lobotomizes himself. Sanitariums throughout the
cide with the data walls of an unenforced system, or they can be Megaverse are filled with cyber-drones who thought they were
completely independent. Regardless of its basic layout, the RES better than they actually were. Console cowboys too cocky to ad­
makes it impossible for a Cyberjack (or any other operator) to ac­ mit defeat, others who were addicted to the rush of the direct
cess the system's data without conforming to the reality being brain stimulation and Cyberjacked until they became shells of
enforced by the RES. This means that if a RES generated hall­ themselves. Others gambled on that last big payoff and paid the
way has a door in it that leads to the personnel records, then price of defeat by sacrificing their minds (sometimes actually dy­
anyone wanting to get to the personnel records has to go down ing for real). Regardless of the reasons, the result is the same;
that hall and through that door just as if they were doing it in the the many little deaths in the cyber realm only serve to cripple and
205
diminish the Cyberjack. Like an old program in a new system, of coding, but it is nothing compared to the "real stuff" that makes
the jacks continue to degrade until they have so many problems the spectacular effects. Thus, if a hacker wants to prowl away
they can't function anymore, or they simply crash with one final , from electronic security, a program would be needed to disap­
fatal error. In addition to the previous penalties, the Game Mas­ pear or hide by telling the target system to ignore him. Thus,
ter may want to require a random insanity roll, or at least a pho­ each skill, weapon, or piece of equipment used in cyberspace is
bia or obsession for each cyber-death, as overstimulation causes actually a program telling the target system how to react to the
the brain to react in strange ways. Phobias are common, espe­ hacker's or Cyberjack's presence (it is actually a bit more in­
cially for cyber-deaths in a RES where a face can be put on the volved than that, but we are keeping it simple here).
Cyberjack's killer as are obsessions, specifically the drive to beat I n traditional hacking, this level of programming isn't neces­
or get back at the system or the (perceived) cyber-entity who sary. Hacking rolls are made against the security level of the sys­
caused one's defeat or death. tem being hacked with the proper penalties applied. However,
With all of this in mind, burnt out Cyberjackers can be some of when hacking a RES system where the normally simple laws of
the most unnerving and interesting characters a G . M . can have the data realm are complicated by artificial rules, more intensive
the player characters meet, with their quirky, often insane per­ interaction becomes necessary, and programs to duplicate skills,
sonalities and brain damage that can no longer be hidden. They weapons, and other items usually unnecessary in the data world
can make for a fun player character too, if the player is a skilled become necessary. If the character prepares specific programs
role-player and does not use his quirks and insanities to disrupt beforehand, such as the prowl skill mentioned previously, a sim­
the group or ruin the adventure. ple roll based on the effectiveness of the program is all that is
necessary to perform the desired skill in cyberspace. The actual
Cyberjacki ng Ru les rating of the program, except for weapons, is equal to half the
percentage of the Computer Programming skill. Thus, a hacker
Game Masters can use any applicable penalties given in this with 65% Computer Programming could easily write skill pro­
section and some regular skill rolls with computer operation and grams with a 32% proficiency in the cyber realm, be they surveil­
computer programming to handle normal hacking situations, but lance system emulators or prowl equivalents. The percentage of
to add some spice to settings where Cyberjackers are present, these programs can be raised, but the roll to write them suffers a
the expanded combat and hacking/Cyberjacking rules should be -5% penalty for each + 1 0% added (max of 92%).
used. Looking over the rules and bonuses below, it should
Writing programs on the spot can be done, but it is quite diffi­
quickly be obvious that traditional hackers pale when compared
cult. There is a -30% penalty to whip up instant programs and it
to Cyberjackers unless outfitted with loads of virtual reality ac­
takes 1 04 melee rounds! The time required to write other pro­
cessories. Only the very best of hackers can stand on their own
grams is left up to the Game Master, but 1 04 hours plus one
against Cyberjackers and characters augmented by advanced
hour for each 5% penalty is a good guideline (remember the
technologies, psionics or super abilities. Then again, most
character still has to work and live a normal life around this time).
Cyberjacks are also hackers and computer whiz-kids.
Special equipment like grapple guns or smoke bombs can also
The most important thing about hacking is the ability to un­ be programmed this way, but lacking a skill rating, most of them
derstand and modify computer code and programs. Computer will only require a simple skill roll to duplicate.
Operation lets you operate a computer, its peripherals, and most
common software. It does include, in some cases, a rudimentary As one who has played a computer game can imagine, nearly
understanding of programming, but such knowledge will only anything can be done with a program. In Cyberjacking and hack­
benefit the user when tweaking one's own system on a very ba­ ing, this means even spells, superpowers and pSionic abilities
sic level, and has no impact on hacking. Computer Programming can be mimicked with the right program. These "special effects'
is an in-depth understanding of how to make computers do are more difficult than skills to duplicate, starting at one quarter
things by writing code for it in the form of programs. This skill of the programming skill with the same penalty to increase the
adds strength to hacking and is the core of it, but computer pro­ percentage. Thus, the 65% skill in the previous example being
gramming is very different from hacking. The skill can be substi­ used to duplicate a Charismatic Aura spell would result (on a
tuted for hacking, but all hacking rolls in such a situation will be successful roll) in the emulation of the spell with a 1 6% success
at -5%. Hacking is the practiced application of flexible program­ rate. If the program fails its 01 - 1 6% skill check when used/acti­
ming with the intention of accessing computer systems other vated, it fails to run properly and has no effect. However, if suc­
than one's own (hacking is not necessary for operations within cessful the target/intended victim might be entitled a normal
one's own computer; computer security personnel hardly ever magic saving throw because magic in the real world allows it. To
have any hacking skills). Computer Hacking is less formal and keep things simple, use the normal magic or psionic rules for
more "seat of the pants" than simple programming and requires these types of effects even though they are not actually magical
a certain flair, thus it is categorized as a separate skill . What this or psionic effects. The saving throws represent the unorthodox
means is that games without the Hacking skill should add it if nature of the effects and the difficulty of implementing them, not
these expanded rules are to be used. Computer Hacking is a to mention the interaction of those in the cyber realm, L e. if the
Rogue skill (or Technical for those games without the Rogue cat­ spell seems real, the character expects to get a saving throw.
egory in its skill selections) that adds a one time bonus of +5% to Note that actual spell use within the data realm uses its own
the Cryptography, Surveillance Systems, and Locksmith skills (if rules (described later).
they are among the character's known skills) . It has a base per­ The simple rules for passive computer security are actually
centage of 1 5% and increases by +5% per level of experience. the basic rules for computer hacking, including penalties as pre­
Prerequisites include Literacy, Computer Operation, and sented in Heroes Unlimited, Beyond the Supernatural, and a few
Computer Programming. other Palladium supplements. Once again, hacking only requires
Now, as mentioned before, programming is the heart of a few skill rolls. Only when Cyberjacking, supernatural hacking,
hacking. Any effect one wishes to pull off in the data realm takes or RES come into play do the more complicated rules have to be
the form of a program (unless you are actually inside cybernetic used.
space which is detailed in the specific advanced methods of Computer systems are generally layered, with light security
hacking below). All one can do is look, unless he actively at- increasing to much heavier types as the heart of the system or
tempts to make the system do something, even if it is as simple sensitive data is approached. This setup and the penalties below
as switching directories. Entering commands is a simplistic form are the basis of all computer systems. RES and active security

206
are added or layered on top of it. The penalties reflect the com­
plexity and difficulty of each job. Note that all of the listed times C yberjack C om bat
are much less than those listed in Heroes Unlimited™, because
the latter times are for breaking the entire system in one roll. The Cyberjack combat works just like any combat in Palladium,
system given here represents the separate stages that form the with a melee round composed of several strikes, parries, or
single roll system of Heroes UnlimitecfM • Depending on the lay­ dodges. The only major difference is that it is mentally simulated
ers and complexity of the computer system set up by the Game combat, with no physical attributes or bonuses applicable. Real
Master, the individual times may or may not add up to the times life hand to hand skills have no effect, and neither do bonuses
given for the single roll system. I n addition, depending on the in­ from physical skills. Even characters that are actually inside the
formation the character is going after, hacking a system like the data realm by virtue of supernatural means will only have access
Pentagon might not require actually penetrating the super-so­ to a small part of their physical bonuses (they do not use any of
phisticated military security if what one is looking for is located the rules below for determining number of attacks or other bo­
on one of the less secured areas of the electronic system. nuses; consult the specific entries for their means of access for
- 1 0% Simple security such as passwords and other general details).
1 0 . Requires one melee action per attempt to pass. Cyber-Bonuses. To determine the strike, parry and dodge
-20% Moderate security such as unique or specialized re­ bonuses in the data realm, instead of P . P . , use the character's
quirements. Requires one melee round per attempt to pass. La. rating, but slide down the chart to the P.P. bonuses to get
-40% Sophisticated security such as minor encryption and the actual bonus number. An additional bonus to strike, parry,
code recognition. Requires one minute (4 melee rounds) per at­ and dodge comes from dividing the character's Computer Pro­
tempt. gramming or Hacking skill percentage by 24 (Le. a skill percent­
age of 80% is a +3 bonus; round fractions down). In addition, all
-50% Super-sophisticated security such as encrypted pass­
characters also gain an additional + 1 to all of their rolls at levels
words and codes or isolated system elements. Requires 5 min­
3, 8, 1 1 and 1 4 (Note that this is the actual level of their Hacking
utes per attempt to pass.
or Computer Programming skill, and may not equate to their ac­
-60% Superior military or government security. Requires 20 tual experience level if they were taken at later levels as addi­
minutes per attempt to pass. tional skills). Other bonuses may come from specific
- 1 0% Unknown or prototype code. supernatural abilities or specialized equipment (see the descrip­
-5% Rolls inside a RES. tions that follow).
This system is used to move from one security zone to an­ Cyber-Attacks Per Melee. The change from physical based
other (or back again). Failing a roll against passive security combat to mental/electronic also means a change in the number
means that moving on is impossible, but it can also mean that of attacks. Hackers only have two attacks per melee round re­
tons of active security measures have been called to your loca­ gardless of their normal physical attacks per melee round. Addi­
tion. Responses and roles of passive security will vary from sys­ tional attacks are gained at levels 3, 8, 1 1 and 1 5. The lack of
tem to system. If any kind of active security is encountered, then hand to hand skills (the only skill that can not be programmed)
actual combat will occur as detailed in the next few paragraphs. also means that unless some special ability imparts automatic
Cyberjack weapons are actually a combination of power parrying, each parry costs an attack/melee action. On top of all
surges and damaging programs. They do damage based on the these penalties, if the character has Computer Programming but
creator's level in the computer programming skill. Those charac­ does not possess the Computer Hacking skill, all combat rolls
ters without computer programming can buy pre-programmed are at a -2 penalty and they lose one attack per melee round un­
Cyber-weapons, but those weapons will not operate within the less they are within their own computer system.
system of the person who did the programming. Cyber-weapons Damage. Now the really rough part. All attacks do damage di­
usually appear as a weapon relative to their damage (a knife or rect to the character's H it Points if he is Cyberjacking or other­
pistol for small damages and rune weapons and energy rifles, wise directly connected to the system! For some reason , this
explosives or rail guns for larger damage ratings). Cyber-weap­ effect can not be stopped or cut off, but filters have been devel­
ons do 1 06 damage per level of the programmer. For each 06 of oped to minimize it. Cyberjacks affectionately refer to these fil­
damage it does, there is a -2% penalty to the Computer ters as "armor." There is no S.D.C. in cyberspace unless the
Programming roll to create it. For this reason, most such weap­ character has purchased filters. The only exception to these
ons are programmed to do 306 or 406 damage even if the pro­ rules are AI's (not transferred intelligences, but actual computer
grammer is of high enough level to make much larger, more intelligences) which can have their CPU chips hardened to pro­
powerful weapons. vide S. D .C. against cybernetic damage, and those who are phys­
Ranged cyber-weapons have a payload equal to the charac­ ically inside the computer. Als can use filters in addition to their
ter's Computer Programming percentage divided by the number hardened CPUs.
of dice it does for damage. For example, a programmer with a Hackers and those not directly connected to the system do
78% programming skill could make a 1 06 damage pistol with 78 not take damage, but the cumulative damage inflicted by the ac­
shots, a 606 rifle with 1 3 shots, a 1 D6x1 0 rail gun with 8 shots, tive security is converted into a percentage, which is rolled at the
etc. Melee weapons do not have charges or ammo. Once the end of each round to see if the hacker's system is damaged
payload of a weapon has been expended, another loaded enough to crash. If the system crashes, it means that security
weapon must be used, or the character can attempt to reload the forced the hacker's computer to corrupt itself, but not before
empty one by making a Computer Programming roll (takes two broadcasting the hacker's location to the wrong people (the au­
melee actions). A Cyberjacker can carry any number of weap­ thorities, enforcers, etc.) .
ons, unlike the limits of encumbrance in the real world. Those All cyber-combat is H it Point combat. I n the rare cases where
characters who can not program their own cyber-weapons can M. D.C. creatures enter the computer world physically (via super
purchase them for around 1 ,000 credits/dollars per die of dam­ ability or psionics), they receive no S.D.C., only their M . D.C. as
age, meaning the rail gun in the example above would cost H it Points.
1 0,000 credits/dollars. The damage and payload of the weapon
If a character is physically inside a computer, and they are
does not go up with the character's level or percentage. To take knocked unconscious, they are immediately ejected from the
advantage of level advancement increases, another, better system into the real world by way of the nearest outlet (including
weapon must be created, requiring a Computer Programming roll shorting out the computer system in some cases). This ejection
with appropriate modifiers.
207
increases the length of time they are unconscious by 4D6 min­ Headjack: The headjack is the simplest way for a hacker to
utes. Characters physically inside a computer that are put into a gain a tremendous advantage in the cybernetic realm, but only if
coma through cyber-combat do not suffer cyber-death; instead, the game setting supports bionic technology. Using a headjack
they experience the same process as if they had been knocked to augment an interface provides +2 to strike, +3 to parry, and +3
unconscious, and upon being dumped into the real world, they to dodge in addition to adding two extra attacks per melee round.
will suffer a -20% penalty to their recovery rolls for surviving the It also provides the character with the ability of automatic parry in
coma. This kind of hacker is powerful, but failure can often lead combat. A headjack effectively adds + 1 0% to a character's com­
to death in the real world. puter hacking or Computer Programming skill, but only for the
Unplugged. While we are talking about KOs and comas, here purpose of defeating passive security. Any damage taken in
are a few tidbits on what happens when someone pulls the plug cyber-combat uses the rules given previously. People who use
while a character is inside a system (whether physically or elec­ headjacks are referred to as Cyberjacks.
tronically). Hackers that use keyboards suffer no adverse effects Hardware: Electrical : These super-characters are such natu­
when the system they are hacking is shut off. Cyberjackers and ral computer operators that, despite their more traditional means
others linked to the electronic world, but not physically inside the of hacking, they gain a certain edge when data jockeying. Add a
data realm, that are cut off in mid-hack are stunned for 2+ 1 D4 bonus of + 1 to all of their combat rolls, and add one additional at­
melee rounds when their link is abruptly severed. During this tack when they reach third level. Likewise, the Super Sleuth
time, the character can do little because of disorientation, and gains no additional bonuses beyond their very high starting skill
any actions or combat performed are done so at -4, - 1 0% for in hacking and possible I .Q. bonuses. Unless any of these
skills. Those supernatural hackers that physically enter the com­ hackers are using a headjack, they do not suffer damage from
puter world suffer a bit more when their electronic reality is cyber-combat; instead, it is applied to their system (see the com­
ripped away by power loss. They are ejected physically from the bat rules).
computer (as if knocked out, possibly putting them right in the Psionics: There are a number of psioniC abilities which can
middle of the enemy's home turf), stunned Gust like enhance the effectiveness of a hacker, but always keep in mind
Cyberjackers, but for twice the duration) , and suffer 2D6 damage that each psi-power requires I .S.P. to fuel it, and each also has a
direct to H it Points. limited duration. Those two factors combined can make a simple
hack an expensive venture for the psychic. All of the bonuses
C yberjacki ng & given for the psi-powers are cumulative if the psychic can afford
to have them active at one time. All in all, the limited ranges of

S u perpowered Hacki ng the psi-powers makes a psiber (one who uses psionic powers to
Cyberjack) most effective at hacking computers he actually has
physical access to, but they do give somewhat of an edge to
Now on to the bonuses and details for each specific super long-range hacks, especially when compared to those without
ability, psionic power, and magic ability, as well as some techno­ psionic assistance.
logical means of Cyberjacking. A number of these methods can Telekinesis: Allows the hacker to perform actions without
be combined depending on the campaign setting, such as a leaving his seat or taking his hands off of the keyboard, which
Hardware: Electrical Genius character in Aliens Unlimited™ can be very handy in switching disks or activating peripherals
getting a headjack. All of the listed bonuses are cumulative, and while engaged in combat or some other delicate endeavor. It is
just about all of the abilities can be combined (within common handy, but gives no significant edge, so bonuses are low: +1 to
sense and the limits of the game world). The most notable ex­ dodge and +2% to skill rating for defeating passive security. Au­
ceptions to this are the headjack and the super abilities of Light­ tomatic parry is also a benefit of this psi-power.
ning Rider, Metamorphosis: Energy and Alter Physical Structure:
Sixth Sense: Has no effect on hacking unless the computer
Electricity. Since the latter three abilities actually take the charac­
being hacked is within 90 feet (27.4 m) of the hacker. In the latter
ter physically into the computer system, a headjack to interface
case, the power will function normally.
with the computer is of no use. Note that those hackers who
physically enter the digital world take their clothes and some Speed Reading: An invaluable tool for someone who has to
equipment with them (no more than 50 pounds worth), but only get in fast and leave even faster while being careful doing it.
energy or melee weapons will function within the electronic Speed Reading adds + 1 to initiative, and + 1 to parry and dodge
realm. along with a + 1 0% to the computer skill against passive security.
Looking over the bonuses, one can easily see that keyboard Total Recall: Most effective on systems the character has
hackers are at an obvious disadvantage in the stat department. penetrated or encountered before. This includes avoiding secu­
These characters will just have to make up for their limitations rity on the way out of the system. It adds +5% to the computer
with increased skill and creativity. Carrying a large variety of skill while hacking, and when facing a system or opponent that
weaponry and gadgets or "skill" programs is also a good idea. has been encountered before, it gives + 1 to strike and parry plus
And finally, perhaps the greatest advantage of the keyboard an additional +5% to the computer skill (for the latter bonuses,
hacker: they do not have to worry about cyber-death. the ability must be activated).
Headjacks and the supernatural methods detailed below can Electrokinesis: Similar in its application to telekinesis, this
be used to access any computer, including targeting computers ability is helpful in increasing the performance of one's own com­
for vehicle weapons and security computers that control the puter by freeing the hands for typing, yet still being able to per­
cameras and automated guns of a building. In these cases, the form other activities. However, when the computer being hacked
character uses the same bonuses (those that are applicable) as is within the character's range (45 feetl1 3.8 m +5 feetl1 .5 m per
for hacking, such as the strike bonus when controlling weapons. level), the electrical discharge and electrical resistance abilities
Those bonuses are added to any other applicable weapon or can be focused into the system to aid in cybernetic combat. I n
surveillance bonuses (yes, the listed computer bonuses for each this unique situation, the Electrokinesis discharge does 5 D 6 (but
method of hacking can be added to the Surveillance Systems costs 4 I . S . P . instead of 2), and the character's resistance acts
skill when operating automatic cameras in this manner) . The as medium cyber-armor (see below) for 3 melees per level of ex­
computer bonuses listed below can also be applied to vehicle perience. Bonuses are otherwise minimal: +1 to parry and +1 to
skills if the vehicle can be completely controlled by a computer, dodge, and automatic parry. When within range of the other
such as a spacecraft or futuristic hover car. computer, double the bonuses and add +5% to the computer
skill against passive security.
208
Telemechanics: This is the most powerful hacking tool of the electronic based thing, but on the other hand, Energy Disruption
Psiber. It is limited by range, but even if the hacker can not get cast on the virtual fire will extinguish it. If the Game Master will
access to the target computer, this ability gives such mastery of be allowing a Cybermancer in his campaign, it might be a good
his own system (by eliminating the delay of using a keyboard) idea to go through the spell list and make notes on what spells
that he can move easily and quickly through most defenses. If will work at all, and how the ones that do will actually function
the Telemechanic Psiber can get within range of the target com­ (The same goes for super abilities and talents).
puter, or hooked in via modem (or similar connection), use the
Machine Empathy (New Spell): Range: 25 feet (7.6 m) +5
bonuses for the Lightning Rider talent given later; otherwise, the
feet (1 .5 m) per level. Duration: 1 0 minutes + 1 minute per level.
following bonuses and benefits are gained: +2 additional at­
Saving Throw: None; only works on computers and intelligent
tacks/actions per melee round, +2 to strike, +3 to parry and
machines. P . P . E . : 1 5. Level: Considered a fifth level spell.
dodge, automatic parry, and + 1 5% to computer skills against
passive security. Telemechanics allows for mental connection This spell magically links the target with a nearby electronic
and communication with a computer, not control of it, so data machine, allowing him to communicate with it. If the machine is
must still be hacked (unless, of course, there is no security on it) . not self aware, but still capable of an array of tasks (like a com­
puter) , the spell recipient can interact with it, any internal pro­
grams and its software using some kind of input device (but at a
much faster and more efficient rate) or touch. Self aware com­
puters and artificial intelligences can be conversed with , but not
given orders or controlled. The spell is very much like a form of
organic to machine telepathy similar to Telemechanics in its re­
sults, but it does not impart the complete working knowledge that
its psionic equivalent does. The spell recipient can quickly learn
a lot about the machine through the link he shares with it, but this
knowledge will only be about 30% (compared to the 88% of
Telemechanics). Bonuses for hacking are: +2 additional at­
tacks/actions per melee round, +2 to strike, +2 to parry and
dodge, automatic parry, and + 1 0% to computer skills against
passive security.
Metamorphosis: Energy (New Spell ; R itual Only): Range:
50 feet ( 1 5.3 m). Duration: 30 minutes + 2 minutes per level. The
spell's duration can be extended for a full period by the expendi­
ture of another 1 25 P . P . E . Saving Throw: Only works on willing
participants. P . P . E . : 1 25. Level: Considered an eleventh level
-- --

spell.
This spell was specifically designed to allow someone to
physically enter a computer. The spell is designed to emulate
Lightning Rider, but it is not an exact copy. It is only available as
a ritual, and the character it transforms is immediately trans­
ported into a computer (which must be nearby). The spell faith­
fully emulates the ability of Lightning Rider to take a character
physically into the phone lines and cables of any computer net­
work. However, it lacks the offensive capabilities of the Lightning
Rider, and once transformed, the individual must enter and re­
main inside a computer or other data transfer device (like phone
lines) until the duration of the spell ends. Leaving the data realm
sooner ends the spell immediately. Use the bonuses listed for
Lightning Rider when hacking with the Metamorphosis: Energy
Magic spell.
Magic and technology d o not normally mix well, except for the Energy Disruption: This spell can be used by a character
specialized Techno-Wizard magic of RiftS®. However, there are that is inside a computer (see Metamorphosis: Energy) as a
a few other advanced societies that have developed magic rather effective form of attack. When targeting an opponent (that
alongside high technology and found ways of combining the two fails its save), the spell disrupts it for the duration of its effect.
in a manner different than Techno-Wizardry. The use of spells to The drawback and main reason this spell should be used care­
hack has the same drawbacks found in psionics: duration is lim­ fully is that after the time has passed, the affected target immedi­
ited, and the (P. P . E ) cost of casting and maintaining the magical ately reappears to once more conduct its duties (like hunt down
or ·supernatural" augmentation is rather high. the hacker if he is still in the system). This spell can also be used
Cybermancers are indeed rare, but those who can manage to to completely shut down a system , but the character must be in­
combine the mystical and technological arts are impressive side the system to do such and suffers the normal effects of a
within cyberspace. While inside a computer (by using Metamor­ system shutdown.
phosis: Energy) , the Cybermancer can use his physical abilities Robots and Artificial Intelligences: Robots with a modem
with the limits explained below. This means that spells can be connection can use that accessory as a headjack. The electronic
thrown normally, but G . M.s should use some common sense. nature of the robot's brain (even transferred intelligences use
For example, Fireball will work normally because computers and computer hardware to process thoughts into actions) makes
heat don't mix well (note that the fireball does not take up its nor­ them naturals in communicating with other computers. Like the
mal area of affect, it manifests within the electronic and digital Telemechanic and Mechano-Link hacker, robots have an amaz­
data realm that serves as the magician's cyberspace reality, and ing kinship with other computers, but unlike Mechano-Link and
the effects are proportional. However, Extinguish Fire will not much like a computer taking commands from a human hacker,
work on a digital fire. Though real in appearance, it is actually an the robot must still fight through security. Regardless, a robot's

209
computer nature makes it a much more natural hacker than a hu­ Alter Physical Structure: Electricity: This ability is very
man, with bonuses that include three additional attacks per me­ much like Lightning Rider with many of the same strengths and
lee, +2 to strike, +3 to parry, +3 to dodge, automatic parry, all of the same limitations, plus an additional one. This ability is
automatic dodge and + 1 5% to computer skills against passive not as focused or passive as the Lightning Rider. It is aggressive
security (remember, maximum is always 98%). and hard hitting, something one can see by simply looking over
AI and automated security can be set up by the Game Master the things it can do. In addition to the character using all of his
separately, but for the short and sweet, assume that artificial in­ physical abilities, all of his attacks in cyberspace add + 1 0 to their
telligence security programs function within their own system as damage. Because the character is actually within the computer,
8th level (or higher for advanced systems) Telemechanic the electrical attacks listed under this ability can be used against
Cyberjackers with 20 1 .0.s. The same AI would function in other active security, but it also means that (like Lightning Rider) no
systems (outSide their own, a rare occurrence) as Hardware op­ programs can be used, and the character must rely on his own
eratives of 6th level with 1 8 1 .0.s. Player character robots use skills. Again, it also means he can not use filters and must rely
their own level and 1 .0. attributes to determine bonuses. on his own S. D.C.
Note: For more information on various types of Cyberjacking, Mechano-Link: This is simply the ultimate hacking asset.
including examples of psionic, magical, supernatural, superhu­ Mechano-Iink allows those who possess it to completely ignore
man, bionic, and non-powered hackers from all of Palladium's passive security and automated active security (such as search
technological game settings, please refer to Issue #2 of Palla­ programs and simple attack AI like automated weapon pro­
dium's quarterly sourcebook series, The Rifter® grams). The only obstacle to this kind of hacker is high end, ac­
tive security like other hackers, programmers and intelligent AS,
Lightni ng Rider but even when faced with such opponents, the Mechano-Link
A variety of supernatural beings have the power to become a hacker has massive bonuses, including three additional attacks
creature of pure electrical energy, including many demons with per melee round, +3 to strike, +4 to parry, and +4 to dodge. Ad­
electrical or lightning powers (the Nightbane from the RPG of the ditionally, they have both automatic parry and automatic dodge
same name, included). Such beings can become a creature of abilities.
electricity known as a "Lightning Rider" and physically enter a If both Mechano-Link and Alter Physical Structure: Electricity
computer. Unless a great deal of P. P. E. is spent, the electrical are combined, the bonuses for this ability are added to the char­
charge is weak and does not inflict damage, however, while in acter's virtual abilities while inside a computer system . This is the
electrical form, the Lightning Rider can travel through conductive most powerful hacking ability and when combined with one of the
materials at enormous speeds. When the power is activated, the second most powerful abilities, the hacker is almost unstoppable
physical being disappears in a flash of electricity and "leaps" (sheesh, just look at the seven attacks at first level for the aver­
onto the nearest conductive material (metal and exposed wires age character with this combo).
work best) . If no such material is around, the Lightning Rider ap­
Energy Resistance: This minor super ability protects any
pears to become a small, pool of sparks, or a small crackling
Cyberjacker using it in much the same manner as a filter. It pro­
lightning ball that crawls around at a speed of 8.
vides no bonuses, but functions normally against cyber-combat
With the invention of telephone and electrical wires, this damage, absorbing the first 20 points of damage in each melee
power (available as a N ightbane "Talenr) came into its own and round.
enables Lightning Riders (and Nightbane) to travel from one cor­
Extraordinary Physical Prowess, Extraordinary Speed
ner of the world to the next in a matter of minutes through them.
and Multiple Limbs: Each of these super abilities increases the
Some Lightning Riders become extremely proficient in navigating
speed with which a hacker can type, and thus increases his per­
through telephone exchanges, cables and conduits. The easiest
formance slightly. They also aid a character when he is physi­
way, of course, is to call the place one wishes to travel to and
cally inside a computer, and thus the following bonuses are
then travel through the phone lines and jump out of the receiver!
available. Each of the three abilities adds +1 to strike and + 1 to
With the advent of computers and the Internet, this power has
dodge in cyber-combat. If two of the three are combined, the bo­
become even more influential. A character with Computer Oper­
nuses increase to +1 to strike, +1 to parry, and +2 to dodge.
ation can understand the information superhighway and hitch
Anyone lucky enough to have all three gains an additional +2 to
rides on modem calls. A character with Computer Programming
strike, +2 to parry, and +2 to dodge.
can become the ultimate hacker!
Cost: 1 0 P. P. E. points to activate per minute (it takes one
melee round of concentration to activate). The N ightbane can in­
crease the voltage to inflict damage: 1 D6 S. D.C . per 5 P . P. E. ,
per each attack; 8 points of damage will fry most electronics like
radios, portable computers, etc. Tempest-hardened systems will
survive as much as 40 points before being disabled.
Bonuses for hacking are: +2 additional attacks/actions per
melee round, +2 on initiative, +3 to strike and parry, +4 to dodge,
automatic parry, and + 1 5% to computer skills against passive
security .
Super Abilities
There are two particularly notable super abilities that have a
tremendous influence in RES, as well as a few others that help in
hacking. Of all the superhuman means of hacking, APS: Electric­
ity and Mechano-Link are the most powerful because they are
not limited by range and can bring their full effects to bear on
even the most distant of computers. Additionally, neither of them
has a duration , nor must anything be spent to maintain them.
Superpowered hackers are some of the most effective data
thieves and saboteurs, ranking right alongside robots and Artifi­
cial l ntelligences (AI) .
21 0
S pace S u rviva l
What would a guide for adventuring in the Milky Way galaxy 112 damage out to ten times normal range, no damage beyond
be without some additional rules for adventuring in space? The that), but it is still hard to hit something that far away, so apply a
following section will expand on some of the basic space rules - 1 for each multiple in range (- 1 for twice normal , -2 for triple
given in HU2 . Feel free to tweak them if necessary, and in the range, -3 for quadruple, etc. ). These rules apply mainly to
case of any discrepancies, defer to the rules given here. Ba­ hand-held weapons, not the larger spacecraft weapon ry which
sically, the Air and Space Combat Rules given on pages 86-90 relies on more powerful and precise weapons as well as more
of HU2 are unchanged, except for some expansion on certain advanced aiming systems.
aspects of the Outer Space section on page 90. Spaceships & Airlocks. In order to protect the crew and pas­
sengers of a spacecraft from a loss of atmosphere, all spacecraft
Zero Atmosphere have airlocks. An airlock is a set of two doors, one on the outer
hull of a spacecraft and the other set inside the vessel with a
The two most prominent aspects of outer space that need to room of varying size between them. The room can be small
be addressed when discussing both survival and combat are the enough to allow only one or two individuals in survival suits at a
absence of an atmosphere and gravity. Both of these character­ time or it can be large enough to hold one or two dozen individu­
istics are a danger to the typical space traveler, making outer als. Some even have spacesuit storage inside the airlock, and/or
space an environment that deserves all of its respect and a other supplies and equipment for space walks and other opera­
healthy dose of care when exposed to it. The vacuum of space is tions outside. The largest are made to accommodate small
frigid, cold beyond even the chill of the frozen worlds in HU2 . By fighters and space shuttles.
the same token, unfiltered solar radiation can fry the unprotected The pu rpose of the airlock is to allow personnel to exit the
character in a manner no thermal world could ever equal. Stay in (main) spacecraft without compromising the atmosphere of the
the shade you say? Then it gets even colder. And once past the rest of the ship. To this end, the inner door will never open while
temperatu re extremes, there is the lack of pressure. the outer door is open to space. The normal airlock procedure is
The bodies of every living thing, with a few exceptions noted for the personnel to leave the spaceship, enter the lock, then
later, have an internal pressure which their skins and muscles seal both the outer and inner doors. The atmosphere within the
are used to containing, because the atmosphere pushes back "lock" is pumped out and stored. Only then will the outer door
and maintains a balance. Once exposed to outer space, there is opens for the personnel to exit the vehicle. And vice versa when
no helpful pressure. In this situation, the gases in the blood sep­ coming inside from outdoors, with the air being pumped back in
arate and the body pushes out with its accustomed force only to when the outer hatch has been sealed. The outer airlock door
find no counter-pushing. Although this will not cause one's body will normally close upon exiting, but the atmosphere is rarely
to dramatically explode (as has been popularized in numerous pumped back in until the personnel return to the lock and seal
science fiction movies), it might rupture or split open at some both doors. Unless an airlock severely malfunctions, the only
point, causing serious injury and/or death. Even without this, way for a spaceship to lose atmosphere is for the hull to be
space is inhospitable at best, especially to air-breathing organ­ breached - L e. a hole or crack made in it from which the
isms who might as well be underwater in terms of oxygen supply. precious air supply leaks out. Even so, most larger vessels are
All in all, it is not a pretty picture. This is why so many precau­ sectioned off into air tight compartments that can be sealed (not
tions are taken by those who venture out into the harsh environ­ unlike those on a submarine).
ment of space. Pressurized spacesuits with radiation and heat
shielding are insulated against the extreme cold and protect the Vacuum & Loss of Atmosphere
wearer from invisible rays of deadly radiation. The H . E . S . A. , A spacecraft or spacesuit is a lot like a balloon on Earth: All of
H . E.S. S. , and Full E BA suits given on pages 1 90- 1 91 of Revised them have more pressure inside than the space outside. When a
Aliens Unlimited™ are examples of such suits designed for balloon is pierced, the pressurized air inside rushes out very
space survival. Some races have developed pSionic or magical quickly. In most cases, the thin skin ruptures and the balloon in-
counterparts to traditional "spacesuits" or use those mystical abil- stantly explodes. This is what is known as explosive decompres-
ities to augment their suits. Spells that create magical force fields sion and it can happen to a spacecraft or spacesuit. Fortunately,
or body armor, Telekinesis, Breathe Without Air, Impervious to most vacuum suits and spacecraft are much better designed to
Cold, and similar magic, all come in handy in a space environ- resist piercing and popping than your average balloon. To get a
ment. better idea of how it normally works, put a piece of tape on the
Coping with zero gravity is a simpler challenge solved by balloon and pierce it through the tape. The tape keeps the thin
tether lines, maneuvering thrusters, jet packs, or magical or rubbery skin from tearing under the proportionately greater pres-
psionic means of flight . sures inside and instead of popping instantly, the balloon will re-
Weapons & Range. The lack of an atmosphere in space main intact while the air whistles quickly through the small hole.
means practically no diffusion or interference for energy beams When a spacecraft or suit is punctured, be it from combat or
or projectiles. This means that energy weapons have their some mishap, the atmosphere inside will begin to leak out of the
ranges increased to ten times normal in the vacuum of space, hole, just like the air from the reinforced balloon.
while projectile weapons have their ranges doubled. I n truth, pro- Any hole in a sealed environment in space will eventually al-
jectiles have almost infinite ranges in space, but they are only low all of the atmosphere within to escape, just as the pinprick
practical to twice their normal range, after which drift and imper- will eventually deflate the reinforced balloon. For spacesuits, any
fections in the flight path begin to pull it off course. Projectile small hole (up to twice the amount of damage required to cause
weapons can still hit a target beyond double normal range, but it a breach) as little as a pinprick, will vent the suit's atmosphere/air
is difficult (-6 out to quadruple range and - 1 0 to seven times nor- supply within 1 06+5 minutes unless repaired. Any medium-sized
mal range. Beyond that it is a certain miss.). Energy weapons do hole (between two and three times the amount of damage re-
not have to deal with such drift, instead losing damage to diffu- qui red to cause a breach) will drain the suit's atmosphere in
sion of their beams (3/4 damage out to five times normal range, 306+3 melee rounds. Any large hole (between three and four
21 1
chop-lock will automatically sever the appendage and seal the
rest of the suit. A grim, but effective way to stay alive.
In spacecraft, atmosphere venting is a much more variable
experience. Primitive spacecraft, such as certain Earth vessels
or ships from other comparatively "low-tech" worlds may have a
single atmospheric chamber within the vehicle. Any hull breach
will affect the entire vehicle's atmosphere. More advanced ves­
sels often are divided into numerous atmospheric compartments.
In vehicles such as this, airlock-style doors seal off the compart­
ments and passageways of the craft immediately in the event of
a hull breach. Typically, just the areas adjacent to the breach are
sealed off, allowing the rest of the ship to function as normal.
Any small hull breach (up to twice the minimum amount of
damage required to cause a breach) will vent 1 00 tons worth of
atmosphere within 1 06+ 1 2 minutes, whereas a 300 ton vessel
will lose its air supply within 306+20 minutes. Any medium hull
breach (between two and three times the amount of damage re­
quired to cause a breach) will vent 1 00 tons worth of atmosphere
within 306+8 melee rounds. A large hull breach (between three
and four times the minimum amount of damaged required to
cause a breach) will vent 1 00 tons of atmosphere within 204 me­
lee rounds. Any hull breach greater than a large breach will vent
1 00 tons worth of atmosphere in a single melee round.
Breach Rules and Repairs. The rules for getting holes in a
spacesuit and repairing them are unchanged from page 90 of
HU2, but there are a few clarifications. All damages listed and
the rules for patching them are unchanged, except when the
spacesuit has more than 1 25 S . D . C . , in which case add 1 0 to the
required numbers. Using this rule, for example, it would require
an attack doing 32 points of damage to make an unpatchable
hole in a full E . B.A. suit (S.D.C. 1 80-250). Keep in mind that the
given numbers are for each attack that actually penetrates the
A. A . and does that full amount of damage in a single blast/at­
tack, not each attack that damages the suit's armor and not ac­
cumulative damage from multiple attacks (bursts and volleys
count as a single attack). All survival suits come with patch kits
that contain 6+ 1 04 patches. Each patch can seal a small hole.
Two patches can seal a medium hole, four patches can seal a
large hole. Holes larger than that generally can not be patched in
time to do the wearer any good. Emergency atmosphere sup­
plies can be added to survival suits, but once the atmosphere is
gone, exposure will set in as the cold of space affects the astro­
naut.
The rules for spacecraft suffering a hull breach are
changed from those given in H U2. First, one has to consider the
vehicle's (or robot's) Armor Rating (A. R.) any roll to strike be­
-

low the A. A. bounces off, doing no damage (other than a scuff,


scrape or burn mark). Any roll to strike above the A. A. damages
the armor/hull, but that does not mean that it actually penetrates
the armor. According to the rules, the armor must be totally de­
pleted before there is a breach and any internal systems, like the
pilot, can be damaged. However, Heroes Unlimited uses a sys­
tem that gives an overall S.D.C. rating to vehicles and robots.
So, what if the armor is depleted on only one little part of the ro­
bot/spacecraft? Simple, it starts to leak atmosphere. Thus, the
only modification to the system presented in Heroes Unlimited
is as follows: Any hit over the A. A. of a spacecraft or robot that
does enough damage will cause it to leak atmosphere. For every
times the amount of damage required to cause a breach) will 1 00 tons of a spaceship's mass, 50 S.D.C. damage is required to
drain the suit's air supply in 1 04 melee rounds! A gaping hole or puncture the hull and cause an atmosphere leak. Additionally,
long tear like that would be made if the spacesuit had an arm or multiple attacks can be directed at the same area in a deliberate
leg blown off, venting all of the suit's atmosphere immediately. attempt to blow a hole into a spacecraft. In such a case, the sub­
Most spacesuits are self-sealing, so any hole up to bullet-size sequent attacks will accumulate damage toward a leak, but each
will self-seal within 1 04 melee rounds. I n cultures where astro­ attack beyond the first must be a called shot taken with a -4 pen­
nauts' lives are considered somewhat expendable, spacesuits alty to strike. This same system can be used for repeated target­
are equipped with "chop-locks" at the shoulders, elbows, wrists, ing of holes sealed by an automatic hull breach sealing system.
hips, knees and ankles, to prevent rapid atmosphere loss. To seal a breach, one must keep in mind that most spacecraft
Should a gaping hole appear on an appendage, the nearest will have "patch kits" designed for their types of hulls. Second,
21 2
remember that the damage needed to puncture a craft is propor­ If at any point, the attempt to save fails, the character blacks
tional, so that a 400 point hole in battleship armor can often be out, and Hit Points are reduced to zero. At the end of the round
patched easily because it is the minimum damage needed to in which a character blacks out, he will die if not returned to an
cause the craft's atmosphere to leak and the size of the actual atmosphere and given prompt medical attention.
hole will not be very large (golf ball to grapefruit size). A 400 Note: The typical airlock takes 1 D4 minutes to cycle out air
point hole on a small shuttle, however, is quite another story and and open or one minute in a rush , but luckily they have emer­
may be the size of a door to the size of a house. Holes made by gency measures that allow the outer door to be opened while the
the minimum damage can be patched in two melee rounds. inner door is sealed, thus dumping the atmosphere (if present) in
Holes two to three times the required damage can be patched in the lock out into space, but allowing it to open in one melee ac­
eight melee rounds (two minutes), and larger holes (more than tion. Once the outer door closes (half a melee round/6 seconds),
triple the minimum damage) can not usually be patched. it automatically reseals and the inner door can be opened to
Spacecraft with emergency hull breach sealing systems do flood the lock with air in another action or two (2-6 seconds). I n
not have to worry about atmosphere loss until thei r third backup addition, the more advanced and/or safety conscious spacecraft
is penetrated. An automatic hull breach system can even seal a will have emergency air masks in the airlock so those returning
normally unpatchable hole, but if its third backup suffers a hole in a hurry can breathe while the airlock doors open and close in
too large to patch , the area will have to be sealed off. their normal cycle of 1 D4 minutes.
Once a spacecraft, robot/power armor or spacesuit begins to
lose atmosphere, the occupant(s), naturally, will want to seal the
breach and preserve atmosphere before it all vents out. Charac­
ters on board a spaceship can use that time to perform minor
tasks in the room (like heading for the airlock, grabbing an extra
spacesuit or oxygen bottles, or setting a weapon turret to auto­
matic, etc.) before the doors automatically close and the compro­
mised section is sealed off. U ltimately, one must get out and into
a part of the ship that has not been breached. This is very much
like the crew on an ocean ship or submarine running to an air­
tight compartment when the one they were in has been breached
and water starts to run in. Only in this case, the air is running out
(and gravity probably lost).
A character inside the breached section/room with access to
a spacesuit and tools could also seal himself in and try to effect
repairs without having to go outside the craft. Once the hole was
fixed, the room can be re-pressurized and used normally.
Breaches beyond repair can only be sealed off.
The only possible complication in such a scenario is if the
sealed off area is vital to certain operations and does not have
an automated backup system. This kind of situation is why char­
acters should not trim costs by skipping on a navigation robot or
automated combat computers. This is also why most military
spacecraft require their crew to wear spacesuits when combat is
anticipated, so that in the event of a hull breach, they only need
to don a helmet rather than evacuate that compartment.

Suffocation &
Depressu rization Ru les
So what happens when a spacecraft or spacesuit has a hole
in it that can not be patched in time, or at all, and there is no
place to go? Spacecraft occupants who can slip into a spacesuit
will be fine as long as their air supply holds out. Spacecraft occu­
pants without spacesuits or those wearing breached spacesuits,
however, are in a spot of trouble. Keep in mind these rules have
a heroic bent and are more lenient than reality would dictate.
Without a breathable atmosphere/air supply the character will
suffocate. Once the atmosphere is gone, characters have four
melee rounds (one minute) to do something, before they black
out.
Forget holding one's breath, since the vacuum won't allow it.
As soon as atmospheric pressure is gone, the air in one's lungs
exhales with one great rush that can not be stopped. Each melee
beyond the first four requires a save vs lethal poisons and each
save is made at a cumulative -2 to save. If the first such save is
successful, the character remains conscious, but loses all of his
S.D.C. Each subsequent round that a save is made, reduce the
character's Hit Points by 1 0%; when they reach zero, he is un­
conscious, regardless of saving throws.

21 3
Cold. In addition to suffocation, a character with no atmo­ erected before atmosphere is gone, but not from cold or radiation
sphere in their spacecraft or survival suits (or anyone sucked into exposure). Bio-Regeneration or Summon Inner Strength will help
space without protection) also suffers from exposure to the ex­ diminish damage by half and give the character an extra 2D4x1 0
treme cold of the void. The normal exposure rules for extreme seconds to survive suffocation!
temperatures in HU2 have an eight hour period between applica­ Aliens from high radiation worlds (immune to radiation, but
tion of penalties, but in the unforgiving environment of space, ex­ not cold or general exposure), those from no atmosphere home
posure penalties are applied every melee round (15 seconds) worlds (immune to suffocation, but not exposure), experiments
the character is in the frigid grip of the vacuum. Thus, each me­ that do not breathe (immune to suffocation, but not exposure),
lee of exposure will see the character suffer from cumulative aliens from an abrasive atmosphere home world, and any char­
penalties of -2 to P.S. and P . P . , -8 S.D.C. (then H it Points), and acter with a Natural A. R. of 13 or higher will suffer half damage.
a 30% reduction in speed. Helpful magic spells include Armor of Ithan (protects against
Reduce the penalties for beings from frozen worlds, but still general void exposure and half effects for cold exposure),
apply them each round. For aliens from thermal or aquatic Breathe Without Air (stops suffocation, but not exposure), Imper­
worlds and those with their structu re altered to water, double the vious to Cold (same as psionic ability) , and Metamorphosis: Mist
penalties. Characters normally immune to cold still suffer from (protects against void exposu re and suffocation, but not cold ex­
exposu re, but only the initial penalties for the normal exposure posure).
rules would apply and they would only receive penalties every Recovery. Those characters returned to an atmosphere be­
eight hours (if they had atmosphere to survive that long). fore they black out, whether by their own resourcefulness or the
Radiation. Additional damage may be suffered by character efforts of rescuers, will recovery rapidly.
in space if they are not fully shielded from the radiation. Radia­ Anyone other than super beings, supematural creatures, ro­
tion is not a worry if in the shadow of a planet or large object or if bots and androids exposed to the vacuum for more than a few
the character is in a spacecraft or spacesuit, even one with a seconds will show and feel the experience. For each melee
hole in it. The only exception to the latter two will be in the case round they were exposed, they suffer a - 1 to all combat rolls for
of two or more unpatchable holes in either the suit or the space­ 1 D4 hours and their P.E. will effectively be reduced to half for
ship/room the character is in. Exposed character take 1 D6 dam­ that same period. Thus someone in the void for four melees be­
age per melee round ( 1 5 seconds) from radiation and have a fore being rescued will be -4 to all combat rolls and at half their
0 1 -20% chance each round of contracting radiation poisoning. P.E. for 4D4 hours. In addition to these penalties, they will suffer
After all, outer space is saturated with stray radiation; without from whatever damage they endured in space and any other ex­
any atmosphere or spacesuit shielding to soak that up, astro­ posure penalties will linger for 8+ 1 D4 hours. Thankfully, any lost
nauts are exposed to potentially lethal dosages in very short S.D.C. returns at ten times the normal rate and H it Points at
spans of time. Note: Super beings with the power of Control Ra­ twice the normal rate, but if the character lost all H it Points and
diation and Absorb Energy are not harmed by radiation. Those entered a coma/blacked out, he must be properly treated as
with Energy Resistance, Bend Light and Energy Channeling suf­ such before he can recover further. All of the surviving coma
fer 1 D4 damage every minute (4 melees). rules apply and the recovery of Hit Points/S.D.C. are not acceler­
The "super" factor. Some aliens and super-powered charac­ ated in the latter case; additionally, any exposure penalties, both
ters can survive in space or are more tolerant (take a quarter of from the cold and for simply being in the void, will linger in this
the normal damage) to the harsh conditions of the vacuum, ei­ case for 1 D4 weeks.
ther by virtue of physiology, or artificial or superhuman means.
Those characters who can su rvive exposure to the vacuum of
space (the lack of atmosphere, extreme cold, exposure to radia­
tion) include those who are Invulnerable, Intangible, can tum into
Zero G ravity
energy or an inorganic substance (ice, stone, energy, etc.), ro- By Wayne Breaux Jr. & Kevin Siembieda
bots, androids, full conversion cyborgs, and mineral aliens and In the emptiness of space there is no gravity. That lack of
even most of them need air. Note that Alter Physical Structure: gravity means little or no weight and a tremendous increase in
Fire will be instantly extinguished by the vacuum of space and the perceived strength of a character. This effect is paramount to
can not be activated while lacking air to burn. Likewise, a charac- understanding the handicaps of zero gravity. In such an environ-
ter using APS: Water will freeze solid within 3 seconds in space. ment, every character has the lifting capacity of Supernatural
The following super abilities need no or little physical protec- P.S ., allowing them to carry weights equal to 300 times their P.S.
tion, and only a supply of atmosphere/air to survive in space in- and lift/push as much as 500 times their P.S. rating; however,
definitely: Adapt to Environment, Alter Physical Structure (APS): none of the other traits of Supernatural P.S. are conferred, only
Electricity, APS: Ice, APS: Metal, APS: Stone, APS: Smoke, lifting and pushing increases.
APS: Plasma, Copy Physical Structure (to one of the previous Those characters who already have Supernatural P.S. retain
APS), Create Force Field (only provides atmosphere if created their increased damage and will find their lifting and carrying
before air is gone, but can also be used to seal holes in ships weights increased by ten times. However, these increases are
and suits) , Force Aura (same limits as Create Force Field) , Invul- only for situations where the character is anchored or braced
nerability, Intangibility, Teleport (if used to get the character to properly, otherwise his or her mass is compared to that of the
safety instantly) and Mega-Heroes. These characters can sur- object, and moving thousands of pounds will not be possible,
vive as long as they have air to breathe, and survive 1 0 times even for a supernaturally strong character who can normally lift
longer than normal without air! the same weight! Why? Because in the weightless void of space
Those with the following powers will take one quarter the nor- the laws of physics still apply, most notably the fact that for every
mal damage from the vacuum of space, and last three times as action there is an equal and opposite reaction, and without grav-
long without air: Bio-Armor, Immortality, Karmic Power, Energy ity to help give a common point of reference to the two objects,
Absorption, Extraordinary P.E. and Healing Factor as well as An- the character lacks the leverage and mass to move it.
cient Masters, partial conversion cyborgs, mystically bestowed, When a character under normal gravity pushes against an ob-
and insect aliens. ject to lift it, his feet push back against the ground with a pres-
Helpful psionic abilities include Impervious to Cold (negates sure equal to the weight being lifted. Gravity pulls down on both
cold exposure, but not radiation or general void exposure effects) of them, giving a common point of force for the character to work
and Telekinetic Force Field (will protect from suffocation if against. If the same object were lifted in zero gravity, the unan-
214
chored character would find himself tumbling as he lifted it, since • -2 attacks per melee round. Physical damage inflicted is half
his feet would move in the opposite direction, drifting away from that of normal.
their previous position to counteract the motion of lifting. So tech­ • -3 to initiative, +2 to strike, parry and pull punch,-4 to dodge
nically, he could move it, but not accurately lift it, plus the act of and disarm .
doing so causes drifting and spinning. An anchored character on
• Reduce the speed attribute by 70%.
the other hand, can use a spacecraft, space junk or whatever to
brace against to counteract that drift and move the object. Characters with flight or anti-gravity. Robots, exo-skele­
Likewise, when punches are thrown in combat, the character tons, or bionics with maneuvering systems or those with flight ca­
will have trouble stopping h is momentum and will drift in the di­ pabilities, including jet pack, mechanical device, superhuman,
rection of the attack, just as his opponent will find it hard to resist magical or psionic flight, as well as those with powers that ne­
moving in the direction of his dodges or is pushed from the force gate/counter weightlessness, suffer no penalties in zero gravity.
of the attack once he is hit. The momentum of the punch is trans­ " Basic" Zero Gravity Combat skil l provides the character
ferred to his weightless form and does half damage but knocks with bonuses rather than penalties!
him away and sets him floating. This is why weightless activities • Number of attacks per melee round are unchanged.
seem to happen in slow motion; it is difficult to take actions when • +1 on initiative, +1 to strike, parry, disarm, and pull punch,
there is nothing to counter the initiative and actions have to be and +2 to dodge.
carefully controlled in order to avoid uncontrolled reactions.
• +5 to normal speed.
Characters will float helplessly within the void unless they
have some kind of anchor or tether to pull themselves along or • Punches, kicks and physical attacks do normal damage (do
means of propulsion. Anchoring oneself to a stable surface or not reduce by half).
having some kind of propulsion to provide resistance (as well as " Elite" Zero Gravity Combat skill gives the character the
maneuverability) will greatly reduce the difficulties of functioning following bonuses. The bonuses from zero gravity combat train­
and fighting in zero gravity, but they can not totally negate them. ing apply only when the character is in a weightless state, not
Only a handful of technological or superhuman assets will ne­ just when he is in space. Thus, a character with a super ability or
gate those difficulties by providing artificial gravity for characters other means of negating the penalties of zero gravity does NOT
active in space. Some of these rare assets include j udicious use gain the Zero-G Combat bonuses unless those abilities fail him
of the increase gravity aspect of the major super ability of Gravity and he is subject to weightlessness. Likewise, the character suf­
Manipulation or similar abilities from the alter and control vacuum fers no penalties when made weightless by the Gravity Manipu­
powers, the minor super ability of Flight: Wingless ( Flight: lation super ability.
Winged and Flight: Glide will not function in the void of space for • + 1 attack per melee round
there is no resistance with no atmosphere) , the Personal Gravity • +1 on initiative, +2 to strike, parry, dodge, disarm, and pull
Field spell, practically applied telekinesis (uses one attack per punch.
melee to concentrate on this application), and the very expensive
personal gravity systems (see the TGE Product Catalog) . All of • + 1 0 to normal speed.
these will negate any penalties for zero gravity and allow a char­ • Punches, kicks and physical attacks do normal damage (do
acter to use combat bonuses and fully apply their P .S. (the in­ not reduce by half).
creased lifting weights still apply). Also note that spacecraft with
artificial gravity will have their full gravity inside the vessel and Throwi ng punches, kicks and
half gravity on the hull, unless they are armored with medium or
heavier armor. Medium spacecraft armor and anything heavier
other attacks i n Zero G ravity
will block any effects from a gravity generator from seeping The following incidents and reactions only apply to those with­
through the hull. Those characters spacewalking on such mili­ out Basic or Elite Zero Gravity Combat training and who are not
tary-class armor will need tether lines or magnetic boots to help anchored down or otherwise immune to the effects of no gravity.
anchor them unless they are using jet packs or other means of Those trained for Zero-G combat automatically shift their bodies
propulsion. and adjust their attack moves to avoid the pitfalls that follow.
Zero-G trained combatants and those with flight capabilities (or
Com bat i n Zero G ravity gravity nUllifying powers) can stand toe to toe with each other
and slug it out like normal. Note: The following penalties and re­
The lack of gravity in space can be disorienting and make
actions also apply to combat with melee weapons (swords,
moving difficult, especially in any kind of combat situation.
clubs, etc.).
Things seem to move in slow motion and punches can send the
attacker drifting away even as his victim spins in another direc­ Throwing a punch and missing will cause the character to
tion. To simulate some of this, we apply penalties to the actions lunge in the direction of the punch and float past his opponent,
of characters in zero gravity. giving "the dodge" move greater significance in Zero-G.
Free floating characters not anchored to a stable surface Making a kick that m isses will cause the character to spin
and with no means of propulsion have the following penalties away from his opponent. Putting 2D6 yards/meters between him
(this includes characters on a stable surface, but not anchored or and his opponent every melee round until he can stop the spin­
braced) : ning and right himself. However, this can only be done if the
character has some sort of propulsion (air gun, maneuvering
• Reduce attacks per melee round by half (each attack/action jets, etc.), or if he has the Acrobatics or Gymnastics skill. These
takes up twice as many actions as normal). Physical damage two skills enable the character to stop the spinning and himself
inflicted is half that of normal.
right immediately, but use up one melee action/attack. And don't
• -4 to initiative, strike, parry, dodge, pull punch and disarm (but forget, these fighters are probably already fighting with penalties.
+6 to roll with impact). Connecting with a thrown punch or kick. First, the punch
• Reduce the speed attribute to a paltry two points! (kiCk, head butt, body slam, etc.) does half damage! Cut any P.S.
• Character that are braced or anchored, tied in place, teth­ damage bonuses from P.S. attribute or skills in half too.
ered, or using spells like Carpet of Adhesion have reduced Second, the victim struck floats backwards away from the hit­
penalties, but dodging is still difficult due to the need to over­ ter, and the hitter floats backwards away from his opponent. This
come the very anchors that make their actions easier. puts 3D6 yards/meters between the attacker and his opponent
21 5
every time they hit, kick or collide with each other . They will con­ case the fi g ht goes on until one beats the other into submission
tinue to float apart until one or both can stop their backward float­ or the spacesuit, environmental battle armor, or
in g , ri g ht themselves and move in for an attack. However, this exoskeleton/power armor is "breached." A breached suit will
can only be done if the character has some sort of propulsion (air send that character scurryin g to safety or to plug the hole. Or it
gun, maneuverin g jets, etc.), or if he has the Acrobatics or Gym­ will kill him in a few minutes. Of course, he may try to kill the an­
nastics skill. These two skills enable the character to stop float­ tag onist responsible first.
ing or spinning away, right himself immediately (uses up one If one of the fighters wants to break lose from a hand hold or
melee attack/action) and lunge forward (using up another melee from being entangled by his opponent's feet or legs, he twists
attack/action) for the next strike. Don't forget, these fi g hters are and pushes to break free. This combat move is done just like a
probably already fighting with penalties. roll to strike vs a parry (or in this case, a move to hold on). Roll to
Parried attacks. A successful parry means a minor collision strike (in this case break free). The opponent rolls to parry (in
which causes the two combatants to drift in the opposite direc­ this case to retain his hold) . Hi g h roll wins . Ties g o to the g uy
tion of each other (probably switching positions) much like con­ holdin g on. A successful break free strike means he pulls away
necting with a punch, only the distance they float is only 1 06 but the two opponents are only a punch or lunge apart - unless
yards/meters per melee round. The usual method of righting the character has the Acrobatics or Gymnastics skill (or either of
oneself and returning to attack applies. the Zero Gravity Combat skills), in which case he can somersault
Grappling and holding one's opponent is a good way to 1 06 yards/meters away. The move to break free from a hold
avoid drifting away before the combat is concluded (heck, in counts as one melee attack and the action of holdin g on also
many cases, before it's barely begun). In fact, space pirates, counts as a melee attack .
raiders, mercenaries and soldiers will often try to hold on to their Breach Attackl Obviously the quickest way to incapacitate, if
opponent with one hand and pummel away with the free hand. not kill, one's opponent in outer space is to breach his environ­
Wrappin g one's feet and legs or entanglement with a cord has mental suit. As noted earlier, this mean, rollin g above the Armor
the same result. Stran g ely enough, this couplin g has a few ad­ Ratin g of the suit or protection (force field, etc.) and inflictin g a
vantages. 1 ) The two battlers do NOT float apart. 2) Neither can larg e amount of damag e in one lethal attack. A typical spacesuit
use a parry or dodge (they just hold and hit each other). 3) It is will require around 30-35 S. D.C . , body armor and power armor
hard to miss each other (only a strike roll of 4 or lower misses) . 50-60 S . D.C. (sometimes more). This is difficult to do with one's
And 4) Wrestlin g moves such as pin and crushing attacks (bear fists if an ordinary human (or human equivalent), especially con­
hu gs) as well a head butts can be used. sidering those unskilled in Zero-G combat inflict half their normal
However, while the two combatants are held tog ether, the punch and P. S. damage, but may be possible with a weapon,
force and motion of their actions will cause them to float or spin and very possible if one is trained in Zero G ravity Combat or has
away from where the confrontation started . Linked as they are, superpowersl
they probably don't even feel the motion and can continue to To use a melee weapon or one's fist or feet (kick), the at­
fi g ht unabated. The problem is that they will be floatin g away tacker must announce he is makin g a power punch and roll to
from their original starting point - and most likely, away from strike as usual . If the strike roll beats any attempt to parry or
their spacecraft and comrades at a rate of 206 yards/meters per dodge, and if the roll bests the A. A. , then the attack hits as a
melee round. At the end of the fi g ht, the winner (and the beaten power punch, inflicting DOUBLE DAMAG E! If the damage is
or slain body of his opponent) may find himself lost in space. enough concentrated force to breach the suit, a small tear or
Breaking a grappling hold. It is often the case that two hole or crack appears and air rushes out as described earlier in
Zero-G battlers both desire to hold on to their opponent, in which the section about Space Survival. Note that the power punch at­
21 6 tack counts as two melee actions/attacks.
Projectile Weapons that utilize any kind of kinetic energy, something as big as a planet or a moon when using passive sen­
such as firearms, rocket launchers, mini-missiles, rail guns, etc . , sors. Detecting smaller items, such as certain rogue asteroids,
send t h e attacker drifting backward at a speed equal t o t h e num­ comets, or spacecraft, however, is a bit more tricky.
ber of dice the weapon does for damage in yards/meters. So if To accurately detect something small and/or highly mobile us­
the weapon does 4D6 damage, the shooter is knocked back 4D6 ing passive sensors, the operator must make a successful Read
yards/meters every melee round. As usual, the power of flight Sensory Equipment roll. A failed roll means the operator will
(natural or artificial), a tether or brace to hold one in place is have overlooked any suspicious readings or indications of a pos­
needed to negate this effect. Acrobatics, Gymnastics and either sible threat. In most cases, the operator will simply think that the
Zero G ravity Combat skill can stop the backward movement at scan did not turn up anything.
the cost of one melee action/attack and only after being knocked A successful roll will reveal the size, shape, movement, and
back 1 D4 yards/meters. Unless firmly anchored to a spacecraft other details of solid objects within the scanning area by inter­
or other mass, projectile weapons are not effective as hand-held preting how they react, interact, and block energy readings. For
weapons in space. example, a successful passive scan would reveal a large metallic
Energy weapons and Energy Expulsion super abilities object with similar profiles to a battleship moving at 40% of factor
(and magic spells) have no appreciable kickback, and do not speed at a range of 1 25,000 miles (200,000 km) and heading in
send their users flying when used in zero g ravity. They also often a specific direction. If the battleship's profile in this example were
inflict sufficient damage to "breach" spacesuits and light to me­ already within the scanning vessel's combat computer, it is likely
dium body armor. Heavy energy weapons and powerful energy be positively identified. A skilled scanner operator should also be
wielding creatures may possess enough firepower to breach able to make an educated "guess" at what it represents (in this
power armor and the hulls of light to medium spaceships. Energy case a battleship). Active sensors might actually be able to pin­
blasts can not be used like a power punch. Whatever damage point exactly what kind of battleship (friend or foe) and whether
they inflict is all they do per blast. Moreover, to "breach" using an or not its weapon systems were charging up (for an attack on
energy weapon, the attacker must make an aimed, "Called Shot" them?). However, active sensor probes would reveal their pres­
and hit, otherwise it is assumed the S.D.C. of the main body ab­ ence, location and identity to the battleship. Other than the gen­
sorbed the damage. The same is true of projectile weapons. erally limited ranges of passive sensors, their only major
drawbacks are the lack of fine detail they can provide and the
Advanced Space Com bat fact that they are easier to block or hide from than active sen­
The advanced nature of electronic warfare plays an important sors.
role in any space combat. To that end, this section introduces a
number of new, but entirely optional rules for passive sensors, Game Rules for Passive Sensors: Passive sensors are in­
active sensors, and other electronic hardware for use in a galac­ cluded in the advanced sensor package for all spacecraft. Ad­
tic campaign. These rules are meant to add to the act of "prowl­ vanced passive systems will come with military sensors, have
ing" in a spaceship - sneaking up on and evading one's enemy. extended ranges and better object profile databases than the ba­
If such rules become burdensome or displeasing, feel free to not sic passive systems. Passive sensors are best handled with the
use them, or to use them only for dramatic purposes. Enjoy. Read Sensory Equipment skill. If a character does not have this
skill but can operate computers, he can recognize big blips and
Passive Sensors obvious readings, but can not hazard a guess about what they
Passive sensors monitor energies given off by other things, mean or notice more difficult or hidden targets, nor see or inter­
including heat from engines, radiation from stars, gravity from pret subtle (yet telltale) readings and data. The G . M . may want to
planets, and noise from machines, the crew, docking, etc. By in­ impose skill penalties ranging from -5%-25% for noticing and in­
terpreting this information into imagery, passive sensors provide terpreting obscure or subtle sensor readings and when an oppo­
a reasonably accurate means of scanning an area for potential nent is using countermeasures, cloaking systems or actively
hostiles in such a way that makes the scanning vessel very diffi­ trying to hide his presence (i.e. hiding in an energy stream or gas
cult to detect. Namely, the "passive" scanners do not themselves cloud to throw off readings, etc.). Apply penalties based on logic
emit any detectable energy or signal. As a result, military craft, and common sense.
pirates, smugglers, and any other craft that wish to avoid detec­ If a spacecraft is operating on passive sensors, all weapons
tion will operate on passive sensors as much as possible. operate only with the bonuses of the gunner. Laser targeting sys­
Passive sensors are basically the advanced sensor systems tems and radar are "active" sensors and will tip off one's enemy
that virtually all spacecraft rely on in one form or another to make to thei r location. However, once combat is begun, active systems
thei r way around the galaxy. The major difference in such sys­ are usually engaged to give the vessel and its weapon systems
tems between differing spacecraft is the amount and level of their full combat bonuses. The spacecraft itself gains no bonuses
sensors and to what use they are applied. A cargo ship will cer­ in combat except those gained possibly from propulsion type and
tainly use passive sensors to help it maneuver and during routine spacecraft class.
flights to alert it to certain dangers, but such a spacecraft will When a spacecraft is attempting to move undetected, it may
tend to rely more heavily on active sensors. Military and pirate do so by navigating by passive sensors (and even vision) alone.
spaceships on the other hand, will have an extensive passive When done correctly, this enables the vessel to essentially use
sensor network designed to allow the vessel to operate with little the Prowl skill and sneak by enemy ships, satellites or observa­
chance of being detected while still being able to locate and tion posts. When navigating by passive sensors alone, the skill
identify possible enemy targets. ratio of the captain's pilot skill becomes the spacecraft's skill ratio
The average passive sensor network will combine thermal, for prowling. Bonuses to this ratio can come from spacecraft
magnetic, radiation, light, and other sensors i nto a system that modifications such as stealth coatings and propulsion systems
can detect and classify planets, spacecraft, and other solid ob­ that are difficult to scan for, such as laser sails. Even under good
jects. These systems often do not specifically detect solid ob­ conditions, however, this kind of stealth is difficult and sneaking
jects, but instead pick up the void these objects make by right up alongside an enemy spacecraft is almost impossible.
interrupting the flow of energies the individual sensor would nor­ Getting away on the other hand, is very possible.
mally pick up. For example, on passive sensors a planet might When the prowling vessel is at the edges of its opponent's
come up as a "hole" in space within a larger field of radiation or sensor range, the percentage to go undetected (or "prowl") is
magnetic energy. I n general , it is almost impossible to miss normal (equal to the captain's piloting skill ratio). At distances up

21 7
to one half sensor range, a penalty of -25% is applied to the pas­ able. A searchlight may render a great deal of visual detail, but
sive vessel's chances to prowl. Getting within 'visual' range ap­ its use is obvious not only to the enemy target, but anyone else
plies an additional penalty of -25% (for a total penalty of -50%) to within range to see it. Moreover, the visible searchlight can be
the passive vessel's chances to prowl. Visual range includes line traced back to its source, making the user vulnerable to attack or
of sight as well as certain immediate sensors and the fact that a countermeasures. Such is the difference between active and
spacecraft that close is about as hard to miss on scanners as a passive sensors, a tradeoff between scanning clarity and
planet. This close range is about 1 00 miles ( 1 60 km) or so, but detectability .
spacecraft can cover such distances quickly, and few crews will Some of the common active sensors include targeting radar,
be able to respond to such an immediate presence in time. infrared and ultraviolet optics, targeting and range-finding lasers,
If a prowling vessel attempts to move unnoticed and fails, the sonar and a number of unique sonic or unidentified energy sys­
spacecraft it is trying to avoid has a normal chance (successful tems in use across the galaxy. Active sensors do the same
Read Sensory Equipment roll) to detect it. If the prowling space­ things as passive systems, but much more aggressively . Where
ship successfully moves undetected, then it will remain invisible passive sensors might reveal the presence of a battleship, active
to the opposing vessel unless 1 ) the prowling spacecraft opens sensors will also show identifying marks, visible weapons and ar­
fire, 2) the prowling ship switches to active sensors, 3) the prowl­ mor, accompanying fighter craft close by, external damage, crew
ing vessel moves closer to the detecting craft, or 4) it suddenly movement, energy spikes common to the activation of weapons
engages a light speed propulsion system. As mentioned before, or other systems, and so on. At the same time, said battleship
there are three basic ranges at which a prowling vessel may be would probably know that it had just been scanned, and would
detected: at the edge of the detecting vessel's sensory range, at take action to locate the one doing the scanning and to take the
half the detecting vessel's sensory range, and within visual con­ appropriate action, which is likely to include investigating or at­
tact (usually within 1 00 miles'/1 60 km) of the detecting vessel. tacking the one probing it. That is why many battleships rely on
Whenever a prowling vessel crosses one of these thresholds, it passive scanning until they are ready to open fire or make their
must roll again to keep prowling, otherwise it will become open to presences known in an act of intimidation or show of force . Once
detection . they are probed or believe themselves to be in danger of attack,
For example, the pirate vessel Razorfish is navigating by they will actively scan the area and their target(s) before com­
passive sensors alone in an attempt to sneak up on the cargo mencing an attack. Knowing they have been "scanned" also
vessel Sundog. As the Razorfish enters the outer edge of the gives the battleship the option to initiate evasive action or special
Sundogs sensory range, the pirate captain rolls to have his ship cloaking, call for reinforcements, dispatch reconnaissance
sneak closer to the Sundog without being noticed. The pirate scouts, attempt communications with the probing vessel, or en­
captain's Pilot "Small" Military Spacecraft skill ratio is 60%, and gage countermeasures in anticipation of an attack, rather than
he rolls a 55%, so he sneaks in undetected. Until the Razorfish open retaliation with weapons blazing .
reaches the halfway point of the Sundogs sensory range, the Most civilian and commercial spacecraft have no need to h ide
ship remains hidden. When the Razorfish crosses over the half­ and will thus run active scans all the time. Likewise, many mili­
way point of the Sundogs sensory range, the pirate captain rolls tary vessels will also run active until they have orders to the con­
again to stay hidden, this time at -25% . The pirate captain rolls a trary or they enter an area that holds some risk or where they
33%, just under the 35% he needed to roll . Thus, the Razorfish don't belong (like behind enemy lines). As soon as any kind of
remains hidden and sneaks even closer to its unsuspecting prey. battle or confrontation occurs, however, nearly any vessel will go
At this point, the pirate vessel could probably open up with its active and crank up their sensors to watch for any early warning
weapons and hit the Sundog by surprise, but the pirate captain of attack or increased aggression .
wants to get even closer, apparently convinced that his good Game Rules for Active Sensors: These sensors are more
luck will hold out forever. Despite the protests of his crew, the direct in their activities and readings and thus much more similar
captain pushes the Razorfish into visual range of the Sundog. to other sensor systems presented in Heroes Unlimited™. Ac­
The pirate captain rolls again to remain hidden, this time at -50% tive sensors that provide bonuses, such as laser targeting, com­
because he is so close to his opponent. The captain needs to roll bat computers and radar, will generally function normally without
under a 1 0%, but botches it with a skill roll of 44%. Now the requiring rolls to operate . Scanning objects with active sensors
Razorfish is essentially out in the open, the pirate crew is ner­ for information does require a Read Sensory Equipment skill roll,
vous, and the pirate captain is beginning to wonder if he should including radar and sonar rolls to get information on targeted
have launched a missile volley back when they were still hidden. craft. Such systems will lock onto targets, but getting full details
Meanwhile, the Sundogs diligent scanning officer takes a look at on what it is exactly (beyond general classifications) will be up to
the ships's sensors and sweeps the area for possible trouble. the operator.
The officer's Read Sensory Equipment skill ratio is 88%, and he Active sensors can detect the charging of a weapon system,
rolls a 29% - success! The officer spots the Razorfish brazenly though not usually in time to dodge (weapons that only fire once
sitting only 90 miles ( 1 44 km) away, recognizes it as a likely pi­ or twice per melee round are exceptions and a spacecraft will be
rate ship and without hesitation, alerts the crew, who immedi­ + 1 to dodge them, if a successful Read Sensory Equipment roll
ately lock onto the Razorfish and open fire. As the pirates watch detects the weapon charging) . They can also detect when a
multiple volleys of missiles bearing down on them, they all real­ spaceship is accelerating to light speed and those with the right
ize that their career as interstellar criminals is about to come to systems can detect the Signatures of life forms close to the hull,
an explosive end. but the latter can only be done when within 1 0 miles ( 1 6 km) or
less. Active sensors can also detect the launching of lifeboats,
Active Sensors shuttles, fighters, satellites, power armor and missiles, as well as
Active sensors are more accurate and powerful than passive the presence of force field generators, and defensive coatings.
ones, but they must emit some kind of energy or otherwise ac­ They can even estimate the number, range, speed and trajectory
tively search for the information they provide. As a result, active of missiles in an approaching volley. Note that the self-guidance
sensors are fairly easy to detect, and not advisable for space­ systems of missiles are also a form of active sensor so the ship
craft trying to maintain a low profile. To better understand the dif­ doing the scanning can tell if the missiles have a lock on them.
ference between active and passive sensors, try comparing Medium- and long-range missiles may have computer guidance
light-amplifying nightvision goggles to a searchlight. The goggles enabling them to change their course and dodge attacks made
may not provide as much visual detail, but their use is undetect- on them, fooling sensor scans.
21 8
A spacecraft operating its active sensors can not attempt to A successful skill use of ECM technology in combat negates
prowl and will be automatically detected by anybody running ac­ the active sensor bonuses of a target craft for a single melee
tive or passive sensor scans themselves. At the G .M .'s discre­ round. An attempt can be made each round, but it takes all of the
tion, certain circumstances may allow a ship running active ECM technician's actions to maintain the protection, whether his
sensors to remain undetected or able to shut down active scans attempt succeeds or not. Active sensor systems include radar,
in time to avoid detection or to hide. Such cases might include targeting computers, missile self guidance systems, and sonar.
ships within large energy fields or interstellar dust clouds, ves­ Laser targeting is unaffected, as are certain other bonuses like
sels employing some kind of electronic countermeasure (ECM), level bonuses gained with W. P. for gunners who have line of
or ships that run radically advanced active sensor technology sight. Craft larger than 500 tons gain a +2 to dodge on the
with longer ranges. rounds that ECM rolls are successful.

Electronic Countermeasures
Electronic countermeasures (ECMs) are a combination of
systems that help to defend a spacecraft from enemy sensors New Su per
Abi l ities & Mag ic
and electronic targeting devices, such as missiles and passive
sensors. ECMs use decoy signals, electronic masking, and other
advanced camouflage techniques to fool or overwhelm sensors,
thus negating bonuses or reducing sensor accuracy. As a result,
&
ECMs are often targeted against specific vessels, leaving other By Wayne Breaux J r. Kevin Siembieda
less dangerous opponents outside their general effects. Such a
tactic is usually used on the enemy vessel with the best military
computers and broadcast satellites, which is not always the larg­
Flight: Space - A M i nor Abi l ity
est or most powerful vessel. How many targets the ECMs can Flight: Space, is truly a strange, "space age" super ability. If
actively be used against is determined by the size of the system. not for the environmental limitations of working at full power only
The basic ECM system listed in the spacecraft construction rules in outer space, this would be a Major Super Ability. Like Flight:
is enough to protect a spaceship from most passive scans and Wingless, this power enables the hero to fly at impressive
the active scans or attacks of a single opponent . Each additional speeds in the vacuum of space and in low gravity environments.
The higher the gravity, the slower the character can fly.
ECM system that is purchased allows the ship to protect itself
from one additional enemy vessel (module cost increases along In a high gravity environment no flight is possible . Earth
with the price for additional systems) . gravity allows the character to glide in a manner identical to the
Flight: Glide minor super ability (page 232, HU2), but he enjoys
ECMs are a rudimentary form of electronic cloaking devices.
none of the bonuses that come with that ability. In low gravity
They certainly won't make a spacecraft invisible to the naked
the hero can race through the air at speeds equal to Flight:
eye, but in many circumstances they can make them invisible to
electronic eyes or disguised by changing their energy signature Wingless (200 mphl320 km), but speed does NOT increase with
to look like something nonthreatening to scanners. Some races experience and the character enjoys none of the bonuses other
have better ECMs than others, and the Struthios, Atorians, and than +4 to dodge when hovering and +6 to dodge when flying at
Arerri are each rumored to have actual cloaking systems that 90 mph ( 1 44 km) or faster.
make a spacecraft all but invisible to visual scans as well as sen­ In outer space, the character is resistant to cold and radia­
sors . In addition, magical and psionic races are rumored to have tion. He or she can survive in space with only a light radiation
their own version of such systems. If such technology exists (cur­ suit or spacesuit (with or without a helmet), can breathe without
rently the existence of such technology remains unconfirmed), it air for one hour per level of experience, is invulnerable to small
is extraordinarily rare (and prohibitively expensive). bits of flying debris (has to avoid large chunks and spaceships or
ECMs are not foolproof and if not carefully applied, tend to suffer injury), and can reach impressive speeds.
greatly degrade in effectiveness. A battleship in the middle of a The speed starts at Mach Two ( 1 520 mphl2432 km) , and in­
battle under attack by missiles, fighters, and other space fighters creases by Mach Two per level of experience, so a fifth level
will not have the time to adequately employ its ECMs against ev­ super being can fly through space at speeds of up to Mach 1 0
ery opponent, let alone every attack . Even if it did, the battleship (7600 mph/1 2, 1 60 km) . Of course, the character can fly at slower
is so large and its weapon arrays so obvious, that it would be speeds as he or she desires. It is only the limited environmental
pointless to try to "mask" any of its operations. A pitched battle is application (space) that makes this ability a minor power. Why
a pitched battle. On the other hand, the same battleship on the great speed (and imperviousness to the conditions of space) is
edge of another battleship's sensor range will be able to apply its only possible in outer space is unknown .
ECMs effectively and to go unnoticed until it attacks or gets Bonuses: The following bonuses only apply when in outer
closer, or sneaks out of range and moves on without incident. space.
Game Rules for ECMs: Proper use of electronic counter­ + 1 attack per melee round (due to speed and flight capabili-
measures requires both the Read Sensory Equipment skill and ties) .
the Electronic Warlare skill. Without the Electronic Warfare skill, + 1 on initiative, + 1 to strike, parry and disarm, +6 to dodge.
the ECMs can be used with Read Sensory Equipment, but at + 1 to roll with impact, punch or fall .
-20%. When using ECMs to hide a craft, a successful skill roll will +206+6 S. D.C.
add + 1 5% to the captains's "Prowl" roll (as described in the Pas­
Amplified, keen vision - can see for up to five miles (8 km) in
sive Sensors section) to avoid detection. It will also subtract
space.
- 1 0% from the Read Sensory Equipment roll of any craft trying to
detect the hiding ship. However, if the ECMs roll fails, any scan­ Half damage from cold and radiation (twice as hard to get ra­
ning craft add +5% to their rolls to notice the cloaked craft be­ diation sickness: 0 1 - 1 5% chance instead of 30%; none if he uses
cause something the ECM operator did draws their attention. a simple insulated space or radiation suit).
Some little quirk in one scan or another is wrong and may help Fights as if he has Zero Gravity Combat: Basic and does not
the sensory operator notice something is amiss. ECMs also ap­ suffer the usual penalties for fighting and moving in weightless­
ply a - 1 0% penalty to any active sensor scans against a craft us­ ness. Note: Use the bonuses listed here. Do not add in bonuses
ing them. from the Zero-G Combat skill.

21 9
New Major
Su per Abi l ities
Alter Physical Structure: Void
The character can shift his physical structure to a solid, inky
blackness with what looks like "star-flecks" throughout. He keeps
his physical shape and is solid enough to interact with the mate­
rial world, but seems somehow insubstantial and inhuman - a
walking piece of the void.
Like the Space Native, when in Void form, the character
breathes without air and is impervious to cold, radiation,
depressurization, zero gravity and the hazards of space. I n fact,
he can survive indefinitely in space, like a fish in water.
Natural A. R . 1 0 and +1 D4x1 0+20 S.D.C. when in Void form.
Lasers do half damage. All other forms of energy and attacks
do full damage.
This altered form defies gravity and is virtually weightless in
space. The character does not float nor can he fly when on a
planet, but can fly at speeds of up to 1 00 mph ( 1 60 km) in outer
space.
Trans-atmospheric capabilities: Even though the character
does not normally float or fly in an atmosphere, he can land on a
planet without burning up in the atmosphere. This is done by al­
lowing himself to quickly drift downward in a straight line and
land on the ground.
Can speak in the vacuum of space and does not need any ar­
tificial means of survival or propulsion.
Fights as if he has the Zero Gravity Combat: Elite skill and
Space Native does not suffer any penalties for fighting and moving in weight­
lessness. Note: Use the bonuses listed here. Do not add in bo­
- M i nor Super Abi l ity nuses from the Zero-G Combat skill. + 1 attack per melee round
(due to speed and flight capabilities) . +2 on initiative, +1 to strike,
This ability borders on being a Major Super Power, enabling parry and disarm, and +4 to dodge. + 1 to roll with impact, punch
the character to survive and function in the vacuum of space as if or fall.
it were his normal, natural environment. It also enables the char­
acter to su rvive ocean depths (unlimited) or atop frozen moun­ Special Abilities applicable only when i n "Void" Form :
tains with minimal air and frigid temperatures. The character is One with the darkness. Only the glittering star flecks within
impervious to cold, depressurization, and radiation, breathes his body will give away his position. Still, the character is difficult
without air, can actually speak in a vacuum, and is invulnerable to see at night or in darkness. Other than the tiny stars visible
to small bits of flying debris (has to avoid large chunks and within the body of his void form, the character's shape seems to
spaceships or suffer injury). merge with the night, making attackers - 1 to strike and parry
Bonuses: The following bonuses only apply when in outer when fighting him. Additionally, his movements are fairly silent,
space. giving him a natural Prowl ability of 40% in the daylight and 75%
at night or in space.
+ 1 attack per melee round.
In space, the character is indistinguishable from the rest of
+2 on initiative, + 1 to strike, parry, disarm and pull punch, +3
the "void," unless he wills himself to be seen or is moving rapidly.
to dodge.
If staying still or moving at a speed of 1 2 or less, he is completely
+406+ 1 2 S.D.C. invisible (attackers are -4 to strike, parry and dodge him).
Can survive in space completely unprotected for three days The chili of the void. The character's body is as cold as
(72 hours) per level of experience without ill effect. Speculation is outer space. Anyone touching him without the proper protection
that the character's body somehow absorbs solar energy and ra­ (gloves, insulation, full armor, etc.) takes 1 06 pOints of damage
diation in place of food and water. After this period has elapsed, every time they touch him or he touches them (add to normal
the Space N ative can survive an additional two days per P.E. punch damage). Only characters that are themselves made of
point, but slowly weakens and suffers from dehydration and star­ ice or completely immune to cold do not suffer this cold damage,
vation the same as anyone else deprived of food and water. and even characters resistant to cold or from an ice world still
Cold based magic does half damage; impervious to all other take half damage. As noted previously, while in Void form, the
types of cold attacks (may be immobilized by being encased in super being is impervious to cold, including magical cold and
ice, but suffers no damage from it). G ravity Manipulation attacks even liquid nitrogen.
are half as effective (reduce damage, duration and other effects Depressurize. The character can use a ranged attack that
by half) and is impervious to radiation attacks. hits victims with a flash of depressurization similar to that of an
Fights as if he or she has Zero Gravity Combat: Elite and exposed body in space. Victims who are resistant to or immune
does not suffer any penalties for fighting and moving in weight­ to the effects of depressurization are not affected by this power,
lessness. Note: Use the bonuses listed here. Do not add in bo­ but all others suffer the following: -8 to strike, parry, and dodge
nuses from the Zero-G Combat skill. This power may also be and -25% to skills for 104 melee rounds. Even if the victim
taken as a Major one with double the S.D.C. makes a successful save ( 1 6 or higher) , the penalties are only
220
reduced by half. The attack is instantaneous and momentarily a crippled spaceship or a 1 5 foot (4.6 m) diameter bubble around
stuns and disorients the victim. Range: 1 00 feet (30.5 m; ap­ others. This can be maintained in as long as the character con­
pears as a bolt of black energy) or by touch. Note: This touch sciously desires to keep it in place.
can also be used to cure the bends. Star Blast: A powerful bolt of searing energy. This is one of
Remove Air/Suffocation Attack. When in Void form, the the few powers that can be used in space or any environment.
character can force the oxygen from a localized area causing However, range and damage are half anywhere other than in
those caught in the area of effect to choke, pass out and/or suf­ outer space (spaceship, space station, on a planet, etc.). Range:
focate! Range: 1 5 foot (4.6 m) diameter globe around the char­ 1 000 feet (305 m) + 1 00 feet (30.5 m) per level of experience.
acter or in a specific room or area. Anyone entering the Damage: 1 D6x1 0 in space (506 elsewhere). Rate of Fire: Each
stationary area of effect immediately suffers from the lack of air. blast counts as one melee attack.
They can move out and escape the effects, but may not realize Bolt of Cold: A blast of black energy that is so cold it actually
they can do so. If locked in an airless room, they have no place burns when it hits. Range: 500 feet ( 1 52 m). Damage: 306 + 1 06
to go unless they can break down the door or escape by some per level of experience per blast. Rate of Fire: Each blast counts
other means. Damage: The typical individual has about two min­ as one melee attack. Bonuses: +2 to strike. Can only be used in
utes before they pass out and about 3-4 minutes before they suf­ space.
focate and diel Note: Those with an independent air supply or Radiation Heat Blast: This ability can be used in space or
inside a spacesuit or power armor are NOT affected by this any environment. Range: 1 00 feet (30.5 m) +20 feet (6 m) per
power. This ability can not be used on the inside of an environ­ level of experience . Damage: 306 from one hand or eye, or 606
mental suit. A victim can hold his breath for approximately 5 sec­ damage by a simultaneous attack from both hands or eyes. Rate
onds per P.E. attribute point, provided he has some idea the of Fire: Whether one or two simultaneous blasts, it counts as one
attack is coming (Le., a hero or villain that has fought a void melee attack/action.
character before and seen or experienced this ability) . The vic­
Meteor Shower. The character can create one small, soccer
tim(s) is -2 to strike, parry, and dodge until he passes out (see
ball-sized meteor per level of experience and hurl them at a sin­
the depressurization and suffocation rules elsewhere for details) .
gle target. Range: Up to 6000 feet ( 1 828 m). Damage: Each one
Note that heroes will NOT kill someone this way and should can­
does 506 points of damage. Rate of Fire: One at a time or a vol­
cel its effects as soon as the target passes out, if not sooner.
ley of two or more count as one melee attack. Note: In the alter­
Victims who pass out but get air before suffocating are usually
native, the character can direct an existing meteor weighing up
unconscious for 1 06 minutes.
to one ton per level of his experience to avoid hitting him, or to
Void Bolt: A short blast of intensely cold energy that can change its course, pick up speed and be directed to hit a specific
even damage solid items like metals and stone (it makes the target. In this case, range is doubled and the meteor does
bond between their particles brittle and weakens their overall 2D4x1 0 damage per ton !
structure somewhat) . So cold it actually burns when it hits. Dam­
Gravity Wel l and Gateway Activation : The character can
�: 406 per blast. Range: 500 feet ( 1 52.5 m) +30 feet (9 m) per
use gravity wells, black holes and Gateways (without the neces­
level of experience. Rate of Fire: Each blast counts as one me­
sary codes or equipment) to jump from one location to another.
lee attack. Bonuses: +3 to strike.
The character must see the gravity well or Gateway he wishes to
Nightvision and Sunvision: The character can see in total activate, either through a viewport, magnetic wall, or from out­
darkness, even magical darkness, darkness created with super side a spacecraft. The activation requires a melee round of con­
abilities, or the utter blackness of a black hole! Likewise, the centration, but any size well can be opened/activated. Once the
character can not be blinded by intensely bright light and can well is open, the character and/or a spacecraft can fly through to
look into the heart of a star. Normal range of sight for both. another part of the galaxy. The opening lasts only a few seconds
and closes 1 04 seconds after he enters the portal. This ability
Control Elemental Force: Void can also be used to ease the trip through a dimensional siphon
While not strictly a n "elemental force," this power enables the or black hole, reducing the damage by half; however, such rigor­
super being to manipulate the conditions of outer space. This ous testing of this power requires the character's total concentra­
means the character only has influence over outer space when tion; no melee attacks or actions can be taken while inside a
actually in space. He or she is relatively powerless in an atmo­ siphon or black hole.
sphere.
The character has the following powers at all times and In Mach i ne Merge
all environments: Unlike the Mechano-Link power which mentally links a char­
Can see all spectrums of light. acter to the knowledge and/or persona of a machine, Machine
Resistant to heat and fire (typically half damage; magic fire Merge enables the super being to transform parts of his body
does full damage). into techno-biologic tendrils that can attach themselves to a
non-sentient machine, including computers, weapons, and vehi­
Resistant to laser attacks (they do half damage).
cles. While merged in this way, the character and machine be­
I mpervious to radiation poisoning and impervious to cold and come one, giving him unprecedented skill and control over the
pressure. device. Unlike Mechano-Link, no knowledge or information is
Flawless Sense of Direction and Distance in Space: This abil­ passed on. I nstead, the link boosts the character's existing skill
ity works to a range of one light year per level of experience. The with the machine. If the super being has a skill in the use and op­
character can look at a planet and using this power will be able eration of that machine his abilities are increased five levels
to tell how far away it is and how long it will take to get there us­ higher than he actually is. Note: For the majority of skills, this
ing different forms of conveyance; + 1 0% bonus to all navigation translates into a +25% bonus that lasts the entire time the char­
skills. acter is linked/merged with the machine. If the character has no
Control over Space. Unless stated otherwise, the following skill or training in the machine, he uses it at a 5th level profi­
can only be done when in space! ciency.
Protection from space: The character can negate all of the For example, a 3rd level character who merges with a vehi­
harmful conditions of space (Le. negate the cold, stop harmful ra­ cle type he is skilled i n driving, pilots it as if he were eighth level.
diation, create a pocket of air, etc.) around himself and/or inside On the other hand, the character can pilot a vehicle he has never

221
seen before at 5th level proficiency due to his merging with it! Other Notable Machine Merge Abilities
Merging with a radar or motion tracking system will boost the 3rd Concealed merging and constant access. The character
level super being's Read Sensory Instruments skill to 8th level can merge with small electronic devices by absorbing them par­
(or 5th level if he has no formal training with it). Merging with a tially into his own body! This means any hand-held device such
targeting system or weapon with a targeting computer enables as a radio, communicator, language translator, pocket computer,
the super being to combine his natural P.P. and combat skill bo­ energy weapons and similar can be absorbed and accessed by
nuses to strike with those of the weapon! Even if the character the character. This can be strange or downright gross as one
has no W.P. with that weapon, if it's electronic, he now uses it as third to half of the item will stick out of the body. While it can be
if he has a 5th level W.P. concealed by clothing, a hat, etc . , it looks odd and even frighten­
This power is especially formidable if the character has the ing when revealed. Merging with a galactic palm computer (say
Cyberjacking skill and merges with a computer. First, the charac­ in the chest) enables him to access whatever is on the computer
ter uses the Cyberjacking skill at five levels higher than normal (a as needed, providing calculating capabilities and information.
3rd level character Cyberjacks as if he were 8th level). Second, Merging with a cell phone or radio effectively gives the character
the character has impressive power in the virtual world of the "built-in" communications enabling him to receive and make calls
computer. Cyberjacking Bonuses: +2 additional attacks/actions without having to physically dial - it is all done with a thought and
per melee round, +2 to strike and parry, +4 to dodge, +20% to the incoming messages go unheard by others directly to his
computer skills against passive security and suffers no penalties head (the character still has to speak aloud to respond). Note:
against coma and death should he die in the virtual world. Although easily concealed by clothes, if the merged device is ac­
cidentally or deliberately damaged, the living character is also in­
jured (after all, they are one). So if a computer sticking out of the
Limitations:
character's chest takes 1 0 points of damage, the character con­
1 . When merged with even one machine, the character is dis­ nected to it takes damage too, only it's half that damage, in this
tracted. Any skill other than those involving the machine{s) with case five pOints (first to S.D.C., then to H it Points). If the machine
which he is merged are performed at - 1 5%, and he is -1 on initia­ is destroyed, the character takes the damage as just described,
tive for every device he is connected to (Le. for two devices he is but is also momentarily disoriented from its loss: Reduce speed
-2 on initiative, three devices -3, and so on). by 20%, skill performance is -20%, reduce attacks per melee by
2. Can only merge with one machine at level one and one ad­ one, and all combat bonuses are -2 for 1 D4+ 1 melee rounds.
ditional at levels 3, 5, 7, 9, 1 1 , 1 3 and 1 5. Extend Tendrils: The character's fingers can extend like ten­
3. Can only merge with machines that have some sort of elec­ drils to reach out and link with machines. Range is one foot (0.3
tronics, including most Earth automobiles, computers, electron­ m) per level of experience. These tendrils should be thought of
ics, sensor systems, optic systems, energy weapons and as cables or conduit for the purpose of connection and can not
household appliances. Knives, clubs and other melee weapons be used as weapons or to entangle an opponent.
as well as most revolvers, pistols and conventional rifles are Usurping Control : A character with the power to Machine
simple devices that do not have electronics and can NOT be Merge automatically becomes the overriding force over a ma­
merged to the individual. Vibro-Blades, energy weapons, and chine when there is no artificial intelligence. Thus, he can steal
other high-tech gear that have electronics or computer chips in­ control of any manned vehicle or device, unlock/open electronic
side them can be merged with and used with greater skill and locks, turn alarms or radios or lights on and off and other elec­
ease as described above. tronic devices not connected to a computer, make them stay on
or off while he is connected to it, send transmissions, and so on,
with absolute dominance.
222
When merged with a computer the character is inside it, but
functions more like a virus or outside force or hacker pitted
Superl u m i nal Flight (FTL)
The incredible power to fly at the speed of light! However, un­
against the computer operator, artificial intelligence or internal
like the other flight powers, Superluminal Flight is not a versatile
defenses (see Cyberjacking).
thing capable of maneuverability and finesse. The human body is
Power armor, E BA suits and armor, and robot vehicles are not meant to move at such speeds, not even superhuman ones,
such that the pilot is effectively "linked" to it. Thus, the best a thus the use of this ability is straightforward: speed of the great­
character with Machine Merge can do is grapple with such an est magnitude. Each level of experience enables the character to
opponent and merge with the armor in an attempt to confuse and reach one factor, starting with the speed of light, factor 1 , at first
impair it. This means while merged he can shut off the targeting level. Turning at such speeds takes millions of miles and could
computer, radar, optics, and similar functions, one at a time, never be done on the proverbial dime, let alone within an atmo­
each counting as one melee attack/action. This forces the pi­ sphere, so the character can only travel from point to point or fol­
lot/wearer to turn them back on via mental or verbal command. Iow a spacecraft traveling at around the same speed. In short,
This is done as quickly and easily as the Machine Merge can despite the super being's small size, he uses the same maneu­
shut them down, but it still uses up a melee action/attack and is
vering rules as a spacecraft. His one advantage, however, is ac­
distracting. Note: Weapons and life support systems can not be
celeration and stopping power, for this ability accelerates to top
turned off or placed under the super being's control because speed in a matter of three seconds and the character can stop
they are both key systems under the direct control of the pilot or just as quickly.
Abilities & Bonuses:
AI, but all secondary systems are vulnerable, including flying
speed. Robots and androids with Artificial I ntelligence (AI ) , and
Transferred I ntelligence are impervious to Machine Merge. +3 to dodge when flying at FTL and +3 to roll with impact,
punch or fall.
Can fly at speeds greater than the speed of light: one factor
for each level of experience. Level one = factor one, level two =
factor two, and so on.
Super-Regeneration Limited vulnerability to outer space: The most basic, flimsy
One might think of this a s the cosmic version of Healing Fac­
spacesuit or a simple air mask and oxygen tank/air supply is suf­
tor. Quite simply, it provides the character with supernatural
ficient to keep the character alive while in space. Of course, for
healing abilities and health. This character never gets sick, rarely
this character, he is basically flying Faster Than Light or virtually
tires, always has energy, and recovers from injuries at amazing
stopped. When traveling at FTL speed, the character's metabo­
rates. Many supernatural creatures will have some level of re­
lism slows to a crawl (using up only five minutes of air for every
generation, but it is rare to find this kind of healing among mor­
24 hours of flying). Thus, he can travel for hours, days, weeks,
tals, thus its classification as a Major Super ability.
Bonuses & Abilities:
and even months without any ill effect from hunger or aging. It is
only after he stops flying at FTL that the character's normal me­
• I mpervious to disease. Poisons and drugs last only one tenth tabolism kicks back in and he will require the usual nutrition, wa­
their usual duration (typically 1 5-60 seconds) , and have one ter and air to maintain his body.
third their normal effect/penalties or damage. Heals damage The character can also survive three times longer in outer
at the rate of 206 points per melee round or 1 04x1 0+4 per space without any protection, and suffers half the usual penalties
minute. and damage from exposure to space.
• Never scars, no matter how grievous the wounds. Only While flying at the speed of light the character is protected
wounds from magic may leave some minor scarring. from the dangers of space (virtually breathes without air, impervi­
• I njury to internal organs heals completely in a matter of min­ ous to cold, radiation, depressurization, etc.) and collisions with
utes. A lost organ will completely regenerate within an hour. small bits of flying debris cause them to atomize (the character is
• Massive injury to the heart or brain is painful but not lethal , unharmed). However, he is not protected from collisions with
even if 90% is lost! It will regrow within a matter of 1 D6x1 0 anything his own size or larger. To collide with a large ob­
minutes. However, such severe trauma will make the charac­ ject/spacecraft will create a collision comparable to an i ntercep­
ter weak for 1 06+ 1 hours: Reduce speed, attacks per melee tor or meteor (see the rules and damage table elsewhere).
round, combat bonuses and skill performance by half for the Meanwhile, the super being will suffer the following: 4D6x 1 0
duration of the recovery time. Moreover, the healing of addi­ points of damage t o the character's S.D.C. and Hit Points (may
tional S.D.C. and H it Point damage during this period is at half be a fatal crash), plus roll percentile dice to determine other in­
as the body struggles with the strain of the phenomenal jury (see the Serious Damage Table on page 1 9 of HU2 for com­
amount of healing it must do. Note: Such grievous injury to plete penalties): 01 -20% Knocked out and unconscious for 1 04
the brain will cause the character to forget the exact cause of hours (may suffer temporary amnesia or concussion at the
death and the most traumatic moment. ("I remember seeing G . M . 's discretion), 21 -40% Fractured arm, 41 -60% Fractured leg,
the missile volley coming at me and then . . . I guess they hit 61 -80% Broken Ribs or Pelvis, 81 -00% Torn arm or leg muscle
me? The next thing I remember is being pulled out of the rub­ (G .M .'s choice).
ble by a rescue team.") If it seems appropriate, the G . M . may This super being has a keen sense of direction, can plot a
make it so the character does not remember the 6-24 hours course by looking at maps and charts (equal to a navigation skill
before his or her near death experience. at 60%), and can find any planet or space coordinate he has
• Regrows lost limbs. A finger, toe, hand or foot will regrow ever visited. Likewise, the character can sense when he is ap­
within 24 hours. An entire arm or leg, within 48 hours. More proaching his destination.
than one limb 306+72 hours. Half or more of the body, Limitations:
206+1 0 days. During this period, the character suffers from No slower form of Flight: The character can not fly slower
the penalties noted above under "massive injury" as well as than FTL Factor One - except when slowing down to land or
the obvious penalties from the injury. Note: Decapitation, taking off (reaches factor one in three seconds). This means he
complete destruction of the brain and being blown to bits or can not fly to places within close proximity, which for this super
atomized spells death - Super Regeneration is impossible. being is anything closer than 1 00,000 miles ( 1 60,000 km) . On
Earth, this means he could fly to the moon in a heartbeat (a few

223
seconds) but can not fly from New York to China, or to the store him to the outside of a spaceship or object and fight (while
down the street. He can not hover, glide or do any other type of g rounded) without zero gravity penalties. If he should jump off
flying unless he possesses another flying super ability or artificial the hull, he is set adrift in space as if weightless and then suffers
means Oet pack, etc.). zero g ravity penalties.
No Pinpoint Landings: A character with Superluminal Flight
can decelerate quickly enough to land on a planet without im­ Protection from Rad iation
pacting like a meteor and does not burn up in the atmosphere Range: Self o r others by touch.
coming or going. However, he will have trouble landing at a spe­ Duration: 5 minutes per level of the spell caster.
cific location/space port/city and has only a 0 1 -30% chance of Saving Throw: None, unless the recipient wants to die.
landing at the exact location desired. At levels 1 -5 the character P.P.E.: Five.
will land 1 D4x1 000 miles ( 1 600-6400 km) away, at levels 6- 1 0 Level : Considered a 3rd level spell.
he will miss it by 1 D6x1 00 miles ( 1 60-960 km), and at level 1 1 This spell completely protects the character or others (can
and higher will land within 1 D6x1 0 miles ( 1 6-96 km). cast the spell on two people by touchin g them simultaneously)
No Affinity to Space: Unlike other "space" oriented powers, from harmful radiation.
this character does not share any special affinity with outer
space, so Navigation, Zero G ravity Combat and other space re­ Protection from Space
lated skills should be selected to make him or her a capable Range: Self, other by touch or target up to 1 00 feet (30.5 m)
space traveler. away.
Duration: 5 minutes per level of the spell caster.

Space Magic Spel ls Saving Throw: None; this spell can not be used as an offensive
spell on an unwilling victim.
P.P.E.: Forty.
Level : Considered a 9th level spell.
Area G ravity Field
Range: The spell caster and a 3 0 foot ( 9 m) radius around him. This spell enables the character to breathe without air and
Duration: 2 minutes per level of the spell caster. makes him impervious to the hazards of space (cold, radiation,
Saving Throw: None. etc.). He is not a Space Native and does not have any special
P.P.E.: Twenty-Five. combat or powers of movement, but is protected without a
Level: Considered a 7th level spell. spacesuit.
This spell creates an area of Earth equivalent gravity across
an area 30 feet (9 m) in diameter around the spell caster. This
Sticky Feet
area will not move with the mage once it comes into effect, but Range: 20 feet (6. 1 m) + 1 0 feet (3 m) per level of experience.
those inside may move about within it as normal. Leaving the Duration: 3 minutes per level of experience.
area exposes the character to any effects of varying gravity that Saving Throw: None; anyone entering the area of effect is sub­
exist outside the field. The spell can be used to give a small ject to the spell effects.
spacecraft limited gravity or to hold a group inside a ruptured P.P.E.: Four
hull. The spell provides the benefits of gravity to anyone inside it. Level: Considered a second level spell.
Although similar to the higher level Carpet of Adhesion spell,
Atmosphere B u bble this simple spell creates a long, sticky carpet, but instead of pow­
Range: Self or target up to 60 feet ( 1 8.3 m) away. erfully impeding or trapping the victims, it simply slows down op­
Duration: 3 minutes per level. ponents or provides a sticky surface on the outside of a
Saving Throw: Standard, though a voluntary subject can fail au­ spacecraft that allows workers to walk on the hull without need­
tomatically and allow the spell to take effect. ing a tether. Characters and vehicles with a Supernatural P.S. or
P.P.E.: Twenty. speed greater than 1 00 mph ( 1 60 km) are not affected at all. All
Level : Considered a 7th level spell. others will see their speed reduced by 25%. Works great for an­
This spell creates a bubble of breathable atmosphere around choring people and objects to the hull of a ship in space, but un­
the spell caster or another individual. The created atmosphere der the pull of gravity, the stickiness is not strong enough to hold
can be of any composition but that composition must be known a character or object weighing more than 40 pounds ( 1 8 kg) to
to the spell caster. It is assumed the wizard knows the composi­ the side of a building.
tion of air for his native world and at least a half dozen other,
common atmospheres. However, if he is touching the recipient of
the atmosphere, he can magically create the exact composition
for that being without any formal knowledge. It is only when cast­
in g an "air bubble" at a distance that he must know the composi­
tion. Note: The bubble is 6 feet ( 1 .8 m) in diameter and can be
shared by up to five characters. The spell can be used offen­
sively to suffocate beings that can not breathe a particular atmo­
sphere, but such use entitles the victim to save against magic;
succeedin g negates the spell effects and the bubble vanishes.

Personal G ravity Field


Range: Self
Duration: One minute per level of experience.
Saving Throw: None.
P.P.E.: Six
Level : Considered a 3rd level spell.
This spell simply provides the mage with his normal home
world g ravity reg ardless of whether his feet are planted on a
planet or a spaceship. This gravity field also serves to anchor
224
®

●I
ma gineE arthtransf
ormedi ntoa na l
ienlandscape. Ot
herRPGWor
ldsf
rom Pa
ll
adi
um Book
s®:
●Huma nse xist–ba r
ely.Andwea renota lone.
●Ris ®–t heulma terole-playingexperi
ence.
●Aliensa ndmons tersemer g
ef r
om t heRis–hol estor
ninthef
abr
icof
●Ris ®Cha osE ar
th®–Pl ayt hea pocal
ypseasitha ppe ns
.
spac ea nd me, connec t
edtoc ountlessworldsandrealies
.
●Spli
cer s®–We i
rds c
ience. Bio-tec
hba lesins
a ner obotlegions.
●Anc i
entg ods,demonsa ndma gichav eretur
ned.
●Robot ech®RPG–Al lera
soft heTVs howbroug httol i
fe.
●Ma gica ndt echnologyclash.
●DeadRei gn®RPG–Ca nyous urvi
vetheZombi eApoc al
ypse?
●Hundr edsofc har
a ct
erc l
asses,ma nyinhuma n.
●Pall
a dium F antasyRPG®–Uni quewor l
d,mons ter sasplay e
rc har
act
ers
,
●Ris ®Ulmat eEdioni st hecoreRPGr ulebook.
ma gica ndmor e.
●Expa ns i
vewor ldse ngwi th90+s ourcebookstodr awupon.
●HeroesUnl i
mi t
ed™RPG–Pl ayanyhe r
o;mutant s
, ali
ens,cy
bor gs
, s
uper
hu-
●Ris ®, yourpor taltoendlessadv enture.
ma ns, ma g
e s,i
mmor talsa ndmor e.
●Li
mi tedonl ybyy ourima gi
na on.
●Nightba ne®RPG–Cons piracy,ma gi
c,horr
orandmons t
e r
s.
www.
pal
l
adi
umbook
s.c
om ●Beyondt heS upernatural™RPG–Mode r
nhor rora ndsuspe nse.
© 2014Pa
ll
adi
um Book
s.Ris
®,Megave
rse®,Ni
ght
ba ne®andot
hertles
,s l
oga
nsandli
kene
sse
sar
etr
ade
mar
ksofP
all
adi
um Book
s,I
nc.
P
alladi
umBook
s-39074WebbCour
t,West
land,
MI 48185USA–734-
271-2903orde
rli
ne. ●Ninjasa ndS uperspies™,a ndmor e.
®

Rol
e-Pl
ayi
ngGameandSour
cebook
s
●F ourg ener
ationsofhe r
oe sandme cha●Giantt r
ans f
ormablerobots●Alien
i
nvade s●Bat
r t
leforcontroloftheE arth●Combatt akestothestars●Allpre-
sentedinac orerulebookanddy nami csetofepicsourcebooks●E asytolearn
●Funt oplay●Qui c kchar
ac t
ergene raton●F
i astcombat●Capt urestheaction
andadv entureoft heanimeTVs er
ies●I sn’
tittimey oujoi
nedtheadv ent
ure ?
Robot
ech®“
Cor
eRul
es”–S
hadowChr
oni
cl
es®RPGHa
rdc
over Robot
ech®:T
heMa
ster
sSa
ga™S
our
cebook–Ca
t.No.
552
Alltherulesandi nfor maonapl ayerneedstosta r
taRobot
ech® Tonsofneverbef
oreseenstatsand de
s c
rip onsforthemany
r
ole-
playi
ngc ampaignwi thAdmiralRic
kHunt erandt heUnit
edEar
th we
a pons
,ar
mor,mec
haandrobotsoft
heArmyoft heSouthe
rnCr
oss.
Ex
pediona ryForcetre k
k i
nga c
rossthegal
axy. ●TheArmyoft
heSouthe
rnCros
s™–a l
l15branchesandthei
rmecha
!
●Huma nme cha:Alpha s,Betas
,Cycl
ones&muc hmore.
Robot
ech®:Ne
wGener
a on™S
our
cebook–Ca
t.No.
554
●Fiv
ec har
actercl
asse s.25differe
ntMi l
it
arySpeci
ales .
T
heba lef
orthel
ibe
raonofE a r
thst
art
shere.
●Invi
dme cha,Haydoni t
e s,a
nda l
ienenemies.
●Ki
t-
bas
hedme c
hacombiningpar
tsfr
omdifferentmecha
.
●Quickrol
lcharact
e rtables.Makeac har
acte
rin15mi nutes
.
●I
nvi
dHive
s,worl
dover
view,keychar
act
ersandadve
nturei
dea
s.
●Ac omplet
e,sta
nd- aloneRPG.
●224pa ge
s.Cat.No. 550HC. 8½x11s iz
e,hardcov
er. Robot
ech®:Genes
isPi
ts
™Sour
cebook–Ca
t.No.
555
T
heInvidGenes
isPi
ts
,the
irpurpose,
funcon.
Robot
ech®:T
heMa
cros
s®S
agaS
our
cebook–Ca
t.No.
551
●I
norg
anicsandot
herwarmachinesoftheI
nvi
dReg
ent
.
At re asur ec he s tpa cke dwi t ht hei coni cme cha , vehi cles, we aponsa nd
●Genes
isPitmut
aonsa ndmonsters
.
cha ra cte r
st ha tma deRobot e c h®f a mous .Va l
k yr i
e s,De stroi ds ,g r ound
ve hi cles ,a ircra ,s pa c ec r
a ,we a pons ,Z e ntra e dis oldie rs,Z e nt rae di Robotech®: Expediona ryMa ri
nesS ource book–Ca t.No.553
me cha ,a li
e ni nv ade rs, he roe s ,v i
llains ,a ndmor e . J
ointheUE EF(Uni
tedE arthExpe
diona ryF orce)l
edbyAdmi r
alRic
k
●Al lthei c oni cMa cr os sme cha ,ve hic l
e s, we a pons&c ha rac ters . Hunterast heytrav
e lacrosstheg a
laxyliberangpl anet
sf r
om the
bondageoftheInvi
dRe g
ent ,t
heRobotechMa ste
rsandothe
rtyrant
s.
www. pa ll a diumbook s .c om
●Ne wme cha,weapons,andc ha
ract
erclas
se softheUEEFMa r
ines.
© 2014Pal
l
adium Books
.Robot
ech®,Robot
ech®TheShadowChroni
cl
es®,
Ma cross
®Sagaandothertl
esandli
kenes
sesaretr
ade
-
marksofHar
monyGol dUSA,I
nc.Pal
l
adiumBooks-39074WebbCourt,
We st
land,MI48185USA–734-
271-
2903orderl
ine. ●Ne wali
ens peci
esandall
ies.Pl
anethoppinga ndmore.
Ma
inBox
edGa
me–Ca
t.No.
55100–Av
ail
abl
eNow!
Af ast-
pa ce d,str
ategyba l eg a
met ha tcapture
sthes peedandaconofRobot
ech®.
Pl
ayEa r
thde fende r
sorZentraedi i
nvaders.
●Scalablef r
om s ma lls
qua dskirmishest oma s
sba les.
●Turn-ba seds ystem ofpl
a yandus esD6. Twoormor epl
a y
ers.
●34hi ghlyde t
a i
l
edg amepi eces.6mm s cal
e.
●112pa gec olorrulebookwi thpa intguidea ndindex.
●53la mina ted, c
olorgamec ar
ds .
●24c ustom di ce,twodec alsheetsa ndmor e.
●Assembl ya ndpa i
n ngr equired.Gluenoti ncl
uded.
●$99.95r e t
a i
l –Cat.No.55100–s hippingnow!
●AvailableinNor thandS outhAmer ic
a, theE U,Aust
ral
ia&Ne wZ ea
land.
Note:
Eachproduc
tconta
inspl
a scga
mepiece
sre
quir
inga
sse
mblyandpa
in ng
.Gl
uenoti
ncl
ude
d.T
hisi
snotat
oy.
Sma
llpa
rts
,nots
uit
abl
eforc
hil
dre
nunde
rthe
a
geof13.Adul
tsuper
vis
ionadvi
sed.I
magess
hownherea
renott
osc
a l
e.

UEDFVa
lkyri
eWi ™
ng
–Cat
.No.55201 Z
ent
raedi
Reg
ultBa l ™–C
epods at
.No.
55401
Bui
ldy ourfleetofE art
h def
ender
swi t
ht he Va
lky
rie Ve
rit
ech ExpandyourZent
raediforceswiththeirmaininfa
ntr
yba lemec
ha ;
Fi
ght
er;s
ixgamepiecest
otal
.$36.
95re
tail
. s
ixga
mepi e
cest
otal
.$36.95r e
t ai
l.
●2Valk
yriesi
nF i
ght
ermode. ●6Re gul
tTaccalBa l
epods–t hel
ightni
ngquickRegul
ts
,ar
me dwi
tha
●2Valk
yriesi
nGua r
dianmode. pairofparcl
ecannonsa ndauto-cannons,
aa cki
nwavea erwa
v e
.
●2Valk
yriesi
nBa loidmode.
●Mulplehe adsf
orma ki
ngtheVF-
1A,VF-
1J,VF
-1R&VF -
1S.

Z
ent
raedi
Arl
l
eryBa l ™–C
epods at
.No.
55402
UE
DFT
oma
hawk
/De
fende
rDe
str
oids
™–C
at.
No.
552
02 Gi
vey ourZ entr
aedilegi
ong reat
erfirepowe rwit
hthesearll
eryand
ExpandyourDe stroidsquadwi t
ht hes
eformida
blewa l
kingta nks; s
upportBa l epods;f
ourg a
mepi e
cestotal
.$36.95ret
ail
.
f
ourgamepiecestotal.$32.95ret
ail
. ●4Zent r
a ediSuppor
tBa l epods,eachofwhi chcanbema dei
nto:
●2Toma hawkDes tr
oids–t hema i
nba letankofDestr
oids
, br
immi ng Gl uuhaug -
Regult–LightArl l
eryBa lepod
withpowe r
fulpa rc l
ebe a
mc annonsforarms,andwi e
ldinga S erauhaug -
Regult–He avyArller
yBa l epod
ba eryofmiss
ilesa nda nar
rayofotherweapons. Tel nest
a -
Regul
t–E xperimentalParcleBe amBa lepod
●2De f
enderDestroids–al ong-
range,an-air
crajuggernautcapa bl
e Fourg a
mepi ecestotal.
ofshoo ngdowni nc omingZentr
aediBa le
podsandGne rlFi
ght er
s.

Z
ent
raedi
Gla nd™–Ca
ugComma t.No.
55403
Thisdivers
epa ckprovidesy ourZentraedif
orceswithgre
a t
erta
cc al
c
apabilies;threegamepi e
ce stotal$36.
. 95re t
a i
l
.
UE
DFS
par
tan/
Pha
lanxDes
troi
ds™–Cat
.No.
55203 ●1Gla ugOffic er’sBa lepod–t hefastandde adl
yme chaofZentr
aedi
Addsomelong-
ra ngepowera ndup-cl
osepunchtoyourarmywit
h fieldleaders.
t
heseval
uabl
eDestroids
;fourgamepiecestot
al$32.
. 95ret
ail
. ●1Quel -RegultScoutBa l epod–t hes teal
thye yesandearsofyour
●2Spart
anDestr
oids–c i
vildef
ense,r
iotcont
rolanddeadl
yinhandt
o Zentraediba leforce;electronicwa r
farecapabil
ie s
.
handcombat
. ●1Quel -GulnauRec overyPod–e nhancestheGl aug’
sabil
it
ytobring
●2Phala
nxDestr
oids–awa lk
ing,l
ong-r
angemissil
earlle
ryuni
t. i
nBa l epodr ei
nforceme nts.Not e:Thisfig urehasNE VERbe f
ore
beenoffe r
edbya nyc ompa ny .
www.
pal
l
adi
umbook
s.c
om P
al
©P
l
a
a
di
l
la
diumBook
umBooks
,
sI
nc.
Robot
39074We
ech®i
bbCourt
,
saRe
We s
tl
a
gi
st
e
nd,
re
dT
MI
ra
dema
48185-
rkofHa
7606.Or
de
r
monyGol
rl
ine
:
dUS
734-
A,
721-
I
nc.
2903.
CanYOUs
urvi
vet
heZombi
eApoc
alyps
e?

TheDe
adRe
ign® RPGs
eri
es Fe
art
heRe
ape
r™Sour
cebook
Dea dRe i
gn®RPG–“ Co reRules.”I ti
sth eaft
erma thofthezombi
e Hero
eswh o,l
ikekni
gh t
so fol
d,tr
avelt
hehi
g h
waysfi
g ht
ingz
ombi
es
apoc
a l
ypse.Thed eadrei
g na ndtheli
v i
n gfightagainstimp os
sibl
eodds. an
dh el
pin
gs urvi
vor
s.
Cany ous ur
vive?Fi ndo utwi t
hthisfa st-
pace dho r
ro rgame.Ea s
yto ●Co mprehensi
veba c
kg roundont heRoadReapers
.
l
earn.Fastcharac
tercreat
iona ndcomb a t
. ●The i
rcode,missi
ons,wea po
ns, s
trat
egi
esandta
ctic
s.
●Zo mbiec omba tands urvivalrules,vehiclesande quipment. ●TheTe rro
rZo mbiea ndmo re.
●6iconicCha racterClassesplusOr dinaryPe ople(4 0+o c
cupati
ons)
. ●$ 1
2.95ret
ail–48pa ges–Ca t.No.234.
Avail
abl
eno w.
●7type sofzo mbies,pl
ust heHa l
f-
Li ving.
●101Ra ndom Sc e
na ri
os,Enc ounters,Se t
tingsa ndo thertabl
es. Gr
ave
yar
dEar
th™ So
urc
ebook
●$22.95r et
ail–2 24pag es–Ca t.No .2 30.Av ai
labl
eno w. TheZo mbieAp ocal
yp s
ea c
rosstheglobe;providesaworldove
rvi
ew
an
dma nyadven t
ureide
a s
.
Ci
vil
iz
ati
onGone
™ So
urc
ebook ●Ma nyt able
sf orset
tings,encounte
rsanda dventurehooks
.
Civi
liz
ati
onh a
scrumb l
edton ot
hing.Therei
sn oarmy.Nog o
ver
n- ●Ra ndom Sa feHa ve
nsbyr e g
ion,andSur vi
vorLe ader
s.
me
nt.Noh e
lpcoming.
Wh a
tnow? ●Ho wt ogetho mefroma broad,zombiet hreatle
v e
ls& more.
●Madme n,Psyc
hopaths,vi
ll
ains,heroesandprotec
tors
. ●$ 1
2.95r et
ail–6 4pag e
s–Ca t
.No .235
.Av ail
a bl
eno w.
●House,homeandsur vi
vorcampt ables,r
esourc
es& encount
ers
.
●$12.
92retai
l–64pag es–Cat.No .
2 31.Avai
labl
eno w. He
llFol
lowe
d™ Sour
cebook
Th i
sbig ,
1 60pagesourcebo
o kbegi
nst oredefi
nethezombiege
nre.
It
Dar
kPl
ace
s™Sour
cebook br
oadensthef i
eldofpossi
bil
it
iesande xpandsupo nt
hemo der
nzombie
Travelther ai
lsandu r
banunder
groundtomo vea boutunde
tec
tedby mytho
s.Itisfulloft
wistsandsu r
pri
sesyo uwillnotexpec
t.
zombies
. ●11newt ypesofterr
ifyi
ngz ombies.
●Wo rm Me at,BugBo y
,SewerCra wler& Impe r
sona t
orZombies
. ●7playe rcharacte
rs,plusMa skedLuna t
ics–he roe
sorma dmen?
●Tr ave
lingt her ai
ls,s
ewersandotherda rkplaces
. ●21disa s
terstocomplicatesurvival
,andur ba nsurvi
val.
●Ra ndo me nc ounte
rtables
,boxcarcontenttable
s,andmuc hmo r
e. ●Go vernme ntencl
aves,conspirac
yt heori
esa ndmo re.
●$ 12.
92r e
ta il–6 4pages–Cat.No. 232.
Av ai
labl
eno w. ●$20.95r e
tail–160pa ges–Ca t.No. 236.
Av ail
ablenow.

Endl
essDe
ad™ Sour
cebook
Thez ombiesgrowi nn umb era ndstra
ngeness
.Ca nh umanki
nd
s
urvi
ve?
●Zombi eama l
gamations,table
sa ndencounter
s.
●Newpl ayercharac
ters& time t
ablesforyourcampaign.
●We aponiz
ingvehic
les,vehicl
ec ombatrules
,andmi l
it
a r
yba s
es.
●Creatingsurvi
vorcaravans ,
hideouts
,Sa f
eHa vens& mo r
e.
●$16.
9 5ret
a i
l–96pa ges–Ca t.No .
233.Avail
ablenow.

Ot
herhor
rort
it
lesf
rom Pal
ladi
um Books
®

Be
yondt
heSupe
rna
tur
al™ RPG Ni
ght
bane
®RPG
©Co
pyr
igh
t20
17Pa
ll
adi
umBo
oksI
nc.
Allr
igh
tsr
ese
rve
d.Ri
ft
s®,
Pal
la
diu
mBo
oks
®,Me
gav
ers
e®,
Nig
htb
ane
®,De
adRe
ign
®,He
roe
sUn
limi
te
dan
dot
herp
ubl
is
hedb
ookt
it
le
s,n
ame
s,s
log
ansa
ndl
ike
nes
sesa
ret
rad
ema
rkso
fPa
ll
adi
umBo
oksI
nc.

www.
pal
ladi
um books.
com
Palladium Books® Check List & Order Form
Dept. P-16, 39074 Webb Court, Westland, MI 48185
Name: Address:
City: State: Zip/Postal Code: Country:
Credit Card Number: Expiration Date: Visa MasterCard
Telephone Number: Signature: AMEX Other
The Rifter® Series Heroes Unlimited™ / After the Bomb® Rifts® Chaos Earth®
175 The Rifter® #75 – $13.95 500-2 Heroes Unlimited™, 2nd Ed. – $26.95 660 Rifts® Chaos Earth® RPG – $20.95
176 The Rifter® #76 – $13.95 5000HC Heroes Unlimited™ 30th Anniver- 661 Rifts® CE Creatures of Chaos™ – $12.95
177 The Rifter® #77 – $13.95 sary Hardcover – $50.00 662 Rifts® CE The Rise of Magic™ – $12.95
178 The Rifter® #78 – $13.95 501 Villains Unlimited™ Revised – $24.95 665 Rifts® Chaos Earth® First Responders™
179 The Rifter® #79 – $13.95 503 After the Bomb® RPG – $24.95 – $16.95 (coming)
Splicers® Note: Sourcebooks coming soon. 505 Road Hogs™ (After the Bomb® II) – 666 Rifts® Chaos Earth® Resurrection™
$9.95 – $20.95
200 Splicers® RPG – $23.95
507 Mutants Down Under™ (AB III) – $9.95 Beyond the Supernatural™
Dead Reign® 511 Mutants of the Yucatan™ (AB IV) – $9.95 700 Beyond the Supernatural™, 2nd Ed.
230 Dead Reign® RPG – $22.95 513 Mutants in Avalon™ (AB V) – $16.95 – $24.95
231 SB 1: Civilization Gone™ – $12.95 514 Mutants in Orbit™ (AB VI) – $16.95 702 Tome Grotesque™ – $20.95 (coming)
232 SB 2: Dark Places™ – $12.95 515 Aliens Unlimited™ – $24.95 703 Beyond Arcanum™ – $24.95 (coming)
233 SB 3: Endless Dead™ – $16.95 516 Heroes Unlimited™ G.M.’s Guide –
234 SB 4: Fear the Reaper™ – $12.95 $24.95 Nightbane®
235 SB 5: Graveyard Earth™ – $12.95 517 Century Station™ – $24.95 730 Nightbane® RPG – $24.95
236 SB 6: Hell Followed™ – $20.95 518 Gramercy Island™ – $24.95 731 Nightbane®: Between the Shadows™
237 SB 7: In the Face of Death™ (coming) 519 Aliens Unlimited Galaxy Guide™ – – $20.95
732 Nightbane®: Nightlands™ – $20.95
Rifts® Novels $24.95
520 Mutant Underground™ – $16.95 733 Nightbane®: Through the Glass
301 Sonic Boom™ – $9.95
521 Powers Unlimited® One – $16.95 Darkly™ – $20.95
302 Deception’s Web™ – $9.95
522 Powers Unlimited® Two – $16.95 735 Nightbane® Survival Guide™ – $20.95
303 Treacherous Awakenings™ – $9.95
523 Powers Unlimited® Three – $16.95 736 Nightbane® Dark Designs™ – $20.95
304 Tales of the Chi-Town ‘Burbs™ – $12.95
305 Rifts® Path of the Storm™ – $12.95 525 Revised Ninjas & Superspies™ – $20.95 Rifts®
526 Mystic China™ – $24.95 800HC Rifts® RPG Ultimate Edition – $39.95
Weapons Books
527 Armageddon Unlimited™ – $20.95 801 Rifts® Sourcebook One Revised – $20.95
401 Weapons and Armor™ – $8.95
Robotech® RPG 802-E Rifts® World Book 1: Vampire King-
402 Weapons and Castles™ – $8.95
550 Robotech® The Shadow Chronicles® doms™, Revised – $24.95
403 Weapons and Assassins™ – $9.95
RPG (manga size) – $16.95 803 Rifts® Conversion Book One™ – $24.95
404 Weapons & Castles of the Orient™ – $9.95
550HC Robotech® The Shadow Chroni- 804 Rifts® WB 2: Atlantis™ – $20.95
409 Exotic Weapons™ – $9.95
cles® Deluxe Hardcover RPG – $30.95 805 Rifts® Sourcebook 2: Mechanoids™
410 European Castles™ – $9.95
5500HC Robotech® The Shadow Chroni- – $16.95
Palladium Fantasy RPG® 807 Rifts® WB 3: England™ – $20.95
450 The Palladium Fantasy RPG® – $26.95 cles® Gold Ed. Hardcover RPG – $70.00
551 Robotech® Macross® Saga Source- 808 Rifts® WB 4: Africa™ – $20.95
4500HC Palladium Fantasy RPG® 30th 809 Rifts® Dimension Book 1: Worm-
Anniversary Hardcover – $50.00 book – $16.95
552 Robotech® The Masters Saga™ wood™ – $20.95
451 Dragons & Gods™ – $24.95 810 Rifts® WB 5: Triax™ – $24.95
453 Old Ones™ 2nd Ed. – $24.95 Sourcebook (NEW in 8½ x 11) – $20.95
553 Robotech®: Expeditionary Force 811 Rifts® Pantheons of the Megaverse®
454 Monsters & Animals™ 2nd Ed. – $24.95 – $24.95
455 Adventures on the High Seas™ – $24.95 Marines Sourcebook – $20.95
554 Robotech® The New Generation™ 812 Rifts® Sourcebook 3: Mindwerks™
458 Island at the Edge of the World™ – $20.95 – $16.95
459 Yin-Sloth Jungles™ – $20.95 Sourcebook – $16.95
555 Robotech® Genesis Pits Sourcebook – 813 Rifts® Mercenaries™ – $20.95
462 Western Empire™ – $24.95 814 Rifts® WB 6: South America – $20.95
463 Baalgor Wastelands™ – $24.95 $16.95
815 Rifts® WB 7: Underseas™ – $24.95
464 Mount Nimro™ – $20.95 Robotech® RPG Tactics™ (New!) 816 Rifts® DB 2: Phase World® – $24.95
465 Eastern Territory™ – $24.95 55100 Robotech® RPG Tactics™ – $99.95 817 Rifts® DB 3: Phase World® Source-
466 Library of Bletherad™ – $20.95 55105 Robotech® RPG Tactics™ Rule- book – $16.95
467 Northern Hinterlands™ – $24.95 book – $20.00 818 Rifts® WB 8: Rifts® Japan™ – $24.95
468 Land/Damned 1: Chaos Lands™ – $24.95 55101 UEDF Dice Pack – $12.00 819 Rifts® WB 9: South America Two™
469 LoD 2: Eternal Torment™ – $24.95 55102 Zentraedi Dice Pack – $12.00 – $24.95
470 LoD 3: The Citadel – $24.95 (coming) 55201 UEDF Valkyrie Wing – $36.95 820 Rifts® WB 10: Juicer Uprising™ –
471 Wolfen Empire™ – $20.95 55202 UEDF Destroid Pack – $32.95 $20.95
472 Mysteries of Magic™ One: Heart of 55203 UEDF Spartan Pack – $32.95 821 Rifts® WB 11: Coalition War Cam-
Magic – $16.95 55401 Zentraedi Regult Battlepods – $36.95 paign™ – $24.95
474 Bizantium/Northern Islands™ – $20.95 55402 Zentraedi Artillery Battlepods – $36.95 822 Rifts® WB 12: Psyscape™ – $20.95
475 Garden of the Gods™ – $16.95 (coming) 55403 Zentraedi Glaug Command – $36.95 825 Rifts® WB 13: Lone Star™ – $20.95
826 Rifts® WB 14: New West™ – $24.95 876 Rifts® Megaverse® in Flames™ – MI8006 Cyborgs Pack #1 – $18.00
827 Rifts® WB 15: Spirit West™ – $24.95 $24.95 MI8007 Simvan & Ostrosaurus Pack –
828 Rifts® Sourcebook 4: Coalition 876HC Rifts® Megaverse® in Flames™ $18.00
Navy™ – $16.95 Gold Hardcover Edition – $50.00 MI8008 Coalition Skelebots Pack #1 – $18.00
829 Rifts® WB 16: Federation of Magic™ 877 Rifts® Heroes of the Megaverse® – MI8009 Coalition SAMAS Pack #1 – $22.00
– $20.95 $16.95 MI8010 Coalition Sky Cycle Pack – $22.00
830 Rifts® DB 4: Skraypers™ – $20.95 878 Rifts® Sourcebook: Shemarrian Na- MI8011 Coalition Dog Pack #2 – $18.00
831 Rifts® Index Volume Two™ – $16.95 tion™ – $16.95 MI8015 Damaged Skelebots Pack #1 –
832 Rifts® WB 17: Warlords of Russia™ 880 Phase World®: Fleets of the Three $12.00
– $24.95 Galaxies™ – $16.95 MI8016 Cyber-Adventurers Pack – $18.00
833 Rifts® WB 18: Mystic Russia™ – $20.95 881 Rifts® WB 31: Triax™ Two – $24.95 MI8017 Rogues & Scout Pack #1 – $18.00
834 Rifts® WB 19: Australia – $24.95 883 Rifts® DB 14: Thundercloud Galaxy™ MI8018 Brodkil & Witchling Pack – $18.00
835 Rifts® WB 20: Canada™ – $24.95 – $20.95 MI8019 Damaged Skelebots Pack #2 –
836 Rifts® WB 21: Splynn Dimensional 884 Rifts® Vampires Sourcebook™ – $20.95 $18.00
Market™ – $24.95 885 Rifts® WB 32: Lemuria™ – $24.95 MI8020 Psi-Stalkers & Scouts Pack #1 –
837 Rifts® WB 22: Free Quebec™ – $24.95 886 Rifts® Black Market™ – $24.95 $18.00
838 Rifts® WB 23: Xiticix Invasion™ – 886HC Rifts® Black Market™ Hardcover MI8021 Shadow Beast – $12.00
$20.95 Gold Edition – $60.00 MI8022 Mystic Knight – $6.00
839 Rifts® Coalition Wars®: Sedition™ 887 Rifts® WB 33: Northern Gun™ One MI8023 Lord Magus – $6.00
– $20.95 – $24.95 MI8024 High Magus – $6.00
840 Rifts® Coalition Wars®: Coalition 888 Rifts® WB 34: Northern Gun™ Two MI8025 Coalition Psi-Stalker – $6.00
Overkill™ – $16.95 – $26.95 MI8026 Coalition Dog Boy in DPM-D1
841 Rifts® Coalition Wars®: Sorcerers’ 889 Rifts® Sourcebook: Coalition States, Armor – $6.00
Revenge™ – $16.95 Heroes of Humanity™ – $20.95 MI8027 Coalition Dog Boy #2 – $6.00
842 Rifts® Coalition Wars®: Cyber- 890 Rifts® Dimension Book 15: Secrets of MI8028 Coalition Dog Boy #3 – $6.00
Knights™ – $16.95 the Atlanteans™ – $24.95 MI8029 Coalition Dog Boy #4 – $6.00
843 Rifts® Coalition Wars®: Shadows of 890HC Rifts® DB 15: Secrets of the MI8030 Coalition Dog Boy #5 – $6.00
Evil™ – $16.95 Atlanteans™ Gold Edition – $50.00 MI8031 Glitter Boy – $20.00
844 Rifts® Coalition Wars®: Final 891 Rifts® World Book: Sovietski™ – MI8032 Glitter Boy Pilot – $6.00
Siege™ – $24.95 $24.95 (coming) MI8033 Kydian Overlord – $20.00
845 Rifts® Game Master Guide™ – $26.95 892 Rifts® Sourcebook: The Disavowed™ MI8034 Dragonsaurus – $10.00
846 Rifts® Aftermath™ – $24.95 – $16.95 (coming) MI8035 Slaver and Slave (Atlantis) Set –
847 Rifts® DB5: Anvil Galaxy™ – $20.95 893 Rifts® CS: Heroes of Humanity™ $10.00
848 Rifts® Book of Magic™ – $26.95 Arsenal Sourcebook – $16.95 (coming) MI8036 Crazy – $6.00
849 Rifts® Adventure Guide™ – $24.95 894 Rifts® Haunted Tech™ – $16.95 (coming) MI8037 Juicer #1 – $6.00
850 Rifts® Bionics Sourcebook™ – $16.95 895 Rifts® Living Nowhere™ – $16.95 MI8038 Juicer #2 – $6.00
851 Rifts® DB 6: Three Galaxies™ – $20.95 (coming) MI8039 Cyborg #1 – $12.00
852 Rifts® Dark Conversions™ – $24.95 2510 Rifts® & The Megaverse® Art Book MI8040 Cyborg #2 – $12.00
853 Rifts® Chi-Town ‘Burbs™ – $9.95 – $22.95 MI8041 Cyborg #3 – $6.00
854 Rifts® The Tolkeen Crisis™ – $12.95 2510-HC Rifts® & The Megaverse® Art MI8042 Coalition Officer – $6.00
855 Rifts® The Black Vault™ – $9.95 Book, Hardcover – $50.00 MI8043 Coalition Grunt #1 – $6.00
856 Rifts® The Vanguard™ – $9.95 2510-CML Rifts® & The Megaverse® Art MI8044 Coalition Grunt #2 – $6.00
857 Rifts® WB 24: China One™ – $20.95 Book, Collector’s Masterwork – $125.00 MI8045 Coalition Grunt #3 – $6.00
858 Rifts® WB 25: China Two™ – $20.95
Miscellaneous Products When placing an order by mail, please
859 Rifts® DB 7: Megaverse Builder™ –
600 Deluxe Revised RECON® RPG – add money for shipping and handling. Add
$16.95
$22.95 $5.00 for orders totaling $1-$50, $10.00 for or-
860 Rifts® DB 8: Naruni Wave 2™ – $16.95
2537 Gamer Coffee Mug – $10.00 ders totaling $51-$95, and for orders totaling
862 Rifts® WB 26: Dinosaur Swamp™ –
2545 Dead Reign™ Coffee Mug – $10.00 $96-$200 please add $15.00 US. Double the
$20.95
2554 Palladium Bookmarks, Set One – $5.00 amount for Canada, and quadruple it for over-
863 Rifts® MercTown™ – $20.95
2555 Palladium Bookmarks, Set Two – $5.00 seas orders. For more shipping options, order
865 Rifts® Merc Ops™ – $20.95
2561 Property of Chi-Town Library Pencil online at www.palladiumbooks.com.
866 Rifts® WB 27: Adventures in Dino-
– $0.50 each
saur Swamp™ – $20.95 Allow 2-4 weeks for delivery.
2562 Future Visions™ – The Artistry of
867 Rifts® Mercenary Adventure Source- Make checks and money orders payable to:
Charles Walton II – $13.95
book – $12.95 Palladium Books
2566 Glitter Boy Mouse Pad – $9.95
868 Rifts® WB 28: Arzno™ – $20.95
2567 Old Ones Mouse Pad – $9.95 Check release dates for new products. If
869 Rifts® WB 29: Madhaven™ – $16.95
2568 Zombie Graveyard Mouse Pad – $9.95 the book you order has not been released yet,
870 Rifts® John Zeleznik Coloring Book
2575 Rifts Poker Cards 1 (full color) – $11.99 your order will be held as a backorder until the
– $5.95
2576 Rifts Poker Cards 2 (line art) – $11.99 product is available. Please note that prices are
871 Rifts® Machinations of Doom™ –
$18.95 Note: T-tshirts and other products can be subject to change without notice.
872 Rifts® DB 10: Hades™ – $24.95 found online: www.palladiumbooks.com Orders can also be placed by phone, at
873 Rifts® DB 11: Dyval™ – $24.95 (734) 721-2903 (order line only). Please have
Rifts® Miniatures
874 Rifts® WB 30: D-Bees of North your credit card information when you call.
MI8002 Xiticix Pack – $18.00
America™ – $24.95
MI8004 Coalition Dog Pack – $18.00
875 Rifts® DB12: Dimensional Outbreak
– $24.95
MI8005 Men of Magic Pack #1 – $18.00 www.palladiumbooks.com
Al
sof
orusewi
thHer
oesUnl
imi
ted™
Al
iensUnl
imi
ted™,Revi
sed
●Morethan80alienplayerraces!
●New superabi
li
ties.
●Robots,weapons&mor e.224pages.
●Wri
ttenbyWayneBr eauxJr.

Her
oesUnl
imi
ted™ G.
M.’
sGui
de
●GameMast ert
ipsandi nf
o.
●Maki
ngandr unni ngadventur
es.
●Tenful
ladvent
ur es.
●Rampage,Brawlr ulesandmor e.
●224pagesbySi embi eda&Breaux.

Af
tert
heBomb® RPG
●Postholocaustworl
dofhumans&mut
ant
s.
●Mutantanimalpowers&psioni
cs.
●Over100mut antani
mals.
●Everyt
hingyouneedt oplay
.
●224pagesbyEr ickWujci
k.

Ni
njas&Super
spi
es™ RPG
●41dif
ferentmart
ialart
s.
●Dozensofmyst i
cpower s.
●Superspiesandsecretorgani
zat
ions.
●Gimmicks,cyborgagentsandmor e.

Avai
labl
eat
st
oresever
ywher
e

Al
iensUnl
imi
ted™ Gal
axyGui
de™
AHer
oesUnl
imi
ted™,2ndEdi
ti
onSour
cebook
Expl
or et heMi lkyWayGal axyandscor esofalienwor l
dsandci vil
i
zat i
ons(aswellascreateyourown).DiscovertheFedera-
t
ionofAl l
iedRaces,bewar etheconquer i
ngAtorianEmpi re,vi
sitthecr imewor l
dofGr ymdi
n,andcount l
essothers.Thissour
ce-
bookpr esent severythingonemi ghtneedorwantt ol
aunchani nt
er stel
larsuperher
ocampai gnorstr
aight
for
war dsciencefi
cti
on
adventure.
●Anover view ofTheMi l
kyWayGal axy’smostnot ablealienci vi l
izat
ions.
●Alienwor l
dsdescr ibedandadvent ureideas.
●Spacecombatr ules.
●Spaceshi pcr eati
onr ules.
●Spacet ravelsyst emsandr ul es.
●Random pl anetcr eat iontabl es.
●New al ienr acesandspacef aringmonst ers.
●Mor eont hemyst eriousRi at henors.
●Tensi onbet weent heAt ori
anEmpi reandFeder at
ionofAl l
iedRaces.
●New Ski llsandSki llPr ograms,i ncludingvar iousspaceski lls.
●Spacecr aft,super -gadget s,gi zmos,powerar mor,andr obot s.
●Agal axyofadvent ureset tingsandadvent ureideas!
●Wr it
tenbyWayneBr eauxJr .wi t
hCof fi
nandSi embi eda.
●Over220pages.

$24.95
Cat.No.519
I
SBN–101- 57457-
054-4 ®

I
SBN- 13978-1-
57457-
054-
0 www.
pal
l
adi
umbooks
.com

You might also like