Professional Documents
Culture Documents
Steve Bergeron
Jeff Haala (Order #35036421)
It has been 50 years since the Guild Pilots made their mark on the floating islands of
Azure, and now they make their mark among the stars. Join in the fight against alien
invaders to seek your fame and fortune in the Space Age.
With a fully updated setting, new rules for space age dogfighting, new customizations,
new vehicles and even new races, Warbirds: Space Age is the perfect expansion to take
your Warbirds sessions to a stellar level.
OS 305
Produced By
Chris Scott, Cait Bergeron, Cameron Macdonald, and Ashley Dinning
Edited by
Cait Bergeron and Patrick Riegert
Rapidfire Rules by
Steve Bergeron and Quinton Oliviero
Special Thanks To
All of our indiegogo supporters who believed in our project.
Published by
Outrider Studios - outriderstudios.com
Web
For more Warbirds info go to www.warbirdsrpg.com
001
Table of Contents
Credits 1 Chapter 3
Dogfights 15
Chapter 1 A New Coat of Paint 15
A Few Years 3 All That Space 16
Welcome 3 FSD Power 16
Themes and Atmosphere 3 There’s No Ground 17
A Quick Update 4 There’s No Air 17
Ch
The Kick Turn 17
1 The Moment 4
Advanced Stunts 18
Some Knowledge 4
Orbit 6 Shooting Far 18
The Gates 6 Swarm Missiles/Torpedoes 18
Two Paths 7 MAWS 18
Lagrange Points 7 What about Nukes? 18
Here and Now 7 Weapons Conversion Table 19
Traits Conversion Table 19
Chapter 2
Chapter 4
New Rules 8
A New Place 8 Spaceships! 22
Humanity’s Role 8 Fighters 23
Let’s Chat 8 Basic Alien Fighter 23
Floatstone 9 Modifications 23
Human Rules 9 Fleet Ships 24
New Toys 9 Frigates 24
New Skills 10 Cruisers 24
Computers 10 Battleships 24
Alien Studies 10 Carriers 25
Navigate Starship 10 Civilian Shipping 25
Denizens 10 Special Notes 25
Desor 10
Telicari 11 Chapter 5
Relann 11 Game Master 26
Kanmal 12 Two Routes 26
Vhekrik’shk 12 Famous Among The Stars 27
Creat an Alien 13 How Big is Space? 27
1. Objectives 13 Using Terrain 28
2. Appearance 13 Stars 28
3. Rules 14 Planets 28
Playing an Alien 14 Moons 28
Rocks 28
Rings 29
Gates 29
Stations 29
002
Chapter 1
It’s Been a Few Years Ch
1
003
A Quick Update
When we last left the world of Azure, it was the year 2039. The nations of the Central Isles had an uneasy
peace punctuated by small conflicts over limited resources. The Fighter Guild, almost a nation unto itself,
sat at the apex of Azure culture. The public adored its pilots and rivals feared to challenge Guild dominance.
The status quo, as enforced by the Guild, endured for almost two decades. The relative peace
Ch shattered in 2058 when Observations Inc. spotted an errant island of unprecedented size approaching the Eye.
1 Even more unusual, it had a vector that would lead to it entering a stable orbit around the Eye just beyond the
Midlands. Competition for the new land and resources went from “fierce” to “out of control” in short order.
The Great War, as it became known, dragged on for 18 months as the new island approached Azure.
Guild pilots, fighting for multiple factions, joined the largest battles in Azure’s history. The war
raged, and the Guild faced something new: severe losses. A Guild ace could kill a dozen lesser fighters but
could not stand against the amassed air forces that the nations were committing to battle.
Squadron commanders started digging into the Guild’s secret, advanced weapons stores in a desperate bid to
keep their pilots alive. Almost overnight, the Guild advanced air combat by a monumental leap. What was
once the purview of fringe mad scientists became the new standard of battle. While the nations still used prop
planes armed with racks of machine guns and rockets, Guild pilots tore through them with supersonic jet
fighters armed with gatling cannons and heat-seeking missiles. The Guild regained their aura of invincibility,
but the war did not abate.
The Moment
The Guild maintains its dominance by always looking Some Knowledge
to the future and planning for the long haul. Even in The nature of Azure is better known in the Space
the midst of the Great War, the squadron commanders Age. For example, people now know that Azure
looked far ahead. The other nations would scramble to is a Jupiter-sized gas giant orbiting within the
copy the Guild’s secret weapons and try to end Guild life zone of a sun-like star. Azure has one large
dominance. The Guild pre-empted this possibility by moon and several dozen smaller moonlets. It is
pouring resources into the Guild Theoretical Research the second planet in a five-planet system, but is
Division (see the You Must Be Mad! sourcebook for the only gas giant. With satellites focused upon
details) to find the next big thing in aviation. No one Azure’s surface, they know that there is only one
predicted just how big that next thing would be. Eye, but there are over 500,000 islands of various
A small team of mad scientists at the Guild’s sizes skimming along Azure’s surface, defying all
hidden Trove (see You Must Be Mad! p. 18-19) made a known physics. It is clear that the Eye and all
breakthrough unlike any other. Rather than studying of the islands are the products of an artificial
weapons or power systems, this small team, led by process, but how they were created or who
the now-famous Marie-Claire Ambroise, studied the created them is still unknown. Many scientists
enigmatic floatstone holding Azure’s islands aloft. They hope the answers to such questions lie in the stars
found that a hollow cylinder of floatstone, alloyed with above.
titanium and several more exotic elements, could be
004
Ch
1
005
heated and spun like a drill. The interior of the spinning cylinder produced magnetic fields so strong that
it could fuse atoms of hydrogen into helium and send them streaking out one end of the cylinder at speeds
approaching the speed of light. In short, Ambroise’s team invented a nuclear fusion rocket.
In typical mad-science fashion, her team rushed from theory to prototype in just a few months. The
first rocket equipped with a Floatstone Spin Drive (FSD) blasted into space on a thin lance of silver flame,
changing Azure forever. The streaking rocket, seen by tens of thousands of people, dominated the news.
Hostilities halted as the nations tried to comprehend the implications of the new technology. The Guild
wasted no time; it turned Ambroise and her team into superstars and announced the creation of the Azure
Space Agency (ASA), a new Guild-run agency focused on space exploration. The ASA would map the solar
system, colonize the moon and other worlds, and ultimately discover who or what created Azure.
Ch
1
Orbit
The Great War wound down as the Guild promised high-speed travel to all of Azure via FSD-equipped
rockets. As satellites settled into orbit around Azure and sub-orbital travel became common, the Guild looked
to the moon and beyond. The first moon mission launched less than a decade after the first rocket launch, and
missions to the other planets of the Azure system soon followed.
Despite promising early findings, the four other planets of the Azure system had little to offer. The
innermost world had almost no atmosphere and a superheated surface, while the outer worlds possessed
freezing climates and poisonous atmospheres. ASA found neither life nor answers about Azure’s creators.
The Gates
Despite the disappointment, the Guild continued its survey of the Azure system. It found thousands upon
thousands of rocks and comets, but it looked as though there was little left to find.
Just as enthusiasm for space exploration started to wane, ASA telescopes made their next extraordinary
discovery. Searching the lonely reaches
of Azure’s L4 and L5 Lagrange points,
ASA observers spotted the glint of
something; they saw an object odd and
artificial. A probe ship sent back images
of what appeared to be a hollow metallic
cylinder. Manned missions sent to both
Lagrange points found the same thing:
ancient constructed cylinders, over
10 kilometres long and a kilometre in
diameter.
ASA began a massive research
project, setting up space stations at
both artifacts. They soon discovered
the artifacts were constructed from
floatstone similar to Guild FSDs. As
006
Two Paths Ch
Azure has two gates. The L4 gate leads to what is now known as the Stellar Neighbourhood, a collection of 1
over 300 star systems connected by ancient star gates in a spiderweb network controlled by dozens of alien
species and alliances. The L5 gate leads to a dead-end red dwarf star system, named Legba by its discoverers,
thousands of light years from the Stellar Neighbourhood. The L5 system has no other gates, but it possesses a
thick asteroid belt that teems with floatstone.
While the Guild spread its legend among the aliens of the Stellar Neighbourhood, ASA studied the
gates. ASA scientists do not understand much of the theory behind the gates, but they could replicate their
effects. They figured out how to build more using the resources beyond the L5 gate.
Gates operate in pairs, with one at each end of the transit, so ASA began construction on 100 gates
to be sent via relativistic tugs to distant stars. Their twins remain in orbit around the Legba system, waiting for
their pairs to complete their decade-long journeys.
007
Chapter 2
Ch
2
Rules For a New Era
“They have the souls of raging warriors, but possess minds of innovation and precision. They stand in awe of the
universe, but fight with the fury of the damned. They are much like any other species, but more – more passionate,
more focused, more temperamental, more loyal, more idealistic, more treacherous, more driven, and far more
dangerous.”
-An early report on humans from a Telicari frigate captain who made the mistake of attacking a Guild
drop-carrier. He spent three months as a Guild prisoner before being traded back to his people.
Humanity stumbled into other lifeforms just two gate transits beyond the L4 gate. They made peaceful contact
with Desor traders and began a cultural and economic exchange. After breaking the language barrier, the
humans traded some information on their own history as well as an entire ship’s supply of rum for knowledge
of what the Desor call the Stellar Neighbourhood.
A New Place
The Stellar Neighbourhood is a “new” place. Despite containing dozens of sentient species, all of them achieved
space travel within the last century. Every species has an upheaval story similar to humanity’s Storm, though
most species ended up in a less extreme environment than Azure.
The simultaneous emergence of so many space-faring species at the same time led to some chaotic
early years. The gates became choke points for both trade and warfare as the different species spread their
influence. Nodal star systems with as many as eight gates
Let’s Chat exchanged hands multiple times as species attempted
Communication between all the species can get to assert dominance. After decades of instability,
quite tricky. Like humanity, most species have the Neighbourhood sorted out to a patchwork of
multiple languages and forms of communication confederations, multi-star empires, and single-star
adding to the confusion. Several species solved nations. The wars cooled down, though frequent flare-
the problem decades before humans came on ups continue to occur.
the scene. Stellar Basic is an adaptable universal
language that any humanoid can speak. It won’t
Humanity’s Role
win any poetry awards and lacks things like
nuance and fine detail, but it allows for easy
communication between the many species.
Assume all Guild pilots can speak and understand Despite their aviation background, humans arrived late
Stellar Basic. to the party; however, they made a big splash when they
did. While their technology lags behind some of the
008
Human Rules
When humans face aliens in any kind of personal combat, humans automatically have knacks in Close
Combat, Shooting, and Athletics rolls. If the human already has a knack in one of these skills, they may roll
three dice and take the highest. Some species or elite warriors may negate knacks on up to two of the above
skills, but never more than that.
Humanity’s reputation as warriors makes negotiations with aliens tricky. Humans have -2 to all
Persuade, Publicity, Etiquette, and Barter rolls against non-humans. This penalty drops to -1 if the human and
alien have met peacefully on a previous occasion.
New Toys
Science and technology advanced by leaps and bounds over the years, with new innovations arriving all of
the time. Despite the tireless work of Azure’s scientists, humanity still lags behind other species in many key
areas. While guild spacecraft have FSD-powered lasers and plasma cannons, much of their guts run on the
equivalent of 1960’s technology. Advanced computing is especially stunted by the limitations imposed by the
interference of Azure’s Eye and the Guild’s FSDs.
Game masters (GMs) can use the Plausible Projects section of You Must Be Mad! for a general feel on
human technology in the Space Age. Aliens, however, tend to have much more advanced gear and may have
some of the less far-fetched items listed in the Crazy Projects section of the book. Aliens might have personal
energy weapons, x-ray glasses, sentinels, jet packs, and even personal forcefields and invisibility cloaks.
Guild pilots love getting their hands on alien gadgets and can use their Fame to buy alien hardware
009
or they can scavenge gear from defeated enemies. The Guild and the rest of humanity have an interest in
trading for technical information, though humans will not give up FSDs or any floatstone-related secrets. If
any human were to break the Guild embargo on floatstone, they would find a whole squadron of drop-carriers
chasing them down.
New Skills
Advanced technology and space travel allow for a few new skills, as well as modifications to some existing ones.
Ch Computers (Mind)
2 Guild computers are slow and clunky, but they exist. Aliens employ all sorts of advanced computers for
everything from personal entertainment to advanced security. This skill allows characters to use, repair,
program, and hack into computer systems. Hacking human systems is difficulty 4, most alien systems are
difficulty 6, while advanced supercomputers or AIs is difficulty 8 or more.
Navigate Starship
This skill functions just like the Sail - Air skill listed on page 94 of Warbirds, but it now applies to large
starships instead of airships.
Denizens
The Neighbourhood contains over 50 known sentient species, and that number creeps up every few years with
the discovery of previously unknown gates. In the 20 years since humanity joined the Neighbourhood, three
more species have been added to the list. Below are some sample aliens, followed by rules for GMs and players
to make their own.
Desor
The Desor live on a small terrestrial garden planet 20 gates from
Azure. A generally peaceful people, they enjoy exploration. Their
main trade is navigation information, and Desor surveyors can
find work anywhere in the Neighbourhood.
010
Rules: Desor are meticulous, details-oriented, and enjoy exploration. They have +1 to all Academics,
Navigation, and non-combat Awareness rolls. Their low-gravity-adapted bodies make them unsuited to high
accelerations. Desor make poor fighter pilots and have -1 to all Dogfighting rolls. They have a base Resist of 0
regardless of their stats. Even the best armour cannot raise a Desor’s Resist above 2 before becoming too heavy
for them to use.
Telicari
The Telicari Empire spans five star systems and contains two
Ch
client races in addition to the Telicari themselves. Their ability to
coordinate with each other at an almost psychic level makes them 2
dangerous adversaries.
Rules: Telicari can act in unison. When Telicari help each other
(Warbirds, pg 58) their difficulty is 4 instead of 6, and their
maximum help bonus is +4 instead of +2. When in combat, their
maximum ganging up bonus is +3 instead of +2. This effect works even when the Telicari are in fighters or
warships. However, Telicari fare poorly when isolated. A lone Telicari is -1 to all actions and defences. As with
their bonuses, this penalty scales up to lone fighters and capital ships.
Rilann
Not everyone adapted well to the Space Age. Perhaps the Rilann
fared the worst. They burned their home world in a nuclear civil
war, and their tribal fleets fled to the far reaches of space. Now
they wander the edges of known space, raiding and fighting
randomly. They use stolen merchant ships to sneak through gates
and terrorize new star systems.
Rules: The Rilann evolved as ambush predators and have mastered stealth. They are +2 to all Stealth rolls.
Even their spacecraft have the same stealthy features. Two of the Rilann’s arms end in spear-like spikes that do
Lead +2 damage in close combat. Rilann seem to have no fear of death and do not retreat.
011
Kanmal
The Kanmal Empire is the largest, most technologically advanced
entity in the Stellar Neighbourhood. They hold 20 star systems
and engage in periodic wars to further expand their reach. Their
last bid for expansion stopped cold when their advanced warships
faltered against just two flights of Guild fighters. They have since
upgraded their fleet and are eager to face the Guild again.
Ch
Appearance: Humanoid cyborgs. Kamal start off very similar to
2 humans but acquire cybernetic enhancements as they age. Only
their foot-soldiers have a clunky armoured robot look; the rest
look like sleek, almost organic machines.
Vhekrik’shk
No species makes humans quite as uncomfortable as the Vhekrik’shk.
Best described as “giant space slugs covered in tentacles,” these
nonsexual, highly intelligent pseudo-gastropods threw humans for
a loop upon first contact. Despite their disturbing appearance, the
Vhekrik’shk maintain friendly relations with every active species
in the Neighbourhood. In fact, Vhekrik’shk learn alien customs,
social norms, etiquette, and especially humour with incredible
speed. They have only a single star system but control a massive
monopoly on advanced biological and medical technology.
Humans call them the “slug doctors.”
Rules: Vhekrik’shk trained in the Medicine skill automatically have a knack in it. While they have no eyes, their
tentacles “see” the world around them in every direction. Close combat ambushes always fail against them.
Their ships have systems that mirror their all-around sight and are +2 on Awareness rolls versus ambushes.
Being slugs, Vhekrik’shk have a -2 to all Athletics rolls involving moving quickly, and -1 to Defence. The
Defence penalty applies to their spacecraft as well.
012
Step 1 - Objectives
What do the aliens want? What will they do to get it? Choose or roll: Ch
1. Territory - They want more worlds to colonize. They might be willing to negotiate for property, or they 2
might try to seize it through subterfuge or force.
2. Trade - They have a merchant fleet selling a rare or useful item or service. Humans and the Guild are
technically traders, selling mercenary services.
3. Peaceful Relations - Several species in the Neighbourhood practice pacifism. They engage in high-minded
cultural exchanges and exploration. Most end up as client species to more aggressive species.
4. Transit - They are migrants. What are they running from, or running to? Do they even have a homeworld?
5. Domination – Empire-building can be found in the histories of dozens of species. The Kanmal have the
largest empire for now, but any number of species seek to challenge their dominance.
6. Chaos - Some aliens just want to watch worlds burn. They are often religious zealots, xenophobes, or just
view other species as food or expendable.
Step 2 - Appearance
What do the aliens look like? Most species in the Neighbourhood look a lot like humans, but examples like
the Vhekrik’shk prove that other body types are possible. Choose or roll:
1. In All but Name - They look like humans. They might have weird clothes and customs, but they seem to
be people. Roll again:
1-5. Close but Not Quite - They look like humans, but it’s just coincidence.
6. Brothers! - They are humans stolen from Earth! Choose a location and time period.
2-5. Humanoids - Like the Telicari or Kanmal, they have humanoid form but are obviously non-human. Roll
twice or choose a few:
1. Weird Facial Feature - Like on those TV shows. You know the ones.
2. Bizarre Skin - They have either strange colours, textures, or both.
3. Antennas - Give them some antennas that serve some weird purpose.
4. Extra Limbs - Do they have tails? Maybe an extra set of T-rex arms?
5. Extreme Proportions - Are they stretched like the Desor or short-limbed?
6. Anthropomorphs - They look like a humanoid animal. Lizard people!
6. Non-Humanoid - Humans have trouble looking at these creatures and thinking, That’s a person. Less
extreme examples include creatures like the Vhekrik’shk, which at least seem alive. A non-humanoid might be
a sentient colony of moss, a hulking creature made of silicon, an aquatic mullusk tended by schools servitor
fish, or even an entirely robotic species that gave up physical bodies long ago.
013
Step 3 - Rules
Aliens and humans have more commonalities than differences. They have the same three stats and skill points
as humans, but they have a few modifications here and there to represent their alien nature. If you want a more
detailed and precise way to build abilities, check out the rules in You Must Be Mad! for even more options.
First, choose a field in which the aliens excel. Give them an automatic knack or skill bonus in one to
three skills related to that field. You can also reduce the XP cost for them to advance those skills.
Second, choose a weakness. Keep in mind the body structure and objectives of the species, and make
it roughly mirror their strengths.
Finally, choose a quirk or novelty about the species. This does not have to be serious. For example:
Ch • Humans tell the best stories. Their movies, books, TV shows, and comics command top dollar with traders
2 while simultaneously exaggerating their combat exploits.
• Desor have extreme sensitivity to alcohol. They will trade a lot of goods or intelligence for a quality wine or
ale and get stumbling drunk off the tiniest portions.
• Telicari music is legendary. Their ability to harmonize makes even songs sung in Stellar Basic sound like
moving masterpieces.
• Rilann cannot comprehend social cues. The people who managed to have conversations with Rilann found
that the aliens cannot comprehend sarcasm, exaggeration, irony, or even empathy. They find physical humour,
especially Three Stooges-style physical humour, hilarious.
• Kanmal are sports fanatics. Competitive and obsessed with self-improvement, Kanmal cyborgs love to both
play and watch sports. Their level of devotion makes modern football fans seem only mildly interested. They
recently learned the Mesoamercian ball game from a Mayan merchant crew, and the game is spreading through
the empire like wildfire.
• Vhekrik’shk consider humour a high art form. The slugs love practical jokes, stand-up and improv, and
quickly “get” the jokes of other species. They will spend months, or even years, setting up pranks.
014
Ch
3
Chapter 3
Dogfights of the Future!
Taking a fighter out into the black of space might seem like a daunting task full of new challenges and
complexities, but the Guild said, “Screw it. Let’s see how much we can keep it the same!” and proceeded to
do just that. They didn’t have to change much at all. Guild fighters “fly” through space just like atmospheric
fighters with only a few twists and tweaks. This chapter lays out the minor changes needed to run air combat
in space.
015
016
There’s No Ground
Rounds to the Ground is an important concept in Warbirds in that it limits the length of dogfights, adds
tension, and creates interesting situations for the players. In space, the lack of ground changes a few things but
does not eliminate the rule. First of all, all warbirds can fly in atmosphere. Dogfights in atmosphere use the
rule as normal, but now fighters can fly in the atmospheres of gas giants, where high pressures make it Rounds
to the Crush or in ice giants where it’s Rounds to the Freeze.
In planetary orbit, fighters tend to fall deeper into the gravity well as they fight, approaching the
point of atmospheric re-entry. Re-entry is one of the few manoeuvres that even cavalier Guild flyers take
seriously. Miscalculation means the fighter burns to a cinder. As a result, low-orbit dogfights have Turns to the
Burn. After the last dogfighting round, pilots make the standard difficulty 9 strafing roll. Failure means they Ch
burn up (a Certain Death scenario), while success means they can choose to “bounce” off the atmosphere or 3
enter it safely and continue the dogfight using the standard Rounds to the Ground rule.
In deep space, there are two possible scenarios. First, if the ships have similar vectors, such as in a
pitched battle, a chase, or a well-planned ambush, then ignore Rounds to the Ground; the fight will continue
until one side retreats or is destroyed. The second scenario is if the ships pass at high velocity. If they have too
much speed, there will be no engagement at all, and the ships will zip past each other without anyone landing
a shot. A slightly lower velocity pass will result in a single head-to-head engagement. These high-velocity head-
to-heads have a high mortality rate for both sides (everyone uses Shoot Defence), making them the preferred
tactic for large forces that can absorb attrition losses.
There’s No Air!
The lack of air lets fighters accelerate to insane velocities. Guild pilots tend to ignore their actual speeds and
focus on their speed relative to enemies, making their actual speeds moot.
The lack of air lets pilots do things that are impossible in atmosphere. Guild fighters all carry a pair
of FSDs mounted on the tips of stubby wings. The engine mounts can swivel 360 degrees in the direction of
travel – they can point forward or backward – and 20 degrees laterally off the fighter’s centerline. Pilots can
flip their engines around and perform extreme manoeuvres and even fly backward. This allows a new defence
option, available to Guild fighters only: The Kick-Turn.
The Kick-Turn
If a pilot loses a Dogfighting roll and the enemy elects to attack, the pilot may perform a Kick-Turn as a
defence. The attacking fighter attacks as normal against the Kick-Turning fighter’s Shoot Defence. Resolve
any damage from the attack, and then the Kick-Turning defender flips 180 degrees and counter-attacks while
flying backward. The Kick-Turning fighter has time for a single Gunnery attack against the original attacker’s
Break Defence. Kick-Turning throws a fighter off-axis, resulting in a -1 to its next Dogfighting roll.
A pilot may Kick-Turn and attempt to shoot down a heat-seeker missile before it hits by meeting or
beating the original attack roll with their Gunnery; however, they use Shoot Defence at -1 if they fail to take
out the missile.
017
Advanced Stunts
Other than the Kick-Turn, most of the advanced stunts remain unchanged. Well, pilots use completely different
manoeuvres, flipping their engines every which way, but they end up with same bonuses and penalties listed
Warbirds. Pilots cannot use the Spiral Dive stunt if the battle lacks a Rounds to the X scenario.
Shooting Far
The Guild’s FSDs make most long-range combat almost impossible, but heat-seeking missiles can cut their
way through the interference and score hits on fighters from far beyond visual range (BVR).
Ch The initial heat-seeking missile exchange follows the same rules as simple BVR as listed on page 5 of
3 the Jet Age Sourcebook: All fighters equipped with heat seekers make one attack, all targets use Break Defence,
and all damage resolves simultaneously. Fighters with Long-Range Targeting (see page 19) can resolve damage
before their adversary returns fire.
Optionally, fighters can attempt to shoot down missiles in the opening exchange. If they meet or beat
their attacker’s roll with their own Gunnery roll, they shoot down the missiles. If they miss, they are stuck at
Shoot Defence when the missile arrives.
018
Incendiary Shells/
High-Energy Throughput None.
Rockets/Bombs
019
Advanced Heavy
Advanced Bombsight None.
Ordinance Targeting
Improved Turbo-
Enhanced FSDs None.
Supercharger
Advanced HOTAS
Improved Flight
(Hands-On Throttle and None.
Controls
Stick)
020
Advanced Gyro Ch
Dive Brakes None.
Stabilization
3
Dive Siren -- No one has figured this one out in space.
Improved Fire-
Fire Protection None.
Suppression Systems
Increased Cargo
Cargo Pods None.
Capacity
021
Ch
4
Chapter 4
Spaceships!
Thousands of different kinds of ships travel the vast space lanes of the Stellar Neighbourhood. Sleek fighters
escort burly warships, while gargantuan merchantmen lumber along as tiny tramp freighters streak past. For a
place famous for being so vast and empty, space sure seems busy.
Space seems so busy because of the limits of interstellar travel. Going from star to star requires the
use of the artifact gates. Gates tend to be scattered around solar systems sitting in stable orbits at Lagrange
points. Ships take the long haul from gates to more interesting places like planets and space stations using
predictable, easy-to-plot, least-time trajectories, leading to concentrations of traffic along certain predefined
routes. Nicknamed the “space lanes,” these regions of space experience heavy ship traffic. Beyond the space
lanes, space acts a lot more like it’s supposed to: vast, empty, desolate.
All those ships, be they plying the space lanes or blazing alone through the black, have crews,
payloads, functions, and statistics very similar to those found in the Airborne NPCs and Vehicles section of
Warbirds. Below, we will explore ship classes and their functions, and how they differ from rules written in the
main rule book.
022
Fighters
Space fighters became “the thing” 20 years ago when the Guild barged into the Stellar Neighbourhood. Prior
to the Guild’s arrival, fighters saw use as scouts and light combat-screening forces. The Guild proved fighters
can dive into the teeth of capital-ship fire and pick the larger ships apart. Now every alien military rushes
fighter development trying to build something that can counter the insane Guild mercenary craft. While some
new advanced designs close the gap, the aliens are hopelessly outclassed without FSDs.
Modifications
• Humans - Outside of the Guild, the nations of Azure do not currently employ space fighters. Instead,
they signed a contract designating the Guild humanity’s official Space Defence Force. Other independent
mercenary and pirate groups still exist, but they use older warbirds passed off or stolen from the Guild.
Human ships use base warbird stats with -1 to Armour, Structure, and weapon Accuracy.
• Desor - Desor have no fighter forces and hire mercenaries if they need fighters.
• Telicari - Tellicari fighters use swarm missiles (page 18).
• Rilann - Fighters have 0 Armour but have Performance 3, and have Rilann stealth advantages (page 11).
• Kanmal - The high-tech fighters of the Kanmal have +2 Performance, Gunnery, and Ordinance when they
fight enemies other than humans. The newest Kanmal ships manage to keep +1 Gunnery and Ordinance when
facing off against humans.
• Vhekrik’shk - Slug fighters have +1 Armour and +2 to Awareness rolls against ambushes, but have -1 to all
defences.
023
Fleet Ships
Despite their combat power, flexibility, and low cost, fighters are specialized attack craft that take up no
more than a small part of any fleet; most ships are merchantmen and tramp freighters ferrying goods and
services between the stars. Other non-military vessels include survey vessels, science ships, passenger liners,
mining barges, and private yachts. A small portion of each fleet is made up of warships, following the familiar
classifications of frigate, cruiser, battleship, and carrier.
Ship rules adhere to those listed in Chapter 8 of Warbirds, with a few modifications. First and
foremost, core hits become reactor core hits. Knocking out a ship’s fusion reactor core does not cause it to
Ch explode but does force it to use emergency power. Emergency power will last until the end of a battle, but
4 the ship’s’ captain has to allocate the power to engines, defensive armament, or the main batteries; emergency
power is insufficient to power more than one at a time. After the battle, the ship’s batteries run down and they
need a tow or a talented engineer to fire up the reactor again.
Frigates
The bombardment frigate is now the torpedo frigate and carries a load of torpedoes instead of bombs. Small
squadrons of torpedo frigates accelerate to high velocity and make single-attack passes at larger ships in the
hopes of inflicting damage without taking any in return. Like their bombardment frigate forebearers, torpedo
frigates fare poorly against coordinated strafing attacks by fighters.
Any species that faces Guild warbirds first responds by building escort frigates. The anti-fighter ships
follow around their heavier sisters providing protection against strafing fighters. Newer escort frigates remove
some of their laser turrets to add heat-seeking missile launchers. The rule is removing three turrets gives one
heat-seeker launcher with the following stats:
Cruisers
Armoured cruisers have no major changes or modifications. Cruisers are the preferred capital ship of most
species. Only the very ambitious species intent on empire-building bother with battleships.
Battleships
As with cruisers, battleships have no major rules modifications or changes. These monsters rarely see action
and are only employed in large numbers by a few species.
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Carriers
The Guild drop-carrier shocked the Neighbourhood with its small size and high acceleration. The carrier has a
pair of FSDs pushing it, with six mini drop-hangars arranged in a ring around the main body. When warbirds
need to launch, the drop-carrier spins the ring and flings all six fighters away simultaneously.
The other species of the Stellar Neighbourhood focus on fighter quantity and use various forms of
fleet carriers. Fleet carriers use a more traditional catapult launching system, but most cannot launch more
than two fighters at a time.
Civilian Shipping
The rules for skiffs, light freighters, and heavy freighters remain unchanged, but the ships can hold between 5 Ch
and 10 times the listed cargo capacity depending on the make and model. Ships that hold less cargo tend to 4
be a little faster in transit, but not enough to affect stats.
Species Notes
• Humans - While human fighters tear up space, their capital ship fleets lag behind other species. Human
ships have excellent speed and manoeuvrability thanks to the FSDs. They can engage and break contact almost
at will, confounding alien captains, but if they get caught in a slugging match, their inferior technology starts
showing its seams. Human ships have -1 Armour and Threat compared to their alien equivalents, and their
heavy weapons take an extra round to charge up between shots.
• Desor - The Desor dislike combat and will hire mercenaries (they love Guild mercenaries in particular) to do
their fighting for them. Their civilian ships have excellent sensors and have +1 to all Awareness rolls.
• Telicari - Telicari turrets can use their unison (page 11) abilities when they gang up on strafing fighters.
• Rilann - Rilann fleet ships have standard stats but also have Rilann stealth advantages (page 11).
• Kanmal - Kanmal fleet ships have +2 Threat, Gunnery, and Ordnance when they fight enemies other than
humans.
• Vhekrik’shk - The slugs hire out mobile hospital ships, often to both sides of a conflict. The mobile hospitals
have cruiser stats, but instead of main batteries, they have bays for smaller ambulance ships.
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Ch
5
Chapter 5
GMing In the Space Age
Running a game in the Space Age is not all that different than running a standard game of Warbirds in that
the characters are a bunch of hotshot mercenary pilots chasing after fame and fortune. Now, they have the
opportunity to chase that dream on exciting new planets with weird new aliens.
Two Routes
Space Age is set up for two modes of play. The first finds the characters zipping around the Stellar Neighbourhood
looking for work. They will escort tankers and mining ships, fend off Rilann raiders and Kanmal attack fleets,
and spread the legend of the Guild.
The second mode is for the GM to take the game someplace entirely new. Humanity’s secret plan to
explore the stars with their own gates can lead anywhere. Any story that you can imagine can be found on the
far side of one of those new gates. Guild pilots will be the first to explore these new vistas. What will they find?
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Using Terrain
Space is empty, right? Well, all of the interesting parts of space happen to have stuff in them. This stuff makes
up the terrain of most space battles, since most battles will be fought over said stuff. Below are a few kinds of
terrain you can consider putting in your game and the hazards they bring.
Stars
Big bright balls of nuclear fusion, stars are best observed from a great distance. Stars come in all sorts of sizes,
Ch from tiny red dwarfs to massive hyper-giants the size of our solar system. Most, but by no means all, stars in
5 the Stellar Neighbourhood fall on the smaller, more stable end of the stellar size chart.
Most of the time, stars sit in the background, not really doing much besides shining light and
providing gravity for their solar systems. Ships that venture near stars face serious hardships. As a ship
approaches a star, they first find that the solar wind and radiation start messing with ships systems, imposing
a -2 penalty to all Awareness and Navigation rolls. Venture much closer, and the ship starts taking damage.
This close region, called the death zone by ships’ captains, reduces a ship’s Armour by 1 every round. Once
the Armour is gone, the Structure goes next. A ship already in the death zone that accelerates towards the star
takes double the above damage in the round, then triple damage the following round, and so on.
The death zone sits at a different distance for every star, and it’s the GM’s job to warn pilots if they
are venturing too close to the stellar furnace.
Planets
Some would argue that planets are the most important part of a solar system. After all, the planets hold all of
the people. The Stellar Neighbourhood is also lousy with the things. Nearly every solar system has a least a few,
and some have over a dozen.
Planets range in size from miniscule rocky planetoids to massive gas giants. The hottest orbit in the death zones
of their stars, while the coldest can be found at the outer edge of their solar systems.
Most ships hang in orbit around important planets and are therefore the most common setting for
space battles. Rules for fighters dealing with planetary atmospheres can be found on page 17.
Moons
Planets orbit stars, and moons orbit planets. Moons function the same as planets as far as mechanics go. Large
moons, especially those that orbit gas giants, can have their own atmospheres and even support life.
Rocks
Pilots use the slang term “rock” to describe any object too small to have much of a gravitational pull. Rocks
include some small moons, asteroids, and comets. Rocks might seem worthless, but they have a few inherent
uses.
Rocks are perfect mining targets due to their size. A mining ship can travel to a rock, give it a nudge
and then guide it to a central mining station for processing. Rocks can contain almost any element, including
rare minerals or ice. Some rocks become space stations once their interiors have been mined out.
A more frightening use of rocks involves the same nudge that miners might use. A budding terrorist
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can nudge a rock and turn it into a weapon of mass destruction. A rock a few kilometres across can cause
apocalyptic damage to a planet if it strikes. Luckily, such attacks take time to set up, giving defending forces a
chance to detect the attempt or deflect the rock.
Rings
Asteroid fields can be a bit of disappointment to the daring stunt pilot. The rocks are very far apart. Planetary
rings, like Saturn’s, for example, present hazards more in line with what one might expect: They have billowing
clouds of debris mixed with larger chunks of ice and rocks. Rings make prime mining targets, and most ring
systems have multiple space stations nearby exploiting their resources.
Ch
Pilots treat rings like they would the ground. Combat starts with Rounds to the Rings. Once fighters
hit the rings, they make the standard difficulty 9 Strafing roll to see if they hit anything. If they succeed (and 5
thus survive), the pilot that lost the last Dogfighting roll gets to make a choice: They may pass through the
rings and dogfight as normal, or they can stay in the rings. Pilots dogfighting in the rings use Strafing instead
of Piloting. The ring’s clutter gives disengaging pilots +2 Escape Defence as they dodge between the whirling
debris. The danger from crashing while in the rings never goes away. If any strafing roll fails to meet difficulty
9, the fighter crashes. Optionally, you can up the stakes and increase the difficulty by 1 every round the fighters
stay within the rings.
Gates
The gate system of interstellar travel creates opportunities for the GM to build tension and force conflicts. The
gates create choke points for ships that need to travel. Control of a gate defaults to whichever species controls
the system, but empires will often try to control both ends of a gate leading into their territory. Most species
charge a fee of some kind to traverse a gate, and some species might even try to ban the Guild from using their
gates, leaving the characters stranded until they can broker some sort of deal.
Battles to control gates tend to be slugging matches, with large numbers of ships fighting in a tiny
parcel of space. The morass is far from ideal for manoeuvre-oriented fighter pilots, but they might have no
choice. The worst-case scenario for any ship is to traverse the gate and pop right into the teeth of an ambush.
Stations
Space stations litter the Stellar Neighbourhood. Every species that has achieved space travel maintains space
stations orbiting planets and moons, and has customs checkpoints or military stations near their gates. Species
use space stations as centres of commerce and industry. The largest stations are cities unto themselves, and
people spend their entire lives never leaving those grand, self-sufficient structures.
Most stations follow a ring or cylinder design that can be spun to simulate gravity. Standard station
gravity tends to be about 60 per cent of the Azure norm, leading humans to feel light and “bouncy” among
other species.
Purpose-built stations, like mining, science, construction, and military installations, often have a less
standard layout. Many will have no spinning sections at all, and characters endure a zero-G environment.
All stations use starship stats but have Performance 0 (and, therefore, have Defence 1). Civilian
stations use the ships listed under civilian shipping, while military stations use ship stats that most closely
match the station’s size and function.
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