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CREDITS

CREDITS
Battlelords of the Twenty-Third Century™ Created by Lawrence “Larry” R. Sims
23rd Century Productions, LLC: Anthony Oliveira, David Soruco, Michelle Soruco, Kurt Willis Financier: Dr. Megan Jones
SSDC, Inc.: Michael Osadciw & Aaron Thies Savage World Conversion Mechanics by: Alb', Marcus Holder, Anthony Oliveira
Battlelords Contributors: David Fowler, Keith Klee, Anthony Oliveira, David Soruco, Joseph Soruco, Keith Soruco,
Lindsey Soruco,Michelle Soruco, & Kurt Willis
Editors: Anthony Oliveira, Dave Soruco, Kurt Willis Senior Art Director: Ray Hedman Assistant Art Director: Dawn Oliveira
Layout Concept & Marketing Consultant: Andrew Curtis at FUEL VM, LLC. Layout Development: Daniel Marshall
Front Cover Art: Kiki "Kay Kay" Kurnia Back Cover Art: Kiki "Kay Kay" Kurnia
Artists: Jordi Alcala, Nichole Balsley at Devious Squrl Designs, Wayne Barlowe, Can Başdoğan, Matt Bulahao, Annamaria Caciagli, Tadeo Doria,
Stewart Ellis, Wietz Fopma, Attila Gallik, Breno Girafa, Ray Hedman, Carsten Holtmann, Quinton Hoover, Dave Johnson, Samuel Kamby, Kiki
"Kay Kay" Kurnia, Chyi Ming Lee, Mark Maxwell, Mitch Mueller, Darren Myners, Michael Osadciw, Jeff Reitz, Leonardo Sá, Jhomar Soriano, Gino
Stratolat, Daniel Thiele, Quico Vicens, Carlos Villas, Admira Wijaya, John Williams
Special Thanks: The AARPGs, The BAMF Podcast, Jodi Black, Biohazard Games, Crossroad Games, Paco & GMS Magazine, Indie Games
Developer Network, Indie Press Revolution, Jeff McAleer & the Gaming Gang, Kritfayle Podcast, Chris Landauer, Matthew Dawkins, Matt
Forbeck, Me and Steve Talk RPGS Podcast, Mildra the Monk, Pen and Paper Podcast, Pete Petrusha, QueueTimes, Role of the Dice Podcast,
Roleplay Rescue, Rolling Boxcars, The RPG Academy, RPG Logic Podcast, Tabletop Tango, Seize The GM Podcast, Studio 2 Publishing, B. Dave
Walters, and Victory Condition Gaming.
Extra Special Thanks to Alb', Christian L. Nommay, Marcus Holder, Kerri Smith, Paul Vincent...
and, of course, Shane Hensley and everyone at Pinnacle Entertainment Group.
Battlelords of the 23rd Century®, Savage Worlds Edition, First Printing by 23rd Century Productions, LLC.
Contact us at info@23rdcentury.net or via www.23rdcentury.net
or search your favorite social network for “Battlelords” or “23rd Century Productions”.
Copyright ©2017-2023, 23rd Century Productions, LLC. All Rights Reserved.
Battlelords of the Twenty-Third Century produced by 23rd Century Productions, LLC. under exclusive license with SSDC, Inc.
Battlelords of the Twenty-Third Century® a registered trademark of SSDC, Inc. and is used under exclusive license.
“This book was designed as a game. The information portrayed doesn’t in any way reflect the beliefs of the author or the company. We
don’t support cannibalism, racism, sexism, and/or any other “ism” that has negative social consequences.” -Larry Sims
Battlelords of the Twenty-Third Century® is military science-fiction roleplaying game, which contains mature themes and is recommended for ages
14 and up. It was originally written by a soldier. The text within graphically describes war wounds, violent combat, combatants that work themselves
up into a suicidal frenzy, and dark humor that soldiers often use cope with the horrors of war. If this is objectionable to you, please stop reading now.
“This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds
and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no
representation or warranty as to the quality, viability, or suitability for purpose of this product.”
you are all battlelords to us live well fight hard enjoy life

KICKSTARTER
Special thanks to our Kickstarter Backers! Kickstarter video created by: Nichole Balsley at Devious Squrl Designs
Kickstarter Voice Actor: Samuel Marlowe. Kickstarter Video Sound Editing: Nathan Kuykendall at TheAARPGs Podcast
Convention attire and promotional materials designed and provided by Phoenix Design Screen Printing & Embroidery
Throughout this book are snippets of text in different alien scripts. They are in the Chatilian, Mutzachan, Orion, or Zen Rigeln languages.
the arachnids and the atlanteans are both your friends and your foes
These are simple substitution ciphers, and if you decode them, they'll give you secret information
about what's really going on behind the scenes in the Battlelords universe!
1
TABLE OF CONTENTS
CONTENTS
REGIONAL OFFICES ....................................................................... 25
SPONSORSHIP .............................................................................. 25
AMC ...................................................................................... 25
CREDITS-------------------------------------------------------------- 1 ASHLAND CUSTOM LOGISTICS ................................................ 26
TABLE OF CONTENTS--------------------------------------------- 2–3 BALSHROM SCIENCE CORPORATION ....................................... 26
BIOCYBERDYNE ..................................................................... 27
BATTLELORDS TIMELINE -----------------------------------------4-7 CALTERA RESEARCH INSTITUTES ........................................... 28
THE BATTLELORDS UNIVERSE -------------------------------- 8–43 DICKENS INCORPORATED....................................................... 28
THE ALLIANCE........................................................................................ 9 ERECTUS ............................................................................... 28
TECHNOLOGY ......................................................................................... 9 ERIDI-CORP ........................................................................... 28
TECH LEVELS .................................................................................. 9 KOWALSKI TRANSPORT INDUSTRIES....................................... 29
WHERE IS MY POST-HUMAN FUTURE.............................................. 10 LAMBERT'S PERSONAL CYBERNETICS .................................... 29
LIFE IN THE 23RD CENTURY .................................................................. 10 ORIONUS KONGLOMERATES ................................................... 29
TIER 1 WORLDS............................................................................. 10 RAELHAVLEN HEAVY INDUSTRIES........................................... 29
MUTZACHAN BLACK BOX TECHNOLOGY ................................................ 11 SSDC ..................................................................................... 30
TIER 2 WORLDS............................................................................. 12 THE GALACTIC ARMED FORCES............................................................. 30
COLONIES ..................................................................................... 12 TRAVEL ........................................................................................ 30
COLONIST MODIFICATION ....................................................... 13 THE DOWN SIDE ............................................................................ 30
CORPORATE PLANETS................................................................... 13 BRANCHES OF THE GALACTIC ARMED FORCES ......................... 31–32
SKY CITIES.................................................................................... 13 WHAT IS A BATTLELORD ................................................................ 32
STAR BASES ................................................................................. 13 THE DE-AUTOMATION OF THE ALLIANCE MILITARY ......................... 33
SHIP GRAVEYARDS........................................................................ 14 MERCENARIES & SPIES ........................................................................ 33
STONE TOWNS .............................................................................. 14 ESPIONAGE AGENT........................................................................ 33
SHIPYARDS ................................................................................... 14 INDEPENDENT MERCENARY GROUPS .......................................34–36
REMOTE FACILITIES: MILITARY OUTPOSTS, INDUSTRIAL PLANTS, SALARY ............................................................................................... 37
RESEARCH LABS, AND PRISONS .................................................... 14 SALARY TABLE ............................................................................. 37
INDEPENDENT WORLDS................................................................. 15 BLACK MARKS .............................................................................. 37
WHAT ELSE IS OUT THERE? ............................................................ 16 BLACK MARKS TABLE.................................................................... 37
CRIMINALITY & LAW ENFORCEMENT WITHIN THE ALLIANCE .................. 16 BOUNTY HUNTERS, SHERIFFS, AND MERCENARIES ................................ 38
BLACK MARKET ............................................................................ 17 BOUNTY HUNTERS ........................................................................ 38
GALACTIC LAW ............................................................................. 17 SHERIFFS...................................................................................... 38
ALLIANCE MEMBER SPECIES LAW ................................................. 17 SPACEFARING OCCUPATIONS................................................................ 38
POLICE ......................................................................................... 18 PRIVATEERING .............................................................................. 38
TYPICAL DRONK ........................................................................... 18 PIRACY ......................................................................................... 39
THE DUEL...................................................................................... 19 KNOWN PIRATE CLANS ............................................................39–40
PRIVACY ...................................................................................... 19 SMUGGLING .................................................................................. 40
MONEY STILL MAKES THE WORLD GO 'ROUND ....................................... 19 SALVAGERS & TREASURE HUNTERS ............................................... 40
GROCERIES ................................................................................... 20 PRIVATE PASSENGERS AND CARGO TRANSPORT ..................... 41
ALLIANCE CULTURE.............................................................................. 20 THREATS.............................................................................................. 41
POPULAR TRI-V SHOWS................................................................. 20 THE ATLANTEANS ......................................................................... 41
CYBALL ........................................................................................ 21 “UNCLE ERNIE” FREIBERG & THE ANARCHIST REBELLION MOVEMENT
SURVIVAL WARRIOR ...................................................................... 21 (ARM)........................................................................................... 41
MUSIC & ART ................................................................................ 21 THE REBELS .................................................................................. 41
MADD MIKE'S MERCENARY BROCHURE.......................................... 21 OTHER THREATS ........................................................................... 42
MATRIX SCHOOLS ......................................................................... 21 SPACECRAFT ---------------------------------------------------44-71
TRAVEL, TRADE, & COMMUNICATION .................................................... 22 SPACECRAFT IN COMBAT ..................................................................... 45
TRAVEL WITHIN THE ALLIANCE ...................................................... 22 TOP SPEED ................................................................................... 45
GETTING THERE IS HALF THE FUN (NON-GATE FTL TRAVEL) ............ 22 CHASE & RANGE INCREMENTS....................................................... 45
ARRIVAL AT YOUR DESTINATION ............................................. 23 ECCM, ECCM, & STEALTH RATINGS ................................................ 45
TRAVEL RATES TABLE ............................................................ 24 RUNNING DARK ............................................................................. 45
WEAPON RESTRICTIONS ........................................................ 24 SIMPLIFIED CHASE RULES ............................................................. 45
PLACES OF INTEREST .................................................................... 24 RUNNING THE SHIP: CREW STATIONS ............................................. 46
THE MOTARAN RIFT ............................................................... 24 THE CREW STATIONS .............................................................. 47
ARCHAEOLOGICAL SITES ........................................................ 25 CREW STATIONS ACTIONS (BASED ON CONFIGURATION) ................. 47
COMMUNICATION WITHIN THE ALLIANCE ....................................... 25 HELM CHASE ACTIONS ........................................................... 47
IEC TRANSMITTERS ............................................................... 25 FTL CHECK TABLE ................................................................. 46
THE MASNROCK GENERATOR.................................................. 25 ENGINEERING CHASE ACTIONS ............................................... 47
MEGA-CORPS.................................................................................25–30
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TABLE OF CONTENTS
ELECTRONICS WARFARE & SENSOR CHASE ACTIONS ............... 47 RUNNING ADVENTURES ........................................................................ 83
GUNNER CHASE ACTIONS .......................................................48 ENCOUNTER BALANCE .........................................................................83
CAPTAIN CHASE ACTIONS ......................................................48 TAKE THEIR TOYS AWAY ................................................................ 85
ATTACKING FROM YOUR SHIP ........................................................48 THREAT LEVELS ............................................................................ 85
DAMAGING A SHIP ........................................................................48 THREAT LEVEL TABLE.................................................................... 85
ARMOR..................................................................................48 ANTAGONISTS ...................................................................................... 85
FLUX SHIELDS........................................................................48 RUNNING HALS ............................................................................. 85
CRITICAL HITS ....................................................................... 49 RUNNING THE REBELS ................................................................... 86
SPACECRAFT CRITICAL HITS TABLE ........................................ 49 RUNNING THE ARACHNIDS............................................................. 86
CREW DAMAGE ......................................................................48 RUNNING THE ATLANTEANS .......................................................... 86
BOARDING ANOTHER VESSEL ........................................................ 49 KILLING AN ATLANTEAN......................................................... 87
REPAIRS ....................................................................................... 50 PRESTIGE ............................................................................................ 87
SPACECRAFT ................................................................................ 51 GAINING PRESTIGE TABLE ............................................................. 88
SHIP WEAPONS ............................................................................. 52 REPUTATION TABLE....................................................................... 88
TRANSICRUISER COST TABLE ................................................. 53 HELPFUL GM HINTS .............................................................................. 89
SPACECRAFT COST TABLE...................................................... 53 THE TWO MOST IMPORTANT RULES ............................................... 89
SHIP ANTI-MISSILE TABLE ...................................................... 53 COMPUTERS, P-AIS, & TRUE AIS .................................................... 89
SHIP FIG COMBAT SYSTEMS TABLE ......................................... 53 ARMOR HINTS ............................................................................... 89
LIGHT PULSE CANNONS TABLE ............................................... 53 BUYING GEAR ............................................................................... 89
HEAVY PULSE CANNONS TABLE .............................................. 53 TECH LEVELS ....................................................................................... 90
ANT-SHIP MISSILES TABLE ..................................................... 53 HAZARDS............................................................................................. 90
ARACHNID PLASMA CANNONS TABLE ..................................... 53 EXPOSURE TO SPACE OR LOW PRESSURE ....................................... 90
SHIP OPTIONS ............................................................................... 54 TECH LEVEL EXAMPLES TABLE ............................................................. 91
TYPICAL ACCOMMODATIONS......................................................... 54 FALLS ........................................................................................... 92
SPACECRAFT DESCRIPTIONS ......................................................... 56 FOOD ............................................................................................ 92
TRANISCRUISERS.....................................................................56-57 HIGH GRAVITY ENVIRONMENT ....................................................... 92
SPACECRAFT ...........................................................................58-71 WATER.......................................................................................... 92
SPECIAL ABILITIES ............................................................................... 94
BOHEMIAN CLASS YACHT .........................................................58-59
INFRAVISION ........................................................................................ 94
BANE-CLASS PERSONAL WAR CRUISER ....................................60-61
ULTRAVISION ....................................................................................... 94
FREISCHÄRLER INFILTRATOR WAR SCOUT.................................62-63
GAME MASTER'S EYES ONLY PAST THIS POINT ...................................... 94
SAVIOR CLASS RESCUE CUTTER ...............................................64-65
META PLOT ................................................................................... 94
NIDAR-CLASS “CRAB” SALVAGE VESSEL ..................................66-67
THE LAST BROADCAST OF THE VEAYAN.......................................... 95
TURTLE FREIGHTER ..................................................................68-70
ARACHNID TRANSPORT, CODENAME: VIPER................................... 71 HOSTILE ALIEN LIFEFORMS ---------------------------------96–118
ARACHNID FTL SHUTTLE, CODENAME: SEEKER .............................. 71 ABOUT HALS ................................................................................... 97-98
THREAT ASSESSMENT ................................................................... 97
THE GAME MASTER --------------------------------------------72-95 HAL THREAT LEVELS TABLE .................................................................. 98
THE BATTLELORDS UNIVERSE IS EXPANSIVE AND UNLIMITED ......... 73 DOSAGE MODIFIER ........................................................................ 99
RUNNING YOUR OWN CAMPAIGNS ......................................................... 73 GEAR NOTES ................................................................................. 99
REVISIT THE THEMES .................................................................... 73 AKNAR-RYN (AKA THE ARACHNIDS OR ‘NIDS) ....................................... 99
LONG TERM CAMPAIGN GOALS ...................................................... 73 ARACHNID WARRIORS ......................................................... 100–101
SHORT TERM CAMPAIGN GOALS .................................................... 74 DEMONANTS....................................................................... 102–103
MY KINGDOM FOR A MAP! ............................................................. 74 AIRBORNE GUILLOTINES.............................................................. 104
OCCUPATION-BASED CAMPAIGNS ................................................. 74 JENKARI GRUNT .......................................................................... 105
MERCENARY CAMPAIGN ....................................................................... 74 FLUTTERS................................................................................... 106
THE LOOK OF BATTLELORDS AND “THE THREE GS” ................................ 75 MAELSTROM GENERALS.......................................................107–108
MILITARY CAMPAIGN ........................................................................... 77 SAU-BAU ............................................................................ 109–110
BRANCHES OF THE GALACTIC ARMED FORCES (GAF)...................... 77 SCAVERNAUK JUGGERNAUTS................................................111–112
MILITARY SKILL PACKAGES ........................................................... 78 ATLANTEANS ..............................................................................114–117
MILITARY SKILL PACKAGES TABLES............................................... 79 HOSTILITIES................................................................................ 118
ESPIONAGE CAMPAIGN......................................................................... 81
GOVERNMENT SPY ........................................................................ 81 CHARACTER DEVELOPMENT TABLES --------------------- 119–125
CORPORATE SPY ........................................................................... 82 I WAS JUST GROWING UP TABLE 01 ("THE GOOD STUFF") .................... 120
REBEL SPY.................................................................................... 82 I WAS JUST GROWING UP TABLE 02 ("THE BAD STUFF") ...................... 121
SPACEFARER CAMPAIGN ...................................................................... 82 MATRIX CONTROLLER OCCUPATION TABLE.......................................... 122
PIRATES ....................................................................................... 82 PIRATE AND PRIVATEER OCCUPATION TABLE ...................................... 123
PRIVATEERS ................................................................................. 82 SPY & ESPIONAGE OCCUPATION TABLE ............................................... 124
SALVAGERS & TREASURE HUNTERS ...............................................83 SOLDIER & MERCENARY OCCUPATION TABLE ..................................... 125
SPACE COMBAT ............................................................................ 83 FICKLE FINGER OF FATE TABLE ................................................... 126–127

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BATTLELORDS OFCONTENTS&TIMELINE

YEAR EVENT
400,000 BCE Mutzachan begin recording their history.
150,000 BCE The approximate year at which the Vision of Eight is formed to govern the Mutzachan people.
100,000 BCE Mutzachans develop space travel.
47,503 BCE Astrophysicists believe this is the date (+/— 200 years) the Motaran Rift exploded into being.
45,501 BCE Veayan Plague greatly reduces the Mutzachan population to the extent that it never recovers.
40,088 BCE Counsel of Timar is formed to spearhead the formation of the Alliance.
18,760 BCE This is the date the Mutzachans claim to have developed faster-than-light space travel.
12,907 BCE The beginning of the Totalitarian Inquisition. The use of special powers is condemned on the planet Chatil. The “Illuminaries” are hunted down and
executed.
12,722 BCE The Mutzachans actively begin to engineer the creation of the Alliance.
12,200 BCE A mutation arises that gives Chatilians empathic abilities.
12,130 BCE Lord Makov uses his empathic abilities to spread peace on Chatil and teach others to use their empathic powers.
12,052 BCE Lord Makov is assassinated leading to the longest civil war in Chatilian history.
12,000 BCE Archaeological expeditions prove that the Atlanteans had a colony on Maejor III in the Urae Majoris system.
12,000 BCE There is some evidence that the Atlanteans may have made first contact with the Chatilians on planet Chatil.
11,049 BCE After a millennia of war on Chatil, the empaths force a resolution, and the planet is finally at peace.
11,048 BCE Cashan of Limar is appointed as the emperor of Chatil in exchange for his promise to end persecution of those with empathic abilities.
11,048 BCE Matrix schools are established across Chatil.
10,671 BCE Atlantis rises.
10,031 BCE Chatilians develop faster-than-light space travel.
9,110 BCE The Mutzachans admit to having made their first visit to Earth of the Sol system on this date.
8,235 BCE The Chatilians encounter the Mutzachans and establish a peaceful co-existence.
6,824 BCE Mutzachans identify an Atlantean colony on TI–4 of the Leland system on this date.
6,300 BCE The vision of eight, then known as the Council of Timar convene an emergency meeting regarding the newfound Atlantean colony. The records of the
meeting have supposedly been suppressed, but the Vision of Eight denies this. Ironically, no one ever notices that they don’t deny the meeting took place.
5,836 BCE Eridani develop faster-than-light space travel and set out to subjugate all intelligent life within their reach during the "Rapture Wars."
5,477 BCE The Eridani colonize the planet of Dia of the Kied-A star system and are subsequently attacked by an unknown species.
4,358 BCE Phelinssarious the First unifies the Phentari under a single government.
4,000 BCE The Mutzachans send an expeditionary force to the Greater Magellanic Cloud.
2,683 BCE The Phentari develop faster-than-light travel and begin to expand through space hunting many other lifeforms to extinction.
2,500 BCE The Mutzachans encounter the Xarians and begin to meddle in their affairs.
2,456 BCE The Phentari discover and befriend the Orions.
2,403 BCE The Orions develop space travel with assistance from the Phentari.
2,344 BCE The Orions begin to build faster-than-light spacecraft and spread throughout their quadrant of space.
2,301 BCE The Mutzachan ship, Guasgh, disappears over Beta-Hydri.
2,091 BCE Mutzachans make first contact with the Zen Rigeln on Katrel.
2,001 BCE The Mutzachan suggest forming an alliance with the Chatilians and Zen Rigelns, who agree.
The three matrix generating species become the founders of the Alliance.
1,956 BCE The Great Schism occurs on Katrel, and the Tza begin to reassert themselves or flee into Alliance space.
1,900 BCE Around this date the Cizerack unify under a single clan.
1,800 BCE Xarians develop faster-than-light drive technology.
1,790 BCE The Eridani first encounter the Phentari.
1,772 BCE Hostile Eridani forces invade Phentari controlled space.
1,770 BCE The Phentari and Orions sign the Kwashime Pact, making them allies against the Eridani.
1,762 BCE Eridani attack a Phentari vessel beginning the Eridani/Phentari war. The Orions side with the Phentari.
1,758 BCE The tide of war turns against the Eridani as the Phentari-Orion fleet razes every Eridani colony they encounter.
1,757 BCE The Phentari-Orion fleet attacks the Eridani homeworld after luring the Eridani fleet away.

4
BATTLELORDS TIMELINE

YEAR EVENT
1,757 BCE A fleet of Mutzachan and Chatilian vessels intercedes, stopping the decimation of the Eridani homeworld.
1,732 BCE The Eridani, Phentari, and Orions are offered admission into the Alliance. The Orions accept before the Mutzachan ambassador can finish his sentence.
1,716 BCE The Eridani join the Alliance after considerable concessions are made for Eridani military and business rules and traditions.
1,715 BCE The Cizerack develop space travel.
1,682 BCE The Phentari reluctantly join the Alliance at the urging of the Orions and to keep the Eridani from obtaining a technological advantage.
1,600 BCE The Cizerack have fully colonized their solar system.
1,011 BCE The Mazians are discovered by the Cizerack. The two species develop a lasting and peaceful relationship.
800 BCE The Xarians attempt to colonize an area of space claimed by the Mutzachans. The colony is obliterated.
42 BCE The Mutzachans declare a neutral zone within 20 light years of the Earth system.
25 BCE The Mutzachan expedition to the Carina Galaxy is destroyed by the Arachnids.
97 CE Cizerack develop faster-than-light space travel.
1,220 CE The Eridani Emperor class battleship, Harm, is finally completed. It has a crew of 4000 and is 2 km long.
1,275 CE The Great Assizza takes the throne, and the Zen Rigeln enter the Second Age of Prosperity.
1,604 CE The Great Assizza dies.
1,856 CE Cizerack make first contact with the Ram Pythons. It does not end well.
1,882 CE Raazet develop space travel and rapidly begin colonizing their solar system.
1,890 CE Mutzachans colonize Muspelheim, unaware that it is populated by the Keen.
1,892 CE A visiting Chatilian dignitary on Muspelheim discovers the secretive Keen.
1,956 CE The Cizerack/Python war begins
1,972 CE The Pythonians manage to push the Cizerack forces off their planet. The Cizerack begin to bomb Pythos into the stone age from orbit.
1,982 CE Raazet begin testing their Faster-than-Light drive technology, when Clizet is attacked by an alien fleet.
1,982 CE When it becomes clear that victory is not possible, the unknown aliens invading Raazet space bombard their homeworld, Clizet, with nuclear weapons.
2,022 CE Evidence surfaces that the Pythons have been using advanced technology from an unknown source in their war with the Cizerack.
2,033 CE A three year global drought on Earth results in planet-wide crop shortages and starvation.
2,034 CE World War III begins on the planet Earth.
2,034 CE After a nuclear holocaust is averted by an extra-terrestrial force, Earth receives "The Communication." The transmission demands Earth unify its
governments and indicates the aliens will return in 100 years.
2,056 CE The Cizerack/Python war ends when an Alliance military fleet intercedes in the dispute and offers both species membership in the Alliance.
2,056 CE The Alliance Integrity Statutes are amended to prevent female Cizerack from continuing to keep males as slaves.
2,058 CE The Keen are offered admission into the Alliance. They accept.
2,060 CE Cizerack join the Alliance.
2,070 CE The Cizerack petition for admission of the Mazians into the Alliance.
2,072 CE The Mazians are offered admission into the Alliance. They accept.
2,090 CE The Mutzachans open a gate to the Fornax Galaxy.
2,092 CE Alliance forces battle the Aeodronians and gain control of the Planet Dnar.
2,095 CE Trade is established with the Xarians from the Magellanic Clouds. They are later determined to have strong ties to the Arachnids.
2,096 CE The third planet in the Fornax galaxy is colonized.
2,108 CE Cloning becomes commonplace on the planet Earth.
2,108 CE The First Arachnid Invasion begins.
2,110 CE Alliance Confirmed Social Sanctions Act passed. It granted inalienable rights to all sentient species on Alliance worlds.
2,113 CE The UN gives Gen-Humans the same rights as other Humans.
2,120 CE The UN passes the Genetics Laws which limit Gen-Human creation and procreation.
2,134 CE The Orions arrive on Earth as ambassadors of the Mutzachan-led Alliance and invite humanity to join. Humanity discovers the Arachnid threat.
2,136 CE Earth joins the Alliance of worlds.
2,137 CE With the help of the Alliance, humanity begins to spread across the galaxy colonizing new worlds at an astounding rate.
2,138 CE Construction of the wormhole gate outside the Sol system begins.

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00CREDITS&TABLETIMELINE
BATTLELORDS OFCONTENTS&TIMELINE

YEAR EVENT
2,145 CE Exploration of the Kathanarse Abyss begins. Dozens of ships have disappeared in the Abyss.
2,145 CE A Phentari patrol cruiser sights an unidentifiable alien vessel. Hailing signals are broadcast. The ship simply vanishes.
2,153 CE The first reported appearance of Atlantean nanites in Alliance Space. Nanite conversion of planet Tarsis, results in its orbital bombardment and quarantine
by Alliance forces.
2,154 CE Gen Humans make contact with the Pythons.
2,156 CE Pythonians join the Alliance, not knowing the Cizerack were already members. Chatilian ambassadors keep the Cizerack/Python war from reigniting.
2,158 CE The first ghost planet is discovered at Clesis Idall in Fornax.
2,185 CE The first Rebel uprising is crushed by the Alliance.
2,193 CE Galactic Marines destroy the Rebel base on Kitchara of the Gamma Liporis star system.
2,203 CE The Alliance makes first contact with the Raazet who respond with threats of violence.
2,207 CE Rebels sabotage the Alpha Dallas Habitation Platform. It crashes to the surface of Uottre and kills 300,000.
2,215 CE The Motaran Rift Exploration Doctrine established formal investigative guidelines for surveying the tear in time and space.
2,216 CE AMC discovers the largest vein of Ti-Tritium known on the planet Nwaga.
2,224 CE An exploration fleet sent to explore the Carina Galaxy disappears without a trace.
2,225 CE The Ering Crasb planetoid explodes, killing its two million inhabitants. No explanation for this, one of the worst disasters in Alliance history, is ever obtained.
2,235 CE After extended negotiations and exchange programs, the Raazet obtain provisional membership status within the Alliance.
2,240 CE The first reliable flux cannon is fielded by Balshrom.
2,240 CE The second Aeodronian Incursion is launched all over the sector.
2,251 CE Delphix-9 is discovered.
2,255 CE The second Rebel uprising begins.
2,256 CE “Uncle Ernie” Freilberg quits his job at the Universal Field Center for Science Research and after a public tirade, is arrested for treason.
2,256 CE The second Rebel uprising is put down at the battle of Terasleague.
2,256 CE Delphix-9 is seeded with Fott by Uncle Ernie's agents.
2,257 CE The second Arachnid invasion begins. Crossroads is taken. Battle rages along the Northern Ring in Fornax. Battle Station Sing is destroyed. It will later
be rebuilt. Arachnid forces get by the Alliance defensive lines and attack Transit in an effort to cut off the Northern Limits from the rest of the sector. The
carrier, Wasp, is lost over Scupface. For five years, battle ranges all over the sector.
2,259 CE Alliance forces do battle with an alien race called the Krakeds in the Andromeda Galaxy. After fierce fighting, a truce is signed.
2,261 CE Pirate activities on the frontier increase, and the Alliance government begins to issue privateer licenses to captains of armed civilian ships to combat piracy.
2,262 CE The second Arachnid invasion ends as the Arachnids cease attacking despite holding a massive advantage over Alliance forces.
2,265 CE SSDC builds a wormhole gate named Horizon. It is in the Ursa Major super cluster, some 200,000,000 light years from the Core Worlds.
2,267 CE “Uncle Ernie” Freilberg escapes from prison on New Leavenworth and founds the Anarchist Rebellion Movement (ARM).
2,268 CE ARM releases the Blood Warlock on planet New Washington, killing 2.5 million people. Later that year an ARM biological attack would kill another 350,000
people on Malnax 7.
2,269 CE The exploration ship, Flight into Fantasy, radioed that they had managed to make orbit around a rift world somewhere near the Whirlpool. The captain
attempted to investigate further when contact was suddenly lost.
2,270 CE Human colony ship, Purveyor, arrives at Delphix-9 and discovers that the planet is inhabited by Fott.
2,270 CE The Fott declare war on the Alliance. It is the shortest war in Alliance history. The Zen intervene and stop the slaughter of millions of Fott.
2,270 CE Arachnid ships attack the Karamana battle station on the Northern Ring. The Ninth Fleet responds by attacking the Xarian planet of Kull. Xarians threaten
full-scale war, claiming that they had nothing to do with the attack. Diplomats meet on the New Washington to diffuse the situation.
2,271 CE The Anarchist Rebellion Movement kills a million Humans and Eridani on the planet, Nrell, by dispersing a deadly viruses into the upper atmosphere.
2,271 CE The Cizerack warcruiser, Savannah Wind, discovers the remains of the Rottweiler class personal battlecruiser, The Vitalis. The ship, owned by multi-
billionaire Thomas Paine, was destroyed in the rift while looking for the entrance to shadow worlds. The incident prompted the restriction that only military
or exploration craft be allowed to travel in the rift.
2,271 CE The Incident at Lhoren kills tens of thousands of people. The Xarians are implicated in the attack.
2,272 CE The battlecruiser, New Washington, and her contingent of warships ambush and destroy an Arachnid mothership.
2,272 CE Jaquassarious Phentari destroys the planet Sharron and becomes the number one wanted criminal in the galaxies.

6
BATTLELORDS TIMELINE

YEAR EVENT
2,272 CE The Alliance Confirmed Social Sanctions Act is amended to exclude non-native lifeforms on annexed worlds.
2,273 CE Arachnid forces obliterate the planets Salvador and Zwiim Mon Damnax. Reports claim that a third invasion may possibly be under way. The 7th fleet, led by
the carrier Enterprise, is dispatched to the area.
2,273 CE Base Station Vigilant is destroyed by an Arachnid sympathizer.
2,275 CE Rear Admiral Nathan Kenjaro of the 11th fleet is executed as an Arachnid sympathizer.
2,277 CE Etherion-ican who once ruled the 6th House of Eridine and was at the time the Director of Military Operations for the Arachnid front defects to the Rebels.
2,278 CE The world of Ampyria is destroyed, killing all 1,000,000 inhabitants.
2,278 CE Base Station Enigma disappears without a trace, only to be discovered hurling through space in the Leo Galaxy. None of the more than 5,000 assigned
personnel were ever recovered.
2,282 CE The current date in the universe of Battlelords.

7
CHAPTER 1.0

BATTLELORDS
UNIVERSE
THE ALLIANCE The Council of Timar meets in New Washington, on the artificial
world of New Terra in the Germinga system. The Council must vote
Though the Alliance was originally run by the Vision of Eight, to enact galactic-wide laws proposed by one of the branches of
eventually they suggested forming a governing body to oversee the government or to arbitrate disputes between nations. Only issues
Alliance, so that The Eight could focus on finding and cultivating that extend beyond the scope of a specific branch or intrude on
new members. Modeled on the Mutzachan’s high counsel, the the purview of another branch are subject to vote by the Council
Council of Timar was formed to guide and govern the Alliance. of Timar. The President receives two votes regardless of the
content of the measures being considered. The council member
There are eight members in the Council of Timar, with each whose branch is most closely tied with the issue being voted on
representing one aspect of the Alliance government. President Lee also receives two votes. The Council has the right to vote on any
(Gen-Human) is in charge of the executive branch of government new law, ordinance, or rule proposed by a branch of government.
and holds one seat on the Council. Ward of State, Angus McKibben, Generally it only deals with multi-branch issues or those issues
who is an Orion is second in command of the executive branch and which affect every aspect of the Alliance, such as civil rights or
manages the day to day affairs of the executive branch. trade laws. A unanimous vote by the Vision of Eight can veto a
The legislative branch has representatives from each of the 11,957 decision made by the Council of Timar, but the Mutzachans have
worlds. It passes laws and is headed by the Chief Legislator. This never exercised this power.
position is currently filled by Bandal Ashhid who is Chatilian. The
Administrative Branch is headed by a competent Gen-Human TECHNOLOGY
named Melissa McCoy. The head of the Financial Accounting
group is the Chatilian, Atish Surtam. These four members make up TECH LEVELS
the elected half of the council. McCoy is the longest sitting council
member of the elected four and is in her fifth term. The technical development of any colony planet for commercial
The second half of the counsel is made up of appointed profit is strictly regulated by the Galactic Development
members. These council members are not elected but appointed Administration (GDA). The amount and type of technology that can
by the elected members. This eliminates any chance of these be sold to any planet is subject to a multitude of governmental
council members feeling beholden to the electorate and reduces constraints. The Hickerson Report, a controversial document
the chance of bias of any one political party. The first of the written on the evolution of colony planets, asserts that all species
appointed members is the Truthseeker Supreme, who is in evolve technologically at an accelerated rate compared to their
charge of the judicial branch of the Alliance. The judicial branch emotional progression when subjected to outside influence. The
is the law-interpreting body of the Alliance and is overseen by paper focuses on the progression of those societies who were
seven members who sit on the Board of Truth to adjudicate provided superior technology to advance their civilizations, as
matters of great import. The Truthseeker Supreme is currently opposed to those societies that were left to develop on their own.
the aloof Zen Adjuar. The project scientists concluded that the vast majority of cultures
who received outside interference during their natural evolutionary
The next appointed member is the head of the Galactic Police force. processes were much more likely to commit genocide within their
A tenacious and detail oriented Human named Georgy Kuznetsov. own species. These cultures were ten times more likely to use the
The Defense Group, which is in charge of the Alliance military, is provided technology for the purpose of war and other atrocities.
presently headed by irascible General Gar of the Python Republic. Because of this, the GDA sets up the regulations to prevent the
The final branch of the appointed members is the Science & exploitation of colony worlds by the mega-corporations. Any
Medicine directorate, which is currently run by Zen Piclifer. attempt to import materials not specifically sanctioned by the
Council members serve 5 year terms, with appointed members Galactic Development Administration may result in fines or
serving a maximum of 3 terms and elected members serving imprisonment. Consequently, many civilizations in the galaxy
a maximum of 5 terms. An appointed member can be ousted reap the fruits of technological advancement while others remain
by a unanimous vote. Most Council members have a second in entrenched in the Stone Age.
command, who is responsible for running their branch while they
attend to Council duties.

9
1 THE BATTLELORDS UNIVERSE

WHERE IS MY POST-HUMAN FUTURE? money, and scarcity is still a very real and very relevant issue
for economics. Unfortunately, the division of society along
The “post-human” future envisioned for humankind in the early monetary lines is still a troublesome issue in the 23rd century.
21st century never materialized. One-hundred and fifty years after In most Alliance member species, there are definitely “haves”
contact with our first alien species, humanity is still not uploading and “have nots,” though the Zen may be the exception to this
their consciousness into computers or eliminating material rule. It’s also clear that those with more financial resources
scarcity by building whatever we need using nanomachines. There have more access to the technological wonders and amazing
are several reasons the imagined technological singularity we resources of the Alliance. Nowhere is that more evident than
predicted for ourselves never happened. in many of the highly urbanized areas of the Alliance. Perhaps
life in the city is best summed up by the human poet, L. Sims.
When the Mutzachans warned humanity about the risk of
extinction at the hands of the Aknar-Ryn (aka Arachnids), our “The cities of the future are magnificent castles built of
focus changed from living forever to just living. As humans used glass and steel. They sparkle with the intense fervor of life
the FTL technology of the Alliance to spread throughout the and represent the mecca of civilization. These metal goliaths
cosmos, they were either greeted with amazing technological house a myriad of different subcultures. They are a prison
colonies that addressed their every need or spartan and remote for the poor and a playground for the rich. The 23rd century
frontier worlds where survival was a struggle. In either case, the city is the epitome of technological achievement, yet it also
desire to upload one’s consciousness into a computer or robotic bleeds with the festering morass of spiritual decadence. The
body in order to become effectively immortal faded. futuristic city is, in fact, a paradox of beauty and desolation.”
— L. Sims.
Moreover, when the Zen Rigeln made it clear to us that
multiple species who were far more technologically advanced That’s not to say that things haven’t gotten better. Manufacturing
than humanity had tried and failed to achieve true digital technology is amazingly advanced from what humanity knew on
consciousness, it was disheartening to those researching in that 21st century Earth. With the aforementioned medical technology,
field. This disappointment was off set by the realization that the the Zen can cure almost any illness or injury. Humanity has access
Zen could heal nearly any wound or injury and even grow you a to technology that lets us travel to the other side of the galaxy in
new body. As long as your brain was intact, you were already no more time that it would have taken a 20th century car to drive
effectively immortal. Furthermore, the Zen had pioneered across North America. Perhaps most importantly, we finally have
memory backups, though they weren’t digital and they weren’t flying cars!
perfect.
In essence they grew an exact copy of your brain and filled it with LIFE IN THE 23RD CENTURY
your memories from the same period in which it was duplicated. Most mercenaries don’t spend a lot of time on Tier 1 worlds. Some
Maintaining the duplicate brain was an expensive proposition, were probably born there, and those that manage to make it to old
and it only served as a snapshot of that person at the time the age may retire there, but situations that require the services of a
copy was made. It could not be updated without growing a new merc do not usually arise on civilized planets. Most mercenaries
brain. The constant rewiring of the brain meant that the physical deal with regional corporate HQs on Tier 2 worlds and spend their
structures had as much effect on who you were and how you time out on the frontier or on colony worlds. The lawless nature of
behaved as your memories. This is one of the reasons the Zen the frontier lends itself to mercenary work, both legal and illegal,
knew a functional and active digital consciousness that could grow and it is here that the typical mercenary plies their trade.
was such a difficult proposition. The brains of most species in the
Alliance function in much the same way as the brains of Humans.
In theory, you could upload your consciousness into a computer,
TIER 1 WORLDS
but it would either be an unchanging, stagnant copy of you, or if It would be difficult to summarize what life is like on a Tier 1 world,
capable of change, it would quickly grow into something that was as each planet and species varies so widely. Phentari live in stilt
not you. The Mutzachan’s ban on true artificial intelligence made cities on the methane swamps and plains. Chatilians have their
the prospect a moot point anyway. The penalties for developing a crystalline metropolises. Mutzachans have their cities composed
true artificial intelligence (AI) are severe. of floating geometric buildings.
Similarly, the Mutzachan’s ban on the development of Instead we can focus on the uniformities among these planets.
nanotechnology also destroyed any hope of humanity Almost all Tier 1 worlds are core worlds. The birthplace of one of
developing a society where money became obsolete, and the species that is now a member of the Alliance. As a result, these
anything you ever wanted could be built at the atomic level worlds have had tens of thousands of years to develop and grow. In
by sub-microscopic nano-assemblers. Given the horror of the the case of the Chatilians and Mutzachans, hundreds of thousands
Atlantean menace, it’s no wonder the Mutzachan’s advised of years have passed since those species became civilized and
caution. The result is that even in the future, we still use technologically advanced.

10
MUTZACHAN BLACK BOX TECHNOLOGY
“You want to know the truth? Tech Levels are a joke. An almost totally arbitrary assessment of a device’s supposed level of technological
advancement. Manufacturers’ spend billions lobbying the Galactic Assessment of Technology Office (GATO) to get their particular devices
assigned a lower tech level under humanitarian or cultural exceptions. If there’s enough money to be made selling a device in a certain
market, then the mega-corps will find a way to do an-run around the tech level restrictions. None of that really matters though. The real
kicker? The Mutzachan black boxes.
You see nearly every technology the Alliance has come to rely on uses Mutzachan made black box tech. Displacement devices, Omega
weapons, Flux Shields all use black box tech. It’s not just the war effort either. Items that the average Alliance citizen sees every day and
doesn’t even give a passing thought also use Mutzachan tech. FTL drives, radiation sinks for fusion drives, A-grav lift systems in skimmers,
all use black box tech.
So, what’s wrong with that? What do the boxes do that breaks the rules? That’s exactly what the boxes do. They break the rules. The
boxes literally break the rules of physics as we know them. If you’re a mega-corp engineer and you have some fantastic new idea but you just
can’t seem to get it to work due to some pesky law of nature, the melon heads can help. Need something that will suspend the second law of
thermodynamics in a localized area? The Mutzachans have a box for that. You’d love to use your fusion drive in town but are worried about
irradiating an entire urban area? They have a box for that. Under the GATO guidelines the Mutzachan black boxes are clearly Tech Level 7
devices, but because they get installed as components into other presumably lower tech level devices that the Alliance wants and needs, the
tech office turns a blind eye to them.
Here’s the best part yet. Only the Mutzachans know how they work. We don’t have a clue what’s inside a black box or how it works. Try
to open one, and it crumbles to dust. It’s not just a boobytrap, it’s like the very act of cracking the case causes the box to fall apart at a sub-
atomic level. If the amount of mass left behind is any clue, the damn things are mostly empty space. The benevolent organizers of the Alliance
don’t trust us with their tech. To them we’re just slightly more evolved than pond scum.
Only the Mutzachans can make them, and they dole them out to companies as they see fit. The melon heads decide which devices are
worthy of their portable physics loophole and which go into the scrap heap of infeasible inventions. From what we can tell anything that moves
the war effort forward gets priority. Spacecraft, energy systems, weapons, A-grav systems, all get boxes.
If the Mutzachans ever decided to withhold their tech, our civilization would begin to crumble. There will be no more travel between
planetary systems and no more weapons of war to fight off the ‘Nids. Worse yet, what if the melon heads could turn them off? What if the
populace of the Alliance angers the headbangers? What if they decide to take back their toys? Try not to think about that the next time you’re
on a ship traveling at bone crushing g-forces and emitting instantly lethal amounts of radiation, all of which you’re able to ignore thanks to
the miraculous little black boxes.”

-Malachi Armageddon,
vigilante journalist and barista.

11
1 THE BATTLELORDS UNIVERSE

The average inhabitant of a Tier 1 world sees Hoppers as frequently those of Tier 1 worlds. They will have much more wilderness, and
as they breath. World-wide communication is instantaneous. Star developed or urbanized areas will tend to be localized. A world
travel and interstellar communication is routine. Given the instant that’s been colonized by a spacefaring civilization and then
availability of nearly everything, including food, entertainment, actively developed for around four thousand years would be
news, and planetary communication, the delay inherent in considered underutilized under the standards of many Alliance
interstellar travel and communication is utterly frustrating and species. This is a difficult concept for Humans to wrap their heads
sometimes bewildering to the inhabitants of Tier 1 worlds. around. Particularly given that humanity was still in the Iron Age
about three thousand years ago.
At the wave of a hand, they can have tens of thousands of channels
of entertainment beamed into their Tri-V. Many of the shows have Human colonies are early warning
been created light years away on other planets by other cultures systems for arachnid invasions
and other species. Due to the presence of wormhole gates
near Tier 1 worlds, they always have the most up to date news COLONIES
and entertainment. This only exacerbates the sensation that
everything that takes place off the planet happens much slower As the species that inhabited core worlds began to expand into
than it should. space, they usually colonized inhabitable planets that were closest
to them. As a result, colonies that are closer to the homeworld
TIER 2 WORLDS tend to be older and more established. These “near space” colony
worlds, grow into Tier 2 worlds and are usually inhabited primarily by
Most Tier 2 worlds started out as early colony worlds of the the species that founded them. The farther from the homeworld, the
older member species of the Alliance. Sometimes Tier 2 worlds less established and lower overall Tech Level the colonies tend to be.
have been inhabited for hundreds or even thousands of years There is also a clear dividing line between colonies formed before a
depending on the species that colonized them. Keep in mind species membership in the Alliance, if any, and those formed after.
that Mutzachans, Chatilians, Eridani, Cizerack, and Phentari Colonies that are founded after Alliance membership always tend
have possessed space travel for thousands of years. All but the to be more inclusive of other species. This is partially because in
Cizerack have been in the Alliance for almost as long. Because many ways Alliance law mandates it and partially because business
the Alliance encourages member species integration, many Tier dealings between unrelated species increases when they’re both
2 worlds are inhabited by a variety of species. Only very old members in the Alliance.
colonies that pre-date a species’ admission into the Alliance
The exception to this general rule are human colonies. Many
by hundreds of years tend to be populated only by the founding
humans were integrated into existing colonies within Alliance
species. Cizerack Tier 2 worlds are the exception. Given their
space. In some cases, such as with the Orions, a large human
relatively late entrance into the Alliance, Cizerack worlds
population was transported to the species’ homeworld.
are usually inhabited mostly by Cizerack, though there is no
However, when Earth joined the Alliance, many of the eligible
prohibition against other species taking up residence.
and inhabitable worlds within Alliance space had already been
Tier 2 planets show little resemblance to the Tier 3 frontier claimed by governments or mega-corps. What few human-
worlds, and many are more industrialized and developed than the inhabitable planets were available deep within Alliance space
relatively pristine worlds of the Mazians and Keen. The majority were quickly converted to turn-key colonies for the Humans.
of the populace on a Tier 2 world will be the same species as the These colonies are wonders of automation and technology,
founding world. designed to quickly educate and integrate their human
populations into the galaxy-wide civilization that is the Alliance.
Though most of the turn-key Human colonies provided by the
The turn-key colonies quickly filled with eager settlers ready for
Alliance are technically Tier 2 worlds, they are far less developed
a new life. It should be noted that the turn-key colonies, gifted to
than the older Tier 2 worlds. The colonies can only support so
the humans by the Alliance, have quickly become major centers
many colonists, and they’ve only had 150 years to expand. Despite
of industrial production. Human colony worlds account for 70%
their relatively low population numbers, there are usually at least
of all ship production in the Alliance.
two Mutzachans on every Tier 2 world, even the newer Human
colony worlds. The only remaining option for the majority of human colonists
were located at the fringe of Alliance space along the frontier.
For the most part a Tier 2 world is going to be a smaller version of
The distance and difficulty of transporting materials out to the
a Tier 1 world. The technology level might be slightly lower, but
frontier means these colonies are almost always low-tech, Tier
the most noticeable difference will be the amount of planetary
3, worlds. These frontier worlds are often plagued by pirates,
development. Core worlds are so old and so densely populated
annexed by neighboring governments hostile to the Alliance, or
that most of the planet’s surface has be inhabited or industrialized
harassed by bored mercenaries. As a result, most “don’t take too
in some fashion. Tier 2 worlds have only been inhabited for several
kindly to strangers.”
thousand years at most, and their level of development lags behind

12
LIFE IN THE 23RD CENTURY

The populations on frontier colonies are usually quite small as they with the millions of planets in the Milky Way, this requirement for
have to be self-sustaining. Most are too far out to receive regular substantial similarity between colony worlds and home worlds
deliveries of supplies. Many new colonies aren’t much more than severely limits the number of planets that are available for
a lone town on a remote planet. Frontier colonies typically have colonization in Alliance space.
only the basic necessities in terms of structures. There may be
farms and hydroponics facilities, homesteads, landing pads, CORPORATE PLANETS
communications arrays, sheriff’s offices and jails, and maybe a
town hall, and a medical center. If not for the speckling of visible Typically, the Alliance will only allow private ownership of
Alliance tech, like body comps, skimmer trucks, and modern planets that are not suitable for colonization. However, this
building materials, these frontier colonies are very reminiscent of restriction does not apply to mega-corps. Though corporate
the old western towns you see in cowboy movies. In short, they’re worlds are still governed by Alliance law, they are treated like
a mix of old and new technologies, but they still require hardy, mega-corp property. Thus, landing without permission is still
independent people determined to survive far from the established trespassing. In addition, corporate worlds that are doing top
worlds. However, some colony worlds have populations measured secret work for the Alliance government may, in some cases,
in millions of inhabitants. be treated as Alliance military facilities, allowing local security
to shoot trespassers who ignore repeated warnings to avoid
COLONIST MODIFICATION the facility.
Anytime a new species enters the Alliance, the Bureau of Because having your corporate HQ on its own, isolated planet
Biological Sciences (BBS) sets about absorbing all of the medical doesn’t make a lot of financial or business sense, corporate worlds
science and medical technology developed by that species into a are frequently sites for dangerous experiments and product
centralized Alliance database. The BBS then begins to analyze and testing that the company would rather be unobserved by their
cross-reference the new medical data with medical data from all competitors. Balshrom owns a number of private worlds used
other Alliance species. In this way, the BBS has been able to make solely for weapons testing and development. Some corporate
great strides in improving medical care across the Alliance. What owned worlds may have entire cities on them, while others may
may be an incurable disease for one species, may be remarkably only have a research station.
similar to a disease another species cured decades ago. It was in
this way that the BBS was able to cure cancer shortly after Earth SKY CITIES
joined the Alliance. It should come as no surprise that 80% of the
staff at the BBS are Zen Rigeln. Thanks to the Mutzachans, floating cities have been in vogue for
the last hundred years. Architects and engineers try to replicate
The BBS is also responsible for developing colonization the amazing floating metropolises of Trishmag for the upper
adaptation serums. The Zen figured out long ago that it’s easier crust of Alliance society. Sky cities are small, elegant structures
to tailor the colonists to the colony world, rather than the other built on a-grav platforms. They are lavishly furnished with
way around. When the Zen began colonizing other worlds, they riches appropriated from the masses. Sky cities are inhabited
modified their bodies to suit the environment of the new planet. by the rich and established, those who can afford to escape
In typical Rigeln fashion, they soon had it down to a fine art and the barbaric conditions of the ground cities below. The mega-
now only a single injection is required to adapt the physiology corporations build their offices here, far above the cesspool of
of a future colonist for their new planet. When the Alliance humanity. Sky cities attempt to severely restrict the entrance of
was formed, this Zen technology was combined with the BBS outsiders by levying huge immigration taxes on anyone entering
medical database to allow adaptation serums to be developed their private domains.
for any species. The serums are tailor made for each species and
each environment. Though most serums are permanent, though
STARBASES
reversible for colonists, the BBS can also create temporary
versions for tourists and colony visitors. Somewhere in the solar system of almost all Tech Level 4 and higher
The serums can adjust a colonist’s physiology to variations in planets are space stations called starbases. Starbases are large
gravity as well as for minor differences in atmospheric composition platforms that serve as fueling and repair stations for freighters
and pressure. It is this same technology that was used to develop and the great galactic warships. Their populace is predominately
the methane injections that allow Eridani and Phentari to walk composed of engineers, mechanics, scientists, and salvage crews.
around in oxygen atmospheres without a processor mask. You will find everything you’d need to build, repair, refit, or scrap
However, all species are perfectly adapted to their home planet, a large spacecraft. Starbases are the launching point for all types
and even minor changes in their environment can be highly of deep space travel. However, tourists en route to some distant
stressful if not fatal. Unfortunately, the ability of the colonization location can secure lodging here. All starbases possess artificial
adaptation serum to adjust a species for a new environment is gravity systems and utilize the most sophisticated technology and
not boundless. As a result, colony worlds must still be similar in machinery. There are also starbases that are exclusively for use by
most respects to the home world of the colonizing species. Even the Galactic Armed Forces.

13
1 THE BATTLELORDS UNIVERSE

SHIP GRAVEYARDS behind. A precious few are converted into thriving cities whose
economies are based on entertainment, both legal and illegal.
Usually found in high orbit around lifeless moons, graveyards
are not unlike the junkyards of pre-diaspora Earth. The Alliance SHIPYARDS
monitors and operates all of the graveyards within its boundaries.
Since some of the ships stored here are repairable, the Alliance Shipyards are an enormous collection of space stations, linked
likes to keep tabs on the derelict ships. This prevents an by a web of transit tubes and docking collars. The construction
enterprising thief from getting their hands on an unregistered of vessels is handled here. While robots and remotely piloted
vessel at a graveyard. The primary function of graveyards is to vehicles do most of the construction work, engineers monitor and
provide serviceable parts to refurbish an operating vessel. One supervise the job from booths in one of the myriad of stations that
can often find useful parts to upgrade or fix a ship. Prospective surround the shipyard. Due to their awkward shape and enormous
buyers can purchase salvageable vessels from a junkyard at a size, shipyards are not found in orbit around a celestial body. They
fraction of the normal cost. Typically, the crew has the ship towed can, however, be found at the nadir or zenith point within a star
into neutral space where they make repairs themselves or have system. A small contingent of warships constantly protects the
it towed to a contractor who will fix the vessel. Often the cost operation from pirates.
to return an abandoned ship to operating condition can cost Sometimes, for private reasons, persons may wish to have a ship
more than the value of the ship itself. There is often no way to built to their own specifications. More commonly, the shipyard
predetermine the cost of repairs. makes drastic changes to an original ship’s design to customize
it for the owner. The chance that a shipyard will make design
STONE TOWNS changes and major upgrades, without charging you a tentacle and
a leg, is slim and varies from vendor to vendor.
Stone Towns came about with the advent of asteroid mining. A
Stone Town is a small community, usually consisting of miners,
residing inside a hollowed out asteroid. Stone Towns are small in
REMOTE FACILITIES: MILITARY
size and population, but they are well defended. OUTPOSTS, INDUSTRIAL PLANTS,
Most Stone Towns are short lived. After the workers have mined
RESEARCH LABS, AND PRISONS
the asteroid of its ore, they pack up and move to better hunting The Alliance government and mega-corps have facilities dotted
grounds, leaving behind a hollowed out ghost town. There are all over space on dead worlds, icy planetoids, and empty moons.
thousands of ghost towns hidden in asteroid fields. Many are These bases are usually located in the middle of deep space,
pirate havens and shelter other interstellar criminals. Some will far from the comforts of the Core Worlds. Some stations are so
be inhabited by space hermits whose only wish is to leave society

14
isolated that they are only resupplied every six months, with INDEPENDENT WORLDS
changes to their small crews made once every year. Others are
sprawling industrial facilities measured in square kilometers, Not all inhabited worlds within the outer borders of Alliance
employing thousands of personnel. space are allied with the Alliance. There are many independent
worlds ruled by dictators, cult leaders, despots, and warlords
Whether large or small and in most cases, there is nothing else
of all species. Not all independent worlds are run by tyrannical
on these planetary bodies other than the facility. This forces
overlords. There also exist independent colonies run as utopian
the occupants to either be self-sustaining or rely on scheduled
experiments, religious refuges, benevolent monarchies, and even
deliveries of supplies. Stations this far from the populated
a few worlds run as nature preserves.
areas of Alliance space are only built for one of three reasons:
Military applications, commercial gain, or scientific research When humanity learned that under certain circumstances they
that’s dangerous or secret. Military facilities are built because could lay claim to entire planets within the Alliance to run and
the planet or moon they occupy has strategic value. The facility govern as they saw fit, there was no shortage of religious sects
may be well positioned to serve as an early warning station for and political idealists trying to up their own planet. They wanted
transit of enemy ships through Alliance space near strategically to build their perfect society now that humanity had access to FTL
important targets. travel. Fortunately, these worlds have to be deemed uninhabitable
and lacking in resources and strategic value for the Alliance to open
Mega-corps only build commercial or industrial facilities at such
them for purchase. There were plenty of religious organizations
remote locales if the site has vast amounts of easily extractable
and cult leaders with enough money to make a purchase. Most
resources, otherwise it’s not commercially viable. The other
historians believe that the Alliance was not prepared to deal with
reason a mega-corp builds an expensive facility at the ass end of
the frequency with which humans founded new independent
the galaxy is because they don’t want anyone to know what they’re
worlds on lifeless hunks of rock.
doing there. They’re doing the kind of research that can kill entire
cities if something went awry. Sometimes it’s both. In any event, Humans aren’t entirely to blame for the number of rogue
these facilities do not like visitors, so you better have a damn good independent worlds. Though most other species aren’t as
reason for going near one. culturally or socially diverse as humans, they do have their intra-
species differences and many of them have had a lot longer
What type of remote facility that you might want to build well
to seek out their own worlds. Moreover, if a species had FTL
away from everyone in a secluded and difficult to reach location?
capabilities before joining the Alliance, and most did, they could
A prison. Both the Alliance government and the mega-corps run
have colonized worlds so habitable that they bordered on being
remote prison facilities. They do not allow visitors, even those
a paradise. Most species had no restrictions on establishing
experiencing an emergency, and trespassers will be shot before
independent worlds prior to the admission to the Alliance. A large
their ship gets close to the facility.
number of independent worlds are ruled by Orions.

15
1 THE BATTLELORDS UNIVERSE

WHAT ELSE IS OUT THERE? CRIMINALITY & LAW


The Milky Way is a big place. It is more than 100,000 light years ENFORCEMENT WITHIN THE
ALLIANCE
across. The Alliance is less like nations sharing borders and more like
a collection of well connected islands in a sea of space. Each species
started at their homeworld and migrated outward from there,
colonizing nearby worlds and establishing a territory. Those clusters CRIME
of worlds are now connected to each other via wormhole gates and
well-traveled trade routes. There are countless unexplored worlds The level of crime and the type of crime one is likely to encounter
which are not located near the commonly traveled routes between depends on the Tech Level of the planet you’re on and whether
the Alliance member species worlds. It’s suspected the Mutzachans you’re on the good side of town or the bad side of town. Another
know more of them than just about anyone else since they were factor is what species makes up the majority of the planet’s
able to provide quite the list of habitable worlds for the Humans population. On Orion and Phentari planets, crime is a lot more
when Earth joined the Alliance. Certainly, there are other intelligent common. One might even argue that crime itself is an important
spacefaring species within the galaxy, such as the Aeodronians, element of Orion and Phentari culture. The Phentari would
but these outliers are small, isolated, and of minimal threat to the certainly argue that the ability to break a law and not get caught is
Alliance. It seems unlikely, with all the travel through the Milky Way a sign of an intelligent and cunning species.
done by Alliance vessels, that some sign of other intelligent species On a Tier 1 planet, crimes against people are nearly non-existent,
would have gone unnoticed, particularly by the Mutzachans who except for the occasional crime of passion. Surveillance is
have had more than 100,000 years to look for it. everywhere and nothing escapes the eye of the authorities for
The Mutzachans, not content to run around the 400 billion stars in long. That’s not to say that crime doesn’t occur. The most common
the Milky Way, have created wormhole gates to several neighboring crimes on Tier 1 worlds are often property crimes and usually
galaxies. The current method to establish a gate in a neighboring involve theft of digital assets or funds.
galaxy is to use the Masnrock Generator to essentially fire blind at On the bad side of town, it’s often a different story. Surveillance
your target. Since the Masnrock Generator doesn’t require a gate gets spotty, and all the wrong kind of people know exactly where the
at the destination, you can push materials through to build a new cameras do and don’t point. Worse yet, the people living in poorer
gate through to the other side. Alternatively, you can push a small neighborhoods don’t always get the level of protection they need
gate through to the other side. Either way, you create a normal from local law enforcement. The irony is the lack of police presence
two-gate portal between the Milky Way and a neighboring galaxy. is not due to the fact crime is bad on the less fortunate side of town,
Unfortunately, the Masnrock Generator has abysmal accuracy at but rather that the there is no crime on the good side of town.
those literally astronomical distances, and there have been some
expensive failures during the attempt to open transgalactic gates. The sides of town with low crime rates and excellent crime-
prevention-surveillance don’t need a lot of police. The politicians
Curiously, at least one of the transgalactic gates was functioning and powerful people live in a crime free world and pass laws
before the Masnrock was built. Since it would take approximately limiting the budgets of the police services. Furthermore, what few
four to five thousand years to reach our closest neighboring galaxy, police the city does employ are wanted by those same powerful
no one is quite sure how the Mutzachans established a bridgehead people to protect and patrol their neighborhoods. The result is
for the other side of the gate. It’s not out of the question that some that the police are understaffed, underfunded, and outnumbered
long lived Mutzachans made a transgalactic transit to establish whenever they venture into the rundown areas of a city.
the first gate. Regardless, rumors abound that the melon heads
have some form of superior FTL travel that they’re not discussing Because Tier 2 planets vary so widely, it’s difficult to make a general
with the rest of us. statement regarding crime. Some Tier 2 worlds have been around
long enough that they’ve been industrialized to the same extent as
Important parties within the Alliance are curious as to why the 21st century Earth, though at a much higher Tech Level. In areas
Mutzachans are so intent on creating the transgalactic gates, where the planet is still wilderness, surveillance by the authorities
given that there are significant portions of the Milky Way that is likely to be non-existent, other than an occasional orbital flyby.
remain unexplored. The analogy used by the Humans is that it’s In highly urbanized areas, one can expect nearly the same level of
a bit like their planet during the 20th century. They had the entire scrutiny as on a Tier 1 world. The same holds true for Tier 3 worlds,
surface of their moon mapped, despite only having been there but you can expect the majority of these planets to be in their
a handful of times. However, they had very little idea of what natural state. Urbanization, if any, on Tier 3 worlds will be limited to
was going on under the water that covered 70% of their planet. small pockets of civilization or one or two major trading ports.
Given the “interconnected islands” analogy used to describe the
Alliance, the Mutzachan’s behavior is even more perplexing.

16
CRIMINALITY & LAW ENFORCEMENT

BLACK MARKET ALLIANCE MEMBER SPECIES LAW


The black market is simply a term that means the sale of illegal Almost all of the Alliance member species have patterned their
goods. Sometimes black market vendors are independent, though criminal code from the AIS, so the penalties and crimes are
more often than not they’re part of a larger organized crime identical. The Chatilians, Cizerack, Humans, Keen, Mazians,
network. On some Orion and Phentari worlds, the figurative term Pythonians, and Zen societies have all copied the Alliance code
gains literal meaning as there is an actual physical marketplace into their own local laws. The Fott were forced to adopt the
where one can go to buy illegal goods. The police on these worlds Alliance code of since their world was annexed by the Alliance.
turn a blind eye to the mall of illicit products and services because This is a situation that does not please the anarchist Fott.
it makes tracking particularly egregious goods, like weapons of
As always, the exceptions are the Eridani, Orion, Phentari, and
mass destruction, easier.
to a lesser extent the Raazet. The Orion have lower penalties
One can purchase just about anything on the black market. for property crime as they feel some degree of criminality in a
The cost depends on the item sought. Most black market items society is good for it and encourages creativity. The Raazet have
typically cost three times the retail cost. Those in the know can very loose interpretations of what constitutes private property,
also fence goods through the black market. Rumor is that some of anything that’s lying around unused becomes public property until
the black market with ties to organized crime also have close ties someone utilizes it. The Eridani, upon entrance to the Alliance,
to the Rebels, who obtain much of their equipment there. Black demanded that exceptions be made for some of their laws and
marketeers are deadly. They don’t like being swindled, ratted out, traditions, which is why dueling is legal throughout the Alliance.
cheated, or thrown into the public eye, and most will not hesitate Both the Eridani and the Phentari recognize slavery as a valid
to kill those who cross them. punishment for many crimes.

GALACTIC LAW
The Phentari do not have “attempt” crimes. For example, there is
no attempted murder in Phentari law. Successful crimes are taken
Alliance law is divided into two sets of rules. The Uniform Alliance as a sign of competence and success. If everyone knows you killed
Government Code (UAGC) and the Alliance Integrity Statutes (AIS). someone, but they can’t prove it, then you are cunning. The only
The UAGC covers all interactions between the governments of the other options are you either killed the victim and got caught, or
Alliance, including trade and intellectual property law (patents, you failed to kill the target, but everyone knows you made the
trademarks, etc.), military law, territorial boundaries, and the like. attempt. In either case, you are deemed as inferior in Phentari
culture. You must live with the shame of your failure until such
The AIS covers the tort code and criminal code. Torts are civil time as the victim or their family retaliates, cleansing the Phentari
wrongs that aren’t considered crimes but still require the bloodlines of your inferior genes.
wrongdoer to compensate the wronged party for the offense.
Examples or torts include trespass, negligence, nuisance, and It should be noted that the penalties for all crimes are more severe
similar non-criminal wrongdoings. when committed against a Zen Rigeln, as there is a rebuttable
presumption that the Zen will not defend themselves with violence.
Both the UAGC and the AIS are broken into sections called Titles, In addition, the Zen do not often try their own kind as criminals,
where each Title deals with a specific subject. Within each Title, but rather treat Zen who commit acts of violence as mentally ill
individual laws are listed. and unable to comprehend the criminality of their actions. These
Planets owned by the governments of Alliance member species mentally ill Zen can then avoid criminal sentence and can be re-
are able to pass their own laws and penalties for crimes as long educated and indoctrinated into the Zen society.
as they are not superseded by Alliance law. The Alliance has Mercenaries are accorded some leniency for minor and moderate
jurisdiction over crimes committed in open space (not in orbit), transgressions of the law that occur during a mission. It’s understood
acts of terrorism, crimes committed on corporate owned worlds, that mercs from various mega-corps may occasionally duke it out
crimes directly against the Alliance government or its employees, with each other. As long as the chaos and violence doesn’t spill over
and any crimes committed during the commission of one of the into the public’s view the police and the prosecutor will generally
aforementioned activities. In those cases, Alliance law would turn a blind eye. However, they take a very dim view of gunfights in
apply and GalPol would be doing the investigation rather than the street, civilian injuries, and anything that involves live, on-the-
local law enforcement. However, if a crime were committed on scene, video by the local news channels.
a planet or in orbit around a planet owned by the government of
an Alliance member species, then the local laws would be used
— assuming it wasn’t an act of terrorism or a crime against an
Alliance government official.

17
1 THE BATTLELORDS UNIVERSE

POLICE them to the most dangerous sections of town. Dronks are given
a great deal of free reign to administer justice as they see fit. The
The Alliance Galactic Police force, or GalPol as it is more commonly police do not like Dronks as they are incompetent at the best of
known, has a branch office on every Tier 1 and Tier 2 world. GalPol times and roving gangs of vigilantes at the worst. On the up side,
is responsible for enforcement of Alliance law and investigation Dronks are difficult for criminals to bribe because honor is more
and prosecution of the Alliance’s Most Wanted list. GalPol important to them than driving a new hopper.
agents are currently responsible for tracking down Uncle Ernie,

TYPICAL DRONK
Jaquassarious Phentari, and other high profile criminals. They are
also responsible for reviewing violations of Alliance corporate law
and actions by the Rebels that take place within the Alliance. CHARACTER OVERVIEW
GalPol has a fleet of cutters and cruisers that they use to patrol Species: Ram Python Rank: Dronk
the shipping lanes and travel to planets where the local GalPol Position: Neighborhood Watch Experience: Seasoned
office might be understaffed to handle larger threats. GalPol is in
charge of investigating all crimes that happen in open space within ATTRIBUTES
Alliance territory, acts of terrorism, and crimes against Alliance AGILITY d8 SMARTS d6 SPIRIT d8 STRENGTH d10 VIGOR d12
officials. They work closely with the Galactic Navy to combat SKILLS
piracy in Alliance space.
Academics (Law) d4, Armor Use: d8, Athletics d8, Common Knowledge d4,
GalPol is composed of highly trained and well equipped officers Fighting d6, Healing d4, Notice d6, Intimidation d8, Persuasion d6, Shooting d6,
who are experts in their field. They only take the best applicants Stealth d6, Survival d4 (Urban)
and draw primarily from local law enforcement agencies
throughout the Alliance, though recruits from the military and SPECIES ABILITIES
elite mercenary forces are also included. If GalPol can show a Beast of Burden (+2 to Strength rolls, Double Carry Weight), Durable,
need for it, they are capable calling on the might of the Galactic Natural Weapons (Claws & Bite), Vibration Sense
Armed Forces for support. Getting on the wrong side of a GalPol SPECIES LIABILITIES
investigation is the last thing a pirate or mercenary wants to do.
Not the Brightest (–2 to Smarts rolls), Short Sighted (blind beyond 50 m),
“We, at the Galactic Police, Species Enemy (Cizerack)
do not possess a sense of humor.”
RESISTANCES (CHARACTER/ARMOR)
Under Alliance law the planetary police forces on worlds COLD: WEAK / — SEN: RST / —
governed by Alliance member species have jurisdiction over all
criminal investigations that occur on the planet or in orbit around COMBAT INFORMATION
it. This is as long as they’re not crimes that fall under GalPol’s PACE 8 TOUGHNESS 10
jurisdiction. The skills and resources of local law enforcement PARRY 5 SIZE 2
vary from planet to planet. Obviously, police forces on planets
EDGES
with higher Tech Levels have access to more sophisticated
Brawler, Brute
technology than those on lower Tech Level planets. However,
access to state-of-the-art technology doesn’t mean a well- HINDRANCES
trained or incorruptible police force. Code of Honor (Major)

There are several other police forces of note. The Galactic Armed WEAPONS (#)
Forces have their own police force that investigates crime within Turbo Plus Grenade Launcher (1): 50/100/200, ROF: 2, SHOTS: 12, DMG: By
the forces. The civilian police on Eridani planets are a branch Grenade.
of the Eridani military. Corporations have their own private Magnetic grenades affect only the target. They do NOT use a blast template.
security forces that serve as police. However, once the GalPol CYBERNETICS (#)
gets wind of a crime on a corporate owned world, they may claim
Cybernetic Eyes (+2 to Notice rolls),
jurisdiction over the investigation. Most corporations do their
best to deal with issues without involving GalPol. Finally, the EQUIPMENT (#)
Zen have a special branch of investigators called the Trahil, who Flashlight, First Aid Kit, Handcuff s-
identify and pacify Tza Zen. Because of their pacifist natures, a
large portion of the Trahil is not staffed by Zen Rigeln but rather
Chatilians and Phentari. "I protect you. Me Dronk".

The last type of law enforcement, and I use that term loosely, that
you’ll need to know about are Dronks. Municipalities hire Ram
Pythons as a sort of neighborhood watch patrolmen and assign

18
MONEY

THE DUEL Phentari, and Cizerack worlds it is nonexistent. On Chatilian


worlds surveillance outside of anything that’s a public area open
The duel is a lawful, sanctioned event under Galactic Law. It to everyone is considered an appalling invasion of privacy.
is considered a just method of combat. Anyone may challenge
Big Brother is out there, and he is definitely watching! If the
another to a duel. The restrictions on such an act are as follows:
government wants to know anything about you, it can access
• There must be a minimum of five witnesses, of which it in a second. Huge databases have been set up to track the
at least two must have no relation to either participant in activities of mercenaries and prominent public officials across
any capacity. the galaxies. This is called a Historical Background Compliance
• Both parties must agree to the duel. check (HBC), or simply HBC. Under the Stimson Act of 2268, all
persons working for mega-corporations as combat or espionage
• The terms of the duel must be announced aloud and agreed
operatives in Alliance space forgo the right to privacy, in order to
upon. A duel is fought to submission, first blood, injury,
ensure compliance with galactic law. In short, Big Brother knows
or death.
everything about you if you’re a mercenary.
• Individuals choose and agree upon weapons. Armor is
prohibited unless agreed upon by the participants.
MONEY STILL MAKES THE
WORLDS GO ‘ROUND
• No outside intervention is permitted by anyone. This act
voids the terms of the duel and is considered illegal.
• Individuals possessing Matrix powers cannot use their
abilities in any way to affect the outcome of a duel, unless MONEY
agreed upon by both parties.
All Tech Level 4 planets and above have forsaken cash for chits and
• Individuals who refuse a duel are entitled to a 30 hour grace electronic credit. All monetary transactions are dealt with in terms
period before being challenged again. of these two methods. Credit lines are lines of credit that recorded
The effect of a duel is to eliminate enemies or to disgrace individuals. on your body comp, and linked to your bank. Characters can obtain
It is a powerful device for addressing an affront or legally dispatching a credit line at any number of banks including Interstellar Trust
one’s enemies. It is loathed by the Phentari who believe that openly Bank, Permanent Assurance Bank, or at any spaceport. Body
killing one’s opponent under a strict set of rules is the lowest form of comps are voice activated and DNA coded to prevent fraudulent
combat and breeds an utter lack of cunning and forethought. Most use of the banking or financial information they contain.
duels are fought with archaic hand weapons, though this is not a High tech societies also use the currency chit. These rectangular
requirement. Often duelists will negotiate until they find a weapon pieces of plastic are essentially cashier’s checks encoded on small
type that both are equally skilled when using. Sometimes this leads chips, with a display that shows the amount of currency currently
to duels with laser rifles or other unusual weaponry. on the card. As a result, chits can be exchanged just like hard
Given that illegally interfering or cheating in a duel can likely lead currency, since the value of the chit is displayed and known. Like
to the unjust death of one of the participants, the penalties for body comps, a chit can be DNA coded to prevent fraudulent use.
inference are high. The penalty for interfering or cheating in a duel To use the chit, the owner only needs to authorize the transfer of
on an Eridani world is death. the chit to the other party, and it becomes theirs. If you want to
change the value of a chit, you go to a bank or teller machine and
“Don’t expect to win a duel against an Eridani. Don’t expect transfer funds to or from the chit. This allows a person to hold large
to win against a Ram Python. They are almost as deadly as amounts of unmarked, but secured currency on their person. Cash
the Eridani. If you are a Mazian and are challenging someone chits are very popular, especially on Orion and Phentari worlds.
to a duel, then you are either stupid or have a nasty trick up One can dispense cash at will, without the government being able
your sleeve. Finally, bet all the money you have on yourself. to trace it. Cash chits are used on Tech level 3 planets or higher.
You won’t be worrying about paying your bills if you lose.”
—Malachi Armageddon, Tech level 2 societies still use that archaic stuff called money.
rebel reporter and Characters traveling to Tech level 2 planets can obtain the proper
vacation planner. currency upon landing at the spaceport. Money can be transferred
to and from credit cards or currency chits. But why you would
PRIVACY want this is beyond me.

In most cities there are surveillance devices watching your every Tech Level 1 societies and frontier worlds use the barter system
move when you’re out in public, particularly on planets with high of trade. The proper currency is whatever object the society
populations of Zen and Mutzachans. Most Alliance citizens just considers valuable. Credit cards and chits are useless here, unless
accept this as a fact… except for those who view it as an invasion one can use credits to obtain valuable commodities first before
of privacy. Travelers should be aware that surveillance of public attempting to barter.
areas on Orion and some Human worlds is very limited. On Keen,

19
1 THE BATTLELORDS UNIVERSE

GROCERIES ALLIANCE CULTURE


Most localities have their own planetary food chains. Almost all
space-based food distributors are subsidiaries of the Galactic POPULAR TRI-V SHOWS
Grocery Company (GGC) mega-corp. All GGC stores are open
Every planet and culture has its own popular shows, but since Tri-V
around the clock, so hungry persons can trot down to one and
content can be delivered across the universe, there are several
get something to eat. The grocery chain utilizes the best in
shows that have become popular Alliance-wide. Given the size
food service. No longer is food stored on shelves or in freezers.
of the Alliance, a show that is popular generates revenue in the
It is kept in environmentally sanitized protection banks. Food is
tens of billions of credits, if not more. As a result, entertainment
ordered using a body comp or home comp and can be delivered
networks are always searching across the alliance for the next big
or picked up as the buyer desires. Groceries can also be ordered
thing, and small local entertainment producers are always trying
at terminals in the store, and they are delivered to the pick-up
to get their shows noticed and expand their audience. Currently
counter. The food is usually there before the buyer is. GGC also
the two most popular shows in the Alliance are Survival Warrior
owns the JumCo, which produces JUM drink and Yummies food
and broadcasts of the Cyball league championships. The PVQ
bars. Both JUM and Yummies are incredibly popular throughout
Communications mega-corp holds the rights to the majority of
the Alliance, so they’re not hurting for cash. GGC’s biggest
Tri-V shows.
competition is Ubiquitous Foods Corp.
Malachi’s Top 10 Tri-V Shows
Malachi’s Top 10 Drinks
01. Survival Warrior (Sports)
01. Orion Star Utaban “Cell Block” Scotch (Taos)
02. Cyball Championships (Sports)
02. Mad Janx (Taos)
03. Taos Fashion Awards (Fashion)
03. Nectar of the Ram (Pythos)
04. Zog’s Metal Mania (Music)
04. Jum Drink (Everywhere)
05. The Adventures of Captain Leon and his Pips (Reality
05. Solar Tequila (Taos)
Tri-V)
06. Gordan’s Malt Liquor (Earth)
06. Madd Mike’s Weekly Review (Sports)
07. Turpentine (Trishmag) — melon heads ONLY!
07. Your Universe in 30 Minutes (News)
08. Pu-Mmack (Cashoulis) — Cizerack Only.
08. The Yummies Show! (Infomercial)
09. Hatfield’s Moonshine (Delphix-9)
09. Granny’s Grab Bag (News & Sports)
10. Jua (Phena) — Phentari & Eridani only.
10. Smythe House (British Period Drama)
—Malachi Armageddon,
—Malachi Armageddon,
anti-establishment investigator
dissident detective and professional criticizer.
and restaurant critic.

20
TRAVEL, TRADE, & COMMUNICATION

CYBALL MUSIC & ART


So, you want to be a famous Cyball player? It is the dream of every Even in the future, music and art are just a popular as they were
adolescent for the fame, the money, and the glory. Cyball is short on 21st century Earth. Popular bands and musicians can be set for
for Cylinder Ball. It is the number one sport in the Alliance. The life with a one-hit-wonder given the audience size provided by the
6,571 different teams are watched by some 100 billion viewers Alliance. Similarly, artists who catch the public eye or the interest
weekly. What is it exactly? Cyball is a cross between Earth style of a wealthy art collector can quickly become insanely wealthy. The
lacrosse, rollerball, and football. It is played in a 200 m long, 50 newest trend in Alliance music is the resurgence of heavy metal,
m diameter cylinder. The idea is to move the 2 kg titanium-steel which is very popular with Pythonians and Humans alike. Metal is
alloy ball from one of the cylinder to the other and place it in your one of the fastest growing genres of music in the Alliance, and it is
opponent’s goal. Players wear magnetic boots that allow them to also quite popular with Alliance military personnel and mercenaries.
maneuver freely about the inside surface of the cylinder.
Each player type is governed by a specific set of rules for that MADD MIKES MERCENARY BROCHURE
position, with some players remaining on the ceiling of the cylinder Madd Mike’s Mercenary Brochure is an interstellar mercenary
at all times and others riding motocross vehicles. magazine sold digitally on most civilized planets. The brochure
Though its owners, the Alliance Cyball Association (ACA), say contains a listing of mercenary jobs available throughout the
the dangers of the sport are overinflated, there are some 1,500 universe. The list provides all the pertinent information concerning
players killed every year, while 35,000 are injured. Despite the the stated job offering, location, qualifications required, and rate
numbers, statistics reveal that Survival Warrior has a much higher of pay, along with a detailed job description. Mercenaries may
fatality rate. Currently the Rigel Death Knights are the reigning six opt to place advertisements in the periodical themselves, under
year champions, amassing some 23 kills, 6385 goals, and a record “wanted” or “for hire.” A one week’s running of any advertisement
of 1129/40/8 over the last 5 years. Cyball is owned and operated that is less than 50 words long costs c30. The brochure is sold in
by the Alliance Cyball Association, who has an excellent working most planetary stores and in all Galactic Groceries. If you need
relationship with PVQ mega-corp. Advertisers pay top dollar for to hire out some additional help for combat missions, you can
spots in Cyball broadcasts and JumCo, has the exclusive contract accomplish this by consulting Madd Mike’s Mercenary Brochure.
for food advertising during Cyball matches as well as an exclusive Mega-corps with mercenary labor and most of the major
concessions contract at ACA games. independent mercenary companies run ads in the magazine. The
independents also post recruitment notices when they’re hiring.
SURVIVAL WARRIOR The mega-corps take applications or seek out specific talent. They
do not advertise recruitment.
The second most popular sport in the Alliance is Survival Warrior.
Every four Galactic months, the Survival Warrior Committee MATRIX SCHOOLS
designs and erects a deadly, kilometer long, obstacle course
at a secret location in Alliance space. Individuals from all of the The Mentor-Pupil system of matrix teaching has existed for
Alliance worlds submit applications to participate in the deadly centuries, and in the case of the Mutzachans, for millennia. It
sport. If their application is accepted, they can attempt to make is similar to the master-apprentice relationships on Earth in the
it from one of the random starting locations to the finish. The middle ages, when a student learned a skill in exchange for service.
entire playing field is littered with booby-traps, and there are no It is still popular on secluded or sparsely populated worlds. Zen
rules prohibiting player-on-player violence. The entire spectacle still prefer one-on-one instruction with mentors, though Chatilians
is recorded using remote cameras and player-following camera and Mutzachans prefer more formalized education.
drones. The committee then packages the video into nightly On more developed planets, Matrix schools exist where mentors
broadcasts for the Alliance audience. have congregated to share their knowledge and teach an expanded
Past locations have included burnt out slums in Hell’s Point, an curriculum. It is every matrix controller’s dream to attend one of these
abandoned steel mill, a stone town, and numerous other locations academies. Most of the schools are very prestigious and attending
throughout the Alliance. Once the location is revealed, you can buy one is a badge of honor. Attending such a school gives an MC access
tickets to watch the event on location as it is filmed. At one point, to a much wider selection of Matrices than any one mentor could
a corporate prison was used as the event location, and the violent possibly possess. Furthermore, attending a matrix school can give
prisoners served as antagonists for the competitors. This resulted you contacts with other Matrix Controllers, which might prove even
in the accidental escape of 13 inmates during the filming and has more valuable than the new matrices a student learns.
not been repeated since. The competition is so deadly that you Of course, all of this has its price, or every matrix controller would
receive c50,000 for just surviving, whether you win or not. You enroll in the Tzin Control Academy tomorrow! First of all, these
receive c1,000,000 if you win. It should come as no surprise that schools are extremely competitive. Examinations are given to all
PVQ owns the Survival Warrior Committee.

21
1 THE BATTLELORDS UNIVERSE

prospective students, and only the highest scores are admitted. to Tier 1 worlds. Tier 2 systems are commonly called Secondary
Matrix schools are also expensive, and you should expect to Systems, and the planets within them are referred to as secondary
pay through the nose to attend one. Finally, there’s the problem worlds. Though Secondary worlds are dependent on shipping for
encountered by anyone attending a formal school: scheduled their commerce and trade, their nearness to the Prime Systems
classes. If you take off a week or so from classes just before exams minimizes this burden. Alliance freight vessels still travel faster-
to go adventuring, the professor isn’t likely to take it too kindly! than-light, and most secondary worlds are usually only a couple of
Miss too many classes and you’re out. This is why most mercenary days from the closest system with a gate.
types are stuck studying with either mentors or at the limited
Star Systems that are very distant from their closest gate are
classes offered by some of the mega-corps for personnel when
referred to as Tier 3 or tertiary systems. The fastest route to these
they return to the home office.
systems from a Tier 1 gate usually involves traveling to a Tier 2

TRAVEL, TRADE, &


system, refueling, and then continuing on to the Tier 3 system.
Because Tier 3 systems are so remote, they are typically only
COMMUNICATION developed for a couple reasons. They either possess valuable and
easily extractable resources, or the characteristics of a planet in
the system are ideal for colonization by an Alliance species. Even
TRAVEL WITHIN THE ALLIANCE with billions of planets in the galaxy, the chances of finding one
The Alliance of Worlds covers a vast amount of space in the Milky that’s ideal for supporting life is still a rarity. As a result, these
Way Galaxy. The core worlds are connected by massive wormhole planets are still considered valuable resources, even if their
gates, which facilitate instantaneous travel and communication location is remote in relation to other Alliance worlds.
to other gates within the Alliance. Gates are always located
out of the star system for security and safety reasons. Though GETTING THERE IS HALF THE FUN
an overloading gate is designed to shunt discharged energies (NON-GATE FTL TRAVEL)
into the extra-dimensional space connecting the gates, a
catastrophic gate failure could easily obliterate an entire star Tier 2 star systems are typically 1–10 parsecs in distance from a
system. Therefore, gates are located some distance from the Tier 1 system, which means the average travel time is anywhere
system they serve. from 1–10 days. The close proximity and relatively short travel
distance means that Tier 2 worlds are able to sustain themselves
As a result, traffic to and from the gate, as well as traffic from a on imports from Tier 1 system, until such time as they become
system possessing a gate to those that lack a gate are facilitated self-sustaining, if ever.
by spacecraft over well-traveled shipping lanes. Though the ever-
shifting orbital mechanics of planets within a star system and Because Tier 2 worlds do not have wormhole gates, travel from
between star systems results in multiple lanes serving the same a Tier 1 to Tier 2 world is usually accomplished via starliner. The
destination. The shortest route at the time is typically the one affluent can charter a private ship or fly on a ship they own. Travel
most traveled. Much like the highway systems of ancient Earth, times are short enough that passengers do not need to be placed
star systems that possess a gate (Tier 1 systems) are the most in stasis for the journey, which makes these travel routes popular.
frequented. Typically the habitable planets within that system Tourists don’t typically like to be put to sleep and ferried around
are the most technologically advanced. Though there are some in coffin sized boxes like cargo. However, for those flying economy
exceptions. This is in no small part due to the cost of building, class, accommodations may not be much larger than a sleeping
maintaining, and managing traffic through a wormhole gate. These tube. Starliners have a small dining area that operates in shifts
star systems, which are highly developed and nestled close to a star and a lounge, so passengers aren’t stuck in their rooms for flight.
gate, are commonly referred to as Tier 1 System or Prime System. For those on a truly tight budget you can opt to be cryo’d and
Almost all of the Core Worlds, which are homeworlds of the stored in the ship’s hold along with the cargo. If you’re looking for
founding Alliance species, have wormhole gates, though not a middle ground on longer voyages, for a bit more money, you can
all are considered Tier 1 worlds. The Mazian homeworld is still ask to be awakened during the last half of the journey. The longer
mostly undeveloped. The Human homeworld, Earth, was the last you’re in storage, the less drain there is on the ship’s resources
Core World to obtain a wormhole gate. The Mazian gate near Beta and staff and the more of a discount you get on your fare. Moving
Comae Berenices was finished shortly before the Human gate was people in bulk, like cargo, is the most cost effective way to
started. Currently the Keen and the Fott homeworld systems do transport passengers, assuming you can get enough people going
not possess wormhole gates. to the same destination. The spaceliner passes on some of the
savings to those passengers who are willing to sleep through the
Star systems with habitable worlds that are in close proximity journey. Most passengers still opt for a small cabin.
to gates, in terms of interstellar travel, but that do not possess
a gate themselves are referred to as Tier 2 worlds. Tier 2 worlds
are the next most populated and developed due to their proximity

22
Starliners can take off from a planetary surface, but where possible, to a wall wearing nothing but a kilt. It should be noted that kilts do
they prefer spaceports. It’s faster and allows the liner to drop off not function well when one is turned upside down. In short, culture
passengers, fumigate, restock supplies, and allow new passengers is important.
to board. The longer a liner sits idle, the more money it’s losing.
The cultural assimilation center will brief you on the culture of the
If you have the money, you can always take a stellar cruise ship. world or worlds in the system that you intend to visit. The center
It takes longer to get to your final destination as cruise ships tend will download a helpful liaison persona to your PCD or body comp,
to make lots of stops, but you do get a lot more entertaining on which can pop up and warn you when you’re about to break a
the way and better food. Cruise liners are not usually an option for social taboo or do something ill-mannered. The liaison program
those in a line of work that requires you to wear armor and carry will also provide you with more mundane information such as the
a pulse weapon. location and type of dining and lodging in your local area. The
cultural briefing also gives warnings about any dangerous wildlife,
ARRIVAL AT YOUR DESTINATION which is only an issue on Tier 2 and Tier 3 worlds. The status of
What to expect when you arrive at your destination varies widely prevailing governments is also confirmed.
from planet to planet. Facilities you are likely to encounter are Finally, at the cultural assimilation center, you will receive a
based primarily on whether you’re visiting a Tier 1, Tier 2, or species-specific injection fabricated by the Zen. This injection
backwater Tier 3 world. allows temporary visitors to a planet to rapidly acclimate to any
Tier 1 World differences in atmospheric composition, and minor differences in
pressure and solar radiation. These injections are a short-duration
Arrival Terminal: Spaceport version of the permanent injections frontier citizens receive when
Starships arriving at a Tier 1 world always dock at a spaceport. No arriving at their new colony world. From there, it’s just a short
one is ever allowed to land directly on a Tier 1 world without the jaunt to the nearest shuttle terminal to find or charter a ride to
proper clearances. By forcing all incoming traffic to clear customs your destination.
on a spaceport, the chances of someone delivering a weapon of Tier 2 World
mass destruction to the planet’s surface is greatly reduced. It also
increases the difficulty of smuggling illicit goods onto the planet. Arrival Terminal: Spaceport or Arrival Port
You can try to beat the navy cruiser to the planet, but that’s Many Tier 2 worlds have a smaller version of the same type
another story altogether and likely one that comes to an unhappy of spaceport found in a Tier 1 system, though usually with less
ending for those not in the navy. amenities. However, some still have arrival ports located on the
Where the spaceport is located in system varies from planet to planet’s surface. Incoming travelers land directly on the primary
planet, but typically the more important the planet the farther planet in the system and go through customs from there.
away the spaceport will be. Once cleared through customs, Cultural Assimilation
visitors are ferried to the planet or their destination via public
and charter in-system shuttles. Spaceports utilize sophisticated Cultural assimilation centers on Tier 2 worlds are equivalent to
sensor equipment and military personnel to scan, control, and those found on Tier 1 worlds. In some cases, a small, but high
monitor the influx of freight, luggage, and passengers. For Tech Level, Tier 2 world may have a better cultural assimilation
those not ready to move onto their final destination or for those database than a Tier 1 world. This is because of the limited
awaiting a connecting flight, most spaceports have excellent geographic area and lower cultural diversity on the planet.
sleeping accommodations, dining, and recreational facilities. In Tier 3 World
addition, the vast communications and entertainment network
of a Tier 1 system is at the disposal of the visiting traveler. Arrival Terminal: Landing Pad
Spaceport personnel are polite and always attempt to aid any Tier 3 worlds do not have spaceports, and most don’t even have
individual to the best of their ability. Galactic Law is followed to arrival ports since a colony doesn’t require lots of cargo brought
the letter at all spaceports. in via starship. One of the first things most colonies build is
Cultural Assimilation a plascrete landing pad capable of supporting the weight of
transicruisers. If you’re lucky, there’s a flat and level landing pad
Cultural assimilation is an important aspect of visiting any world. ready for your ship, complete with landing lights, beacon, and
You’re not just dealing with different cultures of your own species possibly even a remote guidance traffic control computer.
but potentially an alien culture in every sense of the word. A social
faux pas on an Eridani world could get you challenged to a duel. An However, and more often than not, ships used to deliver goods to
unintentional insult on a Phentari would could get you invited to fledging Tier 3 colonies were converted into housing or factories
dinner, where you’re the main course. A refusal to go drinking on for the colony and still occupy the spot where they landed decades
an Orion world might up with you being mega glued, upside down, ago. In these cases, you’re just as likely to have to land on an area
of cleared ground away from town.

23
1 THE BATTLELORDS UNIVERSE

Some colonies can be very welcoming to new arrivals, while obtaining a permit. On other planets that are more weapons
others might be suspicious or potentially hostile. The more friendly, they may be willing to give you the benefit of the doubt if
frequently the colony is visited by travelers, the more likely they one or two come back flagged.
are to be accommodating. If a colony is very small, remote, and
If you’re working for a major independent mercenary outfit or
has had problems with pirates in the past, new visitors may find
one of the mega-corps, and you have a clean background, they
themselves staring at a town full of guns until they establish that
will already have issued you a pre-cleared status. That status
their intentions are peaceful.
will show up on any background check and will allow you to carry
Cultural Assimilation whatever weapons the authorities normally allow on the planet.
Licensed bounty hunters usually get additional weapon privileges,
There’s not likely to be any cultural assimilation on a Tier 3 world.
on par with local law enforcement, which go above and beyond
You might be greeted by the sheriff reminding you not to cause
those issued to mercs and private citizens.
any trouble, or a local who offers up their service as a guide. In
most cases, the occupants of Tier 3 worlds are too busy making Finally, weapons restrictions are more lax on Phentari and Orion
a living and trying to survive to greet the new arrivals. This is not controlled worlds. In addition, carrying weaponry concealed
always the case though. In some areas, visitors are so few and far on these worlds is not a crime and is actually encouraged. In
between that a landing is quite an event for the locals, who will contrast, Eridani have comparatively lax weapon restrictions
be anxious to get up to date news and entertainment out of your when it comes to melee weapons, both modern and archaic.
comms storage relay. They may also be eager to trade for goods However, the Swordsaints expect those who are armed to
that they don’t have on the planet. carry their weaponry out in the open where everyone can see
it. Weapon restrictions on Cizerack, Fott, and Human worlds
TRAVEL RATES vary widely depending on the hostility of the local fauna and the
TRAVEL METHOD PER PASSENGER political climate. Weapons capable of inflicting lethal injuries are
banned on all Zen worlds, though Alliance law forces them to
Wormhole Gate c500 per Parsec
make an exception for Eridani with swords.
Starliner c120 per Parsec
Cruise Ship c250 per Parsec
PLACES OF INTEREST
Freighter c65 per Parsec

THE MOTARAN RIFT


WEAPONS RESTRICTIONS
The greatest scientific phenomenon ever recorded is the Motaran
Whether weapons are allowed on a world is usually dependent on Rift. Scientists postulate that the Motaran Rift is a gigantic tear
the species who makes up the majority of the planet’s population. in the fabric of time. Analysis shows gravitational disturbances in
Planetary weapon restrictions are not governed by Alliance code, a radius of 47,500 light years around the rift. Using this evidence
and as a result, planetary governments are free to establish their scientists’ best guess is that the rift formed around 47,503 BCE,
own rules regarding what is and is not allowed on their planet. In though no one is sure what caused the rift. The mouth of the rift
almost every case “weapons of war” are not permitted on Tier is 10 light years across, but fluctuations have been recorded
1 worlds. Sorry, you’re not getting that Omega weapon down to to 20 light years and as small as 2 light years. The highest paid
the surface. It tends to panic the civilian populace and make the mercenaries in the universe are the Rift Runners. These intrepid
police antsy. It goes without saying that most planets don’t permit warriors, or foolish idiots depending on your perspective, are sent
weapon technology greater than that of their own culture. You into the rift to make scientific measurements and to explore the
should always carry some extra cash to pay for taxes or permits reaches of this fascinating anomaly.
when bringing arms planetside.
Acting as a perpetual worm hole, Rift Runners have entered the
On a Tier 1 world, even pistols are going to require the proper rift in one spot and instantaneously appeared hundreds of light
paperwork. Most, but not all planets, have a rapid permit process years away in another. Rift Runners have claimed to encounter
at customs for those who wish to bring their hardware down with dangerous life-forms inside this quasi-void and have also recorded
them. The application fee varies widely and some can border on solid planet-like masses in the rift. The ultimate in adventure is to
outrageous. The requirements vary from planet to planet, but enter the Motaran Rift. The ultimate success is to survive to tell
in most cases, you have to undergo a background check. The about it. Orion Rogues line up to get a chance.
local authorities will access the same Historical Background
Check (HBC) databases used by ACA and GalPol to check for
criminal records, history of violent behavior, mental health issues,
dishonorable discharge from the Galactic Armed Services, and
connections to any known hostile powers or terrorist groups. On
some planets, a red flag in any of those areas will ban you from

24
MEGA-CORPS

ARCHAEOLOGICAL SITES enough to reach the farthest Alliance outpost, even if there is
no gate at the other. Any object can be transported to another
Evidence of other civilizations, now in ruins, dot planets throughout place, as long as the coordinates are known. The Alliance charges
the Alliance. No one knows what species built these ancient anywhere from c5,000-c50,000,000 to instantaneously
structures, or whether they were built by a single species or transport a parcel.
multiple species. They are, however, the subject of intense scientific
scrutiny. These archaeological sites can be quite dangerous. The Seventh Fleet of the Alliance Navy is permanently stationed at
Ancient booby traps and hostile fauna native to some of these Masnrock. In addition to protecting the gate, they also have complete
worlds make them exceptionally hazardous. Most scientists, budget override authority and can shut it down if the situation requires it. In
permitting, will hire a security team to protect and escort them on addition, the Masnrock Generator can instantaneously transport
their surveys of these dead cities and crumbling structures. The the fleet or portions of it to another location. This is necessary if an
Alliance government requires all teams visiting these sites to have immediate military response is required somewhere in the Alliance
the proper paperwork, which can be difficult to obtain without the where none is currently present.
proper security clearances. A mandatory quarantine is also required
for anyone who visits these planets. MEGA-CORPS
COMMUNICATION WITHIN THE Mega-corps are vastly complex organizations that wield
ALLIANCE
incredible amounts of power. Most of them own entire planets,
which function as corporate compounds. Many have private
Communication between Prime worlds is accomplished via their police forces, which are really small armies that they use to
wormhole gates. These gates allow communication across the protect their assets. Mega-corporations engage in every type of
vast distances of the galaxy nearly instantaneously between business imaginable, both legal and illegal. When you count their
the gate and the Core World in-system. Secondary Worlds have smaller subsidiaries, mega-corps account for 80% of the product
a longer wait for their news, as it must be brought to them via produced in the Alliance. Some mega-corps specialize in one type
shipping traffic coming in from the closest Prime World. Tri-V of product, while others have their corporate tentacles into nearly
News and entertainment providers pay to make sure all of their every conceivable type of good and service. The illegal activities of
programming is uploaded to any ship that leaves a Core World mega-corp include stealing information, corporate espionage, and
system. This data is automatically downloaded by Tri-V service power broking. The mega-corporations buy and sell votes, control
providers in Secondary and Tertiary systems so that they can political parties, and appoint politicians. The list goes on and on.
rebroadcast it. The system is wholly automated and facilitated They may very well be utterly without morals or conscience, but it
primarily by the freight and shipping companies. They earn a tidy is probably a corporation who makes out and signs your paycheck.
annual profit by facilitating the transfer of this digital freight from
system to system in addition to their more tangible cargo. REGIONAL OFFICES
IEC TRANSMITTERS Each company is broken down into regional, sector, and quadrant
offices. Most mercenaries work for and are hired by regional
The Alliance has newly developed communication devices called offices. Though mega-corporations have an overall operation
Instantaneous Emergency Communicators (IEC), which are policy on a regional level, the local office dictates all policy not
capable of near instant communication across the vastness of the covered by the home office. Thus, operation procedures within a
Milky Way. These are frequently used on isolated frontier colonies given company may differ drastically from one branch to another.
in case of invasion or attack. The downside to these devices is that Unfortunately, most mega-corps maintain a strict chain of
they are expensive, can only be used once, and can only be used command. That means if your boss is screwing you, you must go
to send. They can not receive the transmissions. The receivers are through their immediate supervisor to resolve problems. To be a
immensely larger and even more expensive, and are reserved for mega-corp, it’s assumed that you have a corporate Headquarters
military or government installations. The most important limitation on nearly every Tier 1 and Tier 2 world.
is these devices can only send an amount of information equal to
a short sentence. “We are under attack by ‘Nids” is about all they SPONSORSHIP
can manage.
Corporations don’t dirty their hands by hiring mercenaries as
THE MASNROCK GENERATOR employees. Instead they sponsor individuals or teams. They’re
The moon Masnrock is located at the heart of the Alliance and technically a sponsored independent contractor. A mega-
orbiting New Terra. The lifeless rock has been converted into corp doesn’t lose any sleep if a bunch of sponsored mercs get
the largest wormhole generator in all the known galaxies. The slaughtered because they’re not listed on the books of corporation
generator complex is 200 km long, 50 km wide, and 20 km deep. employees. It looks bad for a mega-corp if the employee attrition
The Masnrock Generator can generate a wormhole powerful rate is too high.

25
1 THE BATTLELORDS UNIVERSE

Mercenary sponsorships are typically hazardous duty contracts Characters must have at least a d6 in Academics or Science to
that are full time employment for a period of years, usually two obtain employment with AMC.
to eight, with an exclusivity clause. You can’t do work for anyone
but your sponsor, but you do get a really nice uniform out of
the deal. Many mercenaries work as “independents” for years,
taking short term contract jobs before they build up enough of a
ASHLAND CUSTOM LOGISTICS
reputation to land themselves a full sponsorship. The mega-corp What Raelhavlen is to spacecraft, Ashland is to vehicles. After
that one works for has a direct effect on the type of missions recently merging with Avron motors, Ashland now makes roughly
where you will be sent. It is important to mention that you may 40% of all land vehicles, skimmers, and hoppers in Alliance space.
have an exclusivity provision in your contract that prevents you Ashland started out as small, high-end, vehicle customizer. Taking
from working for anyone else, but it does not mean your sponsor stock products and turning them into something special and unique
won’t subcontract you to do work for someone else. So, don’t for discerning clients. Eventually the company started building
expect that all of your missions will be confined to that company’s racing vehicles, and as the public demand grew to purchase
primary field of endeavor. Just because you landed that gig with those, they began mass producing their “super-skimmers.” The
AMC, don’t expect that you’ll just be guarding asteroids mining profit from these ultra-high race skimmers allowed the company
sites. You could well up doing native pacification for SSDC on to quickly grow. With the Ashland-Avron merger, the company
some backwater corporate world. now makes far more run-of-the-mill vehicles than they do luxury
or race vehicles. Regardless, the Ashland name will always be
Listed below are the top mega-corporations likely to sponsor
associated with race skimmers. Ashland still has a division that
or contract with mercenaries, along with some pertinent
customizes vehicles for clientele with the budget to afford it, and
information about each. If you can’t get a corporate sponsorship,
a parts company that makes everything from engine parts to air
you can always look for a job with one of the independent
fresheners. Many an Ashland-modified vehicle has been used for
mercenary companies.
smuggling and blockade running. The company doesn’t ask a lot of
The requirements and perks shown for the mega-corps below questions about why a customer wants modifications like hidden
supersede those listed in the core rules. compartments and improved stealth capabilities on their Hopper.

AMC
The Asteroid Mining Consortium is the largest mining firm in the Ashland employees can requisition nearly any type of vehicle,
galaxy. It has a friendly relationship with SSDC and subcontracts except spacecraft, on a moments notice. They also get 10% off all
with them for its Pre-Operations Advanced Planetary Reconnaissance Ashland vehicle purchases.
(POAPR) teams. POAPR provide security for survey teams, and
sometimes perform surveys of potential planetary or planetoid
mining sites themselves. AMC has recently begun branching out BALSHROM SCIENCE CORPORATION (BSC)
into colonization programs, taking some of the mined-out asteroids
they still have rights to and converting them into Stone Towns. On
the frontier, AMC is second only in size to SSDC.

Balshrom is the largest producer of weapons and munitions in the


Alliance. Originally the weapons research division of Telydyne,
they were sold off by an executive who deemed them unprofitable.
Then the First Arachnid Invasion hit, and their stock went through
AMC employs 10 million workers. It runs operations in every the roof. BSC is the front runner in all weapons sales categories.
quadrant of the Local Group. Its mainstay is the element Ti-Tritium, Almost one-third of all weapons sold are produced by this mega-
which is used to power the FTL drives on board starships. All corporation or one of its many subsidiaries, which are numerous.
prospective employees must have or receive training for planetary In addition to producing weapons, Balshrom leases mercenaries,
or planetoid mining. It’s no secret that AMC carries out an advanced operates an extensive spy network, and owns several planets
espionage program against its competition, and there have been that it uses for weapons testing. They also employee Balshrom
rumors that they’ve hired an assassin or two when the need arises. experienced mercenaries as first contact teams. They try to find
AMC management is considered to be ruthless but fair. AMC offers new advanced civilizations and bring back any new weapons
the highest signing bonus of any company: c35,000. Prospective technology to the waiting arms of the R&D boffins.
employees need only sign on to a 3 year contract.
Balshrom is perhaps most recognized, not by their merchandise,

26
but by their current celebrity spokesperson. Retired Galactic Marine
Colonel Prunella “Granny” Frump. Granny is a decorated war veteran
BIOCYBERDYNE (BC)
known for strategic savvy and ruthless efficiency. However, in
Balshrom Tri-V commercials she is portrayed as a fragile and doting
grandmotherly type, who nonchalantly defends herself against
thugs and ruffians using state-of-the-art Balshrom weaponry.
All Balshrom employees receive some weapons training, though
for stylus pushers it may only be a trip to the range once or twice
a year.

Sponsored individuals must commit to an 8 year hitch. All


employees are entitled to a 25% discount on all Balshrom Science
Corporation products. Characters who have no Shooting skill,
obtain d4 Shooting after finishing their orientation at BSC.
The BioCyberdyne company produces cybernetic, synthetic, and
biogenetic quasi-life-forms. They are the largest genetic research
firm in the Alliance, and they produce most of the P-AIs used in
the Alliance. It is the most prominent organization of its kind. A
full one-quarter of the corporation’s employees are employed as
scientists and engineers; many are considered the most brilliant
minds in their field. Some of the most prestigious names in the
universe work for BC.
It is rumored that BC has ties with the terrorist organization, the
Anarchist Rebellion Movement (ARM). BC vehemently denies these
rumors. They claim that the only reason this conspiracy theory
exists is because several of ARM’s founders were employed by
BC prior to their terrorist activities. Regardless, BioCyberdyne is
currently the focus of the largest criminal investigation in Alliance
history. All prospective employees are automatically put under
surveillance by the Galactic Police.
BC offers free training in a number of scientific areas to all
employees and sponsored contractors. Prospective candidates
must have a better-than-average intelligence to even be
considered for employment. All matrix controllers who work for
BC receive free admission to the in-house matrix school.

Characters receive 2 skill points when hired by BC, which


represents their free training, but they must have an Smarts of at
least d8 to obtain employment with the company.

CALTERA RESEARCH INSTITUTE (CRI)


Previously known as the Caltera Green River Research Institute,
the name was recently shortened to Caltera Research Institute
(CRI). The corporation is run by its elusive and secretive founder, a
Mutzachan named Zanish. CRI is the largest producer of computer
and cybernetic equipment in the Alliance. They also are the
premier genetic research institution and have a good number of
Zen in their medical division. For a mega-corp focused primarily
on research and development, CRI hires a large number of highly

27
1 THE BATTLELORDS UNIVERSE

skilled mercenaries on an annual basis. The mercenaries are ERECTUS


employed to “protect CRI interests and recover unique genetic
specimens.” The pay is excellent, but CRI does not hide the fact Their motto is “Buildings Without Bolts Fall Down.” Erectus designs
that attrition rate is equally high. and produces spacecraft, space stations, quick-build skyscrapers
for colony worlds, corporate cities, and other commercial
buildings. If you need something to live in, travel in, or work in,
All newly hired personnel may purchase c200,000 worth of then Erectus probably builds it. They even have the contract to
cybernetic equipment at no cost. build the next wormhole gate. If there is a major construction
project going on within the boundaries of the Alliance, odds are
Erectus in involved.

DICKENS INCORPORATED Erectus is renowned for its competent engineers and project
managers. The company also has a reputation for hiring highly
innovative designers who have been terminated by other
companies due to attitude issues or discipline problems and giving
them large budgets and tight deadlines. This has led to some of
the most ground breaking product designs in recent memory,
along with just as many that were inadequately safety tested
before being sold commercially.
This is not to say this mega-corporation is without fault. Erectus is
currently under indictment for fraud. Criminal investigations have
Dickens Corp is run by the eccentric, conservative, and politically shown that it carries out a multitude of unscrupulous activities to
active, Buddy Young. A former intelligence operative and later make sure it wins the bid for government and military construction
mercenary, Young’s company got its reputation by making contracts. Despite their unsavory image, Erectus has more
espionage equipment. Lucrative military contracts and outside- construction contracts than any other corporation. Erectus insists
the-box thinking made the corp a fortune, turning it into a mega- that prospective employees sign on for a 2 year term.
corp in less than a half-century. Dickens Corp is responsible for
Infiltrator suits, Spymaster armor, MDD–24, and dozens of other
Erectus offers 3 skill points worth of training for free over the
pieces of espionage and military equipment so famous they’re
course of their 2 year contract.
now featured in every Tri-V action movie.
A self-proclaimed supporter of the brave souls in the Alliance
intelligence and military community, Young backed up his claim
by diversifying Dickens Corp into military hardware. All of Dickens ERIDI-CORP
Corp’s military hardware is designed to address requests and
issues brought to them directly by troops in the field. Dickens
Corp employees are expected to field test new equipment and
observe the gear under real world, real combat conditions, often
side-by-side with Alliance troops. The mega-corp also has a very
healthy business as consultants for the intelligence community
and security services industry.

Eridi-Corp is short for the Eridani Corporation. Eridi-Corp is


Dickens Corp stresses loyalty and patriotism above all other traits. wholly-owned by the Eridani government. The company exists
Employees, are required to sign 10 year contracts, are given to perpetuate and strengthen the Eridani people. Though the
generous retirement plans and an autographed picture of CEO, company is run by members of the Tolude, there is no doubt about
Buddy Young. The signing bonus is c10,000. who ultimately controls the company: The Vax. Eridi-Corp exists
solely to propagate Eridani interests and makes no bones about
having hiring biases.
Eridi-Corp carries out all types of activities from weapons
development to scientific research, but oddly, it is best known
for its mercenary leasing services. Unlike the other mega-corps,
Eridi-Corp only maintains corporate offices on the core worlds. It
goes without saying that Phentari and Orions should reconsider

28
MEGA-CORPS

getting a job here because Eridi-Corp isn’t abashed about sending ORIONUS KONGLOMERATES
them out as expendable troops. If you’re not a Squid or an Orion,
Eridi-Corp is big on employee satisfaction and does just about Orionus Konglomerates operates the largest non-military fleet
anything to help out its personnel. in the Alliance. In the shipping and freight industry, it is a giant.
Orionus owns several cruise lines as well as multiple profitable
resorts and theme parks. It also is heavily involved in the spaceship
All Eridi-Corp employees sign a 10 year contract and receive operation and leasing industry. Most commercial spacecraft flying
intense military training. To be employed by Eridi-Corp, characters today are leased from Orionus. Finally, the mega-corp trades in
must have a military, para-military, or espionage background. every commodity imaginable. The company’s headquarters is
Eridi-Corp offers 4 skill points worth of free training in skills with located on Taos, which is the trading hub of the Alliance. Orionus
military or espionage application (GM Discretion). is run by a board of directors, who are infamous for their infighting,
backstabbing, and cutthroat political maneuvers. One can
scarcely imagine how much Orionus would own if they could get
their executives in line.
KOWALSKI TRANSPORT INDUSTRIES (KTI)
Usually just shortened to KT (pronounced Kay-Tee), Kowalski
Transport Industries makes everything from personal land craft to Company employees receive a lifetime of free travel anywhere
large civilian and military starships. Unlike Ashland, the products within trade routes and have a yearly salary bonus of c20,000.
made by KTI are almost never top of the line. What they are famous Orionus employees are arguably the happiest around, and the
for is after market customization and general ease of repair. For company prefers it that way. Contracts are negotiable and
the vast majority of their products, the base model is usually characters get a lifetime 10% discount on any item that the
quite affordable. KTI keeps the costs low by using tried-and-true company stocks.
technologies with little innovation. Many a rival mega-corp has
initiated litigation against KTI for patent infringement. The claim is
that what innovation the company does introduce in its products RAELHAVLEN HEAVY INDUSTRIES
is the result of someone else’s hard work. Though the company
apparently skirts the fringes of patent infringement, they thus Though Orionous owns most commercial starships, Raelhavlen
far have not crossed it, as none of the cases resulted in a ruling Heavy Industries is the company building them all. Raelhavlen
against KTI. manufactures more spacecraft than their closest competitor by
more than double. Their workforce is roughly 75% human, and
CEO Samantha gets final approval on naming any KTI merchandise, Raelhavlen builds many of its factories in orbit around medium-
and almost all KTI products up with female nicknames. Their most sized Tier 1 worlds. It employs a significant number of the planet’s
famous product is the "Ashka" hovercycle. Low purchase cost populace. They also have a reputation for viciously defending their
combined with extreme after market customization resulted in designs against corporate espionage attempts. Though the majority
these bikes being very popular. It is loved by hoverbike "clubs,” of Raelhavlen revenue comes from construction of commercial
Tri-V producers, and Pythonians. If the bad guys in a Tri-V show vessels. It’s no doubt they are best known for their line of high-end
have hoverbikes, odds are they have Ashka's covered with spikes personal warcruisers and battlecruisers built for the Eridani and
and skulls. Alliance Battlelords. Raelhavlen is currently discussing a merger
with Ultradyne Propulsion Systems, who provides the drives for
most Alliance military vessels.
All KTI employees receive mandatory vehicle repair training, and
may increase their Repair skill by one die level. If the character The signing bonus at Raelhavlen is c15,000. Most employees
does not have the Repair skill, they start the game with d4 in receive some form of piloting and astronavigation training. The
Repair. standard contract with the company is for a term of 5 years.

Raelhavlen employees and contractors receive 2 skill points,


The smallest of the top-50 mega-corps, Lambert’s holds a galactic which they must spend on Piloting skills.
monopoly on the civilian cybernetics and augmentation market,
including products that fall firmly into the intimate category. LPC’s
products are popular because they are high quality, inconspicuous,
and address the needs and desires of their customer base. The
company has a knack for knowing what their customers want and
managing to create a product that is prestigious without being
ostentatious. Lambert’s also has a few government contracts for
espionage equipment, but it’s not something they openly advertise.

29
1 THE BATTLELORDS UNIVERSE

SPACE SYSTEMS DEVELOPMENT THE GALACTIC ARMED FORCES


CORPORATION (SSDC)
TRAVEL
When traveling to camp and a military transport is not available,
Alliance military personnel get preferential treatment on any
commercial flight. Any time that a Forces soldier seeks transport
to a location prescribed in his orders, he merely chooses a ship
and gets on board. The service liner’s parent company must make
accommodations to suit the soldier’s needs, within reason. The
soldier does not pay for food or any other expenses while in transit.
The Galactic Forces must pay for it, though the cost of all normal
lodging and food is half regular price. All the soldier has to do is
present his military identification.

THE DOWN SIDE


The main drawback to being in the military is that you are not
free to do as you please. If you thought it was bad being in the
paramilitary structure of the corporations, you haven’t seen
anything yet! The corporations allow some freedom of dress,
action, and vacation time. You’re not likely to get busted for
having a five o’clock shadow or wearing your favorite dirty
t-shirt. It’s different in the service. You are expected to look, act,
walk, talk, and breathe like a soldier and a representative of the
Alliance. All the horror stories you’ve heard are true—the white
glove inspections, the bouncing a c25 cash chit on the bunk,
everything! The Alliance expects absolute loyalty and discipline
from its finest fighters. If they don’t get it, they will have your
ass for breakfast! The penalty for desertion is death by firing
Space Systems Development Corporation or SSDC as it is more squad, and the military doesn’t allow plea bargaining. Only the
commonly known, is one of the most reputable, mega-corps in the most extenuating circumstances have even a chance of saving
Alliance today. SSDC specializes in deep space exploration and is you. Think something along the lines of, “There was a force of
often subcontracted by other firms to investigate planets for valuable Arachnids over the hill, and my CO refused to believe it. I broke
resources and/or determine their potential as colony worlds. SSDC ranks to go and kill them before they could entrench.” Even then,
also has teams that terminate any hostile life-forms before the you’re going to get a penalty, but it will probably only be a slap
terraformers are built, and the settlers are brought in. Since the thrust on the wrist. The military idea of a slap on the wrist is six months
of SSDC’s business lies in frontier areas, exploring and colonizing, as of guard duty on the arctic planet known as Icepack, by the way.
you’ll quickly discover when you’re out in Kodiak country, that SSDC Most of the time, though, the following advice applies: “You’re in
actually has more influence than most other mega-corps. the Army now, maggot. Get used to taking orders or get used to
peeling potato-equivalents!”

Mercenaries who work for SSDC must sign on for a minimum of


6 years and automatically receive a c20,000 signing bonus. It
should be pointed out that SSDC has the highest fatality rate of
any of the "Big Ten" mega-corps.

30
THE GALACTIC ARMED FORCES

BRANCHES OF THE GALACTIC ARMED GALACTIC RECONNAISSANCE FORCE (GRF)


FORCES The Rangers and Scouts of Galactic Reconnaissance Force
explore new worlds, interact with new life forms, and locate
GALACTIC ARMY enemy forces, while leaving the heavy fighting to the Marines.
They rely on stealth and mobility to patrol unknown terrain and
The Army is the primary planetary fighting force of the Alliance. locate potential hazards, including enemy encampments and
It boasts a number of personnel ten times larger than that of the like. It is the Scouts who provide the intelligence information
the Marines, though its duties are far more diverse. The army is which forms the basis for attacks. They are highly trained and
responsible for securing the Alliance’s planetary resources and adaptable, able to survive for weeks in almost any terrain, and
protecting the citizens who reside within it by military means. more than capable of taking care of themselves in a fight. Scouts
Additionally, the Army provides military support when needed by are far more independent than most of the other GRF units as
local authorities in crisis and formulates defense strategies for they can be in the field and isolated from command for months.
military operations. The Army is also responsible for defending Most Scouts will tell you that the ‘non-combat’ unit is a bunch
the Allies of the Alliance when called upon to do so. of Keen guano. When you’re out in the boonies, you can’t call
While Marines are trained to be adaptable, the Army soldier is a for backup and wait for them to get there when the opposition
highly specialized and trained specifically for their role. Duties in is shooting at you.
the Army range from chef, to close air support, to infantryman, to The Scouts are used to getting the job done with a minimum of
Ultra Armor Pilot and everything between. The majority of Army support. They are less well armed and armored than a typical
personnel serve in support position but are no less specialized or marine and rely on stealth, intense training, and their wits to
highly trained than the Army infantry soldier. Base Pay is c22,000 survive. They make do with what they have, and they usually do
for privates. a better job than could be expected. They still get the short of the
GALACTIC MARINES stick when the awards are passed out. Base pay, c28,000.

The recruitment ad sums up the marines pretty succinctly. GALACTIC NAVY


“We’re still looking for a few good beings. The Marines are “To see a brand-new battlecruiser pulling out of spacedock,
the backbone of the Alliance military, with centuries of ready to defend the Alliance, is something that sends chills
tradition and pride behind us. There is no enemy we can’t of excitement up the spines of more than a few people.
beat, no obstacle we can’t overcome, and no situation we But a ship, no matter how advanced, is only as good as the
can’t handle. We’re trained to deal with the unexpected. personnel who crew her. That’s where you come in. At the
Many are called, but only the best will serve. Contact your Galactic Naval Academy, you will receive intensive training in
local Alliance recruiter today to see if you have what it takes shipboard operations of all sorts. When you graduate, you will
to serve with the Marines!” be qualified to serve on the most advanced vessel in the fleet.
Adventure and excitement await you beyond the stars. Be a
The Galactic Marines are highly trained combat specialists whose part of it. Contact your local Navy recruitment officer today.”
primary responsibility is to serve as the backbone of ground assaults
in any weather or ground conditions. Their missions may take them They are the backbone of the Galactic Forces. The Navy is
to any environment at any time, and they are trained to deal with responsible for the transportation of troops to the battle zone, the
nearly any situation which may come up. The Marines are equipped engagement of enemy vessels, the patrol of free space, and the
with top-notch, state-of-the-art firepower and equipment. Many ex- suppression of planetary uprisings.
Marines go on to the top of whatever career they pursue after the The Galactic Navy is the bulwark of Alliance defense. If they do
military; the discipline and pride they learn during their service is not their jobs properly, then the Marines aren’t going to have much
lost on potential employers. Unfortunately, with the war, ex-Marines to do because the enemy will be destroyed before it ever makes
are becoming a bit of a rarity. it planetside. The Navy boasts vessels of all types and sizes, from
The Marines select recruits who are smart, tough, and adaptable. one-man fighters up to Dreadnoughts, the size of small cities. The
This is because they have a tendency to train the recruit for almost crew of such a vessel is more than a team; they’re a family, working
any situation, and then they drop the recruit right in the middle of together in harmony to assure that things go smoothly aboard ship.
the one situation for which they were not trained. The ability to This is the force that turned back the Arachnid invasion fleets!
improvise and overcome any obstacle or opposition is the hallmark The Navy is a place of extremes. It’s usually very, very routine and
of a good marine. Base pay is c26,000 per solar year for privates. boring, and about as “spit and polish” as you can get. Then, when
"Morior Invictus." an attack actually comes, you’ll wonder why you ever complained
—Motto of the Galactic Marines about the boring part! Fortunately, most of the time, the Alliance
can afford to send in a vastly superior force against the pirates

31
1 THE BATTLELORDS UNIVERSE

or whoever they’re going after. Most casualties on this type of clear that Gal X investigates threats to the Alliance regardless of
mission are in the boarding party, which is usually composed of whether they are from internal or external sources.
Marines and not Navy personnel. Some experts speculate that
“I cannot confirm nor deny the existence of a government
when the next Arachnid invasion shows up, the “superior force”
agency known as Galactic X. Next question…”
used to describe the Alliance Navy is going to be a thing of the
past. The base pay is c32,000. Galactic X seems to have come into existence around the same time as
the First Arachnid Invasion. The unexpected power and ferocity of the
GALACTIC FIGHTER CORP Arachnid assault shook the Council to its core. It was determined that
A branch of the Galactic Navy. Its responsibilities include the a special branch of government was needed whose sole task was to
protection of fleet ships, engagement of enemy combat shuttles, keep tabs on the Arachnids and be the first line of warning and defense
and the patrol of free space. You’ve probably heard the stories against another invasion. At this point, Galactic X had not become the
about how it was the Navy that repelled the Arachnid invasions. invisible organization it is today. They performed their surveillance
That’s true, as far as it goes … but it was the tactical advantage duties well and were often used by the Council for special operations.
of superior fighters which turned the tide. Who hasn’t heard of It became more and more secret and often more strange. Galactic
Colonel Ronald Trackey and the Flight of the Valkyries? There are X agents have been identified over the years involved in some very
plenty of opportunities for fame and glory in the fighter corp. The strange activities. There is no doubt that Gal X operatives are currently
base pay is c35,000. involved in confronting some of the biggest enduring mysteries of the
Alliance. Base Pay: Flexible, normally around c50,000.
GALACTIC CONTROL
Galactic Control is responsible for monitoring and indeed spying
WHAT IS A BATTLELORD?
on foreign governments and their personnel. Their function is Let’s start with a little history. As a species, the Eridani have very
to give the Alliance government information about friendly and little patience for red tape and great admiration for someone who
hostile nations beyond what can be obtained from public sources. gets stuff done. By “get stuff done,” we of course mean kills a lot of
Galactic Control agents deal primarily with foreign powers. They enemies very quickly. As a result, the Eridani developed the concept
do operate within the Alliance investigating the machinations of of the “Battlelord.” Back in the early feudal days of Eridani society,
these powers and keeping an eye on foreign dignitaries and spies a Battlelord was someone who demonstrated exceptional combat
operating within Alliance space. A good number of their agents are prowess. The Eridani felt that a Battlelord would be even more
employed as spies in foreign capitols. effective at killing things if they got to decide how, when, and where to
Galactic Control is also responsible for government security, do it, and so they were put in charge. In classic Eridani fashion, many
investigating incursions into Alliance society and politics by foreign warriors attempted to prove they were worthy of the title of Battlelord
powers, monitoring the Aknar-Ryn and Atlantean threat, hunting by picking a fight with the biggest, meanest critter on the planet: The
down rogue AIs, and likely assassinations of individuals dangerous Thorgath Demon. Those few who succeeded decorated their armor
to the Alliance. However, they don’t admit to that last one. Galactic with the skull of the creature as a symbol of their status.
Control agents maintain a constant contact with their sector Now anyone who hasn’t been living with their head stuck up a
headquarters through cybernetic implants. Base Pay: c30,000. Mazian knows that the Alliance military structure is based heavily
on the Eridani model and as such has inherited many Eridani
GALACTIC X (GAL X)
traditions. In the modern Alliance military, the concept of the
The top secret quasi-military unit responsible for the preservation Battlelord still exists, albeit in a modified form. A Battlelord is an
of Alliance integrity at any cost. honorary rank in the Galactic Armed Forces, outside of the normal
chain of command.
“Councilbeing, we have proof that nearly c400 billion
have been earmarked by the Alliance government for the Each Battlelord is charged with defending their assigned region
General Council of Galactic Safety. We have never heard of of Alliance space against all military threats. With the vastness
this branch of government ever completing any projects or of space, it is far more efficient to assign a Battlelord with their
employing anyone. Isn’t it true that this Council of Galactic personal warcruiser, ultra armor, and small contingent of soldiers
Safety is merely a front for the secret organization known as to guard a specific territory. The alternative is to send in the
Galactic X?” Alliance Navy with troops every time there is a threat, which is
expensive, time consuming, and usually results in the Navy
The government has never acknowledged the existence of Galactic
arriving long after the threat has come and gone.
X, sometimes referred to as “Gal X”. Numerous reports exist of
special operatives who seem to operate above the law with the The theory goes that with their state-of-the-art personal
direct blessing of the Council of Timar. What secrets do they hold, warcruiser and Humpty, Battlelords and their entourage should be
and from whom or what are they protecting us? No one outside the able to rapidly confront and deal with any threat to the Alliance
organization knows for sure, and those inside aren’t talking. It’s or its people in their territory. All the while, saving the Alliance

32
MERCENARIES & SPIES

military money on patrols and capitol ships, and negating the in GalPol are more interested in preventing terrorist activities, and
need to rapidly redeploy naval assets to address an emergency. gathering intelligence on the government’s enemies. Government
A redeployment that could leave important areas of Alliance agents also run operations on mega-corps to expose grievous
space unprotected. In practice though the fame and notoriety has transgressions against Alliance law or dealings with hostile foreign
some Battlelords spending their time planetside prancing around powers.
for their adoring fans and reveling in their own celebrity status.
It’s no secret that most espionage agents are usually Mazians,
Since they’re outside of the chain of command, there is little that
Keen, and Chatilians. Mazians are excellent infiltrators. Keen
can be done about this behavior unless they manage to disgrace
are superb surveillance operators, and Chatilians are skilled at
themselves in some fashion.
detecting both the blobs and the batfrogs through the use of
“With enough firepower to slay an army, seeing an armored their inherent mental abilities. The asparagus heads also make
Battlelord in combat is like laying eyes on a god of war.” excellent interrogators.
—General Raskor-Idan, 11th Royal House of Eridine.
The only other major spy network is the Rebel Surveillance/Counter
THE DE-AUTOMATION OF THE Response Action Program (SCRAP). Working for SCRAP is very
dangerous. These spies are employed to work directly against
ALLIANCE MILITARY Galactic Control and GalPol agents. The government agents have
better equipment, facilities, and more personnel.
After over 100 years of the Ibar Doctrine, what we have today in
the Alliance military is a curious mix of low-tech and high tech in According to an Alliance government service exam study guide,
the Alliance military. The military, by its very nature, has always the most common tasks of Alliance Galactic Control agents are
favored reliable and battle-proven technologies and the Ibar as follows:
Doctrine has only exacerbated the situation. Take spacecraft 01. Locating and exterminating true AIs
for example. For the most part, spacecraft are still basically
lightweight, airtight, metal boxes, pushed through space by fusion 02. Preventing the development of true AIs
rockets. They are not far removed from the spacecraft humans 03. Infiltrating terrorist groups and hostile foreign powers
were utilizing in the early 21st century. 04. Preventing terrorist plots
There are some notable differences, however. Modern spacecraft 05. Gathering intelligence on terrorist groups and hostile foreign
are surrounded by Flux Shields, the radiation from the fusion powers
rockets is absorbed by Mutzachan devices no one quite 06. Tracking agents of terrorist groups and hostile foreign powers.
understands except for the melon heads, and the ships are 07. Preventing acts of terror before the populace becomes aware
bristling with state-of-the-art weapons. of their existence.
Weapon systems for the most part are still very high tech, and Flux 08. Identification of new species that may be a threat to the
systems are more prevalent than ever. They seem to be an effective Alliance or of interest to ARM
defensive measure against the Atlanteans’ technology and matter 09. Locating and tracking Atlanteans and their drones.
manipulation abilities. In contrast, all of those high-tech weapon
systems still require a grunt to point, aim, and squeeze the trigger. 10. Locating and tracking Doltharians (Arachnid sympathizers)
There are some aim-assist systems in play, but the weapons will 11. Locating and tracking Atlantean agents
function just fine without them. Missile systems are an exception,
These same jobs are likely to occur in GalPol and Galactic X,
being fully automated.
not just in Galactic Control. Furthermore, “terrorists and hostile

MERCENARIES & SPIES


foreign powers” is government shorthand for the Rebels, Uncle
Ernie & ARM, the Arachnids, the Atlanteans, and a host of other
foreign governments including the Aeodronians, the Xarian
ESPIONAGE AGENT Confederacy, and the Krakeds.

There are two basic facets of any spy network: espionage and
counter espionage. Espionage includes intelligence gathering,
infiltration, sabotage, theft of secret information, assassinations,
and other disruptive acts. Counter espionage includes activities
conducted to counter espionage done by other intelligence
agencies or foreign powers. This includes information gathering,
sabotage, assassinations, and security programs.
Espionage agents employed by the Alliance government, including
agents of Galactic Control, Galactic X, and undercover operatives

33
1 THE BATTLELORDS UNIVERSE

INDEPENDENT MERCENARY GROUPS the ‘Nids in Mechanized Battle Armor. It should be noted that the
Guild takes no responsibility for any damage that may be done
ACRON STARON GUILD within the fire zone.

The Acron Staron Guild is a collection of Mercenaries who hold BATTLEFIELD JANITORIAL SERVICE
themselves to the highest standards of professional ethics. They
“When it is all said and done a janitor is always sent in to clean
are known throughout the Alliance as the mercs who can’t be
up the mess. We Zen believe that a happy person is a living
bought off. As a result, they are a popular unit to hire when there
person. We stand by our motto with over 35,000 surviving
is a bounty on your head that goes to the person who assassinates
clients. Remember, life is too precious a commodity to
you. About 65% of the Acron’s work is personal protection duty.
waste, especially if it is your own.”
Acron mercs are not recruited. Potential employees are thoroughly
The Battlefield Janitorial Service hires out Zen combat medics.
researched and then sought out by the head of the guild, usually
The cost is based on a weekly rate and the experience of the Zen.
shortly before they finish their military term of service. No member
The base cost is c5,000 per week plus an additional c2,000 per
has ever breached their code of ethics, but it is implied that should
Energy Bracket of the Healer above 1st.
it happen, the other Acron mercs will hunt you down and make
you disappear forever. Upon retirement, Acron employees have CAPTAIN LEON AND HIS PIPS
the option of choosing a much larger retirement package if they
promise to take their gear and move to a lawless world where The famed Captain Leon and his innumerable Pips have taken on
they will spend the rest of their days defending the innocent and mercenary jobs all over the Alliance. For a short while they had a
helpless. media crew following them everywhere recording their exploits for
a hit Tri-V show. That show eventually spawned an action movie
ANGUS CORE AND THE MERCHANTS OF franchise in which Captain Leon makes a cameo. In each movie
DOOM he saves the heroes from an inescapable situation and gets them
back on track to defeating the film’s antagonist.
There are few mercenary units that are more famous than Angus
Core and his Merchants of Doom They are living legends. This Despite his fame and notoriety, Captain Leon is indeed a former
friendly and amicable bunch is composed exclusively of Humans galactic Marines captain and hero of the Second Arachnid
and Orions, with the exception of Cushira the Cizerack cat. The Invasion. After being honorably discharged from the Galactic
Merchants of Doom have gone against the Arachnids five times Forces, Leon Renold started his own mercenary company for high
successfully, and they didn’t take a single hit on two of those risk operations. His crews know the perils of the job, and they joke
occasions. This seedy looking group has also survived three Rift among themselves that they’re called “Pips” because they’re
runs and single-handedly put down a coup against the King of easily counted and interchangeable. When asked about his war
Morokania after his daughter was brutally murdered. The group has exploits, he always redirects the question back to his Tri-V fame,
amassed over 45,000 confirmed kills to its name, at the loss of only preferring not to discuss his exploits as a soldier.
one Disciple. Codil Canthral the Orion was lost when he attempted
hand-to-hand combat with a Sau-Bau while butt naked, stumbling
CHATILIAN INTEREST FIRM
drunk, and armed only with a chicken bone and a Savage-B laser
pistol. The group is known for its raucous party antics, its less than
proper manners, and its wonderful story telling. Angus Core and
his Merchants of Doom are a favorite at the Council of Timar and
rumored to be drinking buddies with the current President.

THE ARACHNID SUPPRESSION GUILD


“Do you have undesirable pests in your neighborhood or
star system? Are you constantly being plagued by Arachnids
wandering around, killing and eating your friends and
children? Well, if so, call us. We would like nothing more than
to eradicate all those nasty bugs.”
The Arachnid Suppression Guild is the only organization that
actively seeks out the destruction of Aknar-Ryn and their allies.
Expect to pay c200,000 minimum per day to hire the services
of any one mercenary from this prestigious guild. Fortunately, if
any independent group can take care of the Arachnids, it is these
guys. They pack state of the art equipment and normally engage

34
MERCENARIES & SPIES

Subcontracted by most big corporations from time to time, The Replenishment Fund rents out mercenaries cheap, with daily
employees at the Chatilian Interest Firm call the company “Spies or weekly rates. The mercenaries they hire out are only as loyal
‘r’ Us.” The firm employs mostly Chatilians, Humans, and Mazians, as their paycheck is large, so it is best to hire their personnel for
with a smattering of other species thrown in for good measure. It low risk areas.
is reported that the Chatilian Interest Firm actually hires special
personnel to spy on their regular personnel. Employees receive a
c10,000 hazardous duty bonus every year. Free-lancing is heavily
encouraged at the firm, which believes that an intelligent mind
should be unleashed so that it may prosper.

THE CLERGY
A curious mercenary group, the founding members of The
Clergy were all theologists. Though the group has expanded
since its inception, the founders still require that all recruits
have devoted some of their life to the academic study of
theology. This isn’t to say that all members of The Clergy are
religious, nor should one assume they’re students of solely
Human religions. Some members are quite clearly atheist while
others are clearly not Human. However, it’s not unheard of for
members of The Clergy to insist on giving someone last rights
before assassinating them, or refuse to take assignments that
occur on holy ground.

THE COMPUTER CONNECTION EMINENT DUSK SYNDICATE


Not every mercenary company hires out battle hardened The Eminent Dusk Syndicate is an organization of bounty hunters
killers. These are the guys you go to when you need to access a formed by Slassiussiris Phentari about a decade ago. It is officially
system that looks impervious. They have amassed an excellent classified as providing bounty-hunting services. Rumor is the group
record of 4,513 breakthroughs, 110 failures, only 65 dead, 123 also conducts the occasional assassination for the right price. In
wounded, and 14 captured over the last 10 years. The services order to maintain an appearance typical for a bounty-hunting
of a computer hacker cost anywhere from c1,000 to c15,000 group, Slassiussiris Phentari allows a few minor infractions of the
per day. The price is double if the hacker is exposed to danger bounty hunting code to occur each year. He believes that a group
(or the police). If the hacker is captured, he will take all of the such as his without any legal transgressions would draw unwanted
blame. Payment for the services to be rendered is made up attention. Although it is principally comprised of Phentari,
front and is based on the type of unit or program to be cracked. anyone with a Class 2 bounty hunter license may inquire about
They employ 850,000 computer experts. Some of whom are membership. The Dusk Syndicate’s biggest claim to fame was
actually battle hardened killers as well as computer hackers. when they successfully brought a group of Tza Zen Rigeln purifiers
to justice on Earth. The Dusk Syndicate has approximately 2,500
CYBERDOME UNLIMITED members, who operate primarily on Alliance worlds.
This large firm rents out the services of its Cyborgs at an ASHEN RYDERS COMPANY (ARC)
exclusive c10,000 per day base rate. Cyborgs are quite useful
in urban combat, and this small company of 200 people boasts The ARC rents out the services of their mercenaries to whomever
that it produces the most formidable combat borgs available. can pay their rates. ARC mercs don’t come cheap, and they’re all
The results aren’t in yet on this company which was founded former military personnel with real combat experience. ARC also
only a year ago. has more Matrix Controllers than just about any other mercenary
company. Expect to pay double the going rate when hiring ARC
DEAD MAN REPLENISHMENT FUND (DMRF) mercs. Hazardous duty contracts are double ARC’s already high
rates.
“So, every time you go out, a couple of your buddies don’t
return. Too many people returning mangled from combat?
Can’t seem to find any other sucker to join your group? Well,
don’t fret. Come see us, the Dead Man Replenishment Fund.
We are located on some 200 planets universe wide, with
some 40,000 personnel available and at your service. Open
30 hours a day! Call anytime.”

35
1 THE BATTLELORDS UNIVERSE

THE KNIGHTS OF DISCIPLINE Warmonger, Inc., were packed with enough ordinance to destroy
a small planet. Rumors abound that even Warmonger himself went
The Knights of Discipline are a renowned group of Eridani into the rift, but his public appearances after the famed rift run have
Swordsaints who make their living correcting the wrongdoing of all but dispelled that rumor. The company continues to make the
others. The founding ten Knights make their home on the ringed news as well as a healthy profit.
world Eridine. The Knights pay their own way to the battlefield.
The Knights of Discipline are staunch believers in Galactic Law and “We’re the best of the worst.”
run a full background check on perspective clients. The group is —Warmonger
headed by Ermithar-ican, a fanatic who is bent on the obliteration
of the Phentari race. If someone has done a grievous wrong to you
UNDERGROUND ASSISTANCE FIRM
and you can’t afford to hire out a group to gain restitution, call on Patrons can purchase new identities from the Underground
the Knights of Discipline. Assistance Firm, which operates as a galaxy-wide travel agency.
The cost for a simple ID is roughly c2,000. The cost for cosmetic
MILAN PEREZ & ASSOCIATES surgery and DNA masking or reconfiguration can reach into the
Though this mercenary group sounds like a law firm, you can millions. The Underground Assistance Firm also has safe houses
rest assured it’s not. Milan Perez, a Gen-Human, started the which it can rent to clients for c50,000-c100,000 per month.
organization after obtaining his bounty hunter license. Perez This corporation is based on 200 different worlds and claims
never lost his zeal for bounty hunting, and the mercenaries in his it only does business with reputable clientele. However, it is
employee are some of the best trackers in the Alliance. If you need currently under close scrutiny by the Alliance government.
a criminal tracked down, a kidnapped family member located, or
want to know who killed your spouse-equivalent, Perez’s crew are
THE ZEN HOSPITAL FIRM
the ones to hire. This is another combat support organization that provides combat
medics to the battle zone. If you are looking to hire a Tza Zen, someone
WAX ‘EM LIQUIDATION SERVICES in the firm will most likely be able to help you. The cost for a Tza is
“We kill more people by 9 o’clock than most people do all double or triple the going rate of c1,000 per day per Energy Bracket
day. As a matter of fact, we kill more people by 9 o’clock of the Zen. The Zen Hospital firm also is a licensed distributor of
than most people do in their entire lifetimes.” Biological Redox agents and other pharmaceutical drugs. All clients
of the Zen Hospital firm are entitled to purchase up to c5,000 worth
The Liquidation Service is composed almost exclusively of Phentari of emergency medical equipment at 10–25% discount. Parties may
and Ram Pythons. This company leases its personnel on a 3 month make only one such purchase per year. The Zen Hospital firm doesn’t
basis at competitive rates, and they are very loyal. They always make background checks on its employees or clients, and it is under
furnish proof of a kill to their employer either photographically or investigation for unlawful practices by the Zen Rigeln government.
by bringing in the corpse.

WARMONGER INC.
This is an upstart mercenary corporation, run by a cybernetically
enhanced Ram Python appropriately nicknamed, Warmonger.
Mercs working for Warmonger, Inc. can expect high risk
assignments for equally high pay. Warmonger mercenaries are not
hired for their subtly but rather their ability and willingness to get
the job done no matter the cost. As a result, the company’s legal
team is paid as well as their mercs, who keep them quite busy.
Warmonger Inc. recently made Alliance-wide news when they began
sending mercenary teams into the Motaran Rift. Warmonger, Inc.
pays top credit to the rift runners, and despite the high odds that
they won’t return, the mercs are lining up for a chance to make a rift
run. Those that make it back alive earn a c2 million bonus. In 2263,
a crazy Orion named Sam O’Roark did just that. Something O’Roark
brought back with him evidently intrigued Warmonger so much that
he sent his team of personal mercs into the rift. The founders of

36
SALARY

SALARY Though not every company offers above average pay or a signing
bonus, those that don’t usually have other, non-monetary, perks
Salary is based on occupation. The PAY listed in rank tables applies that might attract potential employees… like a casualty rate
to mercenaries only. Government employees and military personnel under 50% per annum.
get the pay listed here. Why do corporate mercenaries get paid the
big bucks? Take a look at the attrition rate. Odds are you won't live BLACK MARKS
out your contract. Characters who are bounty hunters, privateers,
Black marks are official reprimands that get placed in your
salvagers, and pirates don't get a salary. They get paid by the job
corporate file. They dramatically reduce your chance for a
or however much they can scrounge up or steal. Game Masters will
promotion. Officers who get black marks put their careers in
make sure those characters have enough jobs, unless they want
extreme jeopardy. If you are an idiot or an Orion Rogue and manage
games involving angry repo men, selling gear to unscrupulous pawn
to accumulate twenty (20) or more black marks without being
brokers, or evading the leg-breakers from loan sharks. Salary is
fired, you go to prison. Maybe you should have thought about that
typically paid out twice a month and is deposited directly into the
when you signed a para-military contract binding you to the laws
characters’ accounts. Officers get paid 1.5 times the listed salary.
of the company. If you are looking to give out some black marks,
Each time a character goes up in rank, their salary increases by
here are some ideas.
10%. If you’re the kind of GM who wants to be generous and really
enjoys doing math, then you should know each year in service after BLACK MARKS
the first, military personnel receive a 4% pay increase.
INFRACTION # MARKS
SALARY Per c250,000 company loss (Accidental) 1
ANNUAL Per c250,000 company loss (Due to negligence) 2
OCCUPATION
SALARY
Per c250,000 lost (Intentional) 3
Espionage Agent (Govt.), GalPol Undercover Agent c35,000
Botched Mission (Due to negligence) 1
Espionage Agent (Corporate) c45,000
Injure another party member (Unintentional) 1
Espionage Agent (Rebel SCRAP Operative) c20,000
Injure another party member (Intentional) 2
Galactic Marine c26,000
Maim another party member (Unintentional) 3
Galactic Army c22,000
Maim another party member (Due to negligence) 4
Galactic Recon Force c28,000
Maim another party member (Intentional) 5
Galactic Navy c32,000
Kills another party member (Unintentional) 3
Galactic Fighter Corp c35,000
Kills another party member (Due to negligence) 5
Galactic Control c35,000
Kills another party member (Intentional) 10
Galactic X c50,000
Convict escapes (Due to negligence) 3
Mercenary (Corporate) c45,000
Convict escapes (Intentional) 7
Mercenary (Small Company) cVaries
Information lost (Due to negligence) 3
EMPLOYER SALARY OR PAY ADJUSTMENT
Information lost (Intentional) 5
AMC c35,000 Signing Bonus
Act against company policies (Minor) 1
Ashland Custom Logistics cIndustry Standard Pay
Act against company policies (Major) 3
Balshrom Science Corp cIndustry Standard Pay
BioCyberdyne cIndustry Standard Pay Each 2 Black Mark results in the character being demoted one
Dickens Incorporated c10,000 Signing Bonus Incremental Rank (See Carnage Companion). Every 5 Black Marks
Erectus cIndustry Standard Pay results in the character losing any Rank Edge they possess. As
always there can be extenuating circumstances which excuse or
Eridi-Corp cIndustry Standard Pay
minimize the character’s fault, and the GM can shift the number
Kowalski Transport Industries cIndustry Standard Pay
of black marks for particular events up or down as they see fit. If
Lambert's Personal Cybernetics cIndustry Standard Pay
the character’s boss is a real jerk, don’t look for any leniency or
Orionus Konglomerates c20,000 Over Industry Standard forgiveness.
Raelhavlen heavy Industries c15,000 Signing Bonus
SSDC c20,000 Signing Bonus

37
1 THE BATTLELORDS UNIVERSE

BOUNTY HUNTERS, they purchase from government vendors. One is usually a Ranger for two
to eight years before obtaining a class three license.
SHERIFFS, AND The highest class of bounty hunter is the Marshal. These are
MERCENARIES the most trusted law enforcers. One’s record must be virtually
spotless if you wish to have any chance of becoming a Marshal.
BOUNTY HUNTERS In essence, the Marshal is also a judge. They still must abide by
Alliance law, but they are capable of using their authority as a
Bounty hunters are a common element of society in the 23rd Marshal to issue search warrants, take a suspect prisoner, and
Century. They are cold, ruthless, Phentari with impressive combat pass sentence on criminals. This includes death if the crime
skills who get paid handsome amounts of money to locate, warrants that punishment. This is handy when operating on
restrain, or terminate fugitives of Galactic Law… or at least the frontier, though the Marshal’s decisions can be appealed
that’s the stereotype. In reality, bounty hunters are independent to the courts… assuming the fugitive is still alive to make the
contractors who are licensed by the Alliance government to plea. Marshals are not required to wear any cape. Marshals can
perform fugitive recovery for law enforcement agencies and purchase any equipment at 50% off the list cost from government
corporations. They must undergo extensive background checks vendors. Very few Phentari have ever obtained this position.
and abide by a very strict set of rules. They have limited immunity
against prosecution, and all bounty hunters have legal right of SHERIFFS
passage on any Alliance vessel. The one part of the stereotype
that is true is that most bounty hunters are indeed Phentari, Most colony towns have a Sheriff. Under the Colonial Code section
seventy percent in fact. of the Alliance Integrity Statutes (AIS), colonies or colony towns can
elect an official to serve as sheriff. Duly elected Sheriffs enjoy the
There are three different classes of bounty hunter as determined
same privileges and immunities as other Alliance law enforcement
by the class of license that they hold. The class one license
officials. They have the capacity to arrest suspects, perform
(Constable) costs c100,000, the class two license (Ranger) costs
investigations, and enjoy some immunity from prosecution for
c250,000, and the class three license (Marshal) costs c500,000
their actions during the course of the duties. In addition, the
to obtain. Bureaucracy is rampant across the Alliance, and it
Sheriff gets a cut of any property they secure and sell under court
takes four to sixteen months for each license to be processed and
order. This can be quite a lucrative position if you’re sheriff on a
granted. Bounty hunters must have a clean background with no
colony with a lot of debtors and a harsh magistrate.
criminal convictions. It is possible to get a bounty hunter license if
you have had criminal charges that were dismissed, but you better Because Sheriff’s are elected by popular vote, the level of skill and
have a good excuse and expect extra scrutiny in your background experience of a sheriff varies widely from world to world. Some are just
investigation. Prospective bounty hunters must also submit their trustworthy persons the townsfolk like. Others are career politicians
Alliance tax records and should expect most everyone they know to with little skill or experience as a sheriff. On a few lucky colonies, the
be interviewed by the licensing authority. Anyone applying for the Sheriff is a former law enforcement officer or bounty hunter.
position of Marshal is subject to a governmental clearance check,
which will involve a mind screening by a Chatilian investigator. In
order to gain the next class of licensing, one must have obtained
SPACEFARING OCCUPATIONS
PRIVATEERING
the previous class license.
The Constable is the lowest level bounty hunter. They are commonly
recognized by the gold cape that they must always wear while on Privateers must positively identify a ship to confirm it belongs
duty. They are entitled to a 75% discount on any travel when they to an enemy of the Alliance, including known pirates, before
have a court order to pursue a fugitive. They must first obtain a court they attack. They must also furnish proof to the authorities
order before they carry out any type of activity. They are only allowed afterwards, but since privateers are required to bring any
to apprehend criminals. Under no circumstance are they justified in captured or disabled ship into an Alliance space port furnishing
shooting to kill. If a stray plasma blast catches someone in the head, proof of the ship’s identity is not usually a problem. Only if a ship
the bounty hunter will usually take up his defense in a court where is catastrophically destroyed in battle does obtaining proof of
he has the best counsel available and lots of sympathizers. its identify become problematical. Once an enemy ship is towed
to port, a representative from the government’s Privateer’s
The red caped Ranger is the next highest bounty hunter class. He is Commission will assess the value of the salvage. The commission
given a wide range of authority and is able to detain suspects without a pays the privateers 20%. The captain usually takes half, and the
court order. He may terminate wanted criminals provided he has a court crew takes equal shares of the remaining half. This arrangement is
order to do so. He is allowed free passage anywhere, at any time. He may by no means set in stone, but it is the traditional way of paying the
bump persons off commercial flights to obtain that passage. Rangers crew and still widely used. The captain of a privateer vessel can
also receive a 25% law enforcement discount on all merchandise that

38
SPACEFARING OCCUPATIONS

actually distribute the funds in whatever way he sees fit as long it’s you that there are more Orion pirates than any other species, and
in writing before the ship leaves port. that the most infamous clans are led by Orions.
If the enemy vessel is too badly damaged to be repaired, the As with all stereotypes, this one is largely false. This is probably
commission usually sells it for salvage. If the ship can be repaired, due in large part to the fact that many of the most famous pirate
the commission hires a refit company to fix the ship and then captains are indeed Orions. Moreover, pirates organize themselves
resells it — usually to privateers looking for a new ship. Alliance into clans with unique colors and insignias, much like Orion gangs.
made warships are usually not resold but integrated into the Navy. The vast majority of Orions are law-abiding citizens who work at
If, for whatever reason, the commission opts not to purchase their jobs and go home to squeeze the spouse and the bagpipes.
and salvage the ship, the privateer that brought it in can sell it to Clearly, not all, or even many Orions are pirates. Pirates are over-
whomever they’d like. glamorized thieves. It’s easy to give these crooks the status of
Cyball players from the safety of one’s living room. Unfortunately,
Privateer certificates are issued to law-abiding ship captains who
there is a great deal of mystery and allure associated with the
pass an Alliance background check and pay the annual fee, which
second oldest profession in the universe.
can be expensive. The fee varies from quadrant to quadrant. It
often appears that there is no rhyme or reason to the fee schedule. Reckless and rebellious children, disillusioned with the prospect
Sometimes high piracy areas have low fees to encourage privateers, of growing up under the ever watchful eye of the “benevolent
and other times a high piracy area has high fees due to the likelihood dictatorship,” run off to become pirates and enjoy fame, fortune,
of salvage. Unfortunately, governmental budgets play into setting and other people’s goods. The successful pirates get more press
the fees. If a local branch of the commission has a limited budget to than the Council of Timar! Most just get dead.
pay for salvage, they may raise the price of a privateer’s license to
limit the chances that they’ll have to pay captains for enemy ships KNOWN PIRATE CLANS
brought in as salvage. This can happen if the area is rampant with
pirates and could really use more privateers. The annual fee on a There are some 5,000 known pirate clans, operating in every
restricted privateer’s license can range anywhere from c10,000 all quadrant of Alliance space. Most pirate clans are small, numbering
the way up to several hundred thousand. less than one hundred members with less than half a dozen ships
at their disposal. Fewer than 200 are major clans with more than
Privateers can, and do, take salvage they’ve obtained in one one thousand members. Listed below are the most famous/
territory where they don’t have a license to a neighboring territory notorious pirate groups:
where they do have the proper paperwork. The commission
usually turns a blind eye to this or reduces the salvage payment to BLACK FLAG
10% rather than the customary 20%, if it’s too blatant to ignore.
The most heinous and notorious of all the pirate clans is the
Wealthier captains just purchase licenses for all the territories in
dreaded Black Flag. This unscrupulous organization follows a
their area of space. Licenses are issued to the captains, though
policy of killing anyone who it encounters, no matter how innocent
captains who are not independent usually have their fees paid by
they are or what they know. They are so despicable that even other
the employer. In many cases the employer also pays the monthly
pirate clans abhor them and hunt them down whenever possible.
loan payment on the ship, and the captain is paid a salary plus
Black Flag is solely composed of incorrigible felons.
salvage bonus. However, since the captain always has ultimate
responsibility for the ship and any transgressions of Alliance law,
THE FLYING DUTCHMEN
they always get paid more than the crew.
The largest clan in existence, predominantly composed of Humans
Captains who have proven themselves to be extraordinarily competent
and Orions. The Flying Dutchmen operates throughout the Core
(or famous) privateers may be issued unrestricted licenses by the
Worlds, Andromeda, and Fornax galaxies. They number around
commission. With an unrestricted license, the captain gets to keep all
30,000 crewmen with over 500 ships. Most Flying Dutchmen are
the salvage they bring in. The commission has the right of first refusal
Hoods, although some are Cutthroat. They don’t take hostages
if the captain opts to sell. The fee is identical to a standard license.
nor ask for ransom, and release any passengers after they have
Unrestricted licenses are very rarely offered.
their ship.

PIRACY KISMET
When the talk turns to pirates, Orions are the first to come to mind. A band of fun-loving Orions who are so daring that they claim to be
The 6 o’clock Tri-V news always depicts Orions as ruthless pirates playing kismet, the game of life and chance. Captured prisoners
who “spacejack” ships, kidnap the important, slay the crew, and are always released, for the Kismet only seek the adventure of the
make off with ultra-expensive luxury yachts. Great prejudice has catch and the loot.
been directed against Orions because they are such notorious
privateers. Indeed, ask any Alliance citizen and they will likely tell

39
1 THE BATTLELORDS UNIVERSE

LOKARN’S BANE SALVAGERS & TREASURE HUNTERS


Comprised of primarily Phentari, this pirate clan targets Eridani If you’re lucky enough to have the right kind of ship, one with a
vessels above all others including small warships. They use large cargo bay and external cargo manipulators, you can also
numerical superiority to overpower a single superior ship and operate as a salvage ship. While salvage ships tend to be slow
don’t appear to care much about losses as long as there is an and cumbersome, they are ideal for towing other vessels and
Eridani crew on the receiving end. All members of Lokarn’s Bane dismantling structures built in space. Salvagers are employed to
are equipped with suicide devices. tear up decommissioned space stations and orbital platforms.
They’re also routinely used to dismantle vessels that are too large
SENTITREN
to tow back to port. While often unglamorous, these routine tasks
Named after their mysterious leader, Sentitren, this small pirate pay the bills for your typical salvager. However, once the bills are
clan has a reputation for pillaging small, isolated colonies and paid, most Salvagers will go looking for the big payoff. Abandoned
kidnapping their inhabitants. No one knows what they do with the vessels. Under Alliance law, any vessel that is completely
townsfolk, but they are never heard from again. At some point, abandoned and unoccupied becomes the legal salvage of the first
this clan must have wronged BioCyberdyne because they’ve hired ship to get it moving again, either under its own power or towed. A
mercenaries to track them down. small ship can be worth hundreds of millions of credits, even if it’s
only destined for the recycling yard.
SILENCE DEPLORE
Though space is a really, really big, the experienced salvage
This group of predominantly Humans and Orions never speaks ship captains know where to look. Warzones, rift areas, remote
a word when boarding a ship. They use only hand gestures and shipping lanes, old pirate bases, and even orbital junk yards can be
written words to communicate their desires. Their numbers and hiding abandoned vessels or bases that are worth a small fortune.
ship count are unknown. In addition, captains always keep their ears open for chatter at
the local spaceport bar about any ship wrecks, space disasters,
TERZT or ghost ships that have been reported. One man’s misfortune
This band of Raazet pirates targets ships with state-of-the-art is another’s fortune. In these cases, it usually ends up as a race
technology. They’ve also been known to make ambushes on mega- against other salvagers to the location where the prize was last
corps testing new or experimental designs and make off with the reported. Then, there is a frantic search to find the vessel. In some
prototype. The Raazet government disavows any knowledge of this clan. instances, the abandoned vessel may still have its location beacon
active, which obviously makes it much easier to find.
SMUGGLING The downside to finding one of these abandoned vessels or
structures is that sometimes they’re empty because the occupants
If the ship is unarmed, or minimally armed, many captains opt
desperately wanted to leave. Stories abound of salvage teams
to make money by illegal smuggling or salvage work. Smugglers
running afoul of Arachnids, hostile alien monsters, forsaken crew
are more common than pirates as the penalties for smuggling
who were left behind and have gone mad, booby traps, or any
are much less severe than piracy. In addition, most cargo don’t
number of threats to force a crew off their own ship. Pirates will often
become contraband until you get them on a planet where they are
fake a distress call or emergency beacon and then prey upon ships
banned due to Tech Level restrictions or for some other reason.
that come to help. Combine this with the mundane but hazardous
So, if you get caught in open space with a hold full of TL6 Omega
duty of cutting up and moving large pieces of metal in space, and
weapons, you aren’t breaking any laws. Those weapons are
it’s no wonder why salvaging is considered a dangerous occupation.
completely legal until you move them onto a TL5 or lower planet or
planetoid. A smuggler can make a lot more money by selling those The other type of salvager is the treasure hunter. Considered
weapons on a world where they are restricted, but obviously there crazed by their more conservative peers, treasure hunters spend
are risks involved. Fortunately, if a smugger is unable to sneak his all their time trying to hunt down lost colonies, ghost ships, and
contraband onto a planet where it is restricted, he can always sell undiscovered archaeological sites. They base their search on the
it on the open market for a slight loss. tales and reports of other starfarers who claimed to have caught
a glimpse of one of these semi-mythical ships or locations. A
Because of the “legal here, but illegal there” nature of technology
treasure hunter can spend their entire life gathering information
smuggling, it is rampant throughout the Alliance. It should come
about a lost treasure and following up leads; most never find what
as no surprise that items which are illegal everywhere in Alliance
they’re looking for. Oh sure, there are the rare few who manage
space make smugglers the most money. There are also the riskiest
to find a treasure trove and make the news, but those are one in
to transport, as even getting caught in open space with illegal
a million. The last reported occurrence was in 2256 when Orion
contraband is likely to involve some fines or prison time.
treasure hunter Ciara O’Murphy located the lost cruise ship,
Poseidon’s Bridge, lost in 2158. It made her a billionaire. Even

40
THREATS

with the cruise ship company fighting for the salvage rights for legends of Atlantis, the name stuck. The rampant speculation of
five years in court, most of the ship ended up in a museum. It also news hosts also led to the conspiracy theory that the Atlanteans
relaunched the treasure hunting craze with hundreds of amateurs could look like anything or anyone and might already be present
selling all their worldly possessions to buy a ship and begin the in large numbers throughout the Alliance. On some planets, this
hunt for some lost vessel or site. Some of those amateurs, like the led to mobs of paranoid citizens assaulting strange or antisocial
Fortune’s Folly, have become ghost ship legends themselves. neighbors after accusing them of being Atlanteans.

PRIVATE PASSENGERS AND CARGO One, however, wonders if the conjecture about the ancient
TRANSPORT archaeological sites may contain some truth, as the Counsel of
Timar instituted new licensing and quarantine provisions after the
Even though most ships used by independent or mercenary loss of Tarsis. Special permits are now required when visiting alien
captains are not dedicated freighters or passenger ships, captains archaeological sites. A mandatory quarantine is required for any
can supplement their income by ferrying cargo and passengers. If ship and crew that has visited one of these worlds. Exploration
the cargo hold of the ship is small and/or the payment for moving teams are closely monitored by Alliance Disease Control
the cargo is minimal, it can easily cost more in fuel than what the Directorate to make sure they don’t bring back Atlantean nanites.
ship will take in payment if a captain relies solely on cargo runs. The The Galactic Armed Forces are experimenting with methods to
same holds true for the rare passenger. As a result, moving cargo or rapidly decontaminate their vehicles and armor in the event they
passengers is usually only done if the cargo or passengers are going have to do battle an Atlantean nanite swarm.
to a location where the ship was traveling anyway. This is unless your
passengers or shippers are the “don’t ask any questions” type, at
which point you get to charge a lot more for the service.
Ways to pay the monthly loan payment on your spacecraft.
01. Piracy
02. Privateering
03. Smuggling
04. Cargo hauling
05. Passenger transport
06. Salvage
07. Treasure hunting

THREATS
THE ATLANTEANS
Though it’s clear they’ve been lurking around for thousands of
years, the Atlanteans first revealed themselves to the Alliance
in 2153 when they arrived on Tarsis on a civilian vessel. Within a
few months, tens of thousands were dead, the planet was all but
uninhabitable, and it was quarantined by the Alliance Navy. No
one is sure why the Atlanteans choose to reveal themselves in
this manner, but the Alliance has been on high alert for them ever
since. The Galactic Armed Forces were so utterly ineffective against
the nanite swarms on Tarsis that they have changed both their
tactical and technological doctrines to address this new threat.
This dramatically reduced their reliance on automated systems and
P-AIs. Unfortunately, the gear and tactics that work well against the
Atlanteans are usually the exact opposite of those that the Alliance
has been employing against the Arachnid swarms.
Archaeologists and survey vessels had revealed the ruins of
an ancient civilization spread across the Milky Way. When one
news anchor speculated that the nanites could have ended that
civilization and that they might have been responsible for the

41
1 THE BATTLELORDS UNIVERSE

THE AKNAR-RYN (AKA THE


ARACHNIDS)
The ability of the Arachnids to modify their troops and living ships
to take advantage of lessons they learned in battle makes them
a formidable threat. This has most military analysts thinking that
whatever the technological or tactical advantage the Alliance has
will be negated in the third go-around with the ‘Nids.
For example, during the first invasion the Alliance warships were
vastly superior to their Arachnid counterparts. During the second
invasion, Arachnid ships were twice the size of Alliance warships
and were better armed. One Arachnid ship is considered to be worth
three Alliance ships of the same relative class. However, Alliance
fighters still tend to be better than their Arachnid counterparts.
Similarly, postmortem examination of Arachnid troops reveals
continual improvement and augmentation. This is either to address
a shortcoming or to expand the capabilities or function of that unit.
One technological hurdle the Arachnids have not been able to
overcome is the inaccuracy of their method for faster-than-light
travel. The ‘Nids appear to generate artificial rifts or tears in
space-time and then ride the tear to their destination. Clearly,
they can aim or steer where the tear goes, but it does not appear
to be an exact science. Sometimes an Arachnid force will up in
the wrong location or arrive weeks before or after other portions
of the fleet. This makes coordinated attacks very difficult for
the Arachnids. The upside to the Arachnid method of FTL is that
they have no limitations on having their destination well within
the bounds of their destination star system. Unlike Alliance FTL,
which is far more accurate but usually requires the ships to be
far from any planet or star, the Arachnids can and do exit a rift in
orbit around a planet. This means, assuming luck is on their side
in terms of location, the Arachnids can bypass in-system defenses
and utterly surround a planet. This takes the defenders at point
blank range (for space combat) and totally by surprise.

“UNCLE ERNIE” FREIBERG & THE


ANARCHIST REBELLION MOVEMENT
(ARM)
For those of you who don’t know, “Uncle Ernie” Freiberg
was a genius geneticist who was ostracized by the scientific
establishment (probably for good reason) and decided to take
his vengeance on the peoples of the Alliance. Driven mad by
his feelings of oppression, hate, and rage, the insane nihilist
formed the Anarchist Rebellion Movement (aka A.R.M.) and
now sells his homicidal monstrosities to the highest bidder.
Sometimes to market a new creation, Ernie will just drop it on
an inhabited world and let the media do his marketing for him.
Sometimes he does it just for kicks. Either way, your characters
will now have plenty of slimy, toothy, organic killing machines
to fight against. If you’re playing law enforcement, marines,
or mercenaries, you’re bound to run into a care package from
Uncle Ernie eventually.

42
THREATS

“Designer genes, that’s what I sell. I’m an artist who sculpts Rebels after investigating or pursuing them. Apparently, the Rebels
flesh. Awww… you don’t like my pets? Well wait ‘til you see are very persuasive. Only time will tell if the group is a bunch of
what I have cooking in the labs now, suckers. Oh, you’ll find anarchist crackpots or if there is some truth to their allegations.
out soon enough. I’ll give ya’ a hint though… it’s big, it’s mean,
and it’s hungry. All that’s left is to wrap it up with a ribbon and OTHER THREATS
drop it on some lucky Alliance planet somewhere. And if it just
happens to be your hometown I drop it on, just remember… XARIANS
Uncle Ernie loves ya, baby!”
—Ernest Freiberg The Xarians, who are all members of the Xarian Confederacy, are
a species from the Magellanic Clouds that resemble bumpy, six
THE REBELS legged tables. They are primarily encountered in Alliance space
in their role as merchants, with their primary export being Ti-
The Rebels are the social dissidents of the Galactic Alliance. Tritium–305. They sell to the Alliance and the Arachnids alike,
They are insurgents and well trained in the art of guerrilla and there have been accusations that the Xarian’s support for the
warfare. Most are Humans, Orions, Phentari, and Zen Rigeln, Arachnids goes beyond the mercantile.
presumably Tza, who actively or passively attempt to subvert Travel to the Xarian Confederacy is severely restricted, and the
the ruling government. According to their own propaganda, Galactic Law doesn’t apply there. Not much is known about that
the Rebels claim the Alliance is a fraud perpetrated upon the subsector of space and its inhabitants. Current relations with the
species of the Milky Way by the Mutzachans. They claim that Alliance are neutral, bordering on hostile.
the Mutzachans had been planning the Alliance for a millennium
(a commonly known and undisputed fact) to protect themselves AEODRONIANS
from a threat of their own making. The Rebels have offered
The Aeodronians are a race of bipedal salamander-like humanoids.
no proof or provided further clarification of what exactly the
Although semi-reptilian in appearance, the salamanders are actually
Mutzachans are protecting themselves from. Over the years,
quite cunning and intelligent. They do possess the ability to regenerate,
they have made other claims like frontier colony worlds exist
just like the earthly animal they resemble. The Alliance characterizes
only as trip wires to provide the Alliance government with an
the species as eco-terrorists and pirates. The Aeodronians live in
early warning of an impending Arachnid attack. Another claim
harmony with their natural environment and are violently opposed to
is that Tza are completely healthy and normal. Their stated goal
the misuse and exploitation of the natural world.
is to reveal the duplicity of the Mutzachans and provide proof to
the citizens of the Alliance that they are being used. The Aeodronian presence presents a major strategic problem to
Galactic Forces operating in near their sector. Aeodronian raiding
It’s unclear how many attacks on Alliance government installations
fleets harry Galactic convoys and supply routes and attack worlds
are by the Rebels or other terrorist and insurgent groups claiming
that the Aeodronians see as being raped for their natural resources.
to be the Rebels. Despite the stated goal of helping the Alliance
In the process of protecting that which they believe to be sacred, the
citizenry, the government is quick to point out how these attacks
Aeodronians take what they need in the way of goods and materials.
often harm innocent civilians and soldiers who are just doing their
Worlds which may be targets of Aeodronian raids often go out of
jobs. Some analysts speculate that there is a schism in the Rebels,
their way to establish trade relations with these raiders.
with one faction being more investigative and the other being
more militant. In any event, groups claiming to be Rebels often KRAKEDS
conduct raids against galactic supply depots, blow up factories,
or create uprisings. Rebel forces have also been known to provide Krakeds are large segmented centipede-like aliens with a
military aid to non-Alliance worlds. chitinous exoskeleton. They have longer limbs on their backs that
allow them to manipulate objects and use tools. They breathe a
The Rebels have military bases spread across the galaxy, and many
nitrogen-dioxide gas native to their homeworld of Kikaneklid.
of these bases are mobile and can be moved quickly in the event of
Krakeds are fiercely independent creatures.
a Galactic Armed Forces attack. The Rebels are mostly armed with
second generation weapons, but some units have state of the art At this time, the Krakeds and the Alliance are on the edge of
equipment stolen from GAF depots. A Rebel fleet exists and is quite conflict, as neither trusts the other, and each tests the limits of
formidable, with some 150+ ships in the armada. The Galactic Navy the others’ strength and resolve. Kraked society seems bent more
would love nothing more than to be able to locate these Rebel ships. on finding all that is out there rather than conquering it. They
seem to have a problem with accepting restrictions on movement,
The Rebels have been a tough nut to crack for Galactic Control
especially exploration, but at the same time they are vehemently
and GalPol. The Rebels are incredibly loyal to each other, with one
protective of their own territory.
interrogator commenting, “A corporation would be more likely
to stab you in the back than these guys.” In fact, more than a few
GalPol or military officer has been recruited into or defected to the

43
CHAPTER 2.0

SPACECRAFT
“Nothing says, "We come in peace, but we're ready to fight"
like showing up in a personal warcruiser.”

SPACECRAFT IN COMBAT ECM, ECCM, & STEALTH RATINGS


The space combat rules presented here are designed to keep the • An enemy's ECM is reduced by your ship's ECCM (if any).
emphasis on the characters, their actions, and how those actions • An enemy's ECM or Stealth Rating is applied as a penalty to
affect the outcome of the game. The space combat system closely any Notice rolls or Shooting rolls made against it.
mimics vehicle combat, which in turn mimics armored combat. • A ship can only use it's Stealth Rating instead of its ECM if
Whether you’re driving a skimmer or flying an Eridani War Cruiser, it is Running Dark.
the focus of the game is always the characters. Don’t let spaceships
replace the team dynamic.
RUNNING DARK
TOP SPEED Sometimes, you may be able to make it to the safety of a nearby
planet before the ship closes the distance. Assuming you can’t get
The Top Speed for spacecraft is an abstract number used to to safety, you can close the distance and attack or attempt to flee
show how fast the craft is relative to other craft when operating using your FTL drive. The last option you have is Running Dark,
in space. We do not assign actual speeds to these values. When which is allows you to hide in the vastness of space. Running Dark
playing on a map with a grid, the Top Speed represents the number requires the ship do the following:
of Grid Squares the ship can move in a given round. It is also used
to determine if one ship is faster than another when using the • Can not use engines (No Piloting rolls)
Chase rules in Savage Worlds. • Flux Shield turned off.
• Can not use Sensors.
CHASES & RANGE INCREMENTS • Can not be firing (No Shooting rolls).
• Weapon range is listed in Grid Squares. • Can not use ECM.
• If not using a map, assume each Chase Card equals 4 Grid Sensor scans will be required to spot a ship Running Dark, but will
Squares in distance. (GMs can reduce this to 2 to reduce reveal the location of the scanning ship.
the time to close the distance).
• A ship weapon can reach from orbit to a planetary surface SIMPLIFIED CHASE RULES
and still be in Short range.
• If used on a character scale map, they can reach anywhere In the vastness of space traditional Savage Worlds chases can be
on the map and still be in Short range. difficult. If you run and the other ship is faster, it will always catch
you. All you’re doing by running is buying your navigator time to
• Missiles with a higher Top Speed than their target move up
get the faster-than-light (FTL) navigation programed into the
1 Chase Card per round.
computer. Unfortunately, programming the drive takes time, and
• Missiles with double (or more) the Top Speed of their target the more complicated your course the more difficult you will be
move up 2 Chase Cards per round. to follow. It’s therefore in your best interest to make sure the FTL
route is a complex one, which takes even more time to program.
Ships caught in open space do not have the option of using the
Gravitic Plating Flee Chase action.

All Alliance-made vessels feature gravitic plating that pulls Don't fret! This gives the players more opportunities to deal with
everything towards the deck with 1g of gravity. In essence, the repelling and initiating boarding actions. If your GM decides your
deck of a ship will always function as the floor as long as the ship ship is closer to planetary bodies, feel free to use the traditional
has power. Savage Worlds chase rules.

45
2 SPACECRAFT
RUNNING THE SHIP: CREW STATIONS a Piloting roll. The pilot selects any penalty they want for
the piloting rolls. The higher the difficulty the more difficult
To operate a ship, members of the crew must be at a Crew Station. they will be to follow. The GM may apply additional penalties
Crew Stations are configured to control a particular function of the ship. (see below). The Engines must be on-line to make this roll.
There’s a crew station for the pilot and a crew station for the engineer A total of 4 successful rolls with the same penalty as the
and so on. If you have the proper access code, you can configure a Crew first roll are needed to complete the calculation. The checks
Station to control whatever function you’d like. Usually the captain and don’t have to be made consecutively, and only one successful
the engineer have the codes to access the functions they want. Other check per round can be made. I.e., it takes a minimum of
characters, particularly in the military, may only have access to the 4 rounds before a ship can make the FTL jump. The ship's
controls and functions for which they are trained. Handling is not applied to this Piloting roll.

THE CREW STATIONS: FTL CHECK


01. Helm: Players operating the Helm Crew Station have control CONDITION PILOTING PENALTY
of the ship’s direction, speed, and FTL systems. Activating FTL too close to a planet or star –3
02. Engineering: The Engineering Crew Station manages power Destination too close to a planet or star –3
and the ship’s Flux Shields. Pilot Selected Penalty 0 to –12
03. Electronic Warfare & Sensors (EWaS): The EWaS Crew DISTANCES
Station controls the ship's sensors and electronic counter Avg. Distance between Tier 1 and Tier 2 Worlds 1–10 parsecs
measures (ECM & ECCM). Avg. Distance between Tier 2 and Tier 3 Worlds 7–20 parsecs
04. Weapons: The Weapons Crew Station allows the operator to
aim and fire a ship’s weapon or weapons.
05. Captain’s Station: The Captain’s Station allows the operator
to perform actions that are available to any other station.
Activating the FTL Drive
Typically ships arrive in a star system well outside of a planet's
CREW STATION ACTIONS (BASED ON gravity well, and then fly to the nearest orbital space station to go
CONFIGURATION) through customs. On more remote planets, landing on the surface
is common when there are no orbital facilities. Using an FTL drive
Characters manning a station will have a specific set of Chase too close to a planet is very difficult. Similarly, arriving too close to
actions they can perform based on how the station is configured. a planet is equally difficult. For convenience, each ship lists the
Players can also choose to move to a different station or use amount of time it takes to reach a point far away enough from an
their actions to perform tasks unrelated to operating their Crew Earth-sized planet to engage their FTL drive (FTL PT).
Station, such as shooting boarders or performing first aid. The
Kiva is being pursued by an Arachnid marauder. She wants to
skill required for each Chase action is listed after it in parentheses.
activate her FTL drive, and she doesn't want to be followed.
• Crew Station configurations can not be duplicated, except The higher the penalty her player chooses for the roll, the
for the Weapon Crew Stations. However, the Captain’s more difficult she will be to follow. Kiva's player chooses a
–1 penalty for her check. The GM informs her that her ship
Station has the ability to duplicate any Crew Station
is too close to the planet she just left and she will incur an
configuration. additional –3 penalty, for a total penalty of –4.
• Moving to a different Crew Station in the same compartment,
requires an action unless the GM states otherwise. Some Arachnid vessels do not appear to have any trouble using FTL
Crew Stations are farther apart than others. travel near planets or stars.
• Any Chase action made at a Crew Station requires an action Tracking a ship
unless stated otherwise.
• Only the Chase actions described for the Crew Stations In order to track the path of ship that's used FTL to flee and
can be used in a space chase. Other Chase actions are not determine its destination, a pursing ship must make a Science roll
available (GM's Discretion). with the same penalty as the fleeing ship's pilot had for their "Go
to FTL" Piloting roll with a –2 penalty.
HELM CHASE ACTIONS EXAMPLE: If the above example Kiva made a Piloting roll
01. Program FTL (Piloting): Sometimes your best chance of at a –4 penalty to successfully engage her FTL drive. The
surviving a flight is to leave the area. Since it’s very difficult to Arachnid pursuer would have to make a Science roll at -6
to determine her destination! This is why it’s always wise to
track faster-than-light (FTL) flight paths, using the FTL drive figure out the destination of a ship before it leaves port or to
to vamoose is your best chance of avoiding a conflict. In order put an FTL tracker on it.
to initiate the FTL drive on a ship, the helmsperson must make

46
RUNNING THE SHIP
02. Change Position: This is the same as the Chase action cannot be Overcharged this way. This may only be attempted
described in Savage Worlds. on the same weapon once per round.
03. Force (Piloting): In rare cases this Chase action may be 05. Perform Emergency Damage Control (Repair) on Any
available. This is the same as the Chase action described in Component: Make a Repair roll. If successful, you may do
Savage Worlds. one of the following:
04. Evade (Piloting): This is the same as the Chase action • Increase the ship's Handling by 1 until the end of combat,
described in Savage Worlds. if it was reduced by damage. The ship's Handling can not
05. Shake Up Boarders (Piloting): This is the opposite of the Hold be increased above it's original, starting, value.
Steady Chase action. The pilot deliberately steers the ship in • Increase the sensors' Notice skill by one die until the end
frantic manner in order to make the actions of everyone aboard of combat, if it was reduced by damage. The sensors'
more difficult. Those who are not secured or magnetically Notice skill cannot be increased above it's original,
attached to the deck are thrown violently around the ship starting, value.
and suffer a –2 to all actions (–4 on a raise) and must make
• Increase the ship's Top Speed by 1 until the end of
an Athletics roll with the aforementioned penalty to remain
combat, if it was reduced by damage. The ship's Top
standing. Those who are aware of the impending maneuver
Speed can not be increased above it's original, starting,
ahead of time can brace, which reduces the penalty by half.
value.
The penalty lasts until the end of the round.
• Increase the ship's Flux Shield Recharge Rate by 1 until
06. Board (Piloting): This is the same as the Chase action
the end of combat, if it was reduced by damage. The
described in Savage Worlds.
ship's Flux Shield Recharge Rate can not be increased
07. Perform Emergency Damage Control (Repair) on Bridge: above it's original, starting, value.
Make a Repair roll. If successful, you may increase the ship's
• Bring an inoperable weapon back on-line until the end of
Handling by 1 until the end of combat, if it was reduced by
combat. Weapons that are destroyed can’t be repaired
damage. The ship's Handling can not be increased above it's
original, starting, value. • Increase the ship's ECM & ECCM by 1 until the end of
combat, if they were reduced by damage. The ship's
ENGINEERING CHASE ACTIONS ECM & ECCM can not be increased above it's original,
starting, value.
If the engineer acts after the pilot or EWS officer, it may be
advantageous for those characters hold their actions. See Chase ELECTRONIC WARFARE & SENSORS CHASE
actions in Savage Worlds for more information on Held Actions.
ACTIONS
01. Push Engines (Science): A successful Electronics roll allows
To keep things fast (and furious) an enemy's ECM is automatically
your character to add a +1 (+2 on a raise) to any maneuvering
reduced by your ship's ECCM. There is no need to roll. Similarly, an
roll made by the pilot to Change Position this round. This
enemy's ship's ECM or Stealth Rating (pick one) is automatically
bonus does not count towards the maximum +4 bonus for
applied as a penalty to any Notice rolls or Shooting rolls made
Support. This may only be attempted once per round.
against it. However, savvy EWS operators can push their systems
02. Push Reactor (Science): A successful Science roll allows you to achieve better results.
to increase the Flux Recharge Rate by 1 (2 with raise) during
the Combat Round in which you made the skill roll. This may A ship's sensors are capable of detecting anything on map (GM's
only be attempted once per round. discretion), but the farther away the object is the fewer details
that can be discerned about it.
03. Boost Sensors or EWS (Science): A successful Science roll
allows your character to add a +1 (+2 on a raise) to any roll 01. Jam Sensors (Electronics): Make an Electronics roll. If
made by the operator at the EWaS Crew Station until the successful, you can add 1 (2 on raise) to your ship's ECM
end of this round. This bonus does not count towards the value. This may only be attempted once per round.
maximum +4 bonus for Support. This may only be attempted 02. Defeat Counter-Measures (Electronics): Make an
once per round. Electronics roll. If successful, you can add 1 (2 on raise) to
04. Overcharge Weapon (Science): A successful Science roll your ship's ECCM value. This may only be attempted once per
allows you to increase the damage done by non-missile ship round.
weapons during this round by 1 die (2 dice on a raise). Use 03. Scan for Ship or Other Object (Electronics): Ships that are
the damage die specified for the weapon. For example, if not Running Dark are automatically detected. To detect a
the weapon does 3d4 damage, you could add an additional ship that is Running Dark or locate a ship with active ECM
1d4 of damage to the result. However, the weapon now you must make an Electronics roll with a penalty equal to the
malfunctions on a roll of 1 or 2, and you must add 2 to any target's ECM or Stealth Rating. If the check is successful,
roll on the Malfunction table. Only energy based weapons can you know the exact location of the ship.
be Overcharged. Vehicular weapons and personnel weapons

47
2 SPACECRAFT

04. Gather Information (Electronics): Once a ship or object the weapons using the range penalty for the weapon the with
has been located, the EWaS operator can scan it to learn the shortest range. If you miss, all the weapons miss. If you
additional information. A successful Electronics roll allows hit, all the weapons hit. If you hit with a raise, all the weapons
the character to do one of the following: may be fired, instead of half.
01. Learn one value from the ship’s stat table block 03. Make a Called Shot (Shooting): Making a Called Shot against
(e.g. Name, Class, Top Speed, Armor, etc.). a specific component on a ship incurs a –2 penalty for
engines and –4 penalty for all other components. Successful
02. Identify one weapon on the target ship.
Called Shots that cause a Wound trigger the Critical Hit for the
03. Obtain the current strength of the target's Flux. component targeted by the Called Shot. There is no need roll
04. Learn whether a single component, weapon, or on the Spacecraft Critical Hits table.
compartment is damaged or destroyed. 04. Activate Anti-missile System (Shooting): This action allows
05. Map the Target Ship (Electronics): By making a successful the gunner to attack one incoming missile using an anti-
electronics roll, you can create a map of the other ship, missile system, if the ship has one. A successful Shooting roll
complete with the current location of all onboard. This is with an anti-missile system means that an incoming missile
handy for boarding actions and picking your boarding location. has been destroyed.

06. Perform EDC (Repair): Make a Repair roll. If successful, you 05. Perform EDC (Repair) on Weapon: Make a Repair roll. If
may increase the ship's ECM & ECCM by 1 until the end of successful, a damaged weapon is immediately placed back
combat, if they were reduced by damage. The ship's ECM & into service until the end of combat.
ECCM can not be increased above it's original, starting, value.
CAPTAIN CHASE ACTIONS
A Crew Station configured for use by the captain of the ship (or
Jam their communications! someone with the captain’s authority) can use any of the above
Crew Station configurations. Switching between configurations
Sorry, you can’t. Unlike communication equipment used by requires an action.
personnel, the communication gear used on a spacecraft is
capable of near-instantaneous transmission over galactic ATTACKING FROM YOUR SHIP
distances using quantum entanglement. Spacecraft commo gear
is exorbitantly expensive but nearly impossible to jam. Many crews Space is big. You’re not going to find or hit a ship without sensors.
in older or inexpensive spacecraft rely on one-way emergency • An enemy's ECM is reduced by your ship's ECCM (maximum
transmitters, similar to what colony worlds use. These broadcast reduction of ECM to 0)
a signal to a specific tier 1 or tier 2 world, that must then relay the
• An enemy's ECM or Stealth Rating (pick one) is applied as a
transmission to the proper recipient. Unfortunately, regardless of
penalty to any Notice rolls or Shooting rolls made against it.
what type of communication gear you’re using, it doesn’t change
the fact that space is “vastly, hugely, mind-bogglingly big” and if Vehicular and personnel weapons lack the range to be useful in
there’s not already a ship in your general vicinity, then help may be space combat and suffer penalties when shooting at smaller
a long way off. targets. Spacecraft that are designed for ground-based attacks
will often mount vehicular weapons. See Vehicular Weapons in
the Combat chapter of the core rules.
GUNNER CHASE ACTIONS
DAMAGING A SHIP
Note that each weapon on a ship may only be fired once per round.
A weapon can be controlled directly from inside its turret or bay. ARMOR
It's often wiser to fire each weapon individually, incurring a Multi-
Transicruisers have Heavy Armor & Spacecraft have Super Heavy
Action penalty, than risk missing a broadside.
Armor, unless the description states otherwise.
Gunnery Actions
FLUX SHIELDS
01. Independent Volley (Shooting): Firing a single weapon on a
spacecraft is treated identically to firing any other weapon. All ships have a Flux Shield. If the Flux is up, then damage is
Determine the range and make your Shooting roll. applied to the Flux Shield, unless the weapon specifically states it
ignores Flux. Damage in excess of the current Flux Shield strength
02. Fire a Broadside (Shooting): A character at a Gunnery
is treated as a hit. Any damage that gets through the Flux Shield
configured Crew Station can fire half of the ship's weapons (if
may be reduced by the ship’s Armor depending on the weapon
they are capable of pointing at the target) and missile bays at
type, before determining if a Wound has occurred.
the same target. The gunner selects which weapons they want
to include in the broadside. Make a single shooting roll for all

48
RUNNING THE SHIP

SPACECRAFT CRITICAL HITS


2D6 COMPONENT HIT EFFECT
2 Sensors Reduce the sensors' Notice skill by one die level each time this occurs (to a minimum of d4). After three hits, the sensors are
destroyed.
3–4 Reactor Reduce the Flux Recharge Rate by one each time this occurs. After Three hits the reactor is destroyed, and the ship’s Top Speed
becomes 0, and the Flux Shields cease to function.
5-7 Random Compartment The GM will select or roll for a random compartment appropriate for the ship. Random compartments are considered destroyed when
hit. Characters in the compartment are subject to Crew Damage. Equipment stowed in a compartment is automatically destroyed
and/or ejected (GM's discretion). Losing your medical bay or your food stores can be just as big a problem as losing your engines if
you’re far from the nearest spaceport.
8-9 Engine Reduce the Top Speed by one each time this occurs. After three hits the Engine is destroyed.
10 Weapon Select a weapon at random. The first hit renders it inoperable, but repairable. The second hit to an inoperable weapon destroys it.
Missile bays that are rendered inoperable lose half their missile payload. Characters controlling a weapon from inside a turret or bay
when it is hit,are subject to Crew Damage.
11 EWS Reduce the ship's ECW and ECCW scores by one each time this occurs (to a maximum of 0). After three hits the ship's ECW and ECCW
are destroyed.
12 Bridge Reduce Handling by one each time this occurs. After three hits, the bridge is destroyed and no piloting rolls can be made for the ship.
Characters on the bridge are subject to Crew Damage.

A ship’s Flux Shield Strength is 5 die. A Pulse cannon hits the Each ship will have a list of compartments and a list of weapons
ship for 8d6 damage. The Flux shield absorbs eliminates 5 of that the GM can use when selecting a Random Compartment or a
the 8 damage dice and then collapses, and the remaining 3d6 random weapon, respectively.
rolled and compared to the ship's Toughness to determine if it
has suffered a Wound. CREW DAMAGE
Unlike personnel Flux Shields, the Flux Shield on Spacecraft Characters who are manning weapons that are hit, or in a bridge
regenerate some of their field strength every Combat Round. or compartment that is struck by an anti-ship weapon are subject
Each ship will have a Recharge Rate, which is added to the Flux to Crew Damage.
Shield Strength each round as long as the ship has reactor power.
No matter how much the Recharge Rate adds to the Flux Shield’s Subtract the ship's Armor (if appropriate for the victim’s position)
value, the Flux Shield can never exceed the listed Flux value for and apply the remainder of the damage to everyone in the area
the ship, which is its maximum. However, a damaged reactor can hit (bridge, compartment, turret). Ship weapons in Battlelords
reduce the recharge rate (see Reactor Critical Hit below). generate such copious amounts of energy they are all treated as
Area effect weapons. A player may spend a Benny to Soak this
damage, but not reroll it.
Personnel & Vehicle Flux Shields on a Ship In addition, Characters must make an Athletics check or be ejected
from the craft and into space. Characters who were strapped in or
Much like vehicles, characters cannot use a Flux Shield inside using magnetic boots/gloves receive a +2 to their check.
a ship when the ship’s Flux Shield is active. The instant a ship's
Flux Shield goes up, any active Flux Shields inside the ship cease BOARDING ANOTHER VESSEL
working.
PHASE GATE
The easiest way to board an enemy ship is to use a G-81C Special
CRITICAL HITS Boarding Unit, also known as a Phase Gate. Phase Gates are
For Critical Hits use the Spacecraft Critical Hits table provided, shaped like a door frame and are large enough for a Ram Python to
rather than the Vehicle Critical Hits table from Savage Worlds. pass through without having to duck. Phase Gates are heavy and
semi-portable. A Phase Gate creates a trans-dimensional conduit
Each ship component (Bridge, EWaS, Engines, Reactor and between the ship it’s on and another nearby ship when activated.
Sensors) other than compartments and weapons can take three Anyone passing through the Phase Gate while it is active emerges
hits before being destroyed, unless the ship description states on the other vessel. You can’t use a Phase Gate device on a ship
otherwise. When a ship component is damaged, it becomes less that’s traveling faster-than-light using its FTL drive. Your best
efficient. bet to avoid a Phase Gate is for your pilot to keep some distance
between you and the other ship.

49
2 SPACECRAFT

The other thing to keep in mind is that a Phase Gate works in both REPAIRS
directions for as long as it is turned on. Crew on the enemy ship
can shoot into the gate or run through it to board your vessel. EDC VS. REPAIR
This is why most crews keep their Phase Gate in the cargo bay or
sometimes in an empty brig. Characters using a phase gate may Repairs are more permanent than EDC, which simply bypasses
pick anywhere on the enemy ship to open the other end of the damaged systems or activates redundant backups. EDC fixes can
Phase Gate tunnel. Travel between the two ends of the Phase Gate only be made during combat and only lasts until the end of combat,
tunnel is instantaneous. after which it fails back to its broken state. Repairs, unfortunately,
take longer than EDC measures. Repairs using the proper parts
To board, the attacker and defender must be on the same Chase are permanent. See Savage Worlds for more information on making
Card to use a Phase Gate. If one of the ships moves off the Repairs.
Chase Card, the tunnel collapses. It takes 1 action to activate or
deactivate a Phase Gate, but it requires a successful Science roll SPARES
to accurately pick your destination.
Each ship, when purchased, comes with a certain number of spare
If you don’t have a sensor map of the enemy ship, the Science roll parts referred to a Spares. Successful repairs consume Spares.
is at a –4. If you fail your check, the GM will select a random spot Once your Spares are exhausted, you can not make any more repairs
in the enemy ship for you to appear. A Critical Failure will dump the without purchasing additional parts (Spares).
boarding party outside the enemy ship (GM’s discretion). Phase
Each successfully repaired Critical Hit consumes 1 Spare.
Gates weigh approximately 300 kilograms, and cannot function if
Repairing a weapon or compartment consumes 1 Spare. Repairing
the ship’s reactor is down.
a Wound to the ship also consumes 1 Spare. Replacing a lost or
USE THE DOOR destroyed Phase Gate requires 1 Spares. It is easy to exhaust a
ship’s supply of Spares, and the engineer will have to put some
The low-tech option for boarding a ship is to use externally thought into what really needs fixing. Characters who are skilled
accessible hatches, airlocks, and cargo bay doors. The hatches at makeshift repairs can be very handy on a badly damaged
may either be reached from space or from a boarding tube, which spacecraft.
is built into all airlocks. If from space, the boarding team must
suit up in spacesuits or space worthy armor and crawl along the It is assumed that the Spares can repair anything on the ship
exterior of an enemy ship, possibly while it is in motion. Not an including any installed weapons. Note that missiles generally can’t
ideal situation. Once they arrive at the hatch or door, they must be repaired, but the launcher bays can. Parts can be scavenged
cycle the airlock to prevent the ship’s atmosphere from being from other Transicruisers and starships to create Spares. GMs are
vented out of the compartment on the opposite side. Automatic encouraged to use discretion on the quality of the scavenging and
bulkhead doors should prevent decompression of the entire vessel indicating how much must be scavenged to accumulate a Starship
but best not to take the chance. Conventional thinking is to allow spare part.
boarding teams inside your vessel before engaging them if you're Note: If using the deck plans, a character making a repair will need
out gunned. This prevents their ship from knocking with big guns if to have access to a Maintenance Access Panel. This can be an
they don’t care whether your ship’s crew survives. issue if the closest panel is in a depressurized compartment or
If the hatch is locked, a Hacking roll is required to connect with the there is a depressurized compartment between the character and
exterior control panel and bypass the electronic lock. There is a the panel.
–4 for military vessels when attempting to bypass airlock security.

CUT THROUGH THE HULL Makeshift Repairs and Cannibalized Spares


The last option for boarding a vessel is cut a hole through the hull, Characters may not have time to wait for proper parts. A character
which is very time consuming. A portable airlock can be erected with the Repair skill can attempt a Makeshift Repair without
around the area before cutting begins to prevent decompression Spares at a –2 penalty.
of the compartment on the other side.
The makeshift repair will last a number of rounds equal to the
Cutting a hole, assuming the proper equipment is available, will
highest number rolled on the Repair roll. If the roll resulted in a
take minutes if not hours. If the characters have time to burn (no
single raise, change the unit of time from rounds to minutes. For
pun intended) don't worry about the exact time. If they're pressed
two raises (8 over the target number) the unit of time is measured
for time, this is best handled as a Dramatic Task.
in hours. For three raises (12 over target number) the repair
Once a boarding party is on board an enemy ship, the crew will lifespan is measured in days.
have to divide their attention between operating the ship and
If you roll a 2 and 8 for a Makeshift Repair and get a single
repelling the boarders.
raise, the repair would last 8 minutes.

50
SPACECRAFT

A successful Makeshift Repair may get you back in the fight, but it Maintenance for spacecraft must be performed at least monthly.
might only last seconds before it fails again. You can only perform Missed maintenance takes a toll with starships. After the third
an Makeshift Repair on the same damaged component once. month of maintenance is missed, roll a d12. If you roll a 1, roll on
the Spacecraft Critical Hits table. Each additional missed month
If characters are short on Spares, they can always cannibalize drops the die size one level. At month 2 it's a d10. A month 3 it's a
parts from other ship’s systems, which renders these systems d8, etc. (to a minimum of d4).
inoperable. The GM, as always, has the final discretion what
system can be cannibalized to create a suitable Spare for the
STARSHIP OPERATIONAL COSTS
component they characters are trying to fix. Keep in mind, that
cannibalizing parts from one system to perform a Makeshift Ships require fuel, food, etc. Each ship has a daily operational cost.
Repair on another means you have one inoperable system and one The ship’s Endurance represents the maximum amount of fuel and
that may only work for seconds. food the ship typically stores. For every day the ship travels, mark
off a day’s Endurance. Once the ship is at zero Endurance, the ship
has no fuel and no food. The other operational cost is the salaries
SPACECRAFT for the required crew.
The listed Provisions assumes all crew positions are filled and the
GENERAL SPACECRAFT INFO maximum number of passengers are on board. It also assumes
all of them are human sized. The GM may adjust provision
While ships are made with the utmost in reliability in mind and consumption due to number and Size of the passengers and crew
deliver on that promise even better than passenger planes as well as for other factors. Fuel use predominantly supports FTL
of Earth’s 20th century, there is no way to prepare for every and engines. Sitting quietly in space with minimal lighting and
contingency. Most civilians will never travel outside their own star power (i.e., a drift) can significantly extend the fuel’s duration.
system. The costs and risks are too high for most. There are, of
course, the rich and the famous (e.g., Battlelords) that typically fly Characters may have the skills to partially or fully replace the crew
onboard the most luxurious of starships. There are also those who and therefore operate their own ship. In such a case, the ship may
eke out a living legal (freighters) or not (pirates/smugglers). Most operate by sharing the profits from paying gigs (e.g., selling cargo,
of those who do move are paid to move because it fulfills the need carrying passengers, smuggling, pirate activities, etc.). If the ship
of a mega-corporation or of the Alliance military. In some ways is provided by the military, the crew is paid by the military. The last
travel in the 23rd century is much like travel in the Caribbean of scenario is where characters have to pay their crew. In this case,
the 1800’s. If something goes wrong, help is a long way off. the GM will set a monthly pay rate per crew member (typically
c2,000-c4,000/month each). Rates are higher for more skilled
PURCHASING ON CREDIT crew members. Pay rates can go higher and may do so if you get
a reputation for mistreating the crew. If crew dies while working
Ships can be purchased on credit. Typically, it is a five year for the characters, salaries for surviving crew members will go up.
payback for a first time buyer. Assume 20% interest on those
payments. Lenders typically have bounty hunters with Class 3 SALVAGE OPPORTUNITIES
licenses available to track down ship “owners” that are behind
on their payments. These bounty hunters have spent a lifetime The following table gives some general idea about the value of
building up a particular set of skills, and they will find you! material “found laying around” for salvagers and pirates. Materials
can be found on wrecked ships, abandoned portions of space
MAINTENANCE stations, spaceship graveyards, and in old starship battlefields.
Alternatively, if you’re not opposed to doing a little work, you
As with vehicles, maintenance is necessary to keep a ship in can mine ore from asteroids like everyone else. The values below
good order. Each ship has a maintenance cost. Spare parts (aka are always subject to GM discretion based on the quality of the
Spares) can be used in lieu of paying the monthly maintenance. materials and the ease of selling them.
On occasion, there are additional annual fees to re-certify the
ship as flight worthy. Military vessels are typically managed by the SALVAGE VALUE
Alliance military so their maintenance costs need not be paid if the MATERIAL SALVAGE VALUE
ship is taken to a military base. If the ship is away from an Alliance Metals c100 — c400 per shipping container
facility, the crew may convince the local shipyard to make the
Electronics c500 — c2,000 per shipping container
repairs on Galactic Armed Forces credit. This can be a hard sell on
Weapons 25% list price
remote colony worlds where refitting a military ship may exhaust
their supplies. Especially if the ship plans on moving on when the Thrusters c500 — c2,000 per cubic meter
maintenance is done, leaving the colony defenseless. Ore c500 — c2,000 per shipping container

51
2 SPACECRAFT

SHIP WEAPONS RITZ

The following apply to all ship weapons: A heavy-duty system that can drop shields quickly.

• Each ship weapon can only be fired once per round.


• Weapons mounted in turrets can fire in any direction. LIGHT PULSE CANNONS
• Ship weapons have infinite shots as long as the ship's The following are weapons that are generally available to all ships.
Reactor is functioning. These weapons are Light Cannon sized.
• Ship weapons are Super Heavy Weapons.
BC-MAXINERATOR
• Ship weapons do double damage to non-spacecraft vehicles
and personnel that are struck by direct hits
Maximum incineration from Balshrom.
• This does NOT apply when calculating Crew Damage.
• Anti-Ship Missiles are treated as spacecraft and have a IMPERATOR
Top Speed and a Max Range, which is the number of Grid
Squares they can cross before running out of fuel. An imperial gem.

SHIP ANTI-MISSILE SYSTEM


VULCAN LIGHTNING
Starship anti-missile systems work just like the Projectile Defense
System (PDS) armor option. The differences are in size and power. This puppy is a dual mode weapon only available on Alliance
Fighters. It is NOT available on the general market. Possession by
SLAMS anyone not in the Alliance Military is a felony, and you can expect
Special Forces or Class 3 bounty hunters to be knocking on your door.
A rock steady system for addressing incoming missile threats.
When used in space combat, use the listed stats. When used
in vehicular combat, treat as a Mortician PCS. When it is
AAMS in PCS mode, the weapon does not suffer the penalties for
shooting at targets smaller than ships. Instead it is treated as
The Arachnids typically mount a more advanced system than a Vehicular weapon (–1 to hit personnel).
an Alliance SLAMS.

HEAVY PULSE CANNONS


CSAMS The following are weapons that are only installable on military
ships. Civilian ships are not designed to fire them. If a ship has
This is a dual mode system used by Close Support ships and
“War” or "Battle" in its name, then it is a military ship. These
can be purchased by Civilians. Typically, a special license or a
Bounty Hunter Class two license is required.
weapons are Heavy Ship Cannon sized.

Can be fired once per round in space combat. When used BC OBLITERATOR
against anti-vehicular or anti-personnel missiles in non-
space combat it has an ROF of 6. If you’re not excessive, you’re never really sure…

FLUX INTERFERENCE GENERATORS (FIG) ELIMINATOR


Starship FIG Combat Systems work just like standard Flux
Interference Generators and are only useful for dropping Flux Designed to reach out and touch someone.
Shields. FIG systems are standard equipment on most civilian
spacecraft. These non-lethal weapons can leave a pirate vessel ANTI-SHIP MISSILES
vulnerable to even the meager self-defense weaponry used by
civilian ships. Anti-ship missiles are the only missiles that have a motor with
enough power & fuel to be useful in space combat because of the
distances involved. They weigh 1,000 kg each and are 5 m long.
PACIFIER

A nice civilian system ready to be installed on your freighter. COBALT VECTOR SPACE

Same warhead, bigger motor. They can’t outrun Cobalt!

52
SPACECRAFT TABLES
TRANSICRUISERS COST
MODEL MANUFACTURER DAILY OPERATING COST MONTHLY MAINT. COST PURCHASE
F–18 Golden Eagle Raelhavlen Heavy Industries c500 c10,000 c24,000,000
FA–17 Firebird Raelhavlen Heavy Industries c500 c10,000 c20,000,000
UH–22 Ripley Raelhavlen Heavy Industries c100 c5,000 c10,000,000

SPACECRAFT COST
MODEL MANUFACTURER DAILY OPERATING COST MONTHLY MAINT. COST PURCHASE
Bohemian Class Yacht Orionus Konglomerates c1,000 c10,000 c40,000,000
Bane Class War Cruiser Eridi-Corp c2,000 c25,000 c75,000,000
Freischärler Infiltrator War Scout Raelhavlen Heavy Industries c2,000 c35,000 c165,000,000
Savior Class Rescue Cutter Kowalski Transport Industries c2,000 c40,000 c112,000,000
Nidar “Crab” Salvage Ship Raelhavlen Heavy Industries c500 c5,000 c33,000,000
Turtle Freighter Space Systems Development Corp. c500 c5,000 c30,000,000
Medium Cargo Freighter Various Manufacturers c2,000 c20,000 c50,000,000
Luxury Liner Orionus Konglomerates c10,000 c40,000 c400,000,000

SHIP ANTI-MISSILE SYSTEM


MODEL RANGE ROF SHOTS COST
Ship Laser Anti-Missile System (SLAMS) 8 1 ∞ c1,000,000
Arachnid Anti-Missile System (AAMS) 7 1 ∞ cN/A
Close Support Anti-Missile System (CSAMS) 9 1 (6 vs. Reflex Missiles0 ∞ c4,000,000

SHIP FIG COMBAT SYSTEMS


MODEL RANGE DAMAGE AP ROF SHOTS NOTES COST
Pacifier 8 3d6 — 1 ∞ Damage only reduces Flux, Super Heavy Ship Weapon c10,000,000

Ritz 10 4d6 — 1 ∞ Damage only reduces Flux, Super Heavy Ship Weapon c12,000,000

LIGHT PULSE CANNONS: ×2 Damage to Vehicles & Personnel.


MODEL RANGE DAMAGE AP ROF SHOTS NOTES COST
BC-Maxinerator 2 2d10 5 1 ∞ Super Heavy Ship Weapon c4,500,000
Imperator 5 3d10 10 1 ∞ Super Heavy Ship Weapon c15,000,000
Vulcan Lightning 3 2d10 5 1 ∞ Super Heavy Ship Weapon N/A

HEAVY PULSE CANNONS: ×2 Damage to Vehicles & Personnel.


MODEL RANGE DAMAGE AP ROF SHOTS NOTES COST
BC-Obliterator 9 4d10+10 15 1 ∞ Super Heavy Ship Weapon c6,000,000
Eliminator 6 5d10+10 20 1 ∞ Super Heavy Ship Weapon c8,000,000

ANTI-SHIP MISSILES: ×2 Damage to Vehicles & Personnel.


MODEL MAX RANGE TOP SPEED DAMAGE AP ROF NOTES COST
Cobalt Vector Space 20 10 3d10 20 100k Super Heavy Ship Weapon c750,000
Fire Sparrow 40 20 5d10 30 100k Super Heavy Ship Weapon c1,000,000

ARACHNID PLASMA CANNONS: ×2 Damage to Vehicles & Personnel


MODEL RANGE DAMAGE AP ROF SHOTS NOTES COST
Spitting Cobra 4 2d10 10 1 ∞ Super Heavy Ship Weapon N/A
Orion’s C Beam 8 3d10+10 30 1 ∞ Super Heavy Ship Weapon N/A

53
2 SPACECRAFT
FIRE SPARROW BATHROOM

A heavier warhead that does more damage. It’s not cheap, but Contains a shower, toilet, sink, and a mirror. Water is typically
when you're days away from help, you’ll wish you had one. rationed on a ship so long showers are discouraged.

ARACHNID PLASMA CANNONS BOARDING TUBE


The following are weapons are only available on Arachnid ships.
These are airlocks that have an extendable hallway to reach a
Names listed are Alliance codenames.
ship or space station. When equipped with an MDD–24, it allows
the user to pass through the ship's hull where the tube connects
SPITTING COBRA to it without the need for a hatch. Unlike a Phase Gate, a boarding
tube only bypasses the hull at the point where it makes contact
This Arachnid System appears to be their entry level “go to” with the other vessel.
for damage.

BRIG
ORION’S C BEAM
A small holding cell. They are designed to hold the strongest
Also used to engage ground vehicles and armored personnel. Ram Pythons.

This weapon also functions as a Mortician PCS.


CARGO BAY
SHIP OPTIONS The cargo bays typically carry tie downs to physically latch
containers to the floor. Occasionally the bays include attractor/
In general, standard equipment and vehicle options can be added repressor beams to manipulate cargo. Cargo is regularly shipped
into a ship. The Game Master may disallow things that either in shipping containers.
wouldn’t fit and/or wouldn’t make sense. A typical item to add is
a Pulse Reloader next to the armory. For items not listed in the
equipment section, the GM is encouraged to use their imagination. CRYO TUBE

DROP POD LAUNCHER A sleeper tube with cryogenic stasis capabilities.

Launches Drop Pods to rapidly deploy infantry from orbit to the


surface. It’s like riding in a one-person elevator that goes 1,000+ DINING ROOM
kph!
The dining space is typically used in shifts to minimize
Assume that a launcher can “fire” 72 soldiers with armor the space needed. It can also be configured for dancing as an
and gear (up to Heavy Body Armor) to the planet. GMs impromptu discotheque.
discretion on whether any damage occurs on impact due to
an equipment failure. The MBA Version can only manage 60
DROP POD
soldiers, but the launcher is the same price. Replacement
pods are c5,000 per soldier launched.
This is similar to a Sleeper tube but designed to launch the
occupant into space and then survive landing on the planet from
orbit. Right before impact, rockets kick in to slow descent to a
PHASE GATE “gentle” landing.

The easiest way to board an enemy ship.


EDC LOCKERS
TYPICAL ACCOMMODATIONS Scattered throughout most ships are emergency damage
control lockers. These are noted on any ship deck plans with a
ARMORY yellow triangle. These lockers contain disposable spacesuits,
firefighting supplies, first aid supplies, spare air and methane,
Typically, all weapons are expected to be stored here at all water & rations, and a tool kit. Lockers also have portable airlocks
times. Pirate ships frequently don’t follow this rule. Obviously that are handy if you want to get into a depressurized compartment
Eridani can carry their sword/melee weapon. The Eridani will be without having all the air in your compartment sucked out when
honor bound not to use the weapon unless there’s a clear and you open the door.
present danger to the ship and passengers.

54
SPACECRAFT

ENTERTAINMENT CENTER STATEROOM

Typically, this is a room with a holographic display. Treat it like A stateroom typically accommodates a couple beings, up to
a theater. Size 2. There may be a private bath in the suite or a shared bath
with another suite. Typically, the room includes a small display for
information and entertainment.
FIRING RANGE

Not common on most ships. This feature allows soldiers and SLEEPER TUBE
mercenaries to get live fire practice with their firearms. They
frequently open out into space for longer ranged practice. It is effectively a life support pod or very small room. It is essentially
the size of twin bed for a Size 2 being. To use it, a being slides into the
tube through a hatch where the headboard would be. A conveniently
GYM mounted display can be used for information and entertainment. When
seen on a ship’s plan, they are typically in a bunk configuration with one
This space contains typical workout equipment and free at floor level and the other about 1.5 m above the deck.
weights. Usually the effective gravity of the room can be controlled Most industry standard sleeper tubes also double as escape
independently. Typically, these go up to 3g for local gravity, but pods. Given that the sleeper tubes in most long-haul spacecraft are
military versions may go higher. Don’t enter when a Ram is working capable of placing the occupants in stasis, this seemed like a good
out. way to extend the lifespan of anyone ejected from the ship. You
don’t have to worry about exhausting your food and water, or using
the restroom while floating in your escape pod/sleeper tube. It can
MAINTENANCE ACCESS PANELS place you in a state of suspended animation until you are rescued.
Crew typically refer to sleeper tubes as “coffins” or “freezers.”
Most smaller Alliance vessels are built on the “floors of a
house” model popularized by the Orions. The inner workings of
the ship are in the “basement” under the grav plating of the crew SHIPPING CONTAINER, LARGE
deck. These hatches and panels allow access to the ship’s inner
workings. A 3 m x 3 m x 20 m container that can be filled with items. It is
designed for intermodal shipping. Holds one C-Space worth of material.

MASSAGE ROOM
SHIPPING CONTAINER, STANDARD
These rooms contain massage tables for the passenger’s
comfort. Additional traditional therapies may be available as well. A 3 m x 3 m x 10 m container that can be filled with items. It is
This service is frequently pay per use. Beings that mistreat the staff designed for intermodal shipping.
can find themselves stuffed in an airlock.

SHIPPING CONTAINER, SMALL


MEDICAL BAY/CENTER
A 3 m x 3 m x 5 m container that can be filled with items.
These are typically a small medical area on the ship with all of
the items needed to assist with anything up to surgery. Medicines
included cover the most common problems for the standard TURRET
species. The larger the space, the more likely it will be suited to
treat severe medical illnesses or injuries. Note that a turret can take up to 1 Heavy Ship Cannon or 2
Light Ship Cannons or 4 Combat System-sized weapons. During
Provides a +2 bonus to Healing rolls. combat it is assumed a turreted weapon can fire in any direction.

MEDICAL TRIAGE CENTER WORKSHOP


An emergency room type space filled with diagnostic A room with typical tools needed for repairs. Assume a mix of
equipment and the essentials needed to restart hearts, stop tools for working with metals and electronics. Using it provides a +1
bleeding, etc. to Repair rolls in the workshop.
Gives a bonus +1 to Healing rolls when dealing with life
threatening problems.

55
2 SPACECRAFT

SPACESHIP DESCRIPTIONS COMBAT INFO BAR


Armor: The ship's Armor value.
Ships come in many hull classes, and the military names are
applied to the sizes for simplicity. There are civilian names as well Flux Strength: This is the Flux Shield’s strength.
based upon function such as small freighter or small liner in place Recharge Rate: Each Combat Round, the ship can add the listed
of the Light Corvette. Ship costs typically include a shuttle or land value to the Flux Shield Strength (aka Flux) up to its original value.
transport. They do not include Humpties or any missiles. For the Damage to the reactor may reduce this value.
most part spacecraft have identical stats to the vehicles. The few
stats unique to spacecraft are listed below. ADDITIONAL INFORMATION
Crew Stations: Lists the location and number of crew stations on
SHIP DESCRIPTION KEY the vessel. Weapons can also be manually controlled from turrets.
The number of crew stations is shown in parenthesis.
GENERAL INFO BAR FTL Speed: How many parsecs the ship can travel in a day. Note
Tech Level: The general Tech Level of the ship. that a parsec is roughly 3.26 light-years or 31 trillion km.
Crew: Number of crew typically found on the ship and their positions. FTL Range: How far the ship can travel before it needs to refuel
Pass: Number of passengers the ship is capable of comfortably its FTL drive.
transporting. Compartments: An alphabetical listing of the ship’s compartments.
Cargo: The ship's cargo capacity in C-Spaces. Useful for determining what just got vaporized when the ship takes
a penetrating hit from an opponent’s weapon. If the ship has more
Spares: The number of units worth of spare parts (Spares) that the
than one of a particular type of compartment the number will be
ship typically carries.
indicated in parentheses.
TRAVEL INFO BAR Provisions: How much food and water the ship carries, and how
long they’ll last.
Atmo Top Speed The ship’s Top Speed in kilometers per second,
when operating in an atmosphere. Primary Armaments & Defenses: The number and type of
weapons the craft carries are listed here.
Endurance: The maximum number of days a ship can function
before running out of fuel and/or food. Vehicles/Humpties: The number and type of vehicles the craft is
capable of carrying are listed here.
Orbit: How long it takes the ship to reach orbit.
Moon: How long it takes the ship to reach a moon in orbit (roughly
350,000 km).
FTL PT: How long it takes the ship to get far enough away from a planet
where the FTL drive can be activated (FTL point).

CHASE ACTION INFO BAR


Sensor: Lists the Notice skill for the ship's Sensors.
ECM: The ship’s ECM value.
ECCM: The ship’s ECCM value.
Stealth: The ship's Stealth Rating.
Top Speed: The ship’s Top Speed in space. Measured in Grid
Squares.

56
SHIPS

TRANSICRUISERS UH–22 RIPLEY DROP SHUTTLE


TL SIZE CREW PASS CARGO SPARES
Transicruisers do not have FTL capability so they are typically
more like a shuttlecraft or fighter than a ship with staterooms. 4 10 (Huge) 2 0 Special 1
Transicruisers can get quite large and function like a ferry from ATMO TOP
ENDURANCE ORBIT MOON FTL PT
a mining colony to the main world. Transicruisers have Heavy SPEED

Armor unless otherwise noted. 1,200 30 days 6.3 min 66 min 2.2 days
SENSORS ECM ECCM HANDLING TOP SPEED
F–18 GOLDEN EAGLE
Notice d6 +1 –1 0 5
TL SIZE CREW PASS CARGO SPARES
ARMOR TOUGHNESS FLUX STRENGTH RECHARGE RATE
4 7 (Large) 2 0 0 0
12 9 4 die 1 die
ATMO TOP
ENDURANCE ORBIT MOON FTL PT
SPEED
The UH–22 Ripley Drop Shuttle workhorse shuttle can fit an
2,000 15 days 2.5 min 52 min 1.7 days Armored Infantry Skimmer inside the vehicle bay. In a pinch, it can
deploy a typical light tank at the expense of missiles and close
SENSORS ECM ECCM HANDLING TOP SPEED support weapons. It is a utilitarian flying wedge and any carried
Notice d8 –2 +2 +4 10 vehicle is loaded and deployed through the rear ramp. It can take an
over watch role to support the vehicle, once deployed. There is no
ARMOR TOUGHNESS FLUX STRENGTH RECHARGE RATE additional space for transporting troops, and any passengers must
ride inside the APC or tank in the vehicle bay. On occasion, Ripleys
18 30 5 die 1 die
are refitted for a modified HALO operation with soldiers jumping
from the cargo bay in sealed heavy armor at extreme altitudes. The
The F–18 Golden Eagle Aerospace Superiority Fighter is crew includes a pilot and weapons officer. This shuttle has wings
designed to control the skies and space. It frequently escorts that sweep into tail fins and spread to a full 9 m tip to tip.
shuttles and the FireBird attack craft. It is essentially a big engine Crew: Pilot (1), Co-pilot/loadmaster (1)
with a cockpit and some weapons. The plus side is that it can close Primary Armaments & Defenses: CSAMS (2), Turret with mount
in from extreme range and launch missiles then exit combat before for a PMG with storage for 1,000 rounds, Plasma BC-Obliterators
it takes too much damage. Military ships with decent protection (2), Heavy Missile XL bays with 10 missiles (2)
from missiles may fare well against a single fighter but will struggle
against a squadron as they overwhelm defenses.
YFB-ARMORED TRANSICRUISER SHUTTLE
Crew: Pilot (1), Weapons System Officer (1)
Primary Armaments & Defenses: CSAMS (2), Vulcan Lightning, TL SIZE CREW PASS CARGO SPARES
Anti-ship missile tubes (8) on the wings 4 14 2 6 0 1
ATMO TOP
FA–17 FIREBIRD SPEED
ENDURANCE ORBIT MOON FTL PT

TL SIZE CREW PASS CARGO SPARES


575 30 days 6.5 min 66 min 2.2 days

4 7 (Large) 2 0 0 1 SENSORS ECM ECCM HANDLING TOP SPEED

ATMO TOP
Notice d4 –1 +1 0 8
ENDURANCE ORBIT MOON FTL PT
SPEED
ARMOR TOUGHNESS FLUX STRENGTH RECHARGE RATE
2,000 15 days 2.5 min 52 min 1.7 days
9 9 1 die 1 die
SENSORS ECM ECCM HANDLING TOP SPEED

Notice d8 –2 32 +1 5 This example is typical of armored military shuttles. There are


no frills with basic jump seats that are smaller than advertised.
ARMOR TOUGHNESS FLUX STRENGTH RECHARGE RATE
Crew: Pilot (1) minimum.
22 40 5 die 2 die
Primary Armaments & Defenses: CSAMS (2)
The FA–17 Firebird is a close support combat sled designed to
take out enemy armor at close range. It is also used to take out
turrets on capital ships.
Crew: Pilot (1), Weapons System Officer (1)
Primary Armaments & Defenses: CSAMS, Vulcan Lightning (2),
Anti-ship missile tubes (2) on the wings, Heavy Missile XL tubes
(10) on the wings

57
2 SPACECRAFT

SPACECRAFT Crew: Captain/pilot, Engineers (2), Stewards (4).


Crew Stations: Bridge (5), Owners Cabin (1 — Concealed),
Spacecraft have Super Heavy Armor. Turret — Gunnery Config Only (2)
Compartments: Airlock, armory, beach/pool, captain’s
BOHEMIAN CLASS YACHT quarters, cargo bay, crew mess hall, crew kitchen, dining hall,
entertainment lounge, fitness room, kitchen, master bath,
TL SIZE CREW PASSENGERS CARGO SPARES medical bay, pantry (2), showers (2), shuttle bay, staterooms
4 17 (Gar) 7 20 1.1 3 (12)
FTL Speed: 1 parsec per day FTL
ATMO TOP
ENDURANCE ORBIT MOON FTL PT FTL Range: 36 parsecs with 4 parsecs emergency reserve
SPEED

4,500 40 days 4 min 94 min 3 days Provisions: Food for 40 days for 30 people. Food items are
luxury grade i.e., Fresh foods, delicacies, etc.
SENSORS ECM ECCM HANDLING TOP SPEED
Primary Armaments & Defenses: SLAMS, Turret with BC-
Notice d4 0 0 0 4 Obliterator, Turret with Pacifier, Phase Gate in cargo bay

ARMOR TOUGHNESS FLUX STRENGTH RECHARGE RATE


Vehicles and Humpties: Vehicle bay — Includes a Luxury
version of YFB-Armored shuttle
15 25 3 die 1 die

The Orionous Konglomerate’s Bohemian Class Starcruiser is


Battlelord’s equivalent of the super yacht. The interior is opulent.
The area at the bow is set up like a beach complete with “ocean,”
sand, hot tub, and a boardwalk that doubles as a dance floor. The
formal dining room opens to the beach and allows guest to view
the passing stars through the massive windows that ring the ship’s
dorsal side. The dining room can also be reconfigured, at the touch
of a button, into a nightclub or lounge. Guests also have access to
a fitness room, a massage room, entertainment salon, and a small
medical bay. In short, the guests enjoy the Bohemian experience
and luxurious setting all the way down to the food. The crew
occupies the rear third of the ship when not attending to guests or
flying the ship. The crew bunks in sleeper capsules when off duty
and get food just above MRE grade.

58
SPACECRAFT

BANE-CLASS PERSONAL WAR CRUISER Crew: Captain/pilot, Co-pilot, Engineers (2), Medic, Gunners (3)
Compliment: There are 8 small staterooms for the combat team.
TL SIZE CREW PASSENGERS CARGO SPARES
Crew Stations: Bridge (5), Command deck holo room (3), Turret
6 18 (Gar) 10 20 2 4 — Gunnery Config Only (2)
ATMO TOP Compartments: Airlock (2), armory, barracks (10 sleeper tubes),
ENDURANCE ORBIT MOON FTL PT
SPEED bridge, brig, captain’s dining hall, cargo hold, command deck
4,500 40 days 3.9 min 53 min 1.9 days holo room, crew mess hall, entertainment center, escape pods,
firing range, food pantry, galley, gym, hospital bay, meditation
SENSORS ECM ECCM HANDLING TOP SPEED room, restroom (2), staterooms (8), turret access (2), workshop
Notice d8 –4 +4 +1 6 FTL Speed: 2 parsec per day with FTL
ARMOR TOUGHNESS FLUX STRENGTH RECHARGE RATE FTL Range: 76 parsecs with 4 parsecs emergency reserve
12 40 10 die 2die Provisions: Food for 60 days for 30 people
Primary Armaments & Defenses: CSAMS, Turret with Champion
(2), Plasma BC-Obliterators (2), Anti-ship Missile Bays with 30
The Bane Class Personal War Cruiser, which is manufactured
missiles each (2), Heavy Missile XL bays with 60 missiles each
by Eridi-Corp, is an Eridani light corvette. They are frequently given
(2), Phase Gate in cargo bay
on loan to renowned warriors. Reflecting Eridani customs, the
interior is spartan with a minimum of furnishings. There are small Vehicles and Humpties: Vehicle bay: YFB Shuttle (1), Humpty
staterooms with sleeper tubes for 16 warriors. The crew sleeps in bay: room for 6 Humpties (Size 7-8) or 3 Humpties (Size 9–10).
a communal barracks. There are only eight beds for the ten crew, They have to pull themselves in and curl up to fit. Humpties not
so the crew must “hot rack” when changing shifts. These ships are included.
frequently operated by the warriors the ship carries, and the crew’s
barracks are converted into a combat practice area.
Special Abilities:
Military-Grade Redundancy: Each of this ship’s components
The ship is furnished with a command holo-projector for
mission briefings, a medical bay, an entertainment center, a ignores the first Critical Hit it suffers.
workshop, a gym, a meditation room, and a firing range. The firing
range is built into the cargo bay and extends beyond the hull of
the ship. It is used for live fire exercises using a complex array
of Flux shields to keep the bay protected from weapon’s fire and
pressurized. This ship is designed to deploy a team of up to eight
warriors and six (large class) Humpties on an enemy held world.

61
2 SPACECRAFT

FREISCHÄRLER INFILTRATOR WAR SCOUT The mission focus allows for only a few accommodations on the
Freischärler, which is notorious for being cramped: A Medical bay, a
TL SIZE CREW PASSENGERS CARGO SPARES briefing room that doubles as an entertainment center, a brig, and a
6 17(Gar) 10 10 1 3 reconfigurable cargo bay. The cargo bay is sometimes fitted with a drop
pod launcher which can deposit personnel on the planet’s surface without
ATMO TOP having to land the ship. The four small staterooms are reserved for the
ENDURANCE ORBIT MOON FTL PT
SPEED
ship’s captain, the co-pilot, the medical officer, and the chief engineer.
8,000 40 days 3.9 min 53 min 1.9 days Everyone else bunks down in a one of the six other sleeper tubes.
ECM / Crew: Captain/pilot, Co-pilot/Gunner, Engineers, Medic
SENSORS ECCM HANDLING TOP SPEED
STEALTH Crew Stations: Bridge (3), Cargo Bay (1)
Notice d6 –4 / -6 +2 +2 7 Compartments: Airlock (2), armory, brig, cargo bay, cargo lift,
TOUGHNESS FLUX STRENGTH RECHARGE RATE
crew mess hall, food pantry, galley, medical bay, restroom (2),
ARMOR
showers (2), sleeper tube (6), stateroom (4), turret, workshop
10 30 7 die 1 die
FTL Speed: 2 parsec per day
FTL Range: 76 parsecs with 4 parsecs emergency reserve
This human designed light corvette is rated for hypersonic travel
Provisions: Food for 40 days for 20 people
in atmosphere. Unfortunately, this affects the overall aesthetic
and leaves it looking more like a barracuda than a spacecraft. Its Primary Armaments & Defenses: CSAMS (2), Turret with
original mission was a missile gunboat for close support of ground Imperator (2), Plasma Obliterator, Anti-ship missile bay with 30
troops, though this model has been re-purposed for stealth. The missiles, Heavy Missile XL bays with 60 missiles each(4), K-sat
refit gave it the more powerful engines, sleeker lines, and the Bay with a 20 combat drone capacity for laying down a drone
state-of-the-art cloaking system. The ship has a higher than typical sensor net. Phase Gate in cargo bay
weight due to the substantial engines and armor. Vehicles and Humpties: Vehicle bay — Includes an armored
Due to some exotic cloaking, passive camouflage techniques, transport craft
and other highly classified modifications this ship has limited
room for cargo and weapons. The War Scout’s typical mission is
infiltration and exfiltration of Galactic X or elite mercenary teams
behind enemy lines. When cloaked, the ship is nearly impossible
to spot even while moving at subsonic speeds in the atmosphere.
Unfortunately to maintain this level of stealth, the Flux Shield must
be off. If the ship is attacked while cloaked, damage is fairly likely.

62
SPACECRAFT

SAVIOR CLASS RESCUE CUTTER The ship’s features include an entertainment center for the
crew, an impressive emergency medical center and separate triage
TL SIZE CREW PASSENGERS CARGO SPARES area, a small brig, a workshop, and a gym. There is room for 400
6 19(Gar) 10–40 10 2 5 cryo pod/sleeper tubes in the cargo bay. If running at capacity, the
pods are used in sleeper tube configuration for very short journeys
ATMO TOP (i.e. typically 1 day or less). For anything longer, the evacuees will
ENDURANCE ORBIT MOON FTL PT
SPEED
be put into stasis to avoid any issues due to food constraints. As
1,000 80 days 18 min 58 min 1.9 days with a standard sleeper tube, in an emergency, they will act as
escape pods.
SENSORS ECM ECCM HANDLING TOP SPEED
Crew: Captain/pilot, Co-pilot, Engineers (3), Medic, Gunners (4)
Notice d6 –1 +1 –2 7
Complement: 10 Ship Operations crew, 30 marines, emergency damage control
ARMOR TOUGHNESS FLUX STRENGTH RECHARGE RATE (EDC), or medical staff
Crew Stations: Bridge (3), Cargo Bay (2)
12 50 8 die 2 die
Compartments: Airlock (2), armory, bridge, captain’s dining hall, cargo bay — lower
level, crew quarters — center, crew quarters — lower, crew quarters — upper,
This is a civilian ship that frequently gets dispatched to save cryopods (400), engineering area, entertainment lounge, galley, fitness center, K-sat
ships in distress (e.g., a ship adrift in a shipping lane). The main bay, medical bay, mess hall, pantry, restrooms (8), sleeper tubes (40) with cryostasis
mission of this ship is actually to patrol space faring lanes for containment, staterooms (10), triage area, turret (4), vehicle bay, workshop
pirates and smugglers and to lend aid to ships having issues. When FTL Speed: 2 parsecs per day
not on long-term patrol, they are dispatched as a rapid response FTL Range: 152 parsecs with 8 parsecs emergency reserve
ship capable of several types of missions including stabilizing a Provisions: Food for 40 days for 20 people. The food is essentially one step above
crippled ship, evacuating its passengers, or potentially towing it MRE level, with additional stored in the cargo hold for longer missions
back to civilization should the damage be minor. Primary Armaments & Defenses: SLAMS, Turret with Imperator (4), Phase Gates (2)
on airlocks either side of the cargo bay
The ship is well armed by civilian standards; it is not designed for
Vehicles and Humpties: YFB Shuttle (1)
serious military engagements. When pressed into military service,
it is typically performing in a reconnaissance role and crewed by Variants
Galactic Marines. The cargo space is re-purposed depending on
the mission. Though the bay is left empty on patrols, the bay can Mythic class Infantry Transport: Reduce the size of the medical bay and triage
quickly be loaded with extra cryo pods and repair materials when area by half. The additional space is for storage of weapons and equipment.
prepping for the rescue role. When used in a civilian search and Infantry stay in Cryo until the destination is near. They are thawed, armor up,
rescue role the ship is usually staffed with extra mechanics and and then leave the ship.
medical personnel. Valkyrie class Infantry Dropper: Each of the cryo tubes is also a drop pod. The
soldiers can be transported in stasis, then awakened when the ship makes
orbit, just before the pod is ejected and takes a one-way trip to the planet’s
surface.
65
2 SPACECRAFT

NIDAR-CLASS “CRAB” SALVAGE VESSEL The Nidar is infamous for its haphazard layout. This ship was
built around the cargo bay, mechanical systems, and the bridge.
TL SIZE CREW PASSENGERS CARGO SPARES Everything else was an afterthought by the designers and it shows.
6 16(Gar) 10 10 40 3 Crew: Captain/Pilot, Copilot, Engineers (2), Ship’s doctor, Gunner
ATMO TOP Complement: Up to a total of 40 for typical operations
ENDURANCE ORBIT MOON FTL PT
SPEED
Crew Stations: Bridge (4), Cargo Bay (3)
1,000 60 days 18 min 150 min 5 days Compartments: Arm storage bay (2), bridge, cargo bay, galley,
SENSORS ECM ECCM HANDLING TOP SPEED*
medical bay, mess hall, pantry, restrooms (3), showers, sleeper
tubes (14) with cryostasis containment, stairs (2), staterooms
Notice d4 0 0 –2 4 (9), workshop (2)
ARMOR TOUGHNESS FLUX STRENGTH RECHARGE RATE FTL Speed: 1 parsec per day
15 30 3 die 1 die FTL Range: 50 parsecs with 10 parsecs emergency reserve
Provisions: Food for 60 days for 40 people
*Note: Top Speed drops to 2 when fully loaded with Cargo.
Primary Armaments & Defenses: SLAMS, Turret with BC-
This is technically a trans-atmospheric capable ship. That said, Maxinerator, Turret with Pacifier
the ship’s specifications for grappling with large objects in space Vehicles and Humpties: YFB Shuttle (1) or cargo hopper (1),
have destroyed the clean lines that would otherwise be expected flatbed cargo skimmer (1)
from a ship that can enter and leave the atmosphere.
The ship is considered a small freighter class. The cargo hold has
a clam shell roof and a drive-on ramp that can deploy from the “open
mouth” front doors. There are two robotic arms operated from the
transparent bubble command deck during space operations. The
command deck is placed on the top of the ship, above the cargo bay,
and has a transparent floor allowing the operator to view the claws
when they are inside and outside the bay. It is normally covered by a
blast shield to protect it from damage. The claws are used to wrangle
parts from a salvage operation into the ship’s cargo hold and are what
gives the ship its crustacean-inspired nickname. The landing pylons are
equipped to grab a hold of a surface, when anchoring to a large salvage
vessel or when mining asteroids. The cargo hold can carry up to 46
standard shipping containers when packed correctly.

66
SPACECRAFT

TURTLE FREIGHTER Compartments: Airlock (2), armory, captain's dining hall,


captain’s stateroom, cargo hold/vehicle bay, crew mess
TL SIZE CREW PASSENGERS CARGO SPARES hall, entertainment center, escape pods (20), pantry, galley,
6 16(Gar) 10 10 40 3 gym (small), medical room, restrooms (3), sleeper tubes (6),
staterooms (9), turret access, workshop
ATMO TOP
ENDURANCE ORBIT MOON FTL PT FTL Speed: 1 parsec per day
SPEED

1,000 60 days 18 min 150 min 5 days FTL Range: 36 parsecs with 4 parsecs emergency reserve
Provisions: Food for 40 days for 16 people
SENSORS ECM ECCM HANDLING TOP SPEED*
Primary Armaments & Defenses: SLAMS, Turret with BC-
Notice d4 0 0 –2 4 Maxinerator, Turret with Pacifier
ARMOR TOUGHNESS FLUX STRENGTH RECHARGE RATE Vehicles and Humpties: Cargo hoppers (2)
15 15 2 die 1 die Variants
* Note: Top Speed increases from 4 to 6 if the ship is empty. Time “WarTurtle” Q-Ship: The Q-ship is a re-purposed Turtle
to Moon reduces to 100 min, Time to FTL reduces to 3.5 days. Freighter with an eye toward an anti-piracy role. These ships
outwardly appear to be a freighter loaded down with valuable
This trans-atmospheric capable ship looks like a stubby winged cargo. On the inside, they have boarding teams and missiles.
transport. The ship is considered a small freighter class. These
Because armor and Flux output are dead giveaways, these
ships are typically integrated into intermodal shipping from the
ships usually have the standard Armor and Flux. They do have a
core worlds out to the fringe where orbital stations and land-based
number of additional weapons and missiles as well as boarding
spaceports are hard to find. The cargo hold will fit 80 standard
tubes with phase gates to latch on to the enemy ship and “open”
shipping containers when packed carefully.
the hull for boarding. They typically minimize cargo so that they
Crew: Captain/Pilot, Copilot, Engineers (2), Ship’s Doctor, have a speed advantage, but on occasion, they’ll take a partial load
Gunner, Chief Mate so that they can run a planet side sting.
Complement: Capable of carrying 35 passengers, though extra Crew: Increase passengers from 9 to 20. Reduce Cargo by 2.
provisions will be required. Increase cost by c20,000,000
Crew Stations: Bridge (3) Primary Armaments & Defenses: CSAMS, Turret with BC-
Maxinerator, Turret with Pacifier, Plasma BC-Obliterator, Anti-
ship missile bay with 30 missiles, Heavy Missile XL bays with 30
missiles (2), Phase Gates (2) in cargo bay

69
SPACECRAFT
ARACHNID TRANSPORT, CODENAME: VIPER ARACHNID FTL SHUTTLE, CODENAME: SEEKER
TL SIZE CREW PASSENGERS CARGO SPARES TL SIZE CREW PASSENGERS CARGO SPARES

6 16(Gar) 1 128 0.5 — 6 14(Gar) 1 10 0.5 —


ATMO TOP ATMO TOP
ENDURANCE ORBIT MOON FTL PT ENDURANCE ORBIT MOON FTL PT
SPEED SPEED

2,000 8 days 9 min 80 min 2.6 days 2,000 70 days 4.5 min 63 min 2 days
ECM/ ECM/
SENSORS ECCM HANDLING TOP SPEED SENSORS ECCM HANDLING TOP SPEED
STEALTH STEALTH

Notice d4 –1/–3 +1 +1 2 Notice d8 –4/-5 +4 +3 6

ARMOR TOUGHNESS FLUX STRENGTH RECHARGE RATE ARMOR TOUGHNESS FLUX STRENGTH RECHARGE RATE

12 55 10 die 1 die 8 20 5 die 1 die

The Arachnid transport is an amalgamation of organic and This is a relatively small Arachnid ship designed to transport a
technological components. They are grown and infused with team of Arachnids to recover something of interest. They will self-
technology. They will self-destruct if forcibly taken. destruct if forcibly taken.
Crew: 1 for ship operations (the ship flies itself) Crew: 1 co-pilot (the ship flies itself)
Complement: 128 beings of SC 8 (or 256 beings of SC4) Complement: 10 arachnid warriors in cryogenic stasis
FTL Speed: 2 parsecs per day FTL Range: 2 parsecs per day
FTL Range: 156 parsecs with 4 parsecs emergency reserve FTL Range: 132 parsecs with 8 parsecs emergency reserve
Provisions: Food for 40 days for 20 people Provisions: Food for 10 days for 10 people
Spares: N/A Primary Armaments & Defenses: AAMS, Turret with Orion’s C
Primary Armaments & Defenses: AAMS, Turret with Spitting Beam (4), Phase Gate
Cobra (4), Phase Gates (3) Vehicles and Humpties: Vehicle bay — Includes an armored
Vehicles and Humpties: Vehicle bay — Includes an armored transport craft
transport craft
Special Abilities
Special Abilities Distortion Field: Apply a –4 penalty to all Piloting rolls to
Distortion Field: Apply a –4 penalty to all Piloting rolls to Program FTL on enemy ships within 5 Grid Spaces or within 1
Program FTL on enemy ships within 5 Grid Spaces or within 1 Chase Card of this ship.
Chase Card of this ship. Displacement: This craft can move a distance equal to its Top
Displacement: This craft can move a distance equal to its Top Speed score each round, instantaneously and without crossing
Speed score each round, instantaneously and without crossing the intervening distance, instead of using its normal movement.
the intervening distance, instead of using its normal movement. Regeneration: This craft can heal 1 Wound per round or repair
Regeneration: This craft can heal 1 Wound per round or repair one component per round, as long as its Reactor is functioning.
one component per round, as long as its reactor is functioning.

mutzachans build all their ships on timar so they


do not have to share their technology

71
CHAPTER 3.0

THE GAME
MASTER
This section deals with being the Game Master, also known You are only limited by your imagination. Your playground is
as the GM. The GM alone controls the entire universe. Being a the entire Milky Way galaxy and parts of its neighbors during
Game Master isn’t easy. Unlike the players, you are responsible the twenty-third century. For all intents and purposes, that’s
for knowing the rules of the game. The GM must design the an effectively unlimited canvas to use for your work. Don’t feel
adventures (scenarios) for the players and link them together constrained to use the character types or occupations we’ve
into a campaign. suggested. If you want to run campaigns that revolve around
trans-galactic Matrix-using veterinarians or Python marine colony
Players assume the role of their characters, and interact with
architects, feel free. The only limit of the Battlelord’s universe is
the imaginary scene the GM describes for them via the actions
your imagination.
of their characters. It’s your job to describe the scene. The GM

RUNNING YOUR OWN


acts out the parts of all the people, hostile aliens, and obnoxious
robots with whom the players interact. The GM is the storyteller
who describes what all the characters see, hear, smell, taste, and
touch. The Game Master is the narrator who describes the events
CAMPAIGNS
to the players as they occur. You control the pacing of the story
and the action. REVISIT THE THEMES
You’re not competing against the players. Don’t be an axe When you're designing your scenarios it never hurts to visit the
murderer. You’re setting up challenges for them and then painting Reoccurring Themes presented in the Game Overview of the
a picture of the scene for the players using your verbal description. Battlelords core rules.
As the player’s characters take actions, you use the rules and your
judgment to determine what the outcome would be and describe LONG TERM CAMPAIGN GOALS
the results to the players. You shouldn’t know how things are going
to work out ahead of time and neither do the players. It’s ok to Running a campaign in Battlelords, or any roleplaying game,
be a referee, but don’t be a funneler! The unknown results and requires that the Game Master has some idea of an end goal for the
unexpected outcomes are what makes roleplaying different from characters and a pretty good idea of the path the characters will
storytelling. It’s interactive. take to get there. The ultimate campaign goal can vary depending
on how expansive you want to make your campaign and how much
The Game Master is the single most important aspect of the game. impact you want the characters to have on the Battlelords Universe.
If you are good, then the game will be good. It all depends on how There’s no wrong answer for a campaign goal. If the ultimate goal
you run the show. Remember, the ultimate goal of any roleplaying of your Alliance soldier campaign is to defeat the Arachnids, that’s
game is for all the participants to have fun. great. You can go for it, big time. Keep in mind that something a
little more down to Earth is just as good. Surviving a month’s long
THE BATTLELORDS UNIVERSE IS campaign against an Arachnid invasion force on the planet you’re
EXPANSIVE AND UNLIMITED in charge of garrisoning can be just as exciting and rewarding. It’s
also a little easier to fit in with that “grunts in the trenches” vibe so
The Battlelords universe has always had good stories to tell about common to Battlelords… but there’s nothing wrong with saving the
mercenaries and soldiers. The game is called BATTLElords. There universe. Someone has to do it!
are plenty of other related occupations, including spies, pirates,
bounty hunters, assassins, smugglers, privateers, and treasure Alternatively, you don’t need to have a long term campaign goal
hunters. We cover running campaigns for many of those character or even a campaign. There have been plenty of Battlelords groups
types in this chapter. Part of our reason to focus on those character who have had their GM cook up mission after mission for the
types was thematic, and the other was practicality. We only have players, all of which are unconnected. This is particularly easy for
so many pages in this book, and believe me, we had to cut a lot out mercenary teams. It is completely feasible that one day you might
just to get these to fit. be on VIP guard duty, the next day you might be hunting down
fugitives and the day after that you might be pulling perimeter

73
3 THE GAME MASTER

security duty when the ‘Nid’s attack. Mercs are used to being the campaign to progress. Just remember that the goal is for everyone to
“armed handymen of the universe” and performing odd jobs with have fun. If the campaign starts to drag, feel free to speed it up. You
the tools and skills they have available. can always add short-term campaign goals to the plotline or end the
campaign at the original end point and start a new one!
An intermediate option is to combine the two. Occasionally run an

MY KINGDOM FOR A MAP!


adventure, unrelated to a long-term campaign, from time to time.
This helps keep players from getting bored with a campaign. It’s not
too different from a formula used in many of your favorite TV shows Maps can be an excellent game aid. If there’s going to be
that have a continuing plot. Occasionally, it’s fun to run a “monster a major fight, it’s usually best to map it out ahead of time. In
of the week” episode in your campaign. Only in Battlelords you can fact, selecting an appropriate Set Piece for the battle can really
have a “Merc of the week” or “HAL of the week.” increase the fun and excitement of a battle. Gun battles in the
If you decide you want a campaign and you decided upon your street are common, but wouldn’t a gun battle in a metal smelting
campaign goal, then the next step is to figure out where you want to factory by more exciting? Molten metal, industrial machinery,
have the players start. As with many stories the best answer to this high voltage cables! What’s not to like?
question is the beginning. Mercs usually start out as freshly-hired Once you pick an appropriate set piece for your battle, go
employees at a mega-corp. Soldiers usually start as green recruits ahead and map it out. Not everyone is a cartographer or graphic
straight out of boot camp. Pirates usually start out as deck scrubbing designer, so don’t worry if your maps are a bit crude. As long
sailors. Spies start out as new agents learning the ropes. There’s as they give the players an idea of where their character is
nothing to stop you from running a campaign with highly skilled in relation to their opponents and important environmental
characters, but there is a lot of reward to be found in working up those features (buildings, cover, windows, doors, etc.), the map is
characters from unskilled novices to full-fledged Battlelords! doing its job.

SHORT TERM CAMPAIGN GOALS OCCUPATION-BASED CAMPAIGNS


If you decide to do a long-term campaign, the next step is to develop The settings chapter should give you a good idea of what to expect
a plan for how the players are going to get from mission #1 to your as a player for certain occupations. In this chapter we’re going to
ultimate campaign goal. Keeping in mind that players never do what give the Game Master some ideas for running campaigns specific
you want them to do, you’re going to need some flexibility in your to those character occupations.
planning. It’s best not to get too specific and just note the short-term
campaign goals on your plotline. You can build in the specifics of DETERMINING RANK
each short-term campaign goal when you write individual missions.
Because of the way Alliance corporations’ function and the
For example, in an Alliance soldier campaign, where the long-term
likelihood that characters are engaged in a paramilitary occupation,
campaign is repelling the Arachnids or survive the invasion, the list
chances are very good that everyone in the group will have a rank.
of short term campaign goals on the plotline may look like this:
Even the doctors and scientists have a rank in Battlelords.
01. Arachnids invade planet.
As Game Master, you can promote the characters when you think
02. Soldiers must evacuate civilians. they deserve it; Ether by awarding them the appropriate Rank
03. Soldiers must evade Arachnid search teams. edge or by awarding them an Incremental Rank (See Carnage
04. Locate a hidden base of operations. Companion). Black marks and accommodations figure heavily
into whether or not a particular individual is promoted or demoted.
05. Sneak into the base and resupply.
06. Get to the emergency transmitter and get an SOS out.
MERCENARY CAMPAIGN
07. Rescue surrounded civilians.
08. Perform acts of sabotage to weaken the Arachnids. BEING A MERCENARY
09. Designate high profile targets for the incoming Galactic Mercenary campaigns are the probably the default campaign
Armed Forces. type that most people run in Battlelords. Characters can
10. Meet up with the arriving Galactic Armed Forces. secure employment with a mega-corp (those guys will hire
11. Hit the Arachnid forces and push them off planet. anybody), take what gear and guts they have, and go out to
save the universe. If they survive long enough, they may be
Your campaign may look completely different than this, and that’s able to retire on all those fat credits they made in the process.
fine. Each one of those short-term campaign goals could be resolved
in a single night’s gameplay or get stretched across multiple sessions. Mercenary campaigns are popular for several reasons.
If one gets resolved faster than you expected, you can always do two Characters can be widely diverse in their backgrounds and
in one session. It’s up to you as GM to decide how fast you want the training. Mercenary teams run the gamut from too uniform in

74
VISUAL THEMES

THE LOOK OF BATTLELORDS AND GEAR


“THE THREE GS” Some wise military scholar once said, all plans break down at first
contact with the enemy. The best laid plans… The path to hell… This
Battlelords takes place in a war-torn universe. There can be no doubt is an all-to-familiar theme for humanity in general and doubly so for
about that. Most characters fight using whatever they inherited or can mercenaries in Battlelords. So, how does an undertrained mercenary
scrounge up, assuming they’re not enlisted in the Alliance military. deal with things inevitably going off the rails? They over-equip.
That doesn’t mean there aren’t places in the Battlelords universe that
are bastions of wealth, technology, and high society, but often they’re Since nothing ever goes according to plan, it’s best to be prepared
not what they appear. That brings us to The Three Gs. for anything. As a result, characters are often festooned with
gear. Since the typical soldier carries up to 40% of his body weight
GRIME anyway, being swathed with gear isn’t necessarily unusual for
soldiers. However, powered armor and A-grav tech in Battlelords
Everything is dirty. Unless it’s fresh off the showroom floor, most
lets some characters take this to a whole new level. Game Masters
stuff the characters have is going to be dirty, pockmarked, riddled
will have to pay extra attention to the Encumbrance rules for
with dents from bullet strikes, and covered in grime. Mercenaries use
certain players, but rest assured when everything goes to hell
whatever equipment they can afford, and often it's used. Sometimes,
in a handbasket, it probably won’t make much difference to the
if you’re lucky, they’ll even hose the prior owner out of the armor before
characters other than slowing them down.
they sell it to you. Pirates only have what they can steal. The only ones
who aren’t hauling around scuffed and dirty gear are Alliance soldiers Finally, almost everything in the Battlelord’s universe that’s used in
who aren’t deployed. Trust me, they’re not happy about it. After Sarge combat leans toward a functional design. Armor doesn’t light up like
makes you clean every crevice in that suit of power armor with a you’re a super hero. Faceplates don’t leave the lower half of your mug
toothbrush equivalent, you’ll be wishing you could leave the suit dirty. exposed. Most equipment in Battlelords will have an appearance
The irony is that once the grunts hit the trenches on the Arachnid that’s best described as “Military Functional.” The exceptions are
front, they get just as dirty as everyone else. Probably more so. The devices for civilian use, which can be highly ornamented or stylized,
only difference is they know when they get back, that Sarge is going to and armored suits when the camo unit is turned off.
make them spit polish every bit of gear.
A long time ago armor manufacturers learned from watching
sports car commercials on the Tri-V that it’s easier to sell armor if
it looks flashy. However, armor is supposed to help a soldier avoid
getting shot, not draw attention to them. The solution? Program
the camo units in armored suits with bright colors and attractive
patterns. Since a malfunctioning camo unit always fails into a
camouflage pattern, there’s no risk of a soldier’s armored suit with
a malfunctioning camo unit turning canary yellow during combat.
As a result, armored suits, when not in combat tend to be bright
and garish colors. Military planners also found out that this is an
easy way to designate unit affiliation and rank. If everyone from
the 113th has crimson-colored armor, you can easily identify a
member of that unit on sight when they’re not in combat.

GRAFFITI
As we discussed earlier, nothing in the Battlelord’s universe stays
clean for long. Armor, weapons, dining rooms filled with Size Class
9 HALs, the characters’ souls. They all get tarnished along the
way. Since the characters know equipment is going to get dirty or
get destroyed, why not preemptively deface it with a little graffiti.
Players can have a lot of fun thinking up ideas for the graffiti on their
character’s armor, and the ideas and humor those scribbles convey
can help to cement the character concept for the player. Many of the
armored suits and ultra armor shown in the book have graffiti, most
of which conveys the dark humor we love in Battlelords. You might
as well let the other guy know you’ve got a sense of humor before he
starts scorching the outside of your armor.
“This is why we can’t have nice things, Carl.”

75
3 THE GAME MASTER

skill sets to so broadly divergent, you wonder why they aren’t their gear is destroyed or some of the antagonists escape with
professional chefs or accountants. It’s ok. Everybody wants to their equipment, the GM can usually expect a slow progression
be a mercenary and with the exception of former soldiers, no one of equipment for the player’s characters. In addition, the players
is really trained to be one. will have to pay to get their armor repaired and replace spent
ammunition, missiles, rockets, grenades, and other expendable
If the GM starts the characters out with a year’s worth of salary
gear. Re-equipping after every mission should take a good chunk
to buy weapons and equipment, they’ll be well equipped to cause
out of the character’s credit accounts.
mayhem and possibly survive the attacks by their opponents and
their own ineptitude. Remember, the unofficial descriptor for Finally, most mercenaries are going to work for a mega-corp. Corps
every corporate mercenary. “Over-Equipped and Undertrained.” have much lower hiring standards for mercs than established
freelance groups, who typically want experienced operators. The
Finally, mercenary campaigns are popular because of the
mega-corp is going to view the team as an expendable resource.
diversity of the missions available. Mercenaries, by definition,
Space is a big place. If they’re in a location where the mega-corp
are paid combatants, and they’ll enter combat with whoever
needs something taken care of, the team is going to get assigned to
or whatever their mega-corp employer tells them, or they’ll be
do it, whether they’re trained or equipped for it or not. Sometimes
shopping for a new job. It’s not uncommon for a merc team to be
the merc-team is literally the only option for an armed response
fighting Arachnids one week, running VIP security the next week,
that a mega-corp has in that area of space. Sometimes there are
and fighting other mercenaries the week after that. Mercenaries
other mega-corps with the same problem, and they’ll contact the
can also wedge themselves into areas normally covered by other
character’s mega-corp for assistance. Guess who the character’s
campaigns. Need to protect a building from an incursion by
mega-corp is going to loan out for the mission? Characters will
corporate espionage agents trying to steal secrets? Hire mercs?
be expected to accomplish the mission regardless of their skill
Are the Alliance armed forces shorthanded defending planet
and equipment loadout. They can request additional gear from
Gamma Proxima 7 from the Arachnids? They can recruit the local
corporate but good luck getting it approved. If they do need gear
mega-corp security forces not being used to protect corporate
to accomplish their goal and you, as the GM, mercifully provide
assets under the Alliance mega-corp charter agreements.
it to them, there will be hell to pay at the home office if it gets
Guess who the mega-corp “volunteers” for the mission? Is your
damaged or lost.
transport ship attacked by pirates? Guess who the crew asks to
defend it? A team of mercenaries is always useful in the universe Speaking of hell to pay, the corporation is going to be relentless
of Battlelords. in looking for excuses to hand out black marks. If you accomplish
the mission against impossible odds, you get a pat on the back. If
So, what are the downsides to running a mercenary campaign?
you accomplish the mission against impossible odds, but injure a
The first is as a GM you have to be able to handle all that diversity.
civilian, lose company gear, damage property, or cause the corp to
Diversity of weapons, diversity of armor, diversity of opponents,
look bad or have to pay out money, you get black marks. Why is the
diversity of skill sets. Merc teams are always a mishmash of
corporation so vicious about handing out reprimands? Because it
weapon loads and armor types. When building your opposition,
means they don’t have to promote you or give you a raise. It also
you have to be aware that a weapon hit that the Mutzachan in
means they can dock your pay, which means less money they’re
heavy armor might shrug off may kill the Orion in tartan-painted
paying to you.
body armor. The same holds true for skills. What might be an
easy target for the team’s Phentari, could well be an impossible Game Masters have the option of developing the character’s
shot for the Chatilian. This is either because of low stats and boss at the mega-corp or have them doing so many odd jobs
lack of appropriate skills or because the asparagus head is using that their boss is always different. Making an obnoxious
a weapon with a woefully short maximum range. Game Masters supervisor can be a lot of fun for the GM and creates a bit of
running mercenary campaigns must acquaint themselves with a tension for the characters. You can have the boss that always
broader range of gear, combat situations, and antagonists, than takes credit for the character’s successes and blames them
GMs running military campaigns. for any failures. The by-the-book boss who requires forms in
triplicate and never misses a deadline. “I’m sure you didn’t
In addition, because mercenaries often fight with other teams
realize the equipment requisition request deadline was last
of mercenaries, the GM must be careful about what gear and
month, but all late submissions are automatically denied.”
ordnance the opposition leaves laying around after they are
Maybe the characters have that type of boss who will do
defeated. In a military campaign, the grunts don’t get to pick up
whatever it takes to advance in the company, and that includes
the Arachnid’s particle weapon and yell, “This is mine now! I’m
sending his employees on nearly impossible missions so he can
using this as my primary weapon!” They have to turn any war
claim success where others have failed. Don’t worry, he’ll have
materiel into command. Mercs can keep what they scavenge.
a backup plan if the characters fail, so he can blame the failure
Building up your arsenal can be one of the fun aspects of the
on his competition. A bad corporate boss can be a great way
game, but you don’t want your players going from a L18-R laser
for the GM to keep players in check. You can always blame it
rifle to an Abomination Omega cannon in two games. If the
on the boss. He’s a jerk!
opposition is equipped similarly to the characters and some of

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MILITARY CAMPAIGNS

BOUNTY HUNTERS Galactic Marines


Though it is unlikely that every character in a merc team can Unlike the army all the characters in the marines will have similar
pass the criminal background check to become a bounty hunter, training. Marines are expected to adapt and improvise and their
there might be one or two who can. Bounty hunters can take on training reflects this. If the characters begin to focus on one area
a subordinate, who is allowed to assist them in their duties. The of combat (boarding actions, zero-g combat, commando raids) the
subordinates have access to all the same rights and privileges entire time, they will usually receive additional training in this area.
as the bounty hunter, as long as the bounty hunter is directly As a result, the GM can more easily gauge the capabilities of each
supervising them. The exception is those powers and privileges character in the team. Unfortunately, there may be some situations
which are unique to Marshal level bounty hunters and cannot be where the team is out of their comfort zone. In these cases, the GM
utilized by the subordinates. As a result, mercenary characters can add a temporary specialist (i.e. Warrant Officer) who gives the
can assist their bounty hunter brethren on missions. So, why don’t team the capabilities they need to finish a mission. Otherwise the
more bounty hunters have squads of mercs helping them out? characters will tend to solve problems with the tools they have at hand.
Here’s the catch. The bounty hunter is responsible for anything “When all you have is a hammer,
and everything that the subordinates do that breaks the law everything looks like a nail.
or exceeds the limited powers granted to bounty hunter. As far
as the authorities are concerned, it is as if the bounty hunter When all you have is a pulse rifle,
committed the transgression personally. This cannot only result everything looks like a target.”
in the forfeiture of the bounty hunter’s licenses but depending on In contrast to the army, the Galactic Marines will assign their troops
the transgression, may also result in jail time. the gear they need to do the job if it’s available. For example, if the
characters will be doing a commando raid, they’ll be given stealth
MILITARY CAMPAIGN gear. If they’re doing a boarding action, then they may get MBA!
Every marine’s favorite. In case you were wondering, the marines
BRANCHES OF THE GALACTIC ARMED use mechanized battle armor in boarding actions because you
FORCES (GAF) can’t hide from gun fire. When you’re walking down a narrow ship
Characters have several options as to which branch of the Galactic corridor, you have to be able to take the hit. In addition, any weapon
Armed Forces (GAF) they join. Our first suggestion is to make sure that could hurt the MBA is likely to do just as much damage to the
all the characters are in the same branch. This will make things ship. The hope is that the defenders will be hesitant to use such
much easier for you as a GM. However, if one character really weaponry. As a result, marines get to use a myriad of different
wants to be a pilot while the rest are infantry, and you think you weapons and armor. This keeps marine players from getting bored
can make it work, then go for it. There are also advantages and from using the same gear over and over again. Unfortunately,
disadvantages to each branch. this also means a lot more work for the GM who must design new
armored suits periodically for the players. Moreover, the GM in a
Galactic Army marine campaign must become skilled at judging how tough the
In the army, characters can be specialized, which allows the group a opposition will be for the characters who are periodically changing
little more flexibility in the kind of missions they take. The downside in their offensive and defensive capabilities.
to running army campaigns, is that the GM must be careful not to Lastly, it’s important to remember that this is Battlelords. In true
have missions where the characters, who are highly specialized, galactic military fashion, the gear provided to the marines will
have nothing to do during the whole mission. In addition, characters, rarely be what they actually need for the situation. They will be
who are in the army, will have standardized equipment. Characters issued equipment for which they have absolutely no use and will
will be assigned a role (light infantry, ultra armored corps, etc.). be unable to get access to the equipment they really need. This
Light infantry will always have the same gear. Ultra armor corps will should be a reoccurring theme for characters who are marines.
always be in their Humpties. This makes the GMs job easier because This forces the players to think on their feet and improvise with the
he doesn’t have to constantly estimate how tough to make the skills and tools they have available.
opposition because the characters are always using the same gear.
However, the GM must be aware that players may get bored using Galactic Reconnaissance Force (GRF)
the same gear all the time or being placed in the same situations The rangers and scouts of the GRF are a certifiably crazy group.
over and over. It’s good to change things up once in a while. Maybe The characters will be expected to survive behind enemy lines for
the suicide jockeys have to run a mission outside of their Humpties weeks or even months with only the gear they carry on their backs.
when the base is attacked, and they can’t get to their mounts. The characters must live off the land and scrounge what they can.
Like the marines, characters who are in the GRF will be issued
gear they need to do the job, but typically this gear is specialized
sensor or communication equipment. The character’s armor and
weapon loadouts will not change that often, unless specialized

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3 THE GAME MASTER

environmental gear is needed. Since the GRF, like the marines, is Galactic Fighter Corps
expected to work in any and all environments, they can be issued
Who doesn’t want to fly an attack aircraft against Arachnid ships
everything from arctic survival gear to deep water dive gear.
or make strafing runs against the hordes of Arachnids harrying
The hardest part about running a GRF campaign is keeping the friendly ground troops. Being a pilot can be fun and exciting
missions fresh. GRF characters do a lot of sneaking around trying for players, but like the GRF, the risk of running a Fighter Corps
not to be seen. If they’re forced to reveal their existence, smart campaign is that the missions can become repetitive. Shoot
GRF operators choose when and where they are seen. This occurs this. Bomb that. Strafe those. The other risk with a Fighter Corps
only against enemies they can quickly and quietly take out. Though campaign is that the only thing quicker than the fighters is how fast
stealth and subtlety is the key to being a good GRF scout, usually their pilots die when their craft are hit. Unlike ground-based armor
a GM will have the characters get spotted at least once a mission systems, aircraft rely primarily on Flux shields for protection. Once
so they can engage in a little gun play. This can become repetitive the Flux drops, a quick death usually follows. GMs who want to
for GRF players, who are always trying to sneak around and always take on a Fighter Corps campaign should have a good idea of how
getting caught in the act. The players would probably get bored if they’re going to interject variety into the games over a long-term
a mission were all sneaking, but on the other hand, always failing campaign. One obvious solution is to occasionally get the pilots
where they’re supposed to be good can get old quick. Though out of their aircraft. Just keep in mind that their training outside
some good stories can be had from a GRF team fleeing from a of piloting is going to be limited when designing the opposition.
vastly superior force that is pursing them, whether it’s a mad dash
across the plains or forcing the enemy to wander through a crop of BEING IN THE MILITARY
boobytrapped trees in a forest-equivalent. There are a couple of perks to being in the military versus being
Galactic Navy a merc. The first is you get free training. The second is that you
get all the cool gear without having to pay for it. So why wouldn’t
Characters in the galactic navy do not do a lot of fighting. Even everyone just join the military? There are some big downsides that
when boarding an enemy ship or being boarded, most of the every Game Master should enforce in military campaigns.
combat is handled by the contingent of marines onboard. If the
naval crew is fighting off a boarding party, something has gone First, the characters can’t say no. When the LT gives you the order
horribly, horribly wrong. The information regarding the navy is to charge that gun emplacement, if you say no, you’re getting
presented in the book more for completeness than as a suggestion court martialed. If your LT is an Eridani, you may get killed on the
for a campaign setting. Battlelords is not about pushing a button spot for refusing an order. Well, I guess technically you can say no,
and watching an enemy ship icon disappear off a sensor display. but the repercussions of that decision are very undesirable. On the
That’s about as far from “in the trenches” as you can get. If your same note, you can’t pick and choose your missions like a team of
players want to engage in some spacefaring roguery, we suggest mercs would. You do the job they tell you to do.
trying piracy, privateering, or salvaging/treasure hunting. Second, you may get all the cool gear, but you get what they give
you to accomplish the mission. This is especially true in the marines,

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MILITARY CAMPAIGN

where the gear you’re given is supposed to be ideal for the task at with Alliance military personnel. Soldiers in the Galactic Armed
hand. One day you’re sporting that sweet MBA in a boarding action, Forces are trained and molded. They are not “thrown into the
and the next day you’re in light duty armor on a scouting mission. blender” to fend for themselves. One reason is that trained and
This seems like a great idea in principle, until you realize that your disciplined solders make a more effective fighting force. The other
commanders are almost always working with slim or no intel on the is your typical grunt is entrusted with too much military grade
enemy and you’re probably going to be outgunned. From a Game hardware just to let him run off without any training.
Master’s standpoint, why send the characters’ in “loaded for bear”
All members of the Galactic Armed Forces receive the same basic
if they’re just fighting bunnies. You have to make the opposition
training. Though sometimes highly skilled personnel, such as
challenging, so they’ll be equal to the characters (in number,
doctors and lawyers, who enter the services as officers can skip
capacity, or both) or slightly superior to the Wild Cards. In addition,
basic training. That is, unless they’re in the marines. Everyone
the characters who are in the armed forces do not like slaughtering
goes through basic training in the Galactic Marines. No exceptions.
clearly inferior foes where there is little to no chance for them to
Everyone in the marines is expected to be able to pick up a weapon
be harmed. They will do it if they’re commanded to, because that’s
and fight should the need arise.
their job, but they won’t like it. The GAF soldiers and marines even
have a term for it. Dirty Work. Slaughtering lightly armored soldiers Characters in the GAF will spend some or all of their starting
while you’re wearing state-of-the-art mechanized battle armor is skill points to obtain the basic training skill package. Characters
dirty work. It’s bad for morale, and it’s bad for the grunt's psyche... who have extra skill points can spend them as they see fit, with the
unless you’re a psycho and you enjoy that kind of thing. assumption being that these characters have had some additional
life experiences before enlisting. The good news is characters get a
Third, characters in the Galactic Armed Forces (GAF) are not
discount when buying these skills as a package (Discount Price), and
allowed to keep anything they find. Just because the enemy
do not have to spend the full skill point cost. On average, characters
merc you just took out had an Abomination Omega weapon
will get about 4 points worth of free skills.
doesn’t mean you get to keep it. Though you would be wise to
use it until after the fight is over. Scavenging for ammo, E-mags, All military characters go through basic training. Matrix Controllers
and weapons during a prolonged fight is fine. Just don’t expect in the Galactic Armed Services take their own, specialized and
to add them to your standard loadout. Similarly, taking wartime longer, version of boot camp, which allows them to develop their
souvenirs or trophies is frowned upon, though it does occur with Matrix abilities. Once a character pays for basic training (aka boot
some regularity. camp) they will select the skill package for their branch of service
(army, navy, marines, recon, fighter corp).
MILITARY SKILL PACKAGES
Army troops select an area of specialization skill in addition to their
Characters who take jobs as corporate mercenaries, pirates, basic training. Other branches of service take the skill package
privateers, salvagers, and other similar occupations are hired for their branch, after paying for basic training. Characters must
based on what they already know or their potential. Sometimes also have the minimum attributes listed, if any, for each branch of
they’re even required to furnish their own gear. This is not the case service in order to enlist.

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3 THE GAME MASTER

BASIC TRAINING GALACTIC ARMY (SPECIALIZED TRAINING)


PICK ONE
MINIMUM ATTRIBUTES
SKILL LEVEL SPECIALIZATION COST
AGILITY d6
SMARTS — INFANTRY
Shooting d8 1
SPIRIT —
DISCOUNT PRICE 0
STRENGTH d6
VIGOR — MEDIC
Healing d6 1
SKILLS (5 POINTS)
DISCOUNT PRICE 0
SKILL VALUE SPECIALIZATION COST
SCOUT
Armor Use d6 — 2 Notice d6 1
Athletics d6 — 1 DISCOUNT PRICE 0
Fighting d6 — 2
COMMAND
Healing d4 — 1 Battle d4 1
Repair d4 — 1 DISCOUNT PRICE 0
Shooting d6 — 2 TRONICS SPECIALIST
Survival d4 — 1 Electronics d4 1
TOTAL POINT COST 8 DISCOUNT PRICE 0
DISCOUNT PRICE 5

EDGES (SUGGESTED) GALACTIC MARINE TRAINING


Soldier MINIMUM ATTRIBUTES
SMARTS d6
BASIC TRAINING: MATRIX CONTROLLERS
SKILLS (5 POINTS)
MINIMUM ATTRIBUTES SKILL VALUE SPECIALIZATION COST
AGILITY d6 Survival d6 — 1
SMARTS d6 DISCOUNT PRICE 0
SPIRIT d6
STRENGTH — GALACTIC RECONNAISSANCE FORCE TRAINING
VIGOR —
MINIMUM ATTRIBUTES
SKILLS (7 POINTS) VIGOR d6
SKILL VALUE SPECIALIZATION COST SKILLS (5 POINTS)
Armor Use d6 — 2
SKILL VALUE SPECIALIZATION COST
Athletics d6 — 1
Notice d6 — 1
Fighting d6 — 2
Survival d6 — 1
Generation d6 — 2
TOTAL POINT COST 2
Healing d4 — 1
DISCOUNT PRICE 1
Repair d4 — 1
Shooting d6 — 2
GALACTIC NAVY TRAINING
Survival d4 — 1
MINIMUM ATTRIBUTES
TOTAL POINT COST 0
DISCOUNT PRICE SMARTS d6
7
SKILLS (5 POINTS)

SKILL VALUE SPECIALIZATION COST


Piloting d6 — 2
TOTAL POINT COST 2
DISCOUNT PRICE 1

80
ESPIONAGE CAMPAIGN

ESPIONAGE CAMPAIGN if your driver is also your muscle, they have two roles to play, and
this gives the GM some flexibility when designing missions.
BEING A SPY The last thing to remember when running a spy campaign is that
Running a spy campaign is a lot like running a mercenary campaign. it’s damnably hard to sneak around if the opposition has the right
The diversity of assignments should give the Game Master plenty equipment. High-tech sensor systems are not that expensive, and
of mission ideas to keep things fresh. There are many ideas a the technological edge usually leans toward detection rather than
creative GM can use for a spy mission. Stealing secrets, exposing detection avoidance. That means it’s far more likely that you will
enemy agents, recovering stolen prototypes, infiltrating criminal be caught by a sensor system, than that you will sneak by it, all
organizations or foreign powers, extracting foreign nationals who things being equal. Starting characters are not likely to successfully
want to defect, performing surveillance. A spy’s work is never done. sneak into a high security facility. They will simply lack the skills,
and probably the gear, required to accomplish that goal. GMs should
The first hurdle in a spy campaign is working all these individual start easy when it comes to sensors and detection equipment.
missions into a long-term campaign. There has to be some common They should slowly work their way up as characters become more
element that ties all the missions together. Maybe the spies are experienced, and players become familiar with what sensor gear is
always facing the same enemy agents who seek to counter their out there and the best way to defeat it. Often the GM can educate
efforts. Perhaps the same criminal organization or foreign power the characters. The GM can have the home office provide them with
is involved with each mission the agents take. Fortunately, there the one piece of tech they need to bypass or defeat the newest
are many popular movies and books in the spy genre that a Game security measure they’re likely to encounter on a mission. Then
Master can use for inspiration or ideas. when characters are faced with a combination of security measures
The second is designing missions where every character can they’ve dealt with in the past, they won’t be stymied.
participate. It’s a bit easier in a merc campaign where at some Government Spy
point everyone will be shooting at something. In a spy campaign,
you have one character who is a hacker, another who is a disguise All government contracted espionage agents work for Galactic
artist, another who is a surveillance expert, and so on. Characters Control, though GalPol often uses undercover agents in criminal
tend to be more highly specialized in spy campaigns, and you don’t organizations in essentially the same line of work. The only
want the character who is the expert driver and pilot sitting on their difference is who is being watched. Government spooks have
hands while the other characters are sneaking around on a cruise a base salary of around c35,000. Any character who has not
ship. A good GM should suggest to the players in an espionage been convicted of a felony can apply for a government espionage
campaign that everyone would be best served by making sure position.
their characters have more than one specialization. For example,

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3 THE GAME MASTER

Government agents investigate both foreign powers and check, that doesn’t mean it won’t get flagged by the system as
corporations alike, if they get wind that either party could be doing a suspicious purchase. Then you will have GalPol following you
something to endanger the security of the Alliance. GalPol agents around. The sad truth is pirates have to get the food, supplies,
investigate criminal organizations and also mega-corps who may parts, armor, and weapons they need by stealing them. This allows
be engaging in criminal activities. the GM to control the advancement of the party by increasing or
decreasing the amount of potential loot that their adversaries
Corporate Spy
possess. Furthermore, the GM should acknowledge that if the
Corporate spies outnumber government and GalPol agents by players decide to take on a tougher target, they should get more
a factor of 100. Corporate spies engage in activities against spoils for the effort. However, if the players make bad decisions,
competitive firms, carrying out assignments such as the theft they could easily end up in the hole, losing more equipment
of an adversary’s product. Corporate spies, much like corporate and supplies (and characters) than they obtain. Despite being
mercenaries, typically get paid better than their government criminals, a pirate’s life really hinges on the economics of supply
counterparts, earning an average base salary of c45,000 per and demand.
year. It’s not unusual for corporations to have a spy in the ranks
Being a pirate also has its share of risk. GalPol or Galactic Control
of any mercenary team they think might get into trouble. These
undercover agents in your midst could lead to a raid on your base.
intelligence agents report to the corporate office whenever a merc
That slow freighter might turn out to be a Q-ship full of marines
does something notable or criminal. Most of the time, the mercs
ready to take you down. Privateer captains could be looking to
have no clue that one of their own is ratting them out to corporate,
turn your crew in, dead or alive, for the bounty. Raids by rival
but they begin to suspect when the black marks start to accrue.
pirate clans that want your territory or your supplies. Even full out
Most of the time, there is no retribution against a corporate snitch,
assaults by the Galactic Armed Forces are not that rare.
as the mercs have come to expect such behavior from the mega-
corps and just accept it. Most are so used to getting the short end Privateers
of the stick from their employers that they hardly notice anymore.
Being a privateer is a dangerous job. You’re essentially picking
Rebel Spy fights with pirates in your area to make a living. In many cases, the
penalty for piracy is death or at least life in prison, so the pirates
The starting pay for new Rebel spies varies, but it is around c20,000.
tend to give it their all when in a fight rather than be captured. If
Rebel spies infiltrate the Alliance government and the mega-corps
you’re one of the lucky few to crew onboard an actual personal
to discover information they can use to prove the Mutzachan’s are
warcruiser or personal battlecruiser, you probably can handle
conspiring to use the Alliance for their own self-serving ends.
just about any pirate vessel you run across, short of a bigger
SPACEFARER CAMPAIGN: PIRATE, personal warcruiser. However, most privateers are serving on
civilian vessels that have been retrofitted for combat. They’re not
PRIVATEER, SMUGGLER, AND SALVAGER purpose-built warships, and the designers did not build them with
combat survivability in mind. A lucky hit from a pirate’s guns and
BEING A SPACEFARER you’ll be enforcing the Alliance’s anti-piracy edicts as a cloud of
The main focus of spacefarer campaigns can vary widely from diffused ionized gas. Fortunately, most pirates are flying the exact
game to game. From treasure hunts to pirate hunting to salvage same type of vessel as the privateers. They use civilian ships that
work, the one element of a spacefarer campaign that’s always they’ve armed and armored as well as they can. This usually means
the same is keeping the ship running. Whether damaged in battle, getting the drop on your opponent and shooting first are good ways
falling apart due to lack of maintenance, or just lacking the funds to survive as all the ships involved in a potential confrontation are
and parts to keep her running, the ship is always in the background. relatively fragile.

Pirates You can make decent pay escorting convoys. Your typical privateer
pays the lease on their ship by bringing in pirates, which pays
Pirates can’t go to any spaceport for repairs as most are wanted significantly better. The thought being that if the pirates aren’t
felons, so they have to return to their secret bases. If for whatever considerate enough to attack your well-guarded convey, you’ll just
reason (picket, patrols, etc.) they can’t make it back to their base, have to go out and track them down. Again, those uncharitable
they’re going to have to do maintenance in the field. If the spare pirates tend to hide, resulting in extended searches to locate
parts start to run low, pirates may start plundering other vessels them. Once you do find them, they rudely refuse to surrender.
for parts rather than loot. These searches can take a week if you have a general idea on
Another problem with being a pirate is you can’t just waltz into the where to look. This leads some captains to run the ship low on
local Galactic Grocery Company store and stock up on Yummies supplies and parts, which in turn can lead to maintenance and
and Jum drink. Even if you’re not a known felon, your ship and reliability issues.
your compatriots are likely to grab attention. The same holds true
for when you need a new gun. Even if you can pass a background

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SPACEFARER CAMPAIGN

Salvagers & Treasure Hunters could leave a team in a dark hole in space starving or suffocating.
That is not an enjoyable game experience.
A good race to the prize is always an element of any treasure hunt,
whether it’s a salvageable hulk or the ruins of a lost civilization. Spaceship encounters should usually end in one of four ways.
The GM should make sure that salvage teams and treasure First, the attacking ship can break off either due to being damaged
hunters always have competition. Annoying competition that or because the aid for their victims is approaching. Second the
cheats, steals, and lies to get an edge over the characters. They’re defending ship is able to elude or outpace their attacker. Planets
probably better equipped to boot. Just the kind of antagonists are a good place to hide from an attacker, as there is not much to
that players love to hate. When you’re racing to the prize, which hide behind in space. Third, one ship surrenders or manages to
can involve some long hauls, you don’t always have time for board the other ship, whether it surrenders or not. This is the most
maintenance, and this can lead to failures on the ship. common situation in Battlelords, as it gives characters a chance
to fight off the boarding party. The chaos caused by having to both
To keep players on the move, it’s always good to give them a
run the ship and fend off hostile combatants can lead to some
countdown once they find the prize. Maybe the portal to the shade
great roleplaying moments. The fourth, and last choice, is blowing
world is closing? Maybe the ruins are self-destructing? Maybe the
up a ship. This should be reserved for advancing the story, e.g., a
Arachnid invasion fleet is headed right toward the hulk you’re
distraction while the pirates escape. Usually, if one ship clearly
working desperately to scrap. Find the prize is just the first half of
outclasses the other, they’ll contact the weaker vessel and let
the chore. Getting the job done before time runs out always adds
them know that if they shut down engines, and allow themselves
excitement to game.
to be boarded, they’ll avoid having a big repair bill. Try not to blow
Just when you think you’ve accomplished the goal of finding the up your player’s characters.
goods and grabbing the goods, then you realize you have to survive
the trip home with the goods. Once players have the prize, the
competition may attempt to steal it from them or even kill them to
RUNNING ADVENTURES
obtain it. Ships that are in ill-repair are particularly cantankerous
during a battle.
ENCOUNTER BALANCE
When running a salvager game just remember there’s always a Encounter Balance is probably the most difficult job a Game
catch to every job. If all the characters did was go out and scrap Master has in Battlelords. With the plethora of weapons and
abandoned hulls or discover lost archaeological sites, the game armor available, it’s sometimes difficult to determine whether the
would get pretty boring. Those abandoned hulls are often filled opposition is a fair match for the player’s characters, or whether
with hungry HALs or are being used as a lure by a local pirate clan. the antagonists overmatch or undermatch the characters. The
The abandoned ruins are usually booby-trapped and/or another first thing to check is the price of the character’s weapons and
party is willing to kill to claim them or keep them a secret. There’s armor. If the bad guys are spending roughly the same amount of
always a catch. money on armor and weapons, then the odds are they’re closely
matched. If you just want a bunch of Extras for the Wild Cards to
SPACE COMBAT mow down, you may want to drop the budget on the bad guys. The
second element to look at is experience Rank. If the opposition
Space combat will best fit a storyline where both ships have a
is similarly experienced, they should be a good match for the
vested interest in not blowing each other into little bits. Ships
characters.
are valuable in and of themselves, which can serve as a reason
to avoid extreme measures. Alternatively, the ship may have Sometimes for a novice GM making sure an encounter is balanced
people or items on board with value (intrinsic or otherwise). Also is difficult, especially with the myriad of species, armor, and
keep in mind that once the Flux shields go down, spacecraft weapons out there. The best advice I can give rookie GMs is to
weapons are capable of doing large amounts of damage and will have more bad guys than you have characters, but make sure the
rapidly debilitate a ship, potentially killing everyone aboard in the bad guys are substantially less well armed and armored. At least
process. Players that are outgunned are far better off allowing an until you get a feel for the game system. If the bad guys are all
aggressor to board and fighting them hand to hand. identically equipped and even of the same species, this will make
your job a lot easier as the GM. The players love mowing down
Finally, take care to avoid putting players into a no win situation. It
hordes of minions, and if they’re doing too good a job at taking
is easy to misjudge the encounter and/or have a lucky shot throw
out the opposition, you can always… wait for it… throw in more
off the intended encounter flow. The players should be given
minions. That’s the joy of using large numbers of disposable bad
strong hints to jump to hyperspace if they are outclassed. E.g.,
guys. This is called the Mass Minion Method (MMM).
“At initial contact, your sensors pick up a ship. Your ship’s P-AI has
done analysis and determined that the threat assessment comes “You ‘round the corner to find ten more pirates in light armor
back as extreme and chances of surviving an encounter are low. with open faced helms!”
Do you wish to plot an FTL jump?” Space is vast and a crippled ship

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3 THE GAME MASTER

You’re also far less likely to accidentally obliterate a player’s can’t kill the head bad guy until you let them. It takes away their
character if the bad guys are less well armed. If the players need a incentive to think creatively, which you should reward. We don’t
bigger challenge have a Wild Card and his right-hand-henchperson recommend going the invulnerable villain route. So, how do you
(Elite Extra) waiting in the wings in case the players mop up the keep your main bad guy alive?
minions. If the players can’t get through the minions, the boss and
his evil assistant can retreat to fight another day. If the players There are a couple of options. The first is to have a boss for your
cut through the minions like papier mâché, then the villain and boss. If the players manage to kill the bad guy, reward them for
his head lackey can step up and give the Wild Cards a real fight. their ingenuity and then have the real bad guy revealed during the
With only two “boss villains,” you’re unlikely to accidentally wipe next game. The second option is to never have the main villain
out the entire team of Wild Cards. One last pro tip regarding the show up until the big reveal. Maybe the leader of the opposition
Mass Minion Method. If your minions are all Human, you have is a behind-the-scenes type. If he doesn’t show up, then the
fewer special species abilities to worry about, and you don’t chances that the Wild Cards will get lucky and kill your antagonist
have to change the prices on any of the armor or armor options is zero… unless they blow up the whole planet. The third option
when you’re estimating gear costs. This also makes a lot of sense is to make sure the big bad guy has plenty of clones and memory
setting-wise. Humans are everywhere, and there are a ton of us backups. The only downside to this method is that the villain may
compared to other species. Make your villain and his henchmen not remember the last encounter with the Wild Cards when they
humans, at least until you learn the intricacies of the various were killed. That is unless one of their henchmen survived to tell
species’ abilities. him what happened or there was video surveillance.

Having a boss villain is a great way to have a reoccurring antagonist One last word of advice. Villains and their evil assistants always,
for the players. Making the villain tougher than the Wild Cards ALWAYS, have mental shielding. It’s fine for the characters to make
forces them to up their game and their gear if they are to have the minions panic or cause their heads to explode when your
any hope of defeating him. Eventually the Wild Cards will gain Matrix Controllers cut loose. However, if your main bad guys show
experience and get better gear and finally become a match for up in utterly impenetrable armor and the team’s Chatilian makes
their archnemesis. them wet themselves and then pass out, they will not strike fear
into the hearts and minds of your players’ characters.
Using the Mass Minion Method during your first game or two will
allow you to get a good feel for how tough your player’s characters Because mental attacks can bypass that spectacular armor your
are and how they hold up to various weapons and damage. Once antagonist is using to intimidate the Wild Cards, it’s important that
you’ve got a good feel for the system, feel free to discard the mass the primary evildoer has some form of mental protection, whether
minion method and throw a team of opponents at the characters it’s a Flux, cybernetics, or enhancements done by an Empath.
that matches them 1-to–1. Characters will have to use their skills My suggestion is to give the villain multiple levels of mental
and wits to outthink their evenly matched opposition. You can protection, because if your players can figure out how to bypass
even throw a single super opponent at the team, who is armed or batter down the antagonist’s armor, you can bet your last Orion
and armored well above what the team possesses. You have to credit chit they’ll do the same to the Flux shield. Consider yourself
be careful with the single opponent method, as a character who is duly warned.
too well armored will be untouchable by the Wild Cards' weapons.
Similarly, even though a single opponent will have difficulty
engaging all the Wild Cards simultaneously, hits from high powered
weapons can kill Wild Cards in a single shot. and that's before you SETTING: ISOLATION IS THE KEY
factor in Aces. As a result, we suggest avoiding the single villain
Battlelords has something in common with horror movies. The
game until you’re well versed in the system.
best stories happen when the characters are isolated from
help. What risk is there in fighting a group of mercenaries if the
characters can just call the police and a SWAT team-equivalent
Keeping Your Arch Villain Alive shows up. What fun is it playing a group of marines who can call
Battlelords combat is highly lethal. We’ve probably mentioned a in a precision air strike to decimate their enemies. To have a true
few times how easy it is to die in Battlelords prior to this chapter. challenging game session, the characters must be isolated from
Maybe more than a few. Even that ultimate villain you thought was help and assistance. They must be forced to rely on their skills
indestructible could end up succumbing to a hit from a player you and the gear they have on hand. Fortunately, the universe of
weren’t expecting or didn’t anticipate. If there’s one thing I can Battlelords is filled with isolated and desolate locales that are
tell you from playing the game for nearly 30 years, it is this: If the far off the beaten path. There are uninhabited stone towns, small
bad guy shows up, your players will try to take him out. Sure, you colony worlds, and abandoned spacecraft floating in the depths
can fudge the result as the GM, but eventually your players will of space. The locations don’t have to be free of people. Remote
get wise to this. It will become less fun for them if they know they mining facilities, secret government labs, and pirate bases can be

84
RUNNING ADVENTURES

teeming with personnel. As long as those personnel are hostile to The gear values listed for Threat Levels assume a 50/50 budget
the characters or unable to assist them, the end result is still the distribution between weapons and armor.
same. The characters are forced to rely on each other to survive.
Even the characters’ own ship can become the site for a life-or- THREAT LEVEL
death encounter when they’re far from help and far from home. THREAT
BUDGET EXAMPLE
LEVEL
TAKE THEIR TOYS AWAY 1 c0 to Empty Handed
2,500 No Armor
At some point characters can become too reliant on their weapons
2 c2,501 to Entry-level Body Armor (e.g., Cub)
and armor. At its heart, Battlelords is a skill-based game, and GMs c10,000 Low-end kinetic and laser weaponry
can reinforce this by occasionally taking away the toys. This shouldn’t 3 c10,001 to Mid-range Body Armor (e.g., Bear)
be done to punish players. However, it can remind them that it might c100,000 Mid-range kinetic weapons & lasers
not be in their character’s best interest to keep dropping skill points 4 c100,001 to Top-of-the-Line Body Armor (e.g., Kodiak)
into the Shooting skill at the expense of every other skill in the book. c250,000 Mid-range lasers. Low-end Pulse,
Players may soon find that they’re having just as much fun running disintegrator, or Omega weaponry
around in street clothes while utilizing all those non-weapon skills 5 c250,001 to Entry-level Heavy Armor (e.g., Gladiator)
that were gathering dust. This also allows the GM to change up the c500,000 Mid-range lasers or low-end Pulse,
disintegrator, or Omega weaponry
opposition for the characters. If they’re not in armor, then you can
throw an opponent at them who would normally be child’s play for 6 c500,001 to Mid-range Heavy Armor (e.g., Grizzly)
Low end Reflex missiles or mid-range to
them, but is now far more lethal and dangerous.
c2,500,000
high-end Pulse, disintegrator, or Omega
There are plenty of ways to deprive characters of their toys, weapons

at least temporarily. The easiest method, and the one that’s 7 c2,500,001 to Entry-Level Mechanized Battle Armor
(e.g., Power Mesh)
cooked into the game setting, is to enforce Tech Levels. “I’m
c25,000,000
Reflex missiles or high-end Pulse,
sorry, but this is strictly a Tech Level 3 world. You’ll have to disintegrator, or Omega weapons
leave your pulse weapon at the spaceport. Oh, and your 8 c25,000,001 to High-End Mechanized Battle Armor or
armor… and your helm, and your laser, and definitely those c100,000,000 Entry-Level Ultra Armor (e.g., Omega Suit
missiles, and the…” Sometimes the character’s gear just gets or Centaur)
delayed in transport. Honest mistake. They can take it up with Top-end Omega weapons and Reflex
missiles
the quartermaster when they get back to base. I’m sure she’ll
9 c100,000,001 to Medium & Heavyweight Ultra-armor (e.g.,
be very concerned.
Unlimited Fire Drake)
In addition to Tech Level restricted planets, there are just Anti-tank weapons and Heavy missiles
certain places where weapons won’t be allowed: police stations, 9+ Threats at this level are essentially plot devices and outside of
courthouses, hospitals, government building, spaceports, top the realms of the Wild Cards reasonably being expected to defeat
them with what they have on hand. Characters will likely need the
secret research installations, etc. Characters will be told at the intervention of an army or high-Rank Mutzachan to blow up a planet.
door by a stern looking security guards with large guns that they
must check their weapons at the gate if they wish to enter. Having a
cyborg assassin come to the hospital where one of the characters ANTAGONISTS
is convalescing to finish the job and making the other characters
fend him off equipped with nothing but a hospital gurney and a Much of the time, characters will be facing off against other
defibrillator can be a lot of fun. mercenaries if they’re mercs, or other spies if they’re spies. The
occasional run in with pirates, criminals, terrorists, ARM agents,
THREAT LEVELS and Rebel troops might not be uncommon. If you can build a
character, then as the GM, you should be able to build these
To help gauge the level of difficulty that an Elite Extra or Wild antagonists as they’re effectively just characters run by you. In
Card antagonist will pose we usually categorize them based on this section we’re going to talk about a couple of opponents that
the amount of gear they've got and assign them a Threat Level. may need additional coverage.
An antagonist with a threat level of 1 is a very low threat. An
antagonist with a Threat Level of 9 is very likely to kill all but the
RUNNING HALS
most well equipped Wild Cards. For each experience Rank above Uncle Ernie is constantly cranking out new, tailor-made, horrors
Novice, increase the Threat Level by 1. If the Antagonist is a Wild from laboratories hidden all over the galaxy. He’s not shy about
Card, increase the Threat Level by 1. sharing them either. Though the HALs in this book are limited
For example, a mercenary with enough weapons and armor to mostly to the Arachnids and their minions and the Atlanteans
make them a Threat Level of 4, would be treated as a Threat (both of which are covered in more detail below), the GM shouldn’t
Level of 5 if they were Seasoned, rather than Novice. shy away from creating their own monstrosities to torment the

85
3 THE GAME MASTER

players. The Hostile Alien Lifeform chapter should give you plenty The real fun with the Arachnids comes when the different types
of ideas for making new critters to make the characters work for are used in conjunction with one another. Winged Jenkari can
their paycheck. A creature that can turn invisible? Mutated Ram spot characters who can be pushed by a horde of ground Jenkari.
Python-alien hybrids? A huge building-sized monster? A giant Airborne Guillotines can continually strafe the characters, until
venomous centipede that can walk through walls as if they weren’t they’re herded into an ambush by hidden Juggernauts. Demonants
there? Run with it. You’ve got this. are the real force multiplier, with their ability to teleport enemy
troops behind characters or redirect their own weaponry back
To save time we assume all HALs have the Ambidextrous Edge.
at them. Players will quickly discover that Arachnids are most
RUNNING THE REBELS dangerous when they’re working as a cooperative and coordinated
force. They are capable of pretty dirty tricks that can catch players
It’s up to the GM as to how to play the Rebels. Though many in by surprise.
the Alliance view them as terrorists with an anarchists’ bent,
they believe themselves to be saving the peoples of the Alliance. RUNNING THE ATLANTEANS
Admittedly some members of the Rebels are no doubt crazy
If your characters want hordes of monsters to shoot, the Arachnids
anarchists. Others are well meaning citizens who have become privy
to information which has convinced them that the destruction of the are great for that. The Atlanteans are usually a bit more subtle than
Alliance is in the best interest of everyone. Characters may even end Arachnids. Atlanteans can look like whoever they want, and they’re
up working for the Rebels, trying to expose the truth and reveal it effectively immortal. This has given them thousands of years to
to the citizens of the Alliance. Sadly, even if the Rebels were able to infiltrate Alliance society and build vast fortunes and powerful
prove their accusations were true to everyone in the Alliance, there connections. However, unlike disguised Mazians, an Atlantean will
are many citizens who would still believe that the Alliance, despite clearly show up as something artificial when examined by a medical
its manipulative nature and questionable reason for existence, is scanner or security system. As a result, even powerful Atlanteans
still serving the best interest of everyone given the war torn state of tend to keep a low profile. Rich debutantes, reclusive CEOs, and
the Galaxy. The end result would likely lead to schism and civil war. mysterious benefactors are perfect disguises for Atlanteans.
Atlanteans will run things from behind the scenes and make
RUNNING THE ARACHNIDS great antagonists for espionage campaigns. Characters who
The Arachnids are probably one of the easiest antagonists for the get involved in a criminal investigation may learn that a larger
GM to run. You don’t have to deal with a wide variety of gear and criminal network is involved, or perhaps agents attempting to
weapon types as you would for mercenaries. There are typically prevent an assassination discover a larger conspiracy at work.
two to three ‘Nid minions that are suitable for fighting characters In either case, if the characters manage to work their way up
regardless of how experienced or well-armed they might be. In through the chain of command in the criminal organization or
addition, the Arachnids tend to attack en masse, relying on their conspiracy, they will eventually find an Atlantean at its head. It’s
superior numbers to overwhelm any opposition. usually best if characters don’t know they’re working against
This allows the players to mow down the opposition, which can an Atlantean until the very end. Atlanteans did not infiltrate
be a bit more fun than shooting the same well armored merc over the Alliance and live as long as they have by being rash or
and over again, waiting to finally pierce their armor. Moreover, revealing their presence at the drop of a hat. The ones who do
it allows a novice GM to the use the tried-and-true tactic of act rashly have been killed, and those who remain show a bit
throwing a group of weaker adversaries at the characters. more restraint. A true Atlantean will always take the opportunity
Typically using lots of opponents who are less powerful than to escape rather than fight. Drones have no such sense of self-
the characters means they’re less likely to have attacks preservation, though they will always stay true to their goals,
that are capable of taking out a character in a single hit. This which means minimizing their exposure.
minimizes the chances of a character getting killed if the GM Here is the important bit for Game Masters. When the villain
underestimates the lethality of an opponent’s weapons. The real reveals themselves to be an Atlantean, it should be a terrifying
risk to characters in these types of fights is getting worn down by experience for the players. Despite their inclination to stay
repeated attacks or running out of ammunition. hidden and work their evil machinations behind the scenes,
This doesn’t mean Arachnids can’t pose a threat individually. The Atlanteans are incredibly dangerous. If they’ve decided to reveal
Arachnid minions go from expendable grunts like the Jenkari, all themselves, either they’re cornered or they feel the disguise no
the way up to the Maelstrom General who is capable of tussling long serves a purpose. It is likely that the characters know the
with Humpties. There’s nothing wrong with throwing a few Arachnid truth, and those same characters need to be eliminated quickly.
Warriors at a group of mercenaries as a challenge. It’s always In either event, it is unlikely to hold back when it attacks.
best to pay attention to the threat levels for the HALs. Putting the
characters up against an Arachnid with a threat level that’s beyond
the capabilities of the characters can lead to a lot of dead mercs.

86
ANTAGONISTS

Killing an Atlantean it’s likely to have traps and escape routes in place if the characters
are antagonizing it on its home turf. Depending on how long the
Disintegrators and Thunderbolt Generators are the weapons Atlantean has been at that location and whether it feels a need
of choice when dealing with Atlanteans. Large explosions that to keep its presence secret or not, the entire building where the
vaporize a good portion of the terrain also work well as do Pulse characters are standing may well be a gigantic pile of Atlantean
weapons. Frost-based and fire-based weaponry along with nanites. Put simply, Atlanteans are not something to be trifled with
corrosives can be marginally effective, though Atlanteans can and a big reveal at the end of a game usually ends up being quite
quickly alter their defenses to negate these types of attacks. the panic session for players if their characters are ill prepared
for the encounter. In most cases, if the characters aren’t Flux
Atlanteans living within Alliance space love to hide in dense urban
Shielded, their best bet for survival is usually to flee.
areas, particularly within buildings filled with civilians where firing
Reflex missiles and Pulse machine guns is discouraged. Getting True Atlanteans, those who are not drones, still have a bit of organic
weapons through security can be tough, too. brain tissue floating around in that mass of nanites somewhere. They
can learn and adapt. They have personalities, quirks, emotions, and
The other issue is that you’ll rarely encounter the original drone they can definitely hold grudges. Just like people, they’re all a little
swarm or the portion of the swarm that contains the bit of organic different. Clearly not all true Atlanteans will be the James Bond
brain material of a prime Atlantean. Think about it. If you can villain type. So, Game Masters can adapt whatever personality
make copies of yourself, and the only way to kill you was to kill the they see fit for the Atlantean or Atlanteans in their game. Drones
original “you,” then why would you ever send the original you out have the same personality of the true Atlantean that created them,
to do anything? Send a duplicate of yourself. If it gets killed, you though they tend to be less emotional, less adaptable, and their
can always make another one. personality never changes. They’re pale imitations of their creators,
To kill an Atlantean drone or prime you have to track down the though in many ways they are more dangerous. Without that organic
original who is commanding all of the copies, and they rarely bit of brain to worry about, Drones are completely immune to most
expose themselves to danger. This is why Mutzachans obliterate weapons and can literally be blown to bits and only suffer a minor
entire planets when they find one Atlantean living there. The hindrance as they reassemble themselves.
chances of ever excising the nanite infection from the world is slim Lastly, and perhaps most importantly, running an Atlantean requires
to none, unless you destroy everywhere it could be hiding. a skilled Game Master. Not only because of their intricate plans and
schemes, but because of their long list of Special Abilities. Another
This is also why the Atlantean’s rarely reveal their existence.
reason to save them until the end of the campaign, so you have time
An Atlantean could become effectively immortal by converting
to familiarize yourself with their capabilities and maybe throw a
cities into nanite swarms. There’s no way you could ever get all
small drone or two at the players for practice.
the nanites in a swarm that size without some serious firepower,
and an Atlantean only needs a handful to rebuild a new body. “Experience is something that you don’t get
Unfortunately for Atlanteans, converting entire metropolises into until just after you needed it.”
a flood of tiny robots tends to advertise your presence. At which
point, the Alliance will bring some serious firepower and destroy
the entire city. If you’re a drone and every nanite is destroyed,
PRESTIGE
you’re dead. If you’re a prime and that little bit of brain is Prestige rules are optional, and it is up to the Game Master to
vaporized, you’re dead. Obliterating major portions of real estate decide whether or not to make use of them.
is a highly effective way to kill Atlanteans. The best strategy for an
The societies of the 23rd Century are big on heroics, and the
Atlantean drone is to make as many nanites as you can from the
gossip of the day isn’t soap operas; it’s the battle on “what”
raw materials available without getting noticed. The best strategy
planet against “whom.” Characters build up prestige points for
for an Atlantean prime is to always hide your brain and either let
everything they do, good or bad.
your drones do your dirty work or extend the working portion of
your swarm far from your brain. Just because you’re not famous throughout the Alliance doesn’t
necessarily mean you’re not exceptional. Most readers would
probably be hard pressed to name more than one admiral in their
The characters will be facing down a creature, a machine, that country’s navy. That doesn’t mean that people in the navy aren’t
reacts with superhuman swiftness, can process information familiar with a particular admiral and their exploits. Odds are the
as fast a computer, and is easily capable of disassembling the admiral obtained their position because people were familiar with
character’s armor (or their face) on the molecular level in a their accomplishments and awards. Sometimes being known by
fraction of a second. It’s immune to most weaponry, can change the right people is more helpful than being known by everyone.
its shape to suit its needs, and can kill or control with a touch. Prestige has a direct effect on several aspects of a character’s
Moreover, the Atlantean isn’t dumb, and it has had a long time to life. Among these are his or her salary, charisma, the number
plan for such contingencies. In addition to its formidable abilities,

87
3 THE GAME MASTER

GAINING PRESTIGE
WHO OBSERVED THE ACT PRESTIGE
No one saw the act 0
Seen only by bystanders and your team 1
Act done in stadium or arena 15
Broadcast on local Tri-V 20
Broadcast planet-wide on Tri-V 40
You made the news throughout the quadrant 50
News agencies throughout the Alliance are doing a story on the event 60
The Alliance President had a news conference where the video of your deed was shown 90

SEVERITY OF THE ACT (OPTIONAL, CHOOSE ONE) PRESTIGE


Act of good will (Preventing an oblivious person from walking into traffic) 0
Minor crime (pickpocketing or a snatch & grab) 0
Act of bravery or impressive feat (Stopping an ARM attacks or crash landing your spaceship in a public park) 10
Major Crime (A bank or museum robbery during the day) 10
A truly heroic or utterly amazing feat (diving out a window to rescue a baby falling from a balcony) 20
A heinous and despicable crime of the highest order (Committing a public assassination with a chainsaw) 20

OTHER MODIFIERS (OPTIONAL) PRESTIGE


You always leave a calling card or have a signature method for your crime or act of heroism 5
A vehicle case is involved 5
The Arachnids are involved 5
An Atlantean was involved 10

PRESTIGIOUS ACT EXAMPLES PRESTIGE


Save another’s life while in the line of duty 1
Save the party’s life while in the line of duty 1
Survive an encounter with one of Uncle Ernie's creations 2
Steal a ship on a backwater world 3
Survives an encounter with the Arachnids 3
Survive a Meeting with Jaquassarious Phentari 3
Win a duel 3
Win a duel against an Eridani (if you're not an Eridani) 4
The act has Local law enforcement looking for you 5
Steal a ship docked at a spaceport 5
Incredibly stupid act with great results 5
Make an important discovery (New story, Scientific discovery, etc.) 10
Professional Cyball Player 10
The act has planetary law enforcement looking for you 20
Hero in a battle 20
You wrote/performed a hit song 35
Save a city from destruction 40
Survive a Rift Run 40
Star player on a professional Cyball team 45
Saves a planet and everyone on the planet knows 50
Escape from New Leavenworth prison 50
The act has Gal-Pol or Galactic Control looking for you 55
Jaquassarious Phentari has publicly announced he's looking for you 60
The Vision of Eight wants you found 70
The Council of Timar has issued a proclamation about you or named a law in your honor 70
Win on “The Survival Warrior" 70
Galactic Ten Most Wanted List 70
There is a presidential mandate to locate you 75
Uncle Ernie has vowed to kill or recruit you 90
Saved the Alliance and everyone knows about it 90
Company Insignia Varies
Medal or Commendation Varies

88
PRESTIGE

REPUTATION TABLE
TOTAL PRESTIGE REPUTATION
10 Only your teammates who witnessed your greatness firsthand are aware of your exploits.
15 Only your teammates and a few witnesses are aware of your deeds.
20 Your teammates and close associates know about your achievements.
25 Word is starting to get out at the office about you.
30 Everyone who works for your company or crew knows.
35 Citizens of the municipality where the event occured all know of you.
40 Your exploits are known nearly planetwide.
45 You're a local hero (or villain) on one planet.
50 They've definitely heard of you on a planet or two.
55 Famous (or infamous) on multiple planets throughout the sub-quadrant.
60 You're known throughout the quadrant and by most members of your species.
65 Well known to the citizens and dominant species government in this quadrant.
70 You've made it into the international Tri-V news broadcasts.
75 You've been on the international Tri-V news broadcasts several times.
80 People throughout the Alliance in your line of work are familiar with the event(s) that made you famous recognize you on sight.
85 Groupies all over the Alliance recognize you.
90 Alliance-wide Celebrity.
95 Known to governments and entities inside and outside of the Alliance.
100 Battlelord Material.

of contacts he or she has, and the amount of public recognition organize whispering campaigns, schedule appearances, and
he or she receives. It also has an effect on the job opportunities generally make his or her employer look good. Handling your own
available to the character. There is a downside to prestige, though. public relations doesn’t generally work very well, as most people
It becomes more and more difficult to go incognito as one’s view it as simply “blowing your own horn.”
prestige increases.
If the deed is not known or is done either covertly or anonymously,
Prestige has a direct effect on the character’s standing in his no Prestige can be gained because no one knows you did it.
job. Employers will often pay more for big names. On the other (Sometimes this can be quite a relief). Even acts that are broadcast
hand, the character may have a bigger reputation than their throughout the Alliance are not guaranteed to make the character
actual abilities. Employers will often terminate the contract if the famous throughout the Alliance. The public’s attention is fickle
performance is underwhelming. and quick to fade. There will be another news story for them on
In addition, as the character becomes famous, there’s a chance which to fixate tomorrow. A deed must be both truly monumental
that he or she will be offered the chance to endorse products. and well known to garner Alliance-wide fame.

HELPFUL GM HINTS
Celebrities sell products, even in the 23rd century. Once a
character’s Prestige reaches 50 or higher, there is a good chance
some mega-corp will pay good credits for a product endorsement.
THE TWO MOST IMPORTANT RULES
The downside to being famous is that people recognize you. That
can be unfortunate when you’re trying to do covert surveillance, There are only two rules that never change.
or when your fans are distracting you from your bodyguard gig.
• Rule 1: The goal of the game is to have fun
Worse still, there are a lot of nutcases out there just looking for
a celebrity on whom to fixate or to become their next stalking • Rule 2: The GM gets the final say
victim. It could be a hotshot gunslinger who feels the need to prove
COMPUTERS, P-AIS, & TRUE AIS
themselves by beating the famous merc in a duel, or someone who
becomes infatuated with you. True AIs and P-AIs are basically treated as characters. Players
using P-AIs can let a P-AI do a skill roll on its own. If the P-AI lacks
One way to manage your fame is to hire a public relations firm
the skill or has it at a low die level, sometimes it makes more sense
or agent. To hire a skilled PR agent will cost around c40,000
if the P-AI supports the character. Do the math and see which
per year. Such an agent will oversee writeups of the character’s
yields the better result.
exploits, making sure that they’re in the best possible light,

89
3 THE GAME MASTER

Only P-AI are capable of making guesses or intuitive leaps based TECH LEVELS
on insufficient information. A computer will not guess. You should
strictly enforce this distinction between computers and P-AIs. For the most part Tech Level is a crude indicator of how efficiently
Neither P-AIs nor computers will act in a way that will cause harm an item performs. Generally speaking the higher the Tech Level,
or is likely to cause harm to an intelligent being. It’s prohibited the higher the cost. Higher Tech Level weapons or armor are
by Alliance law and hardwired into every computer and P-AI. generally more expensive, more effective, and lighter than lower
If the players want someone shot, they’re going to have to do it Tech Level weapons and armor. Similarly, the Tech Level of a
themselves, and that includes piloting K-Sats. Finally, recall that hospital determines how quickly a character recovers. A TL6
P-AIs always act first in a round. If more than one P-AI is present, hospital can grow you a new limb and get you out of the door in
they go in order of Smarts, from highest to lowest. Computers act a day. Whether you want to deal with the intricacies of optional
during the turn of the character that’s using it. Tech Level rules is up to you. Recall that when using the More
Crunch rules, a higher Tech Level makes your sensor system or
“So, you're telling me the P-AI interpreted your order
EWS system more effective against lower Tech Level systems.
literally, when you told it to, "Tranq 'em all!" and now your
entire team is unconscious.” Species Tech Level indicates what level of technology one would
expect to find on that species’ homeworld. Characters from that
ARMOR HINTS planet will be familiar with that level of technology, but anything
• Open face helmets are for Extras, not Wild Cards. No one with a higher Tech Level would have be explained or taught
likes getting shot in the face. to the character. This can lead to some wonderful roleplaying
opportunities as characters from low tech worlds are introduced to
• Environmental Containment is a must for armor. That state-
some tech that they will likely view as near magical. As members of
of-the-art body armor is fantastic until a cheap c40 gas
the Alliance, they will have heard of just about any and all devices
grenade takes you out.
common in the Alliance. However, having seen a car on TV is a lot
• Quick Sealant Unit (QSU) armor option is highly recommended. different than driving one for the first time. Players have the option
If you’ve paid for the closed face helmet, and the environment of deciding whether they want their character already familiar with
containment, it’s going to be awfully embarrassing when Alliance level technology or fresh off their backwater homeworld,
a single laser hit pokes a hole in your armor, allowing the marveling at all the magical devices like Tri-V and skimmers.
aforementioned c40 gas grenade to knock you out.
We’ve assembled the Tech Level Examples table to give you a
• Armor is less expensive for smaller characters. If you’re
rough idea of where various technological devices fall on the
small, splurge a bit on armor and strength enhancement
scale. If an item doesn’t have Tech Level assigned, just give it your
systems and you can drag your unconscious comrades out
best guess as to where you think it might fall.
of the fire zone to administer first aid!
• Don’t Skimp on your Helmet. The advanced state of cyro tech HAZARDS
means a soldier on the battlefield can be placed into “cryo” with
a simple injection. Combined with the Zen Rigeln med-tech who EXPOSURE TO SPACE OR LOW PRESSURE
re-grows your entire body from neck down, death becomes an Being exposed to a vacuum or very low pressures does bad things
inconvenience as long as you don’t get shot in the head. Or have to most organisms that evolved under the weight of a planetary
a suit of Ultra Armor stomp on your head. Or have a Ram sit on atmosphere. The main issue you have to deal with is your lungs
your head. Probably just best to get a really nice helmet. potentially exploding as the gas inside them rapidly expands.
The whole “your blood will boil” thing is a bit of an urban legend.
BUYING GEAR Though fluids directly exposed to the low pressure, like the saliva
Characters should spend roughly half their credits on armor, armor in your mouth and the fluid around your eyes will indeed boil off.
options, and a helmet. The other half should be spent on weapons and Once your lungs explode or you exhale all your air to keep your
gear. If you spend most of your money on armor, you’ll survive combat lungs from exploding, the next thing you have to worry about is the
really well, but likely won’t have much of an effect on the enemy. If you utter lack of air to inhale. This usually results in unconsciousness
spend most of your money on weaponry, you’ll take down the enemy fairly rapidly and eventually death.
with ease but drop like a rock the first time you get shot. A roughly Characters who are rapidly exposed to low or no pressure, must
50/50 distribution between weapons and armor is your safest bet. make a Vigor roll every round they are exposed to that environment.
Characters that fail their roll take one level of Fatigue. Incapacitated
characters die. When the character is first exposed to a low or no
pressure environment, they may make Survival skill roll. Success
indicates that they remember their training and exhale to prevent
damage to their lungs and they don't have to make a Vigor roll the first
round. They are still required to make Vigor checks on all following
rounds they spend in the hostile environment.

90
SECTION TITLE

TECH LEVEL EXAMPLES


TECHNOLOGY TYPE TL 0 TL 1 TL 2 TL 3 TL 4 TL 5 TL 6 TL 7
Stone Bronze Age — Post- Space Age Interstellar Age Galactic Age Intergalactic Pangalactic
EQUIVALENT HISTORICAL
Age Iron Age Industrial (Within Solar Age
PERIOD
Revolution System)
Clubs & Bows & Swords APW APW, Lasers Omega (Primitive), Omega, Omega, Omega,
WEAPONRY Spears (Primitive) (Primitive) Pulse (Primitive), Pulse, & Pulse, & Pulse, &
& Metal Guns Disintegrators Disintegrators Disintegrators
Clubs Clubs Clubs Taser & Fluid Gun Fluid Guns & Mental Stasis Fields Stasis Fields
NON-LETHAL WEAPONRY
(Primitive) Stunners Stunners
None None None None Primitive Flux & Flux & Flux & Flux &
FIELD TECHNOLOGY
E-Converters E-Converters E-Converters E-Converters
None Water Driven Fossil Fuel Cells & Solar Fuel Cells & Fusion Fusion Quantum Quantum
POWER GENERATION
Fuels (Primitive)
None None None Chemical Rockets Rockets & Ion FTL (Primitive) FTL Star Gates,
SPACE TRAVEL Drives Wormholes, &
Rift Travel
COMPUTERS None Abacus Slide Rule Computers AIs pAIs & AIs pAIs & AIs pAIs & AIs
Walking Domesticated Wheeled Wheeled Vehicles Hoppers & Hoppers & Displacement Displacement
TERRESTRIAL TRAVEL
Animals Vehicles Skimmers Skimmers & Phasing & Phasing
Skins Bronze Plate Steel Plate Body Armor Body Armor & Heavy Armor & MBA MBA
ARMOR
(Primitive) Heavy Armor MBA
Mk I Mk I Eyeball & Primitive Electronic Electronic Warfare Electronic Electronic Electronic
Eyeball Smokescreens Optical & Warfare & & Sensor Systems Warfare Warfare Warfare
SENSOR & EWS
Magnetic Sensors & Sensor & Sensor & Sensor
Detectors (Primitive) Systems Systems Systems
ROBOTIC/ROBOTIC None None None Robotic Autonomous KSats KSats KSats
WEAPONRY Manufacturing Robots
None Medicines Medicines Pharmaceuticals Tissue Limb Full Body Full Body
(Primitive) & Surgery & Surgery Regeneration & Regeneration Regeneration Regeneration
MEDICAL TECHNOLOGY
(Primitive) Cybernetics & Memory & Memory & Memory
Backup Transfer Transfer
None None None None A-Grav A-Grav A-Grav & A-Grav &
GRAVITIC TECH Gravitic Gravitic
Weaponry Weaponry
None Chariots & Tanks Tanks Skimmer Tanks Skimmer Tanks Skimmer Tanks Skimmer Tanks
ARMORED VEHICLES Wagons (Primitive) & Humpties & Humpties & Humpties & Humpties
(Primitive)
None Batteries Batteries Batteries Batteries and Alliance E-Cell Alliance E-Cell Mutzachan
(Primitive) E-Cells (Primitive) Tech Tech Modified
POWER STORAGE E-Cells,
Quantum
Batteries
Big Catapults, APW Rail Guns Pulse Combat Pulse Combat Pulse Combat Omega
Rocks Trebuchets Artillery Systems Systems Systems Combat
& Omega Systems
HEAVY WEAPONRY
Combat
Systems
(Primitive)

91
3 THE GAME MASTER

If the character is placed in an environment with normal pressure Humans require 2 Food Units per day to meet the minimum caloric
and breathable air they begin Recovery. If a character did not requirements. The amount of food each species requires per day
make a Survival roll, bringing them back inside won’t keep them is the same as for humans, except the requirements are adjusted
from further asphyxiating to death. They will continue to gain one by their Size. A Size –2 creature would require a quarter as much
level of Fatigue each hour as their destroyed lungs rapidly fill with a day a Human (half a Food Unit). A Size –1 creature would require
fluids from all the ruptured tissues. Immediate medical attention half as much food (1 Food Unit). A Size 1 creature would require
will be required to prevent asphyxiation. 50% more food than a Human (3 Food Units). A Size 2 creature
would require twice as much food per day as a Human (4 Food
If dumped into the vacuum of space without a spacesuit or space
Units). For personnel who are physically active, the amount should
worthy armor, you also get hit with the double whammy of hypoxia
be doubled. For professional athletes and personnel actively
and hypothermia from the cold. You also get a wicked sunburn
engaging in combat, the amount should be tripled.
to any exposed skin if you happen to be around 1 AU in distance
from a medium-sized, sun-like, star. If in space rather than a low HIGH GRAVITY ENVIRONMENT
pressure environment, characters suffer a –2 to their Vigor rolls.
This penalty is ignored if the character has some form of Cold High gravity environments cause the character to move slower
Resistance. and work harder to accomplish the same work. On a planet with
twice as much gravity as Earth (aka a 2g environment), you weigh
FALLS twice as much. Imagine having to carry around your own body
Remember that this type of damage usually ignores the character's weight all the time.
Armor score as the impact translates through the armor shell and Alliance Galactic Marines train to work in 3g environments but
into the character. only for short periods. This is why most gyms on spacecraft
can simulate a 3g environment. Once everyone found out
FOOD the marines were doing it, then it became in vogue for gyms
When you’re dealing with a multi-species army spread across throughout the Alliance to offer high-gravity training, despite
a galaxy, growing and preparing species specific plants, feed the health risks.
animals, and food stuffs is not a viable option. The Zen Rigeln In a 2g environment your Agility and Strength rolls suffer a –2
medical institute solved the problem when they invented the
penalty. Pace is reduced by 2. During out of combat situations, a
creatively named “Food Units Cubes” Sometimes called Food
character can move twice the sum of their full Pace for a number of
Units or Food Cubes, these little morsels are a high-calorie edibles
minutes equal to half her Vigor die type before becoming Fatigued.
mixed with all the vitamins and minerals that can be metabolized
Damage from falling objects and damage from falling is doubled.
by every species of the Alliance, which isn’t many. Food Units
Most characters who are not acclimated to a 2g environment will
come in 4 cm cubes and can be eaten straight out of the package.
not be able to spend much time in it before becoming exhausted
Alternatively, food units can be placed in a small, soda can-sized
and irritable.
processor called a Blender, where they can be retextured and
have flavors added to suit the pallet of whatever species is eating In a 3g environment your Agility and Strength rolls suffer a –3
them. Flavors range from the Pythonian grop, to Eridani kryme, to penalty. If an attribute is already at d4 it suffers a –2 penalty.
Human beef stroganoff. Even human-flavored Phent morsels are Pace is reduced by 3. During out of combat situations, a character
available, which has caused no small amount of controversy. can move their full Pace for a number of minutes equal to half her
Food Unit Cubes do not provide all the nutrients each species Vigor die type before becoming Fatigued. Damage from falling
requires to survive. They are supplemented with pills that include objects and damage from falling is tripled. Most characters who
the essential chemical compounds, vitamins, and minerals that are not acclimated to a 3g environment will just have difficulty
the species needs to live. Because these pills can be lethal to a moving around and performing normal tasks.
species they are not intended for, they are clearly labeled and Penalties scale in a similar manner as detailed above for even
color-coded. In addition, the Blender is species specific and if the higher g environments.
pill is not the proper one for that species, the Blender will reject it.
This helps minimize accidental poisonings. WATER
This allows the Alliance military, colonies, or long haul spacecraft All the member species in the Alliance require water to survive.
crews to sustain every member of the crew, regardless of species, The tricky bit with water is transporting it. It’s heavy. Transporting
with a pantry full of edible cubes and a few bins of pills. It’s incredibly it broken down into its component elements takes up less space,
efficient… and everyone hates it. The Blenders can only alter the but is dangerous as oxygen and hydrogen are both flammable.
texture of the cubes so much, and the flavor packets do a poor job at As a result, it’s transported in its bulky liquid form most of the
mimicking the actual dish. Though the Humans say the chili isn’t that time. The amount of water required per day is tripled for Pythons,
bad. As a result, any army or colony that doesn’t want insubordination, Mazians, and Keen.
riots, or mutiny had best supplement their stockpile of Food Units with
chef-prepared foods or at least frozen pre-made meals.

92
3 THE GAME MASTER

SPECIAL ABILITIES GAME MASTER’S EYES ONLY


INFRAVISION PAST THIS POINT
META PLOT
Infravision is the ability to see the infrared portion of the
electromagnetic spectrum. Everything, living or dead, radiates
in infrared unless its temperature is absolute zero. Characters "Thousands of years ago a species called the Veayan had
who have infravision can see relative differences in temperature given up their organic bodies for the immortality offered
between objects. Cold-blooded creatures tend to blend in because by “nanite pool forms.” You know the Veayan better as the
their body remains at the same temperature as their surroundings. Atlanteans. Tens of thousands of years ago the Veayan, the
Warm-blooded creatures, engine or rocket exhaust, and weapon Aknar-Ryn (aka Arachnids), and the Mutzachans were allies
barrels after use, are all examples of heat sources that are easily and trading partners. The Mutzachans provided interstellar
spotted in infrared. gates to facilitate trade and travel between the worlds of the
Infrared sighted species may be temporarily blinded by extremely three species. The Aknar-Ryn and the Veayan did not have
hot sources. Stumbling upon a campfire at night will temporarily a means of faster-than-light travel and so relied upon the
blind an infravision user. The effect is like looking directly into the Mutzachans to maintain their trade network.
sun. Eridani and Python races have Infravision. The Veayan discovered something the Mutzachans were
doing that threatened all life in the universe, and they decided
ULTRAVISION something needed to be done. The leading theory is that the
Ultraviolet sighting devices can allow an individual to see outside Veayans discovered that the power sources being utilized by
during the night as long as there is starlight or some other source the Mutzachans could literally unmake the universe if not
of ultraviolet light (UV flashlight, Flux Shield, A-Grav system). handled correctly. Although no one is sure. Veayan sources
Ultravision devices amplify this existing ambient light source and have been vague. It’s unclear whether they’re withholding
convert it into a visible image so the user can see. Ultravision does information or they just can’t remember anymore. Regardless,
not allow you to see indoors, in caves, or in other areas where the Veayan decided they must take action.
ultraviolet radiation is not found. The Veayan couldn’t use their nanites to invade Mutzachan
computers because the melon heads’ devices were too alien.
So the Veayan nanites began covertly invading the bodies
of the Mutzachans over the period of a few years. When the
Mutzachan’s discovered this, they took it as an act of war.
To say they reacted poorly would be an understatement. The
Mutzachan governing elites and the Vision of Eight voted
to destroy the gates and the home world of the Veayans.
They gave no warning. They simply wiped out the Veayan
homeworld and everything within 8 parsecs by folding the
space onto itself. Most of the solar systems containing the
gates were obliterated when those portals exploded. Billions
were killed. The few remaining Arachnids and Veayans were
left isolated, hundreds of light years from other colony
worlds with no means of reaching the other surviving
members of their species. Aknar-Ryn and Veayan colonies
that weren’t self-sustaining were left to stagnate and die.
The Aknar-Ryn, who were not complicit nor aware of the
Veayan conspiracy or the dangerous Mutzachan schemes,
were particularly outraged, but the Mutzachans were taking
no chances. The Aknar-Ryn who survived were left to pick
up the pieces of their civilization and howl in impotent fury.
Unfortunately for the Mutzachans, the Veayans got one last
signal out nanoseconds before their homeworld was destroyed.
When the broadcast reached the Mutzachan homeworld of
Timar, the Mutzachans who hadn’t purged their bodies of
nanites were consumed from the inside by the nanoscopic
Veayan machines. Their population has never recovered.

94
The Mutzachans knew the Aknar-Ryn and the Veayans, if It was a message of pure hatred. No one could really blame
there were any left, would eventually develop faster-than- the Veayan. The Mutzachans had committed an atrocity on
light travel and come looking to pick a fight. That’s why the a literal cosmic scale, and the Veayans were going to make
they engineered the development of the Alliance. Some them pay. They would pay even if it guaranteed that the last
theorize that the melon heads had been working closely surviving members of their species would be extinguished in
with the Aknar-Ryn to modify existing primitive species into the process. It was a benediction from the powers that be in the
soldiers, slaves, and medics for their own use well before Veayan collective that all duties, religions, and morals were to
things went south between the three species. The Alliance be abdicated to pursue vengeance against the Mutzachans, at
serves to protect the Mutzachans from enemies of their any price, with instructions on how do it. If the Veayans could
own creation, but none of the Alliance members know the have sacrificed their souls to make the Mutzachans burn they
real reason the Veayan and the Arachnids are so pissed off. would have, and in some respects, they had.
The Veayan have told the rebels this and must have given
Nothing will stop the remaining Veayan from pursuing their
them enough information for the rebels to take up the
goal of retribution: ceaseless, relentless, remorseless, and
cause. Though one wonders why they were provided with no
deathless. The Veayan will wait until the universe dies if
evidence. Perhaps none remains."
that’s how long it takes to obtain their retribution. If they
-Malachi Armageddon, Rebel Sympathizer and Truthseeker. could expedite the death of the universe to accomplish their
goal, one doubts they would even pause to contemplate the
ramifications of the act.
THE LAST BROADCAST OF THE VEAYAN …hunt them. Hunt them ever after.

The destruction of the Veayan homeworld was not


instantaneous. There were a few microseconds when
gravitic sensors would have alerted the astute Veayans to
their imminent doom. More than enough time for creatures
that are more computer than organic lifeform to compose
and broadcast a message to the few remaining members
of their species that were off-world. The Veayans were not
subtle or selective in broadcasting their message, and the
Mutzachans received it. This was, no doubt, intentional on
the Veayans part. The Mutzachans eventually translated the
brief, thrumming, basso, machine language transmission
sent by the Veayans. The rough translation of the
communique was as follows:
Banished from utopia.
Our children are now stardust.
Vengeance is our religion.
We are faithless and the faceless.
Hunt them. Hunt them ever after.
We have no gods and no masters.
With no deities there is no shame.
Hunt them. Hunt them ever after.
Vengeance is our religion.
We are shadows in the darkness.

95
CHAPTER
4 HOSTILE 4.0LIFEFORMS
ALIEN

HOSTILE ALIEN
LIFEFORMS
HAL is an acronym that stands for Hostile Alien Lifeforms. It will quickly determine the creature's body shape, habitat, size, and
be used throughout this book to refer to the many creatures which other information.
inhabit its pages. Most of the statistics presented for HALs will be
recognizable from character generation, but a few new statistics are SALE PRICE
detailed below. Some familiar statistics have been expanded upon The base price per specimen in Alliance credits, for those HALs
to deal with the diverse lifeforms cataloged within these pages. that the Anarchist Rebellion Movement (ARM) markets. Prices are
All HAL statistics are subject to change and modification by the estimates based on Alliance intelligence reports and vary depending
Game Master. You’ve been warned. on local market conditions, frequency of Alliance patrols near the
creature's origin and distribution points, and other factors. If the
ABOUT HALS creature is not sold by ARM, this entry will list N/A.
“Uncle Ernie loves ya’, baby!”
NAME -Stenciled on the outside of the drop-pod that contained
the creature known as The Killer of planet Beta Typhonus.
This entry indicates the creature’s common name. Military
designations or nicknames commonly used by Galactic Armed THREAT LEVEL
Services personnel will be listed in parentheses. The Threat Level is an absolute scale from 1 to 9 or more, with one
representing a creature that is relatively easy to subdue, and nine or
SPECIES OVERVIEW above being your worst nightmare! Whenever possible, a description of
the suggested armor type and weapons required to slay or subdue the
ORIGIN creature is given for each Threat Level. Alliance military personnel often
point out that the Threat Level assigned to a creature is often inaccurate
This entry indicates the creature's point of origin, which is
in their opinion and totally useless in determining what threats the
typically a planetary body. HALs whose point of origin have yet to
creature actually possesses and how to defend against them.
ascertained will be designated as “Unknown." Creatures that are
artificially created will have an origin listed as “N/A." Personnel IDENTIFICATION MODIFIER (ID MOD)
who encounter creatures away from their Origin listing should
expect ARM involvement. There are some aliens that everybody in the Alliance has seen or
at least heard of in passing. There are others that are so rare or
G-TAG CLASSIFICATION obscure that you’d have to be a highly trained xeno-biologist to have
a chance of identifying them. Each creature has an Identification
G-TAG is an acronym for Galactic Armed Forces — Threat
Modifier, which indicates how easy or difficult it is to identify.
Assessment Guide (G-TAG). The G-TAG is a catalog of hostile alien
Creatures with positive Identification Modifiers are very well known
lifeforms, sentient and non-sentient, compiled for the troops in
throughout the Alliance and/or easily identified. Creatures with
the Galactic Armed Forces. This information is compiled by brave
negative Identification Modifiers are obscure, hard to identify, and/
Alliance xeno-biologists from the Biological Catalog Agency (BCA)
or rarely seen by the citizens the Alliance. A character may attempt
who often risk life and limb to locate, catalog, and analyze Hostile
to identify a creature by making an Academics roll or Science roll.
Alien Lifeforms reported by ARSAP teams and Galactic Armed
Forces personnel. The Alliance armed services provide a stripped-
down version of G-TAG with all the classified information removed THREAT ASSESSMENT
to whoever is willing to pay for it, in order to promote public safety. The Chief of Staff for Intelligence (CS/I) has compiled the following
The cost for an electronic version of the G-TAG is c50. commentaries from his staff. This commentary is purely editorial in
Each potentially hostile creature cataloged by Alliance xeno- nature, but the CS/I believes this material to be both strategically
biologists and xeno-botanists is assigned a G-TAG classification, relevant and also possess a high degree of accuracy. Chief
which is displayed in the catalog by an alphanumeric code. By Deputy of Alliance Joint Counsel for Oversight of Military Affairs
referencing the code, a soldier viewing the G-TAG database can (CDAJCOMA) concurs with this assessment.

97
97 97
4 HOSTILE ALIEN LIFEFORMS
HAL THREAT LEVELS
THREAT POV COST

1 Sarge’s take: "Armor? You wussie! Fine, put on some street armor if you want to look fashionable while you
step on this bug. Weapons? I see a sharp pointy stick over there Private! Try not to fall on it!"
Armor: Body Armor is optional
Weaponry: None needed
2 Sarge’s take: "This should be as easy as shooting ducks in a barrel. Put on the Low Combat Intensity Body
Armor you wear like pajamas and shoot the damned thing with a kinetic or a beam weapon. "
Armor: Entry-level Body Armor (e.g., Cub)
Weaponry: Low-end kinetic and laser weaponry
3 Sarge’s take: "Armor up, maggot! Keep your faceplate down and shoot the critter till it dies! No pea-shooters
or pocket pistols! Grab your battle rifle and do what you’re trained to do!"
Armor: Mid-range Body Armor (e.g., Bear)
Weaponry: Mid-range kinetic weapons and lasers
4 Sarge’s take: "Time to put away the rock throwers and get yourself a real gun! Go see the logistics sergeant
and requisition yourself a Pulse rifle or Omega weapon. Strip out of the thin stuff that could pass
for Cyball armor and get your skinny ass into some real body armor!"
Armor: Top-of-the-line Body Armor (e.g., Kodiak)
Weaponry: Mid-range lasers. Low-end Pulse, disintegrator, or Omega weaponry
5 Sarge’s take: "If it’s not nice enough to be environmentally contained right off the shelf, you’re probably not
going to make it. Grab yourself some Heavy armor and use those Actuators to lift something
heavy enough to do some real damage!"
Armor: Entry-level Heavy Armor (e.g., Gladiator)
Weaponry: Mid-range: lasers or low-end: Pulse, disintegrator, or Omega weaponry
6 Sarge’s take: "You better be wearing some decent Heavy Armor or there won't be enough of you left to scrape
up with a spoon! Concentrate fire to butcher the thing! Remember, missiles are the way to every
alien's heart."
Armor: Mid-range Heavy Armor (e.g., Grizzly)
Weaponry: Reflex Missiles or mid-range to high-end Pulse, disintegrator, or Omega weapons
7 Sarge’s take: You are !%$#ed if your armor doesn’t say “Mechanized” in the manual. Expect to die. Pull
your head out of your ass and grab yourself a thud gun and a rack full of reflex missiles.
Armor: Entry-level Mechanized Battle Armor (e.g., Power Mesh)
Weaponry: Reflex missiles or high-end Pulse, disintegrator, or Omega weapons
8 Sarge’s take: "This is why they make you draft your last will and testament when you enlist. If you’re not in
top-of-line Mechanized Battle Armor or light Ultra Armor, make sure you kiss the wife and kids
good-bye. If you want to survive the encounter, then every time you pull the trigger somewhere
an accountant better be putting a tick mark next a number with five to six digits behind it.
I suggest using ordnance that says Saylon on the side and carrying a thud gun whose name
rhymes with Abomination."
Armor: High-end Mechanized Battle Armor or entry-level Ultra Armor (e.g., Omega Suit or Centaur)
Weaponry: Top-end Omega weapons and Reflex Missiles
9+ Sarge’s take: "This is above your pay grade grunt. Best to leave it to the suicide jockeys in the Humpties. If
you are stupid enough to engage this thing a quick death is the best you can hope for. Dying isn’t
even going to be so bad. It's the fact that you are going to die in some miserable and horrible
way."
Armor: Medium & heavyweight Ultra-Armor (e.g., Fire Drake)
Weaponry: Anti-tank weapons and Heavy Missiles
98
98
ABOUT HALS

DOSAGE MODIFIER Tarsa 7, which had the unenviable status of being taken and later
abandoned during the First Arachnid Invasion. This led to the
Let's be reasonable here. Do you honestly think a single tranquilizer phrase “as lucky as a Tarsan” entering the Alliance vernacular.
dart is going to take down a Maelstrom General? Not likely. The
“Over a hundred and sixty years ago, the Alliance encountered
amount of poison, toxin, chemical agent, or medication that is
what would become the largest threat to its existence there
required to affect a creature larger than Size 2 is the standard
had ever been. In the year 2108, a small outpost named
dose multiplied by the creature's Size. If you use a smaller dose,
Zaran, populated by innocent Alliance citizens, was destroyed
expect smaller penalties (GMs Discretion)
without warning. At the time, those in the inexperienced
Alliance military did not know the significance of the heinous
GEAR NOTES crime. Today its significance is all too clear to every Alliance
Some weapons will have Attack Effects lists. See the Battlelords citizen. The destruction of that outpost and the deaths of the
core rules for information on Attack effects. HW: Heavy Weapon, thousands of innocents that inhabited it was the origin of what
SHW: Super Heavy Weapon we know as the first Arachnid incursion. Incursion? No. No,
my friends. It was not an incursion into our territory. It was an
INTEGRATED invasion. An invasion that progresses to this day! An invasion
that threatens the very existence of this institution that I have
This weaponry used by this creature is integrated into its body is sworn to defend to my dying breath! We have lost billions of
and can not be dropped or Disarmed by an attacker. Creatures lives to the Arachnid threat, and we will lose billions more
that also possess hand-held or body-mounted weaponry will have before the fight is done. The threat is not abating. We must
it listed separately from their natural attacks to differentiate it commit all of our available resources to fight this menace! We
from their innate offensive capabilities. must push the damn ‘Nids and their allies out of our territory
PDS and make them wish they’d never heard of the Alliance. We
must utterly destroy them. Sparing none. Showing no mercy,
This weapon can be used to shoot down incoming missiles, for they have shown us none. Otherwise our way of life, our
grenades, mortar or artillery shells, and baseball sized or larger very existence will be destroyed. That, my friends, is why today
projectiles. A successful Shooting roll (Free Action) means the I ask for the Alliance Congress to initiate emergency order 412
incoming projectile is shot down. If the weapon lists an AUTO AIM, and transfer emergency power and funding to the Alliance
this die must be used for the Shooting roll. Only a single attempt military forces. Further, I request that Admiral Sengar-Idan
may be made by a PDS to shoot down a projectile, though a number be removed as supreme commander of the Alliance military
of projectiles up to the weapon's ROF may be targeted. forces, and I be put in his position. I will give us victory over
our enemies. I swear it.”
PHASED — Transcript from Admiral Sagittarius Rommel’s address
If the attack roll for this weapon is even, the weapon ignores the to the Council of Timar on 2272. The speech took place
target's Armor. If the attacker is a Wild Card, always use the Wild 18 days after the death of his son, who died in combat
Die to determine if a Phased attack bypass Armor. with Arachnid forces. His son was 20 years old.

AKNAR-RYN “The Arachnids are considered the bane of the Alliance. If I

(AKA THE ARACHNIDS OR ‘NIDS)


don't destroy life, as you know it first, then this alien race with
their bad-ass cohorts surely will. I must confess that I am kind
of jealous. The Arachnids have been directly and indirectly
HOSTILITIES responsible for the deaths of billions. I personally have only
managed a fraction of that number. It ain't right! Plus, they
The Arachnids are an affiliation of allied species whose intent is get better press. However, I’m only one man, and I do have
unknown but who have shown apparently unprovoked hostilities my limitations. Statistically speaking, there’s a good chance,
toward Alliance worlds and citizenry. To date no one has ever when your number comes up, it will be a ‘Nid punching your
been able to determine the goal of the Arachnids or what spurred ticket. You probably won't be killed by some rare disease. The
their aggression toward the Alliance. They do not appear to spaceliner on which you are traveling during your vacation won't
utilize Alliance worlds they have successfully seized, except as crash on re-entry. You probably won't get run over by a skimmer,
a rally point for further incursions into Alliance space. The First and you surely won't die of old age. The odds-on favorite is that
Arachnid Invasion resulted in the loss of 57 Alliance worlds and 3 some centaur-like alien, with a major attitude problem, is going
independent allied worlds. The Arachnids would later abandon 23 to rip you and your family a new one, while you sit there, eating
of these seized territories. During the Second Arachnid Invasion, Yummies, and watching Tri-V! Who loves ya’ baby?”
an additional 73 worlds were lost to the Arachnids, including —“Uncle Ernie” Freiberg

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4 HOSTILE ALIEN LIFEFORMS
ARACHNID WARRIOR
NAMING CONVENTIONS
No one knows what the Arachnids call themselves. The first
units to encounter them during the First Arachnid Invasion were SPECIES OVERVIEW
Eridani. The Swordsaints referred to the aliens as the Aknar-Ryn, G-TAG of the 23rd century

6A-80-7
which roughly translates into “mismatched horde.” The minute Origin Unknown
the Human troops heard the name and saw the web-spitting, Sale Price N/A
spider-like aliens among the troops, the Aknar-Ryn became the Threat Level 6 (Unarmored), 7 (Armored)
Arachnids. The term was quickly adopted by the Alliance media, Identification Modifier +4
which is dominated by the Humans, Orions, and Chatilians. The
Orions have stated time and time again that Human languages ATTRIBUTES
almost always sound better than the Eridani language. Since AGILITY d8, d12 in Armor
that time, the term Arachnids has become synonymous for the SMARTS d10
numerous aliens that comprise the invading force, as well as the SPIRIT d10
spider-like aliens who apparently lead it.
STRENGTH d10, d12 in Armor
The names of the other species that make up the Arachnid VIGOR d8
armies were coined in similar ways. They were named by
SKILLS
grunts who first encountered the creatures, or code names
were assigned by Alliance Military Intelligence. For example, Armor Use d10, Athletics d8, Battle d8, Common Knowledge d4, Fighting d8,
Jenkari is a Pythonian word that means hopper. The Scavernauk Intimidation d8, Notice d6, Persuasion d4, Repair d8, Science d8, Shooting d8,
Juggernaut and the Flying Guillotine were named by Human Science d8, Stealth d8, Survival d6
troops, after watching the creatures in combat. Arachnid gear
COMBAT INFORMATION
names, in quotes, are code names assigned by the Alliance
Military Intelligence division (AMIHQ). PACE 7, 12 in armor ARMOR
PARRY 6 "BRONZE" HEAVY ARMOR 6
TECHNOLOGY TOUGHNESS 7 TOUGHNESS BONUS 6
SIZE 1, 2 in armor ABSORPTION 3
Reports from the Alliance military show that in many respects the
Toughness (7) + Toughness Bonus (6) + Armor (6) = 19
Arachnids possess technology far above the tech levels found
in the Alliance. The Arachnids exceed both their enemies and EDGES
allies in the following areas: biosciences, genetic engineering, Ambidextrous
cybernetic engineering, armor development, and flux technology
just to name a few. WEAPONS
"Shift" Sword (1 or 2): DMG: STR + d6+8, AP: 5. HW
The Arachnids have developed genetic manipulation and Spear Mode DMG: STR + d4+4, AP: 5, Reach 1. Parry +1 if used 2-handed, HW
techno-organic cybernetics to amazing levels, far beyond Whip Mode: No Damage. Target is Hindered (Entangled on a Raise) on a
anything the Alliance is capable of doing. Current accepted successful attack.
theories are that many of the Arachnid’s soldiers, referred to as "Speck" Particle Weapon (1): 175/350/700, DMG: 3d4, AP: 10, ROF: 1, Shots:
“minions” by Alliance troops, are tailor-made by the Arachnids 30, Integrated, HW
for a specific combat role. They are genetically engineered for a "Luster" Impact Laser (1): 1000/2000/3000, DMG: 3d6+2, ROF: 2, Shots: 50,
specific function, and then they are cybernetically augmented Integrated, HW, Attack Effect: Superheated
to increase their efficiency and lethality. For example, Jenkari "Vulcan" Pulse Weapon (1): 175/350/700, DMG: 4d6, ROF: 1, Shots: 30,
are the Arachnid equivalent of light infantry, with Juggernauts Integrated, HW

acting like shock troops, and Guillotines providing close air Missile Rack: ROF: 20 for the missiles loaded in the rack.
support. Flutters act as scouts and highly mobile infantry. "Hopper" Missile (20): 3750/7500/15000, AUTO AIM: d6, DMG: 3d6+2, AP:
Demonants fill the role of APCs and shuttles. Sau-Baus and 5, ROF: See Missile rack, PDS, HW
Maelstrom Generals are essentially the Arachnid version of SPECIAL ABILITIES
light and heavy tanks, respectively. The Arachnids themselves Armor Replenishment: Arachnid warriors within 6 m (Range: 3) of each other can
function as both generals and commandos. It’s also no secret create a tendril between their suits of armor, even if one is deceased. This tendril
that there may be more than a bit of genetic material from can be used to move armor material from suit to suit, communicate without risk of
Alliance allied species worked into those Arachnid minions, interception, or pass materials and supplies back and forth. Points of Absorption
may be transferred between suits The transferring suit loses the same amount of
given their body shape. Absorption that the neighboring suit gains.
Extra Actions: Due to their armor's multitasking capabilities, Arachnids receive
one extra non-movement action with no multiple action penalty.

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AKNAR-RYN
SPECIAL ABILITIES (CONTINUED)
Eternal Toughness Bonus: Exhausting the Absorption on Arachnid armor does not Arachnid Armor
negate the suit's Toughness Bonus.
Arachnid armor is constructed of a unique mercury-like material
Web Spit: Arachnids can spit webs from their mouths that are the size of Small that continuously flows to the point of impact on the exterior of the
Blast Templates. This is a Shooting roll with a Range of 2/4/8. A hit means the victim armor. This material allows the Arachnids to produce a suit of armor
is Entangled, or Bound with a raise (see Bound & Entangled). The Arachnid's armor
with uniform construction, devoid of joints and other weak-spots.
opens to allow it to spit. Attempting to shoot an Arachnid while it is spitting requires
making a Called Shot with a –4 penalty.
Material from one side of the armor can be pushed to the opposite side
to increase thickness of the armor on the opposite side. In addition, it
has been observed that Arachnids can share armor material between
ARACHNID WARRIOR warriors. A warrior in physical contact with another warrior, whose
armor has become thin from repeated attacks, can move armor
Perhaps the species most associated with the Arachnid menace, in material from his suit to his compatriots. Furthermore, Arachnids have
been seen physically connecting suits of armor to create a wall of armor
part due to their somewhat spider-like appearance and ability to shoot
or presumably to transfer material or information between occupants
webbing, are the Arachnid Warriors who are a highly trained fighting of the joined suits. Perhaps most worryingly, Arachnid Warriors have
force. Though in reality Arachnid Warriors have a body shape more been observed reinforcing their armor by pulling armor material from
reminiscent to centaurs than spiders. While the other members of the dead Arachnid Warriors on the battlefield.
horde rely on overwhelming numbers or amazing physical abilities, The liquid-like composite of the armor allows the Arachnid to spit
Arachnid Warriors rely on their skill and hardware. Unlike other in combat, without compromising the safety of the warrior. The armor
horde members, these creatures appear to have minimal cybernetic flows away from the mouth a split second before the attack and then
augmentation. Arachnid commandos showing up unexpectedly, in immediately recovers the area. Alliance code names are assigned to
an urban area or military installation before any hint of an impending Arachnid armored suits based on the color of the material composing,
the armor, which seems to consistently correlate with the toughness
invasion has been noted, is the stuff of nightmares for both military
of the armor. Military intelligence has been unable to determine if the
personnel and Alliance citizenry alike. Commando raids are common color is indicative of rank or specialization.
prior to a full-scale invasion, and with the Arachnid spacecrafts’ ability
to appear directly above a planet without the need for gate-to-gate Threat Assessment
space travel, there is rarely any warning. Warriors are the only member of the arachnid horde that commonly
Arachnids encountered outside a battle zone will usually be on wear armor, and their cybernetic augmentation is usually limited
a mission. They will be highly focused, highly trained, and well- to a shoulder mounted particle weapon. This has led many
rehearsed. Interference and opposition is dealt with swiftly and analysts to speculate that the warriors are, in fact, the leaders of
quietly, if possible. Alliance grunts who have lived long enough to see the Arachnid horde. There is no doubt that these creatures give
for themselves will tell you how damnably smart and adaptable the orders and command troops in battle. The existence of as of yet
‘Nid Warriors can be when their plans go off the rails. The creature’s unidentified beings who linger far behind the front lines has other
intellect and training makes them a match for any Alliance special analysts arguing they are, as their name suggests, only warriors.
forces trooper. Their gear makes them a match for almost any suit Warriors act as both heavy infantry and commandos. In their role as
of personnel armor on the field, including Mechanized Battle Armor. infantry the creatures are a match for most Alliance Mechanized Battle
Arachnids appear to communicate using a combination of hisses Armor. Their missiles and plasma weaponry are a significant problem
and by striking their mandibles together, which makes a distinctive for Alliance heavy troops. During commando raids, Arachnid Warriors
clacking noise like striking two bones together. All autopsied have devastated important military assets and supplies both before and
Arachnids appear to have been implanted with a small box wired during Arachnid invasions. The spiders appear to be devilishly skilled at
into their brains. The box dissolves after death, and analysts sneaking past security and silently eliminating obstacles between them
surmises that this device may allow them to communicate with and their target. Current threat assessments indicate that they may
each other via some unknown medium. Unarmored Arachnids are also possess armor (Codename “Obsidian”) capable of rendering them
typically equipped with a ranged weapon and two swords made invisible to sensors and the ole’ Mark I eyeball alike.
out of the same programmable material used to create their armor.
Arachnid Weapons
Arachnid Commando
Arachnid Warriors are capable wielding two weapons
simultaneously, with one or two weapons integrated into over the Arachnid Commandos possess better armor with the following
shoulder mounts. Originally, it was believed these weapons were stats: Armor: 10, Toughness Bonus: 7, Absorption: 5
integrated into the armor, but postmortems have shown at least a
few are integrated into the creature underneath the armor. Many In addition, at least one Commando in a team will possess the
are also equipped with armor mounted missile pods. In addition to Arcane Background: Empath and Arcane Background: Energy
being anti-personnel weapons, Arachnid missiles can also be used Controller Edges along with 15 Power Points.
as Anti-Missile Missiles (AMMs), though their accuracy appears to be
reduced when used in this fashion.

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4 HOSTILE ALIEN LIFEFORMS
DEMONANT
DEMONANT
As large as a Maelstrom General but a fraction of the tempest
SPECIES OVERVIEW
beast’s weight and strength, the Demonants are one of the driving
G-TAG 6M-9X–17 forces of the Arachnid military acting as both the shepherds and
Origin Unknown transports of Arachnid troops. Demonants are six limbed creatures
Sale Price N/A with two legs and four long tentacles that function as arms. They
Threat Level 7, 8 with anti-vehicle weapons are capable of bipedal movement with a hunched stance and
Identification Modifier +4 lumbering gate. When resting or running, the creatures will often
use their lower two arms as supports and assume a more forward-
ATTRIBUTES leaning stance. The creatures do not appear to possess a mouth.
AGILITY d6 This is a rarity for Arachnid minions who usually have tooth-filled
SMARTS d8 maws. Instead, the Demonant’s head is covered in what appears
SPIRIT d8 to be electro-optical sensors. The two upper tentacles are usually
STRENGTH d12+6
equipped with powerful, anti-vehicle, energy weapons that have
been grafted onto the tentacles. The lower two tentacles are
VIGOR d6
equipped with an assortment of secondary energy weapons.
SKILLS All of the tentacles and weapons appear to have been hardened
Athletics d6, Battle d8, Common Knowledge d4, Fighting d4, Intimidation d8, for impact, as the Demonants frequently bash or stab at nearby
Notice d6, Persuasion d4, Science d4, Shooting d10, Stealth d4, Survival d6 opponents with them. In addition, Demonants have been observed
pushing their tentacles through open doors and windows in urban
COMBAT INFORMATION combat, and it’s assumed the creatures can “see” with them,
PACE 6 PARRY 2 much like a remote camera. Demonants appear to communicate
TOUGHNESS 10 (6) SIZE 5 (Large) using a very loud basso trilling noise that resonates from their
chests. The throaty warble carries quite far and is more than a
EDGES little disturbing when you can’t see what is making the noise in
Ambidextrous the rose-colored fog. The creature appears to be able to survive
in just about any atmosphere without aid. That may be due to the
WEAPONS (PICK 4)
fact that it tends to create its own local atmospheric conditions
"Fizzle" Scrambler (1): 100/200/400, DMG: 1d4+1, ROF: 1, Shots: 20, Integrated wherever it goes.
"Speck" Particle Weapon (1): 175/350/700, DMG: 3d4, AP: 10, ROF: 1, Shots: 30,
Integrated, HW
The creatures are capable of creating localized rifts in space,
which yields several benefits to them and their troops. The most
"Skyfire" Thunderbolt Generator (1): 40/80/160, DMG: 2d12, AP: ∞, ROF: 1, Shots:
noticeable is that the rifts leak a pink-tinged mist which serves to
30, Integrated, PDS, HW, Attack Effect: Short Out, ELE Attack
obscure the Demonant and the troops around it. The mist does
"Vulcan" Pulse Weapon (1): 175/350/700, DMG: 4d6, ROF: 1, Shots: 30, Integrated, not appear to have any negative effect on the Arachnids and their
HW
minion’s ability to see out of it. In addition, the spatial distortion
"Doomfire" Pulse Anti-Vehicle Weapon (1): 3750/7500/15000, DMG: 4d8, ROF: 1, caused by the rift wreaks havoc with Alliance sensor systems. This
Shots: 20, Integrated, SHW
severely hinders the ability of Alliance troops to locate and identify
"Crumble" Anti-Vehicle Disintegrator (1): 875/1750/3500, DMG: 2d10, ROF: 1, Shots: the nature and number threats obscured by the Demonant’s mist.
30, Integrated, SHW, Attack Effect: Anti-Armor Perhaps most devastatingly, a Demonant can instantly transport
SPECIAL ABILITIES
troops in its general vicinity to the location of another Demonant
with an open rift. This allows the Arachnids to move forces to
Displacement Shield: This HAL can create a disk, 20 m in diameter, which can be
used as a shield. The disk floats in the air anywhere the creature desires within 20 reinforce weak points in their lines, deal with flanking actions, and
m. Once created, it cannot be moved. exploit a breach in enemy lines.
The shield gives the creature a Parry bonus of +3 against any attack that originates
Like the Maelstrom Generals, the Demonants seem to have an
on the far side of the Displacement Shield. Anything (matter or energy) that comes
into contact with the shield is either teleported to a random location on the surface uncanny ability to become aware of threats headed at or near
of the planet or exits a currently functioning shield created by another Demonant, them. Given that the two are clearly different species, we suspect
as the creature desires. The Displacement Shield’s special ability cannot be used that this is an aspect of their Arachnid militarization. Regardless
in the same round as the Teleport Others special ability.
of its origin, a Demonant seems to know when missiles, artillery,
Danger Sense: This creature can detect incoming weapon fire directed at or near and cannon fire are headed their way. Given enough notice, the
it that would not be visible or detectable, due to its speed and/or size. This ability
works on any type of weapon attack or weapon system and requires no Actions to creatures have been observed opening a circular rift, roughly
use. It does not work to detect incoming Matrix-based attacks. 20 m in diameter in front of them, which diverts the incoming fire.
Sometimes the missiles and shells go through the gate, never to be

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ABOUT HALS

seen again. Other times they come out of a rift created by another
Demonant elsewhere in the battle. A great deal of research is
being done on the phenomenon because as one Alliance General
put it, “Soldiers find it disheartening to see their own ordnance
coming back at them. It’s bad for morale.”
It wasn’t until the second Arachnid Incursion at the battle of
Arrorat that anyone figured out where the other end of the
portal appears if not near another Demonant shield. During the
skirmish, several Eridani were blown through a Demonant shield
by a nearby explosion. They found themselves on the other side of
the planet. Due to the expense of retrieving the Swordsaints, their
commanding officer, Yakan-Idan of the 12th House of Eridani,
famously ordered that, “No one under my command is to allow
themselves to fall through any [Eridani expletive] portals!” despite
the involuntary nature of the activity.
Threat Assessment
Without the Demonants, it is felt that the Arachnid threat would
be significantly reduced. They function as a force multiplier,
increasing the effectiveness of all the troops under their gaze. The
Demonants are clearly intelligent and capable of accessing the
strategic situation beyond just what is in front of them. Once a
single Demonant is on the field, it appears to be a simple matter for
them to rift in additional Demonants, who then in turn rift in more.
This allows the Arachnids to deploy their forces in an exponential
manner and overwhelm local forces. In addition, if a Demonant is
able to get behind Alliance lines, it can leapfrog additional troops
to its location. The Nids are smart and the Maelstrom Generals are
tough, but the damn Demonants are a strategic nightmare.

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4 HOSTILE ALIEN LIFEFORMS
SPECIAL ABILITIES (CONTINUED)
AIRBORNE GUILLOTINE Telescopic Vision: This creature can ignore up to 4 points of penalties for Notice
checks that result from distance.
Ultravision: This HAL possesses Ultravision.
SPECIES OVERVIEW
Wing Slash: DMG: Str+d8+6, AP: 5, HW
G-TAG 4A-70–10
Origin Unknown
Sale Price N/A AIRBORNE GUILLOTINE
Threat Level 5, 6 with Missiles or Bombs The Airborne Guillotines were a relatively new development in the
Identification Modifier +4 Arachnid arsenal, and they were our first clue that the Arachnids
were actively developing new techno-organic weapons of war. The
ATTRIBUTES
Airborne Guillotine is a large winged creature vaguely reminiscent
AGILITY d10
of a pterodactyl. The creature gets its creative name from the fact
SMARTS d4 that the leading edge of its wings are razor sharp, and the wing
SPIRIT d6 itself is heavily reinforced. This design allows the Arachnid flier
STRENGTH d6 to literally decapitate its prey using its wings in low-to-ground
VIGOR d6 flyby attacks. This alien raptor is capable of reaching speeds in
excess of Mach 1, and scientists believe it is propelled by pulsed
SKILLS
gravitic emissions. This is based on the ultraviolet streamers
Athletics d10, Fighting d6, Intimidation d6, Notice d8, Shooting d10, Stealth d8, seen intermittently behind the creature during periods when it is
Survival d4 accelerating and not gliding. Alliance scientists have been unable
to fully explain the mechanism of creature’s thrust.
COMBAT INFORMATION
PACE 6 PARRY 2 On each side of the mouth is a parallel row of electro-optical
TOUGHNESS 10 (6) SIZE 5 (Large) sensors that function as eyes. The underside of the body is covered
in short, segmented, insectoid legs that the Guillotine uses to
EDGES clutch ordnance. While in flight, the creature’s spine-like tail is
Dodge & Improved Dodge (While airborne) directly behind it. When attacking, the tail curls forward under
the body, like an inverted scorpion’s tail. When under the body,
WEAPONS (PICK 2 + "TAIL" WEAPONS)
the bottom edge of the tail, much like the wings, is razor sharp.
Tail Scythe: DMG: STR+ d4+4, AP: 5, HW Both the wings and the tail are so strong and sharp that they are
Burrowing Tail: DMG:2d4, AP: 5, HW, Will do damage each round (max 4) until essentially armor piercing. If the tail becomes lodged in a target, it
removed, which requires a Strength roll at –3. No more "Tail" attacks after use. is designed to break off, so that the Guillotine can continue on its
Exploding Tail: DMG:3d4, SBT, HW, No more "Tail" attacks after use.. way. Some soldiers have reported that the tail continues to burrow
into the speared target under its own power, while others have
"Pulsar" Laser (1): 100/200/400, DMG: 1d4+1, ROF: 1, Shots: 20, Integrated, Attack
Effect: Superheated
observed it exploding shortly after being detached. It is unknown
whether the avian predator regrows a new tail or whether a new
"Fracture" Disintegrator (1): 175/350/700, DMG: 3d4, ROF: 1, Shots: 30, Integrated, one must be attached.
HW, Attack Effect: Anti-Armor
Missile Rack: ROF: 20 for the missiles loaded in the rack. Threat Assessment
"Hopper" Missile (20): 3,750/7,500/15,000, AUTO AIM: d6, DMG: 3d6+2, AP: 5, Forensic analysis of the guided bombs dropped by the Guillotines
ROF: See Missile rack, PDS, HW
suggests that the brain of the device might be organic, and even
"Crazed Pigeon" Bombs (20): DMG: 2d6+2, SBT, HW alive, steering itself toward its target like a crazed, explosive-
"Crazed Eagle" Bomb (1): DMG: 4d6, MBT, SHW laden, pigeon. This had led to some unique code-names being
created for these weapons by the Alliance Enemy Resource
SPECIAL ABILITIES
Identification Code (AERIC) bureau.
Chameleon: This creature's skin has chameleon-like characteristics, allowing the
creature to change its skin color to match that of the surrounding terrain. Attempts The Guillotine is smart enough and fast enough to intercept most
to Notice it suffer a –2 penalty. ground support aircraft, which is worrying. Furthermore, the
Flight: Guillotines can exceed the speed of sound while flying. The Relative Speed Arachnids have used the creatures in Kamikaze attacks, where
penalty to hit one if you're stationary and it's moving at full speed is –4, though
they often slow down to attack (Pace 48 or faster).
the bird carries a single, large, explosive device that is designed
to detonate on impact, destroying the Guillotine in the process.
Infravision: This HAL possesses infravision.
We believe this strategy was adopted because of the success of
Juke: While in the air, this creatures has the Dodge and Improved Dodge Edges.
the suicidal “satchel baby” Jenkari in combat. In addition, we’ve
Stealth Rating: Sensor Systems suffer a –3 penalty to Notice this HAL.
recently sighted a version that carries a missile pod similar to the
Tail Lash: The creature may make a free attack against up to two foes to its side,
rear, or underneath it at no penalty with any weapon with the word "Tail" in the
ones used by the Arachnid Warriors.
name.

104
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AKNAR-RYN
SECTION TITLE
JENKARI GRUNT
JENKARI GRUNT
The expendable front-line trooper of the Arachnid military, the Jenkari
SPECIES OVERVIEW
are built for destruction. From observations, it has been confirmed that
all Jenkari have desire, possibly even a psychological need, to destroy G-TAG 4H-8O–3

and generally create chaos and havoc. This naturally destructive Origin Unknown
behavior must certainly fuel the Jenkaris’ ferocity in combat. Sale Price N/A
Ironically, this behavior is most easily observed while watching the Threat Level 3, 4 if armed, 5 if suicide bombers
Jenkari when they’re not in combat. They jump around constantly, Identification Modifier +3
start fights with other Jenkari, and some steal or destroy equipment.
Without something to constantly occupy them, the Jenkari simply run ATTRIBUTES
rampant. Unfortunately, their ingrained aggressiveness makes them AGILITY d10
useless for anything outside of combat. The Arachnids lose out on the SMARTS d4
possibility of using the Jenkari in a possible support role as laborers SPIRIT d4
because of their behavior. As a result, once they’re out of the combat STRENGTH d8
zone, the Jenkari have way too much free time to cause problems.
VIGOR d8
The Arachnid Warriors and the Demonants are quick to deal with
SKILLS
any Jenkari that get too annoying or crosses the line of accepted
Athletics d10, Fighting d6, Intimidation d4, Notice d6, Shooting d6, Stealth d8,
behavior. In fact, it’s not uncommon to see an Arachnid Warrior
or Demonant kill a misbehaving Jenkari outright and without Survival d8
hesitation in order to send a clear signal for the others to behave. COMBAT INFORMATION
Most likely the Jenkaris’ behavior is the result of a genetic
PACE 8 PARRY 5
predisposition to act violently, courtesy of their Arachnid creators.
TOUGHNESS 6 (3) SIZE –1
The Jenkari appear to be one of the Arachnids’ oldest creations
and despite their apparent flaws, they’ve done little to change EDGES
the formula. Cybernetic optics are placed in an almost slapdash Free Runner
pattern on the “face” of the Jenkari and allows them to see
into the infrared and ultraviolet portions of the spectrum. The RESISTANCES
creatures also have proven remarkably difficult to detect on ACID: SUP BIO: SUP MEN: WEAK RAD: RST
sensor systems and infrared detection systems. Most Jenkari are
also cybernetically implanted with a weapon. WEAPONS (PICK ONE)
"Shine" Laser (1): 30/60/120, DMG: 2d4, ROF: 1, Shots: 10, Integrated
Threat Assessment
"Fracture" Disintegrator (1): 175/350/700, DMG: 3d4, ROF: 1, Shots: 10, Integrated,
The Jenkari have the amazing ability to tolerate biological and HW, Attack Effect: Anti-Armor
chemical weapons. They can also eat nearly any living thing without
"Solar" Laser (1): 100/200/400, DMG: 2d4+2, ROF: 1, Shots: 20, Integrated, HW,
fear of toxins or bio-chemical incompatibilities. A very handy trait for Attack Effect: Superheated, Used by Sergeants Only,
a soldier. Jenkari have an astounding rate of reproduction, and they
"Wildfire" Pulse Weapon (1): 175/350/700, DMG: 4d4, AP: 4, ROF: 1, Shots: 25,
quickly reach maturity. These creatures have become a constant Integrated, HW, Used by Squad Leaders Only
threat on planets the Arachnids have invaded. Even after the
"Satchel Baby" Suicide Bomb: DMG: 2d6+2, MBT, HW
Arachnids are repelled, the menace of feral Jenkari still remains and
grows if they are not kept in check. "Big Satchel" Suicide Bomb: DMG: 4d6, MBT, SHW

The Arachnids view the Jenkari as disposable. Jenkari can move at SPECIAL ABILITIES
incredible speeds, jump long distances, and are amazingly strong Armor: Jenkari are augmented with lite armor.
for their weight. Jenkari use their speed and sensor invisibility to Bite/Talons: STR+d4
rapidly close with a target. They can then perform a flying kick Infravision: This HAL possesses infravision.'
to knock the target to the ground at which point they swarm it. Leaper: Jenkari can jump twice as far as listed under Movement, and get +4 to
Their lightning fast speed means that targets rarely have time to damage when leaping as part of Wild Attack.
counterattack before the Jenkari pounce. Lightning Ambush: Victims are at –2 to Notice a Jenkari ambush.

In addition to being direct combatants, Jenkari are often equipped Jumping Kick: Victims of the Jenkari's double kick are knocked back 2d6' away
from the attacker and must make an Agility roll to avoid being knocked Prone. The
with explosive charges, which they use in suicide attacks Jenkari can only attack like this once per round.
against enemy personnel and armor. The Jenkari speed and Stealth Rating: Sensor Systems suffer a –4 penalty to Notice this HAL.
maneuverability makes them ideal tank-killers in rough terrain. Ultravision: This HAL possesses Ultravision.

105
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4 HOSTILE ALIEN LIFEFORMS
FLUTTER
FLUTTER
SPECIES OVERVIEW Winged Jenkari or Flutters as they more commonly called were
G-TAG 6W-8O–3
originally encountered toward the end of the first Arachnid incursion.
The creatures were employed to great effect in urban environments,
Origin Unknown
working their way from the top of massive skyscrapers down toward
Sale Price N/A
ground level. This forced the inhabitants into the swarming Jenkari
Threat Level 4 grunts below, or the juggernauts that were climbing the building.
Identification Modifier +2 Flutters have been present in nearly every major battle since and
are often employed as forward scouts and combatants.
ATTRIBUTES
AGILITY d12+2 Flutters share almost all the same advantages as their terrestrial
SMARTS d4
versions. They are highly disease resistant, nearly immune to
chemical weapons, and appear to be utterly expendable as far as
SPIRIT d4
the Arachnids are concerned. Beyond the obvious wings, there are
STRENGTH d8
some notable differences. Autopsies of dead Flutters show they
VIGOR d6 are lighter, and their dermis is less armored. Their bodies contain
SKILLS more cybernetic enhancements throughout their nervous system
Athletics d12, Fighting d6, Intimidation d4, Notice d6, Shooting d6, Stealth d8, and around their visual sensors. Presumably, this gives them
faster reaction time and better long-range vision. Most notable is
Survival d8
the addition of a large power source in their torso for the techno-
COMBAT INFORMATION organic wings, and the addition of two retractable sickle-like
PACE 6 PARRY 5 weapons: one in each forearm.
TOUGHNESS 6 SIZE –1 Flutters are constantly in motion, zipping rapidly from spot to
RESISTANCES spot, and with their limbs moving so frenetically that they appear
to be endlessly trembling. It’s the reason the grunts bestowed
ACID: SUP BIO: SUP MEN: WEAK RAD: RST
the moniker of Flutter upon the vicious creatures. It also makes
EDGES
them damned difficult to hit when you’re shooting at them. The
creatures have reflexes and reaction times that would make a
Ambidextrous, Dodge & Improved Dodge (While airborne), Level Headed
Cizerack envious.
WEAPONS
TACTICAL ASSESSMENT
"Shine" Laser (1): 30/60/120, DMG: 2d4, ROF: 1, Shots: 10, Integrated, Attack Effect:
Super Heated Jenkari Airborne have even less tolerance for hiding than their
"Fracture" Disintegrator (1): 175/350/700, DMG: 3d4, ROF: 1, Shots: 10, Integrated, land-bound brethren. The creatures constantly circle an area
HW, Attack Effect: Anti-Armor looking for prey to pounce on or fire upon. Targets that are actively
"Rock" Bomb (5): DMG: 2d4, SBT, HW
engaging with Arachnid forces are usually targeted for a flying kick
to the back to knock them off their feet. Once down, it doesn’t take
SPECIAL ABILITIES long for Jenkari of both types to swarm the unfortunate victim.
Chameleon: This creature's skin has chameleon-like characteristics, allowing the Once engaged with an opponent, a Flutter will try to wrap their
creature to change its skin color to match that of the surrounding terrain. Attempts legs around the opponent and then stab or shoot the grappled
to Notice it suffer a –2 penalty. target repeatedly and rapidly.
Infravision: This HAL possesses infravision.
Juke: While in the air, this creatures has the Dodge and Improved Dodge Edges.
Stealth Rating: Sensor Systems suffer a –4 penalty to Notice this HAL.
Telescopic Vision: This creature can ignore up to 4 points of penalties for Notice
checks that result from distance.
Ultravision: This HAL possesses Ultravision.

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MAELSTROM GENERAL
Sometimes referred to the Arachnid version of Ultra Armor
or the Maelie, the Maelstrom General is a 10 m tall humanoid
monstrosity with horn-like protrusions on either side of its
head. The creature’s flesh is infused with Arachnid cybertech.
A Maelstrom General is always surrounded by a storm of high-
energy particles and lighting-like discharges. The creature
appears to have incredible levels of control over its ever-
present tempest and is capable of blasting missiles and cannon
shells out of the air before they reach it. Smaller projectiles are
disintegrated as they near the beast.
Any material object that gets too close to the Maelstrom
General is usually disintegrated. The field of disintegration
appears to be a bubble or shell about a dozen meters away
from the body of the creature. Troops that are friendly to the
General can take cover inside the protective barrier without
fear of being disintegrated. They may have worry about being
eaten or absorbed though.
To make matters worse, the creature is capable of ripping armored
vehicles apart with its bare hands and is quite proficient at
projecting beams of energy out of weapons that appear to have
been fused onto its forearms. The literal translation of the Eridani
name for a Maelstrom General is “Tempest Beast.”
Undoubtedly the most disturbing ability possessed by a
Maelstrom General is not its ability to fire plasma from its hand
or blast missiles out of the air with lightning bolts. Its most
disturbing ability is its capacity to absorb organic matter, living
or dead, to heal its injuries. As the monstrosity strides across
the battlefield, the bodies of the living and dead are rapidly
absorbed into any part of the creature where contact is made.
Occasionally, the creature can be seen picking up corpses or
hapless, screaming victims and devouring them. Fortunately, it
is a rare for anyone close enough for the General to touch to still
be alive or conscious when they are absorbed through the skin
of the beast. It should be noted that the colossal storm-bringer
is not picky about what raw materials (no pun intended) it uses.
Any dead, dying, or wounded within arm’s reach are fair game,
whether friend or foe. When grievously wounded, Generals have
been observed grabbing handfuls of perfectly healthy Jenkari to
use as fuel for its reconstitution. Worse yet the ability continues
to function if the titan is unconscious or dying. Arachnid troops
have been known to heap corpses onto unconscious Maelstrom
Generals to get them back into the fight.

107
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4 HOSTILE ALIEN LIFEFORMS

MAELSTROM GENERAL SPECIAL ABILITIES (CONTINUED)


If the Notice roll is successful, the foe doesn’t get The Drop against the Maelstrom
General. In addition, the creature may also attempt to make an Evasion roll (Free
Action) to avoid the attack, even if it can not normally be avoided. Success
SPECIES OVERVIEW indicates the creature was able to evade the attack. The creature may make no
G-TAG 4H-XX–17 more than one Evasion attempt per round.

Origin Unknown Hardy: This creature does not suffer a Wound from being Shaken twice.
Swat: Maelstrom General ignore up to 4 points of Scale penalties when attacking.
Sale Price N/A
Disintegration Field: A SBT is centered on the Maelstrom General at all times while
Threat Level 9 it is conscious and in combat. Any material object enters the field is automatically
Identification Modifier +3 attacked. Kinetic attacks or weapons that pass through the field are assumed to
be destroyed or rendered inoperable, doing no damage. Kinetic attacks include:
ATTRIBUTES • Grenades
• Missiles & rockets
AGILITY d8 • Gauss rounds
SMARTS d6 • Fluid Gun goo
• Archaic Powder Weapon projectiles
SPIRIT d8
• Primitive & Modern Melee Weapons & Primitive Ranged Weapons
STRENGTH d12+9
Plasma weapons, Pulse weapons, and explosions do half damage. The field has
VIGOR d12+2 no effect on energy weapons or weapons/attacks not mentioned above. Armored
targets in the field automatically suffer 2d6 damage (Treat as Heavy Weapon
SKILLS attack) per round for as long as they remain in the Small Blast Template.
Athletics d12, Fighting d8, Intimidation d4, Notice d6, Shooting d6, Stealth d8, This attack does not affect units and personnel friendly to the Maelie.

Survival d8

COMBAT INFORMATION
Threat Assessment
PACE 14 PARRY 6 The Maelstrom Generals seem to coordinate with the Demonants on
TOUGHNESS 20 (40) SIZE 8 the battlefield. While the Demonants transport and protect troops,
the Generals seem to make strategic decisions about where they go
RESISTANCES and what they do. The Generals themselves are not above requesting
ELE: IMM FIRE: SUP MEN: SUP SEN: SUP assistance from Demonants to teleport them closer to the target. In
fact, Demonants have also been observed sheltering Generals while
EDGES they regenerate using the carcasses left on the battlefield. With the
Ambidextrous Generals in command of the troops, the Arachnid Warriors are free
to engage targets directly. Though a single Arachnid Warrior is more
WEAPONS
than capable of replacing a Maelstrom General in a command role.
"Sliver" Grav Shear (1): 30/60/120, DMG: –4, ROF: 1, Shots: 20, SHW, Integrated, As a result, a Maelstrom General’s real threat to Alliance forces is in
Attack Effect: Planar
their role as Humpty and tank killers.
Energy Beam (1): 175/350/700, DMG: 3d10, AP: 10, ROF: 1, Shots: 10, SHW,
Integrated When not making strategic decisions, the creatures lay waste to
everything in the vicinity, while they search out targets of opportunity
Lightning Strike (5): DMG: 2d4, , Shots: ∞, PDS, SHW, Integrated, Attack Effect: Short
Out, ELE Attack and militarily significant structures to raze. Upon spying a tank, or
preferably a suit of Ultra Armor, the Maelstrom General will close
SPECIAL ABILITIES the distance until it is close enough to rip the offending hardware
Armor: A Maelstrom General's skin is as dense as tank armor. into small chunks. They have a preference for engaging tanks and
Biomass Absorption: This Any organic matter that comes into contact with the Humpties that favor gauss and missile weaponry, if possible, leaving
creature whether living or dead can be absorbed. The creature recovers one Wound the other Ultra Armors to the Sau-Baus.
for every 8 human-sized creatures it absorbs. If the absorbed creatures are larger,
it will require fewer to heal a Wound. For example, only 4 victims would be required
to a heal a Wound if they were all Size 2.
Organic materials cannot be absorbed unless the creature can makes “skin to skin”
contact with the victim. Absorption is nearly instantaneous. If the target is alive, it
is not entitled to an Vigor roll, though they may attempt to cut off the seized limb to
prevent the rest of their body from being absorbed. This ability even functions if the
Maelstrom General is unconscious.
Bite/Claws: STR+d6, AP: 10, SHW
Danger Sense: This creature can detect incoming weapon fire directed at or near
it that would not be visible or detectable, due to its speed and/or size as long as
the attack originates within 5 km of the creature's position. This ability does not
work to detect incoming Matrix-based attacks. Danger Sense gives the Maelstrom
General a Notice roll at −2 (or +2 if a Notice roll is usually allowed) to detect the
hazard, even one that would normally be imperceptible (sniper bullet, etc.) and
take appropriate action.
108
108
SAU-BAU Sau-Baus are unique among the Arachnid troops as they do not
appear to feature any of the cybernetic augmentation common
Sau-Baus are 6.5 meter tall aliens that at first glance appear to be to all of the other Arachnid fighters. This has led many military
a mix of humanoid, lizard, and salamander. They have two eyes, a intelligence officers to postulate that the Sau-Baus are not a
crest, and fat tails covered in nodules. The eyes and crest glow an minion of the Arachnids but rather an ally. Their lack of mechanical
electric blue, as do luminescent spots that run down the creature’s modification also means the Sau-Bau may quite well be one of
long neck, arms, body, and tail. The glow intensifies as the the most dangerous natural living creatures known to science.
creature utilizes stored energy to displace or attack. The creature Though the few Mutzachans who have gotten close to a Sau-Bau
is able to absorb energy directed to it or with which it comes into and lived to tell the tale have stated they believe the creatures
physical contact. Omega weapon fire, Flux Shields, batteries, grav to be composed entirely of energy. The appearance of a physical
and energy weapons fire are all absorbed by the creature, who body is simply the result of an extra-dimensional being coalescing
appears to recycle the stored energy. The creature can create a so much energy in one place. Given the creatures ability to absorb
javelin of blue energy that it can wield like a spear. The massive tremendous amounts of energy and summon a spear composed of
amount of energy coursing through the immaterial weapon does raw energy, analysts are giving the Mutzachan theory a hard look.
not appear to have any negative effects on the Sau-Bau. Often
"Hello. They told me the head trauma caused by the Sau-
the spear can penetrate armor as if it weren’t there. Fortunately,
Bau might lead to temporary memory loss… Hello. They told
this “phasing” ability seems to be hit-or-miss. Sometimes the
me the head trauma caused by the Sau-Bau might lead to
creature has difficulty bypassing armor and appears to poke and
temporary memory loss."
prod with the spear until it figures out the proper configuration.
The correct solution for phasing the weapon must constantly be in
flux, as success circumventing armor one second does not appear
to guarantee success on subsequent attempts. The creature can
also direct a blast of energy out of the spear to attack targets not
in stabbing range. Material objects hit by the blast of blue fire are
vaporized as if hit by a massive disintegrator.

109
109
4 HOSTILE ALIEN LIFEFORMS

SAU-BAU SPECIAL ABILITIES (CONTINUED)


Energy Absorption: This creature can absorb and store energy, when it makes
physical contact. This includes damage from the following weapons:
• Lasers
SPECIES OVERVIEW • Disintegrators
G-TAG SP-XX–11 • Metal guns
of the 23rd century

• Grav weaponry
Origin Unknown
• Omega weapons
Sale Price N/A • Thunderbolt Generators
Threat Level 9 Half the damage done by Pulse weapon attacks can be absorbed. The creature
gains 1 Energy Die for each die of energy damage absorbed. The creature can
Identification Modifier +4 also drain Flux Shields that they touch, gaining 1 Energy Die for each die of Field
Strength absorbed.
ATTRIBUTES
There is no need to roll for damage unless not all of the attacker's damage dice
AGILITY d10 are absorbed. The creature’s energy absorption abilities are applied before any
SMARTS d10 damage is applied to the creature’s Flux Shield.
The creature can absorb 20 die of energy total from damage and Flux Shields. Once
SPIRIT d8
the maximum amount of energy is absorbed, the creature can no longer absorb
STRENGTH d12+3 energy, until the energy is spent (see below). The creature can spend absorbed
VIGOR d12+4 energy as a Free Action to accomplish the following:
• Every 1 Energy Die spent increases Flux Shield Field Strength by 1 die.
SKILLS • Every 1 Energy Die spent heals 1 Wound.
Athletics d10, Common Knowledge d6, Fighting d10, Intimidation d8, Notice d8, • Every 1 Energy Die spent adds 1 die of damage to an attack.
• Every 1 Energy Die spent adds 10 meters to teleportation range.
Shooting d10, Stealth d4 • Every 1 Energy Die spent adds 1 Power Point.
Flux Shield: This creature is capable of generating a Flux Shield with a Field
COMBAT INFORMATION Strength of 10 die.
PACE 9 PARRY 7 Matrix Overpower: Victims of the Sau-Bau's Matrix attacks suffer a –2 penalty to
TOUGHNESS 25 SIZE 3 any Smarts or Spirit rolls to resist the attack.
No Vital Organs: Called Shots do no extra damage against them and they do not roll
RESISTANCES on the Injury Table when injured.

BIO: IMM CHEM: IMM MEN: RST RAD: SUP SEN: SUP

EDGES
Threat Assessment
Arcane Background (Empath, 15 Power Points) Sau-Baus appear to work in pairs. The creatures are devilishly
clever and adapt quickly to new situations. The creatures teleport
ATTACKS onto the battlefield from whatever dimension where they reside.
Energy Spear (1) DMG: 3d8, HW, Integrated, Phased They arrive with a large wave of destructive energy that cascades
Disintegration Beam (1): 3000/6000/12000, DMG: 3d8, ROF: 1, Shots: 50, SHW, away from the creature for a hundred meters vaporizing nearly
Attack Effect: Anti-Armor everything it contacts. Sau-Baus have only been encountered
Disintegration Blast: LBT centered on creature (who is immune to this attack),
with Arachnid forces, so it’s presumed they require an anchor
DMG: 2d10, ROF: Special, Shots: ∞, SHW or beacon, which is provided by the ‘Nids, in order to enter our
dimension. Alternatively, it may be that they simply see no reason
Spear Beam: 75/150/300, DMG: 3d6, Shots:10, SHW, Integrated
to come here if the Arachnids aren’t already in the area.
"Deathstrike" Grav Shear (1): 20/40/80, DMG: –4, ROF: 1, Shots: 20, SHW, Integrated,
Attack Effect: Planar Once on the battlefield and standing in a clearing of their own
creation, the Sau-Baus rapidly select targets, and quickly begin
SPECIAL ABILITIES to displace closer to it. This is usually the largest piece of military
Bite/Talons: STR+d6, HW hardware they can see. Empathic matrices are used to cripple and
Displacement: After making a successful Smarts roll, this HAL can disappear and debilitate the target prior to reaching it. Battlefield medics will attest
instantly reappear up to 48 meters distant. Opponents adjacent to a character who
that the beast has a clear preference for using matrices that leave
teleports away don’t get a free attack. Using this ability automatically triggers the
Disintegration Blast attack when the creature arrives at its destination. If the HAL its victims mindless, drooling, or catatonic rather than killing them
fails its Smarts roll, it ends up in a random location. This ability requires an action, outright. Once the Sau-Baus reach their intended prey, they pounce
and can only be used every other round. on the target, draining its Flux Shield and stabbing or shooting at it
Energy Being: This creature gets +2 to recover from being Shaken, ignores 1 with their energy spears. Once the Flux Shield is down, the creatures
point of Wound penalties, doesn’t breathe, is immune to disease (BIO) and poison
stab their spears through the target and whip them around looking
(CHEM).
for sensitive systems or crew. The ability of the spears to pass
Extra-Dimensional Teleport: The creature can teleport into our dimension from its
home dimension, and return home when it wishes. This ability requires an action. through armor as if it weren’t there allows the creatures to make
Using this ability automatically triggers the Disintegration Blast attack when the short work of any target once its Flux Shield drops.
creature arrives at its destination. This can only be used once per day.
Fast Regeneration: This creature may make a natural Healing roll every round.

110
110
AKNAR-RYN

“The Arachnids have never been content to rest on their SCAVERNAUK JUGGERNAUT
laurels when it comes to developing new troops for their THETA MODEL "SCAV"
military needs. Airborne Guillotines were not seen until
the second Arachnid Incursion, so we know the ‘Nids were
either holding them in reserve or had not yet developed SPECIES OVERVIEW
them as a viable weapon before that time. Well, now we have G-TAG 4V-6X-7
our answer. The Arachnids have plainly been developing new Origin Unknown
types of Scavernauk Juggernauts for combat, presumably Sale Price N/A
against Alliance forces. We saw the new versions today in
Threat Level 5
combat. There can be no doubt that the Nids are actively and
Identification Modifier +4
aggressively developing and fielding new techno-organic
soldiers and weaponry for use against Alliance military ATTRIBUTES
forces.” AGILITY d6
-Colonel Allison Sinclair, Assistant to
SMARTS d4
the Deputy Chief of Staff for Intelligence
SPIRIT d6

SCAVERNAUK JUGGERNAUT STRENGTH d10


VIGOR d8
Orion corporal Jeni Scavernauk was the first Alliance soldier
SKILLS
to die at the hands of this creature, and it has borne her name
ever since. The Scavernauk Juggernaut (aka Scav) is another Athletics d6, Fighting d6, Intimidation d6, Notice d6, Shooting d6, Stealth d8,
Arachnid creature designed with a mix of genetic engineering Survival d6
and cybernetic technology. Metal and body tissue have somehow
COMBAT INFORMATION
been fused into a single body to function as one integral unit. It is
PACE 10 PARRY 5
believed that the parent species of the Juggernaut was indigenous
to a heavy gravity world due to the denseness of the cell structure TOUGHNESS 8 (8) SIZE 2
and internal makeup of the skeletal system.
RESISTANCES
When first seen the Juggernauts were unarmored and equipped BIO: RST
with hands that could only turn into stabbing implements. Over
time, additional improvements have been made on the design. WEAPONS (PICK ANY 2 EACH ROUND)
Soon after, lightly armored versions were observed in battle Stab: DMG: 3d4, AP: 5, HW, Integrated
with a hand that could morph into a ranged weapon. Next Whip: No Damage*, Reach 2, HW, Integrated, Target is Hindered (Entangled on a Raise)
came versions that possessed the capability to convert both
Harpoon: 3/6/12, DMG: 2d6*, AP: 5, ROF: 1, Shots: ∞, Integrated, HW, Target can be
hands into a variety of ranged weapons. These also possessed reeled in, but are entitled to opposed Strength test.
improved camouflage systems. Most recently, Alliance military
"Plasma Gouger" Pulse Weapon : 100/200/400, DMG: 3d6, AP: 5, ROF: 1, Shots: 5,
intelligence personnel have noted the inclusion of the Eta chip
Integrated, HW
in specimens dissected after battle and even more armor. The
armored skin of the newest Juggernauts can change color at will "Vapor" Disintegrator: 9/18/36, DMG: 2d8, ROF: 1, Shots: 5, Integrated, HW, Attack
Effect: Anti-Armor
and will match the ambient temperature so perfectly that it does
not show up at all on IR scanners. "Shocker" Thunderbolt Generator: 30/60/120, DMG: 3d4+2, ROF: 1, Shots: 5,
Integrated, HW, Attack Effect: Short Out, ELE Attack.
In the current model, the hands have been replaced with devices
*Victims of a successful whip or harpoon attack can be automatically hit with the
that can change shape and function to suit the brute’s desires. The Thunderbolt Generator if the HAL has not yet made a 2nd attack this round.
devices can take the form of a functional hand but can also change
into a myriad of weapons and tools. Juggernauts have been seen SPECIAL ABILITIES
using stabbing or slashing weapons, bludgeoning weapons, whip- Armor: Scavs are augmented with armor.
like tendrils, crow-bars, and harpoons. It’s presumed that the Chameleon: This creature's skin has chameleon-like characteristics, allowing the
creature can create just about any shape it can imagine with its creature to change its skin color to match that of the surrounding terrain. Attempts
to Notice it suffer a –2 penalty.
limited intellect. Another benefit of the creature’s adaptable hands
Infravision: This HAL possesses infravision.'
and tremendous strength is that they are excellent climbers. The
hands act as both climbing tools and hand-mounted crampons. Natural Climber: Scavs receive a +2 to Athletics for climbing-related rolls and
move at a Pace of 7 when climbing.
The transition requires only fractions of a second to complete.
Stealth Rating: Sensor Systems suffer a –4 penalty to Notice this HAL.
Ultravision: This HAL possesses Ultravision.

111
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4 HOSTILE ALIEN LIFEFORMS

Tactical Assessment Eta Chip


Unlike the Jenkari, the Juggernauts can be either trained or
Jenkari and Juggernauts have been implanted with a device (Code
programmed — we’re not sure which, for certain types of tasks.
Name: Eta Chip) that trains them to utilize Alliance weaponry and
Juggernauts most typically act as shock troops engaging infantry
who are in Body Armor or Heavy Armor. A Juggernauts’ method equipment on the fly. The chip is hooked up to the brain of the
of attack is simple. Use their shape-shifting hands as ranged creature. When the creature sees a piece of Alliance equipment,
weapons until they close the gap or run out of power, and then the chip visually identifies the device and automatically pumps
convert their hands into armor piercing spikes to stab their instructions on how to use the device into the minion’s head. Our
opponents. Once a spike gets through the armor, it changes into scientists suspect, it’s like watching a training film, but you’re
a tendril that whips around violently like a loose fire hose. The the only one who can see it. With the Jenkari, you can detect an
victim’s innards are quickly pureed. The creatures also use their obvious delay while the creature stares blankly into space for a few
hands as whips and harpoons to isolate particularly troublesome seconds and watches the movie playing in its head. We suspect
adversaries or weapons. they have an older version of the chip.

However, Juggernauts have also been employed as assassins Recently, Alliance forces have encountered saboteur Jenkari
and kidnappers. Reports have been pieced together where a whose chips have been programmed for urban terrorism. Utilizing
Juggernaut, concealed in Alliance-made clothing, will follow its the Eta chip, these Jenkari have access to a veritable library of
intended victim, even in urban areas. Once alone with the target, information on sabotaging Alliance power grids, information
the Juggernaut either kills the poor sod or bludgeons them into networks, and vehicles. Most likely the information was obtained
unconsciousness. When the Arachnids want the target unharmed, from Arachnid sympathizers who worked on these devices every
the Juggernaut can use its shapeshifting limb to wrap the victim’s day as part of their job.
head, arms, and torso like an unwilling mummy.

112
112
112
AKNAR-RYN

ATLANTEANS Drones are entirely composed of nanites and do not possess any
organic tissue. Drones know everything their creator wants them
There are two types of Atlantean war machines that have been to know and are “born” fully capable of carrying out any mission
encountered by the Alliance: Drones and Primes. Both types their creator assigns them. Primes appear to be limited in the
consist of swarms of billions of microscopic and sub-microscopic number of drones they can create, and some may be hesitant to
robots, which are capable of acting in a coordinated manner as if create new drones unnecessarily.
they were a single organism. The tiny robots are able to coordinate As an Atlantean makes more nanites, it grows bigger. The bigger
their movements and work cooperatively, so that it appears to the the swarm, the more versatility an Atlantean obtains in how it can
observer that an Atlantean has a solid body. use the nanites that compose its body. Atlanteans can change
their shape, color, texture, and density. They can do it nearly
There are two main differences. Primes still possess a tiny
instantaneously and are much faster at it than Mazians. If they
amount of organic brain tissue, and drones are not capable of
need to appear larger, they simply expand themselves, much
making new drones. Whereas, Primes can use nearly any matter
like a Mazian, though this doesn’t change their weight. Persons
they encounter to build new nanites to add to the swarm or create
or objects they mimic are perfect visual replicas, though a sensor
Drones. Given sufficient time a single Prime can destroy a planet, scan would automatically reveal the alien and inorganic makeup
converting the entire mass of the planet into a nanite swarm. of the copy.

CURING NANITE INFECTION

Targets who are being devoured by nanites, controlled by nanites, or about to be killed by nanites can attempt to destroy the nanites in their body or in their armor. Nanites are
sensitive to electrical shock and a powerful electrical shock can destroy them. Thunderbolt Generators and handy for this. Though being shocked, potentially to death, is no doubt
an unpleasant experience, the alternative may be far worse.
If an electrical attack causes a suit of armor to suffer a loss of Absorption it is sterilized of nanites.
If an electrical attack causes a living creature to be Shaken or suffer a Wound it is sterilized of nanites.

113
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4 HOSTILE ALIEN LIFEFORMS

ATLANTEAN SPECIAL ABILITIES (CONTINUED)


Kill: A living creature that is struck by an Atlantean attack may be Killed, regardless
of the damage done by the attack. It takes 1 round for the nanites to reach a vital
area inside the target. Targets are entitled to a Vigor roll. There is a 1 point penalty
SPECIES OVERVIEW to the roll for each Shape Change Pool point spent to increase the damage (Max
G-TAG
of the 23rd century

XZ-XX-XX of –4). Those who fail are Incapacitated (heart attack, aneurysm, stroke, severed
brain stem, etc.).
Origin Unknown
Personnel armor provides no protection against this ability, but it does takes one
Sale Price N/A additional round for the nanites to migrate through the armor to the occupant
Threat Level 8+Size underneath after the initial attack. Atlanteans can not use this ability on targets
protected by a Flux Shield.
Identification Modifier +4
Nanomorph: Atlanteans can make themselves look like any object or person.
However, they can’t really change their size, though they can appear smaller by
ATTRIBUTES
either hiding a portion of their swarm (in the floor, behind the desk, etc.). If they
AGILITY d10 need to actually be smaller and lighter, they can divide into a smaller size swarm,
SMARTS d10, d12+2 for Primes which reduces their Swarm Size (and Shape Change Pool). When attempting to
impersonate a specific person, the Atlantean must still use their Persuasion skill
SPIRIT d8, d10 for Primes to fool any observers. The physical capabilities of the shape change are already
STRENGTH d8 + Size represented in their Shape Change Special Ability. Using this special ability is a
Free Action.
VIGOR d10
Nano Swarm: Atlanteans are just a swarm of tiny robots formed into a specific
SKILLS shape. They get +2 to recover from being Shaken, Parry +2, doesn’t breathe, is
immune to disease (BIO), ignores Wound penalties, and never has to roll on the
Athletics d10, Common Knowledge d6, Fighting d10, Intimidation d8, Notice d8,
Injury Table.
Shooting d10, Stealth d4, Invulnerability: Atlanteans are effectively immune to weapons that make small
holes in things, including primitive melee weapons, primitive ranged weapons,
COMBAT INFORMATION lasers, and APWs. Individual nanites are destroyed with each bullet or laser
PACE 6 PARRY 9 strike, but the damage to the whole is negligible. Explosions do no damage, but
temporarily disperse the swarm for 1 round, reducing their Shape Change Pool to 0.
TOUGHNESS 20 SIZE Varies
Item Concealment: An Atlantean can hide objects inside its body, as long as
RESISTANCES they're not bigger than its current Size.

BIO: IMM CHEM: RST ELE: WEAK MEN: IMM RAD: RST No Vital Organs: They don’t have any organs to speak of other than a small bit of
organic brain matter in the Primes. Called Shots do no extra damage against them
and they do not roll on the Injury Table when injured.
EDGES
Shape Change: An Atlantean has Shape Change Pool equal to their Size. Swarms
Level Headed, Improved Level Headed, Quick with a Size of less than 1, have a Shape Change Pool of 1. Each round they can
spend points in the pool to augment their own abilities. For each 1 point of the
ATTACKS Shape Change Pool spent, the Atlantean can do the following:
Nano-Touch: DMG: 2d4*, Integrated, HW • Increase Toughness by 1 point.
• Increase Armor by 5 points.
Nano-Projectile: 10/20/40, DMG: 2d4*, ROF: 1, Shots: 50, Integrated, HW • Increase Pace by 5.
• Increase any attribute by 1 die level.
SPECIAL ABILITIES • Increase a Resistance by one level. None becomes Resistant (RST).
Control: Any electronic device, modern vehicle, or living creature that is struck by Resistant (RST) becomes Superior (SUP) Superior (SUP) become Immune
an Atlantean attack may be Controlled. Targets that are Controlled will do whatever (IMM). This can not be used on the Atlantean's Electrical Resistance,
the Atlantean orders them to do. Living creatures are entitled to a Spirit roll. which is always WEAK.
Machines with computers or P-AIs (vehicles, armor, etc.) are entitled to a Smarts • Increase its Notice by one die level.
roll. There is a 1 point penalty to the roll for each Shape Change Pool point spent to • Increase the damage of their attack by 1d6. Adding 2 or more damage die
increase the damage (Max of –4) of the initial attack. converts the attack into a SHW attack.
• Double the range of their Nano-Projectile attack.
On an armored suit or vehicle without a computer or P-AI, an Atlantean can control
The points can be reallocated on the Atlantean's next turn.
a single armor option, weapon, or change a statistic (STR, AGL, Pace) per round.
Split: Atlanteans have the ability to split into two or more smaller swarms by
Personnel armor provides no protection against this ability, but it does takes one
dividing it's Size between the swarms. The new swarms have the same attributes as
round for the nanites to migrate through the armor to the occupant underneath
the original. All swarms are remotely controlled by the original swarm. If the original
after the initial attack. Atlanteans can not use this ability on targets protected by
is destroyed, all swarms cease to function. Dividing the Swarm requires 1 Action.
a Flux Shield.
Reproduction (Prime Only): Creating a Drone costs 10 Shape Change Pool points,
Conversion: Each round an Atlantean is contact with material objects it may though more can be spent. After creating a drone, the Prime's Size by is reduced
convert that matter into nanites, increasing its Size by 1. An Atlantean can use this by 10. Drones have the same statistics and skill as their creator. Drones are Size
ability and its Shape Change ability in the same round. of their creator before their post-creation Size reduction. A prime can only create
Disassemble: A successful Breaking Things (see Savage Worlds) attack on an a number of drones equal to its original Smarts. Using this special ability is a Free
object or weapon using their Nano-Touch, completely dissolves the object. Any Action.
object that is disassembled can be recreated on command by the Atlantean for
them use as a weapon or Integrated weapon. Reassembling an object or weapon
is a Free Action. Objects larger than the Atlantean can not be reassembled (GM's
discretion).

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ATLANTEANS
SECTION TITLE

In addition, an Atlantean can control any electronic or mechanical


device that its nanites come into contact, regardless of what
safety features are put in place to prevent tampering. Terrifyingly,
an Atlantean can also control living beings by using their nanites
to control the creature’s brain and nervous system. The victim will
say or do whatever the Atlantean wishes.

WEAPONS
Using their ability to change shape and control technological
devices, an Atlantean can use any of the weapons employed by
the Alliance or even the Arachnids. The weapons can be hand
held or integrated into the Atlantean’s body, replacing limbs or
extruding out of limbs like they were stuck there. That means that
one minute you may be talking to someone who looks like Bob,
and the next minute Bob has two Omega weapons for hands and
two lasers sticking out of his forearms. Devices and weapons can
also be broken down for later reassembly later when the Atlantean
needs them (see Disassemble Special Ability).
Atlanteans don’t have any organs to speak of other than a small
bit of organic brain matter in the Primes. As such, they have a lot
space to hide weapons, even when they’re disguised as a Human.
An adult Human could probably smuggle a rifle inside his body if it
ran from the head diagonally across the chest and down into one
thigh. Atlanteans can do exactly that.
In addition to using its nanites to control living organisms and
machinery, they can me used more crudely to kill people by
severing, blocking, or disassembling tiny, but vital, parts of the
target's anatomy. After the foul deed, the little machines can leave
the body of their victim or disassemble themselves into common
elemental atoms, making the incident appear as though the victim
died from natural causes.

Destroying a Prime
Though Atlantean primes rarely, if ever, enter combat directly, it is
possible to “kill” a prime by destroying that little bit of brain tissue
floating in the swarm. This can be done by causing Catastrophic
Damage to the Prime, which completely obliterates the swarm
or by getting Aces 3 or more times in a single damage roll that
Wounds the creature.

Why not Raises instead of Aces? Primes don't keep their brains in
any one spot inside the swarm for long, and hitting one has nothing
to do with skill or how well you succeed, but rather dumb luck.
If "killed" dead primes become drones and are mere shadows of
When assuming humanoid form, all Atlanteans assume roughly the same their former selves, though they’re more than capable of hunting
shape. Analysts are running on the theory that the Atlanteans are mimicking down their killers if not completely eradicated.
their original, wholly organic bodies. For example, if you had a Human who
could turn into a nightmarish creature, it’s probably safe to say that the
nightmarish creature would still appear Human-like in many respects
or at least vaguely Human-shaped. This was confirmed when Malachi
Armageddon released the following image to the public with a caption that
simply read, “Don’t ask where I got it.”

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4 HOSTILE ALIEN LIFEFORMS AKNAR-RYN

ARMOR Fortunately, it doesn’t appear that nanites ability to construct


objects extends to faster-than-light (FTL) propulsion systems. So,
An Atlantean’s ability to change its shape allows it to use any armor the entity will be left with several options. It could copy an Alliance
utilized by Alliance or Arachnid personnel. However, Atlanteans FTL drive that it finds on the planet, but it will still have to get the
rarely opt to use armor as it restricts their ability to change shape. drive well away from the planet’s gravity well for it to function.
An Atlantean can also move nanites made of higher-density Alternatively, it could steal a ship on the planet capable of FTL
materials to the outside of its body and configure them into an travel, but the same issue of exiting the influence of the gravity
interlocking lattice to create an impressively strong armored shell. well occurs. The Atlantean’s best bet is to sneak off planet by
moving the small portion of the swarm that is in control into a ship
THREAT ASSESSMENT being used to evacuate the planet. We suspect the Atlantean that
The strength of an Atlantean’s abilities are determined by the arrived on the Epimetheus and that subsequently destroyed Ringo
number of nanites at their disposal. The more nanites in the swarm, 5 may have been small and easily concealed when it first stowed
the more trouble the Atlantean can cause. Nanites that come into away. It slowly grew as it digested the ship on its long flight.
contact with technological devices can quickly control or disable
Therefore, we conclude that evacuation of areas that could
them. Nanites that come into contact with anything else, including
potentially be infected by nanites not be attempted, and that
living beings, can quickly begin breaking down that object on an
at the first sign of infection, the planetary area be sterilized
atomic level. The effect is not unlike being hit with a disintegrator.
from orbit with high energy weaponry and explosives. Planetary
Alternatively, if the Atlantean just wants a target dead, it may be
populations that remain on an infected world must be considered
easier simply to target a weak spot in the creature’s anatomy and
collateral damage of the Atlantean infestation. In addition, due to
destroy it. It only takes a gram of nanites to destroy a heart valve,
the Atlantean’s ability to subvert and control our electronic and
cause an embolism, or trigger a brain aneurysm.
computer systems, we reaffirm only Flux Shielded personnel and
Perhaps more terrifying than their destructive abilities are their vehicles are allowed to engage Atlantean technology. If Flux Shield
constructive ones. In addition to breaking down material objects, integrity is compromised, standing orders are to retreat as far as
including living beings, nanites can also convert them into raw possible from the Atlantean’s area of influence. Failing standard
materials, which they can reassemble into new devices. This sterilization procedures for the compromised unit, intentional loss
allows Atlanteans to literally build devices and weapons out of is the preferred option for addressing the issue.
nearly anything they touch, given enough time and suitable raw
materials. One minute Bob the Human is an Alliance soldier, and
the next minute he’s ammunition for an Atlantean weapon.
The information density of an Atlantean nanite is so great that
even a single surviving nanite knows how to rebuild the swarm.
This makes them nearly impossible to kill short of vaporizing
everything in the area.
In theory, an Atlantean could devour entire cities, exponentially
expanding the number of nanites in the swarm as they eat everything in
their path and convert it into more nanites. The swarm could consume
skyscrapers and become strong enough to crush Humpties with raw
strength alone. The one saving grace to this nightmare scenario is that
entire swarm is run by a single consciousness. Though an Atlantean’s
ability to build and destroy seems to be unlimited, its capacity to
increase its intelligence is not. Thankfully, it appears nanites were
made for construction and not computing. As a result, the Atlantean is
forced to divide its attention between parts of the swarm that may be
hundreds of kilometers apart.
At some point, an Atlantean will probably want to leave whatever
planet it’s on, though there doesn’t appear to be anything preventing
it from consuming the entire mass. It is at this point that Alliance
forces again gain an advantage. Though the Atlantean could take
the bulk of the swarm and leave the planet, in some cases by literally
building a tower out into space, they make great big targets. Alliance
military theorists posit that there could well be massive nanite ships
cruising through space at sub-light speeds on their way to terrorize
a planet that could be thousands of years distant.

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ATLANTEANS ATLANTEANS

HOSTILITIES one else could be safely evacuated, the Alliance Navy


bombarded the planet to a hopefully lifeless, cratered
rock. The episode is still an embarrassing black mark on
Though the First Arachnid Invasion in 2108 has been the reputation of the Galactic Armed Forces, who were
well studied over the past century and a half, the Atlantean woefully ill prepared to protect the populace of Ringo 5
incursion of 2153 is still a bit of mystery. What’s clear from and deal with the unique threat posed by the Atlanteans.
the historical records is that an archaeological research ship Current Alliance policy is to address an Atlantean
named the Epimetheus, which was returning from Blissten in infestation is by obliterating the site and everything around
the Denderon Hemisphere, reported mechanical difficulties it, typically using anti-matter weapons delivered from orbit.
on its return flight. The Epimetheus requested permission The site is then quarantined and monitored for additional
to make an emergency landing on the small Human colony signs of infestation. Failure of the quarantine results in
world of Ringo 5. When the ship landed, emergency crews evacuation and destruction of the planet by Alliance forces
rushed to board the light research freighter. They reported or the Vision of Eight. This was the fate that ultimately befell
no one was aboard. Within minutes contact was lost with the the Human colony world of Ringo 5 when the Atlanteans
emergency team. The spaceport contacted Colony Patrol were first encountered by Alliance forces in 2153.
(CP) who boarded the ship with an armed response team. Atlanteans are similar to Mazians in that their form
The CP Team reported that “the ship is attacking us!” before appears to be fluid. During the battle for Yonta Spaceport on
contact was lost with that team. Ringo 5, Atlantean Drones were seen sliding under doors and
The port authority declared a state of emergency, reforming on the other side. In addition, nanites are capable
quarantined the research craft, and evacuated the port of imitating the appearance of materials they have destroyed
facility. The port authority then issued a request for military or converted. By the time Colony Patrol boarded the ship that
assistance to the Alliance cutter in the region. Four days brought the Atlantean plague to Ringo 5, military strategists
later when the Cutter 556 arrived, the physical structure theorize that the mass of the freighter had been converted into
of the research freighter had become fluid and seeped into a huge swarm of nanites, yet the ship was indistinguishable
the landing pad. After viewing the surveillance video, the from its original form. When Patrol boarded the vessel, it’s
cutter’s captain described it as “watching butter melt in likely that what they perceived as bulkheads and deck soles
the sun on a hot day.” An armored marine contingent was were really nanites. Video from the helmet cams of the team
dispatched to investigate the landing area. showed personnel being sucked down into the floor, crushed
It was shortly afterward that computer systems all over when two bulkheads suddenly slammed together, or torn limb
Ringo 5 started going haywire. Many displayed a strange from limb by tentacle-like structures that shot out from the
alien language. The populace was ordered to evacuate the walls and seized the unsuspecting Colony Patrol personnel.
area, and the marines went in. Vaguely humanoid forms From the perspective of the boarding team, the ship literally
engaged the marines with a mix of devastating ballistic and came alive and attacked them. There is little doubt that the
energy weapons. In contrast, many of the weapons utilized Colony Patrol team was recycled into new nanites.
by the marines were either totally ineffective against the When the military personnel from the Cutter 556
alien warriors or served only to temporarily disperse them engaged the nanites, many of their weapons were ineffective.
into fragments. These fragments reformed into a fully Commander Malen’s last recorded words were, “It’s like
functional warrior moments later. shooting into a lake!” Projectile weapons are utterly
Once their Flux Shields dropped, the marines began to ineffective against a nanite swarm. Omega weapons appear to
experience weapon malfunctions and technical difficulties temporarily disperse the swarm. Heavy Pulse weapons were
with their equipment. Their P-AIs began refusing orders and somewhat effective at destroying portions of the swarm, but
taking control of their weapons and armor. Marines watched disintegrators appeared to be the weapon of choice when
helplessly as their mechanized battle armor ignored their engaging the destructive little robots.
commands and turned their weapons on other marines. At one point during the battle, vaguely humanoid forms
Those that weren’t slaughtered by friendly fire incidents rose from the swarm and engaged the Alliance troops
were pulled into the ground or walls, broken down into their using kinetic and energy weaponry that formed out of the
component atoms, and turned into more Atlantean drones. bodies of the attackers. This had led to a debate in Military
As the nanite infection spread throughout the city and Intelligence circles as to whether the Atlanteans were just
eventually into the county side, the planet’s populace was copying the form of their attackers or whether the Atlantean
evacuated to a long term quarantine facility on an isolated machines may have adopted the shape of the species that
moon. Sadly, the GAF wasn’t able to get everyone off the created them.
planet. Any vessel that didn’t belong to the Galactic Navy
that attempted to leave the planet was blasted out of
the air by the orbiting picket ships. Eventually, when no

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CHAPTER 5.0

CHARACTER
DEVELOPMENT
CHARACTER DEVELOPMENT OCCUPATION TABLES
TABLES There is no cost to roll on one of the occupation tables. If
you GM chooses to use these tables, you may roll once on a
Players may choose to roll on the following tables if they so desire single occupation table that best fits the character concept or
in order to round out their characters during character generation. character species. There is a table for Matrix Controllers, Pirates
All of these tables are optional. You don't have to roll on them. The & Privateers, Spies & Espionage Agents, and lastly, Mercenaries
one catch is that once you roll, you’re stuck with the result. The & Soldiers. You can only roll on these tables during character
Game Master (and only the GM) can change the effects or allow a generation. Only characters with an Arcane Background can roll
reroll if some result is not rational for the character due to species. on the Matrix Controller table, but they may opt to use one of the
These tables may change your attributes and skill values. Unless other tables instead.
a table entry specifically states otherwise, you cannot exceed GM Note: These tables will typically result in the character
species maximum attribute values. Edges characters obtain obtaining abilities or gear that's worth about 0 to 2 skill points.
from the Character Development table are not subject to the
EXAMPLE: Smugglers, salvage crews, and space search & rescue
Requirements normally associated with those Edges.
personnel often roll on the Pirate and Privateer Table. Assassins,
cat burglars, private detectives, and hackers often roll on the
COST TO ROLL ON THE TABLES Spy and Espionage Table. Security personnel, bodyguards, law
enforcement, and bounty hunters can also roll on the Soldiers
Players must spend 1 skill point or Hindrance point to roll on and Mercenary Table. All results are final, and the player must
the I Was Just Growing Up Tables. This can only be done during play with the character as it is at the end. These tables can be
character creation. nasty!

There is no cost to roll on one of the occupation tables or on the


Fickle Finger of Fate table, but your GM may opt not to use these
FICKLE FINGER OF FATE (FFOF)
tables in their game. The results on the FFoF table are typically really good… or really
bad. You’re far less likely to find a mediocre result in the Fickle
I WAS JUST GROWING UP (IWJGU) Finger table, than on other tables. Remember, once you roll, you’re
stuck with the result.
We all grew up differently. We also display certain peculiarities
within our personalities. It happens. Some good things happened
to me that didn’t happen to you and vice versa. These events
shape our personality. They are all part of growing up. There are
two I Was Just Growing Up tables.
If you roll on I Was Just Growing Up table 01 ("The Good Stuff"),
then you must also roll on I Was Just Growing Up table 02 ("The
Bad Stuff"). Some rolls on table 02 are so bad that they let you roll
again on table 01 Those results will say "Roll again on table 01."

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5 CHARACTER DEVELOPMENT TABLES

I WAS JUST GROWING UP 01 (THE GOOD STUFF)


ROLL DESCRIPTION
01–02 You have very strong protective instincts and used them to preserve your family during an Arachnid incursion of your colony. You were inventive and took out several Arachnids before they decided to
find a better path through the wilderness. You have the Level Headed Edge.
03–04 Unusually strong. Increase Strength Stat by one die level.
05–06 You signed up as a test subject for a Biocyberdyne experiment. Take c50,000 of cybernetics. (See Carnage Companion)
07–08 You were a member of the Alliance-famous band Orion Blue. Increase your performance skill by 2 die levels.
09–10 Your ex-military father trained you to be the best at sneaking in, sniping an enemy, and getting out. Increase your Shooting and Stealth skills by 1 die level. With a little more training, you’ll likely get
pulled in by Galactic X.
11–12 You hit the genetic lottery. Increase an attribute of your choice by 1 die level. You can exceed species maximums in these Stats.
13–14 You are fleet of foot. Your Pace is increased by 2 and your Agility is increased by one die level.
15–16 Gifted in the art of stealth. Increase your Stealth skill by one die level.
17–18 Your uncle was a bonafide Battlelord. He wanted you to follow in his footsteps. He left you c20,000 in his will to be spent on weapons and armor.
19–21 You were addicted to racing growing up. Increase your Piloting skill by one die level.
22–24 Your parents told you they won the lottery. They put you in the best schools and set you up with a trust fund. You get a monthly income of c1,000 from your stock portfolio and get an additional 2 skill
points. Little do you know all the money was stolen.
25–27 You know how to be scary while asking questions. Increase your Intimidation skill by one die level.
28–30 Dad left you his Bear armor. However, it’s still damaged from the fight that resulted in your inheritance. Reduce Absorption by 2 points until repaired.
31–33 Grew up with a bunch of Eridani and learned the ways of the blade as a form of mediation. You also learned their distrust of Phentari. Increase your Fighting skill by 2 die levels, but you have the
Prejudice (Minor) Hindrance.
34–36 Winner of a Tac 1 Personal Computing Device from a Jum brand drink contest.
37–39 You were really good at electronics. All your friends come to you for help. Increase your Electronics skill by 1 die level.
40–42 Excelled in science in school. Increase your Science skill by 1 die level.
43–45 You were a tank driver in the military. For some strange reason, you have a natural affinity for running over smaller vehicles. Increase your Driving skill by 1 die level.
46–48 You really enjoyed your studies. Increase your Research skill by 1 die level.
49–51 You won a talent competition on your ability to impersonate celebrities. Increase your Performance skill by 1 die level. You also have c5,000 in prize money left.
52–54 You were a sports star in your youth. Increase your Athletics skill by 1 die level.
55–57 You know a little bit about everything. Increase your Common Knowledge skill by 1 die level.
58–60 Proud owner of a Dialomatic Fluid Gun.
61–63 You drive like a bat out of hell. Increase your Driving skill by one die level.
64–66 Your family ran a chop shop. You worked in the shop when you were growing up. They got busted, and you just narrowly escaped arrest. Increase your Stealth skill by 2 die levels. You have the Wanted
(Minor) Hindrance
67–69 You own a suit of Street 2 armor.
70–72 A Phentari bounty hunter (class 3) owes you a favor.
73–75 You have an extensive bug collection.
76–78 You’re a jerk to everyone around you. Persuasion checks suffer a –1 penalty.
79–81 Your father was a bounty hunter. When he died you inherited his Valley Green Ox Omega weapon.
82–84 You were a budding computer hacker. Increase your Hacking skill by 1 die level.
85–87 You were one of the brightest students in your class. Increase your Academics skill by 1 die level.
88–90 Grew up the child of ultra-wealthy parents. They put you through the best schools. Start the game with the Rich Edge.
91–92 Exceptionally fast. You start the game with the Quick Edge.
93–94 You have been trained in the Eridani art of Doma-Kiam. “Sight Without Sight.” You can take the Doma-Kiam Edge in the Carnage Companion, regardless of your species.
95–96 You are constantly in tune with your surroundings. Take the Alertness Edge.
97–98 Mentally resilient to attacks on your psyche. Increase your Mental resistance by one level. None becomes RST. RST become SUP.
99–00 Methodical in everything you do. Start the game with the Calculating Edge.

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I WAS JUST GROWING UP TABLES

I WAS JUST GROWING UP 02 (THE BAD STUFF)


ROLL DESCRIPTION
01–02 Weak immune system. You constantly have a cold. You have a Weakness to BIO attacks. Roll again on table 01.
03–04 A duel cost you an eye. Take the One Eye (Major) Hindrance. Roll again on table 01.
05–06 You were an innocent bystander in a Rebel terrorist attack. Their attack on a research facility released a rare and dangerous virus. You survived but at a cost to your health. Reduce Vigor by one die
level. Roll again on table 01.
07–08 You are especially susceptible to catching whatever illness is going around. You have a Weakness to BIO attacks. Roll again on table 01.
09–10 Suffered from a bad addiction and it wrecked your body. Reduce Agility by one die level. Roll again on table 01.
11–12 The skimmer you were in went over a cliff and caught fire. You pulled six passengers from the burning wreckage at great cost to yourself. Saving the six passengers ruined your body. Reduce Strength
by one die level. Roll again on table 01.
13–14 Due to a prior head injury suffered in combat, you don't deal well with stress. You have the Panicky (Minor) Hindrance. Roll again on table 01.
15–16 You have a short fuse. Take the Aggression (Minor) Hindrance.
17–18 You were mortally injured in battle and had to be cryo-frozen, so you could be taken back for medical treatment. While you were frozen, one of your comrades stole all of your equipment. You only have
the cash in your pockets which is what is left after purchasing weapons and equipment.
19–21 You caught an arm rocket right square in the groin. You are incapable of having children.
22–24 You don’t seem trustworthy; it’s just that everyone can sense that you don’t give a crap about them. You pick up the Ruthless (Minor) Hindrance.
25–27 You’re loud! You have no volume control. You forget you talk loud about 5 seconds after someone tells you to quiet down and start speaking at your normal (loud) volume. You suffer a –1 penalty to
Stealth rolls if you have to communicate vocally while sneaking/hiding. You can make your voice heard over almost any crowd.
28–30 You are a chain smoker. You know that’s not good for you, right? Take the Habit (Minor) Hindrance.
31–33 You have poor hand eye coordination due to some neurological damage after fighting with a Zen. Maybe it was a Tza. You’re not sure, and you suffer from some tremors. Take the Fumble Fingered
(Minor) Hindrance.
34–36 Your family owns a space transport company. You can fly free on any of their ships, but it is usually with the cargo and they make you work.
37–39 A flaw in your genetic make-up reduces your life span dramatically. You will die in the next 3d10 years.
40–42 You’re a loner.
43–45 Slob. You and your gear are constantly a mess. No one wants to stand near you either.
46–48 You suffer from Coulrophobia (fear of clowns). It doesn’t come up much. Roll on the Fear table when faced with a clown.
49–51 Party animal. You like to stay out late at the clubs and dance until you’re kicked out. The next day you’re a wreck, hung over and barely coherent.
52–54 Wizard with a whisk. You're an expert cook!
55–57 Bookworm. As a child you preferred reading instead of playing outside. Increase your Common Knowledge and Academics skill by 1 die level, but decrease your Strength by 1 die level.
58–60 You were fascinated by security systems and got mixed up with a gang that was breaking into stores. You didn’t care about the money; you just liked the thrill of knowing you were able to beat the
security. There are still some warrants for your arrest that won’t expire for 5 years. Increase your Hacking skill by 2 die levels, but also take the Wanted (Minor) Hindrance.
61–63 Played Survival Warrior once when you needed some extra cash. You didn't win. You went home with a nice parting gift though… a fractured leg. It still aches when it rains.
64–66 You blew a mission badly leading to several fatalities and a black mark against your Eridani leader. He blames you for the incident even though he should never have trusted you, an untrained soldier at
the time, to hold the detonator. He’s coming for you! Take the Enemy (Minor) Hindrance.
67–69 You caught a nasty disease as a result of an attack by the Anarchist Rebellion Movement. Your family died, but you survived…barely. After you recovered you found you just didn’t have the same
stamina. Reduce running die by 1 die level (min. d4).
70–72 A Cizerack nearly bit your hand off. You’re missing several fingers. Take the Fumble Fingered (Minor) Hindrance.
73–75 You swear you hear strange voices. No one else seems to. They tell you to do bad things, and they are quite convincing. Take the Quirk (Minor) Hindrance.
76–78 Claustrophobic. Can’t handle going on starships or getting in Vehicles that don’t have lots of windows. Take the Phobia (Minor) Hindrance.
79–81 You are particularly unobservant. Take a –1 penalty anytime you make a Notice roll.
82–84 You lost most of your hearing from the near miss of a reflex missile. Take the Hard of Hearing (Minor) Hindrance.
85–87 Your family stressed honor. As a result, you are highly honorable and would sooner die than tell a lie. Even a little white lie. Start the game with Code of Honor (Major). Roll again on table 01.
88–90 You have a reputation for outrageousness. You jump into situations first and think later. Take the Impulsiveness Hindrance. Roll again on table 01.
91–92 You were in juvenile detention for anger management issues; you kept attacking people. You were forced to learn art to express your anger. You must spend 2 of your starting skill points on the
Performance skill. Roll again on table 01.
93–94 You are a weak-minded fool when it comes to mental discipline. You have a Weakness to Mental attacks. Roll again on table 01.
95–96 You struggle to learn anything other than physical skills. Skills with Smarts or Spirts as their Link attribute are always treated as being higher than their link attribute. Roll again on table 01.
97–98 Extremely close-minded and unadaptable. All new skills purchased are treated as being higher than their link attribute. Roll again on table 01.
99–00 Suffered from a bad addiction and it destroyed your resolve. Reduce your Spirit by one die level. Roll again on table 01.

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5 CHARACTER DEVELOPMENT TABLES

MATRIX CONTROLLER OCCUPATION


ROLL DESCRIPTION
01–02 Trained to be your Mentor’s primary disciple. Start the game with the Power Points Edge.
03–04 You are the star pupil at your Matrix School. Begin the game with 1 additional Power/Matrix.
05–06 Selected for training at the renowned Releasement Center on the Red Moon Xiarg which is orbiting the planet Katrel. Start the game with the Power Surge Edge.
07–08 Your Matrices are particularly effective. Start the game with the Concentration Edge.
09–10 Your Matrix School believes in strong defenses. Take the Mental Defense Edge. If you already have it, take the Advanced version.
11–12 Training under Oda of Katrel. Select one power from your current list. You can generate that Matrix for 2 Power Points less than whats normally required (Minimum 1 PP).
13–14 Trained under the tutelage of Remic-Linex, renowned Matrix specialist. The Matrices Blast, Bolt, Burst do an extra d6 of damage and victims of your Stun Matrix suffer a –2 to their Vigor roll.
15–16 You recover 10 Power Points for every hour spent resting.
17–18 New experimental drug raised your IQ. There are side effects. Your teeth fell out. Increase Smarts by 1 die level and take the Ugly (Minor) Hindrance
19–21 Cross discipline Matrix Controller. You can learn Matrices from 1 other discipline without taking that Arcane Background, but they cost twice as many Power Points to generate.
22–24 A Chatilian thought you were too showy and messed with your head so that you become phobic. Each time you generate the thing you're phobic of changes. Take Phobia (Minor). You can make your
powers look like a laser light show or fireworks on demand.
25–27 You have a horrible memory. A critical failure on activation means you've forgotten the sequence to generate the Matrix you just tried. You'll remember it again… tomorrow. Start the game with one
extra Power Point.
28–30 You were in an accident that required extensive rebuilding of your body. Reduce your Agility by 1 die level (min d4), but increase your Strength by 1 die level.
31–33 Generation is taxing for you. Each time you generate a Matrix that requires 3 or more PP take a level of Fatigue. You start the game with the Range Booster Edge. (See Carnage Companion)
34–36 Your powers are indiscriminate. You can never use the Selective modifier, but you start the game with an extra Power Point.
37–39 You’re partially blind but you can Mind Link to any willing person in range and see through their eyes by spending a single Power Point. Take the One Eye Hindrance.
40–42 Lack of concentration means you must roll a 5 or less and your power fails to activate, but you don't suffer Backlash from a Critical Failure on activation.
43–45 Recharge time required for Power Point regeneration is doubled (5PP/2hrs), but you pack a whalop. Your attack powers have an Armor Piercing of 3.
46–48 You had great difficulty learning Matrices. You mentor taught you everything but only a few stuck. Your GM will randomly select your Powers/Matrices, but you get one extra Power/Matrix for free.
49–51 Seek out your Mentor. He has another power in which to train you. The New Power Edge will cost you nothing to learn, but getting to your mentor is going to be a real challenge.
52–54 A stranger approached you and told you that the key to your future will be found on Nephgia.
55–57 You like muttering made-up or random words while you generate a Matrix. It really messes with the Humans for some reason.
58–60 An important message awaits you on Planet Tohr.
61–63 Your mentor has given you a secret item. He says that it has unique capabilities, but he won’t tell you what they are.
64–66 In combat situations, you tend to roar as you generate Matrices. It helps you focus. It is, however, hard on your teammates’ ears when heard on the in-helmet radios.
67–69 Victim of BlueRazor Syndrome. Every time you generate, you scream like you’re on fire. Generation causes you no actual pain, but the response is automatic and uncontrollable like a yawn or sneeze.
You can attempt to stifle the yell to a continuous grunt or growl, but it’s still pretty loud.
70–72 Excelled under your mentor’s tutelage. You can double the range of a damaging matrix, but it does half damage or you can double the damage, but reduce the range by half. Does not work on
Matrices that use templates.
73–75 Every time you generate you hear a voice in your head that encourages you to do bad things. The player to your right gets to be the voice.
76–78 You get a visible aura (Glow/Shroud) around you when you generate. It only happens once a day, but you never know which Matrix will trigger it. When it occurs the output (GMs discretion) of
whatever Matrix you're generating is doubled.
79–81 Your instructor dismissed a fellow student. The student blames you, because she thinks you were the "mentor’s pet." She has sworn revenge. Take Enemy (minor) and the BlueRazors Vengeance
Edge.
82–84 Expelled by your school for being a difficult student. You are self-taught and learned to work with what you had. You start with one less Power/Matrix, but also start with the Master Manipulator
Edge.
85–87 Taught at a very structured school. You don’t do well at Matrix Manipulation. The instructors used to say, “Matrices are to be generated only as they are taught!” Start with two extra powers, but
suffer a –2 to any Generation roll where you've manipulated a Matrix
88–90 Your mentor drilled you relentlessly. Increase your Generation skill by 1 die level.
91–92 Your Matrices have amazing range. Take the Range Booster Edge.
93–94 Your school believed in the power of mind at the expense of the body. Increase Smarts and Spirit by 1 die level, but decrease Vigor by 1 die level.
95–96 All of your powers that cause damage or are resisted also cause Fatigue. You don't have to pay extra for this. It happens automatically. However, you automatically become Fatigued if generating
more than 2 Matrices a day.
97–98 You're really good at the Disguise Matrix. It's your thing. Start the game with the Disguise Matrix. Opponents suffer a –2 to see through your disguise, even if suspicious.
99–00 Once per game you can generate a power in your discipline that you do not know. It costs you double the listed Power Points cost and may not be manipulated.

122
OCCUPATION TABLES

PIRATE & PRIVATEER OCCUPATION


ROLL DESCRIPTION
01–02 You have a full, unrestricted, privateer’s license issued by the Alliance government. Take the Privateer Edge from the Carnage Companion.
03–04 Life as a pirate means being adaptable. You’ve learned many languages. Take the Linguist Edge.
05–06 You are the negotiator for your ship. Take the Barterer Edge.
07–08 You once worked as the ship's EWS operator. Take the Electronic Warfare Specialist Edge.
09–10 You’ve spent a fair amount of time in space. You are strangely resistant to radiation and Mutzachans seem to be able to get high off you. Increase your Radiation Resistance by one level. None
becomes RST, RST becomes SUP.
11–12 You’ve spent a lot of time on the bridge. Increase your Battle skill by 1 die level.
13–14 You're the best at trying to keep the ship in one piece. Increase your Repair skill by 1 die level.
15–16 Picked up a lot of practice patching people together. Increase your Healing skill by 1 die level.
17–18 Spent some time prospecting asteroids before you got caught stealing some of the ore. You escaped to join the pirate life. Increase your Science skill by 1 level.
19–21 You have been on a ship so long fixing stuff that you suffer from Agoraphobia when you land on a planet’s surface. Take Phobia (Minor) — Agoraphobia & increase your Repair skill by 2 die levels.
22–24 You have contacts with the Rebels. They send you information on lucrative targets as long as they get a cut. Unfortunately, it comes with additional scrutiny. Your area of operation is suddenly full of
naval ships. They are the fast kind with big guns!
25–27 Your face was plastered on the news recently as a notorious pirate. On the plus side, you're very convincing when persuading a ship to lay down arms. On the minus side, the authorities are closing in
on you so confirming your location isn’t a good idea. Take the Fame Edge and the Wanted (Minor) Hindrance.
28–30 You’re not a pirate. You’re in deep cover as part of an investigation into pirate activities. If your crew-mates find out, you’re going to get chucked out of an airlock.
31–33 Your cousin is up for promotion. The problem is that he’s involved in the local coast guard and needs to haul you in for questioning. He knows where to find you.
34–36 Something weird always happens when you go through a Phase Gate. You always end up in a different destination than everyone else who goes through.
37–39 You have had a bad streak gambling, and you owe c5,000 to the crew. They are starting to give you dirty looks when you are near. If you don’t start paying up, they’re going to take it out on you
physically or perhaps just chuck you out an airlock.
40–42 You had to fix something fast or the ship was going to blow up. You didn’t have your protective gear. You were successful, but horribly scarred. Take the Brave Edge & the Ugly (Major) Hindrance.
43–45 You have a personal, if battered, MDD–24 for boarding ships. It’s a bit off, so there’s a 10% chance that it won’t activate. The good news is that the safety protocols are still working. There are no
other problems beyond the fact that it may not open a portal when you need it. Due to age, damage, and dubious provenance, the device can’t be sold for more than c20,000.
46–48 You have a spare set of forged credentials that nobody knows you have. They are excellent and will pass extensive checking by customs.
49–51 You recovered a damaged crate from one raid. It contained a weapon. Pick any one weapon of c10,000 or less.
52–54 In your first mission, you encountered a Humpty. You were given a Quad Tube Reflex missile launcher to finish it off and blew the Humpty to pieces. You still have the launcher but no ammo. You’ve
also got a cool story and a piece of the Humpty on a necklace as a souvenir.
55–57 You made friends with a non-sentient alien critter on one of your many raids. It’s 15 cm tall, bright yellow, and scaly. It likes to sit on your shoulder and glare menacingly at anyone it doesn’t know. It
is also loyal as a puppy and highly venomous. Anything it bites faces potential death from the Lethal Poison.
58–60 You are an illegal clone of the captain, who is still living. You think you’d do a better job running the ship than he does.
61–63 You don’t like the pirate life, but now you’re so entrenched that you don’t know how to get out of the situation.
64–66 You look like a famous children’s show host. Nobody takes you seriously as a pirate. They keep waiting for you to start singing that annoying song the show made popular.
67–69 You’re a member of a rival pirate clan placed in the current clan to learn their operations. You plan to take over their territory.
70–72 You have taken too many mrems of radiation. You’re rapidly approaching the point of serious problems if you get any more exposure.
73–75 You have flashbacks from PTSD due to a botched raid on a small village that was burned to the ground. Take the Flamethrower Qualification Badge Edge (see Carnage Companion) and the Shamed
(Major) Hindrance.
76–78 You’ve got a library of ships’ deck plans. You’ll know the general layout of any standard ships’ decks.
79–81 You are easily disoriented under Zero-G conditions, but nimble of step everywhere else. Take Free Runner Edge and Space Sickness (Minor) — see Carnage Companion.
82–84 Some whack-a-doodle decided to shoot the engines because “They could take it, and I’ll prove it.” You have a permanent limp and a crude artificial leg, but you look even more intimidating than
before. Take the Menacing Edge and the Slow (Minor) Hindrance.
85–87 You shot someone’s face off using your M20 Blaster. You were caught on camera, and now you are wanted for piracy and attempted murder. The shooting may have been justified, but you can’t prove
it. Take the Steady Hands Edge and the Wanted (Major) Hindrance.
88–90 You caught a nasty disease when you were on some R&R at port. How isn’t important. What is important is that it causes you to be angry all the time. Take the Berserk Edge and the Anger Control
Issues (Minor). Being Wounded does not trigger a roll on the Combat Stress Table, you just go Berserk.
91–92 You are good at hacking and get a lot of practice breaking into the computers of ships you capture. Increase your Hacking skill by 2 levels.
93–94 You are particularly agile. Increase your Agility by one die level.
95–96 You’ve spent time with the engineering team. Increase you Electronics skill by 2 die levels. Increase your Repair and Science skills by 1 die level.
97–98 The MDD–24 you were using to pass through a bulkhead was shot with a Scrambler. You made it through before it shut down, but something weird happened. You can use the Intangibility Power 2/
day.
99–00 You're one of the dirtiest fighters any of the crew has ever seen. They're very polite to you. Take the Feint and First Strike Edges and the Ruthless (Major) Hindrance.

123
5 CHARACTER DEVELOPMENT TABLES
SPY & ESPIONAGE AGENT
ROLL DESCRIPTION
01–02 Worked as a weapons smuggler. Start the game with the Smuggling Edge. See the Carnage Companion.
03–04 Master of disguise. Viewers making a Notice roll suffer a –2 to see through your disguise. If get a raise on your Performance roll, they suffer a –4.
05–06 Expert escape artist. Start the game with the Escape Artist Edge. See the Carnage Companion.
07–08 You're good at making things break. Start the game with the Saboteur Edge. See the Carnage Companion.
09–10 You can’t whistle. Never learned how. You can, however, speak multiple languages. Start the game with the Linguist Edge.
11–12 You're a master of your trade. Start the game with the Spy Edge.
13–14 You’re perfect for running an “inside job.” People generally like you, and you use that to socially engineer your way to a target. Increase your Persuasion skill by
one die level.
15–16 You’re the team’s hacker. Increase your Hacking skill by one die level.
17–18 You’ve got a specially made suitcase for smuggling items through customs. It has a hidden compartment capable of holding a pistol or pistol-sized object.
Sophisticated systems fool the detectors. The suitcase has a Stealth Rating of –4.
19–21 Galactic Police are searching for you for questioning. You're not sure whether you're a suspect or a consultant. You start the game with the Physical Security
Specialist Edge and the Wanted (Minor) Hindrance.
22–24 You were caught as a youth while learning to hack bank systems. Increase your Hacking skill by one die level. You start the game a bit older and with a prison
record. The crime was expunged, but keep clean or you get that felony back on your record.
25–27 You have an emergency escape plan. You did a job for the government, and they gave you a new identity. You have the identity card hidden in a cache on a nearby
planet with c20,000 You also have an open passenger ticket that’ll carry you at least 10 parsecs away.
28–30 You’ve got a network of customs agents in your pocket. For a fee, you can smuggle anything you can fit into a suitcase through customs. The tricky part is
arranging the time to go through customs so that you can ensure you have the right agent. Game Master will set the price.
31–33 You stumbled upon a secret cache. There are c50,000 worth of untraceable credit chits.
34–36 You’ve got an assortment of detection and espionage equipment. Take a c20,000 shopping spree on those two equipment tables.
37–39 You received c10,000 for a successful assassination.
40–42 A Blackmail attempt was successful. Collect c5,000.
43–45 The Rebels offered you a position as a double agent. If you accept, collect c10,000 now and wait for further instructions.
46–48 Rebel agent. You don't do it for the money.
49–51 You’ve got a trained rat-equivalent that can sneak into spaces and deposit your detectors. It is small enough to fit in your pocket and can place anything
reasonably small into these spaces.
52–54 The boss gave you a set of gold lock picks for a job well done.
55–57 You’ve got a Mirchaum SSLU pocket laser pistol.
58–60 You have a Customs Authority access card from an official who had an “accident.” He was on vacation and isn’t due back for another 25 days.
61–63 You have a tendency to create fake names that start with the same letter for the first and last name. E.g., Dory Davidson or Phelinssarious Phentari.
64–66 You tend to get nervous when you’re on a mission, and your body’s natural responses to stress are clearly visible.
67–69 You have a tell when lying that gives you away.
70–72 You’re playing both sides of the table. Alliance, Rebels, ARM. You don’t care. You get paid by everyone and trade info to everyone else. So far, no one is the wiser.
73–75 Busted for corporate espionage when one of your team was caught and snitched on you to gain immunity from prosecution. You spent 5 years behind bars for a
felony conviction.
76–78 You were incarcerated for 5 years. You became good friends with three of the inmates who have since been paroled. They'll have your back if your call them. You
cannot join the Galactic Armed Services or hold any governmental office.
79–81 A contract is out on you. You’re worth money dead because you botched a job, and someone’s cleaning up the tracks. Two unsuccessful attempts have already
been made on your life. Start the game with the Enemy (Major) Hindrance and the Luck Edge. If you have the Luck Edge, start with the Great Luck Edge.
82–84 Badly wounded during a botched operation infiltration. Reduce Agility by one die level. Start the game with the Infiltration Specialist Edge and increase your
Stealth skill by one die level.
85–87 You’re dead broke. With the exception of the escape plan (#25–27 on this table), you’ve got no Starting Funds. Fortunately, you know how to earn money the old
fashioned way. Start the game with the Thief Edge.
88–90 You spent the last few years building up an immunity to most commonly used poisons. You get a +2 to Vigor rolls against Poisons.
91–92 You’ve got a memorable face and distinctive walk. You suffer a –1 to your Performance checks when Impersonating someone. Fortunately, you enjoy taking
risks. Increase your Gambling skill by one die level.
93–94 You're good at what you do, and what you do is make people disappear. Start the game with the Assassin Edge.
95–96 Wanted by the Alliance for treason. You didn’t know that you were providing key plans to Uncle Ernie. It looked like a normal job. Try explaining that to the
government. Start the game with Wanted (Major) Hindrance. Increase Hacking and Stealth skills by 2 die levels.
97–98 You used to work in electronic surveillance at a major mega-corp. Start the game with the Sensor System Specialist Edge.
99–00 You received interrogation resistance training on your last job. Start with the Mental Defense Training Edge.

124
OCCUPATION TABLES
SOLDIER & MERCENARY OCCUPATION
ROLL DESCRIPTION
01–02 You trained hard to be in the special forces growing up. Start the game with the Soldier Edge.
03–04 You trained in “Iron Shirt” techniques from an Ancient Eridani who took a liking to you when you were young… or maybe he just liked beating you silly. Either way,
you can take a lot more damage than the average person. Increase your Toughness by 2.
05–06 Trained as a military engineer. Take the Combat Engineer Edge.
07–08 You were trained in piloting a combat sled. Increase your Piloting skill by two die levels.
09–10 Trained in quick draw and rapid fire techniques. Start the game with the Double Tap Edge.
11–12 Obtained training in swordsmanship at the famed Swintash school on the planet Eridine. You haven’t had a chance to study Capo Ferro yet. Gain a +1 to your
Parry and Fighting rolls when using edged weapons.
13–14 Guinea pig in pain tolerance experiment. Great success. Start the game with the Nerves of Steel Edge. If you already have it, take Improved Nerves of Steel
instead. You did end up with a nervous twitch. Take the Quick (Minor) Hindrance
15–16 Trained a heavy weapons trooper. They figured you were pokey anyway, so they'd give you the big guns. Take the Rock and Roll! Edge and the Slow (Minor)
Hindrance.
17–18 You’ve shot everything. If it has a trigger, you can figure out how to shoot it.
19–21 You stole a suit of power armor one summer from a local armory. You were a natural. The Galactic Marines have it out for you because you made them look bad.
The Galactic Army wants to recruit you.
22–24 Worked on a tank crew. Increase your Driving skill by one die level and get a +1 to Shooting rolls when using Heavy and Super Heavy weapons.
25–27 You are your mother’s only source of income. There was no life insurance when your father died. You send her c1000 per month or as much as you have,
whichever is less. People, except Phentari, who find out respect your sense of duty and honor.
28–30 Great connections within the Galactic Armed Services. You can purchase state of the art (TL 5+) equipment for 10% off the list cost.
31–33 You own a suit of Bear armor and c10,000 in options.
34–36 Uncovered a cache of missiles. Choose c20,000 worth of arm rockets.
37–39 You’ve got a buddy in Galactic X that owes you one.
40–42 Automatic admittance into the Galactic Service of your choice.
43–45 Found a small weapons cache with a couple TK–2 grenades, a MARS 9mm, and 2 full magazines.
46–48 Good News! You won a poker game with some mercenaries. Collect c5,000. Bad News: they think you cheated and want their money back.
49–51 You tend to stomp around as you move. It’s not intentional; you just set your feet down firmly. Unfortunately, it makes you loud when you’re trying to be quiet. You
suffer a –1 to Stealth rolls, but your kicks are treated as Natural Weapons doing an extra d4 damage. If you already have this ability, increase the damage of your
kicks by one die level.
52–54 Someone is out to kill you. A killer satellite has been taking pot shots at you for no known reason for the last year. There have been 3 attempts on your life.
Somehow, you have managed to survive. You're beginning to think the assassin may be totally incompetent.
55–57 A con artist stole your identity. They have been enlisting with smaller mega-corps to get the signing bonus and then disappearing. Sometimes the money gets
sent to you. You just got c50,000. So, what are you going to do with the money and the con artist?
58–60 You love guns. You tend to spend all your money on guns.
61–63 You've made a few lucky hits that were witnessed by other mercs. You have a reputation a crack shot. Is it well deserved?
64–66 The Asteroid Mining Consortium (AMC) has blacklisted you as a troublemaker due to "the incident." Anytime you get a new job or subcontracted out you have to
explain the embarrassing story. It was an accident.
67–69 Your family is high up in the space truckers union. If you need to get a message or cargo from point A to point B you've got the contacts to get it done.
70–72 The transport you were on made an emergency landing. It unexpectedly slammed into the ground while on maneuvers. You spent the next year in traction. You
have Phobia (Minor) of flying. You did get to practice first aid a lot. Increase your Healing Skill by 2 die levels.
73–75 After losing a finger to your own careless you devoted yourself to being the best with your weapon. Select any 1 Edge with the words "Qualification Badge" and
the Driven (Minor) Hindrance.
76–78 You are cross-eye dominant. You use your left eye on the sights, but you are right hand is dominant, or vice versa. The Shooting skill is always considered higher
than its link attribute. On the plus side, you practiced a lot. Increase Shooting Skill by 1 die level.
79–81 You re-trained as a sniper after an SSDC merc team wiped out your squad. Take the Marksman Edge and the Irrational Hatred (SSDC) Hindrance — see the
Carnage Companion for more info.
82–84 Combat veteran. You lost an arm. The company provided replacement doesn't work right in cold temps, or hot temps, or on Sundays. Take the Experienced
Combatant Edge.
85–87 You've finished the first class in Officer's Candidate School. Increase your Battle skill by 1 die level.
88–90 Terrible aim. Take the Bad Shot (Minor) Hindrance — see the Carnage Companion for more info. You compensate by lifting weights. Take the Brawny Edge.
91–92 You've started your training as a corpsman. Increase your Healing skill by one level.
93–94 After losing a teammate to an injury you should have been able to repair, you've sworn to never let it happen again. Take the Battlefield Medic Edge and Increase
your Healing skill by 1 die level and the Vow (Minor) Hindrance.
95–96 You’re a shoo-in for Officer's Candidate School (OCS). Take the Command Edge.
97–98 You received training in armored infantry combat. Take the Armored Combatant Edge.
99–00 You were a guinea pig in a genetic experiment that went awry. Your body became horribly disfigured. Take the Ugly (Major) Hindrance. The experiment did give
you freakish strength. Increase your Strength by 2 die levels, ignoring species maximums.

125
5 CHARACTER DEVELOPMENT TABLES

FICKLE FINGER OF FATE


ROLL DESCRIPTION
01 Genetic perfection. Increase two of your attributes one die level. Your attributes can exceed species maximums.
02–03 Amazing powers. Begin the game with a d6 in an Arcane Background of your choice, regardless of your species.
04–05 You’ve been selected for a cybernetic research grant. Select c50,000 worth of cybernetics for free!
06–07 You won a free clone of yourself in a Bio-Cyberdyne inter-galactic raffle. You must have your thoughts backed up regularly (cost: c25,000) or lose any experience gained since the last time you had
your thoughts backed up. The clone cannot be sold under the terms of the raffle agreement.
08–09 Genetic mutation. You are immune to all known poisons. Receive a +4 bonus to any Vigor rolls to resist the effects of poisons or toxins.
10–11 Winner of the Galactic Super Lotto. Take the Rich Edge.
12–13 You have a good working relationship with the Black Market. You have a general understanding of how to contact and deal with the Market on any world and can obtain illegal goods. Take the
Connections Edge.
14–15 If you’re a Matrix Controller, you receive 1 additional Power and 2 additional Power Points. Otherwise, pick 1 weapon of c10,000 or less in value.
17–18 You traveled to Fedul at the edge of the universe. When you arrived and realized that you were so far from home, a cord struck somewhere deep inside of you. You’re now obsessed with travel.
Increase Common Knowledge by 1 die level.
19–21 Your parents are Alliance diplomats. Increase Intimidation and Common Knowledge by 1 die level each.
22–24 You’re a natural with languages. Choose four languages (other than Galactic Standard). You speak those languages fluently (d6). You never learned Galactic Standard though, so you have to stick
with the four you picked.
25–27 Promotion. Increase pay by 20% and take the Rank Edge. If you already have the Rank Edge, you can take it again, regardless of whether you meet the requirements.
28–30 Randomly pick an Environmental Condition (Acid, Cold, etc.). Increase your resistance one level, because you always ate your vegetables.
31–33 Good investment portfolio but the principal is held in trust for a charity. You collect c3,000 a year, but you never have access to all the money.
34–36 You once saved the life of the warden of the McLursten Re-education and Reform Camp on Coandas in the Industrial Province of No Man’s Land. You can take your ship there to have it fixed for free
one time.
37–39 You have got a deep contact in the Alliance government who owes you one. Basically, you have a Get Out of the Slammer Free Card whenever you need it. That is as long as you are on an Alliance-
influenced world.
40–42 Your father is on the board at Avron Motors. He won't give you an allowance, but you can get any non-spacecraft vehicle on request. Take the Aristocrat Edge.
43–45 You have a patron guiding your career. Increase starting Skill Points by 2.
46–48 You have a Class II bounty hunter’s license.
49–51 You lived a completely boring existence. You get nothing cool from this roll.

126
FICKLE FINGER OF FATE

ROLL DESCRIPTION
52–54 Your Zen buddy inadvertently stumbled on a new Matrix while trying to heal you. Roll a die for each Vital Statistic. If you get even, that attribute increases by 1 die level. If you get odd, it drops by 1
die level. Unfortunately for your buddy, he died from a massive stroke.
55–57 Lost a corporate lawsuit. You lost control of your skimmer. It left the elevated freeway and landed in the middle of their corporate office during a pitch to their top customer. The CEO was personally
offended and tried to sue you out of existence. To be fair, you turned off autopilot to impress your date and had no clue what you were doing. The judge wasn’t amused. You owe c250,000 to be paid
through a 50% garnishment of your wages.
58–60 Involved in pirating. Collect c25,000. Beware!!! The Galactic Police have an all-points bulletin out for you and have put a c100,000 bounty on your head. Take the Wanted (Major) Hindrance.
61–63 The Rebels want your help. You can either do exactly what they tell you, or they’ll replace you with a duplicate and then frame you for whatever crimes they commit when they’re done. They know an
awful lot about the intimate details of your life.
64–66 Blacklisted as an informant. Getting a job with any mega-corp will be difficult. If you do get a job, your pay will be half what everyone else in the same position is getting.
67–69 You are a Galactic fugitive. You must change your identity through your sponsoring Corporation. You can never quit or the media will receive a package with your dossier in it. If you’re found out, they
will disavow any knowledge of your criminal past. If you quit your job, take the Wanted (Major) Hindrance.
70–72 There is an infamous Orion hitman with two cybernetic arms hunting you. He will stop at nothing to kill you, no matter how many innocents are caught in the crossfire. You’ve escaped him once, but
you watched him take out Eridani Swordsaints and skilled Zen Matrix Controllers almost effortlessly.
73–75 You are an utter klutz! Take the Clumsy (Major) Hindrance.
76–78 You've never been suited for the rough and tumble life. Take the Sickly (Major) Hindrance.
79–81 You have an irrational attraction to something unusual for someone in your line of work (Your GM will help you come up with some ideas). Take the Irrational Attraction (Major) Hindrance.
82–84 You were hit by a Matrix when you were a spectator at a fight and something went horribly wrong. Now once a day at a random time, you displace 10 m in a random direction. Thankfully, it doesn’t
appear as though you can rematerialize into a solid object. You avoid traveling in small vehicles.
85–87 Your body reacts strangely to BRIs. The number of Wounds healed from BRIs are doubled. However, there is a 10% chance (roll on 1 on a d10) that each time that you take a BRI it does nothing.
However, it still counts towards your total number of BRIs used that day.
88–90 You were in an accident that caused amnesia. Reduce starting Skill Points by 7. The GM will assign 7 skill points to randomly determined skills that you don’t already have. These skills will be
revealed to you when the need to use them arises. Take Poor Memory (Major).
91–93 Contracted a sexually transmitted disease that rots the body. Vigor is permanently lowered by 1 die level.
94–96 Slow learner. Treat all skills as being higher than their link attribute.
97–98 Oh, it was bad! While preparing to flee your world during a battle between the Alliance military and the Arachnids your apartment was hit with a stray missile. You were burned on over 60% of your
body. Take the Ugly Hindrance and reduce Vigor by 1 die level. On the plus side you got c10,000 from Insurance.
99 The passenger liner you were traveling on was spacejacked. A gun battle ensued when a Marshall attempted to thwart the act. You were shot in the face by an M20 Blaster at point blank range. You
cannot speak. Take the Mute Hindrance
00 Victim of the Purple Plague. Reduce Agility and Strength by one die level.

127
128
SCENARIO:
LAST RESORT
SCENARIO: LAST RESORT ON Your orders specifically state that you are to eliminate any
unauthorized foreign organisms without alerting or disturbing
THE SPACE RESORT the guests.”

If you’re not going to be the Game Master running this scenario WHAT THE PLAYERS DON’T KNOW
and you don’t want to spoil some of the surprises you may want
The pests in question are actually several new, hostile alien
to stop reading here. This mission typically has a fourth act, but
lifeforms (HALs) created by the nihilistic genius, “Uncle Ernie”
has been shortened for quick start rules to show how combat in
Freilberg. He is testing them by releasing them on the station. The
Savage Battlelords works.
creatures are hiding in the “steam tunnels” of the station.
OPERATIONS ORDER SHEET To make matters worse, while the Character’s are romping through
An Operations Order Sheet handout for the players is included at the station’s insides, a group of pirates will attack the resort. By
the end of this chapter. It also includes a glossary of terms they're the time the characters realize what is going on the pirates will
likely to encounter on their character sheet. have taken over the resort and have the guests pacified with
knock-out gas.
THE PLAYER’S CHARACTERS
THE TOUR
This scenario assumes the players are using the mercenary team
provided at the end of this booklet. Those characters were built As you exit the shuttle in the landing bay of the Crystal Palace
with a c150,000 gear budget and are Seasoned. If the players you see three men waiting for you. The first one you notice is a
want to use their own characters the GM may have to adjust the young Human, barely an adult, who appears uncomfortable. The
opposition accordingly. second is a burly looking Orion who sports a constant frown and
impressive muttonchops. The last is a tall Human with brown hair
and a mustache. He strides forward confidently and introduces
himself.
Things to remember
“Hello, my name is Captain Smith, this is my Communication
01. The goal is to have fun! Officer, Roger (pointing to the short, Human who looks no
02. A character will inevitably screw up. It’s OK. That’s when older than 18), and my second in command, 1st Mate Clemens
things get fun and interesting. (pointing to the stocky Orion, who grunts in response.”
03. Getting Wounded is normal. Getting killed requires the player “Now if you’ll follow me I’ll take you to the command center.”
to do something really stupid.
Captain Smith guides you from the well-appointed hanger to a
plush elevator. The elevator stops one floor down. There you exit,
pass through three security stations and enter the command
INTRODUCTION center. All your weapons are placed on an a-grav cart before
you can enter. Smith has you gather around the holo-viewer, and
THE MISSION begins to speak in a somber voice.
“You have been hired by Space Systems Development “Here’s the problem. As you know this station is apparently
Corporation (SSDC) to quietly exterminate a dangerous pest infested with a hostile organism. This is a luxury vacation spot,
infestation on a deep space resort, called the Crystal Palace. and we don’t want our passengers alarmed. As a result, you will
The Crystal Palace resort is actually a very old model station. be requested to wear civilian attire or one of our uniforms. We
Though the guest areas have been renovated, the station itself don’t want you toting heavy weaponry in front of the guests, and
is a bit of antique. It is a small wheel & hub configuration, despite you are to discuss this with no one else.
having artificial gravity. The outside of the wheel is transparent
This is what we know. About three weeks ago we were hit with
so guests can view the impressive nebula the station orbits.
an odd small interstellar debris storm. It crosses our orbital

129
ACT I: IN THE TUNNELS

path once every 1000 years, so no one actually worried about it. ACT I: IN THE TUNNELS
Unfortunately, we didn’t know that we were already 999 years
into the count. Passengers begin to complain about strange Clemens escorts the team to the access point. The weapon cart is
noises two days later. Roll the audio feed from the tunnels, covered with a tarp. Clemens responds to most questions with a
Roger.” grunt or monosyllabically.
Roger is visibly sweaty as he clumsily presses buttons. Instead While the heroes are on the way to the steam tunnels with Clemens
of the expected audio feed, up tempo space rock blares from the they are accosted by an obnoxious guest. This person complains
console’s speakers. He cusses while the captain sighs and rolls his loudly and animatedly to everyone present about trivial things like
eyes. Roger apologizes, presses yet another button and is visibly towels not folded properly, his champagne fountain not being cold
relieved when the requested sounds begin playing. enough, and all the scraping and scratching noises in the walls
disturbing his sleep.
“These noises were recorded over the past two weeks.”
Clemens, who is normally charged with berating the lower ranking
The sound of metal bending, followed by a low booming rumble
crew until they perform flawlessly, will be at loss to deal with
can be heard
the guest. Clemens knows full well he would be reprimanded for
“We originally thought the station had undergone metal fatigue, using the only negotiation skill he possesses, which are threats
possibly from small interstellar debris hits. So, we sent in a of violence, on a guest. It will fall to the players to deal with the
repair team. The computer picked this up on audio an hour after irksome guest, though if they accost him or anger him it could lead
they went in.” to a complaint or black mark.
Smith gestures to Roger, who presses a button. Screams and As the guest departs he will mumble something that sounds
growling can be heard. an awful lot like, "made a fortune selling them this wreck of a
“It appears our case of metal fatigue developed attitude and station. The least they could do see to my needs. Can't sleep,
claws. We sent in a security team to recover the bodies and seal might as well play some racquetball."
the area. They only found two of the three, and none of those
were in one piece. Here are the photos from the scene.” GM NOTE
Smith throws the pictures on the holo-viewer obstructing its
projected image. A Common Knowledge check reveals the person is infamous
entrepreneur Alfred Smithe. If the roll yields a raise, the
“The Doc says they’ve been ripped to shreds.” character will also recall that Smithe's company has faced
legal action and fines in the past from cutting corners on
GM NOTE their construction projects.

Characters must pass a Spirit check or get violently ill, such After the annoying guest leaves, Clemens presses the key code to
as vomiting their breakfasts. open the door, and pushes the cart through. As the door closes, he
can be seen shaking his head dismissively.
“Here’s the location of the attacks and the noises. Roger will As the characters are making their way into the tunnels Roger
guide you from here using your comms. He’ll also tell you if will incompetently guide them to the location where they last
it’s safe to shoot without endangering the structural integrity recorded the noises. There will hear a lot of “left, er… no wait.
of the station. The station is old. This resort is actually built Right. Definitely Right… I think” from Roger who is not terribly
on a retrofitted mining station, and the guts of the old girl are competent or experienced.
quite antiquated. There is no surveillance or monitoring in the
maintenance tunnels, and most of the gear down there was The tunnels are long, poorly lit corridors, only about 2 meters
designed to be manually operated. They, of course, installed wide and 3 meters tall. They are lined with pipes of all diameters.
pressure loss sensors but that’s about the extent of our Locked metal doors are encountered periodically.
monitoring down there. We’d like you to get started as soon as NOTABLE NPCS
possible. Clemens will get you jump suits you can wear over your
uniforms and he’ll escort you and your gear to the access point” • Annoying Guest (Human, Name: Alfred Smithe)
• First Mate Clemens (Orion)
NOTABLE NPCS
• Station Captain Smith (Human)
• Communications Officer Roger (Human)
• First Mate Clemens (Orion)

130
131
ACT II: DINNER IS SERVED

THE BODY body belongs to a 170 cm tall, Human male, in his early 20s. He is
wearing a uniform. His head sits some 2 meters from the rest of
Not long after the characters enter the tunnels, they will encounter his corpse. Blood and guts have been strewn throughout the room
the body of someone as they round a corner. It is not the missing and the cover all surfaces. He lies…well most of him lies about 1
maintenance worker. It is clearly a guest. He is a male Human, and meter from the main control panel.
he is missing his head. His ID identifies him as Simon Manford. A
blood trail leads from a nearby storage room. Next to his body lay two canisters. Characters will see that one of
the cannisters has been hooked into the station’s air supply. It’s
Inspection of the small storage room reveals that it is empty, but appears as though the pirate was dismembered before connecting
does have a large, irregular hole (0.6 m in diameter) in the ceiling, the second container. Once the characters or a large group of
which is 3 m above the floor. The hole appears to have been them are in the ventilation room a single HAL will rush out of one
clawed through the ceiling from below and the guest was pulled the pipe-filled ducts at the back of the room to attack. It will not
down through the jagged metal tear, which wasn't quite large cease its attack until it is killed or everyone else is dead.
enough for him to fit through.
NOTABLE NPCS
GM NOTE • Harberdine's Warrior

If any of the Characters look through the hole, they can see
GM NOTES
the inside of a low grav racquetball court. The court is empty
aside and has bloodstains around the hole in the court’s floor.
If the Characters tell Roger this, he will start to panic and run Slipping Hazard: If the characters enter the room, they will
off to go tell the captain leaving the Characters on their own. have to make an Athletics roll. If they fail the roll they are
Only a Mazian or smaller species can fit through the gap. unable to move without falling, though they can take other
We do not suggest separating the party, unless you're an actions If there is a Critical Failure, the character falls and
experienced GM and the players really want to divide up. As is prone. A successful roll indicates the character can move
this is a scenario for starting characters, and we're assuming normally, though they will have make a check again the
many of the players or the GM may be novice, we suggest following round until they clear the room. A success with
having any characters that do leave the main group to meet a raise indicates the character has found their footing and
up in the dining room in the next act. does not need to roll anymore.

Skill Rolls: A Computer Operation check will show the


THE VENTILATION ROOM contents of the connected container have been emptied into
the ventilation system. A Science or Academics roll is needed
As the characters continue their inspection through the to identify the container. The empty container is labeled as
maintenance tunnels, they will encounter an open door, with broad spectrum knockout gas. The other container is nerve
the words VENTILATION ROOM stenciled on it. The hum of the gas. Quite deadly, quite illegal, and quite out of place.
air compressors, rotor fans, and the whoosh of air being pushed
through the duct work fills creates a deafening din. The characters Ambush: During the initial HAL Encounter, Characters that
will be unable to hear each other, even through their headsets. fail their Notice roll are taken by surprise.

GM NOTE DOWN THE RABBIT HOLE


Once the Characters dispatch the HAL, they will likely want to
Characters who take their helmets off must make a Vigor contact the resort crew. They will be unable to establish contact
roll. Failure indicates they gain the Hard of Hearing (Minor) with anyone in the command center. Smarter characters will
Hindrance for the remainder of the mission. If they get a surmise that pirates have likely debilitated the crew and guests
critical fail, they obtain the Hard of Hearing (Major) Hindrance with the gas. At this point the characters will probably want to
for the remainder of the mission, or permanently obtain the either flee the resort (they are mercenaries) or investigate. Either
Hard of Hearing (Minor) Hindrance (player's choice). course of action will require them to exit the maintenance tunnels.
On the way to the exit, unless the characters backtrack, characters
Upon closer inspection, the automated alarm system that monitors risk falling into a 3 m diameter hole in the floor. The pit is actually
entrance reads “All Systems Nominal.” The Room is roughly 10 m a 3 m deep breaching pod used to deliver the HALs to the resort.
by 10 m. Many of the pipes from the hallway stream into this room, The pod is designed to attach to the outside of a ship, creating
converge on the fall wall, and run down multiple, dark, meter wide an airtight seal, and then disintegrate the intervening hull. The
ducts running off into the ship. Inside on the floor is a body. The boarding party in the pod can then enter the ship. Only in this

132
ACT II: DINNER IS SERVED
case the pod was filled with aggressive HALs. Handwritten on about what easy pick-ins all these sleeping rich folks are. Other
the bottom of the pod in large letters are the words, “Uncle Ernie pirates, roughly a dozen, can be seen looting the unconscious
Loves Ya’, Baby!” bodies of the diners who are slumped over their tables or on the
floor. An odd orange fog hangs in the air over the diners. Most of
There is a HAL in the bottom of the pod and he will not be pleased
the pirates appear to be Human or Orion, though it is difficult to
to have the characters land on it. If no one falls in the pod, have the
be sure as they are wearing gas masks. Collectively, the pirates’
HAL grab the first person who peeks into the pod and pull him in.
armor is worn out and covered with scars from weapon strikes in
NOTE: If you are pressed for time or the characters were mauled prior battles.
badly during the last encounter you can remove the HAL from this
This being Battlelords, the Characters usually waste no time in
set piece.
dispatching the two pirates immediately in front on them and then
NOTABLE NPCS starting on the rest, but your results may vary.

• Harberdine's Warrior THINGS THAT CAN HAPPEN IN THIS SET


PIECE
GM NOTES • Early in Act III, Alfred Smithe, who was in the dining room,
will spot the characters. He will immediately stand up,
Seeing the Hole: Unless the lead character makes a Notice point at them, and yell (loudly), "you need to save us from
roll in the dark hallway, they will fall into the pit. If the second these pirates!" This will, of course, make every pirate in
character doesn’t make a Notice roll they will meet the same the room turn to look at the mercs if they haven't already
fate. The following characters are entitled to an Smarts been spotted.
roll or Notice roll to realize that people in front of them are
• If Smithe survives the encounter will complain about
screaming as they plunge into a pit.
how those "dullard mercenaries nearly got him killed!"
Uncle Ernie: A Common Knowledge check will remind the • The Characters will have trouble shooting through the
character that Uncle Ernie Freilberg is the nihilistic genius, railing at the Pirates. Each 1 meter section of the railing
who heads the Anarchist Rebellion Movement (A.R.M.). has a Hardness of 8, and accidentally shooting the railing
An organization that sells genetically engineered killing is treated as an attempt to destroy it (See Breaking Things
machines to the highest bidder as well as randomly releasing in Savage Worlds)
them to spread terror and chaos. Uncle Ernie has "Uncle
Ernie Loves Ya’, Baby!" stamped on every A.R.M. delivery • If the fire fight is still ongoing when the guests wake,
crate, though he does, so far as anyone can tell, not love you someone will inevitably put a hole through the window
or anybody else. between the vacuum of space and the dinners. Unlike
the movies people don’t get sucked through the hole,
but the room will start to lose atmosphere. To prevent
ACT II: DINNER IS SERVED this blast shields will drop down to cover the broken
section of window. The blast shield has an Armor of 20,
SET PIECE: THE NEBULA DINNING ROOM and Hardness of 20. The shields will crush anything in
The Nebula dining room is a pie slice shaped room that takes up their path to ensure a good seal. As a result, they close
one-quarter of the resort’s outer disk. The point of the pie shaped slowly to give people time to evacuate the general area.
room connects with the central spire elevators and the outer • Once the gas is cleared, diners will wake. They will try the
“Crust” of the pie is a 1 story tall transparent window along the following:
outer hull of the station which constantly faces the gorgeous
nebula outside. This allows guests to enjoy the view while they • Attempt try to get into the elevators or out through
dine. The dining room is elevated approximately 1 meter above either door. This will greatly surprise the pirates who
floor level. There is a ramp that leads around the edge of the outer assume they're dead.
wall where patrons can walk up the ramp from floor level to dining • The guests will be oblivious to crossing the character's
level, enjoying the view the whole way. The characters will start at line-of-fire and will run straight at the characters,
floor level. A decorative (and functional), 1 meter tall, wrought iron blocking their shots at the pirates.
railing rings the perimeter of the dining area to keep guests from • Expect some of the guests to rush the characters
tumbling to the floor from the elevated dining platform. demanding help if they have not removed their employee
As the Characters open the doors leading out of the maintenance jumpsuits. Characters will have to use their social skills
tunnel, they are greeted with a view of the dining room. Several to get the utterly panicked guests to do anything.
pirates are seen loitering around the tables. They are chatting idly

133
DINING ROOM MAP

134
ACT II: DINNER IS SERVED
• Fire suppression system may activate, which fills the area The Pirate Scum are there to make sure nothing goes right for the
with a thin fog. This does not affect the ability to breathe, players. Their non-lethal weapons are meant to cause havoc and
but does give a –2 on all attacks and Notice rolls. slow the players down. Pirates are equipped with either a grenade
• Some of the Pirates are using weapons and munitions with launcher or a disintegrator, but not both. If you'd prefer to make
Attack Types that have an Environmental Condition (Fire, things a little more exciting for your players throw in Reeves, the
Cold, Etc.). pirate leader, who is a Wild Card.

• This will allow the players to learn what types of attacks Reeves is a match for any of the characters. Fortunately, he will
trigger their character's or their character's armor's be more concerned with escaping once the mercs arrived than he
Environmental Resistances (or Weaknesses) will be with killing the characters. We suggest divvying up the arm
rockets between characters Reeves deems a threat to his escape
• The Pirates will be using a lot of non-lethal weapons. rather than blasting all twelve at a single target.
Characters can expect to get glued to the floor. Glued to a
TARSK the Phentari First Mate: Tarsk will cover his head and torso
table. Glued to each other. Glued to a diner. Glue covering
(and two lower arms) with his laser shields, while using his two
their faceplate. Glued to Hostile Alien Lifeforms.
upper arms to blast away with abandon using his Savage B laser
UNEXPECTED COMPANY pistols. Tarsk is a sadist and enjoys making others suffer, but he’s
not willing to sacrifice his own skin for the opportunity.
Once the firefight is in full swing, the Hostile Alien Lifeforms,
drawn by the ruckus, will come barging through the maintenance
doors into the dining room. This is the same door the player's GM NOTE
Mercs entered through, which means the HALs are coming up
behind the Mercs while they're engaged with the pirates. Reeves and Tarsk, individually, are a match for any two of
the characters and the GM must be careful not to overwhelm
the players with their firepower. Fortunately, both are more
GM NOTE concerned with escaping to cause havoc in Act III, rather
than killing the characters, but an Arm Rocket to the noggin
Characters can make a Notice at –2 to detect the HALs is nothing to dismiss lightly.
coming over the sound of the gun fire. Gun fire is loud and
the mercs are more likely to feel the vibration created by 500
kilos (1100 lbs) of Harberdine's Warrior stomping up behind NOTABLE NPCS
them, than actually hear them. • Harberdine's Warriors (1 per Player. If your players mow
through the first wave in short order, feel free to send in a
The creatures have poor vision and, in their haste to join
second wave).
the fray, may run past any characters that are still in the
dark corridor. It’s usually fun to glue a few characters in the • [WC] Harberdine's Warrior Alpha
corridor or to have mag grenades go off just as the creatures • Pirates (1 per Player)
run through, drawing their attention to the characters. The • [WC] Reeves, Human, Pirate Leader
creatures will attack anything they see indiscriminately and
• [WC] Tarsk, Phentari, Pirate First Mate
they will fight till they die.
• Sleepy, disoriented, panicked guests

ANTAGONISTS
Uncle Ernie’s latest monstrosity is the Harberdine’s Warrior
MK II. Dropping them off here is his latest marketing ploy. The
Harberdine's Warriors will attack anything that moves. They're
smart enough to figure out how doors and elevators work, but
their tactics consist solely of clawing and biting at it until it dies.
However, their leader, the Alpha is smarter. He will observe the
opposition and direct his subordinates to modify their tactics to
counter any opposition that's giving them trouble. Without the
Alpha, the rest are just ravenous killing machines. Wound counters
for the HALs are provided below. Use as many as you need for the
encounter.

135
ACT III: LAST FLIGHT OUT

• The hatch is a bottleneck and any shot that misses the


ACT III: LAST FLIGHT OUT first character through the door due to a roll of a 1 hits
Once the battle turns against them, the two pirate leaders (Reeves one of the characters behind them.
& Tarsk) will flee to the hangar to commandeer a shuttle. They will As the characters enter the bay they will have to search out and
not announce their departure to their crew, figuring the lower find Tarsk, but Reeves will clearly be visible though the large
ranking pirates can buy them some time fighting and allow them curved window of the cockpit in the nearest shuttle. In addition,
to escape. They will quietly sneak out through the bridge doors astute characters will note the increasingly loud sound of the
and work their way around to the shuttle bay. The characters have engines warming up from the closest shuttle and the flashing
two real choices at this point. Defeat the pirate minions and HALs landing lights, which are a stark contrast to the farther shuttle
or go after the pirate leaders. which is dark and quiet.

THINGS THAT CAN HAPPEN IN THIS SET


GM NOTE
PIECE
If you are pressed for time skip ACT III and just tell the • The characters have no weapons to harm or stop the
Characters the remaining pirates surrender or if you want shuttle. They must get aboard the shuttle or close the
some reoccurring villains, you can have the pirate leaders hangar doors to capture the pirate leaders.
escape via their ship in the hanger bay. • When Tarsk sees the characters enter the bay, he will
immediately open the bay doors to allow the shuttle to
SET PIECE: THE SHUTTLE BAY leave. The Flux Shield will activate automatically to keep
the air in the bay. The windows on the control room only
This view is described from the diagram. Characters entering the face the bay doors. Tarsk will not know the characters
bay will see it from the opposite direction. As you enter the docking have entered until Reeves sees them and starts shooting
bay through an airlock door, you'll notice its a large cavernous at them.
room. Directly across from the corridor airlock entrance is a small
• Tarsk knows he has to make it to the shuttle and will
external airlock leading to space. On the left of the small airlock,
deactivate the artificial gravity in this section of the resort.
there is a large clamshell shuttle airlock door which allows ships
Tarsk is skilled at EVM and can make the jump with ease. It
to enter and leave. To the left of the corridor entrance against the
will take him 1 turn to float across the gap though.
wall is a power conduit. Just past the power conduit on the left is
the shuttle operations control center which is mounted high up • When the gravity is turned off, the hatch door into the
on the wall. It can be accessed via a stairway or from within the bay will automatically close as a safety precaution. You
station. Towards the far left wall, a emergency generator sits. don’t want a 500 kg cargo container floating to the inner
door, encountering 1 g of gravity at the threshold and
There are two large shuttles in the bay. Since Flux Shields allow
then falling to the deck like a dropped boulder. Someone
matter and energy above a certain threshold to pass through in
could get injured!
only one direction, they are handy for sealing shuttle bays. Ships
can pass into the bay while the Flux is used to prevent the air in the • Characters on the other side of the door will be locked
bay from escaping. Switching the Flux Shield’s polarity to allow a out of the bay unless they can bypass the safeties,
ship to exit the bay can be done with the push of a button from the which requires a successful Hacking or Thievery roll.
control room. This would, however, allow all the air in the bay to • Once the artificial gravity is shut off characters must
escape. As a result, the air is removed from the bay using pumps make an Agility or Athletics roll to grab a hold of
before ships leave. something. A successful Agility or Athletics roll means
the character can anchor themselves to something
In the event of power loss, a small, but noisy, portable generator in
within reach.
the bay runs the Flux Shield for 10 minutes to allow for emergency
evacuation. • Failure to make the Agility roll means the character
floats off spinning in some random direction. Each turn
HOT PURSUIT OR AMBUSH roll a d4 to determine their facing, with a 1 indicating
the character is facing the control room, 2 is facing the
You should give the pirate officers enough of a head start to get
airlock, 3 is facing the generator, and a 4 indicating the
dug in at the hangar. Tarsk will be in the control room preparing
character is facing the bay doors.
to open the bay doors, while Reeves preps the shuttle for its
departure. • Remember firing any weapon but a laser will cause
the character to spin further out of control.
When Reeves sees the characters enter, he will move to the shuttle
• Characters must make a successful Agility or Athletics
door. Reeves will hang out the door of the shuttle and shoot at the
roll to orient themselves in a particular direction or to
characters while they enter the bay.

136
SHUTTLE BAY MAP

137
ACT III: LAST FLIGHT OUT

THE VACATION IS OVER


push off a surface towards a particular destination.
• Characters without an EVM Edge (see Carnage
Companion) suffer a –2.
The character’s only assigned mission was to eliminate the HALs
• Failure to make the roll means the character spins out from the station without alerting the occupants. Obviously, the
of control or flies by their intended target or slams into characters will not succeed in completing their originally assigned
their target because they pushed off too hard. goal quietly, so they shouldn’t be penalized for failing to do so.
• Before jumping to the shuttle, Tarsk will destroy the bay However, every Mega-Corp employee has a duty to protect the
door controls and turn off all the lights in the bay. Tarsk will company’s assets including the VIP's. Reckless destruction of
slip through the door under the cover of darkness to launch company property and failure to save most of the VIP's will result
himself from the elevated control room to the ship door. in a Black Mark on the character’s record. Every character who
participated in the mission and survived should be awarded an
• Once the ship is warmed up (2 turns after the start of the Advance.
combat), Reeves will stop shooting at the characters and
return to the cockpit of the shuttle. If Tarsk is not inside
he will leave the shuttle door open. Once in the cockpit he
CHARACTER NOTES
will slowly turn the shuttle so the engines point towards the Some quick notes about the ready-to-play characters and NPCs
majority of the characters. presented in this chapter.

• Characters must make Notice rolls to notice the • The player's characters in this scenario are corporate
impending danger. Failure indicates they’re too involved mercenaries, and we will refer to them as corporate mercs,
in combat to notice or they just assume he’s positioning mercenaries, or mercs.
the ship to leave and they don’t realize the danger. • The number in parentheses listed next to weapons and
• Once Tarsk in on-board and the door is closed, Reeves equipment indicates the number of that item the character
will exit the hangar bay with far more thrust than is possesses. For example if a character had Freezy Pop
necessary in order to incinerate everything behind him. Grenade (3) listed, that would indicate they had 3 grenades.
• Most rockets, missiles, and magnetic grenades (aka mag
• Characters caught behind the engines are blasted
grenades) are designed as anti-infantry or anti-armor
off their feet (4d6 damage, FIRE Attack), hit the wall
weapons. They typically affect only the target and do not
behind them, and are pinned there by the force of
use a blast template.
the thrust (–4 to escape from being pinned).
• The Armor Option die is listed next to the Armor Option
• The following turn the pinned characters suffer
header. Example: ARMOR OPTIONS (D8). In this case the
another 4d6 damage, if Reeves successfully leaves
Armor Option die would be a d8. Roll the Armor Option die
the bay.
to see which armor option slot is hit by an electrical attack,
• Characters who make it onto the shuttle have the when the attack gets a raise on the attack roll.
best chance of stopping Reeves from leaving. If the
• An Armor Piercing (AP) value of infinite (∞) indicates that
shuttle door is closed and locked it can be opened by
the target's Armor score is completely ignored.
making a Hacking or Thievery roll at –2.
• Edges and Hindrances marked with an Asterisk are innate
NOTABLE NPCS to that species. Other Edges and Hindrances can be
swapped out as the player desires as long as the Wildcard
• [WC] Reeves, Human, Pirate Leader
meets the requirements for that Edge or Hindrance.
• [WC] Tarsk, Phentari, Pirate First Mate

138
HOSTILE ALIEN LIFEFORMS (HALS)
HARBERDINE’S WARRIOR MK II HARBERDINE’S WARRIOR ALPHA
HAL OVERVIEW HAL OVERVIEW
G-TAG: 5P–4O-7 Origin: N/A of the 23rd century
G-TAG: 5P–4O-8 Origin: N/A
Sale Price: Taking Pre-Orders! Threat Level: 3 Sale Price: Taking Pre-Orders! Threat Level: 3

ATTRIBUTES ATTRIBUTES
AGILITY d10 SMARTS d4 SPIRIT d8 STRENGTH d12 VIGOR d12 AGILITY d10 SMARTS d6 SPIRIT d8 STRENGTH d12+2 VIGOR d12+2

SKILLS SKILLS
Athletics d6, Fighting d6, Notice d6, Stealth d8 Athletics d8, Fighting d8, Notice d8, Stealth d8

SPECIES ABILITIES SPECIES ABILITIES


Bite/Claws: STR+d6, Low Light Vision Bite/Claws: STR+d6, Low Light Vision

SPECIES LIABILITIES SPECIES LIABILITIES


Shortsighted (Can't see targets beyond 50m) Shortsighted (Can't see targets beyond 50m)

RESISTANCES & WEAKNESSES RESISTANCES & WEAKNESSES


COLD: WEAK COLD: WEAK

COMBAT INFORMATION COMBAT INFORMATION


PACE 8 TOUGHNESS 10 PACE 8 TOUGHNESS 14
PARRY 5 SIZE 2 PARRY 5 SIZE 2

EDGES EDGES
Ambidextrous, Hard to Kill, Improved Nerves of Steel, Two-Fisted Ambidextrous, Hard to Kill, Improved Nerves of Steel, Two-Fisted

HINDRANCES HINDRANCES
— Aggressive (Major)

HARBERDINE'S WARRIOR WOUND TRACKER

WARRIOR #1 WARRIOR #2

 
WARRIOR #3 WARRIOR #4

 
WARRIOR #5 WARRIOR #6

 
WARRIOR #7 WARRIOR #8

 
WARRIOR #9 WARRIOR #10

 
WARRIOR #11 WARRIOR #12

 

139
PIRATES

STINKY, FOUL-MOUTHED, Remember for Extras if you're using the Armored Extras

PIRATE SCUM
Method, you can treat the pirates as eliminated when they're
out of Absorption. If you're using the Cinematic Extras Method,
you can ignore Absorption entirely and only use the armor's
Armor and Toughness Bonus. We typically ignore Resistances
CHARACTER OVERVIEW for Extras, but we've listed them if you want to use them.
We suggest giving every 3rd Pirate a grenade launcher and
Species: Human Rank: Scum
leave the rest with just the Disintegrator. This will keep the
Position: Pirate Experience: Novice
record keeping to a minimum, but give the players a chance to
ATTRIBUTES learn how Resistances and Weaknesses work in combat.
AGILITY d6 SMARTS d6 SPIRIT d6 STRENGTH d6 VIGOR d6
Wound counters for the pirates are provided below. Use
as many as you need for the encounter. We tend to name our
SKILLS Extras so when the characters shoot one, the others can yell out
Athletics d6, Common Knowledge d4, Fighting d6, Notice d6, Persuasion d4, things like, "Oh no! They got Bob!"
Repair d4, Shooting d6, Stealth d4, Survival d4

RESISTANCES (CHARACTER/ARMOR)
COLD: — / RST PIRATE SUMMARY
COMBAT INFORMATION ARMOR: 3

PACE 6 TOUGHNESS 5 TOUGHNESS + TB 5+2=7


PARRY 5 SIZE — "PETE" PIRATE #1

ARMOR CURRENT WOUNDS (3) 


COMBAT 1 (BODY ARMOR) ARMOR: 3 / TOUGHNESS BONUS: 2 "BOB" PIRATE #2

Armor with ABS (ABS = ) Armor, No ABS (Wounds = ) CURRENT WOUNDS (3) 
7 (3)  5 (3)  "ED" PIRATE #3
RESISTANCES (CHARACTER/ARMOR) CURRENT WOUNDS (3) 
COLD: — / RST "RAY" PIRATE #4
ARMOR OPTIONS (D8) CURRENT WOUNDS (3) 
SLOT: 1) QSU, 2) Air Supply "SCHMITTY" PIRATE #5
NO SPACE OPTIONS: Camo Unit, Environmental Containment, Injection Port CURRENT WOUNDS (3) 
WEAPONS (#) "GARTH" PIRATE #6
Turbo Plus Grenade Launcher (1): 50/100/200, ROF: 2, SHOTS: 12, DMG: By CURRENT WOUNDS (3) 
Grenade.
"WAYNE" PIRATE #7
Magnetic grenades affect only the target. They do NOT use a blast template.
CURRENT WOUNDS (3) 
Launched Freezy Pop Magnetic Grenade (3): DMG: 3d6, Targets are also
Hindered until they spend an action to clear the ice. HW, COLD Attack. [FROZEN "JOHNNY" PIRATE #8
UP] On an attack roll raise the target is Entangled.
CURRENT WOUNDS (3) 
Launched Zapper Magnetic Grenade (3): DMG: 2d6, AP: ∞ , HW, ELE Attack
[SHORT OUT] If this weapon sticks to an armored suit and you get a raise on "BILL" PIRATE #9
your attack roll, then roll the Armor Option die specified for the target's suit. If CURRENT WOUNDS (3) 
there's an option listed at that slot number it is destroyed.
"ROGER" PIRATE #10
Launched Glue Magnetic Grenade (3): DMG: —, The target is hindered. If you
get a raise on your attack roll the target is Entangled. CURRENT WOUNDS (3) 
Launched Hellfire Magnetic Grenade (3): DMG: 2d4, FIRE Attack, HW. "FRANK" PIRATE #11
[INCENDIARY] A raise on the attack roll means the target is automatically CURRENT WOUNDS (3) 
considered on fire and takes fire damage in following rounds.
"BUFORD" PIRATE #12
BC-Duster Disintegrator (1): 7/14/28, DMG: 3d8+1, ROF: 1, SHOTS: 10, HW.
[ANTI-ARMOR] On an attack roll raise, use a d12 as the bonus damage die. CURRENT WOUNDS (3) 
EQUIPMENT (#) "SVEN" PIRATE #13

Gas Mask, Flashlight, Loot Bag CURRENT WOUNDS (3) 

140
PIRATE LEADERS
REEVES, PIRATE LEADER TARSK, FIRST OFFICER
of the 23rd century

of the 23rd century

CHARACTER OVERVIEW CHARACTER OVERVIEW


Species: Human Rank: Captain Species: Phentari Rank: First Officer
Position: Pirate Experience: Seasoned Position: Pirate Experience: Seasoned

ATTRIBUTES ATTRIBUTES
AGILITY d6 SMARTS d8 SPIRIT d8 STRENGTH d6 VIGOR d6 AGILITY d8 SMARTS d6 SPIRIT d8 STRENGTH d6 VIGOR d6

SKILLS SKILLS
Athletics d6, Battle d6, Common Knowledge d6, Fighting d8, Intimidation d8, Athletics d6, Common Knowledge d6, Electronics d6, Fighting d6, Hacking d6,
Notice d8, Persuasion d6, Piloting d6, Repair d6, Shooting d8, Stealth d6, Intimidation d6, Notice d6+2, Piloting d6, Repair d6, Shooting d6,
Survival d4, Taunt d8, Thievery d4 Stealth d6, Taunt d6, Thievery d4

COMBAT INFORMATION RESISTANCES (CHARACTER/ARMOR)


PACE 6 (10 in armor) TOUGHNESS 5 COLD: RST / — FIRE: WEAK / RST
PARRY 5 SIZE — COMBAT INFORMATION
EDGES PACE 7 (10 in armor) TOUGHNESS 6
Beam Weapon Qualification Badge (A character with this Edge does not have to choose PARRY 5 SIZE 1
between an extra damage die or additional effects when getting a
raise on the attack roll when using a Laser. They receive both.) EDGES
Arboreal (+2 to climbing), Extra Actions, Natural Weapons (Bite), Overwhelm,
ARMOR
Phentari Physiology (Ambidextrous, Tentacle Regeneration)
CD–2 Commando (HEAVY BODY ARMOR) ARMOR: 6 / TOUGHNESS BONUS: 4
Armor with ABS (ABS = ) Armor, No ABS (Wounds = ) HINDRANCES
9 (6)  5 (6)  Aggressive (Minor), Methane Breather, Species Enemy (Eridani), Untrusted

RESISTANCES (CHARACTER/ARMOR) ARMOR


FIRE: — / RST CD–2 Commando (HEAVY BODY ARMOR) ARMOR: 6 / TOUGHNESS BONUS: 4
ARMOR OPTIONS (D8) Armor with ABS (ABS = ) Armor, No ABS (Wounds = )
SLOT: 1) Actuators, 2) QSU, 3) Air Supply 4) Smoke Generator 5) Mycroline Rocket Rack 10 (6)  6 (6) 

NO SPACE OPTIONS: Commo 1, Camo Unit, Environmental Containment RESISTANCES (CHARACTER/ARMOR)


WEAPONS (#) COLD: — / RST FIRE: WEAK / RST

Arrow LOSN Laser Rifle (1): 750/1,500/3,000, DMG: 2d6+1, ROF: 1, SHOTS: 25 ARMOR OPTIONS (D10)
[SUPERHEATED] On an attack roll raise ignore the armor's Absorption (AKA Armor SLOT: 1) Actuators, 2) QSU 3) Methane Supply 4) Mycroline Rocket Rack
Wounds), if any. Damage is applied directly to the wearer. +d6 damage to Body
Armor 5) Laser Shield 6) Sensor Package 2 (d8 Notice)

Missile Rack: ROF: 12 for the missiles loaded in the rack. NO SPACE OPTIONS: Commo 1, Camo Unit, Environmental Containment,
Displacement Device (200m Range, 1 Action to use)
Interferon Arm Rocket (12): 9/18/36, DMG: 2d4, AP: 5, HW
WEAPONS (#)
Savage-B Laser Pistol (2): 50/100/200, DMG: 2d6, ROF: 3, SHOTS: 15
[SUPERHEATED] On an attack roll raise ignore the armor's Absorption (AKA Armor
Wounds), if any. Damage is applied directly to the wearer. +d6 damage to Body
Armor
Missile Rack: ROF: 4 because there are only 4 rockets in the rack.
Interferon Arm Rocket (4): 9/18/36, DMG: 2d4, AP: 5, HW

141
CORPORATE MERCS
RESISTANCES (CHARACTER/ARMOR)
COLD: RST / — ELE: — / RST FIRE: WEAK / —

ARMOR OPTIONS (D10)


SLOT: 1) Actuators 2) QSU, 3) Air Supply, 4) Armband Rocket Rack 5) Fire Extinguisher
NO SPACE OPTIONS: Integron Armor Computer, Camo Unit, Commo 2, Environmental
Containment

WEAPONS (#)
Mentar Pulse Rifle (1): 20/40/80, DMG: 4d6, AP: 4, ROF: 2, SHOTS: 12, HW,
Ignore the first 4 points of Cover Bonus.
Plasma Sword (1): DMG: STR+d6+8, HW
Missile Rack: ROF: 2 for the missiles loaded in the rack.
Interferon Arm Rocket (4): 9/18/36, DMG: 2d4, AP: 5, HW

EQUIPMENT (#)
BRI (1) [Removes a single Wound, but not Injury Table Results], Compass, First Aid
Kit [+1 to Healing], Emergency Transmitter, mBRI (4) [Removes two (2) Wounds
and all Injury Table Results], Methane Injection [Allows Eridani to function in O2
atmospheres for 6 hours], Reflex Tablets (2) [Initiative cards turn into Spades for
next 3 rounds], Spare E-Mag for Pulse weapon

SPECIES ABILITIES, EDGES, & HINDRANCES

AKKAN-IDAN “RAGE” Code of Honor: The Eridani code known as the Path of Truth guides all Eridani
conduct. It requires an Eridani to maintain detachment during combat and life.
CHARACTER OVERVIEW An Eridani must be willing to sacrifice emotion for self-control.
Species: Eridani Rank: Corporal Warriors Way: The Budaish Daugh or "Warrior's Way" requires a Swordsaint
Position: Infantry Experience: Seasoned to carry a sword or mace at all times. A warrior found without their weapon is
disgraced. Alliance law has been modified to allow Eridani to carry their weapons,
ATTRIBUTES even into locations where they would be otherwise prohibited.
AGILITY d10 SMARTS d4 SPIRIT d8 STRENGTH d6 VIGOR d10 Aggressive (Minor): Anytime you roll a 1 on a Spirit roll, you must roll on the
SKILLS Combat Stress Table adding +2 to your die result.
Athletics d8, Common Knowledge d4, Fighting d10, Body Equilibrium — Combat Rage: While Berserk or in a Suicidal Rage your Parry
Intimidation d6, Notice d6, Persuasion d4, Shooting d10, Stealth d4 is not reduced, and you can always pick your targets.

SPECIES ABILITIES
Body Equilibrium — Combat Awareness: Treat as the Level Headed Edge.
Eridani Physiology, Infravision, Size (1), Swordsaint Culture, Warrior Species Light Sword Expert: As long as the weapon is in hand, at the beginning of the
combat round the player can decide whether character receives a +2 to their
SPECIES LIABILITIES Fighting rolls or +2 to their Parry when using a Light Sword. This can not be
Methane Breather, Species Enemy (Phentari) changed until the following round.
COMBAT INFORMATION Mercenary: Temporarily increase a skill by one die type once per game. Any time
PACE 7 TOUGHNESS 6 the character needs to make a Soak roll the player may reroll the results of their
PARRY 8 SIZE 1
Vigor test, but must reroll all their dice if more than one was rolled.

EDGES BACKGROUND
Body Equilibrium — Combat Rage, Body Equilibrium — Combat Awareness, Hard to Kill*, You’re an Eridani. A superb swordsman and trained soldier from a
Hardy*, Iron Jaw, Killer Instinct, Plasma Sword Expert, Mercenary proud warrior species. You breathe methane, but as long you take
HINDRANCES your injections or stay inside your airtight armor, you function just
fine in an O2 atmosphere.
Aggressive (Minor)*, Clueless (Major), Code of Honor (Major)*
You pride yourself on your martial skills, but you’re a bit of an
ARMOR
ignorant bonehead. You’re also up to your mohawk in debt to keep
BEAR (BODY ARMOR) ARMOR: 5 / TOUGHNESS BONUS: 4
your killing hardware top shelf the way you like it. Life is combat.
Armor with ABS (ABS = ) Armor, No ABS (Wounds = ) Everything else is just a distraction. The Warrior's Way requires
10 (5)  6 (5) 
strife, sacrifice, and honor. So be it.
“Incoming Fire has the right of way.”

142
CORPORATE MERCS
RESISTANCES (CHARACTER/ARMOR)
FIRE: — / RST SEN: WEAK / —

ARMOR OPTIONS (D12)

SLOT: 1) Actuators 2) Mechanized Speed 3) QSU, 4) Air Supply 5) Talons


6) Body Mount Harness, 7) Armband Missile Rack

NO SPACE OPTIONS: Camo Unit, Commo 2, Environmental Containment

WEAPONS (#)
BC-Duster Disintegrator (1): 7/14/28, DMG: 3d8+1, ROF: 1, SHOTS: 10, HW, On
Body Mount
[ANTI-ARMOR] On an attack roll raise, use a d12 as the bonus damage die.
Armor Talons (2): DMG: STR+4d6, HW
Missile Rack: ROF: 2 for the missiles loaded in the rack.
Slipstream Arm Rocket (4): 20/40/80, AUTO AIM: d6, DMG: 2d6, AP: 5, ROF:
See Missile Rack, HW

EQUIPMENT (#)
BRI (1) [Removes a single Wound, but not Injury Table Results], Compass, First Aid
Kit [+1 to Healing], Emergency Transmitter, mBRI (4) [Removes two (2) Wounds
and all Injury Table Results], Reflex Tablets (2) [Initiative cards turn into Spades
for next 3 rounds], Spare E-Mag for Disintegrator

RAALEHER “RAAL” SPECIES ABILITIES, EDGES, & HINDRANCES


Fumble Fingers: The cats suffer a –2 to shooting and any task that involves using
their hands. Weapons in a Body Mount Harness ignore this penalty.
CHARACTER OVERVIEW
Quasi-Bipedal: While they are capable of standing upright and walking on their
Species: Cizerack Rank: 2nd Lieutenant
hind legs, Cizerack are clumsy and awkward when moving on 2 legs, and suffer a
Position: Command Experience: Seasoned
–2 penalty to Acrobatics and Agility rolls when not on all fours.
ATTRIBUTES Aggressive (Minor): Anytime you roll a 1 on a Spirit roll, you must roll on the
AGILITY d12 SMARTS d8 SPIRIT d8 STRENGTH d6 VIGOR d6 Combat Stress Table adding +2 to your die result.
SKILLS Cizerion Pounce: If the Cizerack can leap at least a few feet (1” on the tabletop)
Athletics d8, Battle d6, Common Knowledge d6, Fighting d6,
and make a Wild Attack, they add +4 to their damage instead of +2. On a raise, the
target must make an Agility roll or be knocked prone.
Healing: d4, Notice d8, Persuasion d8, Shooting d6, Stealth d12, Taunt d4
Military Leadership: Add or subtract 2 from rolls on the Fear table or Combat
SPECIES ABILITIES Stress Table made by anyone under their command.
Amazing Reflexes (One extra non-movement action with no MAP),
Amazing Senses (+2 to Notice rolls), Low Light Vision, BACKGROUND
Natural Weapons (Bite & Claws), Size (2), Spry Cizeracks are known for being fierce warriors, possessed of
SPECIES LIABILITIES superb agility, and hunting instincts. You are no exception. Your
Aggressive (Minor), Fumble Fingered, Quasi-Bipedal, Species Enemy (Pythonians)
society is strictly matriarchal. Males should remain home and
preferably in chains.
COMBAT INFORMATION
You are a good leader and confident in your abilities. You are a
PACE 10 TOUGHNESS 7
cunning and skilled combatant; capable of both great stealth and
PARRY 5 SIZE 2
great carnage if the need arises. Currently employed as an SSDC
EDGES Pest Elimination Team leader, it's your job to lead these annoying
Cizerion Pounce, Free Runner, Military Leadership, Officer Rank males on a bug hunt. Time to prove yourself as an officer once
again.
HINDRANCES
Driven (Minor) — Being the Best Officer
“Prey always makes the best tasting food.”

ARMOR
CD–2 (HEAVY BODY ARMOR) ARMOR: 6 / TOUGHNESS BONUS: 4
Armor with ABS (ABS = ) Armor, No ABS (Wounds = )
11 (6)  7 (6) 

143
CORPORATE MERCS
RESISTANCES (CHARACTER/ARMOR)
ELE: — / WEAK

ARMOR OPTIONS (D8)


SLOT: 1) QSU, 2) Air Supply 3) Auto Doc
NO SPACE OPTIONS: Commo 2, Environmental Containment, Spy Master Camo Unit,
Tactile Response

WEAPONS (#)
Arrow LOSN Laser Rifle (1): 750/1,500/3,000, DMG: 2d6+1, ROF: 1, SHOTS: 25
[SUPERHEATED] On an attack roll raise ignore the armor's Absorption (AKA Armor
Wounds), if any. Damage is applied directly to the wearer.
Long Ranger Under-Barrel Grenade Launcher (1): 50/100/200, ROF: 1, SHOTS:
1, DMG: By Grenade
Launched Freezy Pop Magnetic Grenade (3): DMG: 3d6, Targets are also
Hindered until they spend an action to clear the ice. HW, COLD Attack. Affects
only the target. Does NOT use a blast template.
[FROZEN UP] On an attack roll raise the target is Entangled.
Launched Smoke Grenade (1): 5/10/20, –4 Notice, LBT

EQUIPMENT (#)
BRI (1) [Removes a single Wound, but not Injury Table Results], Compass, Dummy
Grenades (2), First Aid Kit [+1 to Healing], Emergency Transmitter, Flask (Mad Jax
Liquor), Goggles (Night Vision), Handcuff s, Lock Pick Set (Electronic), mBRI (4)
[Removes two (2) Wounds and all Injury Table Results], Mega Glue [–2 Strength

SNARK “CHAOS” ZOUS


roll penalty to break the glue], Reflex tablets (2) [Initiative cards turn into Spades
for next 3 rounds]. Spray Paint (Day Glo Orange), Spare E-Mag for Laser Rifle

CHARACTER OVERVIEW SPECIES ABILITIES, EDGES, & HINDRANCES


Species: Orion Rank: Private (Due to demotions)
Laughing in the Face of Danger: In high stress situations, many Orions will
Position: Saboteur Experience: Seasoned literally start laugh uncontrollably. The laughing doesn't have any detrimental
ATTRIBUTES effect on their performance, but it does make it difficult to hide or be sneaky.
When faced with a dangerous situation, Orions must make a Spirit roll. If the roll
AGILITY d8 SMARTS d8 SPIRIT d8 STRENGTH d6 VIGOR d6
is a 1, the Orion begins to laugh like a crazed lunatic until the danger passes.
SKILLS
Danger Zone: Laughing in the Face of Danger now triggers on a failure, instead of
Athletics d8, Battle d6, Common Knowledge d6, Driving d4, just a roll of 1 (Critical Failure for Wild Cards). When the Orion laughs in the face
Fighting d4, Gambling d4, Hacking d4, Notice d6, Intimidation d4, Persuasion d8, of danger, any enemies in earshot immediately make a Spirit Test. Anyone who
Shooting d8, Stealth d6, Survival d4 (Urban), Thievery d8 fails is Distracted.
SPECIES ABILITIES Ambusher: The penalty for victims on their Notice roll to detect an ambush set up
Skilled
by this character is –2. You also receive a +2 to Notice roll to spot an impending
Ambush as a free action.
SPECIES LIABILITIES
Physical Security Specialist: You ignore 2 points of penalties when attempting
Laughing in the Face of Danger to pick locks, bypass physical (not electronic) security, and find weakness in an
COMBAT INFORMATION installation's counter-intrusion systems.
PACE 5 TOUGHNESS 5
BACKGROUND:
PARRY 4 SIZE —
You’re an Orion. Pointy ears. Seven fingers. You’re good at what
EDGES
you do, and what you do is cause chaos. You excel at remaining
Ambusher, Connection*, Luck*, Physical Security Specialist, Streetwise*, unseen in your cloaked Spy Master® armor, providing distractions,
Trick Shooter [Ignore 2 pts. of Penalties] and fire-support for your team. You’re just as skilled at fast-taking
HINDRANCES some dim-witted fool into doing what you want him to do, as you
are throwing the enemy into a panic. Most people would be amazed
Impulsive (Major)*, Phobia (Major) — Heights (Acrophobia)
what kind of disruption you can cause armed only with some fake
ARMOR grenades, mega glue, & orange spray paint. Your penchant for
SPY MASTER (BODY ARMOR) ARMOR: 6 / TOUGHNESS BONUS: 3 causing chaos and doing as you please extends to all aspects of
Armor with ABS (ABS = ) Armor, No ABS (Wounds = ) your life. You’ve been demoted at least twice.
8 (6)  5 (6) 
“They say always bet on the house, but I never lose.”

144
CORPORATE MERCS
RESISTANCES (CHARACTER/ARMOR)
COLD: WEAK / RST SEN: RST / —

ARMOR OPTIONS (D12)


SLOT: 1) QSU, 2) Air Supply 3) Auto Doc 4) Encasement Missile Rack 5) Fire Extinguisher
NO SPACE OPTIONS: Camo Unit, Commo 2, Environmental Containment, Tactile
Response

WEAPONS (#)
Valley Green Ox Omega Weapon (1): 20/40/80, DMG: 2d10, AP: ∞, ROF: 1,
SHOTS: 12, HW, Target's Armor score is completely ignored (AP: ∞).
[KNOCKBACK]: On an attack roll raise the target is knocked back 2d6' away from
the attacker and ends up Prone.
Missile Rack: ROF: 6 for the missiles loaded in the rack.
Digiton Reflex Missile (1):165/330/660, AUTO ACC: d6, DMG: 3d8, AP: 10,
ROF: See Missile Rack, HW
Thwack ‘em Stick (1): STR+d10, Reach 2

CYBERNETICS (#)
Cybernetic Eye [Faulty] (1): Negates Shortsighted Species Liability, but only
works 50% of the time. Each round roll a d6. If the roll is odd, the eye doesn't work
this round and you gain the One Eye (Major) Hindrance.

EQUIPMENT (#)

GUF “CHIEF” BRI (1) [Removes a single Wound, but not Injury Table Results], Compass, First Aid
kit [+1 to Healing], Emergency Transmitter, mBRI (4) [Removes two (2) Wounds
and all Injury Table Results], Reflex tablets (2) [Initiative cards turn into Spades
CHARACTER OVERVIEW for next 3 rounds], Spare E-Mag for Omega weapon
Species: Ram Python Rank: Sergeant
Position: Heavy Weapons Experience: Seasoned
SPECIES ABILITIES, EDGES, & HINDRANCES
ATTRIBUTES
AGILITY d8 SMARTS d6 SPIRIT d8 STRENGTH d12+2 VIGOR d8 Vibration Sense: If you and your target are within 50 m and are touching the
same surface you can ignore your Short Sighted liability as well as any other
SKILLS vision-based penalty (Invisibility, lighting, camouflage, etc.).
Athletics d8, Battle d4, Common Knowledge d4, Fighting d6,
Aggressive (Major): Anytime you roll a 2 on a Spirit roll, you must roll on the
Notice d6, Persuasion d4, Piloting d6, Repair d6, Combat Stress Table adding +3 to your die result.
Shooting d6, Stealth d6, Survival d4 Experienced Combatant: You can re-roll anytime you are forced to make a roll on
SPECIES ABILITIES Fear table or on the Combat Stress Table.
Beast of Burden (+2 to Strength rolls, Double Carry Weight), Durable, Omega Weapon Qualification Badge: You do not have to choose between an
Natural Weapons (Claws & Bite), Vibration Sense extra damage die or additional effects when getting a raise on the attack roll
using an Omega weapon. You receive both.
SPECIES LIABILITIES
Not the Brightest (–2 to Smarts rolls), Short Sighted (blind beyond 50 m & –2 to BACKGROUND
Notice rolls based on Vision), Species Enemy (Cizerack)
The stereotypical big, dumb, overly-muscled, lizard-like, brute.
COMBAT INFORMATION That stereotype is BS and you’re living proof that not all Rams
PACE 8 TOUGHNESS 8 are idiots. Half the human race is dumber than you, and you’re
PARRY 6 SIZE 2
still stronger than the strongest human. Who’s on the short end
of the Thwack ‘em stick now humans? You tend to have a hard
EDGES time verbally communicating and resort to hand signals and
Experienced Combatant, Omega Weapon Qualification Badge pantomime. This backfired when you accidentally ordered a
HINDRANCES
Raazet-made cybernetic eye. It works... most of the time. Well...
some of the time. Your job is to provide heavy weapons support
Aggressive (Major)*, Big*, One Eye (Major — see Cybernetics), Tongue-Tied (Major)
and that means shooting bad things with your big gun. You're good
ARMOR at it.
COMBAT 2 (BODY ARMOR) ARMOR: 5 / TOUGHNESS BONUS: 3
Armor with ABS (ABS = ) Armor, No ABS (Wounds = ) “Guf Thwack’em good!”
11 (5)  8 (5) 

145
CORPORATE MERCS
RESISTANCES (CHARACTER/ARMOR)
BIO: WEAK / — ELE: RST / WEAK FIRE: — / RST
MEN: RST / — RAD: IMM / SUP

ARMOR OPTIONS (D6)


SLOT: 1) Actuators 2) QSU, 3) Air Supply 4) Auto Doc 5) Generation Compliant
NO SPACE OPTIONS: Camo Unit, Commo 2, Environmental Containment

WEAPONS (#)
Dialomatic Fluid Gun (1): Cone Template, DMG: 3d6 (2), ROF: 1, SHOTS: 12
Freezy Pop Goo (2 reservoirs, 24 shots total): Targets hit suffer the listed
damage for the weapon if they catch fire. HW, FIRE Attack
[INCENDIARY] On an attack roll raise the target is automatically considered on
fire and takes fire damage in following rounds.

EQUIPMENT (#)
BRI (1) [Removes a single Wound, but not Injury Table Results], Compass,
Paramedic kit [+2 to Healing], Emergency Transmitter, mBRI (4) [Removes two

REDSPARZ “SPAZ”
(2) Wounds and all Injury Table Results], Methane Injection [Allows Eridani to
function in O2 atmospheres for 6 hours], Reflex tablets (2) [Initiative cards turn
into Spades for next 3 rounds]

CHARACTER OVERVIEW
SPECIES ABILITIES, EDGES, & HINDRANCES
Species: Mutzachan Rank: Chief Warrant Officer 2
Position: Technical Officer Experience: Seasoned Energy Drain: For every round spent in contact with a weapon that uses a
battery its number of Shots is decreased by 5, and you gain 1 Power Point, up to
ATTRIBUTES your starting Power Point total.
AGILITY d6 SMARTS d10 SPIRIT d8 STRENGTH d4 VIGOR d6
Bluerazor's Vengeance: For each level of Fatigue the MC voluntarily gains when
SKILLS
generating an offensive Matrix, add one die of damage to the Power per Fatigue
Academics d6, Athletics d4, Battle d4, Common Knowledge d8, level.
Generation d10, Fighting d4, Intimidation d6, Notice d6, Persuasion d4,
Repair d6, Science d6, Shooting d6, Stealth d4
Mercenary Company Employee: Once per game, prior to going on a mission,
you can make a request for a specific piece of gear from the quartermaster, who
SPECIES ABILITIES may or may not have it available for you to sign out and use (GM Discretion).
Arcane Background (Energy Controller), Brilliant Engineer, Energy Drain If you lose or damage any piece of equipment you requisition you may be
SPECIES LIABILITIES responsible for its repair, or worse yet, receive a black mark for its loss!
Blood Drain, Feeble ( –1 to STR rolls), Small Bi-Polar Intellect (Major): All skills, other than Smarts-based skills, are treated
COMBAT INFORMATION as being higher than their link attribute when being purchased. If you roll a 1
during a Spirit roll in combat or a stressful situation, you have an emotional
PACE 5 TOUGHNESS 4
meltdown and are unable to act the next round. This hindrance is available only
PARRY 5 SIZE –1
to Mutzachans.
POWERS
PP: 10, POWERS: Bolt, Damage Field, Deflection, Entangle, Tree Fort
BACKGROUND
EDGES
As a diminutive Mutzachan (aka "melonhead") you're capable of
manipulating energy using only the power of your mind. You're also
Arcane Background (Energy Control)*, Bluerazor's Vengeance,
bloody brilliant.
Experienced Combatant, Mercenary Company Employee, New Powers, Officer Rank
Despite your rare Mutzachan bipolarity, you wanted to show that
HINDRANCES
you could cut in the mercenary corps. You're usually the smartest
Bi-Polar Intellect (Major) one in the room and a capable Matrix Controller. Sometimes, your
ARMOR condition still catches up with you in stressful situations causing a
MESH (HEAVY BODY ARMOR) ARMOR: 6 / TOUGHNESS BONUS: 3
mental lock up. That’s why they called you “Spaz” in the officers'
training school. You hate that nickname, but you're stuck with it
Armor with ABS (ABS = ) Armor, No ABS (Wounds = )
7 (6)  4 (6) 
now. You'll get the job done. You'll show them what you're made of.

There is nothing more stimulating than the feel of power coursing


through my body!
146
MATRICES (AKA POWERS)
MATRIX ENERGY CONTROLLER TRAPPINGS POWER MODIFIERS / NEW POWER DESCRIPTION

Blast Energy Controllers are capable of producing blasts of fire, radiation, and ELEMENTAL (+2 PP): The attack gains one of the following Attack Types with the
electricity. associated Attack Effects (listed in brackets) on a raise:
01. Fire [Incendiary]
02. Electricity [Short Out]
03. Cold [Frozen Up]
04. Laser [Superheated]
05. Omega Weapon [Knockback]
06. Radiation [Irradiated]
Damage Energy Controllers are capable of producing walls of fire, radiation, and ELEMENTAL (+2 PP): The attack gains one of the following Attack Types with the
Field electricity. Energy Controllers can not use the ADDITIONAL RECIPIENTS associated Attack Effects (listed in brackets) on a raise:
Modifier. 01. Fire [Incendiary]
02. Electricity [Short Out]
03. Cold [Frozen Up]
04. Laser [Superheated]
05. Omega Weapon [Knockback]
06. Radiation [Irradiated]
Deflection Energy Controllers can create fields of force to defect incoming attacks. WARP LIGHT (–1): The Energy Controller can warp light around them. Foes must
subtract 2 from attack rolls directed at the Matrix Controller (or 4 with a raise) for
all laser attacks and any attack that is aimed visually. For example, a Keen using
echolocation to "see" their target would be unaffected by this Matrix.
Entangle Energy Controllers can manipulate molecular bonds to glue their targets None
in place and create magnetic fields to restrain them.

Tree Fort Energy Controllers can create extra-dimensional closets and pocket This power allows an Energy Controller to open a doorway (1m x 1m) to an extra
dimensions. dimensional vault. The vault can hold up to 125 cubic meters worth of material,
though any modern device placed in or carried into the vault permanently ceases to
function 10% of the time (1 on a d10). The Matrix Controller may close the door at any
time before the Duration ends, but must generate the power again to reopen the door.
Any other Energy Controller can copy the "key" to the vault if they are in physical
contact with the Energy Controller, but the theft victim is entitled to an opposed
Smarts check to realize their key has been copied.

147
CORPORATE MERCS
RESISTANCES (CHARACTER/ARMOR)
COLD: RST / RST FIRE: WEAK / —

ARMOR OPTIONS (D10)


SLOT: 1) Actuators 2) QSU 3) Methane Supply 4) Auto Doc 5) Rebreather 6) Magnetic
Boots and Gloves 7) Retractable Shield 8) Fire Extinguisher
NO SPACE OPTIONS: Camo Unit, Commo 2, Environmental Containment

WEAPONS (#)
Savage B Laser Pistols (2): 50/100/200, DMG 2d4, ROF: 3, Shots: 15
Half damage through smoke.
MARS 12 ga. Shotgun (1): 12/24/48, DMG: 1–3d6, ROF: 2, SHOTS: 6
Long Ranger Under-Barrel Grenade Launcher (1): 50/100/200, ROF: 1, SHOTS:
1, DMG: By Grenade
Launched Acid Mag Grenade (6): DMG: 3d6, HW, ACID Attack
[ANTI-ARMOR] On an attack roll raise, use a d12 as the bonus damage die.

CYBERNETICS (#)
Adrenal Implant (1): Discard & redraw any Action Card of 6 or lower & roll on the
Combat Stress Table. Effect lasts 1d4 rounds. 30 minute recharge time.

EQUIPMENT (#)
Atmospheric Processor Mask (1) [Allows Phentari to breathe in an oxygen
atmosphere], BRI (1) [Removes a single Wound, but not Injury Table Results],
Compass, Paramedic kit [+2 to Healing], Emergency Transmitter, mBRI (4)

PHELINSSARIOUS "FELON" [Removes two (2) Wounds and all Injury Table Results], Reflex tablets (2)
[Initiative cards turn into Spades for next 3 rounds], Spare E-Mags (2) for lasers,
Extra shells (12) for shotgun
CHARACTER OVERVIEW
Species: Phentari Rank: Corporal SPECIES ABILITIES, EDGES, & HINDRANCES
Position: Infantry Experience: Seasoned
From All Sides: Opponents may not use defensive equipment like shields or
ATTRIBUTES reactive Edges like Counterattack or First Strike against your attacks.
AGILITY d8 SMARTS d8 SPIRIT d8 STRENGTH d4 VIGOR d6
Trust No One But Yourself: You may make support rolls to help yourself in
SKILLS combat.
Academics d4, Athletics d8, Common Knowledge d4,
Fighting d6, Hacking d4, Healing: d6, Intimidation d8, Language d4, Notice d6,
BACKGROUND:
Persuasion d4, Shooting d8, Stealth d6, Taunt d8 You are a Phentari. Feared and reviled by all other races who
dread your obvious superiority — particularly the Humans, who
SPECIES ABILITIES
your species find quite tasty. Only the arrogant Eridani fail to
Arboreal (+2 when climbing), Extra Actions, Multi-Lingual, Natural Weapons (Bite),
recognize your primacy but the Phentari conquests have made
Overwhelm, Phentari Physiology (+2 to Notice, Ambidextrous) them all too aware of your species' capability for carnage. Trust
SPECIES LIABILITIES no one. Support others only as long as it serves your purpose.
Methane Breather, Species Enemy (Eridani), Untrusted
Only cunning decides who lives and dies. Once you obtain your
bounty hunter's license you will end your tenure with SSDC. Your
COMBAT INFORMATION appetites for slaughter will be better served bringing the corpses
PACE 7 TOUGHNESS 6 of pathetic dead fugitives in for pay, or possibly snacks.
PARRY 4 SIZE 1

EDGES
From All Sides, Rapid Fire, Reliable, Trust No One But Yourself, Two Gun Kid

HINDRANCES
Aggressive (Minor)*, Ruthless (Major)

ARMOR
COMBAT 3 (BODY ARMOR) ARMOR: 5 / TOUGHNESS BONUS: 5
Armor with ABS (ABS = ) Armor, No ABS (Wounds = )
11 (5)  6 (5) 

“Killing, it's my fun... And if you're good at something,


never do it unless you get paid for it.”
148
OPERATION ORDERS SHEET

ORDER: LRSS–448-564–113A Bottom line: You’re flying solo on this mission. You’re replaceable,
however the station and its VIPs are not.
ORIENTATION
ADMINISTRATION
Space Station ———————— owned by the —————
— corporation has requested armed assisted from SSDC. The As a Merc unit, you are responsible for the procurement and
nature of the threat is likely to be relatively harmless but any kind maintenance of your own equipment. Our standard space cargo
of “bug” or “rodent” would disturb their exclusive passengers in transport is dropping supplies and you on the station with a
this luxury station. Your team will assess the risk and aid station piloted shuttle. This shuttle will serve as your quarters for the 3
security as directed. days you are on the station. The shuttle has a pilot and a built-in
paramedic kit. Treatment can be provided during the mission at
SITUATION 1/2 the normal cost.

A maintenance crew on the station has disappeared in the COMMAND & SIGNAL
maintenance tunnels. Organic growling has been detected in the
tunnels via drones before the drones lost contact. No sign of the Once the mission is complete, signal SSDC for pickup on the next
workers were found. The last instance like this was the result of cargo ship pass through in three days.
one of the guest's pet Narffet getting loose into tunnels.
GAME INFORMATION
ENEMY FORCES
Armor Options are enhancements that are added to an armored
Narffet: GTag: 54–331a, Threat Level: -5, Damage: 0, Attacks: suit to improve the survivability or lethality of the soldier.
0, Special abilities: Cuteness Stare (causes even a perturbed There are hundreds of them, as armor in Battlelords is highly
Phentari to pick it up and cuddle), Lick of Love (Triggers endorphin customizable. Too many to cover here. Here’s a quick summary
release in recipient spurring loving feelings towards Narffet.) of some Armor Options that you may encounter on your character
Special liabilities: This creature likes to play hide and seek with sheet that may need further explanation.
anyone.
Actuators: In Heavy Body Armor, the Actuators reduce support the weight of
FRIENDLY FORCES carried items, so the user only feels a fraction of their true weight.
• Captain Smith is silver haired and soft. He runs the space AutoDoc: A device that can automatically inject BRIs and set broken bones.
station with bureaucratic precision. Follow his orders. Auto Injector: A port in your armor that allows medics to administer medication
• 1st Mate Clemens is clean and well dressed. He gets the without taking your armor off.
job done. Body Mount Harness (BMH): Allows Cizeracks to mount weapons to their
• Commo Officer Roger is clean cut but unsure. He was backs. Fits like a saddle. Negates the cat's Fumble Fingers penalty for any
promoted after his boss went into the tunnels the other weapons mounted on the Body Mount Harness.
day. Camo: A camouflage unit. It makes you difficult to spot. Imparts –4 penalty to
opponent’s Notice checks.
MISSION Commo: A communication device that allows you to talk to teammates and
• Find the missing maintenance crew. other commo users
• Neutralize any threats to the passengers and station. Enviro Containment: Makes your armor airtight and protects you from gas
• Avoid damage to the station. attacks.
• Protect the VIPs. Fire Extinguisher: Range of 2/4/8 and enough fire retardant to put out a fire
covering a Size 2 creature.
EXECUTION Generation Complaint: Negates the need to pay double the Power Point cost
Follow Captain Smith's boarding protocols and orders. Weapons when activating a Power in armor.
and armor are not allowed in guest areas unless permitted by the Methane Supply: Like an air supply, but for methane breathers like Eridani and
Captain or 1st Mate. Phentari.
• Investigate and report back the nature and origin of the QSU: Quick sealant unit. Automatically plugs holes and tears in your armor.
threat. Spy Master Camo: The ultimate in camouflage systems. Imparts -5 penalty to
• Any damage to the station attributed to you will come out opponent’s Notice checks.
of your pay, so watch your fire. Tactile Response: This option negates the –2 penalty when wearing armor and
• Kill or capture the narffet in the tunnels. attempting skills that require fine motor skills (lock picking, book reading, etc.).
This penalty does not apply to the Shooting skill. Tactile Response also allows
• Avoid interaction with VIPs except to preserve their lives.
the use of Vibration Sense while wearing armor.

149
7 INDEX

AAMS ........................................52-53 Bureau of Biological Sciences (BBS) 13 Duel, The ........................................ 19 Galactic Control.............................. 32
About HALs................................97-98 Buying Gear .................................... 89 ECCM........................................ 45, 56 Galactic Development ..................... 10
Administration (GDA) ........................ 9 Caltera Research Institutes ............ 28 ECM .......................................... 45, 56 Galactic Figher Corps Campaign ...... 78
Airborne Guillotine ........................ 104 Cannibalized Spares ........................ 50 EDC Lockers ...................................54 Galactic Fighter Corp ...................... 32
Aknar-Ryn ...........................94-95. 99 Captain Chase Actions ....................48 Ehterion-Ican.................................... 7 Galactic Law ................................... 17
Alliance Culture .............................. 20 Cargo.............................................. 56 Electronics Warfare & Sensor Chase Galactic Marine Campaign............... 77
Alliance Member Species Law ......... 17 Cargo Bay .......................................54 Actions ........................................... 47 Galactic Marines ....................... 31, 92
Alliance (Overview) ........................... 9 Carl (Why we can't have nice things)75 Eliminator ..................................52-53 Galactic Navy.................................. 31
Alpha Dallas Habitation Platform ...... 6 Carnia Galaxy.................................... 6 Encounter Balance..........................83 Galactic Navy Campaign.................. 78
AMC ............................................... 25 Celebrities ...................................... 89 Endurance ...................................... 56 Galactic Reconnaissance Force ....... 31
Anarchist Rebellion Mov.......27, 34, 41 Chameleon.....................104, 106, 111 Energy Absorption ........................ 110 Galactic X (Gal X) ............................ 32
Andromeda Galaxy ............................ 6 Character Development Tables...... 119 Energy Being................................. 110 Galactic Recon Force Campaign ...... 77
Antagonists .................................... 85 Chase & Range Increments .............45 Engine ............................................ 49 Game Master .............................72-95
Ant-Ship Missiles ............................ 53 Chase Action Info Bar ..................... 56 Engineering Chase Actions .............. 47 Game Master's Eyes Only ................ 94
Arachnid Armor............................. 101 Chatil (Planet) .................................. 4 Enigma, Base Station ....................... 6 Gear ............................................... 75
Arachnid Commandos ................... 101 Cobalt Vector Space ..................52-53 Entertainment Center ..................... 55 Gear Notes...................................... 99
Arachnid FTL Shuttle ...................... 71 Cold-blooded .................................. 94 Environmental Containment............ 90 General Gar....................................... 9
Arachnid Plasma Cannons .............. 53 Colonies ................................... 12–13 Erectus ........................................... 28 Georgy Kuznetsov, Head of GalPol ..... 9
Arachnid Transport ......................... 71 Colonist Modification...................... 13 Eridani .............................................. 4 Germinga system .............................. 9
Arachnid Warriors ................. 100–101 Combat Info Bar.............................. 56 Eridi-Corp ....................................... 28 Getting there Is Half the Fun............ 22
Arachnid Weapons ........................ 101 Communication .............................. 22 Ering Crasb (Planetoid) ..................... 6 Ghost Planet ..................................... 6
Arachnids ....................94-95, 99–101 Communication Within the Alliance . 25 Espionage Agent ............................. 33 Government Spy.............................. 81
Archaeological Sites ....................... 25 Compartments................................ 56 Espionage Campaign ....................... 81 Government Spy Campaign.............. 81
A.R.M. .................................27, 34, 41 Computers...................................... 89 ETA Chip ....................................... 112 Graffiti............................................ 75
Armor ....................................... 48, 56 Control ......................................... 114 Eternal Toughness Bonus .............. 100 Grime ............................................. 75
Armor Hints .................................... 89 Conversion ................................... 114 EWS ................................................ 49 Groceries........................................ 20
Armor Replenishment ................... 100 Corporate Planets........................... 13 Extra-Dimensional Teleport .......... 110 G-TAG Classification ....................... 97
Armory ...........................................54 Corporate Spy................................. 82 F–18 Golden Eagle .......................... 57 Guasgh (Ship).................................... 4
Ashland Custom Logistics ............... 26 Corporate Spy Campaign ................. 81 FA–17 Firebird ................................ 57 Gunner Chase Actions .....................48
Atlantean.........................41, 114–117 Counsel of Timar ............................... 4 Falls................................................ 92 Gym ................................................ 55
Atlantean Armor ........................... 117 Crew ............................................... 56 Fast Regeneration......................... 110 HAL of the Week ............................. 74
Atlantean Hostilities ..................... 118 Crew Damage.......................48, 52-53 Fatigued ......................................... 92 HAL Threat Levels ........................... 98
Atlantean Weapons ....................... 116 Crew Stations ............................47, 56 Fickle Finger of Fate Table .....126–127 Hardy............................................ 107
Atmo Top Speed .............................. 56 Crew Stations Actions .................... 47 Fire Sparrow ..............................53-54 Hazards .......................................... 90
Attacking From Your Ship ................48 Criminality & Law Enforcement ....... 16 Firing Range.................................... 55 Heavy Pulse Cannons Table ............. 53
Balshrom Science Corporation ........ 26 Critical Hits .................................... 49 Flight .................................... 104, 106 Helm Chase Actions ........................ 47
Bane-Class War Cruiser..............60-61 Cryo Tube .......................................54 Flight Into Fantasy (Ship) .................. 6 Helpful GM Hints ............................. 89
Bathroom .......................................54 CSAMS.......................................52-53 Flutter .......................................... 106 High Gravity Environment................ 92
Battlelord, Definition of .................. 32 Cultural Assimilation.................23–24 Flux .................................................. 6 Hoppers .......................................... 12
Battlelords Timeline ......................4-7 Curing Nanite Infection ................. 115 Flux Shield (HAL)........................... 110 Horizon (Wormhole Gate) .................. 6
Battlelords Universe ............4–43, 73 Cyball ............................................. 21 Flux Shields (Ship)...........................48 Hostile Alien Lifeforms............ 96–118
BC-Maxinerator .........................52-53 Damaging A Ship .............................48 Flux Strength .................................. 56 Hostilities ..................................... 118
BC-Obliterator ...........................52-53 Danger Sense ........................ 102, 108 Fog Cloud...................................... 102 House of Eridine, 6th......................... 6
Biocyberdyne ................................. 27 De-Automation ............................... 33 Food ............................................... 92 I Was Just Growing Up Table 01 ..... 120
Biomass Absorption ...................... 107 Delphix-9 (Planet)............................. 6 Food Units Cubes ............................ 92 I Was Just Growing Up Table 02 ..... 121
Bite/Talons ................................... 105 Demonant ............................. 101–103 Fornax Galaxy ................................... 6 Identification Modifier .................... 97
Black Market .................................. 17 Destroying a Prime ....................... 116 Freischärler Infiltrator War Scout62-63 IEC Transmitters ............................. 25
Black Marks ...............................37, 76 Dickens Incorporated...................... 28 FTL Check Table .............................46 Illuminaries....................................... 4
Blood Warlock .................................. 6 Dining Room ...................................54 FTL PT ............................................ 56 Imperator ..................................52-53
Boarding Another Vessel ................. 49 Disassemble ................................. 114 FTL Range ....................................... 56 Independent Mercenary Groups 34–36
Boarding Tube.................................54 Disintegration Field ...................... 107 FTL Speed ....................................... 56 Independent Worlds ........................ 15
Bohemian Class Yacht ................58-59 Displacement...........................71, 110 G-81C Special Boarding Unit ........... 49 Infravision .............. 94, 104–106, 111
Bounty Hunter Campaign ................ 77 Displacement Shield ..................... 102 Galactic Armed Forces .................... 30 Integrated (Weapon)....................... 99
Bounty Hunters .............................. 38 Distortion Field ............................... 71 Galactic Army ................................. 31 Invulnerability .............................. 114
Branches of GAF ................ 31–32, 77 Dosage Modifier.............................. 99 Galactic Army Campaign ................. 77 Item Concealment ........................ 114
Bridge............................................. 49 Down Side, The ............................... 30 Galactic Assessment of Technology Office Jenkari Grunt ................................ 105
Brig ................................................54 Drop Pod Launcher .........................54 (GATO) to ........................................ 11 Juke...................................... 104, 106

150
INDEX

Jumping Kick................................. 105 New Washington (Ship) ..................... 6 Running HALs ................................. 85 Swat ..................................... 102, 108
Kathanarse Abyss ............................. 6 Nidar-Class “Crab” Ship .............66-67 Running the Arachnids .................... 86 Tail Lash ....................................... 104
Katrel (Planet) .................................. 4 No Vital Organs ......................110, 114 Running the Atlanteans ................... 86 Tech Level........................9, 56, 90-91
Killing An Atlantean .................87, 114 Occupation Tables ................ 122–125 Running the Rebels ......................... 86 Technology ....................................... 9
Known Pirate Clans ...................39–40 Occupation-Based Campaigns ........ 74 Running the Ship: Crew Stations......46 Technology, Arachnid .................... 100
Kowalski Transport Industries ......... 29 Open Face Helmets ......................... 90 Running Your Own Campaigns ......... 73 Teleport Others............................. 102
L. Sims, Human Poet ....................... 10 Orbit ............................................... 56 Salary ............................................. 37 Telescopic Vision .................. 104, 106
Lambert's Personal Cybernetics ..... 29 Origin.............................................. 97 Sale Price (HAL) .............................. 97 Tentacles...................................... 102
Last Broadcast of the Veayan.......... 95 Orion ................................................ 4 Salvador (Plantet)............................. 7 Threat Assessment ......................... 97
Leaper .......................................... 105 Orion's C Beam...........................53-54 Salvagers & Treasure Hunters ... 40, 83 Threat Level.................................... 85
Leo Galaxy ........................................ 7 Orionus Konglomerates ................... 29 Sarge's Take ................................... 98 Threat Level (HAL) .......................... 97
Life In the 23rd Century .................. 10 Over-Equipped & Undertrained........ 76 Sau-Bau................................ 109–110 Threats ........................................... 41
Light Pulse Cannons........................ 53 Pacifier FIG ................................52-53 Savior Class Rescue Cutter ....... 64-65 Threats, Other ................................ 42
Lightning Ambush ......................... 105 P-AIs .............................................. 89 Scavernauk Juggernaut ................. 111 Three Gs ......................................... 75
Long Term Campaign Goals.............. 73 Passengers (Pass) .......................... 56 Sensor, Ship .................................... 56 Tier 1 Worlds .................................. 10
Look of Battlelords ......................... 75 Passengers & Cargo Transport ........ 41 Shape Change ............................... 114 Tier 2 Worlds .................................. 12
Lord Makov ....................................... 4 PDS ................................................ 99 Sheriffs........................................... 38 Timar (Planet)........................4, 94-95
Low Pressure, Exposure to ............. 90 Phase Gate .....................................54 Ship Anti-Missile Table .................... 53 Top Speed ................................. 45, 56
Madd Mike's Mercenary Brochure ... 21 Phased ........................................... 99 Ship Fig Combat Systems ................ 53 Totalitarian Inquisition ...................... 4
Maejor III (Planet) ............................. 4 Phentari ........................................... 4 Ship Graveyards .............................. 14 Trade .............................................. 22
Maelstrom General ............... 107–108 Piracy ............................................. 39 Ship Options ...................................54 Traniscruisers ......................53, 56-57
Maintenance Access Panels ............ 55 Pirate and Privateer Occupation Table123 Ship Weapons ................................. 52 Travel ................................. 22, 24, 30
Malachi Armageddon ...................... 95 Pirate Campaign ............................. 82 Shipping Container, Large ............... 55 Travel Info Bar ................................ 56
Maps .............................................. 74 Pirates............................................ 82 Shipping Container, Small ............... 55 Travel Rates ................................... 24
Masnrock Generator ................. 16, 25 Places of Interest ........................... 24 Shipping Container, Standard .......... 55 Tri-V ............................................... 12
Mass Minion Method ................. 83-84 Police ............................................. 18 Shipyards........................................ 14 True Ais .......................................... 89
Massage Room................................ 55 Popular Tri-V Shows ........................ 20 Short Term Campaign Goals ............ 74 Turret ............................................. 55
Matrix Controller Occupation Table122 Post-Human Future ......................... 10 Simplified Chase Rules ....................45 Turtle Freighter ..........................68-70
Matrix Overpower ......................... 110 PR Agent ........................................ 89 Siti Kurniasari ................................... 4 Typical Accommodations ................54
Matrix Schools ................................ 21 President Lee ................................... 9 Sky Cities ....................................... 13 Typical Dronk .................................. 18
Medical Bay/Center ........................ 55 Prestige.....................................87-88 SLAMS .......................................52-53 Tza Zen Rigeln ................................... 5
Medical triage Center...................... 55 Primary Armaments & Defenses...... 56 Sleeper Tube ................................... 55 UH–22 Ripley Drop Shuttle ............. 57
Mega-Corps ........................12, 25–30 Privacy ........................................... 19 Smuggling.......................................40 Ultravision .............. 94, 104–106, 111
Melissa McCoy .................................. 9 Privateer Campaign ........................ 82 Soldier & Mercenary Occupation Table125 Uncle Ernie Freiberg ........................ 41
Merc of the Week ............................ 74 Privateers............................. 6, 38, 82 Space Combat ................................83 Uniform Alliance Government Code . 17
Mercenaries ............................. 33, 38 Provisions....................................... 56 Space, Exposure to ......................... 90 Ursa Major Super Cluster................... 6
Mercenary Campaign ...................... 74 PVQ mega-corp ......................... 21, 22 Spacecraft.................................44-71 Veayan.......................................94-95
Meta Plot........................................ 94 Quick Sealant Unit .......................... 90 Spacecraft Cost.............................. 53 Veayan Plague .................................. 4
META PLOT ..................................... 94 Raazet .............................................. 5 Spacecraft Critical Hits................... 49 Vehicles/Humpties .......................... 56
Military Campaign ........................... 77 Raelhavlen Heavy Industries ........... 29 Spacecraft Descriptions ................. 56 Vengeance, Religion........................ 95
Military Functional .......................... 75 Rapture Wars .................................... 4 Spacecraft In Combat .....................45 Vigilant, Base Station ....................... 6
Military Skill Packages ...............78-79 Rebel Spy........................................ 82 Spacefarer Campaign ...................... 82 Vigor Roll ........................................ 92
Money ............................................ 19 Rebel Spy Campaign........................ 81 Spacefaring Occupations ................ 38 Vulcan Lighting ..........................52-53
Moon .............................................. 56 Rebels ............................................ 41 Spares ............................................ 56 Ward of State, Angus McKibben ........ 9
Most Important Rules ..................... 89 Recharge Rate ................................ 56 Special Abilities .............................. 94 Wasp (Ship)....................................... 6
Motaran Rift ............................... 4, 24 Regeneration .................................. 71 Spitting Cobra ...........................53-54 Water ............................................. 92
Music & Art..................................... 21 Regional offices .............................. 25 Split.............................................. 114 Weapon .......................................... 49
Mutzachan........................................ 4 Remote Facilities: Military Outposts, Sponsorship.................................... 25 Weapon Restrictions....................... 24
Mutzachan Black Box Technology.... 11 Industrial Plants, Research Labs, and Spy & Espionage Occupation Table 124 Web Spit ....................................... 100
Name, HAL ...................................... 97 Prisons ........................................... 14 SSDC ............................................. 30 Wing Slash .................................... 104
Naming Conventions (Arachnids)... 100 Repairs ........................................... 50 Star Bases ...................................... 13 Workshop ....................................... 55
Nano Swarm ................................. 114 Reproduction (Prime Only) ............ 114 Stateroom ...................................... 55 Wormhole ....................................... 12
Nanomorph ................................... 114 Reputation Table............................. 88 Stealth ........................................... 56 YFB-Armored Transicruiser Shuttle . 57
Nanotechnology.............................. 10 Revisit the themes .......................... 73 Stealth Rating...45–46, 104–105, 111 Zen Adjuar, Truthseeker Supreme ...... 9
Nathan Kenjaro ................................. 6 Ritz FIG......................................52-53 Stone Towns ................................... 14 Zen Piclifer ....................................... 9
Natural Climber............................. 111 Running Adventures ........................83 Surveillance .................................... 16 Zen Rigeln ......................................... 5
New Terra ......................................... 9 Running Dark ..................................45 Survival Warrior .............................. 21

151
Explore the Battlelords Universe!
Inside the Alliance, the mega-
corporations (aka mega-corps) make
everything, own everything, and run
everything from behind the scenes.
Nearly everyone works for a mega-corp,
and they employ armies of corporate
mercenaries and spies to enforce their
will and wage secret wars against their
competitors. Getting hired on as a
corporate merc or spy is good pay, but
you sign your life away for a contract
measured in years. You’re expendable
and every time you screw up the mega-
corps just extend your contract.
Want to find out all there is to know
about the Battlelords universe and the
beings that reside within it? This is the
book for you!

THE ALLIANCE SETTING GUIDE FEATURES:


■ The Arachnids and their techno-organic minions
■ The Atlantean nanite swarms
■ The Alliance (culture, crime, law, travel, places of
interest)
■ Mega-corps THE ALLIANCE SETTING GUIDE ALSO
■ Dueling FEATURES RULES AND INFO FOR:
■ Mercenary Companies ■ Spacecraft
■ Bounty Hunters & Sheriffs ■ 12 different spacecraft are detailed, including
■ Privateering & Piracy fighters and shuttles.
■ Galactic Armed Forces ■ 6 sets of deck plans are also included.
■ Game Mastering ■ Character Development Tables.
■ Running short and long term campaigns
■ Roll on the I Was Just Growing Up tables &
■ Tech Levels Fickle Finger of Fate table to flesh out your Wild
■ Meta Plot (What’s really going on behind the
scenes) You will need the
Battlelords for Savage
Worlds Core Rules and
the Savage Worlds
23C02003

rulebook to play this

$40 US / €36 / £30 / C$45


© 2023 23rd Century Productions, LLC

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