Professional Documents
Culture Documents
Lancer: Battlegroup
Playtest 1.6
Playtest Document Prepared by Miguel Lopez and Kai Tave for Massif Press
2020
Lancer: Battlegroup is a new, standalone rules system for mass space combat in the Lancer
setting, designed for use at your tabletop and in digital, non-grid or hex-based play. Blending
Lancer’s deep unit customization and imbued story with tactical narrative action, Battlegroup
casts the players as pilots and officers in a fleet deployed to the front line of a naval campaign.
Their missions may vary, but their main objective remains the same: survive, and return home.
Features:
● Detailed naval combat that does not require a grid. Command a battlegroup using The
Gyre, a relative positioning system that depicts capital ships and attack wings
navigating the tremendous distances that are common in space combat.
● Battlegroup is both a standalone game and a large-scale space combat module for
Core Lancer. Whether you want to play a naval campaign or add a new dimension and
scale to your existing Lancer campaign, you can use Lancer: Battlegroup to expand
your group’s library of storytelling options.
● Battlegroup brings the evocative elements of naval warfare in Lancer’s universe into
play for the first time: from boarding actions with mounted chassis, demisolar
long-spool weapons shattering capital ships in a single shot, and ontologic warfare
conducted by fleet legions in dimensions uncanny, Battlegroup continues to expand the
playable theaters of Lancer’s setting.
● Fleet and ship customization — from hull to systems, weapons and escorts, the way
you build your ships determines how you play.
● A closer look at the Dawnline Shore and the major powers vying for control of the
region, including campaign beats, plot hooks, and more.
(As a heads up, you may see some traits, weapons, maneuvers, etc, that reference tiers or
features of play not yet included in PT1 — consider those hints at what is to come in PT2 and
PT3!)
1
Hi there, Pilots,
Figured it’s about time to update this section given some recent developments and to keep
everyone in the loop as to the ongoing development process of the game. As has been
discussed on the discord, Miguel and I have talked about things and we have both agreed that
the original plan of having Battlegroup provide gameplay on two separate layers, a fleet layer
and a dogfight layer, is not sustainable and so we’ve made the decision to consolidate our
efforts onto the fleet layer.
Essentially, while having two separate layers sounded really cool in theory, in practical terms it
was difficult for us to come up with a way to have two separate-but-compatible play layers that
were both distinct enough to stand alone from one another and also interacted with each other
seamlessly. Longtime Lancer veterans may recall this is sort of the same dilemma that was
encountered during that game’s playtesting and development with regards to dismounted
pilot-level play, and much like with that the best solution available to us is to focus our efforts
making one of those gameplay layers as robust, polished, and enjoyable as possible.
Nonetheless it’s important to us that Lancer fans have a way to bring their characters into the
action, and so we’re taking steps to include rules and systems which allow for that. New to this
version are Ace Squadrons, a new sort of Wing you can take and customize to create your
own personal super-squad of fighters, bombers, or mounted chassis pilots. I’m also going to
be looking to include Aces on the GM side as well, though those may take a little longer to
work their way into the document. Also any cool lore and fluff that existed in the
now-deprecated dogfight layer will be squeezed into the main draft if at all possible.
As always, feedback is welcome in the Battlegroup channels over on the Lancer Discord
server. We’ve gotten a lot of excellent playtest feedback so far and we’re happy to have even
more.
Thanks, and see you in the stars,
Miguel and Kai, Massif Press, 2020
(PS while not strictly confidential, we do ask that you don’t share this document outside of
Pilot.NET or your table, as it represents early, early playtest material, and likely will not be
recognizable once development is complete. Honor system on this one, folks.
2
Lancer: Battlegroup 0
3
On Campaign 154
The End 158
The Campaign Tree 158
4
5
6
7
Unlike Lancer, this game does not use grid-based tactical combat. Battlegroup instead
uses a ranging system called the Gyre to track the relative positions of fleets as they engage in
combat with the enemy. Square or hex maps are not necessary to play the game and neither
are miniatures; however, you may wish to use a Gyre map and tokens or miniatures in order to
make combat easier to visualize.
WHAT YOU ROLL
In fleet combat, attacks are any offensive actions made against other ships or fleets, like firing
a weapon or directing your fleet legion to disrupt an opponent’s systems. When you make an
attack roll, you roll 1d20 and add any relevant bonuses. For an attack to be successful it
needs to equal or exceed the target’s Defense value. Successful attacks are described as
“hits” - so if the rules tell you that an effect happens “on hit”, that means it takes place when
you make a successful attack. Some attacks also result in critical hits on a result of 20+, which
deals double damage and may trigger other effects as well.
Another type of roll that may be called for is a check. Checks are handled the same as attacks,
rolling 1d20 and adding bonuses, but the target you’re attempting to equal or exceed will be a
different value than a target’s Defense. The target number will typically be stated in the
description of the check itself.
Uptime checks are one specific type of check that applies during narrative moments between
and before fleet battles. The target you attempt to roll against, and the consequences of a
check, will generally be defined by the sort of action you’re attempting.
There are several ways for rolls to be modified. One way is with a static modifier that simply
adds a flat amount to the roll, represented as a + followed by a number. For example, if
something adds +2 to a roll then after making the roll you’ll add 2 to the result to get the total
value. Another common modifier is Accuracy and Difficulty, which represent momentary
advantages or disadvantages gained and lost in rapid, chaotic moments of action.
● Each point of Accuracy adds 1d6 to a d20 roll.
● Each point of Difficulty subtracts 1d6 from a d20 roll.
● Accuracy and Difficulty cancel each other out on a 1:1 basis.
If you are lucky enough to roll several of the same bonus dice when attempting to attack (or
resolve any other check), you do not add them together to determine the result. Instead, find
the highest number rolled and apply it to the final roll. Because of this, no roll can ever receive
more than –6 or +6 from either Accuracy or Difficulty.
Weapons, attacks, and other abilities will deal damage when they hit their target. Damage
values are given as a flat number, a dice roll, or a dice roll plus a modifier. In cases where an
8
attack does damage to multiple targets at once, such as a powerful area attack, you roll
damage only once and apply the result to all affected targets.
Sometimes, special systems or effects will call for something to be halved, such as damage.
Halving does not stack, even from multiple sources. If something causes a ship to deal half
damage, then halving its damage again won’t make it deal one-quarter damage.
THE GOLDEN RULE(S)
There are two golden rules to remember when playing Lancer: Battlegroup.
I. Specific rules override general statements and rules.
For example, normally certain attacks may not be avoidable; however, certain abilities or
systems may give you the ability to attempt to avoid those attacks. Because these
abilities are specific rules, they supersede the general rules concerning those attacks.
II. Always round up (to the nearest whole number).
WHAT BATTLEGROUP IS
Lancer: Battlegroup is a game designed to evoke the experience of fleet battles in the Lancer
universe; the hum of charging long-spool weapons, the shifting of battle lines inexorably
leading to a deadly clash, pitched boarding actions and wings of strike craft hurtling through
defense curtains to deliver their payloads. Your decisions will influence these pivotal moments
and help turn the tide of battle; however, Battlegroup is not necessarily “about” the individuals
— heroic though they may be — involved in the battles the system depicts. Battlegroup is
about large, collective actions, and the cost of success.
Unlike Lancer itself, Battlegroup does not assume that players will create a single character
and chart their progress as they rise through the ranks. While that is — we guess — likely to be
the most common way to play Battlegroup, the game does not require you focus on one
officer, pilot, or crewmember. You might develop a rotating cast whose exploits you follow
throughout their careers, or you may create new characters each time you establish the stakes
of a conflict, playing out one of the most important moments in their lives. Your table can use
Battlegroup to play battles occurring all across a sector of space such as the Dawnline Shore,
zooming in on different theaters and fronts — or even different time periods.
While many tabletop games have no fixed length or predetermined ending, Battlegroup also
does not assume an ongoing campaign mode of play by default. Guidance is provided for
running campaigns — along with numerous plot hooks and additional setting information about
both Lancer’s setting and the contested region of space known as the Dawnline Shore — but
9
Battlegroup serves just as well as a standalone tactical space combat game and can be used
for one-shot play, games with rotating player groups, or short-term arcs.
And of course, Battlegroup can also be used as a way to add extra tactical and narrative depth
to a Lancer tabletop campaign. The outcome of these large-scale fleet battles can create
numerous flashpoints ripe for a squad of mech pilots to engage with, whether in space or on
the surface of a planet, and you’ll find a number of tools to help you create a narrative that
crosses between games as you play through them.
10
Characters In Battlegroup
Naval combat in Battlegroup is a different beast than the mixed-theater combat found in Core
Lancer. Battling in the void of space takes coordination and discipline — you are often firing at
targets a great distance from you, visible only by the waste heat, radiation, outbound fire, and
comms signatures they throw off; rarely are capital ships in organic visual range of one another.
Unlike combat found in core Lancer, there is rarely ever hard cover or concealment to put
between your character(s) and their enemy; naval combat is, generally, won by those who land
the first hit.
This kind of battle requires intense discipline. For officers and crew aboard a capital ship, your
foes are only glowing indicators on a terminal screen, and the blow that strikes you down may
only be telegraphed by a handful of seconds — if at all. Pilots of fighters and other subliners,
tangling with each other in the killbox between mighty ships of the line, might flash within visual
range of the enemy, but this requires only a different kind of discipline: to see the enemy and
kill them, rather than hope you are not killed by an enemy you cannot see.
Boarding actions, bombing runs, battery fire — even legionspace engagements — often instill
in the people who engage in this warfare a rigidity unfamiliar to ground soldiers. A sailor (or
“spacer”, “cosmonaut”, “astronaut”, “suit”, “crew”, and so on) has an immediate relationship to
death that ground-pounders do not: the very environment they operate in, if they were ever to
be exposed to it, would kill them; likewise the vessel that they crew — even in the course of
normal maneuvering! — may turn them into paste if they are not careful. Even the otherwise
“normal” systems required for interstellar travel — stasis-holds for long burns between worlds
and gates — might be a venture from which they do not return. Death is close for the sailor and
officer: discipline, regular order, triple-checking systems, and routine gets them through a
deployment1.
Crashing against this regular-order impulse are the new weapons of naval warfare and
engagements in which they are employed. After the Deimos event introduced Deimosian NHP,
and after the Interest War re-wrote the facts — if not the rules just yet — of naval combat,
states and empires have not fully caught up to the changing natures of combat. This is
precisely where Battlegroup sits: in the conflict between old strategies and new technologies,
the struggle between established doctrine and tactical adaptability, and the experience of line
officers, pilots, and crew against the demands of rear-echelon brass.
As players in Battlegroup, your points of view into this world will sit in this tension. Aboard your
vessel’s CIC, you act in command of not only your own ship, but the other ships in your
1
Of course, this is not to say that every ship, commander, and crew are strict disciplinarians, only that the dominant
naval culture is.
11
section, distributing orders to one or more capital ships in order to win the day, rather than the
moment — you may not pull the trigger yourself, but your orders have the same effect.
Battlegroup is a module for Core Lancer meant to expand the scope of the universe and scale
of play. It is a standalone ruleset, whose characters (mechanically, at least) don’t translate 1:1
to characters one would make in Lancer. By the nature of Battlegroup’s setting and conceits,
the characters you make in Battlegroup are likely not as free in their mission portfolios as your
characters in Lancer. The order of discipline these sailors, pilots, and officers are subject to is
much more present, the field of battle much more conventional, and their commanding officers
more used to — and expectant of — established doctrine. Your characters should interact with
this, push against it or accept it, reject or accept this paradigm. Most all characters in
Battlegroup will wrestle with these dual truths: that their strategies and defenses do not match
the weapons they wield and face, but in order to win and survive they must defeat the enemy.
A character in Battlegroup is not like a character from Lancer for the reasons listed above.
Additionally, they likely do not have the same amount of investment and specialized training as
a chassis pilot. This is not to say that they are untrained or bad at their job — to the contrary,
they are very good at what they do —only that piloting a chassis and crewing a space ship are
two very different beasts (this, too, for Battlegroup characters that pilot mounted chassis —
they are good pilots, but not Lancers).
Characters from Battlegroup would range in their reaction to having a Lancer aboard their ship
or flying on their wing: some would welcome having a hotshot pilot watching their back, while
others might bristle at what they see to be an intrusion by an arrogant toy soldier. How you play
your character is up to you, though somewhere along this spectrum is likely the best “canon”
fit.
12
New, Non-Lancer Characters
If you’re coming to Battlegroup already a fan of Core Lancer, you should know that the two
games are intended (via mechanics and scope) to depict very different windows into Lancer’s
setting. Unlike Lancer where characters can range from members of a formal military to
mercenaries or other independent actors, the character you make in Battlegroup is likely a
member of an established fighting force in regular order and supply; the structure that they are
a part of — be it private or state — is assumed to be stable enough to at least manage and
support a fleet of ships, to direct them across the Orion Arm, and to keep the cosmonauts and
officers aboard healthy, motivated, and competent2.
Your character in Battlegroup is assumed to be an actor with some agency in this context,
despite their constrained actions. Likely a commissioned officer or person of equivalent rank,
your character volunteered or chose this profession, and begins their visible-character life
motivated (despite their own fears or misgivings) to participate in the battles depicted here. You
know that your work is dangerous, but see it as necessary. Whether your character throws that
perspective aside or clings to it as their career progresses will only out in play.
Your character in Battlegroup is under threat in a way that a character in Lancer is not: Lancers
in their mechs are fearsome, singular warriors, with many systems and strategies to survive
extended, costly fights. Your character in Battlegroup can be killed in a single shot. While there
are systems that might give characters in Battlegroup a bare chance at survival should their
ship not be destroyed, a sudden death is never far away. Be aware of this if you intend to
import your Lancer character into Battlegroup, and be sure that your table is okay with this
danger — if not, systems are outlined later in this module to mechanically address this (if you’d
like a mechanical solution, that is).
Beyond their sudden and evident mortality, characters in Battlegroup must deal with time3. In
Lancer, space travel and maneuvering — save for moments where your character transits the
Blink — occurs at varying degrees of relativity, across shifting horizons, with multiple observers
and local experiences of time. This temporal mess culminates in one of two ways: as the
unfortunate but unavoidable consequence of interstellar travel, or as tragic acceleration. Your
character — whether awake and on duty or held in stasis — will be out of sync with the
“normal” progression of time on their home world.
Traveling through space at varying degrees approaching lightspeed, one begins to slip forward
in time, from the perspective of those they left behind; this means that, should your character
return to their homeworld (or station), they will have only aged a fraction of the time everyone
2
At the very least, the managing entity of the players’ fleet was competent enough to launch those
ships. Supporting them for the duration of the campaign is negotiable if it produces a more generative,
rewarding, or appropriate narrative for the story you’re all trying to tell.
3
“Must” is just a suggestion if time is not important to your table. As always, the narrative/canon
“Musts” in a Massif book are only suggestions — change what you wish!
13
else back home aged (assuming any of their loved ones back home have not yet passed on
from old age). For some on shorter deployments or having to travel shorter distances, this
could be negligible — a matter of minutes or hours, if their deployment takes them to the edge
of their local space — or a matter of decades, if their deployments take them to distant stars.
Characters in Battlegroup exist in this context: in combat, they face sudden death aboard their
ships. In peacetime and transit, they face what amounts to a social/temporal death, as those
friends and family that remain behind may have died of old age by the time they return. This
immutable fact haunts characters in Battlegroup, either as tragedy, as a harsh fact, or as relief.
The mechanics of creating characters in Battlegroup can be found in the following sections.
These serve as a window into some of the narrative backgrounds you can use to define your
commander, along with further questions you might wish to consider when roleplaying these
far-flung cosmonauts.
Creating a Commander
Unlike many RPGs, creating a commander in Battlegroup doesn't involve assigning stats or
skills. How personally strong or perceptive your commander is doesn't matter nearly as much
given the scope and scale of the action taking place. Commanders are defined by things such
as their background, their personality traits and characteristics, and their flaws and foibles.
When you create a commander, choose three of these traits that define them. Two of these
traits will be positive qualities, while one of them will be one that complicates, disadvantages,
or colors their character in some way. You may gain additional traits or change your existing
traits throughout the course of play.
Maybe your commander is a brilliant tactician with a keen eye, but is arrogant to a fault. Or
perhaps they’re steadfast and courageous in their belief to protect humanity, but reckless in
their courage, often putting their battlegroup into dangerous situations as a result. Whoever
your character is, make sure they have something that colors them. It doesn’t have to be a big,
grand thing, just something that humanizes them. Heroes are more compelling if they’re
human.
As a central character in the story, your commander will have moments when their background,
training, and personality shine through. These moments are called Uptime Checks. You'll
make uptime checks during narrative play and to accomplish specific uptime actions. When
one or more of your character's positive traits are relevant to an uptime checks, you'll get a
bonus +1 Accuracy to the roll for each trait you apply. Once a positive trait has been used in
this fashion, mark it off. Traits that have been marked off remain a part of your character, but
can't be used again until they're regained.
You regain the use of all marked off traits by having one of your character's negative
traits come into play. This can happen in one of two ways; either you make an uptime check
14
influenced solely by your negative trait, which will be made at +1 Difficulty, or the GM can bring
your negative trait into play in a way that complicates matters for your character. You and the
GM can discuss and flesh out what form that complication should take, but it should be
something that drives the story forward even as it makes things more difficult for you.
Additionally, if the GM determines that sufficient time has passed they can declare that
everyone's traits are regained.
Traits are almost always used in narrative play, and they never apply in combat unless
otherwise specified. Traits are usually fairly open-ended, allowing you to apply them in creative
ways. That said, the GM is responsible for arbitrating outlandish claims: be prepared to justify
how your commander's aggressive personality helps them gather vital intelligence, for
example.
Narrative Play and Uptime Checks
The following section deals with narrative play. This part of a game is more freeform than naval
combat, which is a lot more structured. In narrative play, rolls tend to accomplish more, scenes
cover larger stretches of time, and the outcome of individual rolls is more important.
Something to note is that narrative play in Battlegroup is even more freeform and abstract than
it is in Lancer. The focus of the game lies primarily on engagements between fleets, taking the
outcomes of those battles and using them to shape an overarching narrative. It isn’t even
necessary for players to engage in narrative play at all; you may decide to play Battlegroup
solely as a tactical combat game, on its own or as a module for Lancer. Should your games call
for narrative play, however, these rules should provide you with everything you need.
In narrative play, uptime checks are used to determine the outcome of complicated situations
and actions. They are only required in tense narrative situations and when making a roll will
move the story forward. Your commander will generally always succeed in mundane tasks,
especially if it relates to their background. You don’t need to make an uptime check to open a
door, cook a meal, or talk to a superior officer – unless there’s something complicating your
attempt, the outcome might further a situation or relationship in an interesting way, or it might
answer a question.
Unlike tactical combat, there are no turns during narrative play, and NPCs don’t get to act on
their own initiative; instead, their actions are decided by the outcome of player rolls.
Uptime checks can cover activities as broad or specific as the narrative requires. For example,
an uptime check might cover a week’s worth of non-combat operations to leash and harvest
fresh ice for water from a nearby comet. You may also roll for individual moments of action —
plotting a novel jump at a terminal, or negotiations with a specific supply officer while docked
at a station, and so on.
15
16
and their parents, and so on down the line. From when you were a child, you knew you would one day
pin the silver bars of an officer on your collar, and step to the stars...
This background can be taken along with any other background.
Orbital Defense Force
Your world asked, and you answered: for years you have served in the orbital defense force of your state
or world, arcing high above the land you call home in small shuttles and modest subline ships, spending
years aboard orbital cannons and missile batteries. You have always known the purpose of your work:
defend the world below from threats above. Now, posted to an interstellar ship, you keep that feeling
close — the world you defend might be farther away, but it is always there, just below your heart, your
home to defend.
Veterans of planetary defense forces run the gamut in training, experience, and competency; they can be
graduates of any of the premier naval schools, or locally-trained and experienced cosmonauts. Owing to
the rigors of training and breadth of necessary information, ODF personnel trend a little bit older than
most finishing school graduates — their experience is lived and learned the hard way, not schooled and
drilled into them.
*
Your character fought (or currently fights) in their homeworld’s (or home station’s) orbital
defense force. They are likely well versed in the operation of ships, as even officers in ODF
units are called to square away their vessels before, during, and after flights.
Gain one or two of the following background notes, or develop your own using these as
inspiration:
D6 Background Note
1 Your world received its first orbital defense vessels, training, and initial officer corps via its
interaction with Union. You were one of the first of your world to crew these ships, possibly
among the first people to have left your world and seen it from above; how did you get from
your ODF to where you are now?
2 Your world developed its own orbital defense force, stringing its own geosynchronous orbital
platforms and developing its own training system. Did it help when the invaders came?
3 During battle against orbital pirates (or during a training mishap) your ODF vessel was split
open above your world. Many of your comrades died either instantly or in the moments
following as you were scattered out across the high orbit sky. You were rescued; what did you
see of your world as you flew? Why did you join up again? Who did you lose during that
engagement, and who saved you?
4 You loved to fly. You grew up working the pads at your world’s uplift station, doing every job
that needed doing. You hauled luggage from arriving travellers, loaded fuel cores on
outbound shuttles, sprayed down antifreeze on dimpled booster tanks, even flew as a porter
on orbital cruises. Joining the ODF when you were of age was a no-brainer; how high did you
want to fly? Did you join to leave your world, or serve it? What of your family that you left
17
behind?
5 You remember the fear, and how heavy the dread sat in your belly as you burned for the firing
line. You were a gunner aboard one of your world’s few ODF capital ships — an old vessel,
but serviced well and plenty spaceworthy — who saw action during the last years of the last
war that gripped your world. You fired your ship’s main gun, scoring a killing blow on the
enemy’s flagship, effectively ending the war to resist unification. How do people receive you
back home? Are you a celebrated hero? Anonymous? Or was your action unnecessary? Why
did you choose to take to the stars once more?
6 Your world’s ODF is quite active, though not against conventional targets: for the past
decade, your world has been bombarded by potentially catastrophic shards of a
once-in-a-million-years comet that passed far too close. Now, on-world scientists have
confirmed that your homeworld will likely be under threat of collision for a century at least —
the ODF, once a sleepy post for high-flyers, has been forced to shape up into ready and agile
pilots and gunners: their task — yours, at one time — is to shoot down or deflect any
projectiles large enough to threaten your home with death. How long were you posted to “sky
shield” duty? Did you ever slip up and let a rock through? What took you from ODF Sky
Shield to where you are now?
18
1 The child of an Ignoble family, your admittance by lottery into the KNA was celebrated by the
whole village. You were not the first in your village to win the lottery, but you were the first to
win in many decades -- overnight, you became the pride and the hope of your village. You left
determined to make them proud — have you? Did you ever return to your mother and father,
your siblings and cousins? How high have you climbed since you left your little village — and
have you fallen? How did your school fare in the Wargame? Were you a part of it, or did you
watch from the observation decks?
2 A noble child far from your House’s throne, your dream to attend the KNA was never in doubt;
19
the only question was how high you would climb. You may have made it into the Academy off
of your own merits, but you’ll never know: your parents’ healthy donation to the Academy on
your world will always be a chip on your shoulder. How do you carry that chip now that you’re
deployed? Does it make you hesitant when you should be decisive, or is it not a big deal at all
— just how it works in the Concern? How does being a noble in an integrated fighting force
sit with you? How did your school fare in the Wargame? Were you a part of it, or did you
watch from the observation decks?
3 The flight to Karrakis was uneventful — most of it was spent in stasis anyways — and only
added a year and change to your temporal slip by the time it was done. A Metropolitan from a
Union Core world, Karrakis confirmed some of the things you feared, and surprised you in
many other ways. How was it to train alongside Karrakin nobility and Ignobles? Did you make
friends, or were you a loner? Do you choose to wear the Bronze, or have you hidden it (placed
it in storage, or thrown it away)? How did your school fare in the Wargame? Were you a part
of it, or did you watch from the observation decks?
4 The hard part wasn’t getting accepted to the KNA, since their noncom school takes any
ignoble that can pass a background check and marks the “enlist” box on the intake form. The
hard part wasn’t even proving yourself on your quals and being promoted to the far more
exclusive and demanding Officer Course. The hard part was getting off Sanjak with a clean
ID. The hard part was passing on every shred of information you could to your handlers
without getting caught. What are you after, and how deep is your cover willing to go? Now
that you’ve graduated and posted to a ship, what are you waiting for? What are you seeking
in your work to aid Free Sanjak, and how do you balance that mission with your cover story?
How did your school fare in the Wargame? Were you a part of it, or did you watch from the
observation decks?
5 The heir to your House’s Barony, you shocked the family by eloping with an endowment to
join the navy and be schooled in the KNA. Your family may have disowned you, publicly
shamed you in an attempt to get you to drop out and come home, cut off your allowance, or
sent assassins and hired mercenaries to come and forcibly take you back — have they? How
have you resisted the pull to head home, and why? What is it that draws you to the naval life?
How did your school fare in the Wargame? Were you a part of it, or did you watch from the
observation decks?
6 Always a hard worker, you were promoted from the enlisted course at your local KNA outpost
to the main campus on your homeworld. There, in mixed noble/ignoble company for the first
time, you found it difficult and exciting — when the walls of social class crack even a little bit,
it’s like seeing light for the first time after a life of darkness. Who are the friends you’ve made
at the KNA — regardless of class or nationality? Have you encountered them while deployed?
Despite your rank in the navy, outside of it (and when dealing with House Companies) you are
still seen as ignoble — how does this sit with you? How have you been changed by the
integrated force structure of the Navy? How did your school fare in the Wargame? Were you
a part of it, or did you watch from the observation decks?
20
1 Your life was comfortable; the stories you heard of the Diaspora were not. Out there, billions
were doomed from birth to live under the boot of kings, or damned to suffer at the altar of the
market. Life in the Diaspora the Second Committee left behind was not meant for living, but
structured to extract as much labor and wealth from the many and funnel it to a powerful,
greedy few. Your whole life you thought that needed to change, and your heart ached for the
people of the Diaspora, your brothers and sisters but for time and distance. When you were of
age, you talked with your parents and aunties and uncles, and told them of your decision: they
wept, some sad, all proud, and one by one gave you their blessing. You would join the Navy,
you would train as an officer and be posted to a ship, and then you would say goodbye to your
family and your loves, your home and your world, and head out to the stars — others, you
learned, needed your action more than your sympathy. How long as it been (realtime) since you
left your Core world? Have you seen combat, where your ideals crash into reality? Have you
killed, or just ordered others to fire? Do you ever want to return home, and if so, how long until
you can? Who did you leave behind?
2 When Union liberated your world, you resolved to return a debt you felt you owed. For every
21
friend lost before the red banner flew above the capitol, for every child who toiled in misery, for
every comrade whose backs could never stand straight, you decided to take the black and
enlist with Union’s navy. Ending centuries of injustice against your own people was only the
start: the galaxy roiled with cruel tyrants who emmiserated their people for want of gold, and
though it may never end, your struggle is that of the oppressed everywhere. The red flag flies
above your world now; this is but a start. The galaxy will be free. How long has it been since
you left your home, and do you ever receive communications from your family there? Are there
any others from your world in your unit? Have you engaged the enemy yet, or are you on just
out of training? When will you return, or is your fight not a deployment but a crusade?
3 Once an enlisted crew, you rose from the pack to become a commissioned officer in the Union
Navy. You’ve been on multiple interstellar cruises and seen combat once or twice. You know
your ship from stem to stern. Now, in command for the first time, you’ll have to learn not only
your crew, but the other ships under your command. How has that gone so far? Have you
endeared yourself to the other ships as you have your crew? Among the other captains, is there
one who you are particularly close with? If things get desperate, will you sacrifice other ships to
preserve your own?
4 Your education in the ways of life outside the Core was clarifying: though you grew up in
comfort, you recognized early on that it was a comfort that not everyone in the galaxy enjoyed.
After a tour in the Liberators — following in the footsteps of your parents — you transferred to
logistics, and from there to orbital/interstellar support. Now on the CIC of your frigate, you have
at your command some of the hardest power Union can bring to bear: ownership of the stars,
and a mandate to right the most terrible wrongs. What was the clarifying experience that sent
you to enlist in the Liberators? As a ground-pounder, well before your transfer, did you ever see
combat? Has your faith in Union’s mission ever been shaken? What of your ground experience
do you bring to naval combat?
5 Your name carries weight in the Navy — much to your chagrin. Your ancestors were some of the
last holdouts of the Second Committee, Naval personnel who defected or mutinied and steered
their ships to bolster Harrison Armory’s Cradle reclamation force. Interdicted and destroyed by
the Karrakin fleets in the Interest War, they never did strike Cradle, though their initiating act was
enough to earn your name a black mark. Now, you work to repair that reputation. How does this
desire manifest in your actions? Are you repentant, or rash? Do you wear your name on your
sleeve, or do you suppress your identity? How do others receive you, and has this history
gotten in the way of your progress in the Navy at all?
6 Joining the Navy was only ever meant to be a rung on the political ladder — a way to ingratiate
yourself to the system that could make you powerful. Union, you learned, spanned more than
just your world, but thousands of worlds. Theirs was a kingdom larger than a single mind could
comprehend, but not so large that a single mind couldn’t covet it. So you joined, you trained,
you pledged, you served — only, in that time, you found your priorities… changed. How?
22
1 Your commission assigned and your docket assured, you headed off to the PIC with the rest
of the boys. College was a grand time — the sport, the people, the air of the place — and
your early years in the Navy much the same. Your first command now awaits, and there is talk
of war in the Dawnline. Your chums make the bulk of the officer corps in this fleet, and back
together it feels like college all over again - invincible, assured, and with glory ahead. Do you
really believe this to be true? Of the old college gang, are there any who you have bad blood
with? Or those who you care deeply for? You’ve been in the navy for a while now, but have
you seen combat yet, or will this be your first taste?
2 The Armory liberated your world decades ago, formalized your people in their Purview, and
built your towns and villages into glittering modern cities. Your grandparents may have
labored under a tyrant, and your parents in the fire of a war, but you have grown up in a
golden age for your world. The first generation to enjoy the fruits of the Armory’s efforts, your
parents and grandparents pushed you to give back: serve in the navy, see the homeworld of
the liberators, and send your pay home — this is the road to prosperity, and if it means
wearing their flag and learning their language, then so be it. You will climb as high as you can,
prove your peoples’ worth in the Purview, and never again knuckle under the crown of a
tyrant. How far have you traveled from your homeworld to the PIC? What of the time slip
between your parents, friends, and family back home — how many years behind are you
now? Are there others from your world in your class or on your ship? What was the
development level of your world? Did you know of Union, or learn of them after enlisting? Do
you plan to return home, or are you committed to the Naval life?
23
3 The Purview must be expanded, and it will take brave youths like yourself to expand it. Hailing
from deep in the Purview, you and your comrades come from families descended from some
of the first settlers on Ras Shamra — you bleed Armory aubergine, and have never known life
outside of the Purview. Trained in the PIC, you are now posted to a ship — are you eager for
combat? What do you know of Union and the Baronies? How far have you traveled in the
Purview? What do you hope to gain from naval service — an aventure? A title? Land? Glory?
4 After your home was attacked by the Barons and defended by the Armory, your world
formally recognized the Armory as an ally and integrated their armed forces. Though you
initially enlisted in your world’s ODF, you quickly found yourself operating in the Armory’s
naval forces. Now, you fight for the aubergine banner of the Armory — how do you feel about
this? Did you volunteer to extend your service, or are you still compelled to finish your current
tour before decommissioning? Do you find the Armory to be an ally, or just another distant
power? Did you lose anyone to the Baronies, or has your family made it through unscathed?
5 It simply made soc-fin since to join. Socially, you could use the prestige upgrades; financially,
well, it’s hard to argue with the debt wipe when you’re in so deep.
6 Father made sure your accounts were squared and debts paid before you purchased your
commission: lieutenant junior grade, as senior status could easily be won if you proved a
quick study in the College. With a suite rented in the famous Terminus House, your staff
moved in next door, and schedule set, your time in the College was quite invigorating.
Networking, sport, tactics and strategies — you were a good student, as this practical
knowledge would be employed in your eventual billet; perform admirably there, and you
would be sure to rise in the Social as well as the ranks. Are you excited for combat? Did you
remain aloof through College or did you make any friends? Did Father really square your
debts before school? Which is more important to you — the Armory, or your rank within it?
24
1 The Honest Truth is many things. A trade school. A talent pool for freighters and private
security companies. A certificate program for crew from orbital/interstellar private escort
outfits. For you, it was the way offworld. On your home, there was nothing but dead ends.
You could toil in the factories or in the offices, or go an build a factory or and office, but none
of that was for you. You wanted the stars, and IPS-N offered them to you. The Honest Truth
was just that and more: via education there you earned yourself a posting — do you ever
want to go home? The Honest Truth collects all types — did you make friends or enemies
with someone who you’ll face on the opposite side? Was your time in the Honest Truth above
board, or did you mix it up with the spacers on the metro decks? Do you have debts left to
repay, or debts to collect?
2 You were born on the Honest Truth, a spacer through and through. The downwell life has
never appealed to you, and from the time you learned to navigate null-gee you’ve dreamt
about crossing the stars. Space — all of its depth and breadth — holds far more wonder and
promise than any one world. A tour in the navy will get you the pay and certifications you
need — do you plan to stay for long? Will you return to the Honest Truth? Did anyone from
your block or deck wind up going to the Truth’s flight school? Before your enlistment, did you
work private? When you finally muster out, where will you go?
25
3 You were born on the Honest Truth, a spacer through and through — though yours was a
comfortable life compared to most who call the metrodecks their home. Raised in one of the
nicer spin grav sections, your parents were IPS-N officers, assigned to the Honest Truth from
fair Carina herself. They always told you of the gentle world — her arcipelagos and warm, still
seas, the white sand beaches and the skiffs that pole between islands, their home back on
that sapphire sphere — and since you could fly and bound you’ve always wanted to go. Only,
life and your calling have got in the way. Have your parents passed on, or have they retired to
Carina? Do you see a route to the world, or are you afraid it will always be a dream? You grew
up the child of well-positioned executive officers — did you engage at all with people from the
metrodecks? Was your education private, or did your parents send you to one of the Honest
Truth’s metrodeck public education centers? IPS-N’s executive dynasty programs, while
largely bloodless, are deeply competitive — Do you have any rivals?
4 Your downwell life was a rough one. Raised in the Diaspora, you scrapped and worked for
what was yours. At fifteen you enlisted in a private mercenary company that hired any and all
who wanted a ticket offworld — all you needed to know how to do was sign your name and
state that you were of-age. You hit the stars after, slinging short-pattern guns as a marine in
your PMC’s naval security ops. In time, you lead your section, and then looked for more: the
Honest Truth was more. You earned an officer commission — what happened to your old
PMC? In your “old” life, did you make any friends? Did you lose any? Did any come with you
to the Honest Truth? Does anything from your old life haunt you?
5 From Argo Navis straight to Trunk Security, you were born in the Company and will die for the
Company — and you wouldn’t have it any other way. Union was built by IPS-N, and you
mean to continue the tradition. Were you posted to the Honest Truth or born there? Has your
loyalty and/or belief in the Company ever been tested? Do you have a grand design in mind,
or are you happy to serve? As a Company Man/Woman/Person, what is your view of Union
and its project? Do you see yourself as part of it, or apart from it?
6 The Honest Truth taught you how to be more than just a cosmonaut on a long-haul freighter.
In its curved gravity halls and metrodecks you learned to walk, talk, and bound like a spacer.
In its vac-spheres and 1:1 simulation chambers, you learned to fly like you were born in the
void. When your charter company asked you back, you refused — your lot was not hauling
ice and chunks of rawmat, but with your new dream: to fly under your own banner. Will your
old company send people after you? What of your old crew — any entanglements there?
What dream do you hold most dear — stability, or exploration?
26
Senior Petrel
Each Albatross makteba trains their Petrels differently, following millenia of their own internal doctrine
coupled with shared records from the Albatross’s long history of interstellar travel and all-theater combat.
Petrels — cadet Loyal Wings in waiting — train in tight-knit groups of no more than a dozen, organized
under their senior Loyal Wing and a retinue of advisors. The Petrel’s course is set from the moment they
adopt their cadet garb: a shorn head, simple clothing, and unadorned hardsuits mark one as a Petrel, a
squire destined to be a Wing once their training is complete. In close teams these Petrels learn to crew
Albatross assault carriers or light cruisers, or how to pilot light and heavy strikeships. The bravest —
though the most likely to die in their service, most Albatross know — are schooled in the maintenance
and support of their Loyal Wing’s mechanized chassis, to one day pilot their own.
Albatross Petrels are young, ranging from early teens to early twenties, and are rarely found operating
outside of official Albatross missions. Petrel crew and officers do not have formal ranks like conventional
stellar navies — instead, they lean on deeply ingrained systems of cultural seniority and camaraderie,
where command roles not occupied by Loyal Wings are designated to the most qualified Petrel for the
job. Generally speaking only Petrels near the end of their training — around their early twenties — ever
serve on the line. These Senior Petrels command subline ships, act as executive officers for Loyal or
Honored Wings in command of capital ships, or fly spearships of their own in support of mounted Wings.
*
Gain one or two of the following background notes, or develop your own using these as
inspiration:
D6 Background Note
1 You trained with your Loyal Wing until they were killed in combat; nearly ready yourself, you
took up their command and completed a desperate objective successfully. This was proof
enough for your honored wings back home — they promoted you then, and you have served
with distinction ever sense.
2 Your Loyal Wing, after terrible injury and many years of recovery, now lends their skills to
Albatross theater command; you became their protege, and learned by their side
3 As a child you displayed a proclivity for 3-dimensional navigation, besting children many
years your senior in spheregames; you were fast-tracked for a command position, and
learned alongside Petrels and Wings the advanced techniques for space combat under the
Albatross doctrine. Your brilliance was never in question — only the height to which you
would rise.
4 The Albatross rescued you from a lost and otherwise derelict spaceship — the victim of
piracy. Your family dead and barely remembered anyways, you were raised in the makteba as
one of the Albatross. Given the choice to track down the ones who murdered your family, and
to seek out any who remain, you turned it down — the Albatross were your family. Baba who
took you in was the only father you ever knew, and Mama your only mother. In time you might
bring justice to those who killed your blood parents, but you are Albatross now you will never
want for time, or feel fear again.
5 You fought many years as a Petrel and a Loyal Wing, earning your own armor through
courage, loyalty, and sacrifice. Now you have your own clutch of young Petrels to guide, and
27
it is with pride and comeradly love that you seek to teach them to be strong, swift, and brave.
6 They were standoffish at first, but your years of service in the Liberators coupled with your
dedication to the Albatross’ mission won you respect and, eventually, admission.
Cosmopolitan Security Cluster
Like planetary defense forces and the Albatross’ makteba system, many Cosmopolitans train in z-axis
navigation and null-grav maneuvering in a mixed formal/informal setting. From a young age,
Cosmopolitan children are schooled by their parents and teachers in all aspects of interstellar life, from
donning and doffing hardsuits, to starship maintenance, to nearlight calculations, and orbital dynamics.
Theirs is a life removed from the “normal” time of the rest of the galaxy, lonely to some but rich in parallel
histories, stories, and legends — Cosmopolitans know the void of space, the worlds that dot the stars,
and the families that trek across time.
Though they may seem mysterious or anachronistic to Diasporans and Metropolitans, Cosmopolitans on
occasion decide to apply their considerable skills and comfort with interstellar travel and spatial
navigation to the navies and security forces of non-Cosmopolitan states and entities. As “normal time”
humans make a great sacrifice in stepping out of synch with their families, so too do Cosmopolitan crew
and officers — only in the opposite direction. As they age in “normal” time, their families — should they
ever encounter them again — never seem to have aged beyond the time that they left them. This is a
comfort to some, and a great tragedy to others.
Cosmopolitans often must translate their “real” age to their subjective age, but few who step from their
families young have a reason other than tragedy. Most desynched Cosmopolitans would place
themselves in middle age — often old for their ranks, but with tremendously valuable experience and
competency.
*
Gain one or two of the following background notes, or develop your own using these as
inspiration:
D6 Background Note
1 How many years has it been? You stopped paying attention to time outside of your own
conical reference some time ago. When people ask, you just tell them you’re onanon — a
Cosmopolitan word that means outside of time, but subject to it. Yours is a life free from the
constraints of governance, material greed, and fear of a limited existence. Who were you
before you became a Cosmopolitan? What happened to the life and world you left behind?
Were you running from something? Was your time-slip an accident, or the consequence of a
necessary journey? What drives you to keep flying? Do you even remember your old home?
Do you have a desire to return to your old home?
2 You were born at nearlight, aboard a goodship as it burned at the edge of realspace on its
way to the next world that would host it. You grew up among the decks and holds of your
families’ ship, learning as a child would learn to walk downwell the proper way to fly in
null-gee. Your grace and lithe strength found you placement as one of your goodship’s
28
security officers, escorting your traders and decklords when they went downwell or docked
up on a station. You’ve seen scraps, and learned to pilot for yourself. What drew you away
from this comfortable, normal life? Does your home still fly the stars, or has a terrible fate
befallen it? Do you keep in contact with others from your goodship, or are you on your own?
Your goodship dealt in trade and travel — did you ever escort someone to a unique or
dangerous location? Did you ever encounter los Voladores, or other strange things in deep
space?
3 You have become Cosmopolitan by action, though still hold your homeworld dear. You joined
a long-haul ship as crew, eager for a new start offworld, and found that time-slip was a small
price to pay to see the worlds of humanity. How long have you been flying? You have fond
memories of your homeworld, so why did you leave? How did you come to work security, and
how did you learn to fly? Did you ever have your own ship, or is this your first posting?
4 You were taken by raiders, made Cosmopolitan by their abduction. Freed and returned home,
you found your life — your work, friends, family, even your home and familiar surroundings —
gone, paved over and developed in the time it took you to come home. Relativity is cruel in
this way: you expected to lose a year or so, nothing more, and instead you lost decades. For
a while you scraped out an existence on your homeworld, but even with a small group of
others who had been pulled from their time, it was lonely. You decide that your life is up there,
out among the stars — the you that was loved on this world died in space, and a new “you”
took their place. With this origin, do you fight for others or for yourself? Do you search for the
raiders or entity that took you? Do you have any physical reminders of your home and family,
or have you thrown those away (or never had them to begin with)? Do you keep the customs
of the time that once was yours, or are you able to adapt to the new temporality?
5 Out from the edge of known space, you have made your way into the core and back. There is
a galaxy of wonders and terrors, and you seek to see them all. Hailing from a long line of
Cosmopolitans, you don’t feel the same tension and unease as those who only dip their toe in
the time-slip. You’re a true onanon, and your goodship time is your anchor; the onanon
fellows and families you meet again and again are your community; you may be few, on the
galactic scale, but you’re almost eternal. What drew you to the realtime struggle? Why fight
when you had found a kind of timeless, wandering peace — who or what threatened that, and
when will you feel safe enough to stop fighting?
6 There is a death out there, waiting for you. As long as you fly, you can run from it. Time is not
concrete — after all, how can there be a division between real and subjective? If you keep
flying, you’ll find a time in which you can divorce the mind from its container. How far are you
willing to go?
29
Battlegroup’s Setting
What your character(s) know, expect, fear, and enjoy
Lancer and Lancer: Battlegroup are set some 15,000 years in the future from the present day.
In that time, humanity has fallen and risen, been organized under multiple different states and
entities, and now has spread out across much of the Orion Arm of the Milky Way. Lancer’s
future imagines a utopia in the making: the capitol worlds of the galaxy are post-scarcity and
post-capital, but the peripheries do not yet enjoy the same privilege. Union, the galactic
administration, is working to change that, though many entities with an interest in preventing
that realization stand in their way. The world of Lancer: Battlegroup is one where technology
has advanced far beyond that of our modern day, but unevenly: the following paragraphs
summarize the most setting’s important conceits to help orient players that may be unfamiliar
with Lancer’s universe.
Starships are — with rare exception — outfitted with a drive system called a Nearlight Drive,
which allows them to rapidly accelerate nearly to the speed of light, but not beyond. Starships
cannot break the superluminal barrier (i.e. go “faster than light”, or FTL) on their own, though
FTL travel does exist in the Lancer universe. The only widely understood method of FTL
involves travelling through blinkspace, a parallel space that is little understood, but
manipulated and traversed all the same by humanity. Blinkspace travel is facilitated by a
far-spanning network of interconnected blink gates, which allow ships to journey from gate
to gate all-but instantaneously. The interstellar administration known as Union controls the
blink gate network. Control over the Blink is a key pillar of Union’s socioeconomic and military
power, and one of the guarantors of their galactic hegemony. Because of this, Union works to
expand the Blink via the creation and installation of new blink gates, reuniting the forgotten
worlds of the populated galaxy once more.
When not using the Blink, ships must travel between the stars using slower-than-light Nearlight
drives. This is conventional travel: even close to the speed of light, humans traveling through
space are subjected to relativistic time dilation, which results in a divergence between their
subjective time (time as they personally experience it) and realtime (time as it passes and is
recorded by Union). Most nearlight interstellar ships travel around .995 c, which translates to a
rough 1:10 time ratio – that is to say, for every subjective year spent in transit at .995 c, roughly
ten years pass in realtime (or for every day in transit, ten pass back home; for every hour, ten;
and so on). Time dilation may not be a part of your game, but it is a key assumption in Lancer’s
setting — the people who enlist, follow tradition, or volunteer for naval or logistical service
know this cost before they sign, and do so anyways.
This bifurcation of time has led to the rise of three major galactic cultures: the Cosmopolitans,
the Metropolitans, and the Diasporans. Cosmopolitans are people who have spent the
majority of their lives in interstellar space, whether in transit for a purpose or due to a nomadic
cultural preference/organization. Cosmopolitans usually operate in tight-knit family groups or
30
other small communal organizations, working and living in a single ship or in a cohesive group
of many. Though they may be divorced from the “normal” flow of time that the rest of humanity
operates in, they are all together in their own time. Metropolitans are the many who live rooted
in the Galactic Core — though may enjoy an interstellar cruise one in a while, or be deployed
on an interstellar naval campaign, their lives are tied to their homeworld. Being a Core World,
their homeworld is post-scarcity and post-capital, aware of Union and participating in galactic
politics under the umbrella of that administration (though likely via their own global government
and with their own internal politicking). Diasporans — still the majority of humanity — live
outside of the Galactic Core, populating worlds settled under the First and Second
Committees of Union then abandoned to history; now organized under its Third Committee,
Union works to peacefully recontact and re-integrate the Diaspora once more as full members
of its Utopian Pillars.
As ships can utilize blinkspace to travel faster than light, so too can information be transmitted
through blinkspace in this fashion via the omninet. While omninet access remains tied to
necessary broadcast infrastructure, the omninet allows for stable lag-free communication
ignorant of distance, and forms the backbone by which Union effects cultural, economic, and
military cohesion across the vastness of space. Ships travelling at nearlight speeds will
periodically need to slow to more normal velocities in order to allow data transfers to sync with
realtime, but also enjoy near-instant communication with other vessels and worlds via the
omninet. Other conventional methods of communication exist — radio, light-based
communications, and so on — but unlike the omninet they are subject to the normal
constraints of understood physics.
Stable, constant artificial gravity remains elusive in Lancer and Lancer: Battlegroup. Gravitic
technologies exist, but are only capable of manipulating or producing artificial gravity for short
durations. As a result, spaceships and stations must rely on other methods to provide gravity
for their inhabitants; most spaceships utilize thrust gravity, where steady acceleration provides
stable and consistent artificial gravity, while stations often use spin gravity to achieve the
same effect. When unable to maintain steady acceleration, crews will either utilize magnetic
boots or simply maneuver throughout a ship in zero-gravity, and most ships are designed to
accommodate this. Ships do make use of gravitic technology for one very important function
however: kinetic compensators or k-comp systems use bursts of artificially generated
contragravity in order to offset the tremendous acceleration forces applied to a ship’s crew by
sudden nearlight bolts or nearlight ejections. Without k-comp systems, such nearlight
maneuvers would be lethal to all those aboard.
Artificial Intelligence exists in the form of Companion/Concierge Systems, but as advanced
as they may be Comp/Cons are not truly sentient. A more advanced AI equivalent, Non-Human
Persons or NHPs, exist as well, forming a foundation upon which the infrastructure that powers
humanity has been built. From civil infrastructure management to warfare, NHP operate at all
levels of human organization. In Battlegroup, NHP are encountered on naval vessels, which
carry an NHP aboard to handle a variety of tasks, gunnery and navigation chief among them.
31
NHPs are truly sentient, having their own unique personalities and capacity for independent,
novel thought, and their unique blinkspace-derived nature grants some of them even more
impressive abilities beyond that. To most people in the galaxy, NHPs are simply advanced
next-generation AI systems; the true origin and nature of NHPs is rather more complicated,
more information on which can be found in the Lancer core rulebook. NHPs must periodically
undergo a restoration process known as cycling in order to prevent a gradual process of
increasing instability known as cascading.
Regrettably, war remains a continued part of human history and events. The state of naval
warfare currently exists at a point where weapons technology has swiftly outpaced defensive
technology, resulting in the contemporary naval combat doctrines presently in use. Ballistic
weapons using chemical and electromagnetic propellant systems, directed energy weapons,
guided missiles, torpedoes, drones, and more are regularly employed, along with exotic
paracausal technologies that defy conventional science. Many larger ships mount long-spool
weapons, tremendously powerful main cannons that require a significant charging time but
result in unimaginable devastation when fired, overwhelming even active defenses such as
projected energy shields, electromagnetic screens, or stasis barriers. Carriers exist as well,
launching wings of fighters, bombers, and mounted chassis — mechs outfitted with external,
disposable drives — to launch precision strikes against enemy vessels, while boarding troops
are sent to attack enemy ships from the inside.
This is the point in history where your characters will enter the spotlight, and the command
decisions they make will determine whether the crews they lead into battle live or die.
32
Assume the following about the beginning of each combat session of Battlegroup:
● The field of battle is set, and the enemy fleet will not continue to flee or maneuver away
(at least, at first); if you are defending, you either cannot outrun the enemy ships or
33
cannot abandon your objective. Your orders are clear: engage the enemy and defeat
them.
● Any movement is — on balance — going to be blueshift movement: as a player you of
course have the leeway to determine the best way to approach the enemy, but your
overall movement will take you closer to the enemy or the battle’s objective.
● Movement is relative to the enemy and player-directed: range bands describe not
objective placement, but your battlegroup’s relative position to the enemy.
● Positioning along the X, Y, and Z axis of space is important narratively, but unless
movement takes a battlegroup between range bands, it will not impact mechanics.
SITREP
"Good morning Commander,” the ship’s NHP greets you. “I trust you slept well. Shipboard time is 0800
Cradle. I've taken the liberty of compiling a strategic overview for your perusal, it's waiting for you on
your personal terminal. Estimated time to terminal contact is 36 hours. Crew reactivation is at 43% and
proceeding on schedule, weapons systems are undergoing pre-combat diagnostics, and I've had coffee
sent to your quarters. Do you need anything else?"
Before the actual fighting begins, one must plan. Cycled up from stasis, you join your fellow
officers in Legionspace or on the flight deck and discuss your objectives in the battle that has
already begun.
STAGE ONE: BRIEFING
First, the GM (or a player) fills in the party on any and all relevant information that the player
characters will know going into the fight. Enemy force strength, composition, and direction.
Environments, complications, and allied forces. The length and detail of this moment may vary:
as long as the parameters of the mission before them are clearly laid out (for the players, not
necessarily their characters!) then the SITREP is complete.
As the GM, your responsibility here is to provide your players with some amount of information
which they can use to plan their fleet construction and strategies around accordingly. The most
important part of this is that you should never lie to the players. You don’t necessarily have
to inform them of every single detail of the enemy’s composition or environmental
complications, holding some information close to your chest is fine and even expected; if the
players want to have more detailed information about upcoming engagements, there are ways
for them to obtain it. But what you shouldn’t do is, for example, inform the players to expect a
heavy presence of carriers and strike craft, then include no carriers or strike craft whatsoever.
34
The information you provide to the players here, however detailed it is or isn’t, should be
truthful.
For example, during this stage of play you may choose to inform the players that the upcoming
engagement will be played using the Defensive Emplacements battle modifier and that the
enemy fleet commander’s flagship is a Breakwater with the Den Mother Template, an NPC
you’ve been wanting to try. While some groups will appreciate that degree of forthrightness, it’s
also possible (and may be preferable) to convey this information to players in a more narrative
fashion as well:
“The Laguna shipyards represent a highly fortified target objective, as well as a vital link in the
enemy’s logistical capabilities. Recon pickets indicate that local space anti-ship defense
batteries have been established on a nearby moon which provide the shipyards with effective
support fire from all optimal approach vectors. Avoidance isn’t an option here, you’ll just have
to weather the storm. In addition, an enemy supercarrier we’ve identified as the Ardent Spirit
has been tasked with providing additional security for Laguna at this time. NAVCOMM
anticipates heavy strike craft activity in the AO, and recommends adjusting secondary
armament loadouts accordingly.”
As part of the pre-engagement in (or out!) of character briefing, the GM must inform the players
— or work with the players to define — the success condition of the impending battle as well.
Is it to utterly eliminate the enemy fleet? Or is it to escort a VIP through a blockade? Is it to
board and capture a certain number of ships? Or is it to defend a station from attack? To
defeat a network of planetary defenses? Or repel an invasion fleet?
As long as the parameters of the mission have been clearly laid out (SITREP) and the win
conditions of the engagement explained and agreed upon (OBJ CONFIRM), then you’ve
established the plan before the action. Next, you’ll need to establish or agree upon the stakes
of the engagement.
Example Objectives
d20 Morning, GROUPCOM. Briefing Is On Your Desk.
1-2 [Enemy faction battlegroup] is inbound on a HIGH CONFIDENCE intercept trajectory. Has
not responded with CLEAR/OK to our hails and is HOSTILE. Looks to be a stand up fight,
just waiting for your go.
3-4 [Allied faction ship] has issued a coalition-wide call for assistance, and reports [enemy
faction battlegroup] bearing and blue on their coordinates. Our task is to intervene and
rescue the allied ship.
5-6 FLEETCOM has pushed an immediate NL-STOP order to your battlegroup: [enemy faction]
in local bubble have diverted assets to bomb [allied ground forces] from orbit. Re-orient
and proceed to break the orbital forces.
35
7-8 Nearing SAFELAND; as predicted, [enemy faction] has dispatched a number of ships to
attempt an intercept. This was a fight you expected: now it’s time to square up.
9-10 VIP ship reports multiple hostile actors aboard their vessel and requests aid; complicating
things, [enemy faction] ships have just realigned and launched torpedoes, targeting your
ships — It’s going to be a brawl over the VIP.
11-12 You’ll be realigning to realspace within two light seconds of [DLS World]; [Enemy Faction]
has ships in orbit preparing to bombard. Remove them.
13-14 BREAK BREAK BREAK CONTACTS <1ls DISPERSE AND REALIGN — TOO MANY ON
SCOPE — JUMP WHEN ABLE TO COBALT-ELM-GREEN — ORIENT ON MY RADIAN
AND PUNCH THROUGH THIS LINE!
15-16 At 0900 hours our long-range monitoring stations detected HOSTILE INTENT ACTORS on
a HIGH CONFIDENCE intercept trajectory towards [Friendly Station]; multiple heavyweight
contacts bearing dead on, multiple lightweight contact indicate low-choke k-clouds
inbound. Fire interdiction and prepare to defend the station. .
17-18 Reports of a [known enemy ship or group] have been confirmed by system-local
monitoring stations. Proceed with caution and intent: [known ship or group] is hostile,
dangerous, and appears to be moving with a specific objective in mind.
19-20 This will be a stand up fight: [enemy faction]’s fleet is traveling well within predicted
trajectories along a known radian — engage and eliminate. Win the day, captain.
STAGE TWO: LEGIONCAST
What happens if the engagement goes well? What happens if it goes poorly? Before any action
begins, be sure to take time to establish, as a party, clear consequences for the positive,
negative, or neutral outcomes of what is about to happen. If the players fail to protect the VIP
ship against the enemy fleet — what happens? If the players fail to board and capture the
target ship — what happens? If the players cannot buy enough time for civilian ships to
evacuate a world ahead of an enemy invasion fleet — what happens?
In Battlegroup, the stakes of a single fight can be appreciably large — larger, even, than in
Lancer. You and your players are engaging with the strength of states and corpros; they are not
simply a single squad of powerful mechs, but a battlegroup of ships that could, if their
weapons were turned towards terrible ends, destroy worlds. The consequences of failure may
mount, or they may be isolated to the sector of space that they occupy, but in most cases they
should be known and agreed upon by the party (out of character) before heading forward.
Once the players are informed on the engagement to come, have clear knowledge of their
objective, and know what could happen as a consequence — i.e. know the strategic big
picture — they can begin to plan their tactical approach.
36
4
Generally, players would not be able to wholly change the hulls they already have equipped. However,
as a GM, you have fiat to allow them to do so — perhaps they are a division of a much larger fleet, with
moving printers or a nearby shipyard.
37
38
Engagement
Engagement in Battlegroup is active play, which begins after the SITREP phase of a session.
Engagement, like SITREP, occurs across a number of steps: the Logistics, Impact, Action, and
Boarding Steps. Taken together, each set of these steps represents a round.
The Logistics Step is when players and NPCs in command of Battlegroups count down the
timers on powerful charge weapons and payloads, as well as restocking and resupplying
depleted systems or utilizing other special abilities which occur during this step of play.
The Impact Step is where those ponderous charge weapons and payloads that have
completed their cycles during previous rounds finally hit and deal damage. These are some of
the most devastating weapons in use in current naval combat, and their use frequently decides
battles all by themselves.
The Action Step is where individual battlegroups will maneuver, trade blows with one another,
launch fighters and order subline ships to perform attack runs, and so on. Battlegroups will
alternate turns between players and NPCs until everyone has had a chance to perform their
actions for the round.
Lastly, the Boarding Step follows any boarding actions launched by players or NPCs. Marines,
combat subalterns, and mechs fight their way through cramped corridors to disrupt and
disable enemy ships in the hopes of turning the tide of battle in their favor.
After the Boarding Step, the round ends, and the next round begins at the start of the Logistics
Step.
Optional 0 Step: Posture
Choose the Posture of your battlegroup as the fleet heads towards combat. See the Posture section
for more information.
Optional 0 Step: Make an Entrance
Roll on the Make an Entrance table to see where your battlegroup drops out of nearlight. See the Gyre
section for more.
A Round of Play
1. Logistics Step
2. Impact Step
3. Action Step
4. Boarding Step
39
As with the core Lancer game, players decide their own turn order and act first during any
given step, followed by NPCs, alternating between players and NPCs until everyone has acted,
then moving on to the next step in sequence.
Players individually control battlegroups, groups of capital ships, subline escorts, and strike
craft, all acting under orders from their character. Together, a party of battlegroups composes a
fleet.
Detail of a Round
Uptime Play will go here later once it’s more fleshed out, or maybe somewhere else, either way
it will happen before all this
Combat in Battlegroup is intended to be slower and a bit more thoughtful than combat in
Lancer, giving a bird’s-eye view of battles between fleets of powerful warships. Where Lancer
is intended to capture the immediacy and chaos of fast-paced combat between elite mech
pilots, Battlegroup seeks to capture the sense of planning and inevitability of a capital ship
engagement. Some weapons take multiple rounds to reach full charge or to hit their targets,
building to a destructive climax in which both sides may ultimately wind up battered and
bloodied. Long-spool lances and torpedoes crash into the flanks of opposed frigates,
kill-clouds blow through wings of fighters, boarding actions slowly crawl up the spinal corridors
of carriers and battleships, and so on.
First, the Logistics Step:
1. All Charge weapons remove 1 charging counter. All active Payload weapons remove 1
flight counter. If a Reloading weapon or system has been used, it removes 1 refresh
counter.
2. Any other systems, maneuvers, etc, that would trigger or be used during the Logistics
step do so now.
3. Use this step to make sure everyone is on the same page — there is plenty of narrative
“free time” for in-character communications, movement inside one’s ship, and other
non-tactical character moments. Players can ask questions of the GM and other players
here — feel free to narratively abstract those questions and answers as the characters
consulting with their NHP and other officers in the fleet legion.
Note that the three major types of counters handled during this step, charging, flight, and
refresh, all count down to 0. This is to make it easier for everyone to see at a glance which of
these significant weapons and systems are close to being ready to use. If a Charge weapon
has 2 charging counters remaining, then that tells you exactly how many rounds remain before
it’s able to fire.
40
Battlegroup Maneuver
Your battlegroup may advance one range band forward, and you may fire one Primary
weapon before or after moving.
Open Fire! (Maneuver)
Battlegroup Maneuver
Your battlegroup remains in its current range band, devoting all extra power to its weapons.
You may fire one Superheavy weapon, or up to two different Primary weapons.
41
Battlegroup Maneuver
Your battlegroup may fall back one range band or you may ignore the next enemy effect that
would force it to move until the end of your next turn. You also become Bolstered, which
means you gain +1d6 Interdiction and all ships in your battlegroup gain +2 Defense until the
end of your next turn.
Ramming Speed! (Maneuver)
Battlegroup Maneuver
Ramming is not considered a standard combat doctrine by any major naval power, and
capital ships are never designed with such actions in mind, but desperate times may call for
desperate measures. You may only use this Maneuver at Close or Point Blank range.
Advance your battlegroup to Point Blank range, then choose one of your Capital Ships and
an enemy Capital Ship; both ships take 2d6 damage that cannot be reduced in any way.
You may not use this Maneuver if your battlegroup is unable to move for any reason.
Attacks performed as a part of a Maneuver occur immediately. Regular Single Target attacks
are made against a specific ship’s Defense stat, and on hit deal their listed damage. Area
Target attacks require no roll to hit. Payload attacks, whether Single or Area Target, are
deployed and begin their flight towards their designated targets, counting down until the strike
during the Impact Step as outlined earlier.
The basic Tactics available to all player battlegroups are:
Lock Firing Solution (Tactic)
Battlegroup Tactic
You route legion processing power towards lining up a perfect shot or tracking an especially
wiley target, and share the revised telemetry with the rest of the fleet. Nominate an enemy
Capital Ship or Escort; that target gains a special status called Lock On. Any battlegroup
making a Single Target attack against a ship that is Locked On may choose to gain +1
Accuracy on their attack roll, and then clear the Lock On status after the attack resolves (hit
or miss). This is called consuming Lock On.
Lock On lasts until it is consumed or until the end of the next Impact Step, at which point
ships are assumed to have maneuvered enough to render the targeting data obsolete. Lock
On does not stack; a target ship is either Locked On or not.
42
Battlegroup Tactic
By ordering your gunnery crews to carefully place their fire or by adjusting weapon power
outputs you can attempt to deliver an attack that aims to destroy an enemy without
completely annihilating it outright. Until the end of your next turn, your battlegroup's attacks
cannot reduce an enemy ship below 0 HP and cannot critically hit. This Tactic does not apply
to Superheavy, Charge, or Payload weapons, as those are simply too powerful to effectively
reduce or precisely aim in any meaningful capacity; even a glancing blow with a long-spool
weapon is enough to cause catastrophic damage on impact.
If reduced to 0 HP, you may have the target of this attack be rendered combat-ineffective
instead of destroyed; it is dead in the water, unable to flee or present a threat. This tactic is
mostly useful for attempting to avoid the more destructive results on the Kill Table on page
XX, should the players wish to capture an enemy ship intact (more or less) for narrative
reasons.
Be aware that even “careful” shots with naval weaponry are still massively powerful and
destructive. Mechanically the ship has been disabled, but narratively your careful shooting
may have still struck critical components, caused a breach in the starboard fusion chamber,
or exposed compartments to hard vacuum.
Defensive Screen (Tactic)
Battlegroup Tactic
During fleet engagements, a common strategy is to task smaller ships with providing a
defensive screen for larger vessels, supporting and protecting them while they coordinate
fighter-tier activities or bring devastating weapons to bear. This Tactic can only be used by a
battlegroup that contains at least one active Frigate-type vessel; carriers and battleships are
too ponderous to provide effective screening.
Choose a Frigate under your command and assign it to screen for another Capital Ship in
your battlegroup or a Capital Ship in an allied battlegroup within the same range band. Until
the start of your next turn, whenever the screened ship is targeted with attacks or abilities
they have a 50 percent chance of being intercepted, and the enemy must either abort their
attack or ability, wasting their action, or target the screening Frigate instead. Roll a die or flip
a coin to determine this. Once assigned to protect a ship, a Frigate cannot be ordered to
screen for another vessel until the start of your next turn.
Frigates cannot be assigned to a defensive screen if they’ve also attacked on the same turn,
and frigates on protective duty cannot make attacks or use weapons except for Auxiliary
weapons as they are concentrating on intercepting incoming threats. If the screening Frigate
43
is destroyed all effects it was providing to screened ships immediately end. Only a single
Frigate can screen for another ship at a time, and Frigates cannot screen for Frigates that are
also screening.
When you have access to an Escort or Wing that has the Boarding tag, you gain the following
Tactic:
Deploy Boarders (Tactic)
Battlegroup Tactic
Choose an Escort or Wing with the Boarding tag and assign it board an enemy Flagship
within range. Once a particular unit or System has been assigned to board an enemy ship,
they can no longer be used for any other purposes until that boarding action ends.
Certain other weapons or systems may also grant the ability to initiate boarding actions
outside of using this Tactic.
And finally, after the Action Step has been fully resolved, the round ends with the Boarding
Step.
1. Any boarding units or systems that were launched in the Action Step arrive at their
target.
2. Boarders are given commands and roll to see if they successfully carry them out.
3. Boarders can be repelled either by a boarded ship succeeding on a roll against the
unit’s Tenacity at the end of their turn or by spending a Maneuver during the Action
Step to repel all boarders from that battlegroup.
Boarding actions are grim, bloody affairs. Section by section, corridor by corridor, through
every redlight-dim compartment, marines, chassis, and subalterns fight to wrestle control of a
ship from its crew. Casualties are assured, and no quarter given to combatants. To commit to a
boarding action is to commit to an all-or-nothing engagement in some of the most brutal,
claustrophobic conditions possible, where stray fire can tear a ship in half, oxygen is scarce,
and inertia itself can become a weapon.
Unless otherwise specified, boarders arrive at their destination and become active during the
Boarding Step which takes place at the end of the round after all player and enemy forces have
taken their actions. Boarding happens automatically, without a need to roll for it. While it's true
that boarding actions are extremely dangerous from the moment they launch due to
point-defenses, flak screens, errant weapons fire, and debris, the most interesting and exciting
part of boarding isn't the approach, it's the boarding action itself. As a result while narratively
you may describe the losses taken as breaching pods and landers hurtle across an airless no
man's land to reach their objective, in gameplay terms it's assumed that a certain sufficient
number of boarders survive to make contact with the enemy and contest the ship.
44
If you've boarded a ship then during this step you'll begin to issue those units commands as
they fight their way through enemy vessels. Choose a command, make a boarding roll of
1d20 against the boarded ship's internal defenses of 8, and on an 8+ your boarders will be
able to carry out their objectives. Boarding effects aren't always permanent as the ship's
defenders will be fighting back every step of the way, but a successful roll here gives your units
a foothold for now. If multiple boarding rolls occur during this step, resolve their order as you
would for anything else; first a player will make their rolls, then an NPC, and so on.
Boarding units may have unique capabilities, but unless otherwise specified all boarding units
can attempt the following standard actions:
● Sabotage Fire Control: The boarded Flagship’s battlegroup makes all Single Target
attack rolls with +2 Difficulty until the end of their next turn.
● Sever Comms: The boarded Flagship’s battlegroup cannot use Tactics until the end of
their next turn.
● Assault CIC: The boarded Flagship’s battlegroup cannot move player battlegroups with
actions or abilities until the end of their next turn.
As long as a boarding party continues to remain on a ship, you can automatically give them a
new command during the next Boarding Step.
A ship that has been boarded has two options for attempting to repel active boarders:
● At the end of their battlegroup’s turn, a boarded ship automatically rolls 1d20 to
represent their internal defenses (automated systems, subalterns, crew, marines, etc)
fighting back. This roll is made against the boarding unit's Tenacity, listed in its
description. If the boarded ship succeeds on this roll, then they eject the boarders,
inflict casualties sufficient to force them to fall back, or otherwise drive them off. This
does not automatically destroy the boarding unit unless specified, but it does free it up
to be used again in later turns.
● If the boarded Flagship wants to be thorough, it can institute a deck-by-deck purge and
repel all boarders from it by spending a Maneuver. As before, this doesn’t automatically
destroy the boarding unit, but it does buy the besieged ship some breathing room.
Boarders can also be manually recalled by their commanders during the Boarding Step if they
wish, disengaging them from the ship they’re on without a roll and freeing them up for later use
during the following rounds.
45
A ship can be boarded by multiple units, though the effects of any given command do not
stack unless specified otherwise. For example, you can’t attempt Sabotage Fire Control
multiple times to stack multiple Difficulty penalties on a single ship. A boarded ship rolls once
per unit boarding it at the end of its turn, but spending a Maneuver repels all boarders at once.
Be advised that NPCs can also attempt boarding actions against player Capital Ships. Those
boarding actions use their own unique effects, but otherwise work identically to how boarding
actions work for players. Players repel NPC boarders the same way as well, either by each
boarded vessel succeeding on a roll at the end of their turn against the boarding party’s
Tenacity or by their battlegroup committing to a Maneuver to clear all boarders from all Capital
Ships in their battlegroup.
A note: Boarding actions also represents an ideal place to take a break from Battlegroup and
integrate Core Lancer if your group wants to play out the action with their own mechs and
pilots. If that is the case, you may, of course, disregard the rules for boarding actions as
outlined below and simply play it out using Core Lancer rules. The rest of the battle may be
placed on hold, or continue in the background, be played out in alternating turns or at natural
breaks in the boarding action, etc.
After the Boarding Step has been resolved the round concludes, and play moves on to the next
round with the start of the Logistics Step.
46
47
48
Unlike many tactical combat games, Battlegroup doesn’t use a gridmap to note the position of
units. The nature of naval combat in three dimensions is too complex to track in such a manner
without requiring a significant amount of work, and so combat is tracked along an abstract
representation of space called the Gyre. Using the Gyre, the battle space is best visualized (in
a two dimensional space) as a series of six concentric range bands, like so:
Of course combat doesn’t actually take place on a 2D plane. Commanders are constantly
exploiting every axis of movement as they plan their engagement angles, plot counterfactual
evasive maneuvers, and line up salvos on enemy ships, but for gameplay purposes at the scale
Battlegroup exists at, these movements are too “minor” to worry about tracking in detail. They
can simply be assumed to be occurring at all points throughout a battle.
All battlegroups, unless otherwise noted, will begin play at the outermost range band of
the Gyre (Extreme Range). Certain steps can be taken during pre-engagement preparation to
begin play further in or with additional benefits and effects.
Every range band save for Scope Range, the effective “midpoint” of the Gyre, confers bonuses
and conditions to reflect the changing proximities of the engaged fleets. Range bands are only
used to note the position of player battlegroups — NPC positions are not tracked on the Gyre,
their spatial relationship to the players’ battlegroups is measured entirely by the position of the
players and the range of their weapons. Each player’s battlegroup moves as a single cohesive
unit, but individual battlegroups can move independently of one another. One battlegroup may
prefer to operate from long range while another will want to close the distance and engage
enemies in closer quarters.
49
In Battlegroup — unless one’s commander calls for their ships to disengage and flee — you
will always move towards the enemy: you may have command over the tactics of the battle to
come, but there will be a fight, and movement in Battlegroup takes this as a core assumption.
As the engagement continues, engaged ships slowly begin to draw nearer to each other,
circling around the Gyre and working to close the unpredictability gap in a way that gives them
the most advantageous position possible to fire their most devastating weapons and hit their
targets. To that end, there is a point of no return that engaged fleets push up against as the
battle draws on - seasoned veterans and experienced commanders refer to this as the Tipping
Point.
At the beginning of the 5th round of play just before the Logistics Step begins, every player
needs to determine whether or not they plan to continue the current engagement — by this
point, their nearlight drives have cooled down and charged back up, their crew and characters
are well prepared and ready to make the necessary call, and the likely tactical outcome of the
engagement should be pretty easy to infer: each player must choose whether to jump or to
stay engaged.
If a player jumps, their battlegroup retreats from the combat, punching out via nearlight
ejection. Any Payload weapons still in flight towards them are outstripped by their acceleration
and will not be able to catch them. Battlegroups ejecting from an engagement are no longer
threats worth targeting anyways.
Those who choose to stay remain engaged. From then on, every round they’ll make the same
check — retreat, or remain engaged. If they choose to remain engaged, they’ll move closer, like
so:
Round 6: all ships further than Long Range collapse to the Long Range band. You can no
longer fall back further than this range.
Round 7: all ships further than Collapsing Range move to the Collapsing Range band. You can
no longer fall back further than this range.
Round 8 and up: all ships collapse to Point Blank range. From here on, no one can disengage:
they can only survive, surrender, win, or die.
Ships and battlegroups in the Point Blank range band at round 6 and beyond cannot choose to
disengage; they are far too close to the enemy, and the processes of preparing for a nearlight
ejection would conflict with the main objective of staying alive. Instead of moving closer with
each round of combat beyond the 6th, they remain in Point Blank range. If a battlegroup wishes
to disengage from combat at this point, they will first need to fall back to a more distant range
band while they still have time to do so.
50
At any stage of an engagement battlegroups can also choose to surrender. This decision is
made at the start of a round just before the Logistics Step begins. If a commander surrenders
they are boarded, their crew captured, and their ships either scuttled or salvaged at the end of
the combat (assuming their side loses, disengages, or some combination therein). Surrender
effectively removes that battlegroup for the remainder of the fight. Surrendering immediately
powers down any and all of their weapons and systems, including any active Payload attacks
under their control, and any effects their ships or upgrades were providing immediately cease.
Surrender is a difficult decision but should a battle be going poorly it can be a necessary one to
prevent more lives from being lost. Surrendering is most likely to occur prior to the Tipping
Point, before a battlegroup is capable of ejecting, but even after that point a commander may
opt to retire rather than risk further casualties from a nearlight ejection.
Range Bands of the Gyre
The Gyre’s range bands and their conditions are outlined below. Moving between range bands
is accomplished via the use of certain Maneuvers and Tactics, outlined immediately after this
section.
Extreme Range (Band 5)
At extreme range, ships engage via long-flight payloads and optimistic shots with their main
cannons. At this range, ships and their commanders must work with their aspect of the fleet’s
Legion to track and predict target locations, flinging shots and directing missiles towards
trajectory-derived, middle-confidence locations a cradle-standard day to days away.
At Extreme Range:
● Only battlegroups can engage targets
● You may only fire Payload and Charge weapons:
○ Charge weapons make attacks with +1 Accuracy
○ Payloads launched from Extreme Range have a base flight time of 5.
○ Each Area Attack made from and against Extreme Range only deals half
damage, before Interdiction.
Long Range (4)
At Long Range, ships continue to engage with large caliber and wattage weapons, tracking
targets with marginally more confidence than when they are engaged at Extreme Range. Here,
commanders can see their enemy via long range sensor suites and modeling, and can identify
with high confidence the capabilities and equipment they may face as the gyre tightens and the
unpredictability gap closes. With mere hours to a Cradle-standard day at most of flight time
between fleets, subline pilots begin their pre-flight checks, briefings, and assembly.
At Long Range:
● All weapons systems can be used, but:
51
52
● Each Area Attack made from and against Close Range deals +2 damage.
Point Blank (0)
At Point Blank range, capital ships are in a rare and deadly engagement. Few battlegroup
commanders push their captains and vessels to this point, as casualties — even among the
victors — are sure to be terrible. At point blank range, capital ships are in danger of colliding
with each other, subline wings and squadrons slip under PDC screens to attack ships without
fear of reprisal, and boarding actions fight bloody corridor-to-corridor brawls. Here, there is
little chance to miss, as one could nearly fire without targeting and score a devastating hit on
their target.
At Point Blank range:
● Single Target attacks are made with +1 Accuracy
● Each Area Attack made from and against Point Blank range deals +4 damage.
● Payload weapons reduce their flight time to 0, hitting instantly, but they deal half
damage to their firer, or battlegroup in the case of Area Target attacks, that cannot be
reduced in any way.
● Attacks cannot be Interdicted.
53
Conservative Posture
“CIC to Helm: drop our burn by twenty percent and push corresponding velocities to all escorts.
Reroute our power to forward shielding, and keep our wings spread — we’re going in slow for this
one.”
Your ships spread out and adopt a more defensive, cautious posture for this battle,
tempering their speed and directing the saved power to forward shielding, layering systemic
redundancies, and giving your Legion more slack to play with. Your ships deploy at Extreme
Range. You may use one additional tactic on your turn during the first round of combat.
Nominal Posture
“Helm, steady on. By the books and as the Admiral orders for this one, crew — we engage as
planned.”
The tactical situation matches the strategic parameters as outlined in your briefing. You order
your ships to their nominal trajectories and prepare to engage. Your ships deploy at Long
Range.
Aggressive Posture
“Engineering, narrow our shielding and dump all excess power to our drives! Gunnery, hot-cycle your
batteries! Legion, find us a way through that flack, we’re ending this now!”
You command your ships to adopt an aggressive posture. With wings and escorts screaming
ahead at maximum speed and your batteries hammering away, your battlegroup punches
straight for the core of the enemy fleet, seeking to strike a death-blow in defiance of
accepted doctrine and old strategy. Your ships deploy at Scope Range. During the first
round of combat you may only use one maneuver or one tactic.
Uptime Actions
Before any planned battle, most fleet doctrines will see their personnel decanted from stasis
and engaged in training, maintenance, and pre-theater operations (navigation, weapons
checks, screening maneuvers, NHP interaction, and so on). This non-stasis-time is generally
called “Uptime” and is what most cosmonauts refer to when they talk about their time debt,
“subjective time”, and so on.
When using this pre-engagement preparation option, players will select specific actions prior to
a battle. These actions are, understandably, called Uptime Actions. Uptime Actions are
54
initiated by players looking to acquire or achieve specific strategic and tactical benefits prior to
entering combat. They may want to drill their gunnery crews and calibrate their weapons to
ensure optimal performance, or they may use their time gathering additional intelligence on
enemy forces to better plan their next move.
The framing of Uptime Actions should be informed by narrative context; if the players are
docked at a station or shipyard then they may have different opportunities to pursue their goals
than if they begin preparations already in transit to a staging area aboard their flagship, but the
overall outcome of the actions they take will ultimately remain the same. Uptime Actions before
a battle are an opportunity to focus on the personal and interpersonal — zoomed-in scenes of
what your character and their close circle are doing.
Uptime Actions are made using a d20 roll, and may be modified by a character’s traits or other
sources of Accuracy and Difficulty. The final result of the roll determines the effect of the action,
though the specific narrative outcomes may vary. A roll of 9- is a minimal result, though most
Uptime Actions will still give commanders something even should they roll poorly, a roll of
10-19 will typically provide a greater outcome or a selection of outcomes for you to choose
from, while a roll of 20+ is an exceptional result which provides powerful benefits.
Commanders may take one Uptime Action of their choice prior to an engagement. Repeatedly
choosing the same action has diminishing returns, however; there’s only so hard you can push
your crew in a given direction before they fail to return exceptional improvements, and part of
effective command is understanding these limits. Whenever you take a specific Uptime Action
two or more battles in a row, you treat results of 10-19 as if they were 9- instead.
UPTIME ACTION — SET A POSTURE
Standard textbook naval engagement doctrine involves commanders approaching battle from a
conservative position, granting them ample time to optimize their counterfactuals, analyze
enemy forces, and respond to unforeseen developments. Some commanders, however, prefer
to adopt a more aggressive approach, seeking to overwhelm the enemy before they can
coordinate their forces in response.
Unlike the other Uptime Actions, this does not require a roll, you may simply choose the effect
you want. By default, all battlegroups begin play at range 5 (Extreme Range) with no additional
benefits or effects. By choosing this as your Uptime Action, you may instead select your initial
position using the same rules for Set a Posture as outlined above. Since this action does not
require a roll, you can select it as your action multiple times in a row without penalty. It is, in
effect, a default Uptime Action commanders may always rely upon.
More ambitious commanders may wish to find a way to choose their starting position while
also benefiting from other actions, however. This requires them to Plot a Course instead.
UPTIME ACTION — CONSULT GUNNERY AND ENGINEERING
55
Ships of the line are useless if they cannot hit their targets. Officers, ship NHP, and crew cycled
up pre-engagement commonly stress test their systems, perform routine maintenance, and so
on, in order to ensure they are ready for the fight to come.
Practice at your station or in a virtual environment; negotiate with your battlegroup’s head
fabrication officer for ordinance priority in print orders; check in on engineering to see the
progress they’ve made on in-flight upgrades and maintenance; consult with your ship’s NHP on
their latest enemy counterfactual predictions; brief gunnery crews with the most up-to-date
NavInt on the enemy battlegroup; and so on.
Describe your actions, and roll:
On a 9 or less, despite your best efforts, your current capacity remains largely unchanged.
Your gun teams or engineers, while competent, don’t improve their abilities. You fail to secure
additional or specialized ordinance. You make no special breakthrough in the analysis of your
enemy’s defensive patterning. You begin the upcoming battle with a banked Accuracy die. You
may spend this banked die to add +1 Accuracy to one of your Single Target attack rolls during
play.
On a 10-19, you manage to secure what you set out to obtain. Your gunnery or engineering
teams show measurable improvement in their performance. During the upcoming battle, you
may reroll any one attack or damage roll you make during play, but must keep the second
result.
On a 20+, your gunnery teams show dramatic improvement; engineering makes a significant
breakthrough; you make a key discovery about the enemy fleet’s defenses; you are able to
route long-flight torpedoes via an unconventional flight path; and so on. During the upcoming
battle, you may choose one of the following benefits:
● You may reroll any one attack or damage roll you make during play, but must keep the
second result.
● You may remove 1 additional charge counter from any Charge weapon in your
battlegroup during the first Logistics Step.
● You may add or remove 1 flight counter from any one Payload attack you make.
UPTIME ACTION — CONSULT NAVIGATION AND INTELLIGENCE
Gunnery is only the business end of Navigation and Intelligence: if you don’t know where your
target is, or what your target is, your chances of scoring a mission-critical kill are, essentially,
zero.
Maintain relative speed and distance from the other ships in your battlegroup; assign patrol
orbits to defend against known-unknown attack vectors; review NHP updates on thrust control
and ETAs relative to local stations and worlds; long-range surveillance on known and predicted
enemy movements; run specific deep scans on sighted enemy vessels; and so on.
56
Describe your actions, and roll:
On a 9 or less, NAVINT is a mess, and it takes far longer than normal to sort signal from noise.
You fail to glean much more useful intelligence than was already known, though your efforts
may still identify some tactical advantages which you can exploit. You begin the upcoming
battle with a banked Difficulty die. You may spend this banked die to add +1 Difficulty to any
Single Target attack roll made against you during play.
Additionally, you may ask the GM one question about the upcoming battle. This question
may be about the enemy’s fleet’s composition or the combat area (such as whether they have
a specific NPC Flagship type, how many Charge weapons they have, if there are any notable
environmental hazards that haven’t been noted during the briefing, etc), or it may be more
narratively driven (such as the morale of the enemy forces, their own stakes or interests in the
outcome of the battle, the personality and tactical deportment of a notable enemy commander,
etc). The GM must answer this question truthfully to the best of their abilities.
On a 10-19, all systems are nominal and the report you requested arrives on your desk
promptly. You may ask the GM three questions about the upcoming battle which they must
answer truthfully as outlined above.
On a 20+, you make key, critical discoveries as to the enemy fleet’s composition, heading, and
posture. In addition to asking three questions about the upcoming battle, you may also choose
one option from the Reserves table to bring with you into the upcoming engagement.
UPTIME ACTION — CONSULT SENIOR OFFICERS
Maintenance of a ship is more than mechanics. A commander must engage with their direct
subordinates — their officers — to provide counsel, command, and direction.
Catch up on the status of the ship and crew with officers who have been on watch while you
were under; gossip about or discuss officers who have not yet been cycled out from stasis; get
the latest on the various departments and modules of your ship; get the latest in rumors on
other captains and officers in the battlegroup (who to look out for, who to trust, and so on); brag
or compare ship compositions, flight tactics; bet on kill numbers; and so on.
Describe your actions, and roll:
On a 9 or less, your consultation with your senior staff is less productive than you’d hoped.
While nothing seems particularly out of order, no one has any special insights to share
regarding the upcoming engagement. You begin the upcoming battle with your choice of a
banked Accuracy die or a banked Difficulty die. You may spend these banked dice to
(respectively) add +1 Accuracy to one of your Single Target attack rolls or to add +1 Difficulty to
any Single Target attack roll made against you during play.
57
On a 10-19, through astute tactical analysis or canny leveraging of available resources, you and
your officers are able to formulate an effective plan of attack, but it will take time to bring to
bear as last-minute preparations and adjustments are required. You may choose one option
from the Reserves table to bring with you into the upcoming engagement, but during the first
round of play you act last after everyone, including all NPC battlegroups.
On a 20+, a flash of insight or a sudden windfall gives you just what you need to exploit a
critical weakness in the enemy’s defenses or capitalize on an unexpected advantage. You may
choose one option from the Reserves table to bring with you into the upcoming engagement,
and in addition you may grant one of your allies a banked Accuracy die or a banked Difficulty
die.
UPTIME ACTION — PLOT A COURSE
Some commanders may feel daring enough, though some might say reckless enough, to try
and engage the enemy from a completely unexpected vantage, tasking the helm with plotting a
course while they make preparations elsewhere.
In effect, this Uptime Action is for players who wish to set their position at the start of an
engagement but also wish to partake in other actions as well. Selecting this action allows you
to use another Uptime Action of your choice at the same time. This carries some risks
however, as it divides the crew’s attention and may result in dangerous navigational errors. This
action also cannot be repeated in consecutive engagements; too many daredevil maneuvers in
a row may leave your superiors questioning your tactical judgement. It can be used at most
every other battle.
When it’s time for your battlegroup to make an entrance, roll:
On a 9 or less, disaster! You realign directly into the enemy line, your battlegroup colliding with
an enemy element. As warning klaxons howl and automated systems struggle to balance
damage control protocols with life support mandates, you take stock of the situation. This fight
is going to be a mess.
Your battlegroup and one enemy battlegroup suffer an immediate, unavoidable 2d6 damage as
they collide, distributed among your Capital Ships as you wish (the GM, likewise, distributes
the NPC’s damage as they see fit among the battlegroup’s Capital Ships and Escorts). You
may choose to begin the engagement in Scope Range, Collapsing Range, or Close Range.
During the first round of combat you may only use one maneuver or one tactic.
On a 10-19, the bolt was well-plotted, but failed to account for some critical variable which
gives the enemy a chance to respond. You begin the engagement in Long Range. Before the
first round begins, the GM may choose to move you back into Extreme Range or forward into
Scope Range, using the same starting position modifiers as Set a Posture for the first round of
combat.
58
On a 20+, navigation just won themselves a round in the ship’s mess — your battlegroup
realigns exactly where they plotted. You may choose to begin play in Extreme Range, Long
Range, or Scope Range, using the same starting position modifiers as Set a Posture for the
first round of combat.
UPTIME ACTION — POWER AT A COST
Some things in your commission’s purview are best left unsaid. Anything to win an advantage,
right? The options covered in this category cover both mundane and esoteric off-book or
otherwise outside of regulations actions. Anything not covered by the previous Uptime Actions
can fall in this category; your GM can also append this on to any of your stated Uptime
Actions, context permitting.
Have a private audience with your ship’s NHP — you had strange dreams when you were
under, and need to ask them some questions; spacewalk alone on the hull of your ship, not to
be disturbed as you plan your next move; go and triple-check the provisions and functionality of
the CIC’s lifeboat, as you have a bad feeling about this one; slip into the gestalt and spend time
in legionspace, enjoying being in an approximation of “home”; participate in a high-stakes game
of chance with other commanders, putting everything on the line; and so on.
Name what you want or what you’re attempting to do. You’ll get it before the engagement
begins, but depending on the nature of the ask, the GM may choose one or two
consequences:
● It’s going to have repercussions for future engagements.
● It’s going to affect your chances at promotion.
● You’ll have to give something up or leave something behind.
● You’re going to piss off someone or something important and powerful.
● Obtaining it will disrupt other plans.
● Enemy forces won’t remain idle during this time.
● Whatever you receive will be of lesser quality, falling apart, or malfunctioning.
Reserves
Seasoned commanders take every advantage they can get going into battle, and one form
these advantages can take are Reserves. These bonuses take the form of additional supplies,
gear, support, advanced intel, and old fashioned grit and luck, anything that might make a
difference in the fight ahead.
Players can secure Reserves for themselves by undertaking Uptime Actions, or you may
decide to award them directly as part of an ongoing campaign.
59
Whitewash DECON Expanded stores of specialized whitewash utility nanites are held
as a countermeasure against nanotech warfare, helping to mitigate
casualties without the need to employ more destructive methods
of decontamination. 1/battle, during the Logistics phase you may
clear all greywash from one of your ships.
Crack Pilots They're some of the best in the service, and all they need now are
orders. You may either add a Wing slot to one of your ships or
reduce the point cost of any equipped Wing upgrade by 1.
Seconded Vessel On loan from another fleet, or perhaps the last survivor of one,
they're nonetheless eager to return to the fight. You may either add
an Escort slot to one of your ships or reduce the point cost of any
equipped Escort upgrade by 1.
Veteran Marines The best thing to do with a ship full of marines is point them
towards the enemy. You may equip a Marine Lander to one of
your ships that does not require an upgrade slot. 1/battle, when
this unit fails a boarding roll you may instead declare that roll a
success. Then destroy this unit.
Terrain Advantage Knowing where and when to fight is just as important as knowing
how to fight. You may choose a modifier from the Field of Battle
section on page XX, appropriate to the upcoming engagement,
and then either choose to have that modifier be present in the
upcoming battle or replace a previously established modifier with a
new one of your choice. Choices should be appropriate to the
engagement as outlined during the briefing; for example, choosing
a modifier intended to represent a battle near a populated world
may not be appropriate for an engagement taking place in deep
space. Discuss this selection with your GM to reach a satisfactory
agreement.
Uncommon Fortune Sometimes the difference between a good commander and an
exceptional commander is a bit of luck at the right time. You begin
the upcoming battle with a banked Accuracy die and a banked
Difficulty die. You may spend these banked dice to (respectively)
add +1 Accuracy to one of your Single Target attack rolls or to add
+1 Difficulty to any Single Target attack roll made against you
during play.
Fire Ship A decommissioned hull can still find new life, if only for a brief
moment. You may reduce the points cost of equipping a
Throughline Skip Drone to your battlegroup to 0.
Chaperone Payload Launched far in advance of initial contact, these munitions provide
additional fire support during major engagements. At the start of
60
the battle, just before the first Logistics Step, you may launch a
Primary Single-Stage Torpedo at an enemy ship of your choice.
Treat this as being launched from range 5 regardless of where your
battlegroup begins play.
Legionspace Priority The fleet legion has taken a particular interest in your ship for
Host reasons known only to themselves. 1/battle, you may choose a
single NPC battlegroup at the start of the engagement. You act
first during the first round and that battlegroup acts last during the
first round. If multiple battlegroups suffer from this disruption effect
at once, they choose a viable turn order as needed.
Enhanced Shielding A little extra power to defense systems can spell the difference
between victory or defeat. 1/battle you may reroll any number of
Interdiction dice, chosing the best result.
61
0 to -4 The ship is “mission killed”: its drive is holed, or life support systems and
reservoirs ruptured, or navcomm and weapons systems rendered ineffective,
and/or it drifts uncontrolled — however it is flavored, the ship is unable to continue
the fight in an effective manner. If a ship is mission killed, its crew and passengers
have time to escape via conventional systems (escape pods and lifeboats) if they
so choose, and are able to grab only as much personal effects, supplies, critical
hardcopy intelligence, etc, that they can carry.
-5 to -9 The ship suffers a sudden and catastrophic blow, shattering its hull and causing it
irreconcilable damage to its superstructure. The point of damage likely shears a
section of the ship off, boiling all proximal modules to slag in a catastrophic
rupture. Crew are killed outright or, if not, are spaced. Some of the lucky ones
manage to escape via lifeboat, but they are few.
-10 to - 14 The ship is immediately destroyed by the impacting weapon. The brief,
catastrophic explosion or series of explosions as critical systems rupture
immediately kills nearly everyone on board the ship. Survivors are limited to the
single digits — of these, few live longer than a handful of moments after the initial
explosion. The ship is not salvageable, having been reduced both by the weapon
impact and drive rupture to a glittering plume of slag and debris.
-15 or lower The ship is immediately destroyed as its nearlight drive, magazine, or longspool
capacitors suffer a direct, penetrating hit. The resultant explosion is so massive
that it blanks nearby ships’ sensors for a moment — possibly even destroying
other subline ships and projectiles caught in its radius. All hands are lost; no one
can survive an explosion like that.
62
Ships may also suffer catastrophic effects as a result of sudden emergency nearlight
maneuvers away from an unfavorable battle, a process referred to as nearlight ejection. Much
like ejecting from the cockpit of a mech or fighter, nearlight ejecting from a naval battle isn’t
without its risks. Done only as an emergency measure, without the luxury of ample time to
prepare for such sudden acceleration both damage to the ship and danger to the crew aboard
are to be expected. And much like ejecting from a cockpit, such dangers are often still
preferable to the alternative.
The following optional table can be rolled on to determine the consequences of a nearlight
ejection, if any. These consequences are entirely narrative; they have no additional bearing on
the state of an engagement or a player’s battlegroup, as ejection is already a less than
desirable outcome. You can roll on this table once for each capital ship remaining in your
battlegroup, or simply roll once and apply the results broadly to all ships.
Nearlight Ejection Table
D6 Effect
1 Crew Casualties
During ejection, the ship’s g-compensators fail to properly engage across all decks,
resulting in numerous casualties. Roll a d20: that percent of the ship’s remaining
crew has been killed as a result of the ejection, crushed to death by unprotected
exposure to sudden, massive acceleration.
2 Internal Explosion
Whether due to existing battle damage or critical overloads caused by sudden
nearlight acceleration, an internal explosion occurs aboard the ship immediately after
realigning to realspace. Roll d6: the ship suffers that damage immediately and
without mitigation. If this were to reduce the ship below 0 HP, this effect may only
result in a Mission Kill result.
3 Misaligned Jump
Due to a navigational error or hardware malfunction, when your ship finally
retranslates back to nominal velocity you discover that your ejection has placed you
far off course. This could also place you dangerously close to stellar bodies, a
gravity well, or other hazardous conditions.
63
64
Capital Ships are typically some of the largest vessels used in modern naval engagements,
such as Frigates, Carriers, and Battleships. NPC Flagships are also all Capital Ships. Some
weapons and systems may only target or affect Capital Ships.
Counters
Various gameplay elements such as weapons and systems track their readiness or time to
impact with counters. You can use actual tokens to track this, a d6, or just mark things on a
piece of paper if you like. Charge weapons use charging counters, Payload weapons use
flight counters, and Reloading abilities use refresh counters, among other types.
Critical Hit
A result of 20+ on an attack roll with certain weapons and effects causes a critical hit. On a
critical hit, all damage from that attack is doubled. Attacks that do not have the Critical tag
along with attacks that hit automatically such as Payload attacks or other effects that
automatically deal damage cannot critically hit.
Fleet
An organized force of trade or military spaceships, composed of a mix of ships of the line,
sub-line squadrons, and wings of fighters, bombers, and/or mounted mechanized chassis.
In Battlegroup, the entire player party taken together is considered to be a fleet. Conventional
fleets typically give a single capital ship the honor of being the fleet’s flagship which is often led
by the most senior officer among all battlegroup commanders, though other structures are
acceptable and found across various naval powers.
Flagship
Each player has one Flagship that represents the center of their battlegroup’s command
structure, generally the ship carrying their representative character. Flagships also serve as the
standard enemy unit around which NPC battlegroups are formed.
Fleet Legion/Legionspace
The Fleet Legion is the name for the networked minds of capital ship-based Diemosian NHPs.
This networking only occurs during the preamble and course of battle to allow for the
Diemosian NHPs to fully form their Legion — itself a gestalt, unique entity. Legions typically
only exist for before, during, and in the immediate aftermath of a battle; if the fleet they serve is
deployed on a long campaign, then the same legion gestalt tends to reappear each time a fleet
calls it forth to assist in the battle.
Fleet legions allow for rapid, essential-simultaneous communication between the Legion,
comp/cons, and organics onboard the ships of a given fleet. Additionally, Legions have the
capability to reach out and strike opposing Legions, tearing at their systems with terrifying,
anti-causal powers little understood by their constituent Diemosian minds, much less humans
and other organics.
65
Hit Points (HP)
Hit Points (HP) represent the health, cohesion, and morale of a battlegroup; for individual
fighters, HP represents the structural and corporeal integrity of the pilot and their ship. When a
ship’s HP is reduced to 0, that ship is destroyed.
Some systems or abilities may allow another vessel such as an equipped Escort to take
damage as either a cost or in place of something else. If using one of these abilities reduces a
vessel’s HP to 0 or less, it is destroyed after carrying out its command or effect unless
specified otherwise. If a particular upgrade does not have HP then it cannot take damage and
cannot be used for effects such as these.
Lock On
During naval engagements, ships are constantly vying for a clean firing solution. Powerful
sensor suites and networked NHPs work in concert to analyze, predict, and acquire positive
lock on their targets when they can, setting up devastating attacks before maneuvers and
countermeasures can disrupt their efforts. Lock On is a status that ships can acquire from
Maneuvers or Tactics, and it can be consumed as part of an attack to give that attack +1
Accuracy. Certain weapons, systems, or abilities may also have additional effects that require
inflicting or consuming Lock On to activate. Lock On does not stack with itself.
Maneuver
In Battlegroup, a Maneuver is one of the types of actions that players and NPCs can take.
Maneuvers are typically actions that involve the entire fleet under their control, ordering them to
attack or reposition, or actions that require a significant investment of time and attention. A
player may make one Maneuver during their turn.
Movement
Movement refers to a battlegroup changing position along the gyre, either advancing forward
(towards Point Blank range) or moving back (towards Extreme Range). Some upgrades and
abilities may enable or force battlegroups to move or prevent them from doing so.
NHP
Non-Human Person. Artificial Intelligence-adjacent noncorporeal entities confined to digital
containment systems (“Caskets”) in order to interface with human technological systems. Each
ship in a fleet has its own individual NHP whose personalities vary as much as any other
person, though during engagements they network together with each other to form a gestalt
Fleet Legion for enhanced tactical capabilities.
A ship’s NHP Core is the module that stores the ship’s NHP casket, along with other hard-copy
data banks. NHP Cores are generally inaccessible by design, with various access-limiting
features built in. On Union ships, they can be reached via a monitored access shaft large
66
enough to admit a single person crawling up a ladder, but too small to extract the ship NHP’s
casket; on Armory ships, one must turn hardcopy keys simultaneously in the CIC to open the
NHP-C module doors; on Baronic ships, one must turn sideways and shuffle through a narrow
passageway; and so on.
In emergency situations however, such as when the order to abandon ship is given, NHP
caskets can then be jettisoned or removed and evacuated along with the rest of the crew. This
typically requires authorization from the ship’s captain or other senior officers.
Tactic
Tactics are the other type of action that players and NPCs can take. They tend to be less
demanding of time and resources, involving more specialized systems and abilities that can be
used to enhance a fleet’s performance. A player may use one Tactic during their turn normally
along with one Maneuver, or they can instead choose to forego their Maneuver and use two
Tactics instead.
Turn
Many abilities and effects refer to a particular battlegroup’s turn. A battlegroup’s turn takes
place during the Action Step, where it uses Maneuvers and Tactics to move throughout the
Gyre, to launch attacks and boarding actions, or utilize various upgrades. Once a battlegroup
has taken all the Maneuvers and Tactics it can or that it wishes to, its turn is over and any
effects that trigger or clear at the end of its turn do so then.
Uptime
In naval parlance, uptime is used to refer to those moments when a ship’s crew are awake and
active but not necessarily engaged in combat, such as drilling, maintenance, gathering
intelligence, negotiating for supplies and reinforcements, and so on. “Downtime” by contrast
refers to time spent by a crew in stasis. What others might call downtime, such as recreational
activities and blowing off steam, is instead referred to as R&R or shore leave (often shortened
to just “leave”).
Weapon Types
Auxiliary Weapon
Auxiliary weapons are smaller, non-primary weapon systems that can be fired alongside other
weapons at no additional action cost. These weapons often serve to enhance or augment the
capabilities of other weapons or provide additional firepower against subline/fighter-tier
targets. When you attack with or otherwise activate a Primary weapon you may fire an Auxiliary
weapon alongside it for free. These weapons do not have to be equipped on the same ship.
67
An Auxiliary weapon can only be used once per attack. For example, if a battlegroup uses a
Maneuver that allows it to attack with two Primary weapons, you couldn’t use the same
Auxiliary weapon to fire alongside both of them, but you could use two different ones.
Primary Weapon
Primary weapons are larger main-battery weapon systems that form the backbone of a fleet’s
armament.
Superheavy Weapon
The most powerful and devastating weapons mounted on capital ships, drawing enormous
power or launching volleys of powerful munitions. Superheavy weapons without the Charge tag
can only be used as part of the Open Fire! Maneuver unless otherwise noted.
Superheavy weapons make all attack rolls against Escorts with +1 Difficulty.
Single Target
Single Target attacks must be rolled to hit against a single target; if they hit their target, then
they apply all their damage to that target. If they miss, then they deal no damage. Generally
speaking, Single Target attacks cannot be Interdicted unless they are Payload weapons.
Area Target
Area Target attacks do not need to roll to hit. Instead, they are applied to a battlegroup and
their damage may be reduced by Interdiction.
When an Area Target attack is used against a battlegroup, the attack’s damage is rolled, then
the defender’s total Interdiction value for that battlegroup is rolled and subtracted from the
damage. Whatever damage remains is then applied to all ships in this battlegroup except for
Wings who are small and nimble enough to evade them automatically.
Weapon and System Tags
Accurate
Attacks with an Accurate weapon are made with +1 Accuracy.
Boarding
Upgrades with the Boarding tag can participate in boarding actions. Many Escorts and Wings
can be commanded to participate in boarding actions in addition to their usual commands.
While boarding a ship, these units are removed from play. They cannot be damaged, targeted
by attacks or effects, or repair HP unless specifically noted.
Charge X
68
A weapon with the Charge tag requires a completed charge in order to fire. The length of a
Charge weapon’s charging time is listed in its description (i.e. “Charge 2” indicates it will take 2
rounds to charge before it can be fired). Firing a fully charged weapon resets its charge.
No Maneuver or Tactic is required to begin charging or to fire a Charge weapon. Charge
weapons begin charging during the Logistics Step at the start of the first round of play, and
they can be fired when ready during the Impact Step. Charge weapons cannot be Interdicted.
[SIDEBAR]Running With Scissors
An extremely common question naval academy instructors are asked is why fleets don’t simply
maintain long-spool weapons at firing charge before entering a battle’s outer perimeter.
Wouldn’t it make sense to approach a fight as ready as possible?
There are a number of answers to this question, ranging from wear and misalignment of critical
weapon components to unacceptable levels of electromagnetic interference with long-range
sensors, but the most immediate concern is simple; fully charged long-spool weapons are
incredibly volatile. The output of these weapons can carve holes through moons, shatter space
colonies, and upend a continent’s ecosystem. Nearlight travel and battlespace realignment is
also a volatile endeavor, with ships moving at a significant fraction of lightspeed before
attempting to safely decelerate to combat velocity while remaining on target for optimum
positioning.
Mixing the two together, therefore, is highly inadvisable, and to satisfy their curiosity cadets are
often invited to view after-action recordings of engagements where reckless commanders have
attempted this maneuver, with spectacularly catastrophic results.[/SIDEBAR]
Critical
Some weapons are especially devastating or capable of penetrating a target’s defenses to
strike vulnerable components with careful aim and a bit of luck. Attacks with a Critical weapon
can critically hit, dealing double damage on result of 20+ on an attack roll.
Escort
Escort vessels, in contemporary naval strategic parlance, refer to groups of subline ships that
occupy a middle ground between massive capital vessels and smaller fighter-tier craft.
Corvettes, destroyers, cruisers, and other specialized ships fall under this category. Certain
ships are outfitted with the necessary command-and-control infrastructure and supply reserves
to command one of these subline groups, and upgrades marked with the Escort tag can be
equipped to ships with the appropriate slots to take them. Some NPCs are Escorts as well, and
certain weapons or systems may target or affect them specifically.
Greywash
Greywash represents insidious weapons and munitions which infest a target and steadily break
them down over time. Often this takes the form of destructive nanotech swarms but it could
69
employ other similar effects as well. Greywash weapons and systems inflict targets with
greywash counters. During the Impact Step, a ship takes damage equal to the number of
greywash counters on it, ignoring Overshield, and then removes 1 greywash counter. Greywash
counters can stack. A battlegroup can clear all greywash counters from it automatically by
spending a Maneuver.
Inaccurate
Attacks with an Inaccurate weapon are made with +1 Difficulty.
Interdiction
Interdiction typically represents the efforts of electronic, kinetic projectile, or directed-energy
countermeasures to shoot down or neutralize incoming attacks. Interdiction is an abstract value
that comprises numerous defensive systems all working in concert, and can just as easily
represent point-defense guns as it can a fleet legion’s anti-incursion protocols.
Weapons and systems with the Interdiction tag may be used during the Impact Step to reduce
incoming damage from Payload weapons, and can be used to reduce the overall damage of
Area Attacks. When defending against such attacks, you’ll roll your Interdiction and apply the
result to negate incoming attacks on a 1 to 1 basis; 1 point of Interdiction negates 1 point of
damage. If you reduce an attack’s damage value to 0, that attack is completely neutralized and
deals no damage. A battlegroup’s Interdiction stat is a collective value taken from all all
equipped weapons and systems and added together, applied to any and all ships in that
battlegroup.
For example, an Area Attack torpedo salvo strikes a battlegroup dealing 2d6 damage, rolling an
8. The target battlegroup’s overall Interdiction value is 1d6 and they roll a 3, subtracting that
from the 8 damage to leave 5 damage remaining. Every Capital Ship and every Escort in that
battlegroup then takes 5 damage. If the defender could have applied 8 Interdiction to that
attack, it would have neutralized it entirely and none of the ships in their battlegroup would take
any damage.
Legionspace
Attacks with the Legionspace tag are systemic, paracausal attacks unleashed upon opposed
fleet legions or realspace. Other systems may have the Legionspace tag as well, representing
their connection to the fleet legion, and various systems or abilities may bolster or hinder their
performance.
Limited X
This weapon or system can only be used X times before it is fully expended. To use the system,
the user expends a use. Limited weapons expend uses when used to attack.
Overkill
70
When rolling for damage with this weapon, any damage dice that land on a 1 are immediately
rerolled. Additional 1s continue to trigger this effect.
Overshield
If a weapon, system, or maneuver grants you Overshield, you gain a number of indicated,
temporary hit points on top of your current base of HP. These hit points cannot be regained by
things which restore HP, but benefit normally from anything that would affect HP or damage
(such as damage reduction). Overshield can put a ship above its normal HP total.
Damage is dealt to Overshield first, then HP. The user only retains the highest value of
Overshield applied; it does not stack.
Payload
Payload-tagged weapons do not require an attack roll to hit their targets. Instead, they have a
flight time based on the range band they’re fired from; longer distances result in a longer flight
time. Payload flight counters are removed in the Logistics Step of each fleet phase; when the
final flight counter is removed, the Payload weapon hits its target on their Impact Step.
Generally speaking, weapons with the Payload tag can be interdicted.
Some Payload weapons may have a slower or faster flight time, and if so they will indicate this
in the tag. A weapon with Payload -1, for example, will reduce its initial flight time by 1. Some
abilities and effects may also adjust Payload flight time by increasing or decreasing it, down to
a minimum of 1; you cannot reduce a Payload’s flight time to 0 before the Logistics Step.
Payload weapons cannot be fired again until any attacks in flight have impacted, but if a
Payload attack’s target is destroyed before it can reach them automatic failsafes detonate them
early, allowing you to attack with them again without having to wait. You may also choose to
manually detonate any of your Payloads during your turn if you wish to fire a new salvo.
Payloads do not automatically shut down when the ship that launched them is destroyed and
can continue to act as a persistent threat over the course of an engagement, but if a fleet is
defeated, surrenders, or ejects from battle then without the necessary coordinating telemetry to
support them they no longer pose a threat and are effectively destroyed without harm.
Reliable X
Reliable weapons are those that always deal some amount of unavoidable damage, whether
due to sheer volume of fire, collateral thermal bleed, or exceptional course-correction
capabilities. Weapons with this tag will always deal X damage even if it rolls less damage, is
interdicted, avoided, or otherwise misses the target.
Reloading X
Weapons and systems with the Reloading tag may not literally require reloading per se, but
they do have to refresh, recharge, or cool down between uses. When a Reloading weapon or
71
system is used, it will begin refreshing during the Logistics step. When the last refresh counter
is removed, then the weapon or system is ready to be used again.
System
Specialized equipment and upgrades can only be installed on ships that have the appropriate
command structure, electronics architecture, power surplus, or extra cargo space to effectively
utilize them. These are marked with the System tag, and may only be equipped on ships with
System installation slots. Each System slot on a hull can hold a single upgrade with the System
tag. Systems grant a variety of powerful abilities to the ships and fleets they’re equipped to,
and both when and how they can be used will be listed in each System’s description.
Tenacity
All units capable of boarding an enemy vessel have a Tenacity rating that represents how
difficult it is to dislodge them once they are aboard. Boarded ships will roll against a boarder’s
Tenacity to repel them if they do not spend a Maneuver on their turn to do so automatically.
Unique
This rare or unconventional weapon or system cannot be assigned casually – each player may
only have a single one of these weapons or systems equipped to their battlegroup.
Wing
Wings represent flights of fighters, bombers, drones, or mounted chassis. Individually these
craft may pose little threat to a capital ship, but in numbers they can punch well above their
weight with a combination of tactical flexibility and salvos of anti-capital ordnance. Certain
ships, most notably carriers but other types as well, are outfitted with the landing bays required
to house and launch these strike craft as noted by the appropriate slots listed in their
descriptions.
72
The Battlegroup
Battlegroups are composed of a number of capital ships supported by subline squadrons and
wings. As a player, you’ll build your battlegroup by selecting ships and upgrades before leading
them into battle. The character whose role you occupy during these battles may be a
commander on one of the ships, the fleet legion called to service only in battle, or a moving
perspective that touches on many different characters.
Battlegroup structures generally follow a common force organization chart: A flagship with the
fleet commander on board, a number of escort capital ships, and a larger number of subline
ships, corvettes, gunboats, and fighter/bomber wings. However you build your battlegroup,
though, is up to you.
73
Ship hulls have several important stats to note when selecting and outfitting them:
Points
A hull’s Points stat indicates how many points it costs to add it to your battlegroup. This cost
represents only the hull itself without any weapons or other upgrades.
HP (Hit Points)
This is the measure of a ship’s physical durability. When a ship’s HP reaches 0, it is destroyed
along with all of its equipped upgrades, including weapons, systems, and any Escorts or Wings
it was carrying. Any ongoing effects provided by these upgrades will persist, however. For
example, a destroyed ship’s Payload attacks will continue their last flight, and any boarders
they’ve deployed will continue fighting until the bitter end.
Defense
This is an abstract representation of the ship’s structural integrity, defensive countermeasures,
and maneuverability. When an enemy targets a ship with a Single Target attack, they roll
against that ship’s Defense stat to see if they hit or not. Some effects may modify a ship’s
Defense stat, but Defense can never go below 6 or above 20.
Weapons
This shows how many weapons of each size can be mounted onto that ship. Some highly
specialized ships may not have weapon mountings.
Systems
This shows how many upgrades with the System tag that ship can equip.
Escorts/Wings
This shows how many upgrades with the Escort or Wing tags that ship can equip.
Traits, Maneuvers, and Tactics
Each ship, in addition to its unique stat profile, also brings to the table one or more Traits,
Maneuvers, or Tactics. Traits are passive modifiers, with triggers listed in the frigate’s profile,
and do not need to be activated unless stated so in their profile. Maneuvers and Tactics work
like normal, and can be used during the Action Step according to their descriptions.
74
Leftover Points
Based on the ships and loadouts you choose, you may wind up with some leftover points you
can’t spend because you have no more room for weapons or upgrades. If this happens, you
may convert up to 2 unspent points into banked Accuracy dice. You may spend a banked die
to add +1 Accuracy to one of your attack rolls during play.
Battlegroup Strategies
With all of the options available for constructing a battlegroup, it can perhaps feel a bit
overwhelming at first until you become more accustomed to the system. For newer and less
experienced players, here are some guidelines to help you get started.
To begin with, take note of the strengths and weaknesses of your chosen ships. Some ships
are better in close-in fights while others will prefer to hang back and act from a distance.
Choosing ships that compliment one another, and that can also compliment other players at
the table, is a good start.
Many NPCs have ways to move player battlegroups along the gyre, representing their ability to
shift the lines of battle in their favor. You likely won’t be able to simply remain in a single range
band uncontested for the entire game. It’s therefore a good idea to try and avoid creating a
battlegroup that can only act effectively at a single specific range band. Some systems and
upgrades will allow you to mitigate these movement effects to some extent.
Make sure you always have something to do during your turns. It’s possible to create
battlegroups without any Primary weapons, for example, and so during your turn you won’t be
able to conduct attacks using certain Maneuvers such as All Ahead Full! or Open Fire! This
doesn’t mean you have to have any one particular type of weapon or system in your
battlegroup, there are a number of options available to choose from, including weapons,
support options, commanding fighters and subline vessels, or conducting boarding actions.
There are 0-point options for all weapon and upgrade types available, so spending all of your
points before you’ve fully outfitted your ships doesn’t mean you won’t be able to finish the job.
There’s no need for you to let any weapon mount or upgrade slot go unused, so don’t be afraid
to indulge in some more expensive choices that you’d like to try out.
Taking a look at the other battlegroups can help you find opportunities for coordination and
teamwork. If a player’s battlegroup benefits from consuming Lock On, you might take
something that can help by locking onto targets for them. If another battlegroup is focused on
Payloads, then perhaps you might instead choose options that work well alongside that.
75
76
Turrets, but the mission briefing suggested that enemy forces may have carriers in the area of
operations, so instead you give each frigate a set of Flyswatter Missiles for 0 points apiece.
1 point remains. Unfortunately you don’t have any open weapon or upgrade slots to spend it
on, but that just means that it gets converted into a banked Accuracy die which you can then
spend during the upcoming battle.
With everything set, you note on your battlegroup profile card the weapons and systems
equipped to each ship, their traits and any special abilities they have, each ship’s HP, and then
you go about naming them accordingly. Your battlegroup is accompanied by your party
members’ own battlegroups; together, the ships the four of you command compose a fleet.
Capital Capital Ship Classifications
Frigate
Frigates are the backbone of any battlegroup worth its manna. A broad-tonnage class, frigates
are the jack-of-all trades ship that no admiral would want to be without; encompassing
everything from sturdy ships of the line to cutting-edge, deeply specific specialists, the frigate
class is the most common and varied ship of capital designation.
A battlegroup can have up to 3 Frigates.
Carrier
Carriers sacrifice weaponry and specialized systems to increase command ability and the
potential portfolio of scenarios to which a given battlegroup can respond. Media often depicts
the “classic” flagship carrier: a large vessel crewed by thousands of enlisted and officers, its
hangars home to wings of fighters, bombers — and, in some cases — light subline ships. Most
carriers fielded throughout the Orion Arm, though, trend towards light and middle tonnage,
adopting frontline/gyre-proximal positions where they can better manage their wings in
aggressive midrange combat.
A battlegroup can have up to 2 Carriers.
Battleship
A common wartime flagship, battleships are the pure realization of raw destructive power. Most
ships that fit the “Battleship” role are built around one or more massive spinal cannons —
kinetic accelerators or linear beam projectors (“lances”) — meant to deal a killing blow to
enemy capital ships in a single shot. Charging these titanic weapons takes time, however, and
during that time these great ships must be protected by their escorts; some battleships
77
sacrifice raw ordinance to carry wings of fighters with them, or robust defensive systems meant
to ensure they remain unmolested as they prepare to fire.
A battlegroup may only have 1 Battleship.
Frigate Hulls
Frigates are workhorse ships of any battlegroup. With decent defenses and structural integrity,
their strength lies in their versatility. Frigates often occupy a support role in battlegroups,
enhancing a fleet’s tactical and strategic capabilities, escorting heavier vessels, and providing
additional firepower as needed.
Only battlegroups with at least one active Frigate can use the Defensive Screen Tactic.
GMS Caspian Sea Class Frigate
GMS’s Caspian Sea class is Union’s backbone frigate, a tough and flexible multi-role vessel that
functions just as well in a battle line as it does on lone patrol. Developed by GMS under the
Second Committee, the Caspian Sea class was one of the few hulls not to be scrapped by the
Third Committee’s ground-up redesign of the Union Naval Department. Now a common first
posting for Regular and Auxiliary navy personnel, Caspian Sea class frigates in standard Union
Naval doctrine are typically tasked as fire-coordination platforms.
3 Points 16 HP 1 Primary Weapon 1 Auxiliary 10 Defense
Weapon
Fire Control Networking (Trait)
1/round when an allied battlegroup in your range band consumes Lock On as part of an
attack they may reroll that attack, but must keep the second result. When the Caspian Sea
Class Frigate is assigned to a Defensive Screen, it may Lock On to an enemy Capital Ship or
Escort.
78
Whenever an Escort or Wing attacks or deals damage to any ship in your battlegroup, roll
1d20. On a 10+, that Escort or Wing takes 3 damage. If this damage is enough to destroy an
Escort or Wing, it is destroyed before it can carry out its attack or command and its effects
are negated. When the Huron Class Frigate is assigned to a Defensive Screen, this roll
automatically succeeds and applies to the battlegroup it is screening for.
GMS Superior Class Frigate
One of the few new designs produced by GMS under the Third Committee, Union’s Superior
class frigates are built to equip the UN’s top of the line weapons and EWAR systems.
Assignment to a Superior is considered a prestigious posting for new officers. Standard naval
outfitting sees Superior class frigates equipped with bays of repair drones to supplement
fleetwide damage control, though other more offensive configurations — especially those tuned
to better effect fleetwide legionspace — are not uncommon.
3 Points 16 HP 1 Primary Weapon 1 System 10 Defense
Repair Drones (Trait)
When the Superior Class Frigate is assigned to a Defensive Screen, the ship it is screening
repairs 2 HP.
Gain the following Tactic:
Fleet Triage
Battlegroup Tactic, Limited 1
Choose one of your Capital Ships or Escorts, or an allied Capital Ship or Escort in
your range band. That ship repairs 5 HP.
79
The Schuyler Class Frigate is equipped with a Limited 2 fleet logistics suite. 1/round you may
expend a use from this system to remove 1 refresh counter from any expended Reloading
weapon or system in your battlegroup or an allied battlegroup in the same range band during
the Logistics Step.
A weapon or system can only have a single counter removed this way between uses.
HA Creighton Class Frigate
In true HA fashion, the Creighton is an experiment to see whether the Armory could mount one
of their largest guns available on the smallest possible hull they could. The Creighton class is
less a ship carrying a gun than it is a gun with a ship built to support it. Designed for
deployment as a second-line, over-horizon platform, the Creighton excels when it has the time
and distance to engage targets downrange without proximity pressure.
3 Points 12 HP 1 Superheavy Weapon 10 Defense
Calibrated Targeting (Trait)
The Creighton Class Frigate adds +3 Reliable to attacks made at Extreme and Long range,
but attacks made at closer ranges are made with +1 Difficulty instead.
Purpose-Built (Trait)
The Creighton Class Frigate can only equip Superheavy weapons with the Charge tag.
Superheavy weapons equipped to this frigate have their point costs reduced by 1 to a
minimum of 0.
80
When the Turenne Class Frigate is assigned to a Defensive Screen, that battlegroup gains +3
Interdiction.
FKS Cirsium Class Frigate
A newer Baronic design, any officer fresh from the Academy knows that assignment to a
Cirisium class frigate indicates that someone in Command has taken a liking to them. Standard
doctrine is for a Cirisium sees this vessel accompanied by a subline escort for which it has the
tactical command-and-control infrastructure to effectively coordinate; considered a "tactician's
vessel," though a lot of captains are known to order their escorts into dangerous or suicidal
circumstances in an effort to reap glory.
3 Points 14 HP 1 Primary Weapon 1 Escort 10 Defense
Honor Guard (Trait)
1/round when the Crisium Class Frigate takes damage from any source while it has an
equipped Escort, it may reduce that damage to 0. That Escort then takes that much damage.
FKS Tolumnia Class Frigate
A heavily armed frigate built built to support an aggressive doctrine of overwhelming firepower,
intended to phase out the aging Onopordum but teething issues with the design and political
squabbling have resulted in delays and uneven distribution throughout Baronic fleets, one of
the hull's critical drawbacks is a noted lack of flexibility in its loadout capability as its advanced
autoloading and power cycling systems are only compatible with specific armament types,
plans for a revised design which addresses this shortcoming have been submitted to the
Baronic Admiralty Chambers for review.
5 Points 16 HP 2 Primary Weapons 10 Defense
81
1/round when the Tolumnia Class Frigate consumes Lock On as part of an attack with one of
its equipped Primary weapons, instead of gaining the usual bonus it may make an additional
attack against that target with its other equipped Primary weapon. This attack is made with
+1 Difficulty.
Specialized Mountings (Trait)
The Tolumnia Class Frigate cannot equip weapons with the Payload tag.
FKS Onopordum Class Frigate
One of the oldest ships still in service, underpowered and undergunned by contemporary
standards, outweighed by the fact that there are tons of them still in use and they're cheap to
field. Cramped, poor amenities, definitely not a glorious ship in the slightest, but those that
crew them tend to develop an inordinate, somewhat superstitious attachment to them, going as
far as to consider them lucky vessels...those that survive battle, anyway. Following a series of
mutinies, Baronic Unified Command has instituted regular periodic rotations of Onopordum
crews to maintain “acceptable levels of morale and combat readiness.”
2 Points 14 HP 1 Primary Weapon 10 Defense
Stealing Luck From The Devil (Trait)
1/battle, you may add or subtract 1d3 from any d20 roll (your own, ally, or enemy) after
seeing the result. A roll can only be modified in this way once. When the Onopordum Class
Frigate is assigned to a Defensive Screen, roll a d20 instead of the usual 50 percent chance.
On a result of 10+, the screen is successful.
IPS-N Bakunawa Class Frigate
A flexible multi-role frigate that makes use of its somewhat oversized hull to house a fully
functional flight deck and launch bay capable of housing and supporting fighter-tier craft
including mounted chassis, a common sight among anti-piracy forces and, somewhat ironically,
among the better equipped pirates themselves who value its combination of firepower and
boarding capabilities.
4 Points 18 HP 1 Primary Weapon 1 Wing 8 Defense
82
During the Logistics Step, the Bakunawa Class Frigate can repair 2 HP on a Wing equipped
to it. When this ship is assigned to a Defensive Screen, you may also issue a command to a
Wing equipped to it.
IPS-N Laho Class Frigate
A dedicated "torpedo boat" designed to launch long-flight munitions accurately and efficiently,
employed by a variety of navies as part of a combined arms doctrine, the Laho is vulnerable on
its own and often relies on other ships to defend it against close range threats.
4 Points 18 HP 1 Primary Weapon 1 System 8 Defense
Rotary Launch Tubes (Trait)
All Payload weapons equipped to the Laho Class Frigate may reduce their travel time by 1 to
a minimum of 1
Torpedo Boat (Trait)
The Laho Class Frigate can only equip Primary weapons with the Payload tag.
IPS-N Minokawa Class Frigate
Based on the Bakunawa but trading out the flight deck and strike craft launch capabilities for
expanded marine crew capacity, mechanized chassis bays, and an integrated array of short
range ship-to-ship transfer vehicles, the Minokawa is commonly employed by IPS-N Trunk
Security as a well-armed boarding/counter-boarding vessel capable of operating independently
or as part of combined fleet actions.
4 Points 18 HP 1 Primary Weapon 1 Escort 8 Defense
Rapid Reaction Force (Trait)
The Minokawa Class Frigate makes all rolls to repel boarders with +1 Accuracy. When this
ship is assigned to a Defensive Screen, all boarding actions made against it and the ship it is
screening are made with +1 Difficulty.
83
The Minokawa Class Frigate can only equip Escorts with the Boarding tag.
Carrier Hulls
Carriers are linchpins of a fleet; with light weapons and decent defenses, though only middling
structural integrity, their main strength lies in their ability to command frontline wings and
squadrons. Unlike in terrestrial theaters where carrier-type vessels often serve as long range
force multipliers, carrier doctrines in the extreme distance contexts of space combat are often
inverted, serving as mid- to close-range strike platforms.
All Carriers have 3 free points that can only be spent on equipping Escorts or Wings.
GMS Amazon Class Line Carrier
The standard carrier design used by dozens of stellar navies across Union space, a dedicated
example of conventional carrier doctrine, its flight decks utilize the latest advances in printer
technology to quickly return damaged strike craft to service
4 Points 14 HP 4 Wings 14 Defense
The Amazon Class Line Carrier has enhanced flight decks with Limited 2 rapid printing
systems. 1/round, during the Logistics Step you may expend a use to repair a Wing
equipped to this ship to full HP, even from 0 HP.
GMS Tongass Class Line Carrier
A carrier built to house, support, repair, and coordinate squadrons of low- to mid-tonnage
subline combat vessels, often tasked with fire support operations using attached squadrons to
rapidly move between battle lines as needed.
4 Points 14 HP 2 Auxiliary 2 Escorts 14 Defense
Weapons
Close Support (Trait)
84
Allies in your range band may use Tactics granted by the Tongass Class Line Carrier’s
equipped Escorts as if they were under their control.
HA Farragut Class Starfield Carrier
Unlike their more specialized frigates, HA's carrier design emphasizes modularity in order to
create a flexible command-and-control/support platform capable of performing well when part
of any battlegroup.
5 Points 16 HP 1 Primary 1 Modular 2 Wings 13 Defense
Weapon
Modular Design (Trait)
The Farragut Class Starfield Carrier has a special Modular slot that can be used to equip
either an Auxiliary Weapon, System, Escort, or Wing.
Fleet Coordinator (Trait)
When you assign a Frigate to a Defensive Screen, you may assign it screen for up to two
ships at once.
FKS Tagetes Class Agile Carrier
Fighter/bomber pilots are one of the few elements of Baronic naval doctrine that approaches
the glory of a chassis pilot and consequently competition for a spot on one of these carriers is
fierce, superior maneuverability and defensive systems help ensure that their pilots can get to
the fight in order to make a name for themselves.
6 Points 14 HP 1 System 3 Wings 15 Defense
Lead Dancer (Trait)
The Tagetes Class Agile Carrier’s equipped Wings gain +1 to all non-boarding damage
effects. All damage dealt to this ship’s equipped Wings by hostile effects or abilities is
reduced by 1 to a minimum of 0.
85
The Apeiron Class Carrier’s equipped Wings increase both the maximum and minimum
ranges of all of their effects and abilities by 1 (for example, a Wing with a range of 2-0
becomes 3-1).
IPS-N Tawa Class Medium Carrier
One of the most commonly sold carriers in the IPS-N line, a favorite of smaller state navies that
appreciate its robust physical durability and simple layout.
4 Points 16 HP 1 Escort 1 System 2 Wings 12 Defense
Away Teams (Trait)
All boarding actions launched from the Tawa Class Medium Carrier gain +2 Tenacity.
IPS-N Masauwu Class Heavy Carrier-Frame
An outsized design built to support mixed subline/bomber/chassis tactics, capable of carrying
even smaller subline ships within its cavernous launch bays.
6 Points 16 HP 2 Escorts 2 Wings 11 Defense
86
1/round, when you use a Tactic to command an Escort equipped to the Masauwu Class
Heavy Carrier Frame, you may command another Escort or Wing equipped to it at the same
time.
Battleship Hulls
Battleships are the heaviest ships commonly encountered in battle lines. With rare exception,
they are the only ships able to field superheavy long-spool weapons and capital-killer
torpedoes, capable of destroying lesser ships in a single blow. Battleships often serve as the
centerpiece for numerous battlegroups, and the legacies of specific battleships frequently
achieve a mythic status.
Battleships do not have any special rules unique to their hull type, but each one boasts
powerful abilities that can define how your battlegroup operates. It is not required to take
a battleship when building a fleet.
GMS Muir Class Battleship
The standard GMS battleship design, well rounded, suitably armed and outfitted to handle a
variety of scenarios in multiple theaters, has a storied history and a lot of famous names in its
pedigree, this is the iconic battleship associated with Union's navy and is prominently featured
in a lot of omninet dramas and games.
6 Points 25 HP 1 1 Primary 2 Auxiliary 1 System 12 Defense
Superheavy Weapon Weapons
Weapon
Paragon (Trait)
1/round, you may add +1 Accuracy to any roll you or an ally in the same range band makes.
1/battle, you may add +3 Accuracy instead.
GMS Thoreau Class Battleship
A heavier GMS battleship platform whose history can be traced back to late Second Committee
designs, though updated for the modern era, built to enhance a fleet's offensive capabilities
with a combination of advanced fire control systems, aggressive NHP deportment, and robust
87
power distribution, able to operate independently as well and occasionally a single Thoreau is
assigned to help defend a polity under Union's umbrella as a "fleet of one".
7 Points 25 HP 1 Superheavy 2 Primary 2 Auxiliary 12 Defense
Weapon Weapons Weapons
Barrage Doctrine (Trait)
When you fire a Primary weapon as part of the All Ahead Full! Maneuver, you may use two
Auxiliary weapons alongside it instead of one.
Unleash Hell! (Maneuver)
Battlegroup Maneuver
Limited 1
You may fire one Superheavy weapon and up to two Primary weapons, or up to four Primary
weapons. You may not use this Maneuver if you have moved this turn.
HA Louis XIV Class Dreadnought
An unusual design, the Louis XIV is comparatively fragile for a battleship-grade vessel but only
because it foregoes raw structural integrity for a novel system of advanced projected defense
systems and high-power shielding that can deflect or disperse even naval-grade firepower, it
can also extend this protection to other nearby fleets.
7 Points 15 HP 1 Superheavy 1 Primary 2 Systems 13 Defense
Weapon Weapon
Pinpoint Aegis (Trait)
Your battlegroup gains +1d6 Interdiction. The Louis XIV begins each battle with 5 Overshield,
and gains 5 Overshield at the start of the Logistics Step. While this ship has Overshield it
gains +2 Defense.
Projected Blackshield (Tactic)
Battlegroup Tactic
Limited 1
88
You or an allied battlegroup of your choice gains +3d6 Interdiction until the end of the next
Impact Step.
HA Michel Ney Class Dreadnought
HA's venture into integrating allegedly-stolen Volador blinkspace technology into a capital ship
hull, this version of the Michel Ney is actually an augmented retrofit being used as a testbed
platform, capable of unusual hit-and-run maneuvers for a ship of its tonnage, with the conflicts
in the Dawnline Shore heating up HA is using this as an opportunity to gather live combat data.
7 Points 25 HP 1 Superheavy 2 Primary 1 System 12 Defense
Weapon Weapon
Blinkspace Carver (Trait)
When you use the Retrograde Burn! maneuver you may fire a Primary Weapon as well. This
may be done before or after moving.
Tactical Blinktunneler (Maneuver)
Battlegroup Maneuver
Limited 1
Your battlegroup may fall back or advance one range band and becomes Bolstered until the
end of your next turn. You may also fire one Superheavy Weapon or up to two Primary
Weapons before or after moving.
FKS Calendula Class Battlecruiser
Sometimes referred to as a "siege cruiser," an ostentatious design that makes numerous
sacrifices in order to mount overlapping superheavy weaponry, more a show of force than any
sort of practical consideration, nonetheless the ship is capable of shunting tremendous (and
unsafe) levels of power into its weapon systems on demand, pushing them far past standard
tolerances even as they unleash devastating firepower.
7 Points 23 HP 2 Superheavy 1 Primary 1 System 13 Defense
Weapons Weapon
Last Argument of Kings (Trait)
89
The Calendula Class Battlecruiser must equip at least one Superheavy weapon with the
Charge tag.
Overcharge Capacitors (Trait)
The Calendula Class Battlecruiser may pour more power into its long-spool weapons than is
strictly advisable. Whenever you remove a charge counter from a Superheavy weapon
equipped to this ship, you may take 1 damage to give that weapon an overcharge counter as
well, up to a maximum of 4. This damage cannot be prevented in any way, but cannot
reduce you below 1 HP. When you fire that weapon, remove all overcharge counters from it
and deal an additional +1d3 damage on hit for each counter removed this way.
Maximum Power! (Tactic)
Battlegroup Tactic
Limited 1
Choose a single Superheavy weapon equipped to the Calendula Class Battlecruiser with the
Charge tag. That weapon immediately removes all charge counters and gains 4 overcharge
counters, up to a maximum of 4. The next attack made with this weapon gains Reliable 4, or
adds +4 to its existing Reliable value, but afterwards it is destroyed and cannot be used
again for the rest of the battle. When you use this Tactic you immediately take 4 damage that
cannot be prevented in any way, but this cannot reduce you below 1 HP.
FKS Hesperis Class Battlecruiser
A special project spearheaded by interests within the Baronic Unified Command who firmly
believe that missiles and torpedoes are the dominant future of naval warfare, the Hesperis Class
Battlecruiser was designed as a proof of concept testbed for a new form of payload-focused
strategic doctrine. In addition to advanced targeting and munition coordination systems, the
Hesperis also serves as a command-and-control platform for the “Crosier” Self-Contained Kill
Vehicle, a munition that straddles the line between ordnance and an independent vessel. The
Hesperis has yet to see live combat, given the newness of its design and exorbitant cost of
each SCKV, and both the Admiralty Board and the project’s detractors are eager to see how
well it fares in action.
7 Points 23 HP 1 Superheavy 2 Primary 1 Escort 13 Defense
Weapon Weapons
Impact-Assurance Targeting (Trait)
90
1/round you may choose; you may consume Lock On during the Logistics Step to remove 1
flight counter from one of your active Single Target Payload attacks against that ship, or you
may consume Lock On during the Impact Step against an enemy Flagship rolling Interdiction
against one or more of your Payload attacks to force them to reroll 1 Interdiction die and
keep the worse result.
Self-Contained Kill Vehicles (Trait)
The Hesperis Class Battleship begins combat accompanied by a pair of Self-Contained Kill
Vehicles, massive independent munitions large enough to carry their own defenses. Treat
each SCKV as a Capital Ship with 10 HP, 12 Defense, and an Auxiliary slot.
You may launch one or both SCKVs during your turn as a Maneuver. Treat them as
Superheavy Single Target Payload -1 attacks that deal 12 damage and can be launched at
one or two targets, tracking them individually. SCKVs are also automatically launched
whenever you move into range 1-0 during your turn or whenever you begin your turn there.
Once this attack is started, an SCKV is considered destroyed and cannot be recalled.
Whenever you take the All Ahead Full! Maneuver during your turn, each unlaunched SCKV
under your control increases their damage by +2 for the rest of the battle to a maximum of
+8, and you may also assign one unlaunched SCKV to a defensive screen as though it was a
Frigate.
Whenever an enemy destroys an unlaunched SCKV, that enemy’s battlegroup takes 1d6+1
Area damage. If the SCKV was destroyed while assigned to a defensive screen, the ship it
was screening takes 1d6 damage and then that enemy’s battlegroup takes 2d6 Area damage
instead.
IPS-N Greenland Class Battlecarrier
The "Battlecarrier" is an unusual hybrid ship classification that attempts to marry the firepower
of a battleship with the flexibility of a carrier, strategists regularly argue over the usefulness of
the design with no end in sight, it's generally agreed though that IPS-N manufactures the most
successful ships of this type and the Greenland is a prime example of such a vessel, projecting
fighter-tier superiority backed by superheavy ordnance.
7 Points 30 HP 1 Superheavy 1 Primary 3 Wings 10 Defense
Weapon Weapon
Hook-Jab (Trait)
91
1/round whenever any ship in your battlegroup consumes Lock On as part of a Single Target
attack, you may immediately use a Tactic to command a Wing equipped to the Greenland
Class Battlecarrier for free.
Body Blow (Maneuver)
Battlegroup Maneuver
Limited 1
Fire one Superheavy weapon or up to two Primary weapons. You may then command all
Wings equipped to the Greenland Class Battlecarrier for free.
IPS-N Eiland Class Command Carrier
Technically classified as a subline fleet command carrier, the Eiland is on par with battleships in
terms of total tonnage if not absolute firepower. A mobile logistics hub, this ship’s massive bulk
is given over to command-and-control infrastructure, vast stores of ordnance and supplies,
utility subalterns, and automated fabrication and repair systems capable of restoring even
critically damaged ships to nominal fighting condition.
7 Points 30 HP 1 Superheavy 1 System 3 Escorts 10 Defense
Weapon
Superior Logistics (Trait)
The Eiland Class Command Carrier has 3 free points that can only be spent on equipping
Escorts. All of this ship's equipped Escorts begin each battle with 2 Overshield.
Combat Refit (Tactic)
Battlegroup Tactic
Limited 1
Repair all Escorts equipped to the Eiland Class Command Carrier to full HP, and then
command up to two Escorts equipped to this ship.
92
Battlegroup Weapons
Weapons at the battlegroup stage have the following tags and notes in their profile:
Charge notes the number of rounds that the weapon must “charge” until it is ready to fire.
Charge weapons begin at their listed value and remove 1 charging counter during each round’s
Logistics Step. When they reach 0, they may expend their stored energy and fire: roll to hit and
apply damage if successful.
Payload weapons have flight times before they reach their target. These flight times are based
on which range band they’re launched from, though some may travel faster or slower. Note the
number of rounds that the weapon must travel to reach its target: Payload weapons begin at
the number noted in their profile and remove 1 flight counter during the Logistics Step of each
round; when they reach 0, the weapon hits its target — barring any Interdiction. Remember,
Payload weapons cannot be fired again while they have attacks still in flight.
Reloading weapons are ready to use from the start. Note the number of turns that must pass
before they are reloaded and ready to use again.
Range indicates both the maximum and minimum ranges in which a weapon effectively
operates, noted by counting the range bands it can be fired in starting at the outer bands and
working inward. For example, a weapon with a range of 4-1 can be used anywhere from Long
Range (4) to Close Range (1) but cannot be used at all in either Extreme Range or Point Blank
range.
Long-Cycle Primary Lance
The galactic standard for any heavyweight ship of the line, LCPLs encompass a wide category
of cannons and particle beams which all effect the same end: the immediate and total
destruction of the enemy on a square hit. With balanced spool times and high output, an LCPL
is a reliable main gun for any ship that can field it.
0 Points
Superheavy
Single Target, Charge 3, Critical, Reliable 3
Range 4-0
12 Damage
Spinal LinAc CBC
An old workhorse, the linear accelerator coherent beam cannon once marked the pinnacle of
energy weapon development. Reliable at middle-confidence ranges and, with modern power
93
systems, capable of rapid cycling main battery fire, a LinAc CBC is nonetheless still a
formidable weapon favored by conservative captains.
2 Points
Superheavy
Single Target, Charge 2, Critical
Range 4-1
8 Damage
Spinal Petajoule Kinetic
The PJK spinal cannon is a tremendous kinetic main gun typically only fielded by heavy,
long-range fire support platforms. PJKs hurl a single, shaped solid-state projectile at its target:
a clean hit will knock any vessel out of commission.
2 Points
Superheavy
Single Target, Accurate, Charge 3, Critical
Range 5-2
15 Damage
On hit or miss, when assigning damage during the Impact Step this weapon deals 5 damage to
another Capital Ship or Escort in that target’s battlegroup. If there are no other targets in the
battlegroup, this ability has no effect.
3x3 Block Short-Spool Cannons
This system is a fearsome weapon composed of three racks of three vertically-aligned
short-spool spinal guns. Firing in sequence, oppositional tempo, or all at once, 3x3 Block
Cannons represent a movement away from massive single-shot spinal guns for favor of lighter
kinetics: with a faster firing cycle, the same effect on target can be achieved via accumulation,
rather than single-tap kill shots.
2 Points
Superheavy
Single Target
Range 4-2
7 Damage
This weapon does not take the +1 Difficulty penalty for targeting Escorts. Whenever you would
make an attack with this weapon you may instead begin preparing it to fire a devastating volley
shot. Mark this weapon with a special volley counter every time you do this up to a maximum
of 2 volley counters stored at a time. Attacking with this weapon expends all stored volley
counters, dealing +7 damage on hit for each counter spent. At 2 volley counters, this weapon
also gains the Critical tag when fired. Your battlegroup gains the following Maneuver:
Volley Sequence (Maneuver)
Battlegroup Maneuver
94
Add one volley counter to the 3x3 Block Short-Spool Cannons, and then you may also fire
one Primary weapon or move forward one range band.
Speartip Anti-Capital Torpedoes
Using a scaled-up version of Union’s standard two-stage ACT system, Speartip torpedoes are
long-range anti-capital payload delivery systems typically carried by the heaviest missile ships
in any navy.
2 Points
Superheavy
Single Target, Payload -1
Range 5-4
25 Damage
Spinal Tachyon Lance
First developed by Harrison Armory, STL main guns were introduced to Union Navy and
Baronic Unified Command via GMS’s Systems Normalization department. Adapted from a now
stagnant branch of theoretical faster-than-light travel, the tachyon lance is a devastating
weapon best used at extreme to long ranges, but suffers up close.
3 Points
Superheavy
Single Target, Charge 4, Critical, Reliable 10
Range 5-3
20 Damage
Nearlight Kill-Pack
An NKP is essentially just a bundle of nearlight drives packed behind a dome-shaped
micrometeorite shield. While some frigates can equip single-use skip drones, only battleships
can fit NKPs into existing torpedo tubes or accelerator bays without substantial modification.
NKPs are devastating — if crude and temperamental — weapons favored by states and navies
with limited access to more advanced navspec ordinance.
3 Points
Superheavy
Single Target, Overkill, Reloading 2
Range 4-3
4d6 Damage
This weapon cannot be used during the first round of combat as it requires preparatory
calibration.
Co-Consciousness Lance
Your fleet legion shapes a shared thought into a legionspace weapon and hurls it at the enemy’s
gestalt. On impact, the lance causes realspace chaos to break out across enemy ships,
95
detonating smart payloads in their launch bays, firing retroburn rockets, venting atmosphere,
overheating reactors, and other systemic, catastrophic failures.
3 Points
Superheavy
Area Target, Legionspace, Reloading 3
Range 4-2
2d6+2 Damage
This devastating systemic attack shatters an enemy fleet legion’s cohesion and deals +2
damage for each non-Template Escort in the target battlegroup. After taking damage from this
weapon, the target battlegroup must choose one; either they must take the first NPC turn of
the next round but all of their rolls are made with +1 Difficulty, or they must act last in the next
round after everyone else has taken their turn. If multiple battlegroups suffer from this
disruption effect at once, they choose a viable turn order as needed.
Primary Kinetic Batteries
Ships of virtually any classification are known to equip primary kinetic batteries — a cluster of
kinetic cannons that fire shaped projectiles accelerated chemically, electrically, or otherwise.
Reliable in any engagement, kinetic weapons grouped into battery fire have been a mainstay in
stellar combat since the first guns were strapped to a ship.
0 Points
Primary
Single Target, Reliable 1
Range 3-0
1d6+1 Damage
Short-Cycle Lance Batteries
Temperamental, quick to hit but slow to kill, and demanding on ship powerplants, early energy
weapons were generally only found on specialized ships until the invention of the Cycle. Tuned
and perfected across the centuries since, the Cycle weapon powerplant is now a viable option
for ship commanders at all positions of the line — some even arguing that it has outclassed
kinetic weapons entirely.
0 Points
Primary
Single Target, Accurate, Critical
Range 3-0
3 Damage
Conical Kinetic Projector
An old, reliable, and perfected system, Conical Kinetic Projectors are simple close-quarters
weapon systems. Akin to a terrestrial shotgun, CKPs fire choked clouds of microprojectiles
intended to blanket areas, rather than target specific points. At speed, the “kill-clouds” fired by
CKPs can ruin uncautious ships.
0 Points
96
Primary
Single Target, Critical
Range 2-0
1d3+5 Damage
Attacks with this weapon made from further than Close Range (1) are made with +1 Difficulty.
Primary Single-Stage Torpedoes
A reliable mainstay in stellar and wet-navy combat for millenia, single-stage torpedoes are
simple systems composed of a shaped explosive payload atop a single-stage rocket body.
0 Points
Primary
Single Target, Payload -1
Range 4-2
10 Damage
Tandem Spread Torpedoes
Tandem Spread Torpedoes are larger than classic “Primary” torpedoes, bundling multiple
warheads into their payloads that split and track multiple targets, overwhelming defensive
systems.
0 Points
Primary
Single Target, Payload -1
Range 4-2
6 Damage
This weapon can attack two targets at a time, firing separate Payloads that are tracked
individually.
Pinaka Ship-to-Ship Missiles
SSC’s Pinaka missile system was adapted and upscaled from an older ship-to-ship design for
use in terrestrial theaters by Monarch ordnance platforms; its performance in this regard has
proven so successful that SSC revived the Pinaka system for its LIMITD line of naval weaponry.
0 Points
Primary
Area Target, Payload
Range 3-0
1d6+1 Damage
When you attack with this weapon, if the target battlegroup’s Flagship is Locked On you may
consume Lock On to increase this weapon’s damage by +3, but you must also increase its
flight time by 1.
Gemini Laser Array
Harrison Armory's Gemini Array utilizes a series of multiple beam emitters capable of
synchronous fire for single-point amplification or independent target tracking. This dual purpose
97
ability allows commanders the flexibility of assigning the Gemini to proximal interdiction as well
as single-point targeting as necessary.
1 Point
Primary
Single Target, Interdiction
Range 3-0
4 Damage
When you would attack with this weapon, you may instead set it to track incoming threats. This
deals no damage, but your battlegroup and an allied battlegroup in the same range band gain
+2 Interdiction until the end of your next turn.
Lamprey Boarding Torpedoes
IPS-N’s Lamprey system is a combination munition and single-use boarding vessel. These
torpedoes are simple vessels: a crew compartment atop a drive, vertically oriented, capped
with a solid state impact shield and shaped warhead. Seconds before positive target impact,
the shaped warhead detonates, tearing open holes in a capital ship through which its true
payload — crash-secured subaltern boarding parties — can then infiltrate.
1 Point
Primary Weapon
Range 4-1
Single Target, Payload -1, Boarding, Tenacity 11
8 damage
A target that takes damage from this weapon is immediately boarded by subalterns and suffers
the effects of a successful standard boarding action of your choice, but if this torpedo's
damage is reduced to 0 or otherwise negated then the boarders are lost along with it. You may
make multiple boarding actions with this weapon at a time.
Heavy Kinetic Batteries
A simple upscaling of battery-fired kinetic weaponry, heavy kinetics achieve increased effect on
target through a combination of greater projectile size and enhanced acceleration.
Representing the upper bounds of conventional naval weapons, in sufficient numbers these
batteries can approximate the destructive power of even a long-spool weapon.
1 Point
Primary
Single Target, Reliable 2
Range 4-1
5 Damage
Dorsal Razorback Missiles
HA’s Razorback pattern missiles are typically dorsally mounted in 4x10 racks, designed to be
used by line vessels as broad-trajectory denial weapons, avoiding enemy point defense
weapons via target-neutral tracking, positioning, and overwhelming numbers.
1 Point
98
Primary
Single Target, Payload
Range 4-0
1d6+6 Damage
You may consume Lock On as part of firing this weapon to increase or decrease its flight time
by 1.
Long-Flight Active Control Missiles
While most guided naval munitions employ standard 1+n copy drive or comp/con system
architecture, LFAC missiles maintain an ongoing fleet legion link from launch to terminal impact,
enabling direct control for agile target reprioritization as circumstances dictate.
1 Point
Primary
Single Target, Payload
Range 5-2
1d6+8 Damage
While this weapon is in flight, if an enemy ship is Locked On you may consume Lock On at
any point during your turn to change its target to that ship. If this weapon's current target is
destroyed before it impacts you may choose to have it remain active and not self-destruct,
though if its flight time reaches 0 without a target it automatically self-destructs without any
effect.
Legionspace Schism
Conventional electronic warfare occurs throughout every stage of naval combat at the
sub-legion level, but some vessels also equip powerful narrowband omnitransmitter arrays
designed to enhance their fleet legion's ability to take direct, aggressive action against enemy
ships, disrupting coordination and creating advantageous openings for allied battlegroups to
exploit.
2 Points
Primary
Single Target, Accurate, Legionspace
Range 4-2
3 Damage
On hit, choose one of the following effects:
● An allied battlegroup may advance one range band or that allied battlegroup may ignore
all enemy effects that would force it to move until the end of their next turn.
● If the target’s battlegroup has any active Payload attacks, they must choose; either take
+5 damage or add 1 flight counter to an active Payload attack of your choice.
Mass Accelerator Turrets
Mass accelerators are kinetic weapons that operate on simple magnetic principal, accelerating
projectiles via atmosphere-ignorant catalyzation in furious “storms” of metal. Faster tracking
99
than conventional kinetic weapons, mass accelerator turrets are capable of engaging multiple
targets including fighter-tier threats with no effective loss of accuracy.
2 Points
Primary
Single Target, Reliable 3
Range 2-0
1d6+1 Damage
When you attack with this weapon, you may also automatically deal 3 damage to one or two
Wings.
Darkstar Multiple-Warhead Torpedoes
Powerful, modern torpedoes, Darkstar MWTs pack delayed-firing payloads into long warheads
that trigger at randomized intervals to avoid enemy interdiction and point defense screens.
2 Points
Primary
Area Target, Payload -1
Range 4-2
6 Damage
If this weapon’s damage is not completely Interdicted, it deals +1d6 damage applied after
Interdiction.
Throughline Skip Drone
The skip drone hangs, still, drifting alongside the great bulk of the frigate. With a flash, it is
gone; moments later, three hundred thousand kilometers away, a new star erupts. A clean hit.
2 points
Primary
Single Target, Charge 2, Limited 1, Overkill, Unique
Range 4-3
Skip Drones do not automatically begin removing charging counters during the Logistics Step.
When you want to fire this weapon, target an enemy Flagship at the start of the Logistics Step
and begin charging it. Unlike other Charge weapons, a Skip Drone must immediately be fired
when fully charged, it cannot be held. Instead of attacking normally, roll 1d20. On a 10+ the
drone hits, dealing 3d6 damage to the target ship and dealing 1d6 damage to all Escorts in that
ship’s battlegroup. On a 9 or less, or if your battlegroup is out of this weapon’s effective range
when it finishes charging, the drone misses its optimal delivery window and deals 1d6 damage
to the target ship only. This special attack roll cannot be modified in any way, and charging
counters cannot be added to or removed from a Skip Drone by other systems or abilities.
Secondary Turrets
All great compositions are the work of first and second strings.
0 Points
Auxiliary
Range 3-0
100
When fired alongside any Primary Single Target weapon targeting a Capital Ship or Escort,
automatically deal 1 damage to that weapon’s target.
Flyswatter Missiles
Under the big guns of any ship of the line are auxiliary weapons, tasked with managing threats a
captain would be wise not to ignore: enemy strike craft.
0 Points
Auxiliary
Range 3-0
When fired alongside any Primary weapon, automatically deal 2 damage to one or two Wings.
Messenger Lead Laser
Lead and Confidence lasers are “hot” targeting lasers: bundled comms and data arrays tuned
to weapons-tier wattages. Messenger lead lasers ensure on-target accumulation damage via
thermal energy pumped in from a ship’s main drive.
0 Points
Auxiliary
Range 4-2
This weapon does not fire alongside other weapons. Instead, whenever your battlegroup is
within this weapon’s range during the Logistics Step you may choose one of your Payload
attacks that has reached 0 flight counters. That Payload attack deals +1 damage for each
Messenger Lead Laser equipped to your battlegroup, to a maximum of +4 damage.
Harbinger Confidence Lasers
Harbinger confidence lasers, like Messenger lead lasers, are “hot” targeting lasers. The
difference lies in the vehicle by which they generate spare thermal energy: while Messenger
lasers draw from a ship’s main reactor, Harbinger lasers utilize bleed-heat generated by Cycle
generators as a ship’s main gun charges to pump their wattage up.
1 Point
Auxiliary
Range 5-3
This weapon does not fire alongside other weapons. Instead, 1/round whenever your
battlegroup is within this weapon’s range and you remove a charging counter from a weapon
with the Charge tag, you may automatically deal 1 damage to a target Capital Ship or Escort of
your choice for each Harbinger Confidence Laser equipped to your battlegroup, to a maximum
of 4 damage.
Nearspace Directed Energy Perforators
NDEPs are auxiliary laser weapon systems, typically automated or delegated to a Legion
partition, tasked with ensuring near-space defense against projectiles, missiles, inbound kinetic
weapons, and smaller subline ships.
1 Point
Auxiliary, Interdiction
101
Range 2-0
When fired alongside any Primary Single Target weapon targeting a Capital Ship or Escort,
automatically deal 1 damage to that weapon’s target and 2 damage to a Wing. In addition,
while in this weapon’s effective range your battlegroup gains +1 Interdiction for each
Nearspace Directed Energy Perforator equipped to your battlegroup, to a maximum of +4
Interdiction.
Cloudkill Kinetics
Cloudkill Kinetics use auxiliary-tier conical projectors to defend against subline vessels and
strike craft by filling high-confidence enemy trajectories with deadly flights of microprojectiles.
2 Points
Auxiliary, Limited 2
When fired alongside any Primary weapon you launch a kinetic kill-cloud of projectiles that
threatens enemies attempting to approach you along predicted routes. Choose your own
battlegroup or an allied battlegroup in the same range band; until the end of your next turn, any
Escort or Wing that attacks or deals damage to the selected battlegroup automatically takes
1d6+1 damage each time they do so. If this damage is enough to destroy an Escort or Wing, it
is destroyed before it can carry out its attack or command and its effects are negated. A
battlegroup can only benefit from one kill-cloud at a time.
102
Battlegroup Systems
Aggressive Commanders
Your battlegroup’s combat doctrine emphasizes aggressive movement towards the enemy,
closing gaps and plotting courses that more timid commanders would eschew. This impetus is
not without sacrifice, often trading defensive positioning and unpredictability for a chance to
take the fight directly to your enemies.
0 Points
System
Unique
You gain +1 Accuracy to all attacks while at range 2-0. All attacks against you while you are at
range 2-0 gain +1 Accuracy. 1/battle, when an enemy forces you to move forward any number
of range bands, one Capital Ship in your battlegroup may gain 5 Overshield.
Insightful Commanders
Through hard-won experience, advanced predictive modeling, or simply a keen sense of
tactical intuition, your battlegroup’s commanders are adept at reading the shifting tides of battle
and responding accordingly.
0 Points
System
Reloading 2, Unique
Whenever an enemy would force you to move back or forward any number of range bands, you
may become Bolstered until the end of your next turn. You may choose to destroy this system
to ignore that movement and all other enemy effects that would force it to move until the end of
your next turn instead.
Veteran Crews
Veteran crews have been through the tense dance of interstellar combat, and are prepared to
handle the stress and chaos of the engagement.
0 Points
System
Limited 1
You may reroll one of your attack rolls, but must keep the second result. On a reroll result of
20+ you do not expend this system’s Limited use.
Predict/Overlay Shield Projector
P/OS projectors flash-layer alternating fields of magnetics, kinetics, coherent particles, and
shimmering waveforms shields over friendly ships under threat. These layered systems, flashed
in for a moment, can dismantle, deflect, or defray incoming fire.
0 Points
System, Limited 1, Unique
During the Impact Step, a ship in your battlegroup may reduce incoming damage from one
Superheavy weapon by 6. At Extreme Range, increase this damage reduction to 10.
103
Single-Plane Shield
A common system among all ships of the line and subline ships as well, SP Shields use
strong-energy systems to deflect, defray, and destroy incoming fire.
0 Points
System
Interdiction, Limited 1
During the Impact Step, you may reroll your Interdiction and take the best result.
Piper Drones
Piper drones are common defensive, single-use drones fired from ships under guided missile
threat: once launched, piper drones emit like-signatures cloned from their parent ship, diverting
incoming missiles via signal spoofing.
0 Points
System
Limited 1, Unique
During the Logistics Step, choose; you may either add 1 flight counter to an active enemy
Payload attack targeting one of your ships or your battlegroup or you may redirect an active
enemy Payload attack towards one of your ships or your battlegroup.
Fire For Effect!
Bracketing is satisfactory and trajectories are true: all guns, fire for effect.
0 Points
System
Unique
Gain the following Tactic:
Fire For Effect! (Tactic)
Battlegroup Tactic
Limited 1
You may nominate a specific enemy battlegroup as a priority target. Until the next Logistics
Step, all attacks made against that battlegroup are made with +1 Accuracy.
Steady...Now!
The key is balance: never fire too early, and always before it is too late.
0 Points
System
Unique
Gain the following Tactic:
Steady...Now! (Tactic)
104
Battlegroup Tactic
Limited 1
Add 1 charging counter to a weapon in your battlegroup with the Charge tag. Your next
attack with that weapon gains +1 Accuracy and +X Reliable based on your range band
(Extreme Range +5, Long Range +4, etc).
Emergency Maneuvers!
Better to live than die; hold on!
0 Points
System
Unique
Gain the following Tactic:
Emergency Maneuvers! (Tactic)
Battlegroup Tactic
Limited 1
Advance or fall back one range band.
Cleared to Land!
A deckie has one job: keep the deck clear, planes loaded, bombers crewed, marines in their
pens, subalterns packed, wounded cleared, fires suppressed, munitions clean...
0 points
System
Unique
Gain the following Tactic:
Cleared to Land! (Tactic)
Battlegroup Tactic
Limited 1
All of your equipped Escorts and Wings or all Escorts and Wings belonging to an allied
battlegroup in the same range band as you repair 2 HP. One Escort or Wing of your choice
may repair 4 HP instead.
Brace For Impact!
When there is nothing left to do but take the hit, you gotta take the hit.
0 Points
System
Unique, Limited 1
105
You may use this during the Impact Step, after attacks have been rolled and damage has been
assigned. Until the end of your next turn, all damage dealt to all ships in your battlegroup is
reduced by half. You may not use any Tactics or make any Maneuvers during your next turn
except for All Ahead Full! or Retrograde Burn! Alternately, you may use this system during
your turn to perform the following Tactic:
Brace For Impact! (Tactic)
Battlegroup Tactic
Limited 1
Your battlegroup becomes Bolstered until the end of your next turn.
Fighter Launch Catapults
While dedicated carriers have an uncontested place in conventional naval doctrine, many
commanders value the versatility of carrier tactics enough to have other types of ships modified
to be able to launch and maintain a modest complement of fighter-tier strike craft or mounted
chassis. This can involve either internal retrofitting or the addition of externally mounted hangar
bays affixed to a ship's hull.
0 Points, Unique
System
This ship gains +1 Wing slot.
Bulwark Redundancies
Extensive superstructural modifications and endo/exo up-armoring can ensure a ship survives
hits that would otherwise kill a stock version of the same vessel.
0 Points
System
Increase this ship’s HP by 3. This system may be taken multiple times, but only once per ship.
Power Distribution Systems
Advanced PD systems are managed by officers working in concert with a legion partition to
distribute power across an active ship far more efficiently than automated systems.
1 Point
System, Unique
Gain the following Tactics:
Divert Power to Defenses (Tactic)
Battlegroup Tactic
Reloading 2
106
You may add 1 charging counter to a weapon with the Charge tag in your battlegroup. That
weapon’s ship gains +2 Defense and your battlegroup gains +1d6 Interdiction until the end of
your next turn.
Divert Power to Weapons (Tactic)
Battlegroup Tactic
Limited 1
You may shunt power from defenses straight into a ship’s weapon systems. Doing this
removes 1 charging counter from any weapon with the Charge tag in your battlegroup, but all
attacks against that weapon’s ship gain +1 Accuracy and Interdiction applied to that ship is
only half as effective (requiring 2 points of Interdiction to prevent 1 damage) until the end of
your next turn.
Smartscreen
Smartscreens use physical-presence spoof and baffle drones to interrupt enemy smart and
guided weapons, layering additional defensive measures to ensure vessel survival.
1 Point
System
This ship is orbited by a screen of baffler drones. The first Single Target attack made against
this ship each round is made with +1 Difficulty.
Anticognition Hyperfractal
Your Fleet Legion pierces the enemy Legion’s layers of shielding, implanting a germ of
anticognative thought. It blooms, disrupting simul-neural pathways and creating excited
hyperfractal redundancy loops. With the right effort, the enemy NHPs will begin to cascade —
just as planned...
2 Points
System
Legionspace, Reloading 3, Unique
During the Logistics Step, you may add 1 flight counter to up to 2 active enemy Payload
attacks. An enemy battlegroup whose Payload attacks are affected by this system may ignore
this effect by taking 3 Area damage per flight counter negated. This damage cannot be
Interdicted.
Impossible Dodge
No ship can move like that!
1 Points
System
Legionspace, Unique, Reloading 3
107
During the Logistics Step, after charging, payload, and refresh counters have been removed,
choose a ship in your battlegroup. Using sudden counterfactual positioning that ship is
temporarily “removed from play” until the end of your next turn. While removed from play in this
fashion it cannot be targeted by attacks or take damage, but none of its weapons, equipped
upgrades, or traits can be used or benefitted from. This includes any Interdiction bonuses it
grants and any Charge weapons equipped to that ship.
Active Payload weapons targeting that ship whose flight times reached 0 during the same
Logistics Step this system was used are successfully evaded, dealing 0 damage. Area Target
Payload weapons will deal their damage to the other ships in the battlegroup as normal.
Echopraxic Imago
Conventional systemic attacks are largely ineffective at the scale fleet legions operate at. To
engage enemy legionspace gestalts requires more powerful — and more esoteric — methods
of electronic/ontologic warfare.
1 Point
System
Legionspace, Boarding, Tenacity 10, Unique
This electronic warfare system can only be used to perform the following Tactic:
Echopraxic Imago (Tactic)
Battlegroup Tactic
Range 5-3
You introduce a viral logic bomb into the systems of an enemy Flagship, treating this as a
boarding action. During the Boarding Step this logic bomb takes hold, and attempts one of
the following commands:
● Induce Nostalgic Loop
Until the end of their next turn, whenever the boarded ship's battlegroup would roll
Interdiction they roll twice and take the worse result.
● Inflict Ontological Parasite
Choose a range band. Until the end of their next turn, the boarded battlegroup’s
attack rolls against targets in that range band have a 50 percent chance to miss
outright before the attack is made. Roll a die or flip a coin to determine if the attack
misses. This does not stack with Defensive Screen; defending targets choose which
effect to apply. Additionally, the boarded battlegroup cannot choose that range band
for abilities that affect or target specific ranges.
Subjective Syzygy
Your Fleet Legion forces a subjective syzygy upon an enemy ship, momentarily projecting its
own consciousness into the enemy Fleet Legion, tearing at the mind(s) of the enemy NHPs.
108
2 Points
System
Legionspace, Reloading 3, Unique
When an enemy attacks a ship in your battlegroup or an allied ship in your range band with a
Single Target attack, you may force them to roll twice and take the worst result.
Subaltern Combat Crews
A significant portion of your fleet’s crew is comprised of combat subalterns, adding speed and
efficiency to combat operations.
2 Points
System
Reloading 3, Unique
You may use an additional Tactic during the Action Step of your turn.
Legionspace Coordinator
A Legionspace coordinator is an organic human officer that acts as a liaison between the Fleet
Legion and battlegroup commander, distributing the Legion’s recommendations to their
commanding officer as quickly as possible.
2 Points
System
Legionspace, Unique
Gain the following Maneuver:
Exploit Positioning (Maneuver)
Battlegroup Maneuver
Reloading 3
Nominate an allied battlegroup. That battlegroup may take an additional Maneuver on their
next turn.
“Sandstorm” Vanguard
Your battlegroup releases a massive cloud of dust, rocks, and asteroids out in front of your
ships. This wall of rock and metal obscures your ships from system scans and absorbs fire —
some can even act as projectiles in their own right.
3 points
System, Interdiction, Unique
Your battlegroup gains +2 Interdiction, and the following Tactic and Maneuver:
Lithoscreen (Tactic)
Battlegroup Tactic
Limited 2
109
Battlegroup Maneuver
Single/Area Target, Payload, Limited 1
Range 3-0
This special Maneuver lobs asteroids and debris at an enemy Capital Ship or Escort of your
choice, dealing 8 Damage. You may also expend Lithoscreen uses when you use this
Maneuver to add +2 Area damage to this attack for each use expended this way. Interdiction
against this Payload is applied to Area damage first. This attack is immune to hostile effects
and abilities that add or remove flight counters or destroy Payloads.
Aurora Stealth Shrouding
"Stealth" in a naval combat context is largely a matter of inverse thermal concealment;
combat-ready ships simply cannot hope to conceal their heat signatures from enemy detection,
and attempting to minimize heat emissions through internal sink storage results in the crew
being cooked alive. As such, effective concealment takes the form of thermal plumes emitted
via ejected waste heat mediums or by unfurling enormous spools of conductive nanocarbon
filaments to act as a radiator array. This massive heat output prevents enemy sensors from
maintaining positive target identification and allows a shrouded vessel to effectively maneuver
while keeping its true position masked.
3 Points
System, Unique
Whenever your battlegroup moves, either during your turn or from enemy effects and abilities,
you may clear Lock On from this ship. Your battlegroup gains the following Tactic and
Maneuver:
Thermal Spoofing (Tactic)
Battlegroup Tactic
Limited 1
Choose one or two of the following effects:
● This ship gains 5 Overshield.
● Add 1 flight counter to any number of active enemy Payload weapons targeting your
battlegroup or any of your ships.
● Clear Lock On from this ship. Until the end of your next turn all Single Target attack
rolls against this ship are made with +1 Difficulty.
Shrouded Advance (Maneuver)
110
Battlegroup Maneuver
Reloading 2
Your battlegroup may advance one range band forward, and you may fire one Primary
weapon before or after moving. You become Bolstered until the end of your next turn.
Battlespace CIC
Developed as a joint venture between Harrison Armory's Think Tank and Smith-Shimano's
Ontologics & Cosubjectvity Research Campus, Battlespace is a next-generation Command
Information Center architecture that allows for more efficient and agile information flow
between fleet legions and human bridge elements. Though complete 1-1 human/legion
cosubjectivity remains an as-yet elusive goal, this development represents a significant step
forward in full-spectrum fleet command capability.
3 Points
System, Legionspace, Unique
This ship gains +1 Escort slot. Your battlegroup gains the following Tactic and Maneuver:
Adjust Bearing (Tactic)
Battlegroup Tactic
Reloading 2
Move an allied battlegroup back or forward one range band. If you use this Tactic at range
5-3, you may also Lock On to an enemy Capital Ship or Escort.
Coordinated Impact (Maneuver)
Battlegroup Maneuver
Limited 1
Add or remove 1 flight counter from up to two active Payload weapons belonging to you or
allied battlegroups.
Escorts and Wings
Sortie combat occurs in the no man’s land of the gyre, where small squadrons of subline ships and
fighter/bomber wings engage enemy torpedoes and sorties in an effort to win the midrange battle and
disrupt incoming fire. Sortie combat is the field of young officers and pilots eager to make a name for
themselves: Smaller ships, debris, and kill-clouds make for a crowded and deadly field, where survivors
become heroes and the dead are numerous...
111
Battlegroups are not composed of capital ships alone. Around the flanks of the great ships of
the line fly their escorts and fighter screens, wings of bombers and smaller, sub-line vessels
built to strike fast, hard, and often. These ships — cruisers, destroyers, and corvettes on the
large end, fighters, bombers, drones, and mounted mechanized chassis on the smaller end —
are critical components of a battelgroup’s tactical readiness.
Escorts and Wings grant your battlegroup additional Tactics and capabilities to use during your
turn, which are listed in their corresponding descriptions. Escorts and Wings are always
considered "deployed" during combat, you never have to manually launch them in order to use
them, they're simply always at your command. Narratively they may be moving between battle
lines before returning to their carrier or command ships for repairs and resupply, but in
gameplay terms they're always considered "on the board" so to speak.
Whenever you use a Tactic that employs Escorts or Wings, each Escort or Wing can only be
used that way once in a given round before their payloads are exhausted and they need to
rearm. For example, if a Tactic allows you to use up to two Fighter Wings then you cannot use
the same Wing twice, and once both of those Wings have been used they cannot be used
again until the next turn. When using Escorts or Wings you may wish to note which ones have
been used with a token or marker of some sort. Escorts and Wings refresh during the
Logistics Step.
Escorts and Wings also have their own HP separate from the rest of the battlegroup and can
be targeted or damaged by attacks. Some attacks target Escorts and Wings specifically, while
other attacks may damage them as part of the battlegroup. Escorts and Wings do not have
Defense scores, weapons and abilities will either damage them directly or will call for specific
attack rolls or checks as needed.
Escorts and Wings are separate upgrades, and can only be equipped to ships with the
appropriate upgrade slots. You cannot put Escorts on a Wing slot or vice versa.
One final note is that many strike craft are equipped with a system called a nearlight leash.
When a parent ship spools up for an emergency nearlight jump, strike craft with a nearlight
leash system installed and paired are automatically recalled back to their parent ship. This can
occur even if the pilot is injured or disabled and unable to respond to calls to retreat. In this
way commanders who eject from a battle can do so with greater confidence that their pilots
will not be left behind. Of course these systems may become damaged in the course of battle,
but for the most part if a player opts to eject from an engagement their Wings will still come
with them.
Legion Drone Nexus
112
Remotely piloted drone fighters controlled by an aspect of a fleet legion are a simple and
cost-effective method of force projection that also serves to minimize overall casualties during
engagements, but susceptibility to electronic interference and systemic attacks prevents them
from ever fully replacing manned strike craft.
0 Points
Wing, 3 HP
Gain the following Tactic:
Legion Command (Tactic)
Battlegroup Tactic
Range 2-0
Choose one or two Legion Drone Nexus assigned to your battlegroup and give them each
one of the following commands. You may select the same or different commands for each:
● Hunt/Kill
Deal 1 damage to target Capital Ship, Escort, or Wing
● All In
Deal 3 damage to target Capital Ship or Escort, then destroy this Wing
Fighter Wing (GMS Peregrine, IPS-N Walleye, FKS Passacaglia, HA Mahler)
Fighters are small, multi-purpose, single-pilot ships with a wide combat portfolio, ranging from
long range patrols, to subline escort, to ordinance interception. Fighter wings, though
outclassed by the raw power of larger ships, are integral units in any battlegroup for their
versatility alone.
1 Points
Wing, 5 HP
Each Fighter Wing adds +1 to your battlegroup’s Interdiction as they maintain combat patrols
within your fleet’s perimeter, up to a maximum of +4 Interdiction.
Gain the following Tactic:
Fighter Command (Tactic)
Battlegroup Tactic
Range 2-0
Choose one or two Fighter Wings assigned to your battlegroup and give them each one of
the following commands. You may select the same or different commands for each:
● Strafing Run
Deal 1 damage to target Capital Ship or Escort
● Engage and Eliminate
113
Battlegroup Tactic
Range 2-0
Choose one Bomber Wing assigned to your battlegroup and give them one of the following
commands:
● Torpedoes Away
Deal 4 damage to target Capital Ship. You may assign another Bomber Wing to join in
on this bombing run to increase this command’s damage by +2.
Active Countermeasures
Limited 1
Choose a Capital Ship in your battlegroup or a Capital Ship belonging to an allied
battlegroup in the same range band. Until the end of your next turn, the next time that
ship takes damage reduce it by 1d3. This effect does not stack.
Mounted Chassis Wing (GMS Everest, IPS-N Raleigh, SSC Metalmark, HA Sherman)
Chassis Mounts are exterior-mounted frames that mechs can equip in order to allow them to
operate in deep space. With a CM installed, mechs rocket towards enemy capital ships,
dogfight, and maneuver in space with far more ability than conventional mech-tier EVA units
would otherwise allow.
2 Points
Wing, 5 HP
Boarding, Tenacity 11
Gain the following Tactic:
Chassis Command (Tactic)
114
Battlegroup Tactic
Range 3-0
Choose one Mounted Chassis Wing assigned to your battlegroup and give them one of the
following commands:
● Toe-to-Toe
Deal 1d3 damage to target Capital Ship, Escort, or Wing.
● Breach and Clear
Assign this Wing to board an enemy Flagship. Each time you succeed on a boarding
roll with this Wing, the boarded ship takes 2 damage.
Tortuga Chassis Wing
IPS-N's Tortuga is one of their most iconic and widespread chassis designs, offered in
whole-fleet line contracts to numerous clients and states. Purpose-built to operate in deep
space, though it serves as an adequate strike unit with the addition of a chassis mount the
Tortuga is made to breach and clear carrier decks, hostile station environments, and the spinal
columns of capital ships. With its heavy, angular hull it serves as both battering ram and
bulwark, clearing a path for allied boarders as it advances. An integrated WATCHDOG co-pilot
system provides pilots with additional full-spectrum response capability under even heavy fire.
3 Points
Wing, 8 HP, Unique
Boarding, Tenacity 12
Gain the following tactic:
Tortuga Command (Tactic)
Battlegroup Tactic
Range 3-0
Give the Tortuga Chassis Wing one of the following commands:
● Heavy Gunner
Deal 1d3 damage to target Escort or Wing. Until the end of your next turn, the next
time the Tortuga Chassis Wing or the ship it is equipped to takes damage from an
Escort or Wing while in range 3-0, you may deal 3 damage to them in response.
● Decksweepers
Repel a boarding unit from a ship in your battlegroup or a ship belonging to an allied
battlegroup in the same range band, and deal 3 damage to it.
● Daisy Cutters
115
Assign this Wing to board an enemy Flagship. Each time you succeed on a boarding
roll with this Wing, the boarded ship takes 2 damage. 2/battle, you may deal 1d6+1
damage instead.
Monarch Chassis Wing
Smith-Shimano's Monarch is a highly versatile all-theater combat chassis, part of the
company's BELLA CIAO line, created to serve as a multirole missile launch platform. Rigorously
designed to exacting standards and surprisingly agile for its size, Monarchs are equipped with
advanced targeting systems capable of coordinating multiple simultaneous weapon launches
for optimal effect. Though not originally intended as a naval combat chassis, the Monarch's
responsive controls and ability to equip a wide variety of missile payloads have led to its
increasing adoption by pilots who value its combination of speed and firepower.
3 Points
Wing, 8 HP, Unique
A Monarch Chassis Wing's integrated SSC-30 High-Penetration Missile Systems allows them
to coordinate reactive volleys of Avenger micromissiles with other weapons. Whenever a
weapon in your battlegroup or that of an allied battlegroup in your range band critically hits a
target in range 3-0, even if it does not have the Critical tag, you may deal 2 damage to a
Capital Ship, Escort, or Wing. Gain the following tactic:
Monarch Command (Tactic)
Battlegroup Tactic
Range 3-0
Give the Monarch Chassis Wing one of the following commands:
● Seeking Payloads
Consume Lock On to deal 3 damage to target Capital Ship or Escort, and 2 damage
to all Wings equipped to that target.
● Gandiva Missiles
You order the Monarch Chassis Wing to launch a salvo of advanced Gandiva missiles.
Treat this as a Primary Single Target Payload attack that deals 1d6+2 damage and
can be launched at two targets at a time, tracking them individually. You may
consume Lock On when using this command to increase or decrease a Payload’s
flight time by 1.
Balor Chassis Wing
One of the more infamous HORUS pattern-groups, the Balor is a highly resilient chassis design
that employs frame-integrated, neurosynced "hellswarms" of greywash nanites both offensively
116
and defensively. First encountered during the end of the Sanjak Rebellion under control of the
Maw, a Baronic Free Company turned decentralized hive being, Balors enjoy a grim reputation
as a persistent and intractable danger within Baronic space and beyond, but some ambitious
Karrakin commanders in the Dawnline Shore have developed an appreciation for the unique
tactical advantages it provides as a horrifyingly effective boarding unit.
3 Points
Wing, 8 HP, Unique
Greywash, Boarding, Tenacity 11
A Balor Chassis Wing's nanoswarm construction allows it to hellishly regenerate physical
damage sustained during combat. During the Logistics Step, this Wing repairs 2 HP. Gain the
following tactic:
Balor Command (Tactic)
Battlegroup Tactic
Range 3-0
Give the Balor Chassis Wing one of the following commands:
● Nanocomposite Munitions
Deal 2 damage to target Wing, or consume Lock On to apply 2 greywash counters to
target Capital Ship or Escort.
● Hive Frenzy
Assign this Wing to board an enemy Flagship. Each time you succeed on a boarding
roll with this Wing, the boarded ship gains 2 greywash counters. Ships boarded by
this Wing do not remove greywash counters during the Impact Step.
Barbarossa Chassis Wing
Harrison Armory's Barbarossa heavy siege chassis is an artillery/anti-air frame designed to
engage targets in both terrestrial and low-gravity operations. Equipped with an integrated
LGC-04 "Apocalypse Rail" gravitic catapult, the Barbarossa is capable of favorably engaging
subline vessels and in massed volleys can even threaten capital ships. The additional power
plants and stabilizers provided by a chassis mount help mitigate the famously temperamental
Apocalypse Rail's drawbacks, allowing for more consistent output while still permitting full
zero-g maneuverability.
3 Points
Wing, 8 HP, Unique
A Barbarossa Chassis Wing's integrated flak launchers and anti-aerospace munitions count as
an Auxiliary weapon for your battlegroup. When fired alongside any Primary Single Target
weapon targeting a Capital Ship or Escort in range 3-0, automatically deal 3 damage to a Wing.
Gain the following tactic:
117
Battlegroup Tactic
Range 3-0
Give the Barbarossa Chassis Wing one of the following commands:
● Siege Cannons
Deal 3 damage to target Capital Ship or Escort.
● Charge Apocalypse Rails
Reloading 2
You order the Barbarossa Chassis Wing to charge their integrated Apocalypse Rail
weapons. During the next Impact Step you may order this Wing to open fire on a
Capital Ship or Escort within range. Make a Single Target attack roll, and on hit deal
2d6 damage. If you consume Lock On as part of this attack, it gains Reliable 4.
Marine Landers
The design of marine boarding vessels has changed little in the last 100 years of naval warfare.
Minimally armed and moderately armored, built for speed and carrying capacity, these craft are
solely designed to make contact with enemy ships and breach the outer hull to allow their
passengers to begin the perilous task of boarding actions. Veteran marines have a wealth of
colorful nicknames for these ships, few of which are fit for polite company.
0 Points
Escort
Boarding, Tenacity 10
Range 3-0
Corvette Escort (GMS Combahee, IPS-N Barracuda, FKS Charlemond, HA Wagner)
Corvettes operate in small squadrons, filling a lighter-than/heavier-than role that some fleet
commanders prefer for versatility. The smallest subline vessels in use, corvettes are often
tasked with fire support and targeted strike operations, acting in a gunship-equivalent role.
1 Point
Escort, 6 HP
Designating targets for close fire support allows your Corvette Escorts to rapidly track and
engage them. 1/round whenever you Lock On to a target in range 3-0, automatically deal 1
damage to that target. Gain the following Tactic:
Corvette Command (Tactic)
Battlegroup Tactic
Range 3-0
118
Choose one Corvette Escort assigned to your battlegroup and give them one of the following
commands:
● Trade Blows
Deal 2 damage to target Wing, or deal 4 damage to target Capital Ship and take 2
damage in return.
● Defensive Formation
Add +2 to your battlegroup’s Interdiction until the start of your next turn.
● Gun Run
Limited 1
Deal 2 Area damage to target battlegroup. Consuming Lock Ons as part of this
command increases this Area damage to 4 against those target locked Capital Ships
or Escorts instead. This damage cannot be Interdicted.
119
PIPECLEANER Subalterns
PIPECLEANER Subalterns, part of IPS-N's Warfighter line, are commonly inserted into enemy
ships at dangerous, unconventional breach-points. They can be remote controlled by a human
handler, but are more often commanded by a projected NHP partition controlling a networked
squad as a single unit. Humanoid in appearance, they are built with far more points of
articulation along with secondary bladed appendages for activity in close-quarters low/null-g
environments, and in combat act with frightening, uncanny speed and movements.
2 Points
Escort
Boarding, Tenacity 12
Range 3-0
These fearsome combat subalterns are able to infiltrate and sabotage areas of a ship that
would be hazardous or inaccessible for humans such as long-spool weapon power storage
systems. When this unit performs a successful Sabotage Fire Control command, if the boarded
Flagship has one or more weapons with the Charge tag the target must also choose one; either
add 1 charging tag to a weapon of your choice or take 5 damage. A boarded ship can only
suffer from this effect 1/round.
PGR_Gourd Limpets
Cruel, terrible weapons. PGR_Gourd limpets are banned nanite weapons, likely created and
propagated by HORUS cells. After firing and attachment, the limpets disgorge liters of
“Greywash” into their targets. These nanite washes tear through the open spaces inside of
capital ships, consuming organic and soft inorganic material, eliminating the enemy without
firing a shot. All that is left after a greywash burnout is a brownish-red slurry of processed waste
material, empty hardsuits, and dead nanites.
2 Points
Escort
Greywash, Boarding, Tenacity 10
PGR_Gourd Limpets can only be used to perform the following Tactic:
PGR_Gourd Limpets (Tactic)
Battlegroup Tactic
Range 3-0
You deploy greywash limpets towards an enemy Flagship, treating this as a boarding action.
During the Boarding Step these limpets disgorge their contents into the ship, attempting the
following command:
● CONSUME
Apply 3 greywash counters to the boarded ship on a successful boarding roll, or 1
greywash counter on a failure. Spending a Maneuver to clear greywash counters also
repels this boarding unit as well. This boarding action can stack with itself.
120
● SURGE
Limited 1
Double the number of greywash counters on this ship. If this boarding action fails,
you do not expend this command’s Limited use.
Destroyer Escort (GMS Custodio, IPS-N Bowsprit, FKS Tui, HA Sam Barber)
Sleek, fast, and outfitted with powerful weapons that can threaten both capital ships and other
subline vessels alike, destroyer designs typically sacrifice as many nonessential functions as
possible in order to maximize their effective firepower. Destroyers typically operate in
wolfpacks, prowling the perimeter of engagements on the lookout for opportunities to strike at a
fleet’s exposed flanks.
2 Points
Escort, 8 HP
A Destroyer Escort's pulse lances, kinetic guns, or missile batteries count as an Auxiliary
weapon for your battlegroup. When fired alongside any Primary Single Target weapon targeting
a Capital Ship or Escort in range 3-0, automatically deal 2 damage to that weapon’s target.
Gain the following Tactic:
Destroyer Command (Tactic)
Battlegroup Tactic
Range 3-0
Choose one Destroyer Escort assigned to your battlegroup and give them one of the
following commands:
● Cannonade
Deal 3 damage to target Capital Ship.
● Snapflight Torpedoes
Deal 6 damage to target Escort.
● Encirclement
Limited 1
Advance or fall back 1 range band. You may not use this command if you have
already moved this turn, and after using it you may not move again this turn.
Subline Picket
Your subline picket ships scout the predicted battlefield days before your capital ships arrive,
running silent and cold to avoid enemy scanners. With the data they feed your captains on
121
enemy positioning, numbers, direction, and trajectory, the efficacy of your volleys will surely be
staggering.
2 Points
Escort
This special Escort has been tasked with scouting the battlefield and does not have stats as
normal. Instead 1/round you or an ally of your choice may gain +1 Accuracy to any Single
Target attack.
Payload Escort
Your subline wings are tasked with escorting your payloads across space, ensuring they are not
intercepted before they reach their targets.
2 Points
Escort
This special Escort has been tasked with providing your launched munitions with a protective
escort, clearing the way for them to strike their targets. When you or an allied battlegroup in the
same range band fire a weapon with the Payload tag, you may assign this squadron to escort
it. An escorted Payload cannot have flight counters added to it from enemy systems or abilities.
During the Impact Step, add +1 to that Payload’s damage for each flight counter removed from
it before impact, and you may force the enemy battlegroup to reroll 1 Interdiction die of your
choice and take the worse result. However if the damage from this escorted attack is reduced
to 0 from Interdiction then this Escort is destroyed.
Minelayers
"Mines" in the context of naval combat operations are a bit of a misnomer. Rather than
stationary defensive emplacements, naval mines are more akin to missiles, seeded in clouds
across anticipated approach vectors to maximize odds of terminal contact. Mines loiter in a
low-power state until their sensors detect hostile vessels in proximity, at which point they
activate and home in on the nearest target at full burn. Most naval vessels do not carry mines as
part of their standard ordnance loadout, delegating minelaying duties to specialized subline
vessels instead.
2 Points
Escort
Reloading 2
This special Escort is tasked with deploying minefields and does not have stats as normal.
Instead, during the Logistics Step you may order this escort to deploy minefields in either the
range band directly ahead of you or directly behind you. Until the next Logistics Step, the first
time an enemy forces you or an allied battlegroup to move into or out of that range band the
mines detonate and the enemy battlegroup takes 10 Area damage. Minefields cannot stack
with themselves.
Cruiser Escort (GMS Blair Mountain, IPS-N Carina, FKS Khayradin, HA Chopin)
The largest subline ships, a step below frigates, cruisers mount a wide array of offensive and
defensive systems which allow them to flexibly and robustly reinforce a fleet’s threat envelope
122
as circumstances dictate. Relatively independent for a subline vessel and often used for
in-system patrols or local planetary defense, commanding a cruiser is often seen as a vital step
in a naval officer’s career towards being assigned a command position on a capital ship.
3 points
Escort, 10 HP
1/round whenever an enemy forces your battlegroup to fall back or move forward any number
of range bands, you may have a Cruiser Escort deploy a field of seeker mines that deal 4
damage to a Capital Ship or Escort of your choice in that enemy battlegroup. Gain the
following Tactic:
Cruiser Command (Tactic)
Battlegroup Tactic
Range 3-0
Choose one Cruiser Escort assigned to your battlegroup and give them one of the following
commands:
● Fire at Will
Deal 4 damage to target Capital Ship. You may also deal 2 Area damage to all Escorts
in that ship’s battlegroup and take 2 damage in return. This damage cannot be
Interdicted.
● Defensive Gunnery
Add +3 to your battlegroup’s Interdiction until the start of your next turn.
● Local Kill Screen
Limited 1
Deal 3 damage to target Capital Ship or Escort and all Wings equipped to it.
123
Ace Squadrons
Ace Squadrons are specialized Wings that players can take to represent particularly renowned
and skilled pilots operating under their command. Unlike regular Wings, Ace Squadrons
possess both more autonomy and capability; when the ship an Ace Squadron is equipped to is
destroyed, the Ace Squadron is not destroyed along with it. Instead, assign it to another
ship. If an Ace Squadron's entire battlegroup is destroyed, it can be reassigned to a ship
belonging to another active allied battlegroup in play, turning control of it over to that player. In
this way, Aces will remain in the fight until the bitter end.
A number of capital ships (primarily carriers) have traits and abilities that affect Wings equipped
to them. Ace Squadrons can benefit from those effects but only from the ship they’re initially
equipped to. If that ship is destroyed and they’re assigned to another ship, they remain in play
but do not benefit from their newly assigned ship’s traits or abilities unless that battlegroup’s
player integrates the Ace Squadron onto that ship’s command structure. Doing so requires
spending a Tactic, which can be done by the player who controls the ship that Ace Squadron is
assigned to.
Aces can represent a variety of types of strike craft including advanced fighters and bombers,
but they also serve as a way to represent Lancer characters within the context of Battlegroup,
allowing players to incorporate their mech pilots directly into the action. While mechs are
among the most dominant weapons on the modern terrestrial battlefield, in a naval theater
even the largest and most heavily armed mech is unlikely to be more than a minor threat at
best. The scale of conflict is simply far too great for conventional frame designs and weapon
loadouts to influence, and so to bridge that gap the chassis mount was developed.
A chassis mount is more than the simple up-armor/EVA package intended to allow a mech
maneuverability in null/microgravity environments. Chassis mounts are, roughly, the same drive
system, powerplant, and hardpoint mounts of a standard-pattern fighter built to accept a
mechanized chassis instead of a casque cockpit or conventional flight deck. Installed, chassis
mounts allow mechs to keep pace with other naval strike craft and operate independently of
cumbersome lander modules, wielding weapons and systems that make them a flexible asset
in naval combat.
Contemporary naval doctrine still prioritizes fighter and bomber wings to achieve mission
objectives; however, properly deployed by canny commanders, CM wings offer a
multi-spectrum tactical portfolio encompassing everything from payload escort and
interception, to en-plane defense, to precision strikes against capital ships. Additionally, with
jettisonable CMS, mechs have the ability to undertake boarding actions, a capability fighters
and bombers both lack.
124
Common chassis mounts currently in use include the GMS Haymarket Chassis Mount, the
IPS-N Rockskipper Boost Frame, the HA Foster Naval Assault Pack, and the SSC Durandal
Exoaugment.
All Aces have the following base stats and abilities:
Ace Squadron
3 Points
Wing, 6 HP, Unique
Gain the following Tactic:
Ace Command (Tactic)
Battlegroup Tactic
Range 3-0
Give your Ace Squadron the following command:
● Strike Package
Deal 1d3+1 damage to target Ace, Capital Ship, Escort, or Wing.
You may then choose three of the following options to represent your personalized Ace
Squadron. Some options may add more commands for you to issue your Ace Squadron, and
each option may only be taken once.
Redline Operation (Overpower Caliber Munitions, Titan-Enceladus SURTR Reactor, FABI
Modifications)
Ace pilots are known for frequently making unsanctioned modifications and enhancements to
their craft, overclocking weapons and systems beyond conventional tolerances. Many
commanders are willing to overlook this practice since it helps get results, though just as many
flight deck chiefs rather wish they wouldn't.
Your Ace Squadron may take 2 damage to deal +2 damage with any non-boarding damage
effect.
Casque Armor (GMS Type-4 Projected Shield Array, IPS-N HyperDense Armor, Corregidor
Group Advanced Composite/Laminate Hull)
Your cockpit or mounted chassis is tucked inside a hardened shell: with no canopy, portholes,
or view slits to see out of, your pilot relies entirely on screens, projections, or subjectivity sync
to view and interact with realspace.
Your Ace Squadron gains +4 HP.
125
Battlegroup Tactic
Limited 2, Reloading 2
Choose an enemy battlegroup within range. Until the end of your next turn that battlegroup
cannot benefit from Accuracy on its attack rolls except to cancel out Difficulty, and whenever
a ship in that battlegroup misses an attack roll it takes 3 damage.
Jettison Ram (SEKHMET-Class NHP, Titan-Enceladus Quick-Breach Mounting, Hullcutter
Charges)
One of the primary tactical advantages of mounted chassis in naval theaters is their ability to
transition directly from strike operations to boarding actions by shedding their mount. Early,
less advanced mounts required explosive decoupling to dismount, necessitating resupply
between missions, but newer models allow pilots to dismount and remount at will.
Your Ace Squadron gains the Boarding tag and has a Tenacity of 13. Whenever a boarded ship
fails a roll to repel your Ace Squadron, they take 4 damage. If they spend a Maneuver to repel
boarders which include your Ace Squadron, they take 2 damage.
126
Microburst Drives (GMS Advanced Nearlight Package, Atelier Celeste Singularity Drives,
An advanced form of fighter-tier nearlight drives, these enhanced drive systems allow pilots to
engage in repeated "microburst" jumps without undue risk of terminal pilot injury. This extends
a squadron's effective operational range, allowing them to maneuver and engage targets further
from their home carrier.
Your Ace Squadron's command range becomes 4-0.
NHP Co-Pilot (TLALOC-Class NHP, SISYPHUS-Class NHP, ASURA-Class NHP)
Apart from the fleet legion gestalt, many veteran pilots opt to employ individual NHP co-pilots
to enhance their combat performance, often turning over weapons targeting and electronic
systems operations to them so that they can focus on maneuvering across the battlefield.
Reloading 3
You may use an additional Tactic during your turn which can only be used to command your
Ace Squadron.
Shipkiller (GMS BRIGHTSKY Particle Cannon, Titan-Enceladus Haymaker 50MT Conical
Nuclear Warhead, Anti-Capital Railgun)
Shaped-charge nuclear warheads, relativistic kill javelins, coherent particle beam cannons,
devastating weapons such as these allow suitably equipped pilots to strike killing blows against
even capital ships.
Your Ace gains the following command option which can be used as a Maneuver:
Shipkiller (Maneuver)
Battlegroup Tactic
Limited 1
Deal 4 damage to target Capital Ship. If that ship is at half HP or less, not counting
Overshield, deal 6 damage instead. If this destroys the target, you do not expend this
command’s Limited use.
Tac/Comm Scout Package (ATHENA-Class NHP, Syngin-Duat Panopticon Suite,
Integrated Omnihook Relay)
Your ship is equipped with advanced sensor clusters and communication relays, tying you into
the fleet legion and by extension into every ship in the fleet, allowing you to relay forward
information all the way up the line.
Your Ace Command Tactic gains the following command option:
127
Battlegroup Tactic
Reloading 2
Lock On to two Capital Ships or Escorts.
Ticket Puncher (Desperate Measures, A Blaze Of Glory, The Final Run)
Seeing no other option, you steer your ship towards the great bulk of the enemy. You send your
telemetry on to the Legion, and unplug from the battlenet. The hiss of air through your helmet is
overwhelming. You dive towards the heart of the enemy, driving your ship into your target in
one final, desperate act...
Your Ace Command Tactic gains the following command option:
Ticket Puncher (Tactic)
Choose a Capital Ship or Escort. Your Ace sets a collision course with them. During the next
Impact Step, deal 1d6+6 damage to the target ship and destroy your Ace Squadron. This
damage ignores Overshield and cannot be reduced or increased in any way. Your pilots will
not survive this; an Ace Squadron destroyed after being issued this command cannot be
brought back this battle by any means.
128
129
130
131
Though there are things to do and roleplay to be had before and after an engagement,
Battlegroup makes the assumption that it is a tactical game first — your characters are going to
wind up in a fight, one that they may not win or return from. Outside of more involved
downtime actions, there are moments before, during, and after a battle that might prove good
roleplay material. As a GM, the following section (before we get into NPCs) might prove useful
for structuring narrative play.
What Happens Before:
In The Middle — Nothing but the Fight
[...]
For the duration of the engagement there is no room for proper uptime activities, even if your
characters might spend hours or days not engaged in constant combat. Your ships and
characters are in a combat posture, and focused on the job at hand.
After the Battle and What Comes Next: Post-Battle Uptime and
Progression
The opening days of an engagement are difficult ones: hard maneuvering, pre-firing,
anticipation of initial interdictions, making sure your crew stays focused and ready, and
considerable gestalt time in the fleet legion are all taxing on a person.
You’ll likely spend a significant time acting as the final say in decisions presented to you by
officers and your ship’s NHP —between the sudden need to interdict or hard burn to avoid
low-confidence incoming fire, the stress never really lets up. To that end, you might spend
more time in legionspace, practice meditation, take anti-anxiety cocktails, or even spend some
time under stasis while delegating command to your executive officer.
During the battle proper — when there are only hours, minutes, or seconds between launching
weapons and impact — you will be fully engaged in commanding your ships. Your main goal is
to survive: you can deal with the aftermath of your actions once the enemy is defeated.
A naval engagement is a momentous event for everyone involved, and once the firing stops
things may never again be the same. Lives are lost, borders are redrawn, and legacies are
made. As your group brings the fight to a close, you may wish to explore the consequences in
detail, addressing questions and looking to the future. There are several ways your group may
choose to frame this, ranging from formal ceremonies to more intimate personal moments of
reflection. You may even choose to shift focus onto other characters, letting them briefly take
the spotlight as they react to everything that’s occurred and how it’s affected them.
132
Unlike the uptime actions that commanders undertake in preparation for an engagement,
post-battle uptime doesn't necessarily involve specific rolls or actions. The aftermath of an
engagement is instead an opportunity for everyone to decompress and take stock of what's
happened as well as to explore the reactions of their characters to the events that have
unfolded.
AFTER ACTION REPORT
Captain Salazar sighed as she looked over the preliminary damage assessment, rubbing her
eyes as the combat stims faded from her system. The Luzon had taken a direct hit that had
cored her from bow to drives, no survivors. One minute there'd been a frigate hanging in space,
the next there was nothing but a distant flash and a cloud of plasma. Two other ships had
suffered significant damage but at least they were still operational after a fashion. Half of the
Aotearoa's fighters had been downed, and the Rakahanga was still operating on minimal power
as technicians purged ontologic payloads from her systems.
On the other side of the battle, a half dozen enemy ships had been disabled or destroyed.
Search and rescue teams were making their way through the debris now in search of survivors,
though estimates weren't optimistic. It was cold comfort knowing that however many spacers
under her command she'd lost here, the enemy had suffered tenfold.
A victory that tasted like ash was a victory nonetheless.
When FLEETCOM issues the all-clear and the Legion spins down, you’re left with the aftermath
of what happened. Damage control teams and medics hustle between the decks of your ship.
Distress calls and positioning beacons flood the CIC. Your NHP, unflappable, informs you of
the engagement’s cost in lives, time, and capability.
An after action report is the formal or informal summary of what occurred during the
engagement, what was learned, the status of one’s forces in the engagement’s wake, and a
look at what comes next. The immediate questions that must be answered: Who did you lose?
Who made it through? How is the ship? Answering this can be something your group explores
if necessary, or avoided. If your side “won” you’ll likely have this information at hand, or
sortable within the hour; if your side lost, you’ll likely not have this information readily at hand,
as your character (if they lived through the loss) is likely busy trying to survive the retreat. This
information might not make it through to your character for hours or days after the fight —
maybe never, depending on the degree of the loss and the context in which the narrative action
zooms back in to your character.
Composing an after action report also covers a character’s internal monologue as they take a
mental and emotional inventory of how they are left once the engagement concludes. Some
questions that your characters might find worth exploring are:
133
Is this engagement considered a victory or a loss? Did any of the enemy escape? Do you know
who they are now? What did you learn of their tactics, and how soon will you give chase?
As the fleet regroups and heads on, how are you left — furious and seeking vengeance, or
broken but inexorable? In high spirits and eager for the next fight, or steady on, resolute to see
the mission done?
HONOR THE VICTORS
The great hall was packed for the occasion, attendees smartly clad in their dress uniforms or, in
the case of Eudora the ship’s NHP, her finest subaltern chassis. The flock of camera drones
flitting about from all angles only added to the intense feeling of scrutiny that Gabe was feeling
at the moment, dressed in his own freshly pressed uniform. Had the collar always been this
tight?
The murmurs of conversation died down as Admiral van Rijn took the stage, uniformed
personnel snapping to attention before he waved them at ease. “Captain Gabriel Anderson,
step forward.” Gabe did his best not to squint against the flurry of camera flashes that followed
him as he stepped up to the Admiral, and for a brief moment he found himself wishing he was
trading fire back on the bridge of the Midwinter’s Sovereign. Then again, that’s how he’d
wound up here in the first place.
“Captain,” the Admiral said, holding the medal in his hands, “the Sirius Cross is awarded to
those who have demonstrated the utmost bravery and devotion in the face of overwhelming
danger, and to those who exemplify what it means to command…”
Medals and decorations are more than a pretty piece of metal and ribbon to wear on your
dress uniform, they serve to commemorate great deeds and accomplishments. More
importantly, perhaps, they serve to inspire. Not every commander seeks personal glory, though
many begin their careers dreaming of accolades, but these ceremonies aren’t just for their own
benefit, they stand as a tangible reminder to all those that serve that their deeds will be
recognized and remembered.
The nature of these ceremonies can vary widely depending on naval tradition and local
cultures, but they’re rarely casual affairs. Dignitaries, politicians, diplomats, and high-ranking
naval personnel are often invited to attend, as well as members of the press; events such as
these are frequently broadcast throughout the fleet and even across settled worlds for morale
or propaganda purposes. The obvious questions to ask at first are what accolades are being
awarded and who is receiving them. What deeds are being commemorated?
Also important to explore is how characters feel about being awarded these honors. Is this a
celebratory moment following a triumphant victory? Or is it a bittersweet occasion? Do they
even feel as though they deserve these accolades?
134
135
136
Some examples of these scenes might include strike craft and chassis pilots returning to their
carriers, deck hands or gunners at work after the engagement, harried engineers working to
repair damage to the ship, NHPs reorienting to individuality after exiting legionspace, and so
on.
REST AND RELAXATION
Whether or not you are on campaign, all cosmonauts engage in either sanctioned or
unsanctioned rest and relaxation to recover from the rigours of naval service. After an
engagement, amid the grim tally or the rapid chase, you’ll likely find some time to relax —
however relaxation expresses itself on deployment.
What does your character do to decompress? Do they hurry back into stasis for a short sleep?
Do they catch up on old media packets, finally re-synced after so much time at relative burn?
Do they exercise, play games, or find a quiet space to read? Drinking and gambling are the
classic pastimes of soldiers everywhere, though rules and regulations aboard a ship may place
prohibitions on these activities (not that this always stops determined spacers, of course).
More raucous, then, is shore leave, though it may not involve setting foot on an actual planet.
The rigors and stresses of naval combat are great, and even the sternest commanders
understand that allowing their crew to blow off steam is necessary to prevent burnout. Ships
coming in for shore leave are often viewed by locals with a mix of excitement and
apprehension. Spacers on leave are rarely stingy with their money, but along with a shipful of
rowdy sailors comes an uptick in drunken reveling, bar brawls, and petty crimes.
If taking leave, where do you go? Are you docking at a station or rotating down to a planet’s
surface? What do you plan to do when you arrive, and what sort of trouble do you expect to
get in along the way? Shore leave is an excellent chance to explore a new locale, and also
presents a good opportunity to bring in some Lancer scale action on the ground should the war
follow you there.
DYING OF THE LIGHT
One’s post-engagement experience might be quite grim. Your commander, your crew, may not
survive the battle. Maybe you drift, the lone (or one of very few) survivors aboard the ruin of
your ship, watching the dial on your oxygen reserves dip ever lower, waiting for anyone to
come and rescue you.
What do you do in the time you have left?
137
138
Accolades
Accolades are granted in recognition of meritorious service and noteworthy acts of bravery or
skill. An accolade is awarded to a character in a player’s battlegroup, often the commander but
it can be awarded to other characters serving under them as well. Each accolate grants players
a bonus they can call upon during battle.
While the GM can award accolades on their own, you may find it more enjoyable for the group
to decide as a whole if someone has earned one due to a particularly memorable moment or
pivotal action. Accolades are generally awarded for specific reasons, and you should keep this
in mind when deciding which one best suits both the story and the player’s preferences.
The following rewards assume characters are officers in the Union Navy.
Olduvai Cross
The Olduvai Cross is the most prestigious decoration that can be awarded to Union naval
personnel for acts of singular devotion and valor above and beyond the call of duty, granted to
fleet admirals and junior enlisted personnel, to humans and to NHPs alike. As a result, it is most
often awarded posthumously; living recipients of the Olduvai Cross number in the dozens, if
that. Each of these medals is formally awarded at a special ceremony held on Cradle, though
given the constraints of interstellar travel, it can be months or even years before a recipient (or
their next of kin) is officially decorated in person.
Characters awarded the Olduvai Cross are among a rarified few. The parameters for being
awarded the Cross are as noted in its commendation: peerless valor. Your table decides what
that means, keeping in mind the extreme rarity of the commendation.
Those with the Olduvai Cross will be recognized as heroes and known by name and reputation
by anyone in their fleet. As such, any doors closed to them by rank or station can be opened,
within reason. Prior to a battle, players with this commendation may roll two d20s before any
engagement and record the results: 1/battle them may, at any time, use one of those results in
place of any d20 roll they make.
Interstellar Expeditionary Cross
This award is granted to those that have, in the course of their service, displayed great valor
and courage in combat in three or more “foreign theaters”, defined as within the generally
recognized borders of a territorial sphere, polity, or star system which they themselves did not
originate from. Despite the seemingly simple prerequisites, this medal is granted less often than
many people imagine, as a majority of cosmonauts rarely see enough combat upon “foreign
shores” to qualify. As conflicts within the Dawnline Shore region escalate, however, more and
more personnel have begun to qualify for this award.
139
Characters awarded the Interstellar Expeditionary Cross have participated in battles in multiple
theaters, generally as part of an ongoing campaign. They’ve travelled further and seen more
combat than many cosmonauts, and this undoubtedly colors their character in some way. How
has this experience affected them? What places have they seen, and what stories do they have
to share?
Those with the Interstellar Expeditionary Cross are recognized as seasoned veterans with a
wealth of experience. Whether they want it or not, others will look to them for guidance and
advice during difficult times. 1/battle, players with this commendation who are forced to move
by an enemy effect or ability may choose to ignore that movement.
Communal Order Ribbon
Informally known as the "Lifeline," the Communal Order Ribbon was one of the first new naval
service decorations to be officially created by Union's Third Committee. Awarded for courage
and selflessness in rendering protection and aid to those in need at great personal risk, this
service ribbon is granted as much for search-and-rescue operations following battles as it is for
defensive or support actions undertaken during combat. This includes providing aid to enemy
combatants, and more than one commander has received the Communal Order Ribbon for
saving lives regardless of which side they might have been fighting on.
Characters awarded the Communal Order Ribbon have earned it through selflessness and
sacrifice, whether it be in defense of their comrades or a commitment to saving lives, even
those of their enemies.
Those with the Communal Order Ribbon are generally viewed with great respect, and serving
under a commander with this award is considered auspicious by many cosmonauts. They can
generally expect a free round of drinks in any port, and even if taken prisoner during battle they
can expect to be treated courteously by their captors. 1/battle, players with this commendation
may reduce the damage taken by an allied Capital Ship in the same range band to 0. However
their own Flagship then takes that much damage.
Marine Distinguished Service Medal
Among the many lethal aspects of naval combat, boarding actions stand out as perhaps one of
the most grim and statistically deadly affairs with even the victors often suffering significant
casualties in the course of duty. Marines who participate in major combat operations either in
defense of their vessel or as part of a boarding action are eligible to receive this medal,
posthumously or otherwise. Among Union marines, earning one’s MDSM is considered a rite of
passage, and is a marker dividing the fresh from the salt.
Characters awarded the Marine Distinguished Service Medal have been through the hell of
boarding actions and come out the other side bloodied but victorious. It isn’t a question of
whether they’ve seen friends die, but how many. Who have you lost in the corridors and spinal
passageways of an enemy ship? What scars have you collected?
140
Those with the Marine Distinguished Service Medal are known to be tough as nails, lucky as
hell, or more likely some combination of the two. When breaching charges detonate and bullets
start flying, they’ll be someone that others count on to take point. Having the MDSM is also a
sign that someone can back up their bravado, or at the very least can hold their own in a bar
fight. 1/battle, players with this commendation may reroll any boarding roll they make, but they
must keep the second result.
Liberator's Shield
There can be no doubt that one of the most important divisions within Union's Third Committee
is the Department of Justice and Human Rights, tasked with critical missions such as first
contact scenarios, humanitarian aid, and direct action intervention against those who would
violate the rights and wellbeing of others. While not strictly a branch of the navy, the DoJ/HR
and Union Navy often work together on missions, and more than one Liberator Team has been
saved by timely orbital fire support or extraction from a hot zone courtesy of a navy dropship.
Those naval units that participate in missions alongside the DoJ/HR are eligible to receive this
award for their service.
Characters awarded the Liberator’s Shield are generally recognized to be a part of Union’s
ideological spearpoint, having served alongside or embedded with DoJ/HR Liberator units
either in a combat or universe-building capacity.
Those with the Liberator’s Shield are recognized as heroes by those who know of the DoJ/HR,
whether they themselves feel they deserve that title or not, and members of the DoJ/HR are
likely to look upon them favorably, going as far as to provide favors or simply to vouch for
them. 1/battle, players with this commendation may immediately end any one ongoing effect
on one of their ships, such as the effect of a boarding action, greywash counters, an effect
imposing a Difficulty penalty, etc.
Meritorious Service Bar
The Meritorious Service Bar, typically attached to another theater-specific medal, is granted to
commanders to recognize noteworthy acts of courage and prowess against the enemy while
under fire. Decisively scoring a kill on an enemy flagship while avoiding return fire is generally
seen as the key to earning this commendation, though it isn't strictly necessary, but as
hostilities between major naval powers continue to increase some young commanders have
begun to take greater risks in order to make a name for themselves. While specifically awarded
to a ship's commander, all personnel serving aboard that ship at the time of the act are entitled
to wear the bar as well.
The MSB, as with the Marine Distinguished Service Medal, is another “gatekeeper” award,
viewed by officers and personnel as marking a clear line between those who have seen and
survived combat, and those who don’t know what they’re talking about beyond how to win a
sim.
141
Those with the Meritorious Service Bar have a story to tell of how they earned it, and
depending on how long they serve the details of that story can grow more outlandish as time
goes by. 1/battle, players with this commendation may reroll any Single Target attack roll they
make, but they must take the second result.
Gallantry Cross
A medal awarded for "honorable conduct befitting the finest traditions of naval service," the
Gallantry Cross is typically awarded to naval personnel at the completion of at least two tours of
duty without any significant disciplinary infractions or court-martial offenses, but it can also be
granted at other times for noteworthy displays of skill and excellence both during and outside of
combat. Effecting critical repairs which prevent a ship's destruction, successfully plotting a
pinpoint nearlight realignment that grants a decisive tactical advantage, or commanding a ship
in battle with minimal losses suffered are all acts that could merit this commendation.
The Gallantry Cross is an award granted to those whose service has been distinguished by
personal excellence. A spotless service record and a noteworthy display of tactical brilliance
are two very different things, but both speak to a commander that’s meticulous, thoughtful, and
detail-oriented.
Those with the Gallantry Cross often have a reputation for running a tight ship, expecting (or
demanding) the same sort of excellence from those serving under them. Others may be
prodigies thrust unexpectedly into a position of great responsibility and even greater
expectations. When a player with this commendation makes an Uptime Action roll prior to
battle, on a result of 9- they may make a second Uptime Action if they wish. They must still
accept the consequences of the first roll, and they cannot make the same Uptime Action twice.
Silver Crescent
While strike craft and chassis pilots have a variety of medals and decorations to call their own,
the Silver Crescent is given to fleet commanders who have displayed exemplary skill while
leading carrier operations during combat. To receive this honor marks a commander as a canny
tactician, but more than just combat performance metrics are accounted for in the awarding of
this medal. Devotion and dedication to the pilots under one's command are the marks of a
Silver Crescent candidate, and many of the recipients have extensive experience in the cockpit
of a strike craft themselves.
Silver Crescent recipients are universally well-regarded commanders in the Union navy. The SC
is a commendation afforded to consummate, compassionate, courageous officers usually
following a collective nomination from their crew; for this reason, the Crescent is recognized as
a rare award given from enlisted personnel to their commanding officer, even if the official
presentation is from the nominated officer’s own executive.
142
Those with the Silver Crescent tend to share a camaraderie with the strike craft and chassis
pilots under their command that’s perhaps a bit more personal or familiar than the relationship
between other commanders and their subordinates. Maybe they like to reminisce about the
“glory days” when they were in the cockpit, but it’s undeniable that their firsthand experience
has made them an excellent commander. 1/battle, players with this commendation may issue a
command to a Wing equipped to their battlegroup for free during their turn.
Azure Star
All Union naval personnel are awarded the Azure Star upon retirement after 30 or more years of
active duty, death, or "the suffering of grievous injury sufficient to prevent further honorable
completion of one's service." Countless sons and daughters, wives and husbands across a
hundred worlds have received this medal to commemorate the loss of a loved one many light
years away, and to receive it while still living is an achievement viewed with a mix of great
respect and somber recognition.
The Azure Star is a commendation available to any character who dies while on deployment or
is otherwise discharged. Few active duty personnel pin this decoration to their uniform, though
it is not unheard of for some personnel to have come back from retirement to serve once more.
Unlike other accolades, the Azure Star is generally only awarded in the event of a character’s
death. Should a player’s commander be killed in battle, then they’re eligible to receive this
accolade to commemorate their passing. Note down when and how they were killed in action.
1/battle players with this commendation may automatically convert a successful attack into a
critical hit or force an enemy critical hit to become a normal hit after seeing the result. Once
used this accolade’s effect is permanently expended and cannot be used again. The Azure Star
may be awarded to a player multiple times, refreshing the ability to use its effect again, but the
benefit does not stack with itself.
Legacies
Legacies are acquired by ships over the course of their service, through the numerous battles
and actions they take part in. Over time, ships take on anthropomorphized characteristics (i.e. a
ship might start to be viewed as “indomitable” or “cursed”) which, though seemingly
immaterial, may have a morale effect on its crew and staff, a reputational effect on the enemy,
and contribute to the history of the vessel besides.
Like accolades, legacies can be granted during advancement by the GM or by the group based
on memorable events which occurred during a battle or throughout the course of a campaign.
Unlike accolades, however, legacies aren’t granted to characters but to individual Capital
Ships. This doesn’t have to mean a player’s flagship either. Legacies grant a bonus to the ship
they’ve been assigned to and will often have a narrative effect as well; crew serving aboard a
ship with a particular legacy may develop little customs or superstitions over time such as
143
touching a picture for good luck, leaving hull scars unpainted, or warning new crew members
not to venture into the maintenance shafts between certain hours.
A ship can only have up to two legacies at a time, though if desired and deemed appropriate a
legacy can also be exchanged for another during advancement.
Bloodthirsty
This ship invariably finds itself in the thickest of fights, and its hull bears both the scars and the
kill markers to show for it.
At the start of each battle, choose a weapon equipped to this ship. It gains the Critical tag.
Cursed
This ship always seems to bear the brunt of the enemy assault, often to the cost of its systems
and crew. It is widely regarded among the more superstitious of the fleet personnel as cursed,
and assignment to the ship is never well received.
The first time each battle this ship would be destroyed, it survives with 1d6 HP. You may
sacrifice equipped weapons and upgrades (limited weapons and upgrades that have been fully
expended cannot be chosen) to increase this amount by +2 HP per weapon or upgrade
sacrificed. This cannot leave a ship with more than its maximum HP.
Headstrong
Often acting against doctrine, the crew of this ship has been rewarded with victories on balance
— but also a steep butcher’s bill.
During the Logistics Step, you may remove 1 flight counter from an enemy Payload attack
targeting this ship or this ship’s battlegroup.
Indomitable
Despite everything thrown at it, somehow this ship and her crew always manage to make it
through a fight.
This ship begins each battle with 5 Overshield.
Lucky
This ship and her crew always seem blessed with good luck, from winning cards on shore leave
to avoiding — only just — the spinal cannons of her foes. Others may shirk at the idea of
serving on a lucky ship — to be lucky, you must be in danger — but her crew wouldn’t trade
their berths for the world.
This ship gains +2 Defense. You begin each battle with a banked Accuracy die which you can
spend to add +1 Accuracy to one of your attack rolls during play.
144
Mighty
This ship is known to friend and foe alike as a powerful ally and fearsome foe. Her crew is proud
and competent, and will fight as such.
This ship may reroll the damage dealt by any of its equipped weapons on hit or impact, but it
must take the second result.
No Pasaran
A line ship that has been boarded, but never taken. Her crew will never give up the ship.
Boarding actions made against this ship only succeed on a result of 10+.
Phoenix
This ship was once destroyed in combat or it was scuttled, rendered inoperable either to
prevent its capture or as a bloodless logistics decision. After being salvaged and repaired, it
now once more flies in the line, carrying with it a long history...
This ship gains 2 points that can be only spent on weapons or upgrades equipped to it.
Whenever this ship is destroyed, regardless of how much damage it takes it is always
salvageable afterwards, though the crew may not fare as well.
Reputation
Commanding a ship is about more than endless fighting, but battles are where a commander’s
reputation is made. The lessons they learn and the choices they make will become as much a
part of them as any scar, and will speak to their character as much as any medal.
After each battle, players will have a chance to shape their commander’s reputation by adding
and changing their traits. All commanders begin play with three traits, two positive and one
that complicates things for them, and they can have up to a maximum of five positive and
two complicating traits. Having additional positive traits gives players more potential sources
of Accuracy when making uptime checks, and having more than one negative trait gives both
them and the GM more choices when it comes to refreshing traits that have been marked off.
The traits earned over the course of play can take a number of different forms, from new
personal qualities that a commander cultivates or discovers an affinity for to moments of fame
or infamy which indelibly mark them and color their interpersonal interactions with other
characters. For example, after a heroic defense of their ship through a brutal series of boarding
actions, they may want their character to be known for keeping Steady in an otherwise chaotic
fight; following a brilliant bit of maneuvering that won the day, players may decide that they
want their character to have earned a reputation as a Brilliant Tactician.
145
Complicating traits do not necessarily have to be wholly negative. For example, after a
particularly bloody battle a player may decide that their commander has earned a notorious
reputation, and that they’re now referred to in hushed tones as a Butcher.
Players should also be able to append locations and specific names to any traits they may
want their character to have associated with them. As with accolades and legacies, the rest of
the table can help players decide what a suitable and evocative reputation might be for a
commander to earn in the aftermath of battle.
146
147
● Cold Calculus: If the players are on the Defending side, they may use the following
ability:
○ Acceptable Casualties
During the Impact Step, after attacks have been rolled and damage has been
assigned you may use this ability to reduce all damage that would be dealt to
ships in your battlegroup by half; the remaining damage is dealt to the terrestrial
object or crowded space beyond, dealing proportional narrative damage.
● Collateral Damage: All Area Target attacks gain the following profile:
○ Unavoidable Consequences
All Area Attacks that target the Defending side of the combat may impact the
terrestrial body or populated airspace beyond their targets. Hundreds to
thousands of civilians and garrisoned soldiers may die; likewise there may be
minor, though widespread, damage to facilities, infrastructure, and the natural
environment. To avoid this collateral damage when launching Area Target
attacks against the defending side, you may reduce the damage they deal after
Interdiction by half, to reflect gunners trimming the area of effect in order to
avoid causing collateral damage.
● Danger Close: All Single Target attacks add one difficulty. In addition, all Single Target
attacks gain the following profile:
○ Hold Fire, Dammit!
Trigger: You roll a Single Target attack and miss.
At the last moment, you call off your shot/you order your ships to hold fire:
trajectory shows this shot has a high likelihood to miss its target and impact on
the world/moon/station/etc behind, and you cannot risk collateral damage. If this
attack is a Limited attack it is not expended, and if this attack is Reliable it does
not deal Reliable damage. You may still choose to deal Reliable damage on a
miss, but if you do your attack also causes a proportionate amount of civilian
casualties as a result of errant weapons fire.
● Defensive Emplacements: If the NPCs are on the Defending side, all NPC Flagships
may use one or both of the following Maneuvers:
Anti-Ship Missiles (Maneuver)
Deep space defenses are an effective method of reinforcing zones of control in and around
highly contested regions. Perimeter defense platforms, typically unmanned, are able to
network with fleet legions in order to coordinate firing solutions against encroaching threats.
Some DSD platforms seeded under the Second Committee have waited centuries for
activation — dormant until ordered awake.
148
Primary
Single Target, Payload
Range 4-3
2d6 Damage
Anti-Orbital Defenses (Maneuver)
Closer to populated worlds and stations, anti-orbital defenses are common installations
around population centers. In peacetime, they primarily track and engage rare — through not
uncommon — natural threats. In wartime, they are readily tasked to engage hostile ships. A
variety of surface-to-orbit and satellite-based kinetic, directed energy, and missile systems
provide additional coverage against proximal threats.
Primary
Single Target, Reliable 2
Range 2-1
5 Damage
On hit, deal 2 damage to one or two Escorts in the target ship’s battlegroup.
An enemy suffering from the effects of a Sever Comms boarding action cannot use
these Maneuvers.
● Occupied Exit Vectors: When making a Nearlight Ejection, if you roll a 1 you ignore the
normal result. You may either abort your ejection and remain in the battle, or you may
proceed with it by rolling again. If you roll another 1, one of your ships makes a terrible
error and ejects into the terrestrial body or crowded airspace. That ship is utterly
destroyed, along with everything onboard, and the terrestrial body or crowded airspace
suffers catastrophic, region-affecting damage.
● Search and Rescue: The crews of all vessels that are scuttled, foundered, or
destroyed, or otherwise taken out of combat in a non-catastrophic manner have a much
higher chance of being rescued — or their bodies recovered — due to the proximity of
emergency services, civilian ships, terrestrial gravity, and rapid system-local search and
rescue responses.
● Threading the Needle: All weapons with the Charge tag increase their Charge value by
+1 (for example, a Charge 2 weapon becomes Charge 3), to reflect commanders
holding fire until they are absolutely sure they will not hit an unintended target. However,
if you do miss your shot flies harmlessly into empty space. In addition, all Charge
attacks gain the following profile:
○ An Acceptable Risk
You may choose to forgo adding this modifier to your Charge attacks whenever
they begin a charging cycle, using their normal value. If so, when you make an
149
attack with any of those weapons and miss roll a d20; on a 1-5 your attack hits
the terrestrial body or plows through the crowded airspace beyond your target,
causing untold catastrophic damage and killing tens to hundreds of thousands
of civilians5.
When Fighting Near Natural Stellar Bodies
In contrast to engagements near populated terrestrial bodies and crowded space, combat in
proximity to the natural features of unpopulated system space, void, and deep space is often
the preferred ground of canny commanders. Challenged to navigate not only dangerous
physical environments, but confusing and frustrating natural phenomena that play hell with
even the most hardened systems, commanders and pilots able to adapt can win themselves
powerful tactical advantages.
“Natural and Stellar Bodies” in this context include the fantastic and mundane phenomena of
systemic and interstellar space: asteroid fields, nebulae, titanic comets and their long tails,
debris fields of old battles, the crowded rings of gas giants, the moonfields of colossal gas
giants, and so on. Some optional modifiers that your table may choose to adopt are listed
below.
● Ambush: If the NPCs are on the defending side, by taking advantage of local
conditions to conceal their exact positions they’re able to lure the players into an
ambush, launching a counterattack from unexpected angles which forces commanders
onto the back foot. For this battle, NPCs always go first each round with turn order
alternating as usual.
● Debris Fields: The battle takes place in and around an area of space with an unusually
high concentration of debris such as asteroids, planetary rings, or wreckage. As the
battlefield shifts, so does the relative density and concentration of the debris along the
gyre. Debris fields begin at range 1-0 during the first round of play. During the next
Logistics Step move the fields to range 3-2, then during the Logistics Step after that
move them to 5-4, then back to 1-0, repeating this process until the battle concludes.
Player battlegroups that end their turn within a debris field have a 50 percent chance of
colliding with debris, taking 2d6 Area damage and making all attack rolls with +1
Difficulty until the end of their next turn. Roll a die or flip a coin to determine this.
If an enemy forces a player battlegroup to enter a debris field, that enemy battlegroup
must also check to see if they collide with debris in the process using the same rules as
above.
5
Of course, it is absolutely acceptable for you and your table to forgo this collateral damage effect
(along with the collateral damage effect described in Area Target attacks near terrestrial bodies); player
safety remains paramount.
150
● Graveyard: The remains of previous battles can be found throughout the area, from
derelict ships to the shattered wreckage of space stations. Quick-thinking commanders
can take advantage of these conditions during lulls in the action to conduct salvage
operations, gathering discarded munitions or raw materials to bolster their battlegroup.
All battlegroups gain the following Maneuver:
Salvage Ops (Maneuver)
Limited 1
Choose one; one Capital Ship in your battlegroup gains 5 Overshield or you may remove a
refresh counter from a Reloading weapon or system of your choice.
● Running Silent: Nebulas, cometary tails, or some other environmental condition
provides battlegroups with a rare chance to engage in stealth maneuvers, hiding in blind
spots and damping their signature to minimize detection. Battlegroups that end their
turn without attacking or taking any action which targets a hostile battlegroup clear
Lock On and all attacks against them are made with +1 Difficulty until the end of their
next turn.
● Power Surges: Energized nebulas, power discharges from shattered wreckage, and
other similar conditions cause fluctuations in high-capacity power storage systems,
necessitating additional safety protocols to prevent catastrophic overloads. All weapons
with the Charge tag increase their Charge value by +1 (for example, a Charge 2 weapon
becomes Charge 3), but 1/round during the Logistics Step commanders may push their
weapon systems past safe levels and remove 1 additional charging counter from a
weapon of their choice. If they remove a counter this way, that ship takes 1d6 damage
that ignores Overshield and cannot be prevented in any way.
● Sensor Flares: High levels of electromagnetic interference, solar flare activity, derelict
IFF transponders, or other such phenomena make utilizing guided weapons more
difficult as they waste time tracking phantom signals. Each time a ship launches a
Payload attack roll a d6. On a result of 1, add 1 to that Payload’s flight time.
151
152
For example, if the players succeed at securing a beachhead in orbit around a planet then that
can influence not only the sorts of missions they'll likely be tasked with in the cockpit of a
mech but also the opportunities they'll have to acquire and utilize Reserves such as fire
support, satellite recon, or orbital insertions. Enemy forces will be more likely to be operating
on the defensive with their own supply lines and orbital assets contested by blockades, and
their strategic objectives may involve taking control of anti-orbital defenses to try and punch a
hole in fleet coverage or striking at port facilities to deny the players reinforcements and
resupply.
Conversely, if the players suffer setbacks during the initial naval battle then when things switch
to the action on the ground they may find themselves essentially operating behind enemy lines.
Their options for Reserves may be limited until they achieve objectives necessary to enable
them, and enemy forces will be operating with the benefits of orbital superiority on their side.
Missions may have to be timed carefully around gaps in fire support coverage while enemy
reinforcements will be able to arrive via reentry shuttles or drop pods.
Of course naval battles can do more than set the stage, they also make a suitable climax for a
mission arc. As the players progress through their missions, they may have the opportunity to
lay the groundwork for a naval battle meant to decisively secure victory within the theater.
Sabotaging defenses, gathering intelligence, and participating in the final engagement
themselves can all be critical steps necessary to tip the odds in their fleet’s favor.
153
On Campaign
What follows is a quick tool for determining the progress of a longer naval campaign, a series
of linked engagements fought to a strategic or total end-state.
Campaigns can be abstracted or grounded. Abstracted advancement does not need to be tied
to any numeric system, but can be agreed upon by the table depending on narrative context.
Grounded campaign advancement in Battlegroup utilizes a mixed system of narrative
abstraction coupled with a simple tracking/context system.
Whether on the attack or on the defense, use the following strategic conditions as a kind of
“campaign tracker” to determine the state of a given campaign:
Beachhead
This is where any campaign, defensive or offensive, begins. Likely large affairs, where the
attacking side attempts to overwhelm the enemy’s defences and establish a series of forward
bases, supply lines, and operational zones from which to launch further attacks.
A campaign can be ended here should the attackers fail to establish a beachhead.
Expeditionary
The expeditionary front of a campaign represents advancement beyond initial contact. Whether
attacking or defending, once a beachhead has been established, the first probes into enemy
territory are always expeditionary: not the full strength of a force but its vanguard and scouts,
attempting to find the path of least resistance. The battles here are likely smaller than those in
the Beachhead phase, as they are expeditionary engagements.
A campaign will likely not be ended here, as neither side has committed the full strength of its
forces to an attack or defense.
The Advance
Following expeditionary engagements, a force will commit to a campaign route that takes them
the farthest, fastest, while not outrunning their supply lines. These are the advancing lines of
battle, where the advancing forces attempt to take advantage of their initial momentum and
defending forces try to stem the initial tide. The battles here should be larger than those in the
expeditionary phase.
A campaign likely will not end at this point, as the attackers have the defenders on the run, but
defenders know they have prepared defenses waiting for them.
Second Line
154
The Second Line represents the time and or/place when the defending side has gathered its
strength enough to resist en mass the advancing enemy. The battles at the Second Line should
be on par or larger than the battles during the Advance; generally they are less mobile than the
Advancing Lines phase, and more focused around attackers breaking through, bypassing, or
defeating key strategic points.
A campaign can be ended here with a successful defense.
Routed
A Routed enemy fights on the back foot following an attacking side’s successful breakthrough.
The defense at this point is not yet shattered, but likely wavering; the next line is far too close
to home (or other critical objectives) and the attackers were meant to be stopped here.
The campaign will likely not end here, though defenders will suffer some significant losses. The
battles fought during the Second Advance/ Routed phase should be smaller, focusing in on
detached units fighting their way back to safety (if on defense) or hunting down critical
objectives/VIPs (for attackers)
The Home Front
Here, the attackers meet a stiff, well-defended, legacy defensive line: the home front. The
defending side likely always had contingency plans to make their defense here, though unless
tested in the past this will be the first time. Old ships will join new ones, and defenders will fight
bitterly and with strength to repel the invaders.
The battles at this stage should be large; the attacking side will not win here — they have one
more step to go — but defenders could, with a heroic effort, styme an attack here.
The Center
A bit of a medial step between the previous stage of the campaign and the final, the Center
represents the dark, waning days before the end. Here, lone pockets of defenders who refuse
to surrender hold out, waiting for relief or a coordinated response to the as-yet unstoppable
advance of the enemy.
The battles here are small and grim. The attackers cannot be defeated; the defenders can only
survive and escape, or die.
The Last Stand
The final gasp of the defending side, the last chance they have to resist the as-yet unstoppable
advance of their enemy. Every ship that can defend is organized along the final line of battle;
there is no retreat from this, only victory, relief at the hand of a timely intervention of an ally,
surrender, or death.
155
There should only be one battle here, large and final. If the narrative allows the defenders to win
here, then they will fight with that hope.
Win and Advance
Coming out the winners of a naval engagement may be, in many cases, all but equivalent to
winning a war. However, in combats of scale between great galactic powers (say, if the
Karrakin Trade Barons mount a multi-front campaign against Harrison Armory) or if one side
has made a successful retreat, there will likely be a number of other battles to be fought before
a clear winner is decided. If your narrative leads to more battles in the future, it may help to use
the following campaign advancement system.
For naval commanders, victory is more than simply a matter of destroying the enemy. The
weapons at their disposal are phenomenally powerful, and causing massive destruction is all
but assured. What truly marks a naval engagement as a decisive victory is achieving strategic
objectives while minimizing losses in return. Capital ships are a tremendous investment of both
trained personnel and material resources, and the loss of even a single one is a significant blow
to a polity’s ability to project power or defend itself.
As a result, one of the key factors in determining what sort of victory players have achieved in
an engagement is how many of their ships survived intact, if not undamaged. Some degree of
leeway is acceptable in determining the severity of losses; for example, ships that are reduced
to between 0 and -4 HP are considered destroyed but are nonetheless largely salvageable and
many of their crew are likely to survive. Assuming the outcome of the rest of the battle is a
victory, such losses may not be as punishing as they might otherwise be.
Another important factor to keep in mind, however, is the death or destruction of key ships and
commanders. A commander overseeing maneuvers from the bridge of his battleship is a much
more significant target than the trio of frigates accompanying him, and the loss of that ship is
likely to be much more keenly felt even if it only comprises a fraction of that battlegroup’s
overall numbers. Enemy forces can and will pursue high-value targets as part of an overall
military strategy, for honor and glory, or even simply for revenge. The loss of a commander and
their flagship can be enough to tip a battle in the enemy’s favor.
Decisive Victory
Decisive victories are determined by group agreement based on the context of their narrative
and the encounter that was just fought: typically, decisive win sees the enemy utterly defeated
on the field of battle, any survivors either captured or fled in numbers too small to be
meaningful. Battles in which 75% or more of player ships survive are likely to be considered
decisive victories.
Decisive victories allow significant strategic advancement. Depending on how you use the
campaign ladder, this could mark a victory on a whole front, the defeat of a notorious admiral
156
and their fleet, or a decisive defense that breaks an enemy advance, and so on. The enemy will
meet you next at a disadvantage — perhaps one of their heroes has been killed in action, or
their supply lines have been destabilized, or their defenses remain unprepared for the next
battle.
Strategic Victory
Strategic victories are determined by group agreement based on the context of their narrative
and the encounter that was just fought: typically, strategic wins are contests that end with your
side the victor, either taking or defending the objective, routing the enemy, or some other
certain — though not crushing — victory condition. Enemy fleets might withdraw having lost a
capital ship or had significant damage dealt to their units, but not annihilated or otherwise
wiped out. Battles in which roughly 50% of player ships survive constitute a strategic victory.
Strategic wins allow normal advancement through the course of a campaign. A strategic win
accomplishes a desired strategic outcome, but is not a sweeping victory. The enemy will meet
you with normal strength, organization, and morale.
Pyrrhic Victory
Pyrrhic victories are, on balance, little better than a loss. While you may have achieved a
necessary victory and sent the enemy to flight, your side has likely been terribly bloodied. A
battle in which the players ultimately win but are left with only 25% of their ships or less
remaining is a Pyrrhic victory.
Choose as a table whether to go forward or maintain your current position. Going forward is
likely an overextension, but might be necessary to press an advantage that would otherwise be
lost. Maintaining your current position is prudent, but risks losing any advantage a rapid
advance might grant.
If you choose to go forward, any ships not able to participate in the advance must drop back
for repairs, as they simply do not have the capacity or structural integrity to continue on.
If you choose to maintain your current position, you’ll see to it that all of your ships (assuming
your fleet has a sufficient supply line) are resupplied, rearmed, and repaired. However, you lose
any advantage you may have going into the next engagement, as the enemy has had enough
time to repair their own ships and re-set their line.
Strategic Loss
Strategic losses are those in which a fleet fails to achieve its objectives but does not suffer
unsustainable losses in the process, either retreating from battle or holding out with significant
— though survivable — loss of numbers. If the players fail to achieve their primary objectives
but 50% of their ships survive, or if in the course of battle 50% of their battlegroups or
more eject from the engagement before its conclusion, a strategic loss is the likely
outcome.
157
A strategic loss does not necessarily mean the end of an advance, much less the end of a
campaign, but multiple losses in a row likely spell doom. Nonetheless, prudent commanders
may prefer a strategic loss over a Pyrrhic victory if it means preserving more of their fleet to
employ at a later point.
Decisive Loss
Decisive losses constitute a significant blow to any naval power. A failure to achieve strategic
objectives alone is not enough to constitute a decisive loss; fleet destruction must be
near-absolute as well, with 10% of player ships or less surviving, if that. This also means such
a loss likely claims a staggering number of lives as well. If this is the first loss in the course of a
campaign, the losing side might have their resolve hardened for the next battle; if this is the
second or third in a series, they might be broken or pushed to the brink of desperation. They
may consider pulling back to consolidate their remaining forces to protect their borders, or
even open diplomatic channels to negotiate a ceasefire.
A decisive loss also shakes individuals to their core. If they live, they likely have watched many
of their comrades die in combat, and may even bear wounds themselves. A decisive loss does
not necessarily mean the end of a war in and of itself, though one could easily set the stage for
an end of some sort.
The End
A campaign ends when one side achieves what it set out to achieve: take a critical territory,
defend a critical territory, establish clear borders, deny a critical objective, and so on.
The conclusion of a campaign does not mean the conclusion of a war. Your faction might
continue on, but your character may not; if your character survives a naval campaign from start
to finish, they are members of a rare class. Do they continue in that life, or do they retire?6
The Campaign Tree
A Battlegroup campaign doesn’t need to have every beat planned out in advance, and in many
cases you shouldn’t try to plan too far ahead. Neither you nor the players know how any given
engagement will go until the shooting starts, after all. Nonetheless, it can help you to start
planning ideas for future objectives, as well as setting the stakes for each engagement, to
sketch out a few possible outcomes for each fight based on a simple set of post-battle results.
From there you can follow this path to the next beat and repeat the process, sketching out a
new set of possible outcomes, following the result of the battle, and so on all the way to the
end of the campaign. This is called a campaign tree.
6
Lancer presumes that your character has the option or ability to make this choice.
158
The three most likely outcomes you’ll want to have in mind for each engagement are if the
players achieve victory, if the players are defeated, and if the fight ends in a Pyrrhic
victory. Victory and defeat will generally have clear outcomes, though you’re certainly free to
add some wrinkles here and there. In the case of a Pyrrhic victory, the outcome is less than
desirable for both sides. The players may have succeeded in accomplishing their primary
objectives, after a fashion, but have also suffered significant losses in the process that will
cause them as many complications as they caused for the enemy.
For example, one mission may task the players with securing a strategically-located shipyard
facility with enemy forces attempting to do the same. If the players win then they gain control
over the shipyard, while if the players lose then the enemy does. If a Pyrrhic victory occurs then
the players may prevent the enemy from seizing control over the shipyard, but the shipyard
itself might suffer significant damage during the fight that renders it inoperable without
significant repairs, or both sides may wind up too battered and bloodied to prevent a third
faction from seizing control of it instead. It’s still a victory of a sort, the players did indeed
prevent the enemy from achieving their goals, but these complications will doubtlessly alter the
course of the campaign in an unforeseen direction.
Once a campaign has concluded, the campaign tree that you created can serve as a historical
record of sorts for future campaigns both in Battlegroup and in Lancer. Something which can
flesh this out further is going back over the campaign tree at the conclusion of a campaign and
giving a denouement to the events which occurred; the effects of a naval campaign are
impactful enough to have consequences that affect things long after the players’ direct
involvement.
For each engagement which took place during the campaign, go around the table and allow
someone to decide what the lasting consequences are as a result. For engagements where the
players succeeded, let one of the players decide. For engagements where the players were
defeated, the GM will decide. For Pyrrhic victories you can randomly determine whether a
player or the GM gets to first establish consequences, and then the other side can add their
own details to it as well. For example, if the GM gets to determine the initial consequences for
a Pyrrhic victory, a player will then be able to add to this as well. In cases like this, try to avoid
simply ignoring or overruling the consequences that one party initially established. Both sides
should get to have their input stand; think more “yes and” or “yes but” rather than going “no.”
159
Building NPCs
In Battlegroup, building NPCs is a three-choice process:
1. Decide on your ratio of NPCs to players (we recommend 1:1, or, one NPC per player for
an “even” match).
2. For each NPC choose a Flagship.
3. For each Flagship, choose one to three Escorts.
NPC Battlegroups are composed of two parts: the Flagship, which should be considered the
“featured” or “face” enemy — i.e. the main thing you should be targeting, the vessel you’re
hunting (regardless of its escort), where named NPC characters are stationed, the boarding
target, and so on — and their Escorts, which are the attendant ships under the Flagship’s
command.
NPCs have the same action economy as players: on their turn (following their Impact step) they
may make one Maneuver and use one Tactic or they may trade out their Maneuver to use a
second Tactic if they wish. NPCs do not have standardized Maneuvers and Tactics the way
players do, they use Maneuvers and Tactics that are unique to them which are listed on their
profiles. A Flagship’s actions default actions may only be spent on Maneuvers and Tactics
which belong to itself, not to Maneuvers or Tactics granted by any of its Escorts (see NPC
Escort Archetypes for more information on that).
Like a player party, multiple NPC battlegroups are considered a fleet. Individual NPC
battlegroups alternate with player battlegroups in the initiative order, following the first acting
player (unless otherwise stated, of course). NPCs do not have a position on the Gyre like
players do. They are considered to be within the sphere of the active battle, but their exact
positioning is abstracted. You won’t worry about whether an NPC is at Extreme Range or
Scope Range, as the player’s position determines whether the player is able to attack an
NPC and also whether the NPC is able to attack that player. To say it a different way: the
range bands of the Gyre indicate each players’ relative position to the NPC fleet.
When NPC rules refer to “enemies” or “allies,” it is from their perspective. Players are their
enemies and their fellow NPCs are their allies.
Some rules and tags work slightly differently for NPCs than they do for players:
Range: When an NPC weapon or system lists a range, that lists the range bands that weapon
or system can affect. For example, if an NPC weapon has a range of 3-1, it can attack any
player battlegroup within Collapsing Range (3) to Point Blank Range (1) but cannot attack any
battlegroups outside of those range bands. In other words, players attack from range
bands, while NPCs attack towards range bands.
160
Payload: Because NPCs do not occupy specific range bands, their Payload weapons have a
flight time based on the range band their target is occupying at the time they’re launched. For
example, a Payload attack fired at a target in Scope Range (3) will have a base flight time of 3.
Boarding: NPCs use special boarding effects instead of the ones that are granted to players.
These will always be described in the system or ability that grants the effect. Unlike player
boarding actions which always target NPC Flagships, NPC boarding actions can target any
Capital Ship under player control.
Charge and Reloading weapons and systems work the same as they do for players.
Traits are passive qualities or abilities that some NPCs possess based on their ship type or
role. These are always active and do not require activation.
Systems are abilities that require active use on the NPC’s part, and will tell you when they can
be used and what the costs are, if any.
All Flagships are Capital Ships for weapons, systems, and rules that specifically affect those.
161
The Turtleback takes half damage from Single Target attacks and abilities made from range
5-3.
Heavy Kinetic Battery Fire (Maneuver)
Any captain worth their brass knows that space combat is won through trajectories: to defeat
your target, fill their flight path with fire.
Primary
Single Target
Range 4-0
6 Damage
You may attack one or two targets with this maneuver.
Swarm Missile Volley (Maneuver)
Those who say missiles have no place in space combat have never seen how hard they hit.
Primary
Area Target, Payload
Range 4-1
1d6+2 Damage
This weapon can attack two battlegroups at a time, firing separate Payloads that are tracked
individually.
162
Priority Target (Maneuver)
Push an enemy battlegroup back one range band back. Until the end of the Turtleback’s next
turn, whenever one of its Escorts is targeted with attacks or abilities they have a 50 percent
chance of being intercepted, and the enemy must either abort their attack or ability,
wasting their action, or target the Turtleback instead (even if the attack or ability could not
originally target Capital Ships). Roll a die or flip a coin to determine this.
Starkiller
Long and knife-edged, this supercapital ship’s slim profile elides its fearsome strength. One of
the few hulls fabricated by Syngin-Duat, each Starkiller supercapital is a staggering work of
craftspersonship; a scale model of each one produced hangs in the grand arcade of SD’s main
campus.
HP 25, Defense 10, Interdiction 1d6, Capital Ship
Tactics: The Shipkiller is a long range sniper, taking advantage of its Long-Range Targeting
Array and Kill-Point Targeting Laser to secure critical hits with its Starkiller Cannon. While
Reroute Spinal Charge provides it with some additional protection in an emergency, it’s
otherwise fairly vulnerable for a Flagship, and so Escorts which can help its survivability are a
good choice to accompany it.
Long-Range Targeting Array (Trait)
The Starkiller makes Single Target attacks against ships in range 5-4 with +1 Accuracy
Starkiller Cannon (Charge)
Starkiller Main Cannons are a popular class of large-bore/high-k spinal guns made by many
warship outfitters. While specific classifications, bore/joule size, and capabilities may differ,
the Starkiller designation is never applied without merit. Even the smallest spinal gun can deal
severe damage to its target, and are capable of scoring a kill-hit against ships of the line.
Superheavy
Single Target, Charge 2, Critical
Range 5-3
15 Damage
On critical hit, this weapon deals 10 damage to another Capital Ship in that target’s
battlegroup. If there are no other Capital Ships in the battlegroup, this ability has no effect.
Kill-Point Targeting Laser (Maneuver)
KPT Lasers are common among vessels that mount spinal canons. Ship designers,
163
acknowledging the ordered and exposed nature of fleet combat, often order the installation of
“hot” targeting lasers; while normal (or “cold”) targeting lasers often score their targets with
superficial thermal damage, “hot” lasers simply run at higher powers. With extended time on
their target, they can deal more than superficial damage to painted ships prior to main gun
impact.
Primary
Single Target
Range 5-1
Automatically deal 2 damage to target enemy Capital Ship and Lock On to it. The Starkiller
gains +1 Accuracy to attacks with the Starkiller Cannon against that target until the end of
its next turn.
Reroute Spinal Charge (System)
The energy load of a charging spinal long or short spool cannon is tremendous. Canny ship
captains can take advantage of this charge if necessary by shunting stored potential energy
into emergency shielding, energy PDCs, reactive wave-armor systems, or even maneuvering
thrusters. The tradeoff — a longer charge time if utilized — is worth the benefit: survival, at all
costs.
System
During the Logistics Step, when the Starkiller Cannon begins charging you may choose to
treat it as Charge 3 instead of Charge 2. If you do, the Starkiller gains +1d6 Interdiction and
+2 Defense until its last charge counter is removed.
Reloading 2
At the start of its turn, if the Starkiller Cannon has 1 or more charge counters remaining the
Starkiller may add 1 charge counter to it and push one or two enemy battlegroups back one
range band.
Needleship
Tapering to a thin point, Needleships are most commonly found among spacefaring Diasporan
states — which, it should be noted, are rare. Records of their construction were lost during the
FirstComm era of Union, though owing to their longevity and unique construction (outside of
their core superstructure silhouette) one can assume they were built from a shared pattern, if
not by a single, long gone manufacturer. Spacefaring Needleships have since been upgraded,
retrofitted, and refurbished for modern spaceflight and combat, though even with extensive
modernization, Needleships are examples of divergent capital ship design. Those that exist now
are marvels of longevity, with unique defensive and maneuvering systems little understood by
Union. Each ship is a discovery, and a pity to see destroyed...
HP 25, Defense 12, Interdiction 1d6, Capital Ship
164
Tactics: The Needleship is a disruptive area controller that manipulates enemy positions to its
advantage. Though not particularly tough, Assess Reality gives it several options for
repositioning enemy battlegroups or bolstering its own defenses, while Spatial Distortion
creates even more opportunities for it to control the Gyre itself. Both Ancient Star and
Shattered Reflection are powerful offensive tools in the right situations, but on its own the
Needleship isn’t particularly well suited to head-to-head fights and may require additional
support to take full advantage of its unique capabilities.
Assess Reality (Trait)
Cogent Minds developed by the House of Water are the only systems capable of interacting
with the strange computers and cognizants that power Needleships. Utilizing a combination
of ancient coding libraries, modern user interfaces, and evolutionary codices, the partnership
between Cogent Minds and cognizant Needleship “Ghosts” chart strange, unpredictable
trajectories, forcing fleet legions to imagine alternate modes of approaching reality.
At the start of the Needleship's turn, roll 1d6. On a 1-3 you may push an enemy battlegroup
back one range band. On a 4-6 you may advance an enemy battlegroup one range band
forward. If you do not choose to move an enemy battlegroup, the Needleship gains +2
Defense and +1d6 Interdiction until the end of its next turn.
Ancient Star (Maneuver)
So-called “Ancient Star” torpedoes are unique to Needleships. Each weapon represents
millennia of potential energy, held in containment, waiting to meet its explosive, terrible end.
Firing even one Ancient Star means the end of a many-thousand-year-long journey.
Superheavy
Single Target, Payload -1
Range 5-2
10 Damage
This weapon deals +1d6 damage when launched at targets in range 3, or +2d6 damage
when launched at targets in range 2. When launched at targets in range 5-4, decrease its
flight time by 1.
Shattered Reflection (Maneuver)
The Needleship steers itself towards you, opening comms, and for a moment it’s your own
fleet you see on the scopes looking back at you.
Primary
Single Target, Accurate, Legionspace
Range 4-1
3 damage
165
This disruptive systemic attack has different effects depending on how far away its target is.
Range 4-3
On hit, the target must choose; take +5 damage or they cannot benefit from Accuracy on
attack rolls until the end of their next turn except to cancel out Difficulty.
Range 2-1
On hit, the target must choose; take +5 damage or they deal only half damage with all
attacks and abilities until the end of their next turn.
Spatial Distortion (System)
Are these strange systems the end result of some abandoned experiment in pre-blink FTL
propulsion? Were they meant to be a weapon? Whatever the case, the effect is undeniable as
invisible waves render mass and inertia mere suggestions rather than constants.
System
Reloading 2
The Needleship creates a distortion that briefly warps space in a localized area. During the
Logistics Step, you may choose one:
Collapse: At the start of each enemy battlegroup's turn, if they are at range 5-4 they are
advanced one range band forward. If they are at range 2-0 they are pushed one range band
back. Battlegroups at range 3 are unaffected. A battlegroup may choose to ignore this effect
by immediately spending a Tactic.
Shunt: Until the next Logistics Step, enemy battlegroups cannot enter range 3. Whenever
they move into it they "skip" it and move to the next range band in sequence based on the
direction of their movement. A battlegroup may choose to ignore this effect and move into
range 3 by taking 1d6+1 Area damage.
Highline
An Armada Shipyards stalwart, Highline frigates bristle with multi-band point defense systems
and omnidirectional thrust points built directly into their superstructure. Maneuverable and
low-heat profile, Highline vessels are popular frigates among modern Diasporan interstellar
fleets.
HP 20, Defense 10, Interdiction 1d6+4, Capital Ship
Tactics: Highlines are close/mid-range Flagships which excel at deterring and destroying
enemy Escorts and Wings. Their low base HP is offset by their perpetually regenerating
Overshield, and all of their systems and abilities are tuned to shred any subline vessels or strike
craft unfortunate enough to be pitted against them. While relatively well protected from
Payloads, they’re more vulnerable to direct fire and Charge weapons and fare poorly against
longer ranged opponents or those that don’t rely on Escorts or Wings.
166
Curtain Call Proactive Defense Screen (Trait)
Proactive defense systems like the Curtain Call multi-point defense network provide
unparalleled interdiction defense against tidal firing patterns; combined with a Fleet Legion’s
functionality and rapid processing, the Curtain Call PDS is unparalleled in its defensive ability.
The Highline or an allied Flagship of its choice gains 5 Overshield at the start of the Logistics
Step. While a ship has Overshield from this trait, any Escort or Wing that damages any ship
in its battlegroup takes 2 damage. Overshield applied to allies this way lasts until the start of
the next Logistics Step.
Cloudkill Batteries (Maneuver)
“Kill-cloud at .4 conical density. Good choke, good density. Impact expected and assured.”
Primary
Single Target, Reliable 2
Range 3-0
7 Damage
Attacks with this weapon made against targets further than range 2 gain Inaccurate. On hit,
all Escorts and Wings equipped to the target ship take 2 damage.
Aggression Wall (Maneuver)
Reloading 2
Advance an enemy battlegroup one range band forward, then deal 2 damage to all enemy
Escorts and Wings equipped to one enemy battlegroup within range 2-0.
Firewall (System)
Woe to the creatures that fly through hell, for none escape with unburnt wings!
System
Reloading 2
The Highline launches a spread of burnout directed-energy munitions that rapidly track
targets and fire until depleted. During the Logistics Step, choose one range band from 3-2.
Until the next Logistics Step, any enemy battlegroup that ends their turn in the chosen range
band takes 3 Area damage that cannot be Interdicted, and any enemy Escorts and Wings
issued commands from within the chosen range band first take 3 damage. If this damage is
enough to destroy an Escort or Wing, it is destroyed before it can carry out its command and
its effects are negated.
167
Breakwater
Breakwater carriers were designed to be bastions around which middle-Gyre lines could form;
with their wide, three-tiered landing decks, multiple fuel and ammunition routing corridors, and
overlapping PDC screens, they perform this task admirably.
HP 25, Defense 10, Interdiction 1d6, Capital Ship
Tactics: The Breakwater is a carrier Flagship, capable of dealing reliable damage at closer
ranges with its fighter/bombers while either keeping them repaired and ready for the next
sortie. As its Wings are destroyed it loses defensive capabilities and becomes more vulnerable
to attacks of all sorts, but it gains more aggressive abilities in the process. Anti-fighter
weaponry is one of the Breakwater’s weaknesses, as well as long range opponents, and
Escorts which provide it with additional movement abilities can help it keep the right targets in
the right ranges.
Launch Bays (Trait)
Primary
Single Target, Accurate
Range 2-0
4 Damage
On hit, deal 2 damage to all Escorts and Wings equipped to that target. If the Breakwater has
only one or fewer Wings remaining, you may attack one or two targets with this maneuver.
Refuel and Rearm (Maneuver)
Fuel, ammunition, combat stims, coffee, and no-c smokes: wars are won during R&R.
Reloading 2
Push one or two enemy battlegroups back one range band, then repair up to two of the
Breakwater’s Wings to full HP. If the Breakwater has only one or fewer Wings remaining, you
may advance an enemy battlegroup one range band instead.
All Wings, Attack! (Tactic)
The Breakwater scrambles one or two of its Wings and gives them one of the following
commands. You may select the same or different commands for each:
168
Dogfight
Deal 1 damage to target Wing, or deal 3 damage to target Wing and take 2 damage.
Bombing Run
Reloading 2
Deal 1d3+1 damage to target Capital Ship or Escort.
Close Support
The Breakwater directs one of its Wings to provide close fire support to one of its allies,
disrupting and confounding their target’s defenses. Choose an allied battlegroup and an
enemy battlegroup. That ally gains +1 Accuracy to all Single Target attacks against ships in
that enemy battlegroup until the end of their next turn. This command does not stack with
itself.
When the Breakwater is reduced to its last remaining Wing, those pilots push themselves
to the limit in a desperate last stand. The remaining Wing is automatically repaired to full HP,
and their commands are enhanced as follows:
Dogfight
Deal 3 damage to target Wing.
Bombing Run
Reloading 2
Deal 4 damage to target Capital Ship and an Escort in that ship’s battlegroup.
Close Support
Choose an enemy battlegroup. All Single Target attacks against ships in that enemy
battlegroup are made with +1 Accuracy until the end of their next turn.
Triton
More mobile defense platforms than proper capital ships, with proper modifications to protect
otherwise vulnerable spin sections Triton MDPs are common among Diasporan ODF fleets.
HP 30, Defense 6, Interdiction 3d6, Capital Ship
Tactics: The Triton is a support Flagship, highly protected against Payloads as well as Escorts
and Wings, which can lend even more protection to its allied Flagships. It lacks much in the
way of offensive capabilities, and so it benefits from Escorts which provide its battlegroup with
additional firepower. While it’s well protected against multiple types of weapons and abilities,
it’s much more vulnerable to Charge weapons and boarding actions, and once it drops below
half HP it becomes much easier to finish it off. Damage Control Teams can help keep it above
that critical threshold while you cycle between Overlapping Armaments as circumstances
dictate.
169
Defensive Constellation systems are common counter missile, battery, and kinetic-projectile
weapons (C-MBKP) used by large-frame ships and stations to defend against hostile actors
and debris strikes.
1/round the Triton or an allied Flagship may reroll one of its Interdiction dice, but must keep
the second result. The Triton takes half damage from Escorts and Wings as long as it is
above half HP. Damage dealt by boarding actions ignores this effect.
Overlapping Armaments (Maneuver)
Triton defense platforms bristle with layered defenses, presenting a formidable threat to any
ships that dare approach them. Missiles, cannons, and more provide safe harbor for those
under their protection.
Primary
Range 4-1
Choose one of the following effects. You may not choose the same effect twice in a row:
Missile Batteries
Single Target, Payload
1d6+4 Damage
This weapon may have up to two active Payloads in play at a time. Track these Payloads
individually.
Guidance Lasers
Single Target
Automatically deal 2 damage an enemy Capital Ship and Lock On to it. You may remove 1
from the flight time of any active allied Payload attack targeting that ship or its battlegroup,
including your own.
Asteroid Defense Cannons
Single Target
7 Damage
Chaperone Cloud Projector (Tactic)
Chaperone Clouds are conventional K-Kill Clouds launched ahead of friendly ships. Flying
silent before deployment in long, simple rockets, upon activation they split open into broad,
quick-spread clouds of shaped flechettes and impact panels. These Chaperone Clouds shred
incoming solid-state projectiles and missiles, countering hostile kinetics with enough of their
own opposed energy that they render the debris ineffective against allied armor.
170
Reloading 2
The Triton fires a Chaperone Cloud ahead of an allied Flagship at matching speed. It screens
the ship’s trajectory, adding +1d6 to that Flagship’s Interdiction and +1 Difficulty to all Single
Target attack rolls made against it until the end of its next turn. Then one enemy battlegroup
must choose; be pushed back one range band or take 1d6+1 Area damage.
Damage Control Teams (System)
If a ship survives its first hit, organic and automated damage control teams hurry to patch,
weld, and reinforce: one hit means another will follow.
System
Limited 2, Reloading 2
During the Logistics Step, the Triton may dispatch damage control teams to repair 5 HP to
itself, to an Escort in its battlegroup, or to an allied Flagship.
Cornicen
A solid-state flagship with no organic personnel, managed by a Cogent Mind, a new series of
dramatically more powerful comp/cons produced by the Janus Combine, a scientific
foundation devoted to the development of parasubjective strategic solutions. The Janus
Combine is based on the House of Water’s homeworld, Umara, and is one of Water’s many
private/public development ventures devoted towards the expansion of parallel-track “mind”
systems.
HP 25, Defense 10, Interdiction 1d6, Capital Ship
Tactics: The Cornicen is a Flagship capable of saturating targets with corrosive greywash,
eating away at them steadily over the course of an engagement. In addition to its No-Repro
Munitions and Excite ability, it possesses a uniquely powerful weapon in Achiral Abolition
which can selectively remove a ship from play for a turn. This has numerous applications,
including preventing ships from manually clearing greywash infestations. The Cornicen has no
particular defensive strengths and may find itself a priority target as enemies seek to quickly
remove it from play before it can do irreparable harm, and so you’ll likely want Escorts that can
help protect it.
Cogent Mind (Trait)
The Janus Combine developed Cornicens as vehicles for their Cogent Mind warprocessors.
Distinct from Deimosian NHPs, Cogents are more conventional — though still incredibly
powerful — machine minds, akin to an end-state evolution of the comp/con, coupled with
some of the more unique interpretations of legacy machine minds. Their freeform processing
without fear of cascade provides a window, then, into what humanity could have become.
The Cornicen is a solid-state ship; it is immune to critical hits and boarding actions against it
171
only succeed on a result of 10+. Whenever the Cornicen repels boarders, apply 2 greywash
counters to each ship those boarders belong to.
No-Repro Munitions (Maneuver)
No-Repro Munitions are as they sound: unit-directed projectiles packed with canisters of
no-reproduction “greywash” nanites. Inert until impact, NRM shells detonate inside their
target ships, releasing their nanite payloads to continue disruptive, malignant consumption of
inorganic vessel matter; the resultant “burn” damage ensures that a target continues to suffer
ongoing, widespread damage even if later fire misses its target.
Primary
Single Target, Greywash
Range 3-0
On a hit, apply 3 greywash counters to the target ship. Advance an enemy battlegroup one
range band before or after making this attack.
Achiral Abolition (Maneuver)
Chirality makes individuals from otherwise identical things: Cornicen cogents force
amphichiral alignment upon their targets, erasing them via the obliterating whole. Oneness
without equivocation, the cogent determines, is death.
Primary
Single Target, Legionspace, Reloading 3
Range 4-2
This Maneuver deals no damage on hit. Instead, if the attack succeeds the target is hit by a
potent systemic attack that disrupts a ship’s fleetmind connections. Ships hit by this attack
cannot use any Maneuvers or Tactics until the end of their next turn, any Charge weapons
equipped to the target are “paused” while under the effects of this attack, and weapons and
upgrades equipped to them cannot be used. They can still be targeted by allied and hostile
attack and abilities, and any active Payload weapons belonging to that ship continue their
flight as normal.
Excite (Tactic)
Reloading 2
Choose one of the following effects. This Tactic can only be used on targets with certain
amounts of greywash counters:
● 1-5 Greywash Counters
Double the number of greywash counters on that ship or push that ship’s battlegroup
back one range band.
172
Heat. In space, that’s how you’re seen. You can’t hide in the cold, so the Phantasm doesn’t
try to hide in the cold: it vents a combination of waste and intentionally-generated heat to
wreathe itself in an obfuscating plume many orders of magnitude larger than its silhouette.
Hidden in this caloric plume, the Phantasm is incredibly difficult to target.
The Phantasm is wreathed in obfuscating clouds of waste heat, purposefully hiding its hull
from enemy scopes and weapon systems. Single Target attacks against the Phantom are
made with +1 Difficulty, and Reliable attacks that miss the Phantom deal no damage.
Killdart CNAL (Charge)
The Killdart Coherent Nuclear-Actuated Laser is a hybrid weapon: a single-use laser projector
mounted atop a specialized torpedo that, after launching and accelerating to a safe distance
from its deployment vessel, detonates a nuclear charge. This eruption is directed into a
single-use lensing system, which, at proximal distance to its target, is a devastating weapon.
Superheavy
Single Target, Charge 3, Critical, Reliable 5
Range 4-1
15 Damage
173
The final attack roll for this attack can never be affected by Difficulty.
High-Precision Railgun (Maneuver)
Phantasm ships maintain their flight patterns inside of their Caloric Plumes, stuttering through
microfracture nearlight bursts that make it even more difficult for enemy ships to land a clean
hit. These erratic movement patterns require the use of specialized weaponry to maintain
effective accuracy, such as stabilized, independently tracking railguns optimized for short- to
mid-cycle precision fire.
Primary
Single Target, Accurate, Critical, Reloading 2
Range 4-2
5 Damage
You may push an enemy battlegroup back one range band before or after making this attack.
On critical hit you may push that battlegroup back an additional range band.
Signal to Noise (Tactic)
Shooting into a Phantasm’s caloric plume may as well be throwing your ordinance away; even
if you were to score a hit, you wouldn’t know a positive impact from the Phantasm’s
intentional off-gassing — all by design, as you can’t hit what you can’t see.
The Phantom Locks On to an enemy Capital Ship, and may then clear Lock On from itself or
an Escort in its battlegroup. If Lock On is cleared in this way you may also advance or push
back an enemy battlegroup one range band.
Man O’War
Tyrants of the Gyre, Man o’War vessels are massive ships with equally large weapons, built out
of the Corregidor Group’s Titanyards. Crewed by hundreds to thousands of cosmonauts and
officers (depending on their size, age, and automation), Man o’War vessels are rarely ever
anything but the flagship of their fleet; a warship above all others, the Man o’War dominates the
battlefield.
HP 30, Defense 6, Interdiction 2d6, Capital Ship
Tactics: The Man O’War is a well-rounded, robust Flagship that can form the centerpiece of a
variety of battlegroup compositions. Its Demisolar Lance is slow to charge but hangs an
impending threat over its opponents as the fight goes on, and while that weapon is charging it
can lay down Counter-Battery Fire and blanket the battlefield with Pulse-Pack Missiles, steadily
damaging and disrupting enemies and preventing them from launching a coordinated
counterattack.
174
Demisolar lances, while not literally drawing half of a star’s energy, demand and output truly
staggering wattages. Even a Demisolar’s targeting laser can kill a ship: a square hit will take
anything out of the sky.
Superheavy
Single Target, Accurate, Charge 4, Critical
Range 5-3
20 Damage
Each time this weapon removes a charging counter, deal 2 damage to an enemy Capital Ship
in range 5-3.
Counter-Battery Fire (Maneuver)
Commanders on great ships know that they are unlikely to avoid incoming fire, so they adopt
strategies to adapt. Counter battery fire is one such aggressive defensive measure: by
destroying the guns that threaten your ship, you ensure you will not be hit by them.
Primary
Single Target, Reliable 2
Range 4-0
6 Damage
On hit, the target suffers +2 Difficulty to all Single Target attack rolls until the end of their next
turn.
Inexorable Advance (Maneuver)
The feint, the parry, maneuver and deception, these are the strategies of the frail. There is
only one way to advance; straight towards the enemy.
The Man O’War gains 5 Overshield. Advance an enemy battlegroup one range band forward.
Pulse-Pack Missiles (System)
Pulse-Pack Missiles detonate in stages after release from a single warhead, blanketing an
area of hundreds of kilometers in nuclear radiation. Ships without proper shielding (physical
or otherwise) face immediate lethal consequences for their personnel, and even those
hardened to radiation struggle to withstand proximal detonations.
System
Reloading 2
The Man O’War launches a massive volley of multi-warhead missiles that blanket an area in
devastating explosions and deadly radiation. During the Logistics Step, choose one range
175
band from 4-3. Until the next Logistics Step, any enemy battlegroup that ends their turn in
the chosen range band takes 2d6 Area damage.
Paladin
The modern ironclad built out of the Corregidor Group’s flagship campus, Purview Starworks,
Paladin vessels are the svelte cousin of the Man o’War. With advanced systems and weapons,
Paladins compose, hold, and dominate the battle line — if a commander can afford their hefty
sticker price.
HP 25, Defense 8, Interdiction 2d6, Capital Ship
Tactics: The Paladin is a “jousting” Flagship which excels at crossing lances with other ships
and emerging victorious. The RED GIANT’s unique properties mean that if the Paladin hits with
it during the Impact Step, their target will be forced to make a difficult decision even before
they’ve had a chance to roll any attacks of their own, which can disrupt their window of
opportunity for firing charge weapons. Meanwhile, Low Albedo Plating provides it with
enhanced defense whenever incoming fire is expected. While the Paladin’s main armaments
both have a delay to them, its Coordinated Advance ability allows it to serve in a support role
while it waits for the RED GIANT to charge and its Supernova torpedoes to hit.
RED GIANT Solar Lance (Charge)
The successor to the Demisolar Lance, the RED GIANT Solar Lance is a large-format pulsed
particle beam designed for modern ship-to-ship combat. Trading “paint” damage for impact
and ionization effects, the RED GIANT runs cooler than the Demisolar, though its effect on
target is no less impressive than its older sibling.
Superheavy
Single Target, Charge 3, Critical, Reliable 5
Range 5-2
15 Damage
Whenever the Paladin makes an attack with this weapon during the Impact Step, it always
rolls to hit first before any other attacks. On hit, the target ship suffers catastrophic ionization
and must choose; take an additional +5 damage or make all Single Target attack rolls with +1
Difficulty and have all of its equipped System upgrades disabled until the end of its next turn.
Supernova Multi-Stage Torpedo (Maneuver)
The latest in long-flight naval munitions, these advanced torpedoes employ a staggered
payload delivery sequence that unleashes multiple waves of warheads against targets,
overwhelming close-in defense screens through successive barrages.
Primary
Area Target, Payload
176
Range 3-0
8 Damage
After this attack impacts, if the target battlegroup remains in the same range band at the end
of their next turn they take an additional 2d6 Area damage.
Coordinated Advance (Maneuver)
The Paladin’s advanced systems allow its fleet legion to coordinate multi-pronged offensive
advances across the entire theater.
Choose one of the following effects. You may not choose the same effect twice in a row:
● Advance an enemy battlegroup one range band forward.
● An allied Flagship of your choice gains 5 Overshield.
● Lock On to one or two enemy Capital Ships.
Low Albedo Plating (System)
Borrowing from Ras Shamra’s library of passive defensive systems, Paladin-type vessels are
outfitted with LAP anti-photon OVERPLATE sheathes designed to absorb direct and
background light, as well as confound conventional laser targeting systems.
System
Reloading 2
During the Logistics Step the Paladin may expose its Low Albedo Plating stripes,
confounding active targeting systems. Until the next Logistics Step, the Paladin gains +4
Defense.
Narcissus
Narcissus vessels are produced at limited order from SSC’s stock of decommissioned
Constellar Security cutters. Refurbished by designers from Atelier Celeste’s Apiary School for
fleet purchase, Narcissus are agile, fearsome attack ships, notable for their low-crew
requirement and effective heat dispersion systems for silent running. In the Shore, Narcissus
vessels are rare — few having made it into the region before Union’s embargo on military ships
— and typically only encountered among professional outfits.
HP 16, Defense 10, Interdiction 1d6, Capital Ship
Tactics: The Narcissus seizes enemy resources and turns them against their users, particularly
Payload attacks. Its Veil Cannon allows it to consume Lock On from any ship to enhance its
accuracy, allowing it to clear target locks from friendly ships, while Inbound Outbound seizes
control of torpedoes or missiles and redirects them. Between this and the powerful, if limited,
options provided by Legionspace Shrike, the Narcissus is capable of defending both itself and
allies against numerous volleys of munitions, but its defenses against other forms of attack are
less effective.
177
Lagoon Shielding (Trait)
SSC’s Lagoon Shielding system strings a reactive network of defensive rockets around the
Narcissus’ hull; if projectiles slip through, the Lagoon system triggers, firing waves of shaped,
proximity-detonation shells as a last defense, preventing incoming solid-state fire from
impacting.
The Narcissus begins battle with 10 Overshield, +2 Defense, and +1d6 Interdiction. When the
Narcissus is first reduced to 0 Overshield, it loses this additional Defense and Interdiction,
and this trait is permanently disabled.
Veil Cannon (Maneuver)
Utilizing upscaled VEIL-pattern weapons, Narcissus-type ships hurl coruscating bolts of
pulsed particle energy at their targets. The systemic and superstructural damage is
compounding: the uncanny signatures of VEIL weaponry throws off hostile targeting systems
as it damages their ships in realspace.
Primary
Single Target, Critical
Range 3-0
4 Damage
You may consume Lock On from any ship of your choice when attacking with this weapon,
including from allied ships, gaining the bonus for doing so against your target. You may
advance an enemy battlegroup one range band forward before or after making this attack.
Outbound Inbound (Maneuver)
The Narcissus utilizes its powerful sensor suite to reach out and rapidly hack the flight control
systems of inbound missiles and guided weapons. By orienting its own targeting computer as
the projectile’s main unit, it can re-route some incoming missiles to targets of its own
choosing.
Primary
Single Target, Payload
Range 4-1
1d6+2 Damage
The Narcissus hacks and redirects incoming payloads back towards enemy ships, creating a
salvo of hijacked munitions under its control. If there are no active enemy Payload attacks,
this Maneuver cannot be used. This attack deals +2 damage for each active enemy Payload
attack when you fire it. You may then add 1 to the the flight time of any active enemy Payload
attack, or if there are 4 or more active enemy Payload attacks you may instead choose a
single active enemy Primary Payload attack and immediately destroy it.
178
You may consume Lock On as part of using this Maneuver to increase or decrease its flight
time by 1.
Legionspace Shrike (Tactic)
Utilizing information gleaned from the DHIYED excursion, SSC engineers have expanded
upon and upscaled the broad-spectrum memetic code-attacks that were engineered for
conventional use into a more esoteric format suitable for naval warfare contexts.
Limited 3
Choose one of the following effects. Each effect can only be chosen once:
● Choose an active enemy Payload attack and redirect it towards an allied Flagship or
battlegroup of your choice, including the Narcissus or its battlegroup.
● The Narcissus or an allied Flagship of your choice gains +1d6 Interdiction until the
end of its next turn.
● An enemy Capital Ship of your choice must choose; take 2 damage for each active
Payload attack belonging to it or immediately destroy an active Payload attack of your
choice belonging to it.
Hivequeen
Another component of the Janus Combine’s Cogent Mind naval combat paradigm, the
Hivequeen functions as a command and control platform for numerous maniples of combat
drones. A distributed intelligence network allows the central ship to coordinate these
appendages across several fronts at once with unerring precision.
HP 30, Defense 8, Interdiction 2d6, Capital Ship
Tactics: The Hivequeen is a Flagship that specializes in applying and taking advantage of Lock
On. Infestation allows it to quickly begin applying target locks to enemies, which it can then
take advantage of by launching a K-Drone Pack to deal damage and push enemies further
back. This can place those enemies in a difficult situation if the outer range bands have been
seeded with Sapper Drones. The Hivequeen has good defenses all around, but most of the
damage it deals tends to be delayed in some fashion. This can make securing kills difficult, and
so it pairs well with Escorts that supply its battlegroup with more conventional firepower.
Royal Palace (Trait)
“The idea of ‘chaos’ — disorder, openness of a system, novel eruption and manifestation —
rules the Cogent Mind. Contrary to the strict order of the NHP as-understood by cognitive
programmers, NHP engineers, solipsticians, and other professionals in the field, the cogent
minds (that is a ‘mind who thinks of itself’) revels in the chaos of many meanings,
unconstrained sampling, ecstatic utterance; if the NHP and fleet legion is the apotheosis of
an ordered, wholly controlled (i.e. non-entropic) system, every siloed-off cogent mind is the
179
apotheosis of entropy bottled in a vessel of silicon and rare metals, given life through
thundering current and potential energy, and loosed upon the worlds. The entropic being, a
chaos consciousness; there is no end to the roads that our Combine’s cogent minds will
wander.”
The Hivequeen is a solid-state ship. It is immune to critical hits and boarding actions against
it only succeed on a result of 10+. Whenever the Hivequeen repels boarders, you may Lock
On to each ship those boarders belong to. If a ship is already Locked On, deal 2 damage to
it instead.
K-Drone Pack (Maneuver)
Similar in principle to the Cornicen’s No-Repro Munitions, the Hivequeen’s seemingly endless
breaching pods pack hundreds of tiny drones aboard solid-state payload munitions. Upon
penetration of the target vessel the drones deploy as secondary and tertiary effects from the
initial hit, broadcasting sabotage protocols while simultaneously providing allied units with
real-time targeting data.
Boarding, Tenacity 11
Range 4-0
The Hivequeen Locks On to an enemy Capital Ship and then launches a breaching pod that
disgorges a drone swarm into that ship’s interior. During the Boarding Step, roll 1d20. On an
8+, that ship takes 3 damage and automatically becomes Locked On at the start of the next
Action Step. If this roll doesn't succeed you may continue to attempt this boarding action
each Boarding Step until you either succeed or the boarded ship repels them. You may have
up to three ships boarded this way at one time.
180
Sapper Drones (System)
Long-loiter sapper drones are often seeded in volleys across predicted approach vectors,
operating on minimal power until targets come into range. Once activated they quickly home
in and affix themselves to ships, injecting viral attack code directly into compromised systems
which results in cascading malfunctions until purged by damage control teams.
System
Reloading 2
The Hivequeen launches a spread of long-flight drones that remain powered down until they
detect nearby enemy vessels. During the Logistics Step, choose one range band from 5-4.
Until the next Logistics Step, any enemy battlegroup that ends their turn in the chosen range
band takes 1d6+1 Area damage, and all ships in that battlegroup make attacks with +1
Difficulty until the end of their next turn.
Corsair
While many pirate groups are only capable of maintaining and mustering subline vessels, it isn't
unheard of for larger and more ambitious organizations to field capital ships, most often frigates
which have been captured or salvaged and repurposed. These vessels pose a significant threat
even to well-armed merchant marine crews and can even hold their own against naval
warships. While most pirates prefer to avoid open battles whenever possible, some polities and
corpro states are known to employ naval assets acting under the guise of piracy in order to
conduct operations against merchant shipping, to sow chaos and terror, and to conduct
clandestine missions while maintaining plausible deniability.
25 HP, Defense 10, Interdiction 1d6, Capital Ship
Tactics: The Corsair is a close-range aggressor that seeks to drag opponents close and maul
them before they can muster a response. Its chassis wings are only average fighters but deadly
boarders, and in a pinch can be sacrificed to bolster the Corsair’s own defenses. The
Scrapcaster is an ungainly weapon but potentially quite powerful should it land, while
Demolition Charges provide a reliable source of damage as well.
Motley Crew (Trait)
The Corsair carries a complement of 4 Wings of mounted chassis into action along with it
(5/5/5/5 HP, Boarding, Tenacity 12) with a range of 3-0. 1/round during the Logistics Step it
may sacrifice one of these Wings to gain 5 Overshield.
Scrapcaster (Maneuver)
This particular configuration of heavy mass driver is often employed by pirates or navies with
181
Not every legionspace directed attack has overtly dramatic effects. An extremely common
form of electronic warfare, overlaying false signals and navigational overrides onto a legion's
subjectivity allows operators to surreptitiously adjust a target's heading without immediately
alerting them, drawing ships and even entire battlegroups off course. Commonly used to
draw merchant vessels into ambushes, such systems have obvious military applications as
well.
Advance an enemy battlegroup one range band forward. That battlegroup must then choose;
either they cannot take or benefit from actions or effects that would move them back any
number of range bands until the end of their next turn or a Capital Ship of your choice in that
range band takes 1d6 damage.
Raiding Party (Tactic)
The Corsair scrambles one or two of its Wings and gives them one of the following
commands. You may select the same or different commands for each:
Marauders
Deal 1 damage to target Capital Ship or deal 1d3 damage to target Escort or Wing, and take
that much damage in return.
Uninvited Guests
Select one of the Corsair's Wings of mounted chassis and order it to board an enemy Capital
Ship. During the Boarding Step, issue this Wing one of the following commands and then roll
1d20, succeeding on an 8+:
182
● Deploy Targeting Beacons: All attacks against the boarded ship are made with +1
Accuracy until the end of their next turn.
● Plant Demolition Charges: During the boarded ship's next turn they must choose;
either use a Maneuver to repel boarders or take 1d6 damage that ignores Overshield
and cannot be reduced in any way at the end of that turn. This boarding command
can be stacked up to a maximum of 3d6 damage.
● Disable Life Support: The boarded ship cannot remove refresh counters from
Reloading weapons or upgrades during the next Logistics Step.
If this roll doesn't succeed you may continue to attempt this boarding action each Boarding
Step until you either succeed or the boarded ship repels them.
183
184
assigned however you like among the ships in its Escort group and then you may reassign it to
another Flagship. If no Flagships remain, all remaining Escorts surrender or flee.
Some Escorts are Templates which are special options that directly enhance the Flagship
they’re given to. Templates cannot be reassigned if their Flagship is destroyed, and a Flagship
can only ever have one Template. Other Escorts may have keywords such as Unique
restricting their use to only one instance per battlegroup.
Brothers In Arms
In a well-ordered line, a pair of destroyers slip along the starfield, occluding all light behind their
sturdy silhouettes.
HP 8/8, Defense 8, Escort
Short-Spool Spinal Guns (Charge)
Reliable as the sunrise and tuned for a quick charge, low maintenance, and decent punch,
GMS 3SG Cannons are the galactic standard for subline escorts and low-gross ships of the
line.
Superheavy
Single Target, Charge 2
Range 4-1
12 Damage
This weapon does 6 damage when only one ship remains in this Escort group.
Tender Comrade (Trait)
Wings upon wings of fighters and bombers dive towards your ship. Some erupt, caught in
185
your PDC screen, but enough break through and begin their gun run...
Each of this Escort’s ships carries 2 Wings of fighters (5/5 HP) and 1 Wing of heavy bombers
(6 HP). 1/round when this Escort’s Flagship uses a maneuver, repair 3 HP to one of this
Escort’s Wings. You can only use this ability as long as neither ship in this Escort group is
destroyed.
Wing Commander (Tactic)
The Sisters of Battle scramble their Wings and give them one of the following commands:
Fast Movers (Fighters Only)
Range 2-0
Deal 2 damage to target Escort or Wing and take 2 damage. You may issue this command to
one or two Fighter Wings at a time, and may choose different targets for each one.
Interceptor Screen (Fighters Only)
This Escort’s battlegroup gains +1 Interdiction until the end of its next turn for each Fighter
Wing remaining in this Escort group.
Tactical Strike (Bombers Only)
Range 2-0
Deal 2 damage to target Capital Ship for each Bomber Wing remaining in this Escort group.
Nuclear Option (Bombers Only)
Reloading 3
Range 2-0
Deal 1d6+1 damage to target Capital Ship for each Bomber Wing remaining in this Escort
group, and each Bomber Wing takes 3 damage. This command's damage can be
Interdicted.
Wardogs
They bolt on to your battlescape from an uncharted trajectory, sending your escorts scrambling
to reorient. Two destroyers, sleek and slim, their weapon ports open and charging. Your blood
runs cold — they have you flanked.
HP 8/8, Defense 10, Escort
Rapid-Fire Mass Drivers (Maneuver)
Primary
Single Target, Accurate, Critical
Range 2-0
5 Damage
186
Instead of attacking with this weapon normally, you may instead target one or two Escorts or
Wings and automatically deal 2 damage to them.
Relay Target Data (Tactic)
This Escort may act as a relay for their Flagship’s targeting systems. Lock On to one enemy
Capital Ship for each remaining ship in this Escort group.
Daggerflight
Breaking from the signature screen of their flagship, a squadron of low and fast corvettes flit
towards your line. Like daggers, they angle directly for the heart of your fleet.
HP 6/6/6/6, Defense 10, Escort
Battery Fire (Maneuver)
There is no replacement for the power of massed guns; only refinement upon sound
principle.
Deal 2 damage to a different target Capital Ship or Escort within range 3-0 for each ship
remaining in this Escort group.
Draw Fire (Tactic)
The dagger draws the eye; the killer strikes from elsewhere.
The Flagship may order these Escorts to draw away incoming fire. Until the end of their next
turn, all non-Charge Single Target attacks against the Flagship’s battlegroup must target this
Escort first. Against Single Target Payload attacks that reach 0 during the Impact Step, you
may sacrifice a ship from this Escort group to reduce that Payload’s damage by an amount
equal to the sacrificed ship’s HP. If this Escort group is completely destroyed, this effect
immediately ends.
Giant
It is colossal, a ship that may as well be a world. You order all of your guns to target the giant —
there is nothing else to do but fire and hope.
HP +20, Defense (Flagship -2), Template
187
The Giant is a ship capable of powering continents — if only its great reactors and engines
could be used for such a peaceful endeavor.
1/round this Template’s Flagship may use an additional Maneuver or Tactic during its Action
Step. At the start of the Logistics Step you may permanently disable this Trait for the
remainder of battle to remove one charge counter and one refresh counter from all
Maneuvers, Tactics, Systems, and Charge weapons belonging to this Template’s Flagship.
Tyrant Cannon (Charge)
There is no beast more terrible than the Tyrant who knows their own power.
Superheavy
Single Target, Charge 4, Critical, Reliable 10
Range 5-4
30 Damage
Diluvia
A seething, boiling mass spills across your CIC — your Legion hurries to particularize the
signatures; within moments, they return what was already clear. It is a flood, a diluvian wave of
drones heading towards your fleet.
HP 18, Defense 8, Escort
Endless Tide (Trait)
This Escort takes half damage from Single Target attacks and abilities.
Drone Control (Tactic)
Alone, they’re too small to be picked up by anything other than specialized sensors; together,
they can blot out the stars.
This Escort takes 3 damage, and you may issue it one of the following commands:
Swarm Wall
Your Flagship or an allied Flagship is orbited by a series of defensive drones. Single Target
attacks against that ship are made with +1 Difficulty until the end of their next turn.
Engulf
Choose an enemy Capital Ship within range 4-0 and apply 3 greywash counters to it.
188
Lashing Storm
Choose an Escort within range 4-0 and deal 1d6 damage to it.
Battlethread
The Janus Combine’s Battlethread Solid-State Escorts are “appendage” vessels, meant to pair
with their Cornicen Flagship PSS to create a holistic strategic ecosystem — a group of ships
that function as a single inorganic mind.
HP 12/12, Defense 8, Escort
Terminal Process (Maneuver)
With the rest of its tactical options exhausted, this Escort dumps its onboard data to its
Flagship and sets itself on a collision course.
Superheavy
Single Target, Payload, Limited 2
Range 4-0
Choose one of this Escort’s ships and set it fly itself straight into an enemy Capital Ship. This
attack deals 12 damage on impact. Once this attack is started, the chosen Escort ship is
considered destroyed and cannot be recalled.
Local-Legion Gestalt (Tactic)
LLG systems allow for partitioned, sub-legion networks of NHP-commanded drones distinct
from their parent gestalt; though there is the addition of some command lag between the
main Legion and its partition, the distributed processing power allows for tactical
decision-making many steps ahead of conventional command structures.
Choose one; either Lock On to an enemy Capital Ship or choose to either advance or push
back an enemy battlegroup one range band. As long as neither ship in this Escort group is
destroyed, you may do both.
Loyal Guardian
Like a mirror in motion, the two ships arc across the edge of your scopes. Identical heat
signatures, identical silhouettes — the only differences between the two ships are superficial.
HP 20, Defense 8, Escort, Unique
Pavise Formation (Trait)
189
The blackness of the sphere stands out even against the backdrop of the void, dark and
hungry. It coruscates, contracts, and with terrifying certainty a ship winks out of existence.
Superheavy
Single Target, Charge [ERROR]
Range 5-0
This ship-scale weapon is a piece of experimental hardware so advanced that it defies
physics. Instead of working like a normal Charge weapon, the Naophoros starts at 0 and
adds an omnigun counter each Logistics Step, dealing damage to a Capital Ship or Escort
during the Impact Step equal to the number of omnigun counters on it to a maximum of 6.
This doesn’t count as an attack, hits automatically, and its damage can’t be reduced or
ignored in any way. No rule in this book or any other supersedes this.
Metafold Breach (System)
Space lurches and twists around you, folding in upon itself. The impossible, however
190
improbable, is briefly made possible, and the lines of battle are suddenly redrawn.
Reloading 3
After the Impact Step, but before anyone begins their Action Step, you may activate this
system and choose one; you may advance or push back an enemy battlegroup one range
band or pick two enemy battlegroups one or two range bands apart from one another and
force them to switch range bands. Switching range bands this way does not count as
movement and cannot be affected by things that affect or are triggered by movement.
Stalwarts
Aged and ironed, these cruisers burn bright against the night’s backdrop. They may not be as
modern, but their hulls are sturdy and their weapons are still fearsome enough to present a
significant threat.
HP 10/10, Defense 8, Escort
Forward Kinetic Batteries (Maneuver)
Fixed-forward kinetic batteries lack the punch of long-spool weapons or the coverage of
turreted designs, but their stable housing allows for continued fire even while approaching
the enemy at speed.
Primary
Single Target
Range 3-0
5 Damage
While both ships remain in this Escort group, you may advance an enemy battlegroup one
range band forward before or after making this attack.
Longbow Torpedoes (Maneuver)
191
Den Mother
It's a beast of a ship, the hangar nacelles on either side of it giving its hull a predatory look. At
its command flights of mounted chassis streak from its decks, ready to rain fire down on its
enemies before ripping them apart from the inside.
+5 HP, Defense (Flagship), Template
External Flight Decks (Trait)
The Den Mother carries a complement of 4 Wings of Mounted Chassis (5/5/5/5 HP,
Boarding, Tenacity 11) with a range of 3-0.
Scramble All Pilots! (Tactic)
The Den Mother scrambles one or two of its Wings and gives them one of the following
commands. You may select the same or different commands for each:
Shipbreakers
Deal 1d3 damage to target Capital Ship or Escort.
Can Opener
Select one of the Den Mother's Wings of mounted chassis and order it to board an enemy
Capital Ship. During the Boarding Step, issue this Wing one of the following commands and
then roll 1d20, succeeding on an 8+:
Eliminate HVTs: The boarded ship cannot use or benefit from any weapons, systems,
or abilities that grant additional Maneuvers or Tactics to itself or allies until the end of
their next turn, and its battlegroup can only use one Maneuver or one Tactic during
their next turn. These effects immediately end when this Wing is repelled.
Detonate Ship’s Magazines: The boarded ship takes damage equal to the Wing's
remaining HP and makes all attack rolls with +1 Difficulty until the end of their next
turn, then this Wing is destroyed.
If this roll doesn't succeed you may continue to attempt this boarding action each Boarding
Step until you either succeed or the boarded ship repels them.
Roughnecks
A pair of boarding barges, subcapital ships loaded with troops. Say a prayer for the poor souls
waiting to take that long ride across the airless gap, but be ready to meet them once they carve
their way through your hull.
192
Fast-tracking mass drivers on gimbaled mounts provide total coverage from all angles of
approach.
This Escort’s battlegroup gains +2 Interdiction, and whenever an Escort or Wing damages
this Escort you may deal 2 damage to them automatically.
First On, Last Off (Tactic)
193
Art of War (Tactic)
“All warfare is based on deception. Hence, when we are able to attack, we must seem
unable; when using our forces, we must appear inactive; when we are near, we must make
the enemy believe we are far away; when far away, we must make him believe we are near.”
Sunzi, The Art of War, Massif-A Translation
Reloading 2
Choose one of the following effects:
● Add or remove 1 from the flight time of any active allied Payload attack, including
your own.
● Until the end of your next turn, you or an ally may reroll one attack of your choice, but
must keep the second result.
● An enemy battlegroup of your choice must choose; be advanced or pushed back one
range band or a Capital Ship of your choice in that battlegroup takes 1d6 damage
and becomes Locked On.
Perfect Timing (Tactic)
“Checkmate.”
Limited 1
This Flagship or an allied Flagship immediately gains one non-template, non-unique Escort of
your choice, emerging from a hidden position or arriving via nearlight. That Escort may
immediately use one Maneuver or Tactic of its assigned Flagship's choice.
194
Worldbuilding Tools
Diasporan fleet-strength force organizations are rarely ever large enough to contend with the
great powers of the galaxy. Even SSC, which maintains a comparatively small standing navy,
would likely outclass and outnumber all but the most developed diasporan state’s fleet. That
being said, in Lancer’s setting there are diasporan states with the organizational capacity and
resources to deploy and maintain appreciable fleet-strength organizations, keep up
battlegroup-sized patrols, and go toe-to-toe with the galaxy’s major powers.
What follows are a host of tools and generators to quickly flavor your Battlegroup setting, or to
draw inspiration from to build your own shipwrights, states, and entities.
Diasporan State and Fleet Generators
State Character, Organization, and Affiliation
d20 Character d20 Organization d20 Affiliation
Opt 1 Interesting Times (roll twice for state organization: the first result is the old form of state power, the
second is the emerging state power)
Opt 2 New World From The Ashes of the Old (Roll or choose a state organization. Then, roll twice on the
State Flavor table. The first roll is the old flavor, the second roll is the emerging flavor)
195
Key VIP
d20 Trait d20 VIP
1-2 Mythic Heroes and Places 1-2 Mythic Creatures, Weapons, and Equipment
3-4 Cities, States, and 3-4 Aspirational Qualities Associated with State
Administrative Districts Character and/or Organization
9-10 Creatures Associated With the 9-10 Ironic Phrases, Maxims, and Puns
Sea, Air, and Space
11-12 Mountains, Valleys, and Craters 11-12 Battles, Victorious or Worth Commemorating
13-14 Famous Generals and Admirals, 13-14 Famous Politicians, Monarchs, Nobility,
Historic Warriors, and/or Executives, Living (or in living
memory)
15-16 Famous Politicians, Monarchs, 15-16 Months, Named Years, Ages, Weather
Nobility, Historic Phenomena, and Seasons
17-18 Valorous, Pious, or Other 17-18 Short, Codenamed Phrases Composed of Two
Virtuous Traits Nouns
19-20 Gods and Demigods 19-20 Demons, Devils, and Gods of Death or Chaos
196
General Hooks
d20 Hook
1 Beset by pirates, you have no other option but to turn and fight...
2 A corrupt station keeper has refused to let your ships depart after completing paid-for repairs
and refittings. Surrounded by their guardships, you decide to fight your way out...
3 A VIP and their retinue has hired your ship(s) to escort them to their destination. They told you
to expect trouble, but you didn’t expect that to mean Union chasing you...
4 You intercept a distress call from a floundered Trunk Security cutter and head to assist. En
route, you detect another group of ships heading their way, weapons hot.
5 While chartered to escort a caravan of mining rigs from their plots to a nearby processing
station, a desperate group of pirates attack...
6 You attempt to smuggle supplies and weapons to Free Sanjak, but that Baronic Unified
Command patrol is getting suspicious. As they come in to board and inspect, you prepare for a
close-in fight...
7 In the Purview, your gig ferrying low social credit citizens has been sweet. However, when
“taxmen” and their ships come calling, you have no choice but to shoot your way out...
8 A group of gas miners held hostage aboard their platforms wait for rescuers that are fighting
deck to deck to free them. You and your ships must hold a cordon against the pirates’ relief
forces that are inbound...
9 There is a secret war boiling in Purview space, rebels taking a stand against the appetite of the
Armory’s legions; you’ve just nearlighted into it, and the Armory’s guns have decided you’re
hostile...
10 A life-flight of polytemporal Cosmopolitans is bound for an IPS-N realignment world. Normally,
this wouldn’t call for anything beyond regular security. However, one of the Cosmopolitans on
board is carrying a secret — a secret SSC is willing to kill for...
11 Out along the terminal shock, the enemy battlegroup that you’ve been tracking disappears.
Whether it is some advanced stealth tech or something else, the only way you’ll know where
they went is if you go hunt them down...
12 You realign at nominal distance from the enemy shipyard; despite larger numbers of enemies
on your scope than you expected, the attack must still go through...
13 The eggheads planetside are sure of it: the asteroids hurtling towards the planet are on a
collision course. First, your ships will have to deal with them; then, you’ll have to deal with
whoever threw them...
14 A dead ship appeared in local space, and every boat above the world died. After it blinked
away, after a week’s worth of repairs, your ships were ready. Now all that remains is tracking it
down via its conspicuous nearlight radian...
197
15 The battle rages around your ships, allies and enemies trading fire on all sides. You’ve
navigated your battlegroup through the sprawling mess, and now the enemy’s flagship lies
vulnerable before you — or would be, save for its retinue of ships. One last fight...
16 You’re on a boring but important duty: escort a fully loaded water-ice mining convoy from the
field to the larger fleet. Surely nothing will happen on this milkrun...
17 A spin-colony ship being towed for decommissioning suddenly lights up, flying on its own. The
ship refuses to respond to remote autopilot commands, and worse, when a team boards to
attempt to wrest manual control, it jumps away, leaving a flight of hostile drones behind. After
mopping them up, your group has been tasked to hunt the “stolen” ship down...
18 An Armory Force Projection unit has launched without notifying flight control of their intent to
depart. They have aligned along a trajectory well outside of any acceptable flight plan, and —
according to records back at port, have outfitted themselves for combat deployment. No one
knows where they’re headed, and they’re not responding to any hails. Time to investigate.
19 A Trunk Security unit has requested assistance taking down a notorious interstellar-capable
pirate group. You arrive at the rendezvous point to find the “interstellar-capable pirate group”
flying Karrakin flags...
20 In the course of a normal cruise, a damaged Volador ship snaps into realspace realignment.
Before you can hail them, a Constellar Skyhook appears and orders you to stand down as they
spool up their guns. Los Voladores, meanwhile, message you to ask for help…
Notable Shipwrights
Janus Combine
The Janus Combine is a scientific foundation and deep space engineering firm based on
Umara, in the House of Water, in the Karrakin Trade Baronies. Devoted to the development of
parasubjective strategic solutions that blend operator and platform together in lossless
harmony, the Janus Combine is a moderate power player in the field of non-NHP inorganic
minds. Primarily in use across the Baronic Unified Command, some Diasporan states have
purchased fleet orders of Janus Combine hulls, subalterns, and cogent minds.
Under the Federal Karrakin Government’s Agreements on the Rights and Duties of Noble
Ventures, the Janus Combine provides 30% of its annual production to the FKG for use in the
Baronic Unified Command and other federal deep-space ventures. The remaining 70% of
Janus’s output is leased for private sale, usually fleet contracts to Diasporan states or private
entities with necessary funds.
Syngin-Duat
Syngin-Duat is a supplier affiliated with a grounded branch of HORUS gnostic monasticism
endemic to SSC’s Constellation of realspace worlds. An independent, minor corpro,
Syngin-Duat technology is widely used among Skyhook class vessels and Constellar
198
199
Building from a core series of pre-Union era Cradelian skyhook plans enhanced via access to
SSC’s library of materials, construction methods, and signature design notes, the Atelier’s
Skyhook-class vessels are unmatched in build quality. Each Skyhook is hand-built by Atelier
craftspersons and then finished by Atelier furnishers, outfitters, and designers; no more than
100 are produced each local year.
Atelier Skyhooks — Celeste or those made by a different atelier — are rare and valuable, not
only for their exclusivity and opulence but for their ability to operate in stable low orbit, and
serve as a transit point for atmospheric ships entering space and vice versa.
Comms Chatter
If you’d like to play Battlegroup via text (realtime or play-by-post) and want to be “in character”,
you can use the following template to structure your communications so that (with some
cleaning, to be sure) your text log can look like the subtext that would play out during an
engagement.
Open Comms
Open channel, ship-wide, or fleet wide communications — ALLCOMM Text, or ACM Text —
have a simple structure dictated by commanding officers or those given permission by COs to
lead and issue communications.
Battlegroup assumes these communications are happening in real-time and, thus, don’t need
to be introduced with a date, time, and location marker. However, if you would like to add one
in (actively or retroactively), then note the date, the purpose of the message, and the issuing
authority, like so:
TIMESTAMP: (4.3.5016u 0600 CrST)
CODE+++PURPOSE: TOWER GOLD+++MISSIVE TO BATTLEGROUP
DISTRIBUTION: TAG “BG_COMET”
MESSAGE TO FOLLOW:::
In the above example, CrST stands for Cradle Standard Time. Battlegroup assumes Cradle
standard time and month/day/year dating — use what format works best at your table.
200
Who Is This?
The speaker is indicated by a three-letter short label and parenthetical official designation all
within brackets, following an open comms marker, like so:
>//[AUG(UNS-LS_03272)]:: SEND MESSAGE
The speaker’s message follows the double colons.
Initial responses to the first message also follow the full format (three-letter short label,
parenthetical official designation, both contained within brackets) before shifting to a short
format for condensed transcripts. In the standard Union text, the short format only features the
three letter designation and the last two digits of their official designation contained within
brackets, like so:
>//[AUG(UNS-LS_03272)]:: SEND MESSAGE
>//[MKH(UNS-LS_03738)]:: RECEIVE
>//[AUG72]::WE HAVE YOU ON LRD SWEEP MKH38+++DO YOU SEE US?
>//[MKH38]:: AFFIRM+++WE SEE YOU
Afterwards, when being referred to in formal ACM Text, speakers will be addressed in text via
this bracketed short designation.
Punctuation in ALLCOMM
Punctuation in ALLCOMM chat uses a blend of replacement symbols and 1:1 marks drawn
from written English (as a side note, like other Lancer texts Battlegroup is written in American
English though the actual linguistic construction used in-universe may be different). In
ALLCOMM Text, the comma (“,”), question mark (“?”), and exclamation point (“!”) remain the
same.
The most important replacement symbol to know for accurate ALLCOMM chatter is that the
period . is replaced with three plus marks: +++. This mark +++ functions as a stop and a full
stop, but is not needed to close a speaker’s line, like so:
>//[AUG(UNS-LS_03272)]:: SEND MESSAGE
>//[MKH(UNS-LS_03738)]:: RECEIVE
>//[AUG72]::WE HAVE YOU ON LRD SWEEP MKH38+++DO YOU SEE US?
>//[MKH38]:: AFFIRM+++WE SEE YOU
201
202
203
With subtext, one does not necessarily need to indicate in-text who is speaking, as the number
of > is used to indicate. As with normal text communications, though, subtext can differ in
format depending on the users interacting with it!
Subtext tends to use normal, American English punctuation (i.e. no +++ or === notation,
necessarily) and tends to be presented only in lowercase, though case change is acceptable.
204
205
The Road
The seeds of this new iteration of an old conflict were planted well before the present day, in
the 4600’s u when the early Harrison Armory clashed with the expanding Karrakin Trade
Barons. This was the Interest War: a colonial expansion rush triggered by Union’s planned blink
network and engaged between the two powers in the early years of the Third Committee’s
administration. The war was quick and brutal, resulting in a settling of powers negotiated by
the Third Committee — negotiations the modern committee views as a misstep, a hurried
series of concessions and mollifications made to end a war and enter a
peace-through-gritted-teeth, not a just end.
With the overt Interest War concluded and Union’s attention focused on the inner rings of their
administrative state, a second, longer, quieter war began. The Armory and the Baronies, not
content with the modest holdings awarded to them by a Union whose authority they did not yet
recognize, carved up the Dawnline Shore. They adopted whole worlds with little more than
pledges and assurances made to the Third Committee that they would be stewards, not
colonial masters, and comport to the standards of this new Union. While their representatives
on Cradle negotiated terms of matriculation under the Third Committee, both Harrison Armory
and the Baronies engendered proxy conflicts across the Shore; their diplomatic overtures did
not match the on-the-ground reality. To effect the precidentary claims over the worlds they
desired, the Armory and Baronies identified and cultivated local factions to align with them via
common colonial manipulation tactics: the exploitation of local power divisions, massaging of
existing factional interests, cultural conditioning via patron favoritism, material rewards handed
out to collaborators and sympathetic factions, and so on.
Union, for its part, was not ignorant of the state of the galaxy for long. Reports from forward
observation probes fired across the known spread of humanity flowed into the Central
Committee, documenting what corpropessimistic factions among the revolutionaries feared:
across the galaxy, their utopian revolution had failed. Like a king tide raging inland and then
receding, their revolution made only a utopia out of the Galactic Core. The Diaspora — the vast
majority of humanity — was not yet liberated. Even worse, the Core enjoyed the fruits of their
labor and gave them nothing back. This had to change. Motivated and clear-eyed, this new
Union began the long, attritional work of reconnecting the galaxy, building out from the utopian
centers a new practice of liberation.
In the Dawnline Shore, Union’s Administrative Department, prompted by orders from the
Central Committee, embarked on a massive infrastructure and administrative integration plan,
seeding the populated worlds of the Shore with Union personnel. At first only Administrative
attaches, Auxiliary trainers, and various engineering and bureaucratic personnel, then later
DoJ/HR, Omninet Bureau staffers and engineers, etc. The tide, once recessed, was now
creeping back in. The ocean would soon follow.
206
7
“Object 1”. Partial ring habitat at New Madrassa L4. Provides power for New Madrassa. KTB
mega-engineering project underway since the Second Expansion Period, currently an independent polity
under protection of the KTB.
207
Orbital Defenses
● Two Hippolyta Class DefSat constellations: The Tropic of Industry and the Tropic of Grit,
located at DS1’s northern and southern lines of latitude, respectively.
○ Hippolyta Class DefSat constellations are a series of networked defense
platforms in orbit.
● Two battlegroup strength detachments
○ 1st Global, Planetwatch
○ 2nd Global, Planetwatch
208
Local Forces
● Legion I Orontez
● Legion II Armory Industrial
● Legion III Antiomenes
Arkady II (DS2)
DS2 is another Armory-controlled world, considered to be fully in their Purview along with its
sister planets, DS1 and DS3 (a largely non-industrial center for commerce and diplomacy). A
cold, barren rock with a thin atmosphere, DS2 once hosted a colony site near its icy polar cap.
Long derelict by the time the Armory arrived, DS2 is now an important fuel and freshwater site
for the Armory’s vessels arriving from the Long Rim transit corridor, as well as naval groups
already in-sector. Arkady II is known as Underthrone to the Karrakin Trade Barons, and Barr to
Union.
Orbital Defenses:
As a freshwater world, Arkady II enjoys a healthy defensive network and steady stream of naval
groups.
209
DS8’s primary non-rawmat/industrial exports are foodstuffs, spices, textiles, inks, and precious
luxury minerals; the House of Stone views Upper Laurent’s prime export to be personnel and
cultural capital. Upper Laurent is known to all factions as Upper Laurent.
Orbital Defenses:
Asdadsasd
210
Gloria (DS11)
DS11 is the Shore-side capital of the House of Rememberance, a popular destination for minor
houses looking to curry favor with House Alexander, the current head of Remembrance back on
Arrudye. Once a burgeoning trade capital in proximity to the Shore-side edge of the Long Rim,
Gloria was bitterly contested during the first Interest War. The series of battles fought across
and above Gloria (at the time, Mesa) were one of the few campaigns that pit the early Armory
Legions against pre-chassis House Companies; the world was devastated by these battles, its
indigenous populations and rich biomes scoured by long, attritional ground warfare. In the wake
of the Interest War, Gloria has been rebuilt, but scars remain, and its history as a strategically
important source of fresh water and air only heightened by the BUC’s current militarization of
the world.
Gloria is home to the main base of House Rememberance’s house company, the Crimson
Memory, as well as Baronic Unified Command’s primary shipyard, central armory, and
Deimosian repository in the DLS. As such, it is heavily defended by the BUC, with many layers
of orbital defense platforms and planet-side hardened bunkers.
Gloria has a local population of 1.2 billion souls, and is known to the Armory as Legionrest, and
to Union as Mesa.
Orbital Defenses:
Asdadsasd
its blink infrastructure; Beachhead’s gate capacity allows it to transit thousands of ships per
day, if it were active. Likewise, its skyscraper-stack toroid habitat rings would allow for a local
population of roughly twenty million souls at capacity — currently its local population numbers
in the low millions (not counting military personnel), and only one active torus of the five in the
stack.
Beachhead and its immediate environs are Union’s zone of control in the Dawnline Shore. With
access to the gate limited only to Union vessels and the facility itself under Union command, it
is a constant, active terminal for all auxiliary and regular personnel in transit between their
gates of origin and the Shore; it is heavily defended by both dedicated patrols and whatever
battlegroups happen to be in local space.
Despite the gate’s isolation from the blink network, non-Union ships still arrive almost daily via
conventional travel; transit corridors through the Long Rim are not “closed” — as it is,
essentially, impossible to close space — but Union attempts to track and intercept all ships
inbound to the Shore. This steady accumulation of civilian and corpro vessels at Beachhead is
a logistical nightmare for Union, and some ships, inevitably, break through the blockade; HA
and the KTB both use this to their advantage, directing friendly elements in the Long Rim to
smuggle supplies, personnal, ordinance, and ships into the Shore.
Orbital Defenses:
Asdadsasd
New Madrassa (DS4)
DS4 is a fulcrum world in the Dawnline Shore and the closest world in proximity to DLS Gate/
Beachhead. DS4 is known to Union, Harrison Armory, and the Karrakin Trade Barons as New
Madrassa.
New Madrassa counts roughly three billion souls. Independent from both Harrison Armory and
the Karrakin Trade Barons, New Madrassa’s sovereign government is called New Madrassa
United, a meta-government that acts as a high legislative body for the various constituent states
across the globe. Union’s Administrator for New Madrassa and — for now — the entirety of the
Dawnline Shore is Administrator Park Jun-seo, who keeps his office on New Madrassa United’s
main campus near the Alhambra district of New Madrassa City.
212
A world petitioning for Core status prior to the outbreak of hostilities around New Creighton,
New Madrassa hosts diplomatic and military elements of both Harrison Armory and the Karrakin
Trade Barons.
Orbital Defenses:
Asdadsasd
The Armory’s main presence on New Madrassa is Green Zone Alhambra, an 8x8 block of New
Madrassa City’s oldtown centered around the Grand Stupa Royal Hotel, a luxury resort near the
city’s bay now owned by Harrison Armory. Though not legally supported by NMU, Harrison
Armory has established a green zone (the eponymous GZ Alhambra), blocking off the area
inside to anyone not cleared by their legionnaires and/ or internal security forces. Citing their
right to protect their people from attack, the Armory has begun to send counterterrorism patrols
out into New Madrassa — this has prompted widespread protests against the Armory and NMU
for not kicking them off the world.
GZ Alhambra’s ingress and egress points are constantly under pressure from permanent protest
camps set a few hundred meters back from the gates. The situation seems to be deteriorating
as the Ungratefuls and other local resistance groups have become more brazen in their attacks
on Armory personnel and the green zone itself; likewise, Armory patrols have become far more
aggressive, and there have been some instances of Armory legionnaires trading fire with
Boulder Company ground troopers. Union has yet to mount a ground campaign beyond visible
peacekeeping forces, but speculation assumes that some measure of intervention is imminent.
The primary KTB presence on New Madrassa is in Baron Hardy Plaza, a quiet, broad plaza on
the opposite end of the city as GZ Alhambra. Baron Hardy Plaza is a public park in the wealthy
Khamseen neighborhood, overlooked by the historic Plaza House estate, which now serves as
the KTB’s embassy on New Madrassa. Quite opposite the embattled status of Green Zone
Alhambra, Baron Hardy Plaza and the Baronic embassy there are both heavily, peacefully
trafficked by Madrassans and Barony personnel both. Viceroy Hardy-Alto is the KTB’s
ambassador on New Madrassa; he keeps Plaza House as his ambassadorial residence.
Madrassa Uplift is New Madrassa’s main spaceport, located around 100km outside of New
Madrassa City. Madrassa Uplift also hosts Camp Crown, the main BUC base on New
Madrassa. Camp Crown is a joint base, hosting NMU security forces, BUC soldiers, and
dragoons from the Boulder Company. Despite hosting Camp Crown, Madrassa Uplift is not a
213
military spaceport; NMU’s orbital defense force is currently being trained by Union naval
personnel.
214
215
Union Navy
ISSUING: NAVCOMM (6.6.5020u 0600 CrST)
CODE: TOWER GOLD
DISTRIBUTION: TAG “DLS_FLEETGROUP”
>//ATTEND UNBG [ODYSSEY, INDLAMU]
>//MORNING ALL. UPDATE ON THE CURRENT SITUATION TO FOLLOW:::
>//AT THIS TIME DLS_GATE IS OFFLINE AND CLOSED TO ALL NON-UN TRAFFIC+++DLS_GATE WILL
BE THEATER COMM HQ AND PRIMARY UN PRESENCE+++ORIENT ACCORDINGLY
>//KTB NAVAL GROUPS [ALPHA, BRAVO, TAU, ECHO] ON TRACK FOR ARRIVAL VIA NADIR
ROUTE+++TRAJECTORIES HAVE BEEN MAPPED AND ETAS ARE WITHIN HIGH (>95%)
CONFIDENCE+++ROE ARE [SENTINEL-PARAGON-PALADIN]
>//EXPECT BULK KTB FORCES IN-SYSTEM TO TAKE POINT+++NAVAL GROUPS EN ROUTE ARE
REINFORCEMENTS+++UAD WILL CHAPERONE UNTIL A,B,T,E ARRIVE+++I AM TOLD GOAL IS TO
STAND DOWN KTB FORCES SO STEADY ON+++
>//IN-SECTOR:::MAINTAIN CURRENT POSTURE TOWARDS CONCORD ADMINISTRATION.
>//MOVING ON+++
>//HA NAVAL GROUPS [BLUE, GREEN] CURRENTLY ROUTING VIA RIM HABITAT EXCLUSION
ZONE+++INTERCESSION EFFORTS ARE UNDERWAY+++LOW CONFIDENCE REPORTS OF GROUPS
[RED, ORANGE, GOLD] INBOUND VIA APEX ROUTE+++WILL CONTINUE TO MONITOR VIA NMU
FORECASTING STATIONS+++STAY TUNED FOR UPDATES AND MAINTAIN CURRENT POSTURE
>//OUR ENDEAVOR IS JUST+++STEADY ON
MESSAGE CONCLUDES
The Union Navy, even in its scaled-down state unde the Third Committee, is the largest and
most capable stellar navy by orders of magnitude. It has outposts, docks, installations,
battlegroups, and patrols in almost every sector of space — those that it does not have a
presence in, it can reach with priority access to the blink network. Short of a blink station being
destroyed, or a conflict occurring in a sector of space not yet connected via the blink, Union
naval forces can be present and ready to engage targets within days, and at full strength in a
target sector within months.
Union naval strength is best imagined as an inexorable accumulation rather than a limited
resource: they will have the strength to respond to a threat or provocation, the only constraint
on their application of force is the amount of time it takes for tasked battlegroups to arrive.
Union can field any classification of vessel from the largest, most unique dreadnoughts, to the
smallest fighter. The only limit on building a Union battlegroup for your narrative is your
narrative: what do you want Union’s strength to look like?
Union Naval Battlegroup
Battlegroups are led by an officer of Commander rank or higher and are the most common
Union force compositions. The workhouse units of the Union Navy and the most common force
216
strength on patrol, battlegroups are generally able to respond first to any distress call,
provocation, or flashpoint within the Rings within a month. If Union is dispatching an auxiliary
peacekeeping force, an interdiction force, or a DoJ/HR liberation team to address a critical
scenario on a world, they are dispatching a force of battlegroup strength.
The presence of a Union battlegroup indicates Union’s ability to rapidly transit forces to the
theater in which it is present: Battlegroups, even on their own, are never really alone, as they
are usually in constant omninet communication with their parent fleet, which is in turn in
communication with their Ring Fleet. Though the full strength of Union’s naval forces might
never be brought to bear in an engagement, each battlegroup represents a possible spearpoint
of a mighty force behind.
Battlegroups have blink codebooks that allow them to bypass public queues at blink gates and
NHP onboard to assist with navigation, ship management, strategy, and tactics. Battlegroups
also have the ability to allow their NHP to form a gestalt subjectivity called a fleet legion.
Legions allow for near-perfect instant information sharing between ships, coordination, and
power management, as well as predictive targeting and defense beyond what isolated NHP
can handle. Additionally, it is not uncommon for battlegroups to carry a large number of
marines and mechs aboard their carriers, as they are more often than not tasked with ground
operations; even those that are more purely naval in orientation still have a decent complement
of marines on board.
Battlegroups are typically composed of two to six capital ships and their escorts, not counting
strike craft such as fighters or bombers. Multiple allied battlegroups operating in-theater are,
together, referred to as a fleet, and are commanded and coordinated by an Admiral. Note that
these fleets are distinct from Union Ring Fleets, which are the combined forces of an entire
Ring.
Union Ring Fleet
Union Ring Fleets are the largest organizations of ships a non-Union entity could expect to
engage. Collecting the entire naval and ground strength of a Union administrative Ring, a URF
can bring thousands of capital ships and tens of thousands of subline ships to bear. A URF,
should one be called, would be commanded by a Ring Admiral and an advisory council of
Admirals; the Ring Admiral would likely report directly to CentComm and NavComm, and enjoy
priority access to GalComm iteratives. No threat faced by Union has demanded the
deployment of a URF, though contingency plans do exist based on low-confidence GalComm
forecasts. URFs, for the Union Naval Department, are more of an administrative designation
than a strategic or tactical one.
Engaging and defeating a URF is, on paper, possible, but unlikely, and not without knock-on
complications. Union has eleven administrative Rings: while not all of them are as built up as
217
those closer to Union’s center, all of them would be ready and able to respond with strength
should one of their neighbor URFs be defeated. Furthermore, when engaging Union directly,
one must plan to lose access to the omninet and blinkspace. As it stands, these advantages
enjoyed by Union — size, communications, and logistics — makes it all but impossible to chart
a course to total victory.
Should a URF be deployed, it would likely never be deployed in one massed battle (though the
overall scale of engagements would likely be much larger than conventional interstellar
warfare). URFs stream into combat theaters in a steady, increasing accumulation of
battlegroups and fleets. Bolstered by unfettered access to the omninet and blinkspace, URFs
do not suffer from the logistical hazards and pitfalls one would expect from a fleet of that size;
fighting an entire Union Ring Fleet demands not just fighting the collected strength of an entire
Union Ring, but fighting against the very infrastructure of what makes interstellar travel and
communication possible in the galaxy. It is best, then, to represent a URF mechanically in most
narratives as a Clock or otherwise accumulatory Defeat Condition, not necessarily an enemy
you fight (save for, say, pivotal scenes involving particularly important events, locations, or
NPCs).
Union Ship Names
Union Naval capital and subline ships (not fighters, bombers or mounted chassis), whether
operating under the direct command of the Navy or in support of DoJ/HR missions, are marked
by the ship prefix UNS, which stands for Union Naval Ship, as so:
● Frigates are denoted by the prefix UNS-LS (Union Naval Ship — Line Ship).
● Carriers are denoted by the prefix UNS-CV (Union Naval Ship — Carrier Vessel).
● Battleships are denoted by the prefix UNS-BB (Union Naval Ship — Battleship).
Union ship names tend to fall on the “dry” or “professional” side, and tend to be named after
proper nouns: figures or events from history, geographic and geologic features found on
Cradle, and other proper nouns. While there is some variance, the following naming
conventions tend to be true:
Battlegroups and Fleets
Union battlegroups typically adopt a single word codename, usually a proper noun. For
example: Battlegroup Comet, BG Ceremony, BG Orchard, and so on. There are few restrictions
for battlegroup names; fleets are named in the order that they are raised (i.e 1st Fleet, 2nd
Fleet, and so on).
Frigates
218
Frigates are generally named for inland Seas and lakes found on Cradle, seasons and months
on Cradle, cities (extant or long gone) found on Cradle, and folk heroes and figures from labor
history. For example: UNS-LS Tahoe, UNS-LS November, UNS-LS Kinshasa, UNS-LS
Carriers
Carriers are generally named for rivers and canals found on Cradle, forests on Cradle, folk
heroes and events in labor history, capital cities (extant or ancient) on Cradle, and so on. For
example:
Battleships
Battleships are generally named for naturalists and environmentalists, mountain peaks and
canyons on Cradle, large geographic features on Cradle, theorists and writers, and so on. For
example:
Subline Ships
Subline ships generally are named for
Wings
Wings typically are numbered in the order of their proximity to a command element.
219
220
221
Harrison Armory
Harrison Armory is a centralized, robust corpro-state with an incredible ability to punch above
its weight; proven in critical battles against the Karrakin Trade Barons, Harrison Armory enjoys
unparalleled logistic and strategic vision backed by powerful, cutting edge weapony. The
Armory is a corpro-state with broad territorial holdings directly administered by its central
government — centuries of imperial expansion have driven the Armory’s military development,
creating a martial culture that reproduces a disciplined officer corps and professional enlisted
ranks.
The Armory’s fleet is comparable in size to a single Karrakin world’s federal naval allotment, but
the Armory’s command over logistics, strategy, and center-point tactics makes them a
comparatively nimble, fearsome threat with the capability to win wars with a single, rapid strike.
Armory Battlegroups
Armory Battlegroups began first as primarily orbital support fleets; only recently has Ras
Shamra began to produce fleets organized for naval combat. As a result, while their ships and
222
personnel are equipped with some of the finest technologies, systems, and weapons in the
galaxy, they are largely unproven in real, scale battle. This often leads to the adoption of
radical, unconventional strategies in naval combat — and, just as likely, disaster, as the Armory
perfects their own doctrine.
The Armory has two fleet doctrines: Planetwatch and Force Projection. Planetwatch fleets are
organized to support Armory ground legions and ensure total downwell-theater dominance.
Force Projection, meanwhile, is the Armory’s standard naval group meant to engage in
ship-to-ship actions.
Armory Ship Names
Harrison Armory naval vessels have the following designations:
● Armory frigates are designated as Purview Command Vessel — Line (PCV-L)
● Carriers are designated as Purview Command Vessel — General Carrier (PCV-GC).
● Battleships are designated as Purview Command Vessel — Dreadnought (PCV-DN).
For example, the proper designation for the Armory frigate Hannable is Purview Command
Vessel — Line Hannible, or, PCV-L Hannible.
Fleets
Armory battlegroups are named in the order they were raised and for the world that they were
raised from, and appended by their purpose; they may also have an agnomen, depending on
the battlegroup’s history. Armory fleets are temporary force organizations, as legion
commanders can be territorial about their command, and are named for the task they are
formed to accomplish.
Example Battlegroup Names: 3rd Ras Shamra, Planetwatch; or 1st Cordoban, Force Projection;
and so on
Example Fleet Names: 1st Expeditionary Fleet, 2nd Expeditionary Fleet, 5th Purview Defense
Fleet, and so on.
Frigates
Armory frigates are named for heroic figures of human and Armory myth and history, warrior
virtues valued by the Armory, and ranking legionnaires as well as c-suite Armory executives.
Carriers
Carriers are named for heroic figures from ancient Cradle, virtues, and heroes and executives of
the Armory. They may also be named for “matronly” adjectives and qualities, Purview
metropolises, and women of myth.
223
Battleships
Armory battleships are named for leaders of the Armory, as well as monarchs, conquerors, and
composers from Cradelian history and myth. They may also be named for heroic or virtuous
qualities, worlds of the Purview, and gods of power and import from various human religions
and mythologies.
Subline Ships
Armory subline ships are named for minor cities in the Purview, minor heroes of Cradelian
myth, vand middle-tier Armory executives.
Wings
Armory wings are numbered and named for their parent ship.
IPS-N: Northstar Galactic Command
Northstar Galactic Command, NGC, is a newly revived and recomposed proactive security
force created by IPS-N to manage the transportation and reactive defense of clients, client
goods, and resources outside of the galactic core. Distinct from IPS-N’s normal lease- or
purchase-to-own commercial trade in hulls, NGC vessels remain owned and operated by
IPS-N while not contracted to a client; while contracted to a client state or entity, NGC vessels
will be maintained and operated by IPS-N staff, but are integrated in to the client’s command
structure and will operate much like a mercenary force.
NGC’s first test is the burgeoning conflict in the Dawnline Shore, where their first detachments
have been brought on by various KTB house company personnel and private citizen groups to
provide security and interplanetary transportation. NGC’s strength in the Dawnline Shore is
widespread and contracted out to multiple parties; because of this, while NGC may be strong
in a one-off fight, they are not considered to be a factional strength threat.
IPS-N also supports Trunk Security, their galaxy-wide anti-piracy force primarily tasked with
reactive defense of interstellar shipping lanes, as well as limited proactive operations.
NGC Escort/Secure Premier Package
The standard interplanetary escort and VIP package that Northstar Galactic Command offers to
new clients is built around a core pair of carriers, escort mech wings, rapid defense frigates,
and a healthy complement of marines. NGC E/S-P packages are designed to defend and
rapidly transport their clients, and will outfit their ships accordingly.
224
225
Trunk Security Carriers are named with simple, four-digit alphanumeric tags, with any
applicable longform phonetic to differentiate a carrier from its duplicate number: 1100-Kilo, or
1900 Gold, or 1001 Hotel, and so on.
Battleships
NGC battleships are named for islands found across Cradle and IPS-N’s conservation worlds;
they may also, like frigates and carriers, be named using single-word qualities related to
IPS-N’s internal virtues
Trunk Security does not field any battleships.
Subline Ships
NGC subline ships are named for large and/or carnivorous fish, sharks, and water-bound
mammals found across the galaxy.
Trunk Security subline ships have a wide variety of names, but are denoted first by an four
character alphanumeric key, split by a hyphen, with one letter in the second digit: 9A-38, or
2B-99, or 8Z-21, and so on.
Wings
Wings are numbered according to their order on the flight deck, and named following their
parent ship.
226
Constellar Security
Constellar Security is an umbrella organization that collects a number of on- and/or off-book
Smith-Shimano Corpro security and intelligence organizations under a single force structure for
operations outside of the Constellation.
In the Dawnline Shore, the majority of Constellar Security forces are ground-based and flagged
as such. Tasked with providing security for Constellar Congressional delegations, diplomats,
and development officers, Constellar Security forces operate around unique low-orbit-capable
mobile skyhooks, the aptly named Skyhook Class Carrier. They field few other ships besides
their Skyhooks: a mix of corvettes and mounted chassis wings all rated for atmospheric and
vacuum operations.
Constellar Midnights — members of SSC’s off-book deniable operations force by the same
name — are rumored to be operating in the Dawnline Shore. As of yet, this has not been
confirmed.
Constellar Skyhook
SSC’s Constellar Security forces operate in support of Congressional delegations and are
composed around flexible, air-and-space capable vessels, mechs, and Skyhook carriers.
Skyhook carriers allow for long term, self-sufficient ground-to-space transportation when
deployed; when converted for space travel, Skyhook carriers allow for interplanetary and
interstellar long-hauls. Large ships that blur the line between space station and carrier,
Skyhooks have a massive internal and external carrying capacity: while in-transit, Skyhooks
can support a dozen mounted mech wings stored internally and multiple externally-mounted
corvettes and gunboats, along with hundreds to a thousand personnel in well-equipped and
comfortable quarters.
Constellar Congressional Gendarmery Ship Names
Skyhooks are denoted by the designation C-HK.
Fleets
The Constellar Congress does not have a fleet-sized force structure. The largest force
organization would be around battlegroup size, would be referred to as a “mission”, and be
code-named. For example: M. Capital, or M. Signet, or M. Crown, and so on.
Frigates
The Constellar Congress does not field frigates.
227
Carriers
Skyhooks are, by function, carrier ships. Constellar naming follows internal SSC bicode terms,
combining two nouns into a code phrase, for example: C-HK Sightline Green, C-HK Canopy
Atlas, C-HK Pinnacle Dome, and so on.
Battleships
The Constellar Congress does not field battleships.
Subline Ships and Wings
Subline ships and wings are designated with the same prefix, GB, differentiated by a marker
character, and are named in reference to their Skyhook.
For example: C-GB Pinnacle 1, C-GB Pinnacle 2, and C-GB Pinnacle 3 are three corvettes
assigned to the skyhook C-HK Pinnacle Dome. W-GB Canopy 1 and W-GB Canopy 2 are two
fighter wings assigned to the skyhook C-HK Canopy Atlas.
228
Captain 7
Lieutenant 9
Lieutenant, Jr.
Ensign 10
229
8
Per Nomen Dei is a legal power reserved by the Steward Council following the death of Harrison II and
the departure of Harrison III. Roughly translated, PND means “by the name of god”; in this case, it is a
law that allows the Steward Council to manage the state as if they, collectively, were the head of state.
Many in the administration joke privately that the Steward Council is, essentially, Harrison III, as his
absence de facto indicates assent to the Steward Council’s rule.
230
231
A New Throne
Karrakin Trade Baronies & The Concordant Administration
The Karrakin Trade Barons, Federal Karrakin Government, and Baronic Unified Command
(supported by various free companies and the house companies of Stone, Remembrance,
Water, and the petitioner house Patience) scramble to launch partner strikes across New
Creighton in support of the Concordant Administration, their planet-side ally on New Creighton.
They were caught off guard by the Concord’s sudden attack on the Perfect Ministeriat, but with
the Armory escalating the KTB has no choice but to match and overwhelm their rivals.
The KTB, struggling under the weight of its old Concern, seeks to ride the momentum of this
sudden flare up and secure their holdings in the Dawnline Shore. Their representatives on the
Central Committee point to HA’s escalation as casus belli for their own escalation. They are, the
Prime Baron argues, effectively fighting a defensive war against Armory aggression. The KTB
pledges not to expand the front beyond the Dawnline Shore; negotiations are ongoing.
The Karrakin forces operate under the unified command of Sovereign Admiral Alia Boudilier, of
the Baronic Unified Command. Involved in the action are the house companies of the Houses
of Stone, Remembrance, Water, and petitioner Promise; though independent while deployed,
they are under the command of SA Boudilier while in transit and during naval engagements.
Late 5019u: Causus Belli
Above DS12 (Odeland, New Creighton), the Federal Karrakin forces scramble to support their
allies, the Concordant Administration, as they launch a globe-spanning attack on the last
monostatist holdouts, the Perfect Ministeriat. Furious at their allies’ impatience, the KTB
nonetheless steps up to support them, engaging the Armory 1st fleet above DS12 (Odeland,
New Creighton).
Early 5020u: Weight of Stone
While the bulk of the Federal Karrakin naval forces push to trap the Armory’s strength at DS1,
hundreds of transport ships struggle to ferry the combined forces of the House of Stone,
various free companies, and Baronic Unified Command soldiers up from DS8 (Upper Laurent)
before a telegraphed Armory strike. These soldiers are bound for New Creighton and, secretly,
for New Madrassa — a successful defense of this loading operation is critical.
Late 2020u: Object Desire
The Karrakin play for New Madrassa is not subtle. Their ground force buildup — successful or
not — prompts the Amory to dispatch a Special Task battlegroup to O1 (Terminal) in order to
secure a beachhead and critical infrastructure for any planned invasion of New Madrassa. The
232
Karrakins must counter; this draws the direct force attention of Union, and begins the first
three-way fight of the ThirdComm era.
Early 5021u: As Above
Karrakin reinforcements — some planned, some launched in response to the closure of the
DLS blink gate — arrive via the Long Rim apex route and via a more direct route linking the
Concern to DS11 (Gloria). Union can only commit forces to intercede and stop one of the
arriving fleets.
Late 5021u: Vivat Rex
Renewed by the strength of their reinforcing fleets, the Karrakins move to counter the Armory’s
fleets above New Madrassa. Citing the Armory’s belligerent defense of GZ Alhambra and
ground combat with Baronic Unified Command soldiers, the Karrakins deploy their fleet above
the world and engage the Armory in a fight to determine who will command the jewel of the
Shore.
Controlled Burn
Union and New Madrassa United
Union knows that both the Armory and Karrakin Trade Barons have devised flimsy legalistic
justifications for the resumption of hostilities following the flare up on New Creighton; however,
the Central Committee demands documentation and adherence to bureaucratic rigor in order
to ensure their position is as powerful as possible when negotiations conclude. The only
acceptable outcome is a cessation in hostilities, a drawdown of forces, and reconciliation.
Achieving this will take time, though it can be achieved.
Until then, it’s the Navy’s job to put a stop to this bullshit as fast and professionally as possible.
They’ve got some tools in their shed to help them out, but a whole load of complications to
face down: two large, technologically advanced, strategically competent, and tactically sound
factions with robust in-system ground and naval strength, supply lines, and personnel are
facing off, and Union’s job is not only to stop both of them from killing each other, but also
everyone else stuck in the Shore with them. Mission success in this theater is going to be a
balancing act involving peacekeeping, dispersal, evacuation, deterrence, and precise
application of force.
233
Union’s only Administrator currently in the Dawnline Shore is Administrator Park Jun-seo, who
is assigned to New Madrassa. Union’s naval commander is First Admiral Fortun Aguirre9; there
are four other large Union Crisis Response10 groups in the Dawnline shore, together they
compose the 1st Dawnline Response Fleet.
Late 5019u: Operation Corridor Gold
Union theater command tasks their frontline battlegroups to establish and hold an evacuation
corridor off of New Creighton. Union ROE prohibits them from launching preemptive or hostile
attacks; they can, however, fight defensively. Right now their plan is to observe the HA/FKG
engagements, gather data, and ensure the evacuation corridor is established and held.
Early 5020u: Wingspan Corral
This conflict is very obviously a war. The Karrakins launch a series of attacks on key Armory
ports and depots. The Armory establishes a blockade of certain Barony-aligned worlds. Union
gets advance warning of incoming Baronic and Armory fleets via the apex and nadir routes
across the Long Rim. Union shifts the bulk of its forces to intercept these fleets, leaving a small
core to defend New Madrassa and DLS blink; DLS blink remains open for ships with Union
codebooks only.
Late 5020u: Sunrunner
Harrison Armory and the Karrakin Trade Barons engage above O1. Union steps in, arranging
their New Madrassa Local fleet against both factions to prevent them from capturing O1;
Union’s in-system Administrator has approved the use of limited, lethal deterrent when
engaging these fleets.
At the same time, a smaller force of New Madrassa United ships hurry to evacuate civilians
from Terminal back down to New Madrassa.
Early 5021u: Full Containment Necessary
The Armory and Federal Karrakin fleets arrive via the Long Rim, meeting Union’s strength at
their entry points into the Dawnline Shore. A tense series of days play out as representatives
from each fleet meets with their respective Union admirals in the no-man’s-land between them,
negotiating their entry into the DLS past the Union fleets.
If negotiations fail, the fleets engage.
Late 5021u: Operation Guillotine
9
“First” is a field title indicating the most senior of equals, usually granted to a nominated commanding
officer to indicate who will lead . First Admiral Aguirre, in this case, was selected via blind vote by his
peers. There are four other admirals in the Dawnline Shore.
10
Union’s Crisis Response Group is a group of ships larger than a battlegroup but smaller than a Ring
Fleet. Flexible and well-equipped, CRGs a broad-portfolio defensive force structures.
234
The Armory launches its liberation attack on New Madrassa, seeking to secure its Green Zone
Alhambra via the pacification of the local government, New Madrassa United, and the Karrakin
forces there, all of whom the Armory sees as hostile combatants targeting their legally
occupied land. Baronic Unified Command counterattacks, deploying the banner companies of
the Houses of Stone, Remembrance, and petitioner Promise to the world, with the BUC Navy
engaging Armory ships above.
Union now must fight on three fronts: on the ground in support of New Madrassa United
against the Armory and the House Companies deployed to New Madrassa, and above New
Madrassa against the clashing fleets of the Armory and Baronies.
235
236
That’s it for now. More to come in Playtest 2 and 3 later this year!
237