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Addendum 2
By now its somewhat too late to be re-editing the entire 220something page main supplement as a single
entity, it became too unwieldy to continually keep adding things too so I am releasing a selection of
smaller additions that can help in your running of the Rival company.
This is just an elaboration on some areas that I have found lacking, in the V3.0 supplement, the SLA MRB,
online resources and as feedback from playtesters, GM’s who found fault in some areas or needed more
info to fill out some areas.
The same rules apply here as they did in the main volume, toss it if you dont like it, nerf it if its too
powerful, add extra 0’s to prices if its too cheap and use your imagination. Its not possible to make
everyone happy, if I could do that do you think I’d be working for free?
As it is most of the Thresher stuff is pretty portable into anyone’s current WoP without upsetting any
preconceived ideas, I have made very, very sure of that in most cases.
This file contains some new ideas and updates for the new Contract Directory rule changes and skill
updates, if you haven't bought the book already go out and grab it as there are a lot of things in it that are
well worth the read. For reasons that are obvious I won’t be reproducing in any way the details in the
Contract Directory material.
Skills:
Sneak
Hide
Evaluate Opponent
Any one H2H Combat Skill
Pistol
Biofeedback (Conc)
The character may select any one “signature move” type to their list of skills
Sapper/Demolitions
The Thresher Sapper is a jack-of-all-trades but he deals primarily with destruction of enemy assets, defense
of their own and repair of basic equipment.
Skills:
Mechanics
Computer use
Demolitions
Demolitions Disposal
Electronics
Engineering –Covert (INT)
Skills:
Willpower (COOL)
Streetwise
Acting
Negotiation
Rival company info
Disguise
The Thresher Marine is a lesser known and possibly just as feared infantry soldier who has more emphasis
on their training made towards space combat. Boarding actions, repelling pirates and more often than not
they are the first into the breech for any large-scale military operation. They like to think that they are the
elite of the Thresher infantry, (its wise not to argue with them), discipline, honour and morale are
exceedingly good.
Skills:
Blade 1H
Rifle
Auto/Support
Pilot Powersuit
Zero-Gee maneuvers (DEX)
Evaluate opponent
With the Thresher source material being what it is with a few more detailed planets with different
environments and cultures I was thinking off adding some racial skills to add a bit of background.
Backgrounds and upbringing are very important to a character personality, even their language, slang and
customs will vary quite considerably. Most of these are only really relevant to Human characters but a
Shaktar or Wraith raised on a world different to their racial homelands and full of different species.
Destarphas is very much the epitome of a Thresher homeworld, Killian is taught in schools and the
education system is very good. They also maintain a policy of compulsory military service for 16 year
olds. There is a native language spoken that still has strong ancestral roots dating back to when the planet
was settled 490 years ago- Tarpa is spoken mostly by older folks and is still part of the school curriculum.
There is also a longstanding background of farming and animal husbandry so characters may wish to take
Agriculture and Animal Handling as part of their hobby skills if they come from a family that grew up on
the land.
Bremen is similar in many respects to Destarphas, both have comparatively large populations of people.
The education system and military service is virtually the same as the ‘sister’ planet but they do speak a
different language, Bromany, which has roots in New Parisian and Orienta as the main cultural
background. Over 530 years the two races of humans have grown into a distinct physical appearance
(slightly Eurasian) making for a diverse and highly cultured society. Hobby skills could come from the fine
arts, cooking and swimming as the planet has much more water than land. Other secondary skills could
involve Sail- Boat and Aquaculture which is an offshoot of agriculture and involves the raising of marine
animals and plants for food.
L'ndnfr'll is a complex and peaceful planet which is so far out on the fringes of the galaxy that it has been
lucky enough to avoid being entangled in conflict. It is an allied world of Thresher and as such the ebon
and shaktar population dont use the same education system or have any standing army for military service.
Characters from L'ndnfr'll have a slightly different set of morals and most dont have any predilection for
hostility. Racial skills as a result are slightly different for ebons and shaktars who spend most of their time
as hunter-gatherers, farmers and religious study. Hobby skills can include things like Agriculture, Animal
handling, Biology, Religion, Woodworking, Blacksmithing and Metallurgy. The adoption of high
technology is starting to permeate the society slightly with new imports reaching the marketplace.
Optional Shaktar Racial skills-
Survival 2, Tracking 1, Climb 1, Any close combat skill 2, Running 1, Religion 1
Optional Ebon racial skills-
Literacy 1, Formulae 1, Mathematics 2, Survival 2, Religion 1, Tracking 1
ERY 10-14 Despair is a backward and miserable world that is slowly coming back to some semblance of
approaching civilisation and is an allied world of Thresher. Education standards are starting to improve but
most of the local population is still unable to read or write and has no standing army. Technologically they
are still slightly backwards having come from human settlers and mining crews 400 years ago that lost
touch with the rest of the universe. Getting around the planet itself is a hazardous affair at the best of times
as most of the population still bands together in small clans and most dont like each other much, then
theres the native swamp fauna and flora which isn't friendly either. Most know how to operate a boat of
some type, mechanical and repair skills are also common along with other basic survival skills related to
identifying plants, animals and cooking them.
Killian is still spoken by the population but some also speak shaktar due to some contact with space going
merchants.
Optional Human racial skills-
Bargain 1, Detect 1, Survival 1, Navigation 2, Streetwise 2, Rifle 1
Spacers, some families have been plying trade routes for centuries in massive ion drive bulk cruisers,
hopping from one planet to another with a cargo of goods trying to make a living. Most even end up
bringing their partners and children along rather than stay away for years and come home to find them all
grown up. Others have even gotten to the point where they have no planet of origin and travel like gypsies
from one place to another and their entire family clan in tow, like the shaktars of the conflict war days.
Either to escape an enemy or finding that they can neither remember their homeworld or even if there is
one to go back to. Many sing sad songs of home that they dont know and have no living memory of but are
passed down from one generation to another so they have a past and heritage.
Pirate upbringings tend to be a harsh and dangerous period in a character’s life that will haunt them for the
rest of their days, born either out of escaped slaves, rapine or abducted in a raid. Many have enemies and
no one ever trusts a former pirate, especially their former kin who see the person as a mutineer or at best a
traitor to their family. They have long memories and a surprisingly long reach, nothing runs as red as a
family feud.
Optional Freetrader background-
Streetwise 2, Space Navigation 1, Pilot Ion Drive 1, Computer use 1, Zero Gee Maneuvers 1, Bargain 2
Optional Gypsy background-
Streetwise 2, Space Navigation 1, Singing 1, Bargain 1, Pilot Ion Drive 1, Mechanics Repair 2
Optional Pirate Background-
Unarmed 1, Zero Gee Maneuvers 1, Pistol 1, Streetwise 2, Pilot Ion Drive 1, Intimidate 2
Fane
Type: Disputed free world
Atmosphere: Clean-breathable air capable of supporting human life
Hydrosphere: 65% free surface water coverage
Gravity Mass: 1G
Temperature: -20 degrees Celsius to +45 degrees Celsius
Terrain: Rolling mountain ranges, tropical forests and vast grasslands
Population: est. 3,000,000 human
Function: Homeworld – Resource world
Length of day: 23 hours
Length of Year: 362 days
Major exports: Minerals, woodwork, animal products, gemstones and radioactives
Major imports: High tech items, foodstuffs, medical equipment
Spoken Languages: Fane, very few Killian speakers
The humans of Fane face a very uncertain future, both SLA and Thresher are looking to sign trade
contracts with the inhabitants. For now the diplomatic parties are vying for the favour of the planet’s most
powerful chieftain for the contract and violence has been kept to a minimum and in the shadows. SLA
moves a fold-frigate into orbit, Thresher sends a heavy cruiser, sensing a severe threat to their holdings
SLA sends in a company of hardened Militia troops from Dante, Thresher sends in a platoon of heavy
assault troops and the level of tension increases exponentially.
While the suits argue it out, the citizens of Fane go about their lives as they have done as Bronze Age
nomads wandering the steppes and being very hospitable to offworlders. Most are oblivious to the events
that are unfolding around them so life for the friendly residents is going to take a turn for the worst
however the contract goes. If the chieftains sign the Three P’s with SLA, then Thresher will attack as they
want the resources and the planet is too close to their own trade routes for comfort, it could easily turn into
a war world in the blink of an eye.
The current inhabitants know not their origins but they do have an ability to adapt quickly to new things,
both the good and bad, being brought in by traders and the two rival companies. It is not uncommon to see
tribesmen running around with all sorts of firearms, mismatching clothing, still riding their Jakaka (a warm
blooded, four legged lizard-like creature) and living in their communal tents. Some even own SLA TV’s
even though there isn't a transmitter for 200,000 light years, but SLA are building one. How long it lasts
before Thresher gets around to breaking it is anyone’s guess. Just like no one is betting on how long the
wild and beautiful planet will stay in its peaceful state before the strip miners come and the shooting starts.
Optional Fane Human backgrounds
Hunter
Archery 1, Tracking 2, Survival 1, Polearm 1, Running 1, Detect 1, Ride-Animal 2
Gatherer
Survival 2, Cooking 1, Detect 2, Tracking 1, Blade 1H 1, Ride- Animal 1
*Character will need to learn Killian if they are to be able to talk to offworlders
Basically anything that SLA can do with a sharp pointy object Thresher can do a similar job to a melee
weapon. Whilst most of the energies are directed to powersuit, vehicles and firearms there are small sub-
companies that will be able to do the work, for a price of course. Usually a very hefty price so I won’t be
changing the costs detailed in the Contract Directory, however, anything involving a master shaktar
weaponsmith will have to be sent to L'ndnfr'll which is about as far anywhere as you can get. Then, you
have to convince a shaktar to make the damn thing or perform some god-awful deed or just dump a
massive amount of trade goods there. Needless to say this is bloody time consuming, takes ages on an Ion
Drive ship heading out there and usually more trouble than its worth in all honesty.
Suggested trade value of Shaktar weapons
When Michael and I detailed the shaktar racial weapons we didn't make any prices for them, mostly
because we figured it would be something GM’s could award out and revolve stories around rather than
just sell them on the open market. Regardless of how ‘standard’ a weapon from L’ndnfr’ll is they are all
handmade and each has their own peculiarities that make them unique.
Remember, if your character isn't a Shaktar then they cant really use the Lance or Bow because they are
only made for that species, anyone else fiddling about with one gets a flat
–6 penalty to use them. They are simply too big and not weighted properly for little folks even if they are
wearing armour.
With enough motivation shaktar smiths on L’ndnfr’ll might be able to be convinced to make a weapon
based on existing current designs, but none of them or shaktar racial weapons can be modified with
technological enhancements. They do however, accept glyphs.
Firearms Modification
I'm familiar with the fact that you are going to ignore this particular problem until it swims up and bites you in the ass
One of the areas Thresher specializes in is the re-tooling of weapons too different caliber’s, mostly out of
necessity to use any available ammo when their supplies dry up. They dont make a lot of use of custom
weapons in their arsenals though as it makes it inefficient to maintain a large standing force with a
multitude of odds & sods. Thresher agents on the other hand can use whatever they can afford or deem to
spend their money on, for agents deep behind enemy lines it could be a lifesaver to carry a few spare parts
for enemy calibers. The DRAUG revolver is a prime example of Thresher weaponsmithing to make a
firearm as modular as it can be, however large automatic and semi-automatic weapons require a lot more
work.
Re-tooling
The re-chambering of a weapon is no easy task, the barrel has to be replaced completely, the recoil
recalibrated the bolt replaced and the magazine changed to accept a different shaped bullet. Note,
flamethrowers, gauss weapons, grenade launchers and mortars cannot be re-chambered.
There are five different types of projectile weapon that can be re-chambered and are defined by the
following characteristics-
Pistols- Semi automatic weapons that fire Pistol ammunition.
Submachineguns- Fully automatic weapons firing pistol ammo
Rifles- Semi and Fully automatic weapons firing Rifle ammo
Machineguns- Fully automatic weapons firing rifle ammo
Cannon- Large support machineguns and sniper rifles firing 13mm and larger ammo
Weapons can be re-chambered +/- 3.0mm from their original specifications.
Shotguns can be increased +/- 2 gauge- the smaller the gauge the larger the bore of the weapon.
Magazines will be required for weapons chambering ammunition that differs from the original
specifications that it came with out of the factory.
Each magazine will cost $5 per 5 rounds and can only exceed the original factory issue magazine by 50%
in capacity.
Each ammo-bin type magazine costs $50 per 100 round capacity.
On a ‘double 1’ for weapons that have larger capacity’s the weapon will jam, requiring a difficult weapons
maintenance roll to clear.
NB: Remember, barrel mounted accessories like silencers, flash suppressors and recoil baffling will have
to be bought separately for a weapon that can fit different caliber’s.
Rifle Carbines and Snub nosed Revolvers
Sometimes it isn't convenient to carry a full sized rifle in some conditions, long weapons get caught up on obstructions and can
be a hindrance to the owner getting out of vehicles. Revolvers with long barrels are more intimidating and somewhat more
accurate but can be unwieldy and hard to conceal. The disadvantage to having a shorter barrel is that it reduces its effective
range because the bullet has less barrel to keep it straight and develops less power because the propellant hasn't had time to
expand fully behind it.
For the urban sniper who rarely has visibility past 500m or the undercover agent looking to pack a compact weapon, the shorter
barrel is a viable option.
Rifles can have their barrel length reduced by 50%, weight is reduced by 10% and range is reduced by 50%. Cost: 15% of
weapons original value
Revolvers can have their barrel length reduced by 60%, weight is reduced by 10% and range is reduced by 60%. Cost: 10% of
weapons original value
TH-WEFS
A combination Waveform phase counter emitter and flash suppressor that comes in a variety of sizes to fit
Thresher firearms. Whilst it is a more complicated device than the primitive ‘baffle’ type silencer used by
other rival companies, the main advantage is that it has a far stronger tolerance for fully automatic fire and
ultra high velocity ammunition. With the added advantage that there is nothing to wear out or be burnt out
and is relatively compact. The waveform pulse will counter the initial muzzle blast of propellant but if the
bullet passes through the sound barrier there will be a sonic boom, (heavy weapons like cannon and
magnum rounds always break the sound barrier) unless subsonic rounds are used (-1DAM and –1PEN)
Flash suppression is 99% effective and the Waveform pulse is 99.7% effective at eliminating muzzle blast.
The WEFS is a permanent fixture to the weapon barrel and has an internal powersupply for 10,000 shots.
Non-standard ammunition
Smile you son-of-a bitch!
For purposes of sanity it is recommended that GM’s only allow their PC’s to modify a weapon’s calibre to
existing ammunition types. Theoretically they could load and make their own ammo types with the
handloading kits but I will leave it up to GM’s to decide and give it stats.
The only exception is shotgun ammo, which I will detail here so they can use 12, 11, 9 and 8 gauge shells.
While Im here, someone suggested DU slugs for shotguns, (ebon season!) it’s a bad idea mostly because of
the mass of the projectile, which would probably cause the barrel pressure to rise to dangerous levels and
explode. However, its up to GM’s to pass this on or let them find out the hard way. Theres lots of other
things you can stick in shotgun shells but that will have to wait another day.
Magnum Conversion
First a weapon will require a new barrel, this is typically a heavier and stronger construction that has to be
re-bored to accept a different calibre. It adds to the weapons total standard weight. They are also 20%
longer than standard weapons to optimize the burn rate of the propellant.
Weapon Cost Weight
Pistol $600 +20%
Rifle $1000 +25%
Shotgun $800 +20%
Next will be the receiver which has to be reinforced and made to chamber a typically longer and thicker
round into the barrel. For a semi automatic rifle this means it will have to be converted to bolt action, semi
auto pistols and shotguns have to get a stronger frame, heavy-duty bolt and recalibrated springs. Revolvers
have to have their frame expanded to accommodate the bigger round and made stronger.
Weapon Cost Weight
Semi-auto pistol $600 +10%
Revolver $400 +5%
Rifle $800 +10%
Shotgun $700 +10%
Magazines will have to be custom made, cylinders for revolvers will have to be re-bored and the
underbarrel magazine of some shotguns enlarged and extended. For magazine fed shotguns use the rifle
price. The magazine capacity of the weapon will be –25% less than a standard weapon, as it has to pack
larger rounds into it.
Weapon Cost
Semi-auto pistol magazine $5 per round
Revolver cylinder $200
Rifle Detachable box magazine $10 per round
Shotgun underbarrel magazine $400
On a ‘double one’ roll the weapon jams and will require a Difficult Weapon maintaince roll to clear, taking
5 phases.
Magnum Ammunition
This is where the cost gets very expensive very quickly, the casing that is to be mated to the projectile has
to be made from scratch on a lathe or modified from an existing casing. Bought from a gunsmith they can
be procured at limited amount per day (and cost plenty), it is worthwhile for the owner to reclaim the lost
casings as they can be reloaded a second time assuming they aren't damaged.
Using tracer gives a +1 to Autosupport, cumulative with other aiming mechanisms and systems, adding
more than 1 in 5 tracer will not increase this.
Damage, Penetration and Armour damage are the same as a Regular type of round
Cost is twice the normal cost of Regular ammunition
EMP munitions
Of considerable concern to SLA and Darknight forces is the ongoing threat of sabotage from Thresher
units carrying these munitions which have started to make themselves felt distinctly. The non-nuclear
payload in the 55mm grenade launcher and 58mm mortar round is technically non-lethal to humans but
long term effects on armoured troops have caused lowered immune systems, cancers and sterility. The
main concern though is the destruction of electrical systems, communications and power supplies, unlike
the HERF weapon, which can be protected against by installing frequency buffers (until the HERF
operator changes frequency at least!) the Electro magnetic pulse is far harder to stop.
The 100mhz output over 400 nanoseconds from the spark gap field is both long ranging and is capable of
overloading primary, secondary and any other redundant shock protection by burning out sensitive
components quicker than can be compensated. Even powered down systems and power sources are at risk
of an EMP attack, hardened circuitry provides little protection against such an overload and there is a 50%
chance that the system will not reboot successfully and be permanently damaged. The exact manufacturing
specifications for the peizo-electric crystal in these munitions remain a closely guarded secret but it is
believed to be a combination of rare earth elements and Nanotechnology.
55mm Grenade Cost- $80 each Blast radius- 40m Arms after 80m
58mm Mortar Cost- $200 Blast radius- 100m Arms after 200m
Many soldiers in the field dislike using these devices as they are completely indiscriminate and require a
lot of distance between them and the target. More than one has been caught in their own blast radius or
fried their communications because depending on the weather and altitude, the pulse may travel further.
Weaponry, the M450 doesn't come with any turrets as standard. Thresher use enclosed systems both for
better protection and to retain the hull integrity against NBC attacks. It can mount one revolving turret
(which uses the top hatch above the comms suite) and a point turret on the front facing forward and one
point turret on each side.
The revolving type turret-
Chassis
The chassis is the framework running through a vehicle that gives it structural integrity, some vehicles are
so solidly constructed that their chassis is never under enough stress that it ever fails. Others are highly
tuned performance machines that are tested to their limit everytime they fire up. (Includes things like
suspension, rotor blades and landing gear)
Chassis Overhaul cost Total operation time Downtime
Motorbike/trike $200 100,000 hours 6 man hours
Powerarmour $200 - $800 15,000 hours 24 man hours
Powersuit $500 - $1000 10,000 hours 30 man hours
APC-IFV $12000 250,000 hours 40 man hours
Heavy APC –Truck $20000 300,000 hours 70 man hours
Car – Jeep $1000 150,000 hours 12 man hours
Light fixed wing plane $1500 20,000 hours 60 man hours
Helicopter $3000 15,000 hours 48 man hours
Small Ion Drive shuttle $15000 50,000 hours 90 man hours
Small Ion ship $50,000 500,000 hours 120 man hours
Power Plant and engines
Vehicles in Thresher mostly use a fusion generator and either an electric, turbine or Ion engine to propel
them. Others like a Thresher jump pack use a plasma ramjet, batteries are a standard feature on most
vehicles and only need to be recharged rather than replaced.
Control Loom
To save time and money on building a dedicated remote control unit Thresher development teams made a
wiring loom and software that would mate the standard Scour compact PC with a long range ALEPH band
radio. Seeing as most Thresher employees native to the company had a good education with computers and
many of them undoubtedly spent their time in amusement parlors and playing computer games at home the
acclimatisation is easy for most. With the Scour PC or one of its more powerful cousins there is also the
capability to have a ready amount of memory to store recorded information from a drone in the field and
then distribute it as needed. Software to connect the radio to the computer is provided along with the loom,
separate software is bought individually and includes the basic controls along with some practice
simulations so that the operator can get used to the device before going into the field with a live unit.
Operators can only control one device at a time, any extra devices have to be left to loiter. Range of the
units is typically limited to their own onboard transceivers and there have been occasions that the signal
has been jammed. The only way to overcome jamming is to have a bigger radio than the enemy does.
Skill to use is Computer Use but Computer Games is also a relevant skill to control the device with
initiative based on Diagnose rather than Dexterity.
Having the device engage in combat (assuming it can) is Autosupport for vehicle mounted weapons.
TH 4600/02 FTLR
The ‘Flitter’ is a small reconnaissance drone that has an advanced suite of 360degree IR/UV and
movement sensors, which are coupled to some very advanced avionics software. At ranges of less than 5
metres its tiny twin rotors are barely audible as it speeds around its dedicated patrol routes or is piloted
directly by an operator. While they aren't able to carry any weaponry they can carry other small bugs in
their landing claw or even a TH1034/RBD-AIRD drone and deposit them where they can listen in on
enemy conversations. Alternatively they can be powered down and parked somewhere overlooking an
enemy encampment to watch the comings and goings, about the biggest drawback to the ‘Flitter’ is its lack
of loiter time in the field which limits how far it can go and return back to the operator. Apart from that
they do make a good active defense around an encampment and are cheap enough to have a few of them
doing it.
Roving Range- 5,000m Ceiling: 250m
ID: 5 PV: 0
Weight: 0.4kg
Size: 80mm tall body
220mm rotor width
Speed: 12m per phase
Powersupply: 12 hours
Unit Cost: $300
Software cost: $60
Onboard Skills- Detect: 8, Fly: 6 Navigation: 5
Initiative- 11 DEX
TH 9906/HARD ‘Harbinger’
Thresher first deployed the HARD in some numbers in 687SD on the war world of Charlie’s Point to find
enemy forces hiding under the thick canopy of trees that cover the planet. It got its nickname ‘Harbinger’
by the enemy and was widely feared by SLA and DN soldiers, not because it carried any weapons but
because of its unerring ability to find them and shooting at it only brought in highly accurate artillery
strikes.
Onboard the single turbine glider is the now legendary TH/PES system, a high power thermographic
camera and a Doppler radar, which makes it invaluable as a reconnaissance craft. Its extended airborne
loiter period, high altitude capability and stealth coating lets the drone stay aloft for months if need be and
they are very hard to find. Other uses for the drone include mapping of unexplored worlds and the location
of downed aircrews.
Roving Range- 15,000km Ceiling: 6250m
ID: 200 PV: 10
Weight: 230kg
Size: 2.2m long, 3.6m wingspan (collapsible for storage- 1.8m x 0.3m x 0.3m)
Speed: 480km/h
Powersupply: 10,000 hours
Unit Cost: $4900
Software cost: $90
Onboard Skills- Detect: 12, Fly: 10 Navigation: 8
Initiative- 10 DEX
NB: Requires 50m of flat ground to take off and land
There is no mistaking the Mk.12 as anything but an airborne killing machine which, has on more than one
occasion not been particularly fussy about ‘exactly whom’ it killed if left to its own devices. Earlier models
in particular had a tendency to just keep going about their business if they got out of range or the signal
back to the operator was broken, most where recalled or shot down but some still turn up and are banned
on Thresher homeworlds. The Mk.12 is a slightly ‘dumber’ model than its predecessors, the addition of a
micro fusion reactor meant that at least its killing sprees would discontinue after 30 days and its overall
power to weight ratio was better than the recycling-battery systems of earlier models.
Propulsion is provided by three 2800kw turbines, which enable it to take off and land vertically as well as
perform extreme high G maneuvers that would kill a human pilot. At idle the machine is whisper quiet
with the waveform phase counter emitters making it virtually silent at all but full throttle and it has ECM
coating to prevent detection from radar and heat sensors. Its own onboard sensors include a TH/PES
system, Active Sensor array, a high power thermographic camera and a Doppler radar making it virtually
impossible to hide from.
Offensive capabilities include a ventral turreted 55mm grenade launcher with 100round internal magazine
and a variable loadout, nose mounted ball turret which can take either two 11mm machineguns (with
2500round internal magazine) or a VAPH III cannon (1300round internal magazine).
Operators either love or hate the machine for its “Weapons free” ability to murder entire platoons of enemy
forces, most everyone else just hates and fears them.