Professional Documents
Culture Documents
INTRODUCTION
“Striding the battlefield like the
unholy progeny of Ares himself, the
TAG is the ultimate war machine
GODS OF WAR
of the Human Sphere. Built to
unleash and withstand unequalled
armaments in equal measure, the Tactical Armoured Gear, or TAG for short, is the for upgrading the design of a Remote, with several
TAG is not a subtle tool of war. It monarch of the battlefield in the not-too-distant different options for how best to tackle this.
is a weapon that breaks worlds future. Conceived as a response to the unwieldiness
and crushes the enemy under of heavy armour during fast-paced interstellar mil- CHAPTER 4 — OPTIONS
an armoured heel. A weapon at itary campaigns, TAG designs took full advantage AND UPGRADES
the cutting edge of technology of technological enhancements available with the The options and upgrades chapter is a one-
that offers no quarter, leaving advent of the quantronic age to take warfare to stop-show for every TAG pilot or Remote
only the vultures to harvest the a whole new level. Without hyperbole, the TAG is operator to tinker with the design and
remains. If you let them, that is.
the most powerful piece of protective equipment loadout of the machine. This chapter features
Total Protection also means total
available to any individual seeking to make their comprehensive rules for upgrading both TAGs
domination of the battlefield.”
trade in bloodshed. Designed with the concept of and Remotes using a hardpoint system.
Partial recording of a black market total protection in mind, these armoured behe- A full catalogue of upgrades is also featured,
arms deal between unknown moths stride the battlefields of the Human Sphere ranging from the unique and extremely high-tech
parties, Novvy Bangkok. sweeping all before them. 2DA magazine housing pioneered by ALEPH, to
life support upgrades, and the obvious yet brutal
A word of caution to any would-be pilot, however. Porcuspines. This chapter has an upgrade for
Stepping into the role of king or queen of the every scenario.
battlefield will also make you a prime target, for
there are always skilled hackers and anti-armour CHAPTER 5 — LIFEPATHS
specialists out there just itching to peel away Although they are the familiar faces that receive
the armoured layers and expose the soft skin all of the glory, a TAG doesn’t just stand on its feet
underneath. thanks to its pilot. Offering plenty of advice, life-
path options, and specialisation routes for forging
CHAPTER 1 — TOTAL PROTECTION a career as a TAG pilot, this chapter also provides
WHAT’S IN Taken from the viewpoint of the pilots that alternative career opportunities for those who
THIS BOOK? operate them, “Total Protection” covers various provide a more supporting role to these armoured
This book takes an in-depth TAGs from across the factions of the Human behemoths and the business they deal in. From the
look at the TAG and its closest Sphere. Encompassing a plethora of TAGs, arms dealers who can afford to trade them, to the
cousin, power armour. Keeping this chapter doesn’t just provide rules for crew who maintain them, there are a number of
with the powered automaton these epic war machines but also goes one options for choosing a career outside of the cockpit.
theme, Remotes and upgrade step further to offer attributes and special
options are also explored, plus abilities for both the TAGs themselves and CHAPTER 6 — ARMOURED
rules guidance for players
the pilots entrusted with their firepower. CAMPAIGNS
looking to run amok and
GMs wanting to offer them
A TAG in the hands of an enemy can make for a
a challenge. CHAPTER 2 — POWER ARMOUR dangerous and memorable foe. They can also
Despite being the slightly smaller cousin of the make for remarkable campaigns when they are in
TAG, power armour is ubiquitous across the Human the hands of every PC. This chapter explores the
Sphere. Every faction is capable of fielding several concept of an armoured campaign, which can relate
of their own variants, each of which is often known to an entire player group of TAGs, or a handful in
for a unique quirk or capability. This chapter delves a more rounded group. Options for handling costs
into the attributes of the various models available are discussed, as are relative power levels, and the
to the G5 nations. More than a simple listing of types of objectives that would make suitable goals
each variant of powered armour, however, this for these mighty machines.
chapter also takes an in-depth look at the creation,
development, and alternative applications of these CHAPTER 7 — ADVERSARIES
armoured exoskeletons. TAGs are super-sized behemoths capable of
wreaking havoc on all before them. Dropping one
CHAPTER 3 — REMOTE into a scenario as an adversary can require careful
ASSISTANCE thought and planning on the GM’s part. With stats
A variety of Remotes have been designed for for a range of TAGs from across the Human Sphere,
numerous functions across the Human Sphere. plus additional breakdowns for gunships, TAG
From the Armbot and Crabbot, to the Snifferbot Hunters, and weapons platforms, this chapter has
and Zondbot, this chapter incorporates them all. everything a GM could need to throw the ultimate
This chapter also includes comprehensive rules adversary at their PCs.
2 Introduction
THE ROLEPLAYING GAME
CHAPTER 1
TOTAL PROTECTION
Since their first appearance on the battlefields of underground fighters, mercenary remote controllers WHAT YOU’LL
the Central American Campaign, Tactical Armoured or gunship combatants, or even criminal smugglers FIND IN
Gears, or TAGs, have all but entirely replaced before earning or otherwise clawing their way into THIS CHAPTER
ancient helicopters and tanks as battlefield a TAG cockpit. As a result, most TAG jocks, jaqs, and
• TAG rules and clarifications
weapons systems. All-terrain, far more agile, more jaes are a rare combination of prideful professional,
intuitive to pilot, and requiring only a single hard-bitten soldier, adrenaline junkie, and tightly • A catalogue of TAGs,
crewmember to deploy, they not only ensured wound survivor. organised by faction
PanOceania’s victory in that campaign, they • Representative Adversary
changed military warfare forever. Though modern TAGs' rarity and dramatic impact on combat carries pilots for each TAG
models have significantly condensed or simplified over to popular culture, particularly children’s • Pricing for Human
their systems, TAGs remain prohibitively expensive Maya programmes, inspiring an entire ecosystem of Sphere TAGs
and rare outside of a handful of extremely tropes, traditions, and parodies. While few civilians,
profitable heavy industrial applications. This is in particularly outside of PanOceania, will ever see a
part due to nations’ attempts to keep their most TAG up close much less sit behind one’s controls,
powerful weapons exclusive, ensuring their impact they inspire imagination and obsession and fear
on the battlefield. With so few TAGs available, across the Human Sphere. The pilots’ realities, of
commanders will overlook a chequered history for course, are at times more banal, more vicious, more
candidates with a rare combination of ace piloting, frightening, more brutal, and even more dramatic
steady aim, surefooted agility, and unshakeable and awe-inspiring than any writer’s imagination.
resolve, provided they can pass a TAG unit’s But then, imagining’s half the fun, isn’t it? Make
rigorous training evaluations. Even in PanOceania the right friends, the wrong enemies, and you just
and Yu Jing’s professional militaries, a high might encounter a TAG up close, far sooner than
percentage have a complicated history as corporate you dreamed. If you’re lucky, you might even survive
chauffeurs in high-risk markets, illegal racers or to tell the tale.
TOTAL PROTECTION 3
ALEPH
NEMESIS APPEARANCE The Aspect quietly explained the
ISKOBA | SSS POSTHUMAN situation — how Iskoba’s months of
As a Posthuman, Iskoba can rapidly ghost furtive preparation were carefully
ATTRIBUTES between different proxy i-Lhosts, usually monitored and documented — and then
AGI AWA BRW COO INT PER WIL tall, androgynous bodies with extremely described two futures. In one, an intruder
13 (+1) 10 8 12 1 8 8 (+2)
pale skin, decorated with bold strokes of was shot and killed in an attempted
a single bright colour of paint. In Maya break-in, regrettably destroying their
FIELDS OF EXPERTISE and a public augmented reality feed their Cube. Terrible misunderstanding, very
Combat +4 3 Movement +2 1 Social — — bodies vanish completely, leaving only sad, next channel. In another, a new
Fortitude +1 — Senses +1 1 Technical +4 3 the day’s paint strokes visible. For some Posthuman, freed from the frailties and
reason, careful observers will notice red failings of flesh and bone, could find
DEFENCES is never the couleur du jour. purpose and meaning and yes even an
Firewall 15 Resolve 11 Vigour 9 outlet for desires long-hidden, shedding
Security 4 Morale — Armour 1 ROLEPLAYING the husk of their unwanted life to become
something new, perfect, clean. The answer
ATTACKS • Bright: Upbeat and optimistic, curious was never in doubt. While the subsequent
• Cube 2.0-emulated Killer Hacking Device: CLAW-
about anything and everything, process of transformation took weeks,
0, SWORD-3, SHIELD-0, GADGET-0, IC-1, UPGRADE
knowledgeable, always interested in Iskoba was born in that moment.
Cybermask, Piercing 3 + 2§, bonus damage
seeing or hearing something new.
GEAR: Cube 2.0, multithreaded consciousness • Detached: Pays no attention to In the carefully monitored years
adaptation, at least one proxy i-Lhost on every populated
the needs or feelings of others, since, they have avoided any and all
Human Sphere world except Dawn
makes obscure references without connections to their former life, instead
SPECIAL ABILITIES explanation, walks away or outright patiently building a reputation as an
• Common Special Abilities: Fear 3, Inured to Disease
abandons proxies or dataspheres art critic and collector. No two of their
and Pain, Quantronic Jump, Superhuman Agility 1,
instantly when no longer interested in collections are the same, and once
Superhuman Willpower 2, Threatening 3
• Habagat: When ghosting a Marut TAG or proxy, the Heat a conversation or situation. completed according to some unspoken
cost for Reactions is reduced by one, to a minimum of 0, • In Their TAG: Prioritises killing hackers. criterion, the collections are sold down
and Heat spent for additional dice on Close Combat or They are extremely linear, fire while to the last piece during highly selective
Ballistics tests provide two dice instead of one. closing with the nearest enemy, and in-person-only auctions. Iskoba’s long
• Kamay: Up to three times during a scene where Iskoba is then eviscerate with their swords absences are presumed by their art-
present, the GM can reveal one of their proxies concealed and hands. world peers to be in the interest of this
at Long range of their location for 1 Heat. If not already complex artistic process. In truth, their
present, their Marut TAG can enter the battlefield at Long BACKGROUND serene detachment relies on periodic
range from any already-ghosted proxy instead for 3 Heat.
deployments ghosting an elaborately
• Malupit: They take 2§ mental damage each time
In their past life, the individual now customised Marut, inflicting sadistic
they kill an enemy, and each time they take a Metanoia
known as Iskoba was a PanOceanian brutality on the enemies of ALEPH and
from this damage, they must spend their next two turns
elaborately mutilating and ritually arranging the nearest painter and AR sculptor with a modest anyone else unfortunate enough to cross
corpse. following, an avid Aristea! and Dog-Bowl their path.
• Paleta: Iskoba can ghost between proxies or their TAG fan, and fond of wilderness hiking and
at will, and perform Reactions from any proxy they have travel. ALEPH alone knew they were
access to. While limited to a single Free, Minor, and also a nascent serial killer, who after
Standard Action per round, they can pay for and use Swift decades of fantasising and preying on
Action Momentum spends separately for each proxy or animals, finally reached the point of
TAG present once each per round. targeting human beings. They chose
a family of three’s remote farmhouse
and disconnected its Maya-link, but
when they broke inside, an SSS Chandra
Aspect greeted them instead of their
anticipated victims.
4 Chapter 1
THE ROLEPLAYING GAME
ELITE
MARUT TAG SPECIAL ABILITIES:
ENCLOSED, GROUND, REMOTE PRESENCE,
SINGLE-SEAT, WALKER
Abhuman: Only Posthumans and Aspects SSS MARUT ASPECT
can pilot a Marut effectively. Even if ALEPH
ATTRIBUTES grants a human without Cube 2.0 control, they Created specifically to pilot an eponymous
have +1 difficulty and +3 complication range TAG, each Marut’s development is carefully
Scale Speed Brawn
on any action other than Careful Piloting guided to maximise ferocity, ruthlessness,
2 2 17 (+2) movement and suffer a Metanoia each time and menace. Recognising their capacity for
DETAILS the TAG suffers a Fault. destruction, ALEPH reserves them for when
Max. Passengers Impact Maanasoon: After making a ranged or melee it needs to deliver a powerful message and
attack, the Marut can make a Swift Action where only a handful of survivors at most are
0 3+7§ (Knockdown) Momentum spend to make another attack
Hard Points an acceptable outcome.
with any weapon of the same type (ranged or
Comms 1 (ECM 3, MSV 3), External 1 melee) unused this round for one Momentum
and can make that spend as many times as it In dataspheres, Maya, or AR, they present
DEFENCES has appropriate weapons (or free hands). themselves in forms that honour the storm
Structure 18 Firewall 10 deities whose name they bear, wielding
Tantiramāna: Ignores difficult terrain up to
Armour 8 BTS 9 half its controller’s Pilot Focus. thunderbolts and axes of lighting, wearing
golden helmets and breastplates, gritting
INTEGRAL WEAPONS: iron teeth, and riding golden chariots drawn
Heavy Flamethrower: Range C, 2+5 § damage, Burst 1, by ruddy horses. In combat, these guises drop
2H, Incendiary 3, Munition, Terrifying 2, Torrent completely. Designated only by a Transferred
Prototype Nanopulser: Range C, 1+5§ damage, Biotech, Identity Code, they are granted a temporary
Guided, Terrifying 2, Torrent, Vicious 2 “WILDHUNT” dispensation by ALEPH,
Open-Handed Strike: Melee, 3+7§, 1H, Stun, Subtle 1 empowering them to take whatever actions
they deem necessary to achieve objectives
WIELDED WEAPONS:
without regard for human life, property
AP Sword: Melee, 2+10§ damage, 1H, Parry 2, Piercing
2, Vicious 1 damage, or political consequence.
Prototype MULTI HMG: Range L, 2+5§ damage, 2H, After returning from action, in collaboration
Burst 3, Unwieldy, Guided, Medium MULTI, Spread 1,
with Bureau Toth, ALEPH carefully erases
Vicious 2, Unsubtle 1
any recordings, reports, or records of the
operation, to the degree that many nations’
Like the Hindu storm deities who inspired them, Maruts are fierce and daunting entities, analysts question the Maruts’ existence
ALEPH's ultimate combat incarnation. These remote presence TAGs are built in PanOceania, entirely. The truth is more terrifying than they
then further enhanced with cutting-edge prototypes and captured alien components. Their can imagine.
four-armed humanoid chassis bristle with exotic weaponry and optics. Each arm can attack
independently or work in pairs to wield separate weapon systems, and the dual-mode ATTRIBUTES
incendiary/smart-nanobot sprayer in the torso dissolves opponents foolish enough to enter AGI AWA BRW COO INT PER WIL
melee range. The full capabilities of the elaborately altered HMGs they bear are unknown
12 (+1) 10 6 12 (+1) 11 6 6 (+1)
beyond their terrifying accuracy. The price for this unmatched functionality is overwhelming
complexity, and the potential for intense dysphoria due to “missing” limbs afterwards. FIELDS OF EXPERTISE
Combat +4 2 Movement +1 1 Social — —
Fortitude +1 — Senses +1 — Technical +2 —
DEFENCES
Firewall 11 Resolve 6 Vigour 6
Security 4 Morale 6 Armour —
ATTACKS
• Bonus Damage (per Attributes): +2§ Infowar, +2§
Ranged, +0 § Melee
• Aspect-Emulated Hacking Device Plus: CLAW-2, SWORD-1,
SHIELD-2, GADGET-3, IC-2, UPGRADE Sucker Punch, White
Noise
SPECIAL ABILITIES
• Common Special Abilities: Fear 2, Inured to Disease and
Pain, Quantronic Jump, Superhuman Agility 1, Superhuman
Coordination 1, Superhuman Willpower 1, Threatening 2
• Avatarana: When ghosting a Marut TAG, the Heat cost for
Reactions is reduced by one, to a minimum of 0, and Heat
spent for additional dice on Close Combat or Ballistics
tests provide two dice instead of one.
TOTAL PROTECTION 5
HAQQISLAM
NEMESIS APPEARANCE In total, he repeated the equivalent of
KHALIL DARAB the Guard’s TAG training six times, while
A fit 191 cm, barrel-chested, green-eyed, still completing his usual assignments
ATTRIBUTES and usually sporting a trim beard and and postings. Over the next four decades
AGI AWA BRW COO INT PER WIL close-cropped black hair, this Captain he regained and then surpassed his
9 12 11 11 10 8 9 (+2)
of the Sword of Allah, or Yüzbaşı, looks previous rank, slowly earning the trust of
decades younger than his 72 years due his peers through diligent service during
FIELDS OF EXPERTISE to Theraic anti-senescence treatment. the NeoColonial Wars, a decade as an
Combat +3 3 Movement +2 1 Social — — Irregular smooth patches and fine unforgiving but skilled trainer in TAG
Fortitude +3 3 Senses +2 1 Technical +1 1 scars on his face and torso testify to manoeuvres, and uncomplaining loyalty
multiple severe traumas rehabilitated to Mudassar and his successors, until at
DEFENCES with Silk-based therapy, and he has an the age of sixty-two Aisha bint Osman
Firewall 11 Resolve 15 Vigour 14 unmistakably military bearing. chose him as the head of her personal
Security 3 Morale 3 Armour 1 guard. From secret negotiations far
ATTACKS ROLEPLAYING from support to public galas, he was at
Implanted Viral Heavy Pistol: Range R/C, 2+7§ damage, her shoulder almost continuously from
Burst 1, Unbalanced, Biotech, Grievous, Toxic 2, Unforgiving • On Duty: Humourless and suspicious, her first inauguration until eighteen
1, Vicious 1 excellent posture and eye contact in months ago.
GEAR: Armoured Clothing (Uniform), MediKit, Inlaid conversation, compulsively looks over
Palm Circuitry (Pilot/Ballistics) anyone who enters or leaves the room. Supposedly to encourage his executive
SPECIAL ABILITIES
• Off Duty: Surprisingly careless in officers’ initiative and independence,
• Common Special Abilities: Grasping, Inured to Pain, private, often snacking on a protein bar Khalil now serves as a confidential
Keen Senses (Hearing), Keen Senses (Sight), Superhuman or shake, and still somewhat gruff and emissary for the Hachib, spending less
Willpower 2, Threatening 3 guarded in public spaces. and less time on Bourak. Several national
• Muhafiz: He can take the Guard Reaction without • In a TAG: Precise, even meticulous. intelligence agencies suspect the widely
spending Heat and at -1 difficulty in response to an ally Khalil is fond of going hull down publicised heist of a shipment of the
being declared as the target of an attack. to force enemies to take cover, then Maghariba Guard’s XPR-5 Akreps in June
• Önsezi: Khalil’s cutting-edge Bimiristan-prototype charging into close range before they of last year is in fact cover for future
Sixth Sense augmentation reduces the Heat cost of can take advantage of it. covert actions under his command. His
his Acrobatics defence tests by one, grants 2 bonus
telling absence during the theft and the
Momentum on all Acrobatics defence tests, and grants
him an additional 2d20 on surprise tests. Recognising
BACKGROUND same timeframes as recent unattributed
signs of the augmentation requires a Medicine (D3) or anti-piracy assaults in Human Edge
Observation (D4) test, or Observation (D2) with a Sixth Khalil rose to the rank of Raqib Awwal, circumstantially corroborate this theory.
Sense augmentation. or first sergeant, within the Maghariba Unsubstantiated reports also place
• Tatbikat: When in an Akrep or on foot, Khalil can drop Guard, protecting then-Hachib Mudassar several former Guards discharged in a
Prone and Brace, or Stand and Exploit, as a single Minor against multiple assassination attempts. bribery scandal two years ago in the
Action once a turn, though not as a Reaction. But when the Guard acquired their first system during the same period. These
Bokböceği TAGs and became an armoured rumours only increase Khalil’s gravitas
cavalry unit, he was far from a natural when he again stands behind the Hachib
pilot. Struggling during manoeuvres, and at key events, a sign the Guard considers
after a series of off-duty indiscretions and the occasion unusually dangerous.
embarrassing stumbles into buildings
while on parade, he was demoted back to
the novice rank of Arif, or corporal. This
humiliation lit a fire his superiors could
never have anticipated. Instead of quietly
resigning himself to his punishment or
leaving the Guard, Khalil spent the better
part of the next three years, including
personal leaves, on gruelling physical
conditioning and supplemental gunnery
and piloting training.
6 Chapter 1
THE ROLEPLAYING GAME
FIELDS OF EXPERTISE
Combat +2 2 Movement +2 2 Social — —
Fortitude +1 — Senses +1 — Technical +1 1
DEFENCES
Firewall 10 Resolve 10 Vigour 9
Security 3 Morale 3 Armour 1
ATTACKS
• Collapsible Viral Light Shotgun: Range C, 1+6§ damage,
Burst 1, Unwieldy, Area (Close), Biotech, Concealed 2,
Grievous, Knockdown, Spread 1, Toxic 2
• Collapsible Viral Baton: Melee, 1+5§ damage, Biotech,
Concealed 2, Grievous, Knockdown, Stun, Subtle 1, Toxic 2
GEAR: Armoured Clothing (Uniform), MediKit, Inlaid Palm
Circuitry (Pilot/Ballistics)
SPECIAL ABILITIES
• Common Special Abilities: Keen Senses (Sight),
Superhuman Willpower 1
• Muhafiz: They may take the Guard Reaction without
spending 1 Heat in response to an ally being declared as
the target of an attack.
• Taktik: Maghariba Guard can drop Prone and Brace their
Akrep with a single Minor Action.
TOTAL PROTECTION 7
MERCENARIES
NEMESIS APPEARANCE communes and style-gangs. Finally, she
LARI “MEDUSA” WILCO landed on a lab that was revamping
In her early 30s, Lari “Medusa” Wilco antiquated TAG designs into sufficiently
ATTRIBUTES stands at a compact 150 cm. with a functional models for the Nomad Military
AGI AWA BRW COO INT PER WIL wide mohawk of natural dreadlocks Force’s use. Though only a middling
12 10 11 12 8 10 7
trailing to her waist, umber skin inlaid technician, her small size and steady
with skill-circuitry patterns, and AR eye hands made her the perfect test pilot
FIELDS OF EXPERTISE implants usually set to a solid stony for prototype Lizards, overstuffed with
Combat +4 3 Movement +2 2 Social +1 1 grey. Wilco exclusively wears a battered components. When her lab’s design was
Fortitude +2 1 Senses +1 1 Technical +1 1 pilot’s suit from her NMF days, covered in accepted for deployment, she was one of
patches from across the Human Sphere — the few who could use it and joined the
DEFENCES thankfully it’s still self-cleaning. In zero-g, NMF at only seventeen.
Firewall 9 Resolve 9 Vigour 13 her flowing body language and salty
Security 3 Morale 3 Armour 0 vocabulary give her a presence belying Suddenly far from home and stuck in
BATTERED NMF her petite frame; she’s rarely as graceful monotonous guard duty for Commercial
LOUNGE-LIZARD SUIT in gravity wells. Missions in deep in a series of gravwells,
A modified Vac Suit with BTS 2, 2 Oxygen Loads, 1 AP she took solace in alcohol and a series
Reload and 1 Goonade in thigh pockets, a magnetic pistol of tumultuous relationships with
holster, and 2x Boot Knives: Melee, 1+5§ damage, 1H, ROLEPLAYING curious locals. Repeatedly sneaking
Concealed 2, Non-Hackable, Subtle 2, Thrown, Unforgiving 1 away from barracks, intoxication on
• Compulsive: Wilco carries her TAG’s AP duty, insubordination — even in the
GEAR: Armoured Clothing (Uniform), MediKit, Inlaid heavy pistol in a holster on her back, relatively flexible NMF, it was clear she
Palm Circuitry (Pilot/Ballistics)
shuffles through various eye colours wasn’t living up to her duties. Assaulting
“MEDUSA”, CUSTOM ANACONDA
3 TAG
if bored, is aggressively flirtatious a superior was the final straw, and at
• Adhesive Launcher: Range M, 1+8§ damage, Burst 1,
with nearly any woman who isn’t twenty she found herself dishonourably
Unwieldy, Area(Close), Immobilising, Knockdown, Munition, her subordinate, works out when discharged.
Nonlethal others aren’t in the gym, and prone to
• 8 Goonades/GOO Reloads: Disposable, Immobilising, blackout drinking if subordinates die, Disgraced, she took a month for a
Indiscriminate (Close), Knockdown, Nonlethal, Speculative bored, or between gigs. blackout bender and then a long hard
Fire, Thrown, Unsubtle • Seniority: She’s either in charge of a look at herself, found a Warmonger
• AP Heavy Pistol: Range R/C, 2+6§ damage, Burst 1, conversation or angling for it, both willing to take a chance on her and never
Unbalanced, Piercing 2, Unforgiving 1, Vicious 1 competitive and assertive. She’s looking back. Unlike the NMF, she doesn’t
GEAR: AR Eye Implants with MSV 1, Inlaid Palm protective of subordinates, especially leave anyone behind. It took years to
Circuitry (Ballistics /Pilot), Stims when it comes to getting paid. save up enough for her own TAG, even
SPECIAL ABILITIES • In Medusa: Wilco uses her adhesive with friends willing to give her a bargain.
• Goo Wiz: Can use GOO Reloads as throwable Goonades, launcher and goonades to immobilise Medusa’s her whole world, and Lari will
and vice versa, or convert one into a Goonade Mine with opposition, either bypassing them kill anyone who dents her hull or gets
a Standard Action Technical (D2) test. on the way to her objective or giving between her and her next payday.
• Jaq’d: Wilco’s augmentations grant her 1 bonus them a Called Shot coup de grâce to
Momentum on Ballistics and Pilot tests, and Observation the head with her AP heavy pistol.
or similar tests to notice important details.
• Mop Up: Can take the Exploit Action against Hindered
targets as a Minor Action, and make Called Shots against
BACKGROUND
Stuck targets for only 1 Heat.
• Vengeance: Wilco gains a bonus 2d20 on attacks against Though born and initially raised on
targets that previously dealt her a Wound or Medusa Corregidor, Lari’s fascination with Praxis
a Fault, inflicting +2§ damage when doing so, and and its seething brew of subcultures,
makes Return Fire Reactions against them for 2 less technological wonders, and stylish
Heat than usual (min 0). company soon drew her to a series of
adolescent experiments with utopic
8 Chapter 1
THE ROLEPLAYING GAME
ELITE
ANACONDA TAG X SPECIAL ABILITIES:
ENCLOSED, GROUND, HANDS, SINGLE-SEAT,
WALKER Black Secrets: At rating 2+, add an internal MERC SNAKE-J
Evac System upgrade. At rating 3, also add
ATTRIBUTES comms Neural Interface and Expert 1 upgrades. Compared to military units, mercenary stand-
Scale Speed Brawn In conflict with Nomad Military Forces or the ards for professionalism and discipline are
Mercenary TAG Squadron, lose all X benefits shockingly low, and yet the most lackadai-
2 2 16 (+1)
to BTS, and add +X complication range to sical captain won’t allow an untrusted pilot
DETAILS Acrobatics, Hacking, and Observation tests. behind the controls of a TAG. Even a basic
Max. Passengers Impact Custom Comfort: Personalised smart-material TAG, while inexpensive by national militaries’
1 2+7§ (Knockdown) cushioning and environmental mods are standards, can constitute a sizeable percent-
standard even for stock Anacondas, providing +1 age of a private mercenary company’s assets,
Hard Points Morale Soak. one they don’t risk casually. As a result, most
Chassis 1, Comms 2, External 1, Internal 1, Motive 1, Weapons 0 ZG-Jets: Ignores penalties imposed by zero-g mercenary Anaconda jocks, jaqs, and jaes are
DEFENCES conditions. veterans of a national military service who
Structure 14+X Firewall 8+X passed training and spent several years as a
Armour 4+X BTS 4+X TAG pilot before going (or being forced to go)
Best known as the iconic mounts of the freelance.
MOUNTED WEAPONRY: Anaconda Mercenary TAG Squadron,
• Panzerfaust: Range L, 2+5§ damage, Burst 1, 2H, ordinary Anacondas are obsolete, Of course, records are easy to fake, and many
Munition, Piercing 2, Spread 1, Unsubtle 1, Vicious 2 PanOceanian Reptile Series, heavy commanders are willing to overlook a pilot’s
LOADOUT ALPHA: reconnaissance TAGs with below- hazy credentials if they perform well in
• Spitfire: Range M, 1+5§ damage, Burst 3, 2H, Spread average armour, a built-in FGA MLN the field. Fakes usually reveal their failings
2, Unsubtle 1 Panzerfaust, and two loadout options for within a few engagements. The lucky ones
• Light Flamethrower: Range C, 1+4§ damage, Burst 1, integrated weaponry. Along with modern are red flagged and blackballed, but most
2H, Incendiary 3, Munition, Terrifying 2, Torrent miniaturisation techniques, however, don’t survive their peers’ informal feedback,
LOADOUT BRAVO: unused space in the chassis enables the pilot’s corpse and the crushed remnants
• HMG: Range L, 2+5§ damage, Burst 3, Unwieldy, considerable alteration. For the right of their Cube tossed out the nearest airlock
Spread 1, Unsubtle 1 price, Praxis’s Black Laboratories will or left in the first convenient ditch. Mercenary
partially replicate their Lizard revamp: Anaconda pilots who prove themselves over
• Chain-Colt: Range C, 1+4§ damage, Burst 1, 2H,
lightweight polyceramic-compound plate a series of intense encounters, however, earn
Concealed 1, Torrent, Vicious 1
armour, superior neural interfaces and the informal right to incorporate a snake
kinetic actuators, even firewall hardening into their livery and Maya-tags, and demand
and an evac system. Accounts from mercs considerable compensation thereafter.
who’ve faced the squadron TAG-to-TAG Determined to earn — and even more impor-
indicate some secrets are kept in reserve tantly spend — their outsized paycheques,
even from trusted outsiders. “Snake-Js” fight on through odds that would
rout less-motivated or saner pilots.
ATTRIBUTES
AGI AWA BRW COO INT PER WIL
10 10 8 10 7 7 11
FIELDS OF EXPERTISE
Combat +1 1 Movement +2 1 Social +1 —
Fortitude +1 — Senses +2 1 Technical +1 1
DEFENCES
Firewall 7 Resolve 11 Vigour 8
Security 3 Morale 1 Armour 0
ATTACKS
• Spitfire: Range L, 1+7§ damage, Burst 3, 1H, Spread 2,
Unsubtle
• Knife: Melee, 1+3§, 1H, Concealed 1, Non‑Hackable,
Subtle 2, Thrown
GEAR: Crashsuit, Stims, Powered Multitool
SPECIAL ABILITIES
• J-Moves: For each Momentum or Heat spent when making
an Agility-based test, the Snake-J gains two d20s instead
of one.
• Motivated: For 1 Heat, the Snake-J gains +2 Morale Soak
until the end of combat.
TOTAL PROTECTION 9
MERCENARIES
NEMESIS APPEARANCE him from easy prey to looming predator.
TAIGO GROTTE After making a few brutal examples of
The Brazilian Grotte usually hunches to his former tormentors, he first joined
ATTRIBUTES appear significantly shorter than his 190 and soon led a set of similarly wealthy
AGI AWA BRW COO INT PER WIL cm tall, with a tan-lined face beneath a and disaffected students, stealing
11 9 13 11 12 7 7
mane of dense curls. A stubby stim-cig- vehicles to joyride and party in the
arette circuits between his chapped lips relatively unmonitored jungle. Though
FIELDS OF EXPERTISE and burn-scarred hands. Grotte usually not particularly interested in the
Combat +3 3 Movement +2 1 Social +2 — wears XO Suit boots and a creased outdoors, illicit bonfire parties became an
Fortitude +2 — Senses +1 1 Technical +3 2 archaic suit and tie clearly meant for obsession. When his parents attempted
someone much broader than his gaunt to ground him after being caught at yet
DEFENCES frame. In his TAG or when sure he’s unob- another unlicensed rager, he stabbed
Firewall 15 Resolve 9 Vigour 15 served, he strips to crimson polyclime both in their sleep and set the family’s
Security 1 Morale 3 Armour 0 trunks, revealing an elaborate, but clearly home on fire. Caught within hours, he
ATTACKS incomplete pattern, of self-inflicted scars was sentenced to a Neoterran juvenile
• Stun Asp: Melee, 1+7§ damage, 1H, Concealed 2, and brands. detention centre for the remainder of
Knockdown, Stun, Subtle 2 his teens.
CUSTOMISED TAG ARMAMENT ROLEPLAYING
• Heavy Grenade Launcher: Range M, 2+5§ damage, A model prisoner, he earned placement
Burst 1, Unbalanced, Indiscriminate (Close), Improvised 1, • In Public: Deferential to the point in a work-release technical programme
Munition, Speculative Fire of being obsequious, he affects a repairing outdated vehicles, his shady
• 2x Fire Heavy Pistols: Range R/C, 2+5§ damage, Burst broad (fake) Martian accent and is connections and skills only grew in
1, Unbalanced, Improvised 1, Incendiary 3, Unforgiving 1, complimentary about expensive items prison, and most peers assumed he’d
Terrifying 1, Vicious 1 and physical appearance. Grotte has join a Submondo crew on “graduation”
GEAR: 6 Reloads of Fire ammunition, 6 Parts, breaking clear distaste for visible cybernetics from custody. But one day, he was tasked
& entering kit, fake ID 2, 6 one-use puraza sprayers, repair or biografts, “There’s nothing like a with restoring a totalled XPR-1 and
kit, rented truck, shielded shipping-Pod, XO Suit classic.” fell in love. When released, he found
SPECIAL ABILITIES • In Control: During missions, his posture Adarga’s Rodeleros, an armoured assault
• Acelerador: Can convert a Reload of Fire ammunition straightens, face exposes shifting PMC willing to gamble on an ex-con
into a Fire Charge, Fire Grenade, or Fire Mine with moods and twitches, and his voice tech. Six years of service later, the unit
Improvised 1 as a Standard Action. Tests to analyse
grows harsh and clipped, especially was destroyed by the Ikari Company
forensic evidence in zones where one detonates are at
+1 difficulty.
with a pistol in hand. When observing in a Helicon Belt turf war, down to the
• Frente de Fogo: On a successful attack with the fire, in place of snarls and leers and last soldier.
Incendiary quality, Grotte can spend 2 Heat to double the grins and disgust, his face goes
inflicted Burning condition’s duration. slack, fixated. Only Hexahedron analysts know that
• Fumaça: For 3 Heat, all zones within Long Range of • In his TAG: Taigo is cautious, often during the final stages of the battle,
Grotte containing a fire are obscured as if struck by a observing for hours before making a Grotte hijacked one of the Rodeleros’s
Smoke 3 weapon. Observation tests or attacks into or move, opening with HGL then closes XPR-1s after brutally murdering his
out of those zones — though not within them — are at rapidly to attack with pistols in the fellow techs, then started a fire to
+3 difficulty. This penalty decreases by 1 after 3 and 6 confusion. He enjoys knocking down eradicate forensic evidence of his crime.
rounds, down to +1, until the fire is extinguished.
opposition with a charge then igniting Reports are spotty in the decade since.
them while they’re down. If victorious, Using a shielded shipping container
he salvages in XO Suit and brands his large enough to conceal his stolen
skin later with found metal or bone. mount, in the only-partial guise of a
down-on-his-luck trader in grey-market
BACKGROUND materiel, Grotte now preys on isolated
Submondo and mercenary teams. He
Born on Paradiso’s frontier to triggers conflicts by sniping at both sides
PanOceanian colonial directors, Grotte’s of a tense region, then striking while they
early years were a roil of constant are distracted, stealing anything valuable
displacement, and emotional and physical he can, and leaving only ash and burnt
abuse first by his parents then his peers, corpses in his wake.
until adolescent growth spurts turned
10 Chapter 1
THE ROLEPLAYING GAME
FIELDS OF EXPERTISE
Combat +2 — Movement +1 1 Social +3 —
Fortitude +1 — Senses +2 — Technical +2 —
DEFENCES
Firewall 9 Resolve 7 Vigour 10
Security — Morale — Armour 1
ATTACKS
• Large-bore Heavy Pistol: Range R/C, 2+5§ damage,
Burst 1, Unbalanced, Unforgiving, Vicious 1
• Folding Knife: Melee, 1+4§, 1H, Concealed 2,
Non‑Hackable, Subtle 2, Unforgiving 1
GEAR: Patchwork uniforms, 2 different Reloads of Heavy
Ammo (Restriction 1 or 2 only)
SPECIAL ABILITIES
• Manual Receiver: For 2 Heat, the scrub can fire a single
Reload of Heavy Ammo from their Bokböceği’s Noisy HMG
at +2 complication range. If a complication is generated,
the TAG immediately takes a Fault, disabling the HMG.
• Muzzleload: The scrub can fire a single Reload of Heavy
Ammo from their large-bore pistol at +3 complication
range, destroying the pistol unless 1 Heat is spent.
TOTAL PROTECTION 11
NOMADS
NEMESIS APPEARANCE ties are suspected, as the earliest direct
LAGARTA actions by the collective occurred on
Always wearing an ordinary suit of Dawn late in the Commercial Conflicts
ATTRIBUTES Gecko Squad light combat armour and against hypercorporate representatives
AGI AWA BRW COO INT PER WIL ranging in height between 165 and 210 attempting to seize Dawn’s resources.
10 10 10 10 10 10 10 cm, the Lagartas’ sole differentiating Additionally, the quantity and quality of
characteristics are the use of curving the Teseum used in its axe-blades would
FIELDS OF EXPERTISE Teseum axe-blades beneath their TAGs’ have been nigh-impossible to acquire
Combat +3 2 Movement +3 2 Social — — Combi Rifles’ barrels and pairs of similarly without Ariadnan cooperation and
Fortitude +3 2 Senses — — Technical +3 2 bladed assault pistols. All move with expertise.
practiced grace in combat, are utterly
DEFENCES
heedless of pain or injury, and rely on In the almost two decades since,
Firewall 13 Resolve 13 Vigour 13
Cybermask disguises to avoid capture. Lagarta’s interests broadened
Security 2 Morale 1 Armour 2 considerably beyond Dawn, and the time
between assassinations significantly
TAG ARMAMENT ROLEPLAYING increased, though hypercorporate
• Chopper Combi Rifles (x2): Range C/M, 1+7§ damage, representatives remained their primary
Burst 2, 2H, Expert 1, MULTI Light Mod, Vicious 1 AND • To Targets: Direct, forceful, almost targets. The Leesa Initiative, a hypercorp-
Melee, 2+7§ damage, Anti-Materiel 2, Piercing 4, Spread always silent besides the single funded taskforce of bounty hunters and
2, Vicious 2
phrase, “Por el pueblo,” For the People. PMCs meant to track down and punish
ATTACKS
They kill only their target if possible, the collective, lasted only months before
• Axe-sault Pistols (x2): Range L, 1+7§ damage, Burst
though guards and others who a series of embarrassing and costly
2, 1H, Concealed 2, Vicious 1 AND Melee, 1+7§ damage,
Piercing 4, Parry 2, Spread 1, Vicious 2
interfere are often maimed. scandals from leaks to the press and O-12
• Neural Hacking Device Plus: CLAW-2, SWORD-1, • In Public Statements: Revolutionary investigators in Lagarta’s name forced its
SHIELD-2, GADGET-3, IC-2, Cybermask, Sucker Punch, White and anti-authoritarian phrasing, they closure. A handful of taskforce members
Noise upgrades, +2§ bonus damage provide explicit details on what still pursue the case independently.
GEAR: Fast Download Port, Light Combat Armour + Vac
wrongdoing their attack is retaliation
Suit, Pain Filters, and no Cube for within minutes of the assassination To avoid similar scandals, most
to the nearest media representatives. hypercorporations now treat the
SPECIAL ABILITIES
• Anonimato: Tests to see through Lagarta’s Cybermask • In their TAG: Insanely patient, they collective’s actions as the cost of doing
holographic disguises are Difficulty 3, or Difficulty 2 often wait for days or weeks at a business, divest and elide responsibility
within Close range. time inside a shielded bulkhead or when a subsidiary is targeted, and
• Devoción: For each Momentum or Heat spent when landscaping until their target comes quietly maintain a bounty among
making any test, the Squaddie gains two d20s instead of within reach. Lagartas use ranged their Logantos and contacts for leads
one but takes 1§ of damage. weaponry to eliminate escorts, larger leading to Lagarta’s capture. The NMF
• Solidaridad: Once per session for 3 Heat, any individual Combi Rifle blades to shuck the target claims these actions have nothing to do
in a scene can be revealed as Lagarta in disguise, or from any vehicles or buildings they with their operations or policies, and
any sufficiently large vehicle, bulkhead, or piece of take cover in, then eject to personally publically consider it a false-flag attempt
landscaping as Lagarta in their disguised Gecko TAG.
split the target’s skill, remove their to besmirch the Gecko Squad’s reputation.
Cube, and destroy it. Privately, however, most Nomads take
pride in Lagarta, and many have claimed
BACKGROUND to have assisted them — those who
actually do keep their mouths shut.
Based on gait and kinemetric analysis,
this role is clearly shared between a
small collective of individuals on a
rotating basis. Most serve for years, even
decades, though a handful only appeared
once. They use standard Gecko Squad
voicebox software to disguise their
identities, but for some reason only speak
or transmit in Spanish, leading to the
Bureau Aegis Psi Unit designation Lagarta,
Spanish for a female lizard. Ariadnan
12 Chapter 1
THE ROLEPLAYING GAME
ELITE
GECKO TAG SPECIAL ABILITIES:
ENCLOSED, GROUND, HANDS, SINGLE-SEAT, WALKER
• Open Sourced: Nomad technicians, anyone GECKO SQUADDIE
ATTRIBUTES with Arachne access, or who has Education
Like most Corregidor-based NMF troops,
Focus of 3 or more can upgrade or repair the
Scale Speed Brawn Gecko Squad pilots are expected to take a
TAG at -1 difficulty and ½ time required. If
1 2 15 (+1) variety of roles above and beyond piloting
purchased from non-Nomad sources, the Gecko
has BTS 3 instead of 6. within a single operation and are usually
DETAILS
drawn from the ranks of meteor heads and
• ZG-Jets: Ignores penalties imposed by zero-g
Max. Passengers Impact
conditions. other contract team specialists to ensure sure
1 2+6§ (Knockdown) footing and unshakeable confidence in zero-g,
Hard Points The Jurisdictional Command of practical technical experience under pressure,
Chassis 1, Comms 1 (ECM 1), External 1, Internal 1, Motive 1, Weapons 0 Corregidor saw something indispensable and proven loyalty to their mothership. The
in the lightly armoured GK-5 Gecko, Squaddie’s expertise is further augmented
DEFENCES
an abandoned and obsolete line of with sporadic training in quantronic
Structure 16 Firewall 10
reconnaissance TAGs, namely that counter-security and intrusion techniques,
Armour 5 BTS 3/6 they were cheap and readily available. acting and interrogation resistance, emer-
MOUNTED WEAPONS: Taking advantage of bulk pricing, they gency medical training, forward observer
• Oversized Combi Rifle: Range C/M, 1+6§ damage, Burst 2, purchased the entire available inventory telemetrics, and other potentially-useful
Unwieldy, Expert 1, MULTI Light Mod, Vicious 2 of GK-5s through dozens of seemingly operational skills.
unrelated intermediaries in a matter of
• Oversized Chain-Colt: Range C, 1+5§ damage, Burst 1, 2H,
Concealed 1, Torrent, Vicious 2 minutes, before interest could be traced When not serving in NMF operations, they
back to Corregidor or prices rose in are often embedded as guardians alongside
• Panzerfaust: Range L, 2+5§ damage, Burst 1, 2H, Munition, response to the sudden demand. their former peers’ work teams, their Geckos
Piercing 2, Spread 1, Unsubtle, Vicious 2 concealed in innocuous crates nearby in case
SECONDARY WEAPONS: Lighter than most TAGs but still a of trouble. While there are far too many work
• 2x Heavy Pistols: Range R/C, 2+4§ damage, Burst 1, juggernaut compared to heavy infantry, teams to protect against managerial abuse
Unbalanced, Piercing 2, Unforgiving 1, Vicious 1 the Gecko now enjoys a resurgence in and exploitation simultaneously, the possi-
SPECIAL ABILITIES: popularity thanks to Praxis’ endless bility a Gecko might emerge from seemingly
• Lock-Lag: Due to a still-rudimentary targeting system, Swift stream of iterations on the design. nowhere to give an overwhelming demon-
Action Momentum spends to make a second attack with the Those innovations are further fuelled stration of force is a potent deterrent. This
TAG cost three Momentum. by Squaddies’ continual and vociferous service is profoundly appreciated by meteor
feedback – jokes claim improvements’ heads, though they’re wise enough to conceal
performance is even more a matter of their gratitude for when “their” Squaddie is
survival for designers than the Gecko no longer under cover. Few Squaddies lack for
Squadron’s pilots. company or entertainment during Krugs.
ATTRIBUTES
AGI AWA BRW COO INT PER WIL
10 9 8 10 9 7 10
FIELDS OF EXPERTISE
Combat +1 1 Movement +2 1 Social +1 1
Fortitude +1 1 Senses — — Technical +2 1
DEFENCES
Firewall 9 Resolve 10 Vigour 8
Security 2 Morale 1 Armour —
ATTACKS
• Bladed Assault Pistol: Range L, 1+5§ damage, Burst 2,
1H, Vicious 1 AND Melee, 1+4§ damage, Non-Hackable
Vicious 1
GEAR: Light Combat Armour + Vac Suit + Biomonitor,
Medikit, Powered Multitool
SPECIAL ABILITIES
• At Home in the Black: For each Momentum or Heat spent
when making a Discipline, Interplanetary, or Resistance
test, they gain two d20s instead of one.
• Solidarity: Once per scene, for 3 Heat, any Corregidoran
can be revealed as an undercover Squaddie, their Gecko
concealed in a container at Long range.
TOTAL PROTECTION 13
NOMADS
NEMESIS APPEARANCE BACKGROUND
MAITA “KAMILI” OLONGA
Twenty-five-year-old Maita Olonga Born to a Corregidorian couple made
ATTRIBUTES doesn’t fit the grizzled Squaddie stere- wealthy off the back of a successful
AGI AWA BRW COO INT PER WIL otype. She’s a curvy 168 cm, with black network of Zero-G parts franchises,
11 14 8 14 8 7 8 hair kept in an intricate reverse braid. She Olonga was built to be an Olympian,
dresses simply in athleisure and magnetic literally. While the modern games
FIELDS OF EXPERTISE tabi socks, her sole ornamentation a forbid augmentation of any kind, there
Combat +5 2 Movement +2 1 Social +1 -— bio-luminescent wedding band tattoo. are no restrictions on in-vitro genetic
Fortitude +1 — Senses +5 2 Technical +1 — But there are subtle hints of her remarka- engineering, and her parents spent a
ble talents. Pale grey eyes seem to take in considerable percentage of their fortune
DEFENCES
everything at once, dilating and focusing to ensure she’d have every chance to
Firewall 9 Resolve 9 Vigour 9
at uncanny speed, and while she’s not represent the Nomad Nation as an
Security 2 Morale 1 Armour 4 particularly expressive with her hands, athlete. Much of her childhood was spent
TAG ARMAMENT they are always preternaturally steady. exploring which event suited her best,
• FGA SM Spezial AP HMG: Range L, 2+5§ damage, Burst and by her late teens she was a leading
2, Unwieldy, Piercing 2, Salvo 2 (Grievous, Knockdown), ROLEPLAYING candidate for the Nomad Nation’s 80m
Unforgiving 2, replaces HMG Rifle 4 x 360° Zero-G team in the 64 NC
ATTACKS • Reserved: Maita is friendly if a bit Olympic Games.
• Detached AP HMG: As above, loses Unforgiving 2 unless guarded, more comfortable listening
TAG- or suit-mounted
than speaking unless it’s a topic The endless practice and preparation
• AP Dirk: Melee, 1+4§, 1H, Piercing 2, Subtle 2, Thrown,
she knows very well like Earth, the wore on her, but slipping away to
Unforgiving 2
Olympics, off-roading, and her husband low gravity parkour in Corregidor’s
GEAR: Personalised Iguana Suit, 6 Reloads of AP Ammo, Henryk. She is slightly embarrassed main docking ring was her only real
signal flares
when Iguanas treat her with deference. rebellion until she met Henryk Berríos.
SPECIAL ABILITIES • Professional: Olonga is confident, The youngest child of a meteor head
• Kataa: The first time Olonga leaves her TAG in a combat attentive, and direct, offers suggestions polycule newly arrived on Lullaby Station,
scene, she recovers one Wound, one Metanoia, one
that other Squaddies treat as orders, the orbital habitat where she and her
Breach, and all lost Vigour, Resolve, and Firewall. Each
and calls out targets and ranges in peers practiced, Henryk had already
time she kills an opponent she heals 2§ mental
precise NMF jargon. She refers to lived on dozens of habitats by their first
damage but takes 1§ mental damage each time she or
an ally takes a Wound.
dropped targets as kamili, meaning chance encounter on a slideway. Their
• Kupigwa Mara Mbili: For 2 Heat, Olonga can make two complete in Swahili. passionate infatuation flourished into an
separate Burst 2 AP HMG attacks against two different • In her TAG: She is surefooted, unbreakable bond over the next several
targets with a single Standard Action; she must be particularly in zero-g, vastly prefers years, despite their parents’ strident
Braced to do so, and the benefits of any prior Exploit fighting at Long or even Extreme objections. Yearning for adventure
Action apply only to the first target, but no additional range, Braces + Exploits using her among the stars and lives on their own
Heat is required for the necessary Reloads. TAG’s extended tail for additional terms, they eloped, signing up as StarCo
• Personalised Iguana Suit: Olonga can control, enter, stability and precision, and makes auxiliaries.
exit, or eject from her TAG in a custom suit of Heavy Called Shots whenever possible.
Combat Armour with Exoskeleton 2. She has +2 Morale
Olonga’s remarkable marksmanship
while wearing it and can detach and mount her Iguana’s
AP HMG on the armour’s unique shoulder-socket as a
soon led to recruitment by the Iguana
Standard Action. Squadron, which she eagerly accepted
• Kuzingatia: Thanks to years of practice, and her TAG’s — if it included a TAG-tech position for
uniquely extensible tail, Olonga can combine a Brace Berríos. A strange fit at first, her aim’s
and an Exploit Action into one Standard Action, and once earned Maita a near-mythical reputation
Braced treats targets 3 or 4 zones away as Long range in the squadron, but she turns down
for HMG attacks. promotions of any kind. As she puts it,
“Shooting is best.”
14 Chapter 1
THE ROLEPLAYING GAME
ELITE
IGUANA TAG SPECIAL ABILITIES:
ENCLOSED, GROUND, HANDS, SINGLE-SEAT,
• Iguana Suit: The pilot can control, enter, IGUANA SQUADDIE
WALKER
exit, or eject from the TAG in an included
ATTRIBUTES specialised suit of Heavy Combat Armour Where the Gecko Squadron draws on
with Exoskeleton 1. Corregidor’s vast diaspora of zero-g workers,
Scale Speed Brawn
• Lock-Lag: Due to a still-rudimentary Iguana pilots usually come from the mother-
1 2 16 (+1)
targeting system, Swift Action Momentum ship’s other, equally well-advertised specialty,
DETAILS spends to make a second attack with the TAG mercenary killers. By prioritising candidates
Max. Passengers Impact cost 3 Momentum. experienced with Heavy Combat Armour or
1 2+7§ (Knockdown) • ZG-Jets: Ignores penalties imposed by heavy weaponry, and ideally both, NMF train-
zero-g conditions. ers can focus on teaching TAG piloting skills,
Hard Points
confident the trainee’s already ingrained
Chassis 1, Comms 0 (ECM 1, Repeater), Internal 0 (Evac System),
An old but reliable TAG, the IG-7 Iguana skills and instincts will be sufficient should
Motive 1
was easy to repair even before it went they eject mid-combat.
DEFENCES through Bakunian optimisation and
Structure 16 Firewall 10 the addition of an ejection system Almost continually deployed as fire support
Armour 6 BTS 6 linked to an inner suit of Heavy Combat and assault forces, either for NMF operations
Armour. This armour’s servo-reinforced or carefully vetted mercenary contracts, the
MOUNTED WEAPONS: Iguana Squadron’s culture prioritises physical
joints allow the ejected pilot to easily
• HMG: Range L, 2+5§ damage, Burst 3, Unwieldy, Spread remove and carry the fallen Iguana’s fitness and mental toughness, and an aggres-
1, Unsubtle sive, even masochistic, tolerance for pain.
main weapon — a PraxiTech Geistesblitz
• Heavy Flamethrower: Range C, 2+5§ damage, Burst 1, HMG — and continue their assault from a They take great pride in surprising opponents
2H, Incendiary 3, Munition, Terrifying 2, Torrent new angle. To take maximum advantage who mistake disabling their TAGs for the end
SPECIAL ABILITIES: of the TAGs’ possibilities, NMF Iguana of the fight — they’re often deadlier on foot
squads emphasise physical and mental than mounted.
• Closed Source: Nomad technicians, or anyone with Tech
Focus of 4 or more may upgrade or repaire the TAG at -1 training, stoking an aggressive spirit
difficulty and ½ time required repair. If purchased from non- alongside the expected technical and ATTRIBUTES
Nomad sources, the Gecko has BTS 3 instead of 6. ballistics skills. This training and tenacity AGI AWA BRW COO INT PER WIL
are essential for levelling the playing 9 9 10 9 9 7 10
field against the technologically superior
adversaries they usually face. FIELDS OF EXPERTISE
Combat +2 1 Movement +1 +1 Social — —
Fortitude +2 1 Senses +1 — Technical +2 1
DEFENCES
Firewall 9 Resolve 9 Vigour 10
Security 2 Morale 1 Armour 4
ATTACKS
• Detached TAG HMG: Range L, 2+6§ damage, Burst 3,
Unwieldy, Spread 1, Unforgiving 1, Unsubtle
• Boot Knife: Melee, 1+4§, 1H, Non-Hackable, Subtle 1,
Thrown, Vicious 1
GEAR: Personalised Iguana Suit, 6 Reloads of Standard
Ammo, painkillers
SPECIAL ABILITIES
• Personalised Iguana Suit: The Squaddie can control, enter,
exit, or eject from their Iguana in a custom suit of Heavy
Combat Armour with Exoskeleton 1. They have +2 Morale
while wearing it and can detach and mount an Iguana’s
HMG or other Unwieldy weapon on this armour’s shoulder-
socket with a Tech (D1) test, adding Unforgiving 1 to that
weapon while mounted.
• Desplegado: When they eject or exit their TAG in combat,
Squaddies recover all lost Stress (Vigour, Resolve, Firewall),
though not Wounds, Metanoias, or Breaches.
TOTAL PROTECTION 15
NOMADS
NEMESIS APPEARANCE in remarkable, if implausible, detail. No,
JULES "MADRASSI" MORGOON it should be just “madras”, a kind of cloth
Jules Morgoon is a towering 210 cm, from the same region, in the stylish
ATTRIBUTES with dark skin and bare head covered in plaids he’s so fond of, given to him by
AGI AWA BRW COO INT PER WIL Teseum-tipped obsidian scales. He has less-fashionable peers. Of course not!
14 8 12 11 8 10 7
augmented claws and gecko pads on It’s a misunderstood pronunciation of
broad hands and feet and a thick prehen- Madrassa, an old Arabic term for school,
FIELDS OF EXPERTISE sile tail and is usually clad in only a pair dating back to days as a bookish youth
Combat +3 3 Movement +3 3 Social +1 —- of colourful plaid shorts to show off his on Bourak. And so on. One seemingly
Fortitude +3 1 Senses +1 1 Technical +1 — densely muscled physique. Morgoon cuts genuine clue is a tendency to lapse into
an imposing figure at first, but is a charm- antiquated Finnish when he’s inebriated.
DEFENCES ing conversationalist, once one adjusts to
Firewall 9 Resolve 10 Vigour 15 sharpened teeth and multi-lidded eyes. Veteran Lizards, who may be in on the
Security 2 Morale 1 Armour 4 act, claim he’s served since the Corporate
UPGRADED LOUNGE-LIZARD SUIT ROLEPLAYING Crises, and he speaks of lost Squaddies
• Modified Vac Suit with BTS 4, 3 Oxygen Loads, 3 Reloads, with a familiarity and a seriousness
and 3 Parts • Charming: Jules varies his volume that rarely enters his other tales. When
LIZZY (HIS LIZARD TAG) to suit his audience, from booming those same vets claim to remember him
• 8 Armour Soak, BTS 8, Loadout Alpha (MULTI HMG + HGL) storytelling to a soft whisper, and is before his evolution into his current
ATTACKS omnivorously flirtatious and curious. form, they disagree considerably about
• Implanted Komodo (Viral) Heavy Pistol: Range R/C, He is completely uninterested in the larval Morgoon’s origins, personality,
2+6§ damage, Burst 1, Unbalanced, Biotech, Grievous, talking about work or war, or his past or appearance. But they all agree that
Unforgiving 1, Toxic 2, Vicious 1
beyond a few practiced anecdotes. he’s eccentric even for Bakunian, isn’t
• Teseum-Laced Claws: 1+6§ damage, Piercing 4, Subtle
• Eccentric: Morgoon refers to his TAG affiliated with any Black Lab they’ve
1, Vicious 1
Lizzy and his Spotbot Spitz as if they heard of, and is an absolute demon
• Spitz: A SpotBot with +2 Armour Soak and its flash pulse
are sentient, references Hindi, Finnish, in a fight.
replaced with a Nanopulser: Range C, 1+5§ damage, 1H,
Biotech, Subtle 3, Torrent, Vicious 2 or Arabic proverbs without explanation, Despite avoiding conversations about
drums his claws or adheres to nearby his work, Morgoon is clearly obsessed
GEAR: AR eye implants with MSV 2, Cosmetic
surfaces when lost in thought, and with it. Besides a bare-bones living
Augmentation 3, gecko pads, subdermal grafts, Super-Jump
rarely carries anything. quarters and special nutrition for his
SPECIAL ABILITIES
• In Lizzy: He is stealthy, takes point biografts, all of his considerable earnings
• Hardbodies: Morgoon, Spitz, and Lizzy have +2 Armour
Soak (noted above) but lose 1 Armour Soak each time
and Guards allies from incoming fire. go towards new augmentations, repairing
they take a Wound or Fault (to a minimum of 0). Morgoon uses Spitz to help detect and and enhancing Lizzy, and maintaining a
• Mojo Risin’: For 3 Heat as a Minor Action, Morgoon can flank opposition, carries a wide variety veritable library of munitions to ensure
swap all of Lizzy’s loaded ammo for different Human of Reloads and switches between the element of surprise in combat. He
Sphere ammo types, any Standard and any Special ammo them to surprise opponents, yet is takes long leaves of absence for surgeries,
into her MULTI HMG, and any Heavy Grenade into her completely unafraid of fighting on foot. brining Lizzy, Spitz, and his few other
HGL. belongings with him, returning months
BACKGROUND or years later. Thanks to his potency in
the field, his commanders take these
Morgoon cultivates a tangle of mutually walkabouts in stride. He always returns
contradictory theories about his origins, even more combat ready, his form another
age, and even former nationality, incremental step towards an unspoken
deliberately dropping one hint or another draconic ideal.
to partisans of a particular narrative, only
to add an impossible detail a few months
later. He’s especially fond of differing
explanations for his nickname’s origins.
In one, Madrassi indicates he was a
denizen of Chennai under its archaic
colonial title of Madras centuries ago, and
a partisan in border conflicts between the
newly formed Yu Jing and PanOceania’s
territories on Earth, which he describes
16 Chapter 1
THE ROLEPLAYING GAME
ELITE
LIZARD TAG SPECIAL ABILITIES:
ENCLOSED, GROUND, HANDS, SINGLE-SEAT,
• Leisure Suite: Personalised smart-material LIZARD SQUADDIE
WALKER
cushioning, environmental mods, and aerosolised
ATTRIBUTES stimulants, muscle relaxants, and euphorics provide Intimately entwined with whatever Black
+3 Morale Soak. Lab was responsible for their mount’s
Scale Speed Brawn
• Wetwerks: With GM permission, one or more idiosyncratic blend of engineered refactoring
2 2 17 (+2)
hardpoints can be replaced with a TAG-scale Biograft and bio-mechanical enhancements — and
DETAILS or Silk augmentation. This work can only be done often skilled tinkerers in their own right —
Max. Passengers Impact by Black Lab technicians, and the augmentation Bakunin’s Lizard Squad pilots are as unique,
installation has +2 base cast and +2 Tariff. political, and strange as any other product of
1 3+7§ (Knockdown Vicious 1)
their mothership. Whenever possible, a Black
Hard Points
Lab draws from its own ranks to fill the role,
Chassis 1, Comms 1 (ECM 1), External 1, Internal 1, Motive 1 selecting not only for fast-twitch reflexes and
DEFENCES steady aim, but an ideological viewpoint and
Structure 17 Firewall 11 The NMF Lizard Squad’s iconic mounts were aesthetic in congruence with the Lab’s. The
Armour 6 BTS 7 once obsolete PanOceanian Reptile Series resulting diversity of skillsets and approaches
heavy reconnaissance TAGs, with below-av- is an invaluable asset.
MOUNTED WEAPONRY: erage armour and chassis reinforcement, a
• Proprietary MULTI HMG: Range L, 2+5§ damage, Burst built-in FGA MLN Panzerfaust, and one of two The Lizard Squad is a subculture unto itself,
3, Unwieldy, Medium MULTI, MULTI Heavy Mod, Spread 1, stock loadouts of integrated weaponry. with standards around equipment and aug-
Vicious 1 mentations tangential to the rest of the NMF.
LOADOUT ALPHA: In the hands of Praxis’s Black Labs, however, Regardless of other weaponry, for example,
• + Heavy Grenade Launcher: Range M, 3+5§ damage, unused spaces throughout the chassis, each has a specific model of SMG implanted
Burst 1, Unbalanced, Munition, Speculative Fire + Grenade modern miniaturisation techniques, and in a secretive ceremony and then removed
qualities seemingly unrelated components sourced when they leave the unit, and instead of the
LOADOUT BRAVO: from throughout the Human Sphere evolved combat armour worn by their peers, each
• + Heavy Flamethrower: Range C, 2+5§ damage, Burst 1, into a near-unrecognisable new model — the wears a lounge-lizard vac suit loaded with
2H, Incendiary 3, Munition, Terrifying 2, Torrent Lizard. Brimming with trade secrets, including equipment and weaponry even when off duty,
SPECIAL ABILITIES: offset-layered polyceramic-compound plate to ensure combat-readiness.
• Black Secrets: When in conflict with a TAG modified by armour, bio-mimetic musculature, hyper-ki-
the Black Labs to any degree, that enemy TAG loses 3 BTS netic actuators, and a quietly stolen and ATTRIBUTES
and adds +3 complication range to its Acrobatics, Hacking, refactored ballistic system, they are even kept AGI AWA BRW COO INT PER WIL
and Observation tests. from trusted outsiders. 11 10 7 10 10 8 7
FIELDS OF EXPERTISE
Combat +1 1 Movement +2 1 Social +1 —
Fortitude +1 — Senses +1 1 Technical +2 1
DEFENCES
Firewall 10 Resolve 7 Vigour 9
Security 3 Morale 1 Armour —
NMF LOUNGE-LIZARD SUIT
• Modified Vac Suit with BTS 2, 2 Oxygen Loads, 2 Reloads,
and 2 Parts
ATTACKS:
• Implanted Skink SMG: Range C, 1+6§ damage, Burst 2,
Unbalanced, Aug, Expert 1, Neural, NFB, Spread 1, Subtle 1
• 2x Boot Knife: Melee, 1+3§ damage, 1H, Concealed 1,
Non Hackable, Subtle 2, Thrown, Unforgiving 1
SPECIAL ABILITIES
• Scaled Up: Squaddies often take on augmentations
mimicking their mount, and for X Heat, both they and their
TAG can reveal an appropriately sized Biograft or Silk
augmentation with Restriction X, already installed.
TOTAL PROTECTION 17
PANOCEANIA
NEMESIS APPEARANCE enmeshed with the city’s Submondo
VICTOR “VIC” COROWA element, helping smuggle cargo, brawling,
A broad-shouldered 171 cm, Vic Corowa and earning money enough to live
ATTRIBUTES has a sailor’s deep tan, corded muscles, safely on his own. Since he had a clean
AGI AWA BRW COO INT PER WIL and calloused hands. With both crude record, a friend of a friend endorsed him
11 9 11 12 9 9 8
prison tattoos at his temples and wrists for Compass ship pilot training, and at
and the carefully balanced stance of only sixteen, his criminal and hypercorp
FIELDS OF EXPERTISE someone who’s spent years at sea, the careers began in earnest.
Combat +3 2 Movement +3 2 Social +1 1 32-year-old Naval Chasseurs’ Captain
Fortitude +4 1 Senses +1 - Technical +1 1 of Sea and War never seems entirely Fortunately, he transferred to Dawn
comfortable in uniform, or anywhere before his increasingly reckless peers
DEFENCES outside his remote piloting pod for that could land him in prison. As a marine
Firewall 13 Resolve 12 Vigour 15 matter. He is soft-spoken and polite with transporter for Compass shipments in
Security 3 Morale 2 Armour 1 strangers, but an air of tension permeates and out of Mat’, he befriended Irmandinho
(CRABBOT) BARSUK’S UPGRADES his movements, as if a brawl might break smugglers eager for a man on the inside
• Extra Gear: Breaking & entering kit, chameleonwear out at any moment. and started making real money. It lasted
coating, climbing plus almost two years before the Stavka
• Teseum Claw-Shears: Melee, 1+3§ damage, 1H, ROLEPLAYING uncovered them. As a galactic scapegoat,
Piercing 4, Vicious 2 he received a harsh fifteen-year sentence
• Ignores penalties imposed by pressure, even at • With Naval Chasseurs: Vic is at to hard labour, and an endless supply
extraordinary depths, and aquatic difficult terrain up to ease and familiar, though clearly in of Ariadnan convicts were eager to take
its controller’s Pilot Focus. command and caustic if challenged. their world’s humiliations out on him.
SPECIAL ABILITIES He doesn’t inject himself into
• Common Special Abilities: Fast Recovery (Resolve 2) conversation unless steering it At the end of the Saranyu Frontier
• Capitão: If another Naval Chasseur or their TAG is within toward a specific topic and has an Incidents, however, he was repatriated
Long range of Vic or his TAG, his Fast Recovery and
encyclopaedic knowledge of unit slang and released for time served. Profoundly
Morale Soak double their values.
and members’ histories. grateful for his rescue, he joined the
• Guerreiro: When attacking in or from an aquatic or
otherwise water-filled zone, with or without surprise, • With Anyone Else: Corowa is on edge, military and served as first a Fusilier, and
Vic’s first attack in combat has the Terrifying 3 quality. His direct, formal, and careful about then a Squalo pilot from the Varuna’s
melee attacks, in or out of a TAG, have the Grievous and hierarchies and authority, trying to Mechanised Cavalry after an ALEPH-
Vicious 2 qualities. strictly address whoever he thinks is guided review uncovered his piloting
• Treta Figovina: Vic has access to SaboT Reloads fireable in charge. skills. Finally, impossibly, Corowa earned a
with his TAG MULTI HMG’s secondary mode. It is always • In his TAG: He sets up ambushes and trial membership in the Naval Chasseurs.
loaded with AP and SaboT ammunition. attacks from the water whenever Now, years of zealous work later, he’s
• Zamochit: For 1 Heat, Vic can ignore one condition possible, opening with SaboT or AP earned the respect of his peers and the
imposed by a Wound Effect, or reduce the penalty
rounds at the most hardened target trust of his superiors. He still maintains
inflicted by the Cripple Wound Effect by one step for one
and focusing on them until downed. contacts among the few friends he
hour. For 3 Heat, he can ignore all difficulty penalties
imposed by Wound Effects on his body or Fault Effects on While he attempts to keep his distance, made in Rodina’s prisons, but he’s proud
his TAG for 3+3§ minutes. Vic is outright feral in close combat. of his position as a soldier, a pilot, and
especially as a Naval Chasseur. When the
BACKGROUND last Naval Chasseur cohort retired, he was
suddenly placed in command, and he is
Born in Varuna’s coastal city of Crystal determined not to waste this opportunity,
Cove to an abusive cargo-train mechanic anchors aweigh.
and alcoholic algae harvester, Corowa
spent as much time as possible far from
home, wandering the piers and dreaming
of a better life. Off-the-books work was
his salvation.
18 Chapter 1
THE ROLEPLAYING GAME
ATTRIBUTES
AGI AWA BRW COO INT PER WIL
10 9 8 13 8 8 7
FIELDS OF EXPERTISE
Combat +2 1 Movement +3 2 Social +1 —
Fortitude +1 — Senses +1 — Technical +1 —
DEFENCES
Firewall 8 Resolve 7 Vigour 8
Security 2 Morale 1 Armour —
COMMON CRABBOT UPGRADE
• Extra Gear: chameleonwear coating
• Ignores penalties imposed by pressure, even at
extraordinary depths, and aquatic difficult terrain up to its
controller’s Pilot Focus.
SPECIAL ABILITIES
• Common Special Abilities: Fast Recovery (Resolve 2)
• Crewmates: Gain Fast Recovery (Resolve +1) for each
Naval Chasseur-piloted TAG within Long range, to a
maximum of 4 in each case. When they speak in cant,
attempts to decipher it or understand their Imply actions
are at +3 difficulty.
• From The Deep: When the Naval Chasseur or a fireteam
they are a part of wins a surprise face-to-face test and is
attacking in or from an aquatic or otherwise water-filled
zone, the Naval Chasseur’s first attack has the Terrifying 3
quality.
TOTAL PROTECTION 19
PANOCEANIA
NEMESIS APPEARANCE BACKGROUND
DAMINI “YAZHI” WAGH
A rangy 183 cm, every inch of Yazhi’s skin The youngest Dragão in the unit’s history,
ATTRIBUTES is covered in intricate endlessly shifting Yazhi’s parents were killed by StateEmpire
AGI AWA BRW COO INT PER WIL layers of tattoos depicting animal fur, forces when she was only a toddler. In
9 12 8 12 12 (+1) 9 8
feathers, or hides from animals native to the chaos of the NeoColonial Wars, their
Acontecimento or Earth’s Indian subcon- shuttle fleeing Paradiso was mistaken
FIELDS OF EXPERTISE tinent. A public AR feed adds elaborate for a military vessel and was shredded
Combat +3 1 Movement +3 1 Social +2 1 holographic projections animated as if by orbital pickets. Fortunately left behind
Fortitude +2 1 Senses +1 1 Technical +3 1 blowing in an invisible breeze. Damini on Acontecimento with her grandmother
is young for a Dragão, only twenty-three, during their vacation, Yazhi escaped her
DEFENCES and her hair long and braided away parents’ fates but was inconsolable for
Firewall 16 Resolve 12 Vigour 10 from retro TAG socket implants. Her sole years, despite counsellors and her family’s
Security 2 Morale 2 Armour — jewellery is a small synthetic-ruby bindi best attempts. Brilliant, withdrawn,
UNIQUE TAG ARMAMENT between her eyes, emblematic of her rebellious, and prone to violent outbursts,
• 2DA Magazine upgrade (see p.99) + Nanoswarm HRMC: Bengali ancestry and Hindu faith. her nānī soon restricted her to taking
Range L, 2+10§ damage, Burst 2/1, Mounted, Light MULTI, classes at home, only adding to her
Spread 2, Unsubtle 2 ROLEPLAYING isolation.
o AP+Nano Mode (Primary): Area (Close), Nanotech,
Piercing 2, Toxic 2 • Showy: Wagh prefers to be barefoot Maya let her experiment,
o 2DA Mode (Secondary): Anti-Materiel 2, Frangible, and wears display fabric singlets or unconstrained by familial critique and
Vicious 2 choli to accentuate her tattoos. She expectations. In hyper-violent TAG
(CRABBOT) KAKRAR’S UPGRADES
has the continually distracted air and simulations and hackathons, intelligence
• Extra Gear: 4 Fire Reloads (max capacity), deployable
meme-laden vocabulary of a Maya and aggression weren’t problems but
repeater, Inured to Heat
• 2x IPMT Micro-Flamethrowers (replaces Flash Pulse): obsessive, deliberately languid body instead valorised, even a way to make
Range R/C, 1+7§ damage, Burst 2, 1H, Incendiary 2, language, but fidgets when frustrated. friends. Inspired by the fierce mythical
Munition, Terrifying 2, Torrent • Dedicated: Her tattoos, AR feed, and creatures she saw in temple decorations,
Maya are deactivated when at worship their blending of powerful animals’ traits
AUGMENTATIONS: Cosmetic Augmentation or on duty. Damini is serious and into a seamless whole, she built a new
2 (animated holo-tattoos & public AR feed), gecko pads, intensely focused and impatient with identity around them — Yazhi. Paying
remote presence gear, neural hacking socket for “ENA”, a distractions or disrespect. for the augmentations she dreamed of
custom Hacking Device (CLAW-2, SWORD-2, SHIELD-1, • In Her TAG: She keeps up a bantering required devoted study, and she ripped
GADGET-2, IC-1) + 4§ bonus damage stream of tactical chatter highlighting through first basic and then advanced
threats and targets for allies, takes technical and engineering coursework,
SPECIAL ABILITIES point, attacks enemies immediately landing a position at the age of fifteen
• Common Special Abilities: Threatening 2 unless explicitly ordered not to, and in a Moto.tronica start-up incubator with
• Agressora: If Braced, her ranged TAG weapons gain only uses her flamethrower when her sufficient salary for legal emancipation.
Salvo 1 (Spread 1), and Heat spends for multiple Reloads NHRMC is depleted.
cost 1 less than usual (minimum 1 Heat spent). The 1st Paradiso Offensive changed
• Bandhan: Each turn Yazhi spends a Free Action everything. After a broadcast of the
maintaining her chatter, all allies in comms contact with
Paradiso Control Force’s desperate
her have +1 Morale Soak and recover 1 Resolve.
defence, she immediately quit her job and
• Fome: For 2 Heat on a successful attack that deals 2 or
more damage with her NHRMC’s primary mode, Yazhi can enlisted in the PMC. Like many others,
inflict a special Wound Effect that applies a +2 difficulty with the preferred MOS of TAG pilot.
penalty on all Agility- or Brawn-based actions. Unlike most, her test scores, aggression
• Maya Punarjanm: For 3 Heat as a Minor Action, Yazhi can index, and obvious talent placed her
recover all lost Firewall and remove up to three Breach in the Dragões, where she’s served
Effects. She then suffers +3 complication range on all with distinction ever since. Her former
Hacking and Pilot tests, including Reactions, for her next colleagues in the defence industry ensure
three turns. she’s first in line for prototype armaments,
as long as she Maya-posts the results.
20 Chapter 1
THE ROLEPLAYING GAME
FIELDS OF EXPERTISE
Combat +3 2 Movement +2 1 Social +1 —
Fortitude +2 — Senses — — Technical +1 —
DEFENCES
Firewall 8 Resolve 11 Vigour 8
Security 2 Morale 1 Armour —
TOTAL PROTECTION 21
PANOCEANIA
NEMESIS APPEARANCE BACKGROUND
JAN “JJ” JARLSON
JJ’s tundra combatant Sigurðr Lhost Like most other Einherjar pilots, JJ was
ATTRIBUTES is a stocky 180cm, pale and freckled a seriously injured in the course of duty
AGI AWA BRW COO INT PER WIL with a cascade of curly copper hair, a and mastering a Jotum provided focus
12 10 11 12 11 8 7
trim beard, and corded with synthetic for his rehabilitation. But evidence about
muscle. Its integrated combat systems his past has been deliberately obfuscated
FIELDS OF EXPERTISE reveal themselves in subtle glances and by the Hexahedron in return for some
Combat +4 1 Movement +4 1 Social +1 — posture shifts in response to any nearby unknown service. His speech patterns
Fortitude +2 1 Senses +2 1 Technical +2 1 movement. He dresses simply, usually in and pop cultural references indicate he is
dense Svalarheiman armless tunics and Svalarheiman and served in the Blizzard
DEFENCES leggings beneath a shaggy silhouette-dis- Skirmishes as either special forces
Firewall 13 Resolve 9 Vigour 14 rupting cloak of his own design. or a Hexahedron agent. His medical
Security 4 Morale 2 Armour 2 records are sealed, but whatever injury
JJ’S SIGURÐR LHOST ROLEPLAYING he suffered must have either killed him
• +1 Brawn, +1 Coordination, -1 Willpower (included above) or otherwise rendered his birth body
• Ballistics Expert System 1, Close Combat Expert System 1 • Scholar: Jarlson is fascinated by and untenable. In any case, he seems to have
• Inured to Disease and Cold, MSV 2 casually references Scandinavian, integrated smoothly with his Sigurðr
Norse, and especially Svalarheiman Lhost, a Xperydes Biotechnology arctic
BIG J (HIS TAG) culture and religious practices. He’s variant of the Orlando combat model,
• Crabbot housing replaced with a single passenger life edgy and distracted before and after albeit with the usual impulsivity issues.
support module.
patrols and otherwise attentive, but JJ
• JJ can detach and wield its Panzerfaust or MULTI HMG +
stays at the edges of conversations. Introverted, solitary, and comfortable
HFT as a Standard Action.
• Scout: Jarlson sneaks close to targets spending weeks at a time unsupported
GEAR: Hunter’s cloak (Armour Soak 2, BTS 2, see below), after travelling to the general area even in Svalarheima’s harshest weather,
2 E/M2 Reloads, 2 Phobetor Reloads, 2 Eclipse Reloads, inside the chassis of his TAG, Big J, JJ spends the vast majority of his time on
remote presence gear, repair kit, respirator 2, survival kit observes for hours or days before solitary patrols in the planet’s frontier
attacking from concealment, first via regions. At Hexahedron’s request, many of
SPECIAL ABILITIES: Big J, then personally with a detached these patrols overlap with Svalarheima’s
Kappe: JJ’s hunter’s cloak counts as a kit for face-to-face weapon in the resulting confusion. more far-flung planetary datasphere
Stealth tests against targets at Medium range or farther in • In Stor J: JJ pilots from concealment infrastructure, either in areas contested
tundra or mountain terrain, granting 2 bonus Momentum.
nearby instead of from a remote by Yu Jing and PanOceania or remote
It immediately suffers a Fault and becomes useless
pod. He opens with Eclipse, EM/2, enough to be vulnerable to Nomad
for Stealth if struck by an attack with the Incendiary or
Nanotech qualities. or Phobetor rounds from his MULTI sabotage. Units, even PanOceanian units,
Jeger: When detected or hidden to a target, and either HMG’s secondary mode to isolate and that stray too close to Maya nodes vanish
Prone or Braced, JJ can take the Exploit Action as a Free panic targets and maximises burst without a trace often, circumstantially,
Action. If successful, in addition to the usual benefits, he when able. while JJ is out of comms contact.
can ignore 1 difficulty due to range on Ranged attacks
against them, and Observation tests to detect the source of His superiors are willing to look
the attack are at +1 difficulty. the other way, in part, because he’s
Rytter: JJ can connect or disconnect from Big J as a Minor remarkably effective at defending against
Action and perform Actions or Reactions with it or his
incursions. While all Einherjar pilots are
own body without penalty when within 5 zones of it.
comfortable with frontier manoeuvres,
Its eponymous LAI has ½ of his Attributes and Fields of
Expertise. ambush tactics, and night raids, JJ
Slynge: JJ can convert a Reload into an equivalent Grenade routinely eliminates entire Yu Jing units
with the Improvised 2 quality as a Minor Action. on his own, sometimes multiple times
in a single night. Currently restricted to
Svalarheima, it’s only a matter of time
before his duties set his saga’s next
stanza far from home.
22 Chapter 1
THE ROLEPLAYING GAME
TOTAL PROTECTION 23
PANOCEANIA
NEMESIS APPEARANCE During this formative exposure to his
FATHER-OFFICER LIKO SRI SAVANG faith’s foundations, the pilgrims were
A spry, if stooped, 195 cm, Father-Officer covertly assessed by representatives
ATTRIBUTES Liko moves with remarkable grace from each Order. During subsequent
AGI AWA BRW COO INT PER WIL and balance for a man of his age with studies in San Pietro, he was quietly
9 13 7 10 11 (+1) 10 (+1) 10
remnants of dark hair kept in a tonsure recruited by the Black Friars, and once
and a face with almost a century’s worth initiated, tasked with monitoring his
FIELDS OF EXPERTISE of wrinkles and laugh lines behind his peers. Initially troubled by his duty, he
Combat +3 3 Movement +2 2 Social +2 2 rimless reading glasses. He invariably focused on technical — and theoretically
Fortitude - - Senses +1 1 Technical +2 2 dresses in a simple priest’s habit, its less politically and theologically
original fibres worn down to a soft grey creative — students. But after uncovering
DEFENCES by long use, and a set of well-thumbed a TA sneaking profiles of graduates to a
Firewall 14 Resolve 10 Vigour 7 and rusted iron rosary beads. Tunguskan conglomerate his freshman
Security 4 Morale 6 Armour — year, and a Yu Jingese infiltrator his junior
(CRABBOT) KAKRAR’S UPGRADES ROLEPLAYING year, his zeal’s flickering flame grew to
• Extra Gear: White hacking device, deployable repeater, well-banked bonfire.
T/O camo • With Everyone: Father-Officer
• Single-Use Nanopulser (replaces Flash Pulse): Range C, Liko is wise and friendly in a After graduation he became a tactical
1+5§ damage, 1H, Biotech, Disposable, Subtle 3, Torrent, grandfatherly way, casually references monk, often carrying out the Inquisitions’
Vicious 2 Shakespeare and scripture verbatim, work in another Order’s guise while
and circles back to points he finds providing spiritual council and leading
GEAR: Cube 2.0, Implanted Neural White Hacking insufficiently addressed later in a the charge during combat. Many of his
Device, Fake ID 3 (non-Dominican Order Knight), Stealth
conversation instead of immediately technical contacts joined the Order of
Repeaters
confronting them. the Temple, and after their heresy was
• In His Quarters: He pretends to tinker uncovered, he spent the better part
SPECIAL ABILITIES
with a Cancer Crabbot or is seemingly of a decade capturing, interrogating,
• Common Special Abilities: Keen Senses (Sight),
enmeshed in a physical book designed and encouraging former Templars to
Quantronic Jump, Superhuman Intelligence 1,
Superhuman Personality 1, Threatening 3 to provoke his visitor’s interest, while testify. As a reward, he was promoted to
• Benedicere: Father Liko generates an actually writing or working in his Father-Officer and allowed to retire from
additional 4 Momentum on Command tests targeting private datasphere. active intelligence gathering, trained as
Catholic believers, and 2 Momentum against all others. • In His TAG: Savang leads from the a Seraph remote pilot as the programme
Allies within Long range have +2 Morale Soak and +2 centre, fires whatever weapon is began and his physique weakened, and
Resolve and the benefits of SHIELD-1 Exorcism and at optimal range, uses Cancer(s) granted a series of frontier posts, most
SHIELD-3 Zero Pain. to ambush or out-manoeuvre recently on Paradiso. Though he served
• Inimicus: Father Liko takes 3§ mental damage, opponents, and loves using SHIELD-3 with distinction in both Offensives, his
ignoring Morale Soak, any turn he is within Long range of Counterstrike Guard and Defence faith was shaken as repeated encounters
a sepsitor, fleeing if it inflicts a Metanoia.
Reactions against enemy hackers. with sepsitors forced him to put down his
• Sinoa: When piloting a Seraph TAG, he grants allied
own memetically infected troops. Eager
Remotes within Medium range one bonus Momentum on
all tests, not only Ballistics and Athletics, and can take a BACKGROUND to serve elsewhere, his latest role has
Standard Action or Reaction with a Cancer Crabbot each him once again posing as a member of
turn for free. The son of a Lao father who emigrated another Order.
• Theuaada: Once per scene, for 3 Heat if his Seraph TAG is from Shentang to Varuna after conversion
destroyed or disabled, Liko re-appears in a new Seraph 3 to Catholicism and an equally devout
turns later at Extreme range from any player characters Malay mother, Liko grew up surrounded
in the scene and behind allied troops if possible. by the prestigious Tescari Biogenetic
Research Centre’s technicians and
scholars. He dabbled in remote modding
and theatre but was drawn to faith over
academics. After finishing school early,
he immediately entered a pre-seminary
pilgrimage programme sponsored by the
Military Orders, touring and studying on
Earth and Neoterra.
24 Chapter 1
THE ROLEPLAYING GAME
DEFENCES
Firewall 8 Resolve 11 Vigour 11
Security 2 Morale 4 Armour —
COMMON CRABBOT UPGRADE
• If detached, can grant allied Remotes within Medium range
one bonus Momentum to Ballistics tests until its next turn as
a Standard Action.
• Single-Use Nanopulser (replaces Flash Pulse): Range C,
1+5§ damage, 1H, Biotech, Disposable, Subtle 3, Torrent,
Vicious 2
SPECIAL ABILITIES
• Deus Vult: If God wills it, best not to argue. The Order-
Sergeant generates an additional 2 Momentum on
Command tests but does not benefit from Morale Soak
against Psywar attacks by superiors or if disobeying orders.
• Pax Vobiscum: For 2 Heat, all Order-Sergeants in a scene
gain Focus 2 in Combat and Movement and Focus 1 in
Fortitude and Senses until the scene’s end.
• Shield of Faith: As an active participant, an Order-Sergeant
can spend 2 Heat to give forces under their command
+2 Morale Soak (to a maximum of 4) and grant them the
benefits of SHIELD-1 Exorcism and SHIELD-3 Zero Pain
for a scene.
• Sword of the Spirit: Unerring faith guides their blades.
Order-Sergeants can reroll up to 4§ of melee attack
damage but must accept the results. Each point of
Momentum spent to deal bonus damage adds 2 points of
damage instead of 1.
TOTAL PROTECTION 25
PANOCEANIA
NEMESIS APPEARANCE
MARIA CONCEIÇÃO GONÇALVES Maria’s disinterest in anything outside
Only 145 cm tall, with the restless energy her martial education was a continual
ATTRIBUTES of someone half her 63 years, Maria has source of conflict in the household
AGI AWA BRW COO INT PER WIL a wrestler’s cauliflowered ears, a boxer’s until finally, at only fifteen, she left
12 (+1) 8 10 11 9 9 10
flattened nose, and the poorly healed home for good. Barely eking a living
scars and still-dense musculature of an as an undercard fighter in Submondo-
FIELDS OF EXPERTISE underground Aristea! fighter. She wears run underground Aristea! events, she
Combat +4 3 Movement +3 2 Social +1 1 them like badges of office, along with a nevertheless performed well enough to
Fortitude +3 1 Senses +1 — Technical +1 — wedding ring of solid Teseum and fash- join a stable of itinerant fighters for a
ionable loose couture. tour of Human Edge. Her small frame
DEFENCES was an asset instead of a handicap in the
Firewall 10 Resolve 13 Vigour 13 ROLEPLAYING zero-g conflicts that predominated there,
Security 3 Morale 4 Armour — and she was soon battling in main events.
ST. SEBASTIAN (HER TAG)’S • Wealthy: Maria dresses and Over the course of her 20s, Maria earned
ARMAMENT accessorises fashionably and pays a solid record despite the occasional
• Starts with 2 Reloads each of AP and T2 ammo, and two close attention to her Maya halo. She knockout or severe injury.
Eclipse+ Grenades. name-drops when she needs to put
• Shrike AP Heavy Pistol: Range R/C, 2+4§ damage, someone in their place non-violently, A chance encounter in an Işıkev
Burst 1, Unbalanced, Expert 2, Piercing 2, Unforgiving 2, evaluates people carefully, and offers caravanserai bar changed her life. After
Vicious 1 (replaces AP Pistol) patronage to the worthy. seeing her comprehensively thrash a trio
• Warrior: She is deadly serious, though of drunken miners, then-Squad Leader
(CRABBOT) GARRA’S UPGRADES
still polite, with those she takes Marlon Cedeno suggested she try out
• Extra Gear: Breaking & entering kit, chameleonwear
seriously or in the context of her for the Squalo pilot training programme.
coating, climbing plus
military duties. Competitive, Maria Maria’s scores on the entrance exam
• Teseum Claw-Shears: Melee, 1+3§ damage, 1H,
Piercing 4, Vicious 2 thinks very firmly in terms of winners were remarkable, and within weeks, she
• D-Charge (destroys Garra): Charge, 2+6§ damage, and losers and is a sucker for a bet or was not only applying for PanOceanian
Anti-Materiel 2, Comms, Disposable, Piercing 3, Spread 1, a dare from those she trusts. citizenship but also a candidate trainee.
Unsubtle, Vicious 2 • In St. Sebastian (Her TAG): Maria Over the decades since, she’s done
attacks at range, laying down Nimbus everything possible to prove her mentor’s
SPECIAL ABILITIES grenades to block sightlines. Once initial impulse correct, rising through the
• Common Special Abilities: Superhuman Agility 1 battlefield positions stabilise, she has ranks to take his place as commander
• Apice Predatore: Thanks to eye-wateringly expensive allies provide covering fire for a charge of her own squad of Squalo TAGs. She
Teseum blades, when Maria drops St. Sebastian’s MULTI into all-out close combat with fists and married a Moto.tronica executive in
HMG + HGL and uses his Feeding Frenzy ability, her AP heavy pistol. her late 40s and hides to some degree
melee attacks gain Piercing 4 and Vicious 2 instead of 1 behind the trappings and mores of
and 1. BACKGROUND wealth, doting on her children and many
• Combinazione: For 1 Heat after making a successful
protégés. But it’s only behind the controls
melee or pistol attack, Maria can make a second attack at
Born on the peaceful planet of Concilium of a remote pod that she finally, truly,
-1 difficulty against either the same target or any other
target within Close range. She can use this ability three to a pair of gentle O-12 functionaries, feels at home.
times per turn. Maria was a tiny, energetic, and
• Custode: When an ally is the target of a ranged attack, aggressive child, utterly unmanageable
Maria can take a Guard reaction to fire a Nimbus+ until her parents found an appropriate
grenade into the ally’s zone for 2 Heat. If she wins, the outlet for her in martial arts. She spent
attack fails. If she fails, the ally still gains +2 Cover Soak. her nights training in boxing, judo, and
finally individual training in Brazilian jiu-
jitsu, her days earning whatever grades
were required to allow her to continue
training, and at her parents’ increasingly
strident insistence, every Sunday
morning at Mass.
26 Chapter 1
THE ROLEPLAYING GAME
DEFENCES
Firewall 8 Resolve 9 Vigour 11
Security 2 Morale 1 Armour —
TOTAL PROTECTION 27
PANOCEANIA
NEMESIS APPEARANCE ancestry marked her as an untrustworthy
ALTHEA GUINTO outsider to PanOceanian and Yu Jingese
A sturdy 172 cm and olive skin tanned peers, and while she made a few friends,
ATTRIBUTES even darker by long days in the sun, her adolescence was an unhappy one.
AGI AWA BRW COO INT PER WIL Althea usually dresses in all-weather
11 13 9 12 8 8 9
long-sleeved shirts and pants in neutral When her father remarried and invited
tones with long, dark hair usually pulled her to finish her schooling back in San
FIELDS OF EXPERTISE back in a ponytail and always shod in Fernando de Dagopan, she jumped at the
Combat +3 2 Movement +4 1 Social +1 1 one of her many pairs of eroded boots. chance. After weeks of travel, however,
Fortitude +1 - Senses +4 1 Technical +1 1 She has elaborate traditional Filipino she arrived to find that he and much
tattoos covering her arms, shoulders, and of her extended family were in police
DEFENCES chest, but keeps them out of sight unless custody, members of an Eco-Aktion
Firewall 9 Resolve 10 Vigour 10 around friends. cell captured in an undercover bust
Security 3 Morale 2 Armour — while she was in transit. Granted early
TAG ARMAMENT ROLEPLAYING emancipation, she spent the next year
• 3 Antipersonnel Mines and 3 Barang (Oneiros + trying to avoid failing her classes, taking
Flarefiltered Chaff) Mine: Mine, 1H, 2+6§ damage, • In the Outdoors: Althea is relaxed but long treks into the reserve on weekends,
Biotech, Blinding, Comms, Disposable, Immobilising, unconsciously checks the ground for and breaks to read, think, experiment
Indiscriminate (Close), Nonlethal, Unsubtle, Stun, and (as tracks and the sky for pending weather. with entheogens, deciding what to
with Flarefiltered Chaff) allies are immune to its Blinding She steps carefully but quickly and do next. After graduation, these trips
and Stun qualities turns off her comlog unless essential, lengthened to weeks at a stretch, until, as
(CRABBOT) SLIPPY’S UPGRADES expecting the same of others. she puts it, “The answer just walked outta
• Extra Gear: Chameleonwear coating, climbing plus
• Indoors: She is affable and vulgar, the jungle.”
• Ignores difficult terrain in Jungle, Forest, and Urban
keeping her eye on any available
environments.
• No flash pulse, but can carry and plant its host’s windows, asking probing questions, Unbeknownst to Althea, her excursions
antipersonnel or barang mines and telling embarrassing stories of her repeatedly brought her to the edges
own. She becomes quiet, direct, and of Chasseur training exercises, and
GEAR: Cosmetic Augmentation 2, climbing kit,
powered multitool, survival kit serious when working or fighting. she became a mascot to trainees, who
• In Her TAG: Althea favours keeping competed to see how closely they
SPECIAL ABILITIES
a low profile and waiting for her could sneak to her campsites before
• Cut and Run: After a successful melee attack, Althea can
immediately Withdraw without paying Heat, leaving her oppoents to reveal themselves before she noticed them. After their own
target’s Reach without triggering any Retaliate Reactions striking hard with every weapon at graduation, the trainee cohort decided
and gaining +2§ Cover Soak until her next turn. her disposal. to give her a present, delivered “in
• Watch Your Step: Althea has the Environmental person” via Tikbalang. After her initial
Specialisation Talent for Jungle, Forest, and Urban BACKGROUND panic, Althea was relieved to have an
environments, and rolls +2d20 on Observation, Pilot, explanation for some of her more striking
Survival, and Stealth tests in those environments. Mines Like many Tikbalang pilots, Althea is hallucinations, exchanging contact info
she plants in those environments are at +2 difficulty to from Acontecimento’s San Fernando de with her stalkers/friends. It only took a
detect, and deal +2§ additional damage. Dagopan region. Her parents served for few in-person nights on the town, and a
many years as rangers in the area’s Forest few more in the jungle, to convince her
Reserve. As a toddler, her mother moved that a Chasseur’s life was for her. With
to Svalarheima, determined to escape the references from her mother and new
planet’s humid heat for cooler climes and friends, she entered the programme and
leaving her father behind. She grew up slowly earned her way into a remote pod.
in heavily fortified Odinheim, surrounded An autodidactic knack for moving through
by the heavy machinery of the city’s forests and jungles undisturbed has only
icebreakers, snow movers, TAG squadron, grown with time, and she regularly takes
and spacecraft continually arriving and point on manoeuvres.
returning to more interesting places. Her
28 Chapter 1
THE ROLEPLAYING GAME
DEFENCES
Firewall 7 Resolve 8 Vigour 8
Security 2 Morale 2 Armour —
TOTAL PROTECTION 29
PANOCEANIA
NEMESIS APPEARANCE first remote before she was 10 with
HANNA AL-TAWEEL allowance earned for her silence, and
A plush 166 cm, Hanna dresses to deeply immersed in Mars’s Underground
ATTRIBUTES accentuate her figure and fine-pored Circuit subculture, first as a fan, then
AGI AWA BRW COO INT PER WIL features, enjoying the edge a distracting as an aspiring modder and pilot. She
11 12 7 11 11 10 8
outfit gives her in conversation. An avid was terrible. She was terrible for years.
fan of Maya noir programming, she She wrecked the few remotes that
FIELDS OF EXPERTISE affects a femme fatale personality in survived her engineering brainstorms on
Combat +3 2 Movement +3 1 Social +2 1 public. Like most femme Uhlans, she whatever underground racetracks she
Fortitude +1 – Senses +2 1 Technical +3 1 wears striking crimson lipstick, nails, and could beg, borrow, or steal her way onto.
rouge, and keeps her short shock of hair She rushed through school, doing the
DEFENCES permanently dyed bright red, only adding minimum required to pass and spending
Firewall 14 Resolve 11 Vigour 8 to the effect. She’s uncomfortable outside hours poring over obscure manuals and
Security 3 Morale 2 Armour — that role’s tropes and expectations and is half-fictitious Arachne parts catalogues,
THEDA’S (HER TAG) ARMAMENT considerably less poised than she seems. trawling dataspheres for bargains, and
Feuerbach Rack’s Needle Burst mode is replaced with dreaming of her next sure thing.
MIRV Cluster Mode: Indiscriminate (Close), Spread 1, Salvo ROLEPLAYING
2 (Stun, Piercing), Vicious 1 Then puberty hit, and suddenly all
• On the Prowl: Hanna is aggressively anyone cared about was what she looked
RICK’S (CRABBOT) UPGRADES: flirtatious or coldly aloof but in truth like, no matter how baggy her outfits
• Extra Gear: Chameleonwear coating, climbing plus more interested in friendships than or how little she paid to hygiene or
• Single-Use Nanopulser (replaces Flash Pulse): Range C,
romantic partners. She leans on the manners. If anything, it made matters
1+5§ damage, 1H, Biotech, Disposable, Subtle 3, Torrent,
protocol and vocabulary of pop culture, worse. She went into seclusion, fixating
Vicious 2
noir, and attraction to gauge people’s even more on her remotes but piloting
• Ignores difficult terrain in Plains, Urban, or Zero-G
environments. personalities and intentions. them remotely on the rare occasions
• If detached, can grant allied Remotes within Long range • At work: Al-Taweel is much more she raced and spending long hours
one bonus Momentum on Ballistics, Pilot, or Stealth tests relaxed and comfortable, especially watching the old Maya programmes her
until its next turn as a Minor Action. with fellow femmes. She loves her job parents adored. Then the PanOceanian
and the rush of violence, teamwork, Military Complex unilaterally attempted
SPECIAL ABILITIES and victory. Even a bad day at the to shut the Underground Circuit down.
• Fatalna: Hanna can reroll up to 4§ of damage but controls of a TAG beats a straight job Though impressed by the TAGs used
must accept the results. any day of the week. to gatecrash the races, she was furious,
• Qasf: When using Rick’s Atak! Ability, Hanna can spend 3 • In Theda (Her TAG): She marks out and over her teens became a notorious
Heat (4 total Heat) to immediately grant every allied priority targets for allies and calls troll on pro-PMC forums. Exposure to
Uhlan within Extreme range a simultaneous Fuerbach when to strike, synching her allies’ PanOceanian Maya culture was infectious,
Rack attack on either the same zone she is attacking attacks over a broad area, then uses however, particularly once she found
or a zone adjacent to her attack. These attacks must her HMG on whatever enemy in the huge subculture of similarly neon-
use Explosive Round mode but replace its Area (Close)
range is most damaged, tagging them noir obsessed fans. After graduation
quality with Indiscriminate (Close) and add Piercing 1
for allies. she moved to Neoterra to join her new
and Stun.
peers, and when they took the PMC
BACKGROUND TAG proficiency exam, she went along
for the ride.
Born in Marsport to a nominally-
Haqqislamite Moroccan mechanic and an Shocked by recruiters’ vociferous
atheist Polish diplomatic attaché, Hanna interest, Hanna signed up expecting to
grew up surrounded by commerce and end up a tech, but instead excelled and
intrigue, punctuated with long rover trips was offered her choice of units after
to camp beneath the stars while her boot camp and initial testing. As she tells
parents repaired remote infrastructure it, she liked the Uhlan’s aesthetic best.
and prayed or met with mysterious After six years of service, she’s earned a
strangers for even more mysterious reputation as not only a fierce dresser, but
exchanges respectively. She bought her a vicious lead bombardier.
30 Chapter 1
THE ROLEPLAYING GAME
DEFENCES
Firewall 7 Resolve 8 Vigour 9
Security 2 Morale 2 Armour —
TOTAL PROTECTION 31
YU JING
NEMESIS APPEARANCE Despite solid performance in the field,
KHEM SHINAWATRA her disdain for social niceties and her
A lean, almost-emaciated 160 cm, with superior’s egos led to being repeatedly
ATTRIBUTES long limbs, sloppy posture, and short passed over for promotion. Willingness
AGI AWA BRW COO INT PER WIL brushy hair swept back to expose her to undergo rounds of additional, even
implant sockets, Khem makes no effort experimental, augmentation and the
11 12 (+1) 13 (+1) 12 10 9 10
to conceal her many cybernetics’ surgical long periods of rehabilitation required
FIELDS OF EXPERTISE scars and has obviously endured multiple afterward earned her a certain degree
Combat +3 2 Movement +3 2 Social +2 — rounds of full-body and neural augmen- of leeway, however, allowing her to
Fortitude +3 1 Senses +1 1 Technical +1 1 tation far beyond the usual. Thai, and in escape to a new post in Odinheim. Time
her late twenties, she’s been a Xuanwu away from active duty also shielded
DEFENCES for twice the ordinary tour of duty, her from burnout, and as her cohort of
Firewall 11 Resolve 13 Vigour 17 and it shows. peers started to retire, she found herself
Security 3 Morale 4 Armour 3 not only eager for more, but mentoring
GEAR: Attribute Augmentation (Silk), Bioimmunity ROLEPLAYING younger and especially non-Chinese
Organ, Implanted Neural Assault Hacking Device, Medium Xuanwu pilots.
Combat Armour, Nerve Inlays, Pain Filters, Respirator 3 • Acerbic: Khem doesn’t mince words or
spare feelings, asks incisive questions, Shipped to Paradiso just in time for
ATTACKS and shows less than zero respect for the Second Offensive, she earned her
• Armour-Integrated Heavy Flamethrower: Range C, rank, ethnic hierarchies, or non-military own squad, albeit one composed of
2+9§ damage, Burst 1, 2H, Frangible, Incendiary 3, seniority. politically questionable pilots, and forged
Terrifying 2, Torrent • Poised: She’s self-assured, conserves them into an effective unit. All but one
motion and emotion unless it’s time died in the failed defence of Xiongxiang.
SPECIAL ABILITIES to make a move or a point, and Critically wounded and medevac’d to
• Common Special Abilities: Superhuman Awareness 1, shockingly precise and coordinated safety, she spent four months in recovery.
Superhuman Brawn 1
when she wants to be. With a team of other survivors, she
• Dek Kaphrā: After a successful Exploit Action test against
• In Her TAG: Shinawatra focuses on fended off Morat incursions against
a target, all of Khem’s subsequent attacks against that
target gain Piercing 3 until she attacks a different target, maintaining cover, always Braces the underground city for seven straight
moves from her position, she suffers a Wound, or her TAG before firing, and uses her Guījiă’s mass months, until a sepsitor attack turned
suffers a Fault. and strength to collapse architecture her XO against the team. Two survived.
• Laojiàng: Khem is eliminated after suffering only three onto entrenched opponents. After a stint of administrative leave for
Wounds and takes 1 mental and 1 quantronic damage assaulting the intelligence officer who
whenever her Guījiă suffers a Fault. Once per combat, BACKGROUND concealed reports of Anathematics in
for 3 Heat, she can triple the rating of any Cover Soak she the area, she was recalled in time for the
or her TAG is benefitting from until she moves from her Born on Shentang into a family of Atek Third Offensive, fighting at the Battle of
position or takes damage.
Sukhothai smugglers who were arrested Chengling and later joining the defence
• Nerve Inlays: Invasive, full-body cyberware grants Khem
en masse when she was nine, Khem’s of Neiting:
her Superhuman abilities and is both necessary and
sufficient for the Guījiă’s 2-Momentum Neural Interface remarkable performance on a battery So far, her new team has survived
bonus. It cannot be disabled by Breach Effects. of intake evaluations landed her in the without casualty, though heaven help any
Xuanwu programme instead of foster paper-pusher that impedes her keeping
care, despite being two years younger them that way.
than the average trainee. With little to
lose and eager for a distraction from
the loss of her family, she threw herself
whole-heartedly into the programme,
becoming the first in her cohort to
graduate to active duty, just in time to
defend Yu Jing’s business interests in the
Dawn system during the Saranyu Frontier
Incidents.
32 Chapter 1
THE ROLEPLAYING GAME
ATTACKS
• 2x Armour-Integrated Light Flamethrowers: Range C, 1+7
§ damage, Burst 1, 1H, Frangible, Incendiary 3, Terrifying
2, Torrent
GEAR: Basic Medical Supplies, Implanted Locational
Beacon, Implanted Neural Hacking Device, Light Combat
Armour, Nerve Inlays, Powered Multitool, Respirator 2
SPECIAL ABILITIES
• Common Special Abilities: Superhuman Coordination 1
• Nerve Inlays: This invasive, full-body cyberware grants
the Xuanwu pilot their Superhuman Coordination 1 and is
both necessary and sufficient for the Guījiă’s 2 Momentum
Neural Interface bonus. It cannot be disabled by Breach
Effects.
• Shéntóng: Xuanwu pilots are eliminated after suffering
only a single Wound or two Metanoia but can suffer up
to 4 Breaches before their network shuts down. They
take 2§ mental and quantronic damage whenever their
Guījiă suffers a Fault.
TOTAL PROTECTION 33
YU JING / GREATER JAPAN
NEMESIS APPEARANCE work earned him membership in the first
YAMADA “TAKA” KENTA O-Yoroi unit, and as he puts it, “I never
A well-fed 185 cm, with black hair worn got around to quitting!” Over decades of
ATTRIBUTES in a chonmage topknot and usually covert actions and brutal warfare, he met
AGI AWA BRW COO INT PER WIL
dressed traditionally, Kenta’s heavyset and patiently romanced his now-wife
body, firm handshake, ruddy-jowled Haruna, a StateEmpire intelligence officer,
10 12 9 12 (+1) 10 10 7
face, and effusive cheer put people at after her brief tour with the unit. He loves
FIELDS OF EXPERTISE ease despite his rank. His advancing age showing off holos of their three children
Combat +4 3 Movement +3 1 Social — — reveals itself in a somewhat stiff stride and five grandchildren and makes polite
Fortitude +1 1 Senses +3 3 Technical +1 — and posture, dark brown eyes with a excuses for her absence.
tendency to stare into the distance, and
DEFENCES hands that gently shake whenever he Only those closest to him know about
Firewall 11 Resolve 13 Vigour 17 loses himself in thought. Unusually for a his fourth daughter, Emika, a passionate
Security 3 Morale 4 Armour 3 Japanese man, and often concealed, his dissident who died in an Imperial
torso and arms sport elaborate colourful prison for repeated protests against the
ATTACKS tattoos depicting tales of Miyamoto systemic abuse and second-class status
• Marksman’s Pistol: Range M/L, 1+6§ damage, Burst 1, Musashi, a souvenir of his days as a of Japanese citizens. At the time a loyal
1H, Piercing 2, Unforgiving 2, Vicious 1 gunship pilot. subject of the Emperor and a staunch
• Neokatana: Melee, 1+6§, Unbalanced, Non-Hackable, believer in patient integration, he tried
Piercing 3, Vicious 3 ROLEPLAYING to force Emika to publically recant.
• Neowakizashi: Melee, 1+4§, 1H, Non-Hackable, Parry When she persisted in her rebellion, he
2, Vicious 2
• Affable: Yamada is easy-going and disowned her, physically throwing her
friendly, remarkably difficult to offend out of the family’s estate. Her death a
TAG ARMAMENT
and easy to get a laugh from. He looks few months later drove the final wedge
• Experimental AP HMG: Range C/M/L, 2+8§ damage,
Burst 3, Unwieldy, MULTI Light Mod, Piercing 2, Spread 1, for established connections with between not just him and Haruna, who
Unsubtle people in common and finds points of always held more staunch views, but
• + Needle Grenade Launcher: Range M, 2+7§ damage, shared interest. between him and the StateEmpire.
Burst 1, Unbalanced, Indiscriminate (Close), Munition, • Hawk: Kenta is unflinching and matter-
Piercing 2, Speculative Fire, Spread 1, Vicious 2 of-fact about war and death, always With all of five minutes planning,
evaluating, and often sets quiet traps he made the decision to abandon his
GEAR: Light Combat Armour (Uniform), Multispectral and baits others into over-sharing in wife and defect with his wider family
Visor 2 conversation. to Greater Japan. While even this might
SPECIAL ABILITIES • In his TAG: He leaves close-in combat have been forgiven somewhat by the
• Common Special Abilities: Superhuman Coordination 1 to others unless strictly necessary, is StateEmpire, he knew the location of
• Bushi: Has the Martial Artist and Quick Draw Close constantly on the move, and snipes several mothballed O-Yoroi TAGs and
Combat Talents, and the Marksman, Clear Shot, and at a distance with his Kidobutai’s was more than happy to hand that
Precise Shot Ballistics Talents.
customised AP HMG. information over. His peers and superiors
• Iaidō: Defence and Guard Reactions by targets of Kenta’s
assume his obsessive fixation on work
melee attacks require Close Combat Focus of 2 or more
and cost 2 additional Heat or Momentum. BACKGROUND is due to bitterness left over from the
• Yabusame: For 3 Heat, Kenta can make three separate Uprising, patriotic fervour, or a desire to
Burst 3 HMG attacks against three different targets as Already an experienced ZQ-88 gunship build a better world for his family, but
a single Standard Action. These attacks can be made pilot when the Kidobutai programme the truth is it’s all he has left. He always
from different zones as he moves through them during began and given the callsign “Taka” loved the excitement and danger of his
his turn, and no additional Heat is required for the extra (“hawk” in Japanese) for notoriously job far more than he let on, the thrill
Reloads. good accuracy, Kenta had actually left of the kill, dancing unharmed through
StateEmpire service for more lucrative danger, and after Emiko’s death, the
work as a mercenary for ten months brutality of combat is the last place he
before he was lured back by the chance still feels powerful, in control, free. The
to pilot a TAG. Fewer of his skills cause of Greater Japan is just an excuse.
transferred than he had hoped, but hard
34 Chapter 1
THE ROLEPLAYING GAME
DEFENCES
Firewall 7 Resolve 9 Vigour 10
Security 2 Morale 3 Armour 1
ATTACKS
• Contender: Range M, 1+4§ damage, Unbalanced,
Anti-Materiel 1, Vicious 2
• Neokatana: Melee, 1+5 §, Unbalanced, Non-Hackable,
Piercing 3, Vicious 3
GEAR: Light Combat Armour (Uniform), Multispectral
Visor 1, Respirator 1
SPECIAL ABILITIES
• Bushi: Have the Graceful, Free Runner, and Long Jumper
Acrobatics Talents, the Rigorous Training, Leverage, and
Irresistible Force Athletics Talents, and the Martial Artist,
Quick Draw, and Combat Specialist Close Combat Talents.
• Giri: 3 Morale Soak while in their TAG, but suffer 3
Metanoia if it is destroyed.
• Iaidō: Defence and Guard Reactions by targets of the
O-Yoroi’s Neokatana melee attacks cost (6 – the target’s
Close Combat Focus) additional Momentum.
TOTAL PROTECTION 35
TAG COSTS TABLE
Vehicle Scale Speed Strength Armour BTS Impact Restriction Cost Tariff
Akrep 2 2 17 (+1) 8 6 2+7§ 5 (Haqqislam 4) 14+3§ T31
Anaconda X 2 2 16 (+1) 4+X 4+X 2+7§ X+2 (Nomads X+1) 12+2x§ T(X)1
4 (Haqqislam 3,
Bokböceği 2 2 16 (+1) 8 5 2+7§ 13+1§ T21
Mercenary 3)
Cutter 2 2 17 (+2) 8 6 3+7§ 4 (PanOceania 3) 15+5§ T41
Dragão 2 2 17 (+2) 8 6 3+7§ 4 (PanOceania 3) 15+4§ T41
Gecko 2 2 15 (+1) 5 3/6 2
2+6§ 4 (Nomads 3) 13+2§ T21
Guījiă 2 2 17 (+2) 8 6 3+7§ 4 (Yu Jing 3) 16+4§ T41
Iguana 2 2 16 (+1) 6 3/62 2+7§ 4 (Nomads 3) 14+3§ T31
Jotum 2 2 18 (+2) 10 8 3+7§ 5 (PanOceania 4) 16+4§ T41
O-Yoroi 2 2 17 (+2) 7 6 3+7§ 5 (JSA 3, ) 15+3§ T31
Lizard 2 2 16 (+2) 7 9 3+7§ Nomads 5 only 12+5§ T11
Marut 2 2 17 (+2) 8 9 3+7§ 5 (ALEPH 4) 12+2§ T41
4 (PanOceania 3,
Seraph 2 2 16 (+2) 7 6 3+7§ 14+4§ T41
Military Orders 2)
Squalo 2 2 17(+2) 8 6 3+7§ 4 (PanO 3) 14+5§ T31
Tikbalang 1 2 15 (+2) 6 6 3+6§ 4 (Yu Jing 5) 13+3§ T31
Uhlan 1 2 15 (+2) 6 6 3+6§ 4 (Yu Jing 5) 13+3§ T31
1
No Tariff for faction or nation purchasers
2
If purchased from non-Nomad sources, BTS 3 instead of 6.
36 Chapter 1
THE ROLEPLAYING GAME
CHAPTER 2
POWERED ARMOUR 37
impact without adding bulk. Known by many deployed to the end of the operation. A hundred
names, this ultralight material covers the entire seemingly small but important considerations
body, not only providing protection in its own right, are built into modern power armour, making the
but also forming the necessary foundation for the soldiers that wear it faster, stronger, and able to
outer layers. function more efficiently across a wider range of
operational theatres.
Built to withstand an impressive amount of force,
military grade exoskeletons boast active kinetic POWER ARMOUR IN THE
redistribution technology, capable of literally HUMAN SPHERE
redirecting lethal fire into an annoying buzz. Like
an electrical current run to ground, this anti- Power armour is undoubtedly high-end military
fragmentation, anti-ballistic technology serves to hardware. Besides being incredibly expensive, it is
keep soldiers alive, even when taking heavy fire. also incredibly dangerous. Power armour is heavily
Defence is not the only purpose the exoskeleton restricted across almost all of the Human Sphere,
serves. It acts as a scaffold for additional sometimes for security and civil protection reasons
technologies, such as servo-powered enhancements (as within the StateEmpire and PanOceania) and
to a wearer’s strength and agility. Powered armour sometimes for safety reasons (as within the Nomad
uses a lot of energy in the field, and most units motherships). Exceptions are available in many
sport back-mounted recursive generators, allowing locations for law enforcement, security, mercenaries,
for three to five days in the field without stopping bounty hunters, and special case exemptions. Most
to recharge. Portable recharge “bricks” are a places in the Human Sphere do not allow civilians
common option for further extending unit autonomy, without these special exemption to purchase or
and contrary to popular media, the generators are wear power armour, whether for the protection of
not particularly combustible, nor do they constantly civilians against violent offender in military-grade
glow in neon hues. They are, in fact, effectively armour or the safety concern of causing physical
silent in operation. damage to the interior of a ship or orbital. Within
PanOceania, a group of wealthy collectors managed
METAL SKIN to lobby for a Collector’s Exemption to these
Built on natural mapping principles, powered restrictions, but like all such restricted military
TWO TRUTHS armour operation is smooth and straightforward. hardware, a technician must ensure they have
AND A LIE A properly calibrated and maintained suit of been rendered inoperable, they must be tagged for
“Yes, I have a collector’s permit, servo-powered armour feels like an extension of tracking, and must be protected by security systems.
I’m flicking you a copy now. Yes, its wearer, allowing them to act and move normally.
it has been tagged and spiked Silent, hyper-efficient actuators effortlessly mimic Many orbitals, stations, ships, and caravanserai
by an authorised technician. the biomechanics of the human body. Fast, complex impose a flat ban on any hardware capable of
And yes, as you can see, the movements are no more difficult than they would causing structural damage. Even military and law
security system is multi-layered be without the armour. In fact, many prove much enforcement personnel disembarking at these
as per regulation, and the easier, with the suits providing a kinetic boost to locations leave their armour and weapons on their
ceramic-glass casing is the
strength and movement, leading to some truly ships. If soldiers in power armour are encountered
best money can buy. Even
impressive acrobatic feats. in these places, it is best for everyone to stay
if it were operable, this is a
piece of art, stunning. It’s not out of the way. They are on operation. Checks for
going anywhere.” Providing flexibility in deployment and operational contraband, including restricted and regulated
capacity, one of the great advantages of powered equipment, are always carried out at the dock, and
- Recording of Dante Faralla, armour comes from what might be seen as a minor may result in a ship search, confinement order, or
played at his court hearing. advancement adjustment. During the latter stages arrest if a serious breach of local regulation is
He was later charged for the of the NeoColonial Wars, powered armour was uncovered.
illegal acquisition of operational developed to compensate for local gravities. The
restricted ex-military hardware
and gross negligence after
difference between the gravity in which the soldier CIVILIAN APPLICATIONS
trained and the gravity they were deployed in had
it was stolen by a team of
often caused a significant hinderance to a soldier’s Many of the companies that develop the
operatives, identities and
nationalities unknown. capabilities. Even with extensive training in a technologies and systems that make power armour
variety of gravities and environments, minuscule such an effective tool of war also seek to monetise
adjustments to position, aim, and movement can their research and developments through civilian
be the difference between life and death when spin-off technologies. While the military requires
dropped into a warzone. The effects of gravity research and development work to be restricted for
cause even the finest soldiers to over or under military use for a number of years, more and more
compensate as their bodies and muscle memories corporations ensure they include release clauses in
adjusted. With a power armour suit that is able their contracts to redevelop aspects of technology
to absorb the difference, soldiers are able to for commercial release after a certain amount of
operate at peak efficiency from the instant they are time, usually five to ten years.
38 Chapter 2
THE ROLEPLAYING GAME
While power armour was developed for military posture, positioning, and provide resistance for
use, it has been the source of many non-military targeted muscle groups during work-outs. Similar
technologies used widely throughout the Human smart-wear has been developed for teaching and
Sphere often under guideline and restriction. training purposes, and ironically, smart-wear has
Workers in heavy labouring jobs, mining, mechanics, filtered back into the military through training
and even surgeons in an operating theatre are wear used by soldiers to improve and hone muscle
often supported by specially designed exoskeletons memory and fitness.
designed to protect or enhance the wearer’s
capability to perform their job. Power armour has revolutionised warfare and the
capacity of small groups to wage multifaceted
The refinement of the exoskeleton for military combat actions, but the technology has also had a
power armour has led a technological boom that far-reaching impact on the Human Sphere itself.
for many corporations has outstripped even the
massive investments made by the militaries of the A THIN BLURRED LINE
Human Sphere. These redesigned exoskeletons have
allowed humans to take on jobs and maintain roles Every hyperpower has its own approach, institutions,
in a wide range of industries that might otherwise and organisations when it comes to law
be consigned to expensive remotes. It also allows enforcement. The growth of mercenary companies,
such workers to operate in environments that would the rise and use of what have been dubbed by O-12
be hazardous or even lethal. Many corporations, as the Non-Aligned Armies, along with the increase
particularly within the Yu Jing StateEmpire, make in heavy corporate security have all been pressures
extensive use of so-called augmented workers that have slowly eroded the boundary between
rather than invest money on more expensive and restricted military technology. As mercenaries and
often heavily regulated alternatives. Remotes corporations increase their firepower and capacity,
require operators, technicians, licences, and support there is a pressure to increase the firepower of law
hardware and software, many of these leased from enforcement in lock-step. Indeed, in many places
the manufactures. Exoskeletons, on the other hand, around the Human Sphere, law enforcement has
are less complicated pieces of machinery, can often been reshuffled and absorbed by the military, with
be serviced and maintained in house, and the cost infantry and even TAG units providing support to
of the worker operating it is significantly lower than military investigators and detectives who maintain
a highly trained technician. High-end exoskeletons law and order. Differences are significant across
have also been developed for specialised fields the Human Sphere, but a general blurring between
from technicians to surgeons, boosting stamina and military and non-military has increased over the
fine control and granting immediate access to a last decade and escalated with the recognition
wide variety of interchangeable tools. of the Non-Aligned Armies. Almost everywhere
money talks, and a group that is able to secure
First developed for spacesuits then hazardous enough influence, the ear of the right government
environments, the life support systems were official, or simply has enough financial backing can
refined and redesigned to provide soldiers in power purchase the special case exemptions and licences
armour with a wide range of nutrients, medical required to equip themselves or their subsidiaries
supports, and life preservation technologies. These with military grade gear. Power armour is heavily
are also used extensively in civilian applications. restricted, but restrictions have become a bar that
Applications range from high-end fitness wear that can be lowered through the studied application of
can feed the body nutrients and water as the body influence and capital.
requires to clothing with in-built medical support
for people suffering a variety of conditions. While REFERENCED GEAR
medical treatments are highly advanced, the use of It’s entirely possible that a reader seeking to use
undergarments that provide medical assistance are this book might not have access to the books where
regularly used after treatments to aid convalescence specific equipment is listed and its impractical to
or in cases where surgical intervention may be too add every weapon and piece of gear to this book.
dangerous, and long-term management is required. If equipment in this chapter isn't in the Infinity
Corebook and you do not have access to the faction
Many sporting bodies and companies that produce book it is found in, the simplest thing to do is
sportswear have redeveloped aspects of the substitute a similar piece of equipment from the
exoskeleton and inner weave constructing smart- Corebook or remove the item and grant a suitable
wear that is designed to hone and gently correct hardpoint to the TAG or Remote.
POWERED ARMOUR 39
ALEPH The advantage of building a Lhost from the ground
As humanity's guide, assistant, and protector, up is undeniable. While a Lhost is designed to
ALEPH's forces see their share of dangerous seamlessly mimic the human form in motion and
situations. ALEPH prioritises the protection of its physicality, and indeed is capable of much more,
“Why would we do this? Yes, it’s the flexibility allowed by having the freedom to
unsettling when you think about field assets, especially when it comes to the Special
Situations Section, ensuring that not only do they remodel how those motions are achieved is a
it, but there are very good reasons.
If any one of us suffers an injury complete their tasks, but they carry the knowledge powerful opportunity. The interior of a Lhost — the
to the head — and remember of that victory back to its daath cloudmind, skeleton and musculature and the actuators,
these models are designed to see
increasing ALEPH's tactical understanding. ALEPH’s servos and gears that move it — do not necessarily
front-line action in intense combat- need to mirror the internal structure of a human
zones — then we lose complete forces wear power armour, especially when
dropped into the front line against the forces of the body. For many Lhosts, especially those used for
functionality. A shot to the head is
a shot to the brain, to the control Combined Army. In this great struggle for lives and Recreations, the interior structure of a Lhost is often
centre. It’s why we spend so much the freedom of the Human Sphere, and especially closely modelled on the human form, a carefully
money and time developing new
ALEPH itself, survival is a key mandate. Not only deliberate design that has been found to reduce
and better helmets. But what if we incidents of Resurrection Dysmorphic Disorder
could do more? That’s the question are the Lhosts used by ALEPH designed to be
tough, but when sent into front-line roles, they are considerably. However, when a Lhost is designed
we sought to answer. What if we
continue to develop state-of-the- also often wearing power armour, a second layer to house an Aspect, the trivial concern of whether
art defensive technology for the of protection that ensures the highest probability the consciousness inside the Lhost has a rejective
head and the rest of the body
of both achieving the mission and getting back reaction to its physical form is irrelevant. For Aspect
but also shift the control centre? Lhosts, this has allowed for a radical departure
What if we take the quantronic in one piece. Directive 7 ensures the integrity of
ALEPH’s datasphere should any Aspect be captured from the human form in internal structure. The
brain of the Lhost, and spread it
out? With systems designed with or sepsitorized, but layering protective gear allows scaffolding or skeleton, as well as the musculature
redundancies, to multifunction, for the best chance to avoid having to use this that moves it have all been redesigned to allow
and to compensate for the loss
drastic final step. The SSS and other ALEPH Aspects a greater range of motions and flexibility, and in
of sub-sections, distributing the the event of an injury that pierces the defensive
neural network throughout the and Posthumans do not only operate against the
Combined Army, they are also widely used and outer layer, the internal structure is designed to
body allows greater protection
for the control centre. Damage to deployed throughout the Human Sphere. These redirect and deflect the kinetic energy and piercing
one small section does as much may be in official capacities and may also be item away from important hardware, such as
to destroy this control centre as
undercover. Within the Human Sphere, the tenets servos, actuators, battery packs, and quantronic-
killing one insect destroys the neural bundles.
hive. Where is the brain? Well, of the Utgard Accords allowing for the deployment
it’s everywhere.” of the SSS prevent ALPEH’s military involvement It might seem like cheating to take a body that is
unless under strict guidelines. At times however, it more durable than most milspec combat armour
- Dr. Anton Westler, lecturing students has been necessary to sidestep official channels or and cover it in the latest servo-powered smart
at Concilium University on the
mechanical design of Aspect Lhosts.
to ensure that Posthumans and Aspects of ALEPH armour, but this is exactly how ALEPH likes it. With
are safeguarded against those who would do them stakes this high, why play fair? When ALEPH sends
harm. Wearing armour and carrying weapons in its Aspects into danger, fairness is the furthest thing
this context is far too bold a move beyond the from its polythreaded cloudmind. Every edge, no
Utgard Accords to be feasible, and would indeed, matter how slight, factors into ALEPH's calculations,
be detrimental to the goals of the AI. The solution giving the Special Situations Section every possible
instead is to examine the manner in which a Lhost advantage before it heads into the fray.
is constructed and engineer them in such a way as
Complete control and frightening capacity are the
to make sure that in any attire or situation, they are
goals, and the battlefront is two-fold. On one hand,
well protected and capable of self-defence should
it is fighting the existential threat of the Combined
the need arise.
Army, on the other it is proving, through sheer power,
how adrift the Human Sphere would be without
BULLETPROOF SKIN demigods to protect and wage war on its behalf.
While Aspects such as Joan of Arc and Achilles Both are wars for survival, the former through
don magnificent armour as they take the field military victory and the latter through hearts and
and the Sophotects are rarely seen without their minds. While the AI is more than confident in its
signature protection, many of ALEPH's Lhosts are proprietary designs, ALEPH feels no particular sense
built to specifications that could make an armoured of pride or decorum in these matters. Victory is what
personnel carrier blush, no further armour required. matters. If that means creating a situation in which
From the Posthumans' Proxy Mk.4, to bleeding-edge its human charges feel woefully inadequate next to
Bodhisattva Lhosts — such as the Aditya i-Lhost its mighty Aspects, then so be it.
that carries the deadly Asura — many in ALEPH's After all, wouldn't it be better to allow ALEPH to
service can shrug off what would normally be fatal handle such matters entirely?
attacks as though they were the stings of an insect,
irksome, perhaps, but hardly a threat worth getting
upset about.
40 Chapter 2
THE ROLEPLAYING GAME
POWERED ARMOUR 41
Many of the new materials that make the Hoplite
ADITYA I-LHOST [ATTRIBUTE]
series such a bleeding-edge piece of military
hardware were developed in zero-g manufacturing
Created to carry deadly Asura Aspects into battle, and often granted to Posthumans ex- laboratories through a partnership between Apex
pected to see combat, these hardened Bodhisattva i-Lhost variants are still elegantly Sykarikat and ALEPH. ALEPH is the sole purchaser
architected to enhance a particular attribute and incorporate bleeding-edge milspec
technology or maximum impact on - and off - the battlefield.
of the armour, and it is only issued to soldiers of
the Steel Phalanx. Possession, even of scraps taken
SPECIAL ABILITIES:
from a battlefield, is a punishable offence, and will
• Common Special Abilities: Inured to Disease and Pain, Keen Senses (Hearing, Sight,
Smell), Night Vision, Quantronic Jump, Superhuman Agility 1, Superhuman Awareness 1, surely result in a visit from the SSS.
Superhuman Brawn 1, +5 Armour soak to all Locations, +2 BTS.
• Implanted Gear: Hacking device plus, Cube 2.0, Nanopulser, multispectral visor 3
• Bala: Extensive bio-architectural optimization grants +4 to one attribute.
ARIADNA
• Manu: High-bandwidth immersion in Maya and exclusive ALEPH dataspheres
widens one's perspective, providing +2 Morale and Security Soak. The benefits are HOPLITE POWERED
temporarily lost if unable to connect.
COMBAT ARMOUR
42 Chapter 2
THE ROLEPLAYING GAME
to the fluid fighting methodologies of Ariadnan Teseum plates, and finally under that, a layer of
forces. Armour built on Ariadna is typically laced padding. It utilises simple servos and gears, which
with a Teseum inner weave or reinforced with are hardy and durable, and a basic VFH radio set
a fine Teseum inner layer. The strength of these built into the rear of the suit. Buffalo armour is
solutions is nearly able to rival the best of what regarded by many in the Human Sphere as an
heavy infantry armour has to offer elsewhere in exemplar of fascinating antiquated technology.
the Human Sphere. Lacking sophisticated tracking While something of a curio to paleoengineers and
and targeting technologies, survival and life analyists, few can argue with the effectiveness of
support systems, and advanced communication the suit. Despite lacking the bells and whistles of
arrays, Ariadnan armour is often light wearing more technologically advanced power armours, the
and built to best support the free movement and Buffalo suit is tough, hard wearing, and extremely
capabilities of the soldiers wearing it. Tough and durable in the field.
hardy by nature, an Ariadnan soldier is expected to
be able to handle the trivial matters of life support While DARPS and the USAriadna Ranger Force
and survival using skill and knowledge. Because maintain propriety control over the Buffalo armour
Ariadnan armour lacks the advanced capabilities of technology, a contact was tendered and won by
powered armour, it is impossible to hack, lending, Americolt, a leading weapons manufacturer, for
as the Stavka are fond of saying, a clear advantage production, service, and refinement of the armour.
on the modern battlefield. When considering
Ariadnan armour, there are three notable standouts,
the Buffalo powered armour, the Ratnik, and the
Mormaer armour of the Caledonian elite. BUFFALO ARMOUR
BUFFALO ARMOUR HEAD TORSO ARM LEG BTS
The 10th Heavy Rangers Battalion has a brutal 4/3* 5/4* 3/2* 3/2* 3/0*
reputation. And they’ve earned every bit of it. The
tenth battalion — collectively known as Blackjacks Qualities: Exoskeleton 3, Heavy Armour, Self-Repairing
— aren’t interested in concessions, stalemates, or
RESTRICTION COST TARIFF MAINTENANCE
taking prisoners. Taking this to an extreme, once
5 12+23 § T3 (Ariadna 0) 1
the smoke clears, the Blackjacks make their way
through the battlefield, putting down any survivors STANDARD WEAPONRY:
with a single, fatal bullet and leaving a literal - Chest Mine (x2): Range R/C, 2+5 § damage, Disposable, Grievous,
calling card on the body in the form of an Ace of Area (Close), Piercing 1, Vicious 1, Unsubtle
Spades. While somewhat less daunting when your - Heavy Pistol: Range R/C, 2+4 § damage, Unforgiving 1, Unsubtle
enemies all have Cubes, the message remains - Teseum Chopper: Melee, Piercing 4, Vicious 2
the same. When the Blackjacks arrive, it’s not to LOADOUT ALPHA:
make nice. -AP HMG: Range L, 2+6 § damage, Burst 3, Piercing 2, Spread 1,
Unsubtle
While technically not TAGs, anyone facing down
- Panzerfaust: Range L, 2+5 § damage, Burst 1, 2H, Needle Ammo,
a squadron of Blackjacks in their Buffalo armour Munition, Piercing 2, Spread 1, Unsubtle, Vicious 2
could be forgiven for confusing the issue. The
LOADOUT BRAVO:
sight of a massive exoskeleton advancing on your
- SMG pod: Range C, 1+5 § damage, Burst 2, Spread 1, contains 4
position, murder gleaming in its pilot’s eyes, is Reloads
enough to make anyone ignore semantics.
- T2 Sniper Rifle: Range L, 1+6 § damage, Burst 3, Unwieldy,
The Buffalo armour's archaic technical solutions, Anti-Materiel 2, Piercing 2, Unforgiving 2, Vicious 2
basic radios, and crude servo-designs translate into SPECIAL ABILITIES:
legendary endurance in the field, resulting in equal - Ambulatory Tank: The armour has armour soak as listed, Structure
parts admiration and frustration to those unlucky score of 8, can take up to four Faults before being disabled, and
enough to see them in action. The armour typically absorbs damage in place of the wearer until disabled. The wearer takes
comes with standard built-in weapons as well as any excess damage not absorbed by the armour when that occurs.
- Heavyweight: Buffalo powered armour’s bulky low-tech components
one of two heavy weapon loadouts. Swapping a and servos make the armour almost as large as a Gecko TAG, adding
weapon loadout takes a day and a Tech (D2) test. +2 difficulty to Agility-based skill tests. Additionally, moving to a point
Designed and built by USAriadna DARPS, and within Medium range is a Standard rather than Minor Action.
- Low-Tech Revenant: With a Tech (D1) test as a Standard Action
deployed literally hours after the test programme by the wearer, or if disabled by taking four Faults, the suit’s archaic
was flagged as successful, the Buffalo armour redundancies cannibalise components to keep it functioning long
is the most effective piece of military hardware after modern equipment would collapse. This can only be done once,
innovation developed on Dawn. Buffalo armour reduces its armour Soak by 1 for all hit locations, reduces its Structure
is extremely strong and resistant. Underneath by 4, its Faults by two, its BTS to 0, and adds +1 complication range to
an ablative outer ceramic coating, a high-density all subsequent tests in the armour, but heals all of the suit’s Structure
damage and Faults.
alloy layer is sandwiched between two layers of
POWERED ARMOUR 43
CALEDONIAN MORMAER gaining the right to wear the armour itself. Smiths
ARMOUR capable of producing Mormaer armour are valued
Mormaer armour is an ostentatious display of as artists and hold a place of great pride and value
status, power, and wealth. It is also a suit of within a clan.
armour that will rival any in the Sphere. Those few
who earn the right to wear the Mormaer armour “THE BASTARD” FINN MCCAW
are highly honoured warriors who have served Finn McCaw, more famously known as The Bastard,
their clan in the toughest of battles and shown is a tale of national pride in Caledonia, though
bravery beyond the highest of levels expected comes from a dark moment in their shared history.
of a Caledonian soldier. Mormaer armour is Finn McCaw was one of the leading armourers for
awarded to the very best a clan has to offer as a the Murray clan, ill-tempered, but an unsurpassed
symbol of thanks and award for excelling in the craftsman in high demand, particularly for the
face of dire circumstance. The warriors who earn manufacture of Mormaer armour. During the
the Mormaer represent the ideal clan warrior: Commercial Conflicts, a sizeable bounty was
resolute, courageous, undaunted, and skilled placed on the capture of any high-ranking
beyond compare. armourer of Caledonia. Finn McCaw was captured
in an operation linked with this bounty and was
Made of Teseum of a purity impossible to find interrogated in a corporate black-site in the forests
outside the rich lodes of Ariadna, Mormaer armour north of Loch Eil Lake for a number of weeks. A
is a triumph of smithing. Making Mormaer involves lucky sighting of corporate soldiers by a fishing
many secret techniques of folding and heating, of scow on the lake led to an operation that located
mineral baths between working, of slow cooling and freed the famous armourer.
and slow heating and is known only to the very
best of the Caledonian armourers. It gleams with a When Caledonian Mormaers (who had demanded
silvered and shimmering damascened pattern and they take part) descended on the facility, they
is nearly impossible to scratch, dent, or mark. Even found security on the outside struggling to get in,
after heavy use in brutal and extended combats, and Finn inside, charging about, semi-blinded and
a suit of Mormaer armour often requires little with bits of chair still strapped to him, causing
more than a clean, buff, and polish to restore its significant damage. The corporate staff within
glory. How exactly Mormaer is made, or indeed the facility had barricaded themselves into one
how the Teseum is prepared for working, is a of the cells, and reportedly begged the arriving
protected knowledge. The art of smithing armour Caledonians to “Take the bastard back,” a quote that
is rare in itself, and attaining the level of skill and was the origin of Finn McCaw’s nickname. Notes
dedication to clan and craft required to be trusted seized from inside the facility during the mop-up
with the knowledge of Mormaer construction contained recounts of Finn McCaw repeatedly
is a rare honour, exceeding even that of taunting his captors, singing loudly in Gaelic,
pretending to break and reveal secrets which in
turn cost millions in lost Teseum, and even biting a
number of guards.
MORMAER ARMOUR
44 Chapter 2
THE ROLEPLAYING GAME
POWERED ARMOUR 45
HAQQISLAM Core concepts developed in the universities
of Bourak relating to medical exoskeletons,
Despite its size, Haqqislam is the developer of prosthetics, and augmentations designed to allow
some of the most advanced power armours in operators to work in harsh conditions, are, by law,
the Human Sphere. This is partly due to their proprietary to the universities and companies
Silk-derived wealth and partly to preferential trade that develop them. However, legal measures and
agreements for Teseum, secured through unfailing incentives also encourage corporations to make
support for Ariadna in the houses and councils concept technologies available for redevelopment
of Concilium. The nation also has significant for pure military purposes by a select number of
and continued investment in its universities and state-sanctioned weapons developers.
research and development programmes. Lacking
the same level of sheer power of industry that This means that technological solutions to the
PanOceania can exert or the force of will of complexities of the modern battlefield draw
the Yu Jing StateEmpire, Haqqislam instead upon a wide range of research and development
maintains a key focus on building capacity, and programmes, side-stepping intellectual property
this means education. Bourak boasts some of issues that might plague such a process in any
the best universities to be found anywhere, and other nation. It also allows for a greater range of
these in turn are buoyed by a range of social and out-of-the-box solutions than is possible when
economic supports that are able to attract the best R&D is something maintained in house at any
and brightest regardless of their social position single corporation. In payment, universities and
or the financial capabilities of their families. corporations that permit research sharing gain
By maintaining a high standard of education, access to a wide range of financial incentives,
Haqqislam maintains a focus on creating a cadre grants, programmes, and have early access to
of skilled and highly capable professionals to push tenders relating to their given fields. While
the boundaries in almost every field of scientific some might argue that this free access to R&D
development. Most famously true for the fields of programmes by the military is an overreach that
medicine and terraformation, Haqqislam is also causes a loss of revenue, the reality is that the
regarded as an innovator in other scientific and benefits outweigh the losses, and this programme
engineering fields, from Cube technology through has allowed Haqqislam to secure and maintain
to robotics and augmentation. Robotics and a base of power far in excess of its relative size
augmentation have close ties with the fields of compared to PanOceania and Yu Jing.
medicine, but also feed into the development of
high-end powered armour, often developed from Weapons development in Haqqislam is confined to
concept medical exoskeletons and support systems. a handful of companies sanctioned by the Hachib.
Many of these have financial links to the Funduq
The best power armours produced by Haqqislam Sultanate, allowing the Qapu Khalqi to equip its
are lightweight and draw on successes in the army and naval forces with the most advanced
field of medicine including the most advanced technologies available to any of the units in the
life support and automedical systems available. Sword of Allah.
Haqqislam power armours also incorporate the
very best air and moisture filtration systems, One of the most well-known, the manufacturer of
meaning the loss of capability given different the Siyah series of light power armour is Istehkam
terrains and environmental conditions is minimal. Heavy Industries. Istehkam manufactures a range
The lightweight suits created by Haqqislamite of armour systems for the Sword of Allah, including
engineers are capable of staying warm when the the Mehter Power Armour worn by the Janissaries
outside conditions are chilling and keeping cool and the lighter Spar armour developed for the
in the sun-baked heat of the hottest afternoons. needs of the Sekban medium infantry Naval Special
All Haqqislam power armours also incorporate Unit. Istehkam has close ties with a number of
advanced rad-shielding systems, This combination biomedical companies across Bourak, and the
of size, speed, life support systems and rad- automedical and life support systems in their
shielding make them ideal for use by corsairs, in armours is second to none.
space combats, and ferociously capable in any
other theatre.
46 Chapter 2
THE ROLEPLAYING GAME
POWERED ARMOUR 47
HYPERCORPORATIONS who is to blame for a piece of technology entering
the market, and the whole mess is a convoluted
Hypercorporations have been involved with network that Machiavelli would be astonished by.
INVESTING IN modern servo-powered armour from the very
SECURITIES beginning. From the invention of LiquidShield® The role that corporations play in powered armour
Military contracts are highly smart gel to the synthetic muscle fibre technology is well-understood. What slips through the cracks
prized, lucrative work. But they allowing users to feel their own weight rather — by design, to be sure — is the role that powered
also present a very real danger than that of the armour or equipment, corporate armour plays in corporations. Security is a key
to the corporation itself, as they research and development plays an integral part concern for any company dealing in the amounts
now exist as a strategic target of modern defence technology. The degree to of money associated with military tenders, doubly
on a factional scale. Selling
which these are private entities or state aligned so when those same companies are developing
weapons to Yu Jing might be
depends heavily on the corporation and on the the next generation of weapons, ammunition, and
good business for a corp, but if
PanOceania is trying to hamper nation state it works with. Generally speaking, the armours that will equip the armies of tomorrow.
the StateEmpire's military corporations of PanOceania and Haqqislam are With research and development facilities built in
readiness, then like it or not, private enterprises but often subsidised by the carefully selected black sites across the Human
the corp has now become government or beneficiaries of lucrative grants Sphere, often outside the jurisdiction of one or
a target. and tax breaks. Ariadnan corporations tend to have all nation states in order to sidestep laws and
closer ties to the governments of their various prohibitions, the risk that any one of them may
None of this is publicly states, and a higher level of privacy and sole be the subject of assault, a snatch and grab, or
admitted, of course. But partnership is expected. The same is true of the some form of espionage is high. To combat these
even with the threat of the
Yu Jing StateEmpire. Corporations that flourish risks, corporations rely on state militaries, and
Combined Army breathing
in the StateEmpire tend to have close ties to the increasingly, their own security forces. These are
down the Human Sphere's
collective necks, competition party or may even be a front for a governmental or also deployed to key locations throughout the
between Human Sphere powers military branch. Human Sphere where the company does business,
is a very real, very dangerous trades, or gathers its resources. Corporate security
game. Add in the risk of rival When manufacturing military hardware for overreach pushed the boundaries of what was
corporations looking to take whichever state, hypercorps are typically expected acceptable and legal during the Commercial
the organisation down a to maintain confidentiality, not trading on Conflicts on Ariadna. And while a litany of O-12
peg or claim its contracts for technology or reselling unless specific permission laws and statuettes have sought to reign this
themselves, and standard-issue has been granted by the associated government in, all they have succeeded in doing is forcing
corporate security units start
or military. With many hypercorps operating across corporations to better conceal their actions. The
to look a little...underdressed.
a number of national boundaries, the rules and recent support shown by O-12 for the Non-Aligned
Thus, several megacorporations,
virtually every hypercorporation, expectations they operate within are, by necessity, Armies has had the undesired, but sadly expected,
and even a few traditional flexible. At the end of the day, a corporation is outcome of giving many corporations a green light
corps field their own units going to lose out if they turn around and on sell a to further develop and extend their own corporate
of servo-powered armoured piece of technology developed specifically for one security forces. Indeed, the sanctioning of the Non-
combat teams. nation, and it is better business to maintain private Aligned Armies has emboldened corporations to
and protected relationships with specific lines of push the boundaries of the laws inside the states
Purely for defence, of course. research or technologies. Given this, there are a they operate in. Within all nation states, different
Clearly, they would never dream number of hypercorps that develop technology restrictions apply to non-government militaries
of illegally using a paramilitary
for more than one nation state and maintain a in terms of the size, armament, and operational
force to act against their rivals,
separation of development and research even parameters. With the Non-Aligned Armies being
or otherwise seize an unfair
advantage by strength. At least, within their own departments in order to maintain officially sanctioned by O-12 comes the question,
not when they thought anyone their long-standing relationships. do the laws and sanctions passed by O-12 override
could prove it after the fact. the restrictions put in place by a nation? Many
Corporate espionage is rife, and military technology corporations seem to believe that the legal answer
-Alfonso Delacroix, on the rise one of the biggest targets for this kind of spy is that yes, they do. Since O-12 legitimised what
of corporate armies for the work. It is a murky world, and the spiderweb of were essentially private armies, the build-up of
Mayacast investigative journalism relationships, connections, and money make for a corporate security forces has hit speeds and heights
show Beneath the Surface, more tangle of alliances that is almost impossible to not even seen during the Commercial Conflicts.
commonly referred to as Beneath.
tease out. Add in shell companies and the fact that Where it will end will be an interesting question,
many espionage operations have been initiated but the current pace of expansion would suggest
by a corporation against themselves in order to this is going to be a very difficult genie to get back
muddy the waters of responsibility for when and in the bottle.
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POWERED ARMOUR 49
NOMAD against contaminates are also top of the line. This
stuff is life and death for the Nomads every waking
Despite lacking in numbers and working with moment, and not just something developed by a
limited resources, the Nomad Military Force tech company on spec for a military contract.
maintains itself as one of the great successes of
the Human Sphere. They may not be able to field a Taking the old and breathing new life into it, this
force equal in number to the Yu Jing StateEmpire is what the Nomads are unbelievably good at.
or pour the volume of money into military tech Often forced to bulk purchase old, retired, or faulty
that PanOceania is capable of, but the Nomads equipment, the Nomad speciality is to take the
have something that other nations lack, the left overs and create from them something new,
laboratories of Praxis. From Bakunin’s infamous something unexpected, to pull pieces from here
Black Labs comes lightning in a bottle. With money and there, and recombine them into a final product
from Tunguska, a multitude of secret society like that is strikingly different and shockingly effective.
Black Labs are simultaneously experimenting and Expect nothing and you will never be disappointed.
developing new and strange technologies. Much This is how the Nomads have come to view their
of this tech pushes the boundaries of human interactions with the Human Sphere. They are
alteration and augmentation, but a portion is also always on the outside, always distrusted, mistreated,
dedicated to the development of weapons, TAGs, prejudged… but with innovation and creativity, by
and armour, making the soldiers of the Nomad bucking expectation and not conforming, they have
Military Force a power that is both surprising and found their own path. What is true in life is true in
formidable. their approach to developing technology. Living
with only a thin hull between themselves and the
Highly secretive and extremely wary of the threat crushing death of space, they have come to thrive.
posed to humanity by the smiling devil ALEPH, it They know danger; they live with it. Everything
is little surprise the biological and technological they design and develop, rework and reengineer
shielding developed by the Nomads represents serves a purpose, is not wasted effort, is well made
some of the best and most advanced examples of and put together with a careful precision that
this kind of protection in the Sphere. Contained comes only from living daily so close to danger.
in a fine mesh that creates a sort of Faraday cage, It may not look like that from the outside, where
laced on the exterior with an intricate network of the clashing chaotic complexity of Praxis appears
microchips that randomly create communication to be so many insane children developing toys to
tunnels through the protective layer for distract and delight, but that is a superficial view.
randomised numbers of microseconds, tracking Dig deeper, and soon any observer will note how
and breaking through the network is difficult and the weapons, armours, and technologies that come
frustrating. An enemy hacker might manage to tag from the Black Labs are nothing short of cunning
an access point only to have it randomly shut down innovation and design melded with a care for
for an indeterminate amount of time. With such a good workmanship and love of aesthetic beauty.
large body of expert tactical hackers to call upon, Tunguska may provide the funding, and Corregidor
it is no surprise that Nomad armours are some the soldiers, but the Black Labs of Bakunin keep
of the hardest to crack. Given their close working the Nomad Military Force equipped with the
relationship with the dangers of space, it is also technology that allows them to go toe to toe
unsurprising that the physical seals and shielding against any enemy.
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POWERED ARMOUR 51
NON-ALIGNED ARMIES able to equip and outfit their soldiers for the war
effort. In short this means bigger guns and better
“Non-Aligned Armies” has become the palatable armour. Mercenary companies have flourished as
term for mercenaries, paramilitaries, private a result and, with survivability rates increasing
contractors, and soldiers for hire. While this due to better access to the hardware required of
term also applies to the armed forces of the the modern battlefield, are also better positioned
Non-Aligned Nations, it has become a term that to offer ongoing support against the enemy of
has tacitly green-lit and legitimised an extremely mankind. The downside has seen an increase in
varied group of organisations, from outright the trade of high-grade weapons and armour
criminals or would-be-soldiers through to highly and better equipped criminal organisations and
trained and well-funded mercenary outfits. As long corporate security. These groups didn’t expend
as they have passed the regulations, applied for serious amounts of capital increasing their
NA2 Status, and contributed soldiers or support to firepower with no intention of using it to extend
the war effort against the Combined Army, they are their interests, and the result has been a series
regarded as a Non-Aligned Army. This is not to say of “yes, but” clauses added to the NA2 regulations,
that gaining this status is easy or available to just something that will keep lawyers busy for
any group of armed thugs. O-12 does its best to years to come.
ensure due diligence is followed, and that groups
connected with illegal activities are denied. But When it comes specifically to the subject of power
the war effort against the Combined is demanding. armour, how NA2 Status organisations are able
The war front is expanding and hungry, and in the to access this technology relates directly to their
hour of desperate need, stop-gap solutions are size and financial capabilities. A vast majority of
better than no solutions at all. Most Non-Aligned NA2 Status organisations purchase power armour
Armies are professional crews that operate legally. through black market or back channels, modifying
Do some have connections that step outside the the exterior aesthetic to match their brand or at the
grey boundaries? Probably. But as long as a cursory least to disassociate themselves from a well-known
glance shows that nothing is too amiss, awarding brand — whether a famous military unit or other
NA2 Status means gaining grist for the mill, and group. Some NA2 Status organisations, like StarCo,
the mill is voracious. can afford to engage weapons manufacturers
directly, buying extant models of armour modified
NA2 Status demands an organisation contribute to suit their own needs and specifications. The
to the ongoing war effort against the Combined gamut is wide, and the bigger or more well known
Army, but it also provides benefits. Most nations in the NA2 Status organisation is, the more likely it
the Human Sphere have local restrictions and laws is that they will engage corporations to provide
around the possession, ownership, and purchasing their hardware in order to both better support their
of military grade hardware, from weapons to troops and to extend their brand.
defensive systems like power armour. NA2 Status
provides legal exemptions that are meant to
override national laws. How exactly this will play
out is something a thousand courtrooms across
the Human Sphere will decide, but the intention
is clear. If a group or organisation commits to
supporting the war effort by providing troops
or on-the-ground assistance, and qualifies for
NA2 Status, then they should be able to access
the technology required to best equip them for
that role. A simple and desperate measure, and
one that has seen an explosion in the rise and
lethality of corporate security forces, mercenary
groups, and many others of more dubious
intention. It has also seen a sharp rise in the
capabilities being fielded against the Combined
Army. It is not a perfect solution, by any metric,
but it is getting the desired results, even if there
are unintended consequences.
52 Chapter 2
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POWERED ARMOUR 53
No one would mistake these ironclad warriors for a mode, increasing the rate of fire of the heavy
peacekeeping unit, and to their credit, the Gamma machine gun or feuerbach the soldier is wielding.
make no effort to present themselves as such. Their The end result is a servo-powered armoured suit
modus operandi is delivering overwhelming force that offers substantial physical protection and
at overwhelming speed. can keep a soldier in fighting condition through
injuries that would cripple even the fittest. As strike
Whether in psywar or a firefight, Gammas pride units, this armour offers the Gammas a significant
themselves on being a force for order in the midst advantage over the enemy, allowing them to
of chaos, a voice that carries above the cacophony deliver shock and overwhelming firepower while
of battle, delivering a strong, clear message: withstanding a substantial onslaught.
54 Chapter 2
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POWERED ARMOUR 55
ORC COMBAT ARMOUR Civilian knockoffs, often called Goblin Suits, seldom
Refined over more than twenty years of patron- include the full experience of military models and
client relationship between Omnia Research trade Power Armour 3 for Comms. Very rare versions
and Creation and the Orc Troops, ORC Combat have Power Armour 1 though these often cost as
Armour is a highly effective, all-around solution much as the full military version.
suited to almost any environment. Orc Troops
are a multipurpose heavy infantry, and as such MOBILITY ARMOUR
often form the hard-hitting core of any operation, A product of Omnia Research and Creation, and
whether assault or defence. As a result, the ORC at Joan of Arc’s insistence made available to
Combat Armour has to be reliable, durable, and carefully vetted Father-Knights, Mobility Armour
capable to making computational adjustments is dangerous to use unless the wearer is carefully
based on environmental data. This flexibility makes trained and in peak physical condition. Add +3
the ORC Combat Armour one of the most successful complication range to all Acrobatics tests if the
pieces of military kit in the PanOceanian armoury. wearer does not have at least three Acrobatics
It may not be the best, but it is the most adaptable. Talents, an Agility of 13 or more, and a Brawn of
Any environment, from the jungles of Paradiso to 12 or more.
conflicts in zero-gravity, Orc Troops have served
in it, and ORC Combat Armour has been adjusted, Mobility Armour is not just highly effective, it is
reprogrammed, and refined to better suit it. If also the armour series that kicked off a revolution
one needed a better example of how ingrained in power armour visual design. The first three
corporate PanOceania is to the Military Complex, series of Mobility Armour boasted a top-class visual
one need look no further than the Orc Troops, design team led by Ally Glühend, famed futurist,
whose very name comes from an acronym drawn Maya personality, and fashion designer. This visual
on their patron name. Orc Troops are a walking design team put together by Omnia was given
advertisement for the success and functionality of the dual goals of creating something that exuded
ORC Combat Armour, so much so that a sizeable a sense of power and threat and hearkened back
portion of the corporations revenue comes from to the history and legend of the knights of old.
associated merchandise, a percentage of which With the Mobility Armour series, they managed to
is fed directly back into the Orc Troops, further create something truly special. Each knightly order
strengthening the ongoing relationship. has its own unique spin on the same themes and
core design, and each knight regardless of order
Offering strong physical protection, a solid strides into battle wearing something iconic — a
biotechnological shield, as well as an operating highly advanced defensive armour to be sure, but
system designed and refined through tens of something that radiates an aura of danger, and
thousands of front-line combat service and draws directly on thousands of years of martial
feedback, ORC Combat Armour is both effective superiority.
and iconic. It is little wonder that the pared-down
version of ORC Combat Armour is one of Omnia
Research and Creation’s best-selling private
defence solutions.
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POWERED ARMOUR 57
YU JING about the level of comfort provided by Yu Jingese
HISTORY OF designs. Power armour created and developed
CORRUPTION? First to develop reliable and effective power for the army of the StateEmpire must make its
It has long been claimed by the armour for the modern battlefield, Yu Jing is still a compromises somewhere, and that somewhere
enemies of the StateEmpire key leader in the manufacture and advancement is in comfort. Trusting to the strong and hardy
that the structure of the military of this technology. From the armour worn by the nature of those who serve the StateEmpire over
industrial complex is rife Crane Rank Imperial Agents, to the deadly Wu Ming, the soft trappings required of lesser nations, the
with nepotism and corruption. or the heavy weapons specialists of the Yān Huo, StateEmpire Army expects its soldiers to endure.
In-house development by the
Yu Jingese power armour is well constructed and A key part of the reason that sacrifices have been
state, followed by the awarding
places significant design emphasis on mobility made to comfort lies with the scale of production.
of manufacturing rights to
selected companies is a process without compromising protection. Indeed, Yu Once an armour has been conceived by the
that has drawn some criticism Jingese designed power armour, almost always Department of Military Support Technologies
internationally, and, as we the product of the Department of Military Support Development and pre-production models have
have recently heard, at home. Technologies Development, is some of the most passed all the requisite field tests, the technical
Such claims are nothing more consistently solid pieces of design to be found data is passed to a suitable military contractor.
than the parroting of feeble anywhere in the Human Sphere. Coated with an These manufacturers will, in turn, outfit one or
international propaganda, which ablative ceramic exterior and supported by a tight more production facilities (usually with some state
again falls to stereotypical weave of protective layers beneath, the armours sponsorship), and the suits will then go into mass
claims of Yu Jingese corruption
that come from the Department of Military Support production. The capacity of a power armour to fit
and scandal. It is known to
Technologies Development are perfectly designed the requirements of mass production is a design
all within the StateEmpire
that any company can register to support the roles and responsibilities of the choice that limits the degree to which a soldier
with the StateEmpire Army soldiers who wear them. can have a suit that is custom fitted to their body.
as a candidate for military While the suits are designed to accommodate a
Deeply stratified along social lines, the Yu Jing
manufacturing contracts. range of body sizes and shapes, they are far less
StateImperial Army ensures that its best and
However, these contracts are custom tailored than that of many other nations.
brightest have access to armour that will allow
not awarded like stickers in a
PanOceanian classroom. Not them to execute their missions to the highest
everyone will get one. There are possible standard. While all Yu Jingese armour is HSIEN WARRIORS
stringent and high standards of a good quality, the most prestigious units, and
Hsien, or Immortals, are a prestigious and elite
involved, levels of security the units that are supplied with the best that Yu
unit rewarded for their skill and bravery with
expected, and a demonstrated Jing can make, are undoubtedly the heavy infantry.
capacity to meet the needs service as security soldiers to the emperor. Often
Destined to carry the banner of the StateEmpire
of any awarded contracts. Yes, sent as small detachments, fire-teams, or even
into the thickest of frays, the heavy infantry of
many of the same companies individually to important conflicts, the Hsien are
the Yu Jing is without parallel. Highly trained,
are awarded contracts. They the embodiment of Imperial will, and execute
unbelievably fit, and equipped with the finest
have a long history of serving their duties with daring and deadly skill. Such
examples of Yu Jingese innovation and design
the StateEmpire and excel in a prestigious unit requires some of the best
doing so. Contracts are awarded on offer, the heavy infantry of the Imperial Army
protection, and the Gōnglu armour worn by the
on the grounds of merit, and is rightly feared and respected. These forces are
Hsien is some of the finest in the Human Sphere.
merit alone. To suggest that the celebrated for their high level of training and
Fine layers of protection combine to create a
process is anything less than skill in close combat, and this is as true of the
weave that is highly effective, and the articulated
merit based or sits under some heavy infantry as it is of the lightly protected
shroud of corrupting influence joints and plating allows the Hsien to excel at
Shaolin monks. To ensure that the capabilities of
is to besmirch the StateEmpire. what they do best, close combat. There are few
a soldier are not compromised by bulk and that
We should always pick the best armours available on the market that allow such
their movements in armour are as free flowing and
and brightest, the most capable high levels of precise and free movement as the
agile as without, the power armours developed
and likely to succeed. There is no Gōnglu series. Indeed, it is carefully and cunningly
by Yu Jing make a special emphasis on freedom
corruption here, just yet another designed to extend and enhance a soldier’s speed,
pathetic attempt at propaganda of motion. Servos, actuators, and gears, alongside
strength, and reaction times and does so subtly,
repeated by sore losers who seriously well-designed articulated joints, are
making the wearer feel more capable and powerful
demonstrate by their sorry all carefully designed to boost strength, reaction,
as if the armour is an extension of themselves.
whining why they were deemed and range of motion. Every intention serves to
unfit to serve the StateEmpire. increase the power and speed of any strike made
in close combat, helping solidify the reputation GOŌNGLUǛ ARMOUR
—Lin Yan, of Yu Jingese soldiers being unparalleled close-in
spokesperson for Yungang fighters. That the exoskeleton is also powerful HEAD TORSO ARM LEG BTS
Industries, in answering a question
enough to allow the heavy infantry to make use 3 4 3 3 3
about claims of corruption in the
of some truly terrifying ranged weapons is icing Qualities: Power Armour 2, Kinematika, Moral Bonus +2,
contract process for the Gōnglu
Series of power armour. on the cake. While thousands of hours have been Multispectral Visor
poured into the careful and considered design of
making armour that will boost the capabilities of RESTRICTION COST TARIFF MAINTENANCE
the soldiers wearing it, not as much could be said 4 (Yu Jing 3) 10+3§ T3 4
58 Chapter 2
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POWERED ARMOUR 59
HAC TAO SPECIAL UNIT SÙ-JIÀN IMMEDIATE ACTION UNIT
With an exterior coating that provides elite Blurring the lines between TAG Remote and
thermo-optical camouflage, the Gui, or Ghost, powered armour, the Sù-Jiàn is a remotely operated
armour developed for the Hac Tao Special Unit suit of heavy combat armour and considered the
is well named. Dense layers of protective weave pinnacle of the StateEmpire’s military science. This
sit beneath the exterior armoured shell. The suit transformative device grants its remote operator
itself is capable of reducing thermal and biological TAG-like firepower in an infantry sized package.
signatures to nothing and refracts light to make With more and more TAGs favouring remote
the soldier appear little more than a blurred shape operation, the Sù-Jiàn is touted by its supporters as
(if they are seen at all). Gui armour also boasts the evolution of both infantry and TAGs alike.
sound dampeners, shock absorbers, and special
gel-soled boots, ensuring that the movement
and passage of the Hac Tao is absolutely silent.
SÙ-JIÀN IMMEDIATE ACTION
Like all power armours manufactured by Yu Jing, UNIT
ENCLOSED, GROUND, HANDS, REMOTE PRESENCE,
mobility has been a key design goal, and the Gui WALKER
provides a solid boost to the physical capabilities
of the soldier wearing it without restricting the ATTRIBUTES
range of movement. A suite of sensors pour data Scale Speed Brawn
into software granting the Hac Tao an almost 0/1 3/1 14 (+1)
superhuman reaction time. This manifests through
DETAILS
a subtle surge in power that doesn’t compromise
the thermo-optical camouflage but allows the Max. Passengers Impact
soldier to close with an enemy or dodge an attack 0 2+6§ (Knockdown)
with terrifying speed and effectiveness. Gui armour DEFENCES
is heavily restricted, and one of the few suits of Structure 11 Firewall 10
armour that is manufactured by the StateEmpire
Armour 5 BTS 6
Army contractors on a personalised level with each
solider custom fitted with their own suit. GEAR: Climbing Plus, Kinematika
MOUNTED WEAPONS:
GUĬI ARMOUR • Spitfire: Range M, 1+5§ damage, Burst 3, 2H, Spread 2,
Unsubtle
HEAD TORSO ARM LEG BTS • Light Flamethrower: Range C, 1+4§ damage, Burst 1, 2H,
3 4 3 3 3 Incendiary 3, Munition, Terrifying 2, Torrent
Qualities: Power Armour 2, Kinematika, Thermo-Optic Camouflage • Panzerfaust: Range L, 2+5§ damage, Burst 1, 2H, Munition,
Piercing 2, Spread 1, Unsubtle, Vicious 2
RESTRICTION COST TARIFF MAINTENANCE • Heavy Pistol: Range R/C, 2+4§ damage, Burst 1, Unbalanced,
5 13+3§ T2 3 Piercing 2, Unforgiving 1, Vicious 1
• Blades: 1+7§ damage, Concealed 1, Non‑Hackable, Subtle 2,
Unforgiving 1
SPECIAL ABILITIES:
• Protean: The Sù-Jiàn can shift from one form to another as a
Free Action and make Reactions with the Close Combat skill for
-1 Heat, to a minimum of 0.
o Combat Form: As a humanoid combatant, the Sù-Jiàn
gains a bonus d20 on Ballistics and Close Combat
tests, has a Scale of 1, and a Speed of 1.
o Mobility Form: In animalistic, swift, low-slung forms,
the Sù-Jiàn ignores Difficult or Hazardous Terrain, has
a Scale of 0, and a Speed of 3.
60 Chapter 2
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ARMOUR TABLE
Armour Soak
Armour Qualities and Equipment Restriction Cost Tariff
Head Torso Arms Legs BTS
Hidden Armour 3, Locational Beacon,
Recreation Garb 2 1 2 3 3 4 (ALEPH 3, Recreations 1) 11 + 3§ T2
Stealth Repeater, Recorder
Sophotect Armour 2 1 2 2 2 See Description 4 (ALEPH 3, Sophotects 1) 9+2§ T1
Hoplite Powered Combat
4 5 3 3 4 Power Armour 3, Repeater 5 (ALEPH Only) 13+6§ T2
Armour
Armoured Clothing 0 1 1 1 0 Hidden 2 2 6+1§ T1
Ballistic Vest 0 2 0 0 0 Hidden 1 2 5+2§ T1
Crashsuit 3 3 3 3 0 Disposable 1 5+1§ T0
Gruntsuit 1 2 2 2 1 Exoskeleton 1, Heavy 2 9+2§ T1
Hard Hat 1 0 0 0 0 – 0 2+1§ T0
Heavy Combat Armour 3 4 2 3 2 Heavy 3 10+2§ T2
Light Combat Armour 1 2 1 1 1 – 2 7+1§ T2
Medium Combat Armour 2 3 2 2 3 – 3 8+1§ T2
ModCoat, Long 0 1 1 1 0 Hidden 2, -1D to DIY tests 2 6+2§ T3
ModCoat, Short 0 1 1 0 0 Hidden 3, -1D to DIY tests 2 6+1§ T2
Powered Combat Armour 4 5 3 3 3 Power Armour 3 4 13+2§ T3
Powered Combat Armour Exoskeleton 3, Heavy Armour,
4 5 3 3 3 3 12+2§ T1
(Ariadnan) Self-Repairing
PPE 0 2 2 1 1 – 1 5+1§ T0
Sports Padding 1 1 1 1 0 – 0 3+2§ T0
Subdermal Grafts 1 2 1 1 0 Self-Repairing 2 9+2§ T1
XO Suit 2 3 2 2 1 Adapted[any], Exoskeleton 1, Heavy 2 9+2§ T1
Exoskeleton 3, Heavy Armour,
Buffalo Powered Armour 4/3 5/4 3/2 3/2 3/0 5 12+23§ T3 (Ariadna 0)
Self-Repairing
Bandolier, Teseum Knife, Non-hackable,
Cherkesska 2 4 3 3 1 3 (Rodina 2) 13+3§ T3 (Ariadna 0)
Hard to alter
Dog-Bowl Armour 2 2 1 1 0 Non-Hackable 2 (Ariadna 1) 8+3§ T2
Non-Hackable (adds 1+1§, Parry 1,
Duelling bracers 0 0 2 0 0 3 (Caledonia 2) 8+2§ (pair) T4 (Ariadna 0)
Vicious 1 to Unarmed strikes)
Métros Uniform 0 1 0 0 0 Concealed 1 2 (Merovingia 1) 7+1§ T2 (Ariadna 0)
Mormaer Armour 3 4 3 3 1 Non-Hackable (+2 Morale for Caledonians) 4 (Caledonia 3) 14+4§ T4 (Ariadna 0)
Exoskeleton 3, Heavy Armour,
Ratnik Powered Armour 4/3* 6/4* 4/2* 4/2* 3/0* 5
Self-Repairing
Non-Hackable, (Counts as a Stealth Kit
USARF Fighting Uniform 1 2 1 1 0 2 (USAriadna 1) 7+2§ T2
in one environment)
Ad-Qali Armour 2 2 2 2 3/0AX See Description 2 6+2X§ 2
Khafin 2 3 3 3 1 Power Armour 1, Concealed 2 4 7+7§ 3 (Haqqislam 0)
Najjarun Engineers Qualities: Engineering Kit (also confers
1 1 1 1 0 2 8+2§ T2
Uniform Expert 1 and Comms )
Qualities: Adaptation (All terrestrial
Siyah Light Power Armour 3 4 3 3 6 environments), Power Armour 1, 2 13+2§ T2
Regeneration Augmentation
POWERED ARMOUR 61
ARMOUR TABLE
Armour Soak
Armour Qualities and Equipment Restriction Cost Tariff
Head Torso Arms Legs BTS
Qualities: Adaptation (Zero-G), Comms, Personal
Spar Armour 2 3 2 2 3 3 9+2§ T2
Bioscanner (1 Dose of Serum), Vac Suit
J-Tabby Socks - - - 1 - See Description 2 (Nomads 1) 3+3§ T2 (Nomads T0)
Krab gauntlet, Ka-3 - - 2 - 1 Bioscanner, Heavy Armour, MediKit 3 (Nomads 1) 5+2§ T2
Krab gauntlet, N3V - - 2 - 1 Heavy Armour, Powered Multitool 3 (Nomads 1) 5+2§ T2
Krab gauntlet, VaNk - - 3 - 1 Heavy Armour, Panzerfaust 3 (Nomad 2) 9+2§ T2
Lizard Pilot’s Suit 2 1 1 1 - — 3 (Nomad 2) 7+3§ T2
MaiSa Armour 1 2 2 1 2 Combat Jump Pads, Grip pads 3 (Nomads 1) 7+3§ T2
Concealed 2, Non-Hackable, Self-Repairing, 5 (Nomads 4,
Spektr Armour 1 1 1 1 3 9+6 § T2
Thermo-Optic Camouflage Tunguska 3)
Power Armour 2, Personal Bioscanner (1 dose T2 (T4 if present-
Ognyena Power Armour 2 4 2 2 3 4(Riot Girls 2) 10+6§
of Serum) ing as male)
Peregrin Armour 2 2 2 2 3 Combat Jump Pack, Non-Hackable, Vac Suit 3 (Nomad 2) 8+2§ T3
Qualities: Adaptation (Zero-G), Power Armour 3,
Protega Power Armour 4 5 3 3 4 3 (Nomad 2) 13+6§ T2
Vac Suit
Ammo Drum (6 reloads for HMG or Feuer-
bach), Personal Bioscanner (2 doses of Serum),
Gamma Armour 4 5 3 4 4 5 (O-12 4) 15+5§ T4
Power Armour 3, Suppression Stabilisers, Teseum
Chopper
Non-Hackable, Razor Advanced Camouflage
Razor Battle Suit 1 2 1 1 3 5(O-12 Only) 12+5§ T4
Technologies
Kamau Aquatic Armour 1 2 1 1 5 Aquatic , Non-Hackable 3(Varuna 2) 10+2§ T2
ORC Civilian Armour
2 3 2 2 3 Comms 3(PanOceania 2) 8+2§ T2
(Goblin Suit)
ORC Civilian Armour with
2 3 2 2 3 Comms, Exoskeleton 4 13+2§ T3
Exoskeleton
ORC Combat Armour 4 5 3 3 4 Power Armour 31 Vac Suit 4(PanOceania 3) 13+4§ T3
4 (PanOceania 3,
Mobility Armour 3 4 2 3 3 Power Armour 1 10+3§ T3
Military Orders 2)
Pressure Suit - 1 - - 1 Immunity to Pressure 1 5 -
Strides - - 1 2 1 Exoskeleton 1, Heavy Armour 3 (PanOceania 1) 6+2§ T2
Power Armour 2, Kinematika, Moral bonus +2,
Gōnglǜ Armour 3 4 3 3 3 4 (Yu Jing 3) 10+3§ T3
Multispectral Visor
Power Armour 2, Kinematika, Thermo-Optic
Guĭ Armour 3 4 3 3 3 5 15+5§ T4
Camouflage
Qiángdù Armour 3 4 3 3 3 Heavy Lifting Frame 2, Power Armour 2(1), 3 13+3§ T2
4 (Imperial 3,
Crane Armour 3 4 2 2 6 Kinematika 11+2§ T1
Crane rank 1)
Heavy Armour, Hidden Armour 1, Location
Iron Turtle Suit 3 3 3 3 3 3 (Yu Jing 2) 11+3§ T2
Beacon 1
Sù-Jiàn Immediate Action Non-Hackable, (Counts as a Stealth Kit in one
1 2 1 1 0 2 (USAriadna 1) 7+2§ T2
Unit environment)
Iron Turtle Suit 5 5 5 5 6 Climbing Plus, Kinematika 5(Yu Jing 4) 15+3§ T2
3 (Yu Jing 4, JSA
TF Coat - 2 2 1 2 Hidden Armour 1 9+3§ T4
2, Bosozuku 1)
62 Chapter 2
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CHAPTER 3
ARMOUR INTEGRATED
TECHNOLOGIES
Considerable advances have come from military the Kamau Amphibious Intervention Teams, the
research and development into TAG and power core of the Fast Intervention Division, and lead unit
armour technology. While not every suit of in the Blue Sea anti-terror operations on Varuna.
protective gear has the power or exoskeleton
to afford the soldier inside it the full security of In order to execute their duties, and confront the
powered armour, many of the technologies have Libertos threat head on, a new variety of armour
had a huge impact on the development and was required, one that offered a level of protection
sophistication of lighter armour. Developments in from aggressive action, but more importantly,
automedical and life support systems, the structure allowed the soldiers of the Kamau Intervention
of armour plating and weave, the software used Teams to take the war to the enemy. Kamau Aquatic
to run full powered armour, and a host of other Armour was the winning tender, designed by
small but important details have allowed for the Moto.Tronica, who had learned much from their
construction of a variety of armours perfectly suited Cutter TAGs, and in concert with ScubaTechnics,
to specific military roles. While lighter armours a Varuna-based corporation, it answered all the
are a far cry from the tour de force of full powered questions posed by executing a war against the
suits, the selective application of technologies that Libertos and more.
have come from power armour development has
allowed for some truly special pieces of kit. Light and with an excellent biotechnological shield,
the Kamau Aquatic Armour is particularly special
Most units don’t necessitate the full defensive
due to the adaptations created for operations in
potential offered by power armour, the armour they
and under the waves of Varuna. With an inbuilt and
wear needs to be lighter and suited to a specific
cleverly designed swim-bladder that is sandwiched
role, or they need to be produced more cheaply and
between layers at the rear of the armour, the
en masse. Whatever the reason, these armoured
oxygen filters, which can pull breathable air from
suits all have one thing in common. They would
the water like gills, can flood this layer with air
never have existed in their current form without
or water allowing a soldier to float or sink with
technological developments made in the advances
significant control. Added to this are powerful
of powered armour.
jets positioned at the front and on the backpack,
allowing the Kamau speed and agility under the
KAMAU AQUATIC ARMOUR water. The Kamau Aquatic Armour is a standout
While a vast majority of the power armours design and has allowed the Kamau Intervention
developed by corporations throughout the Teams to make significant progress in dealing with
Human Sphere are designed to excel in general the threat of the Libertos terrorist organisation.
applications, spin off technologies integrated into
smaller suits for specific purposes allow these
technologies to refine in unexpected ways. There KAMAU AQUATIC ARMOUR
are few places in the Human Sphere where this is
more needed than on the water world of Varuna. HEAD TORSO ARM LEG BTS
Varuna, home to the Helots, is also home to the 1 2 1 1 1
domestic terrorist organisation known as Libertos. Qualities: Aquatic
The Helots of Libertos, intent on eschewing the
benefits offered by patriation with PanOceania, RESTRICTION COST TARIFF MAINTENANCE
instead seek to wreak destruction, and undermine,
3 (Varuna 2) 10+2§ T2 3
through terrorist activities, any efforts at a peaceful
union of the Helots with PanOceania. As an aquatic Aquatic
species, all attempts to deal with the Libertos Aquatic suits have advanced systems capable of protecting the
wearer from oceanic depths and capable of pulling oxygen from the
is immediately placed at a disadvantage. While
water itself. Aquatic suits count as Adapted (Ocean) though they offer
TAGs like the Cutter series are able to extend twice the benefit of that quality.
significant firepower where needed, a smaller, more
clandestine, or deft touch is often required. Enter
PEREGRIN ARMOUR
HEAD TORSO ARM LEG BTS
2 2 2 2 3
64 Chapter 3
THE ROLEPLAYING GAME
REMOTE ASSISTANCE
Unlike tightly controlled and regulated TAGs, Ariadnan remotes are dead simple by modern
WHAT YOU’LL purchasing remotes manufactured in another standards, but even easier to repair and
FIND IN THIS nation’s territory is common for civilians manufacture. Without LAIs or modern quantronics,
CHAPTER and criminals alike. Many mercenary and most can do little beyond basic navigation and
• Rules for upgrading remote hypercorporate remote teams deploy a blend of trajectory calculations, but local engineers are
chassis and limbs
different makes and models depending on use actively working with galactic consultants to close
• A comprehensive catalogue of case and budget, and every nation uses remotes the gap, and Ariadnan remotes are popular “sleeper”
Human Sphere Remotes for non-military purposes. Most models are widely chassis for modders.
available, albeit expensive, with cosmetic variations
to suit their target market’s aesthetics. That said, a RULES CLARIFICATIONS
subset of advanced proprietary models, and nearly
all military configurations, require governmental Where remote details, abilities, or pricing differ
approval and licensing. Modding subcultures can from earlier publications, this chapter should be
be even more insular and restrictive. considered the definitive source.
Beyond extensive use as military support units and Adversary pilots use their Movement skill for
auxiliaries, PanOceania prioritises remotes’ use for remote Movement or Piloting tests (including
logistics: warehouse management, last-mile courier stealth), and their Combat skill for ranged, close
delivery, and ubiquitous Mulebots for containerised combat, or melee attacks.
shipping. The hyperpower also leads the way
in remote work. The majority of agricultural, COMMON SPECIAL ABILITIES
construction, and heavy industry tasks are handled Advanced Security X: This remote has a bonus +X
via remotes piloted by office workers dozens or Morale and Security Soak when controlled by a
hundreds of kilometres away. geist or its native LAI. This is occasionally written
as X/Y when there is a condition that enhances the
The StateArmy prizes Yáoxiè (“remote weapon” in rating of this ability.
Yujingyu) remotes not only as passive support or
defence, but as active combat units, the foundation Advanced Sensors: With a successful Observation
of unit composition. Remotes are also deliberately (D2) or Analysis (D1) test, every character or NPC
placed keystones of Yu Jingese popular culture, within Medium range has its stealth state reduced
with starring roles in subsidised Mayacasts ranging by one step for the remote and its allies.
from serial dramas to REM-only Aristea! bouts
to children’s entertainment (and inevitable toy Climber: Treats vertical surfaces as if they are
tie-ins). Along with state-funded remote-modding horizontal for the purposes of movement, granting
clubs, the place of the remotes in popular culture -2 difficulty on climbing Athletics tests.
ensures a steady supply of remote engineers and
pilots, and the expertise to create and use remotes Defensive Algorithms: Ranged attacks against this
for any task. remote are at +1 difficulty.
Haqqislamite remotes are essential for EOD: The remote can make face-to-face tests to
terraforming efforts and monitoring Bourak’s detect explosives at up to Medium range and gains
vast frontier, and the remote lot is always 1 bonus Momentum on all related tests.
a Caravanserai highlight. Their designs are
straightforward, durable, weather-resistant, and Fast (X Heat): For X Heat, this remote may move
relatively inexpensive. Silk Lords eschew them within Medium range as a Free Action, or to a point
entirely, preferring the unhackable discretion of in Long range as a Minor Action. On paved roads
human servants. and similar uncluttered terrain, it also counts as
having a vehicle speed of 2.
Nomad Nation remotes are as diverse and unusual
as their owners. Hand-crafted modifications render Ghost-Config: Ordinary users can connect or
their personal remotes difficult to compromise, and disconnect with a Minor Action. Posthumans can do
the open-source versions they sell outsiders are so as a Free Action for 1 Heat.
notoriously easy to modify and maintain.
66 Chapter 4
THE ROLEPLAYING GAME
Remote Assistance 67
ARMBOT, BULLETEER ARMBOT, PEACEMAKER
In contrast to other remotes’ utilitarian aesthetics, A more affordable Armbot designed for export,
the PanOceanian Armbot is a weapon and makes and often sold in combination with one or more
no effort to appear otherwise. With quadrupedal Auxbots, the Peacemaker lacks the Bulleteer’s
attack platforms, they are deceptively sturdy Optical Disruption Device but retains its ranged
without sacrificing manoeuvrability, making them options. It also incorporates remote coordination
a PanOceanian military favourite and an ideal software, though rumours of built-in exploits and
workhorse remote. backdoors are a continual drag on sales.
ELITE ELITE
HARDPOINTS HARDPOINTS
Chassis 1, Comms 0 (Repeater), External 0 (ODD), Chassis 1, Comms 0 (Repeater), External 0,
Internal 1, Limbs 0, Motive 0, Weapons 0 Internal 0, Limbs 0, Motive 0, Weapons 0
DEFENCES DEFENCES
Firewall 8 Resolve 7 Structure 13 Firewall 8 Resolve 7 Structure 13
Security - Morale — Armour 3 Security - Morale - Armour 3
ATTACKS ATTACKS
MOUNTED ATTACKS LOADOUT ALPHA
Slam: Melee, 3+7§ damage, Anti-Materiel, Knockdown, Vicious 1 Spitfire: Range M, 1+7§ damage, Burst 3, 2H, Spread 2, Unsubtle
LOADOUT ALPHA LOADOUT BETA
Spitfire: Range M, 1+7§ damage, Burst 3, 2H, Spread 2, Unsubtle Heavy Shotgun: Range C, 2+7§ damage, Burst 1, 2H, Knockdown
LOADOUT BETA o Normal Shells Mode (Primary): Area (Close), Spread 1
Heavy Shotgun: Range C, 2+7§ damage, Burst 1, 2H, Knockdown
o AP Slugs Mode (Secondary): Piercing 3
o Normal Shells Mode (Primary): Area (Close), Spread 1
o AP Slugs Mode (Secondary): Piercing 3
GEAR: Repeater
68 Chapter 4
THE ROLEPLAYING GAME
TROOPER ELITE
HARDPOINTS HARDPOINTS
Chassis 0, Comms 0, External 0, Limbs 0, Motive 0, Weapons 0, Chassis 0, Comms 0, External 0 (1x Sniffer Pod 2), Limbs 0, Motive 0,
Overhaul (Geistwires 1 (Agility)) Weapons 0, Overhaul (Compartment 2)
DEFENCES DEFENCES
Firewall 6 Resolve 3 Structure 5 Firewall 9 Resolve 8 Structure 10
Security 3 Morale — Armour — Security 3 Morale — Armour —
ATTACKS ATTACKS
MOUNTED ATTACKS Electric Pulse: Melee, 1+6§ damage, Immobilising, Stun
Electric Pulse: Melee, 1+6§ damage, Immobilising, Stun Flash Pulse: Range M, 1+6§ damage, Burst 1, 2H, Blinding, r. Marked
LOADOUT ALPHA GEAR: Chameleonwear, 1x Sniffer Pod 2
Heavy Flamethrower: Range C, 2+7§§ damage, Burst 1, 2H, Incendiary
3, Munition, Terrifying 2, Torrent. SPECIAL ABILITIES
Common Special Abilities: Advanced Security 2, Quad-Legs, Remote,
LOADOUT BETA Trusted Messenger
Light Shotgun: Range C, 1+6§ damage, Burst 1, Unbalanced, Knock-
down.
Light Grenade Launcher: Range M, 2+6§ damage, Burst 1, Unbal-
anced, Area (Close), Munition, Speculative Fire.
SPECIAL ABILITIES
Common Special Abilities: Fast (1 Heat), Remote
Support Platform: When adding Auxbots via the Reinforcements Heat
spend, the cost is reduced by 1 (to a minimum of zero), if there are
PanOceanian military personnel present in the scene.
Remote Assistance 69
CRABBOT The 1st time a PanOceanian Crabbot detaches from
Ancillary Remote Units created during the its TAG, the GM has several options:
hyperpower’s transition to remotely piloted TAGs,
PanOceanian Crabbots shelter inside a TAG until For 0 Heat, declare the Crabbot has the common
needed, then detach so their pilots can navigate upgrades as listed for its unit.
cramped environments and manipulate otherwise For 1 Heat, declare that it has the common
inaccessible elements of the battlefield. With a upgrades for a different unit instead.
compact crab-like chassis echoing creatures found Declare it is an unenhanced stock remote without
in caves beneath the Clausewitz Military Academy, upgrades, and gain 1 Heat.
their plain surfaces and modular systems are often
upgraded to serve as informal unit mascots and
pilot avatars. COMMON CRABBOT UPGRADES
Cutter (Naval Chasseurs)
CRABBOT UPGRADES • Extra Gear: Chameleonwear Coating
Every PanOceanian Military Complex TAG pilot • Ignores penalties imposed by pressure, even
has a degree of leeway over “their” Crabbot’s at extraordinary depths, and aquatic difficult
appearance and components, and most spend terrain up to its controller’s Pilot Focus.
a percentage of their pay and time decorating
Dragão (Dragões)
or enhancing it and its replacements when it’s
• 2 Fire Reloads (max capacity), Inured to Heat
damaged beyond repair. Subcultural traditions vary
• IPMT Micro-Flamethrower (replaces Flash
but are often consistent within a unit. Experienced
Pulse): Range R/C, 1+4§ damage, Burst 2, 1H,
pilots will purchase idiosyncratic modifications to
Incendiary 2, Munition, Terrifying 2, Torrent
exploit enemies’ expectations.
Jotum (Einherjar)
TROOPER • Can reroll up to 2d20 on arctic, mountain, or
swampy terrain tests.
CRABBOT • No Flash Pulse but can mount its host’s
D.E.P. atop its shell as a Standard Action if
ATTRIBUTES in the same zone. It must drop D.E.P. to use
AGI AWA BRW COO INT PER WIL Claw-Shears.
10 9 6 10 9 6 6
Seraph (Order-Sergeant)
FIELDS OF EXPERTISE • If detached, can grant allied remotes
Combat +1 1 Movement +2 2 Social — — within Medium range one bonus
Fortitude — — Senses +1 1 Technical +2 2 Momentum to Ballistics tests until
its next turn as a Standard Action.
HARDPOINTS • Single-Use Nanopulser (replaces Flash Pulse):
Chassis 0, Comms 0 (Repeater), External 0, Limbs 0 (2x Omniclaws), Range C, 1+5§ damage, 1H, Biotech, Disposable,
Motive 0, Weapons 0 Subtle 3, Torrent, Vicious 2
DEFENCES Squalo (Pinne di Squalo)
Firewall 5 Resolve 5 Structure 5 • Extra Gear: Deployable Repeater
Security — Morale — Armour 0 • The crabbot’s Claw-Shears gain Vicious 1 and
Unforgiving 1, and the pilot can take advantage
ATTACKS:
Claw-Shears: Melee, 1+3§ damage, 1H, Piercing 1, Subtle 1 of Close Combat and Acrobatics Talents with it.
Flash Pulse: Range M, 1+6§ damage, Burst 1, 2H, Blinding, removes
Marked Tikbalang (Armoured Chasseurs)
GEAR: Basic medical supplies, Powered Multitool, Repeater
• Extra Gear: Chameleonwear Coating,
Climbing Plus
SPECIAL ABILITIES
Common Special Abilities: Remote
• No Flash Pulse and can carry and plant its
host’s antipersonnel mine.
Carapace: Uses its host’s Armour Soak and Security Soak while
attached to a PanOceanian TAG’s chassis, immune to Faults or Breaches Uhlan (Clausewitz Uhlans)
until its host suffers 2 or more.
• Extra Gear: Chameleonwear Coating
Omniclaws: Provided its controller takes an Exploit Action to prepare • No Flash Pulse and can carry 1 of its host’s
for a non-attack Medicine or Tech task, the Crabbot’s Agility, Brawn, and
Coordination do not cap the controller’s.
Reloads when it detaches, then self-destruct
later to detonate as a <Reload’s Ammo
Regimental Mods: See below.
Type> grenade.
Zoea: Enters or detaches from its TAG as a Standard Action.
70 Chapter 4
THE ROLEPLAYING GAME
HARDPOINTS DEMBOT
Chassis 0, Comms 0, External 0,
Limbs 0 (2x Basic Waldo), Motive 0, Weapons 0 ATTRIBUTES
AGI AWA BRW COO INT PER WIL
DEFENCES
6 10 11 (+2) 8 10 4 7
Firewall 6 Resolve 5 Structure 5
Security 2 Morale - Armour - FIELDS OF EXPERTISE
DEMBOT
Combat — — Movement — — Social — —
ATTACKS:
LOADOUT ALPHA/BETA Fortitude +1 — Senses +2 — Technical +2 1
Electric Pulse: Melee, 1+5§ damage, Immobilising, Stun
Combi Rifle: Range M, 1+5§ damage, Burst 2, 2H, Expert 1, MULTI, HARDPOINTS
Light Mod, Vicious 1 Chassis 0, Comms 0, External 1, Internal 1, Limbs 0 (2x Basic Waldos),
LOADOUT BETA ONLY Motive 0, Weapons 0
Light Grenade Launcher: Range M, 2+4§ damage, Burst 1,
DEFENCES
Unbalanced, Grenades, Area (close), Munition, Speculative Fire.
Firewall 10 Resolve 7 Structure 11
LOADOUT CHARLIE
Security 1 Morale - Armour 2
Heavy Machine Gun: Range L, 2+6§ damage, Burst 3, Unwieldy,
Spread 1, Unsubtle. ATTACKS:
LOADOUT DELTA 2x Demo-Fists: Melee, 2+10§ damage, Anti-Materiel 2, Area(Close),
MULTI Sniper Rifle: Range L, 1+6§ damage, Burst 2/2, Unwieldy, Grievous, Improvised 2, Knockdown, Spread 2, Terrifying 2, Stun,
Unsubtle 2
Medium MULTI, Heavy, MULTI, Unforgiving 2.
SPECIAL ABILITIES
GEAR: Chameleonwear, MediKit (Loadout Alpha only) Common Special Abilities: Lumbering, Remote, Superhuman Brawn 2
SPECIAL ABILITIES
Common Special Abilities: Advanced Security 2, Fast (1 Heat),
Remote
Medical Reprogrammming: When issued with the Alpha loadout,
the Dakini is recalibrated to support in-field first aid and medical
intervention. It gains Technical +1/1 Field of Expertise at the cost of
any bonus to the Combat Field of Expertise. Any Dakini with a direct
connection to ALEPH can make this change in seconds. In the field, it
takes a Simple D(0) Tech test and 15 minutes to make the change.
Remote Assistance 71
DEVABOT DEVABOT: KYDOIMOS
Designed specifically to provide literal fire support AND CHARYBDIS
to its linked owner, the Devabot is a swift and Kydoimos and Charybdis are two Devabots that
deadly area control remote. It is more than capable have seen extensive service on Paradiso. Paired
of laying down suppressive fire independently, with Drakios and Scylla respectively, Kydoimos and
armed with a heavy flamethrower, and is most Charybdis have been battered, smashed, pulled
often paired with units tasked with hacking or apart, shot, repaired, and upgraded so many times
engineering roles to clear battlefield objectives that it’s unlikely that much of either Devabot is
and provide close support while its owner original factory material. They have served well,
performs their duties. however, and continue to provide vital support to
their long-time owners.
TROOPER ELITE
72 Chapter 4
THE ROLEPLAYING GAME
“Pathfinder”: Forward Observer NARC pod, Powered Multitool Evercasting: The subject is filmed continually from a variety of angles,
granting a bonus Momentum and −1 difficulty to Analysis and Observa-
“Sierra”: Eyepaint Overhaul tion tests to analyse events near them, Psychology tests to understand
SPECIAL ABILITIES or falsely present their emotions later, or other tests to create art based
Common Special Abilities: Fast (0 Heat) (Fugazi only), Quad-Legs, on the feed.
Remote Backup Units: Each point of Structure represents about 3X of the
(Fugazi) Long Distance Runner: This model lacks a bulky weapons Cloud’s individual drones, and only a portion of its full complement.
package, allowing for the addition of power storage. It can move The first X times it suffers a Fault, it returns healed of all damage at the
at top speed for up to 72 hours without recharging, provided it end of the next turn, as fresh drones arrive to replace destroyed ones.
continually moves over flat open terrain. Secure Line: +X to Security Soak and a bonus Xd20 on tests to notice
important visual details or create an aesthetically pleasing presenta-
tion when operated by an Aspect or its native LAI, or +1 Security Soak
and a bonus 1d20 if operated by a geist.
Tethered: Individual drones cannot move more than 1 zone away from
their Hive.
Remote Assistance 73
FANOUS GARUDA TACBOT
Designed to extend Haqqislamite combat hackers’ Named for the Vedic god Vishnu’s avian mount, the
ranges and rapidly deploy sensor arrays, the Garuda Immediate Tactical Deployment Bot is a
Fanous’ (Arabic for “lamp”) lightweight chassis and staple of ALEPH’s Special Situations Section. A light
digitigrade legs allow incredibly swift movement remote with sub-orbital deployment capabilities,
without sacrificing off-road stability. An invaluable the Garuda eschews bulky armour in favour of
tool on the frontier, they carry consumer-grade mobility and evasion. All things considered, it’s a
self-defence systems and sensor pods that are solid trade. Garuda are notoriously difficult to hit
valuable even in military-grade combat and a and terrifyingly accurate, often making it through
proven repeater for quantronically flanking the entire firefights without so much as a scratch.
opposition or maintaining connectivity between Ostensibly unavailable to anyone outside the SSS,
widespread convoys. salvaged models — or curiously similar designs —
first appeared in grey markets across the Human
TROOPER Sphere recently, often with novel integrated
weapon systems.
FANOUS
ATTRIBUTES NEMESIS
AGI AWA BRW COO INT PER WIL
14 (+2) 10 7 10 7 5 4
GARUDA TACBOT
FIELDS OF EXPERTISE ATTRIBUTES
Combat +1 — Movement +3 1 Social — — AGI AWA BRW COO INT PER WIL
Fortitude — — Senses +1 — Technical — — 13 (+1) 10 9 (+1) 12 (+1) 10 8 8
FIELDS OF EXPERTISE
HARDPOINTS
Combat +2 2 Movement +4 4 Social — —
Chassis 0 (3x Sniffer Pod 1), Comms 0 (Repeater), External 0, Limbs 0
Fortitude +2 1 Senses +2 1 Technical +2 —
(SwapSocket), Motive 1, Weapons 0
DEFENCES HARDPOINTS
Firewall 4 Resolve 3 Structure 5 Chassis 0, Comms 0, External 0 (x1 Combat Jump Pack), Limbs 0 (x2 basic
Security — Morale — Armour — waldos), Motive 0, Weapons 0
ATTACKS DEFENCES
Electric Pulse: Melee, 1+5§ damage, Immobilising, Stun Firewall 12 Resolve 10 Structure 11
Flash Pulse: Range M, 1+5§ damage, Burst 1, 2H, Blinding, removes Security 2 Morale — Armour 3
Marked
GEAR: Chameleonwear, Repeater (see below), Sniffer Pod 1 ATTACKS:
MOUNTED WEAPONS
SPECIAL ABILITIES Electric Pulse: Melee, 1+6§ damage, Immobilising, Stun
Common Special Abilities: Advanced Security 2, Fast (0 Heat), Remote,
Superhuman Agility 2 LOADOUT ALPHA
Oviparous: Carries a milspec Muzz-AN repeater (Firewall 12, Security Boarding Shotgun: Range C, 1+9§ damage, Burst 1, 2H, Knockdown,
2), that takes 2 Breaches to disable or suborn and can be “laid” in the Medium MULTI
Fanous’ current zone as a Deployable Repeater. Doing so, or placing a LOADOUT BETA
Sniffer Pod, is a Tech (D0) test and a Minor Action. Combi Rifle: Range C/M, 1+9§ damage, Burst 2, 2H, Expert 1, MULTI
Light Mod, Vicious 1
LOADOUT CHARLIE
HMG: Range L, 2+10§ damage, Burst 3, Unwieldy, Spread 1, Unsubtle
LOADOUT DELTA
Spitfire: Range M, 1+9§ damage, Burst 3, 2H, Spread 2, Unsubtle 1
GEAR: Chameleonware, Combat Jump Pack
SPECIAL ABILITIES
Common Special Abilities: Advanced Security 3, Defensive Algorithms,
Remote, Superhuman Agility 1, Brawn 1, and Coordination 1
74 Chapter 4
THE ROLEPLAYING GAME
TROOPER TROOPER
HARDPOINTS HARDPOINTS
Chassis 0, Comms 0, External 0 (x1 Combat Jump Pack), Limbs 0 (x2 basic Chassis 0 (Locational Beacon), Comms 0 (Repeater), External 0 (Recorder),
waldos), Motive 0, Weapons 0 Limbs 0, Motive 0, Weapons 0
DEFENCES DEFENCES
Firewall 10 Resolve 8 Structure 8 Firewall 6 Resolve 2 Structure 3
Security — Morale — Armour 1 Security — Morale — Armour —
Remote Assistance 75
HÙSÒNG YÁOKÒNG KAMEEL VARIANTS
(ESCORT REMOTE) Easy to field-repair, the Kameel’s robust
Used in a variety of roles, the Yáokòng is a common quadrupedal motive system and standardised
StateEmpire support unit. The Hùsòng model may chassis support a versatile range of loadouts.
be lightly armoured, but this sacrifice provides a Haqqislamite High Command relies on Kameel
key strength: speed. Quadrupedal, and armed with variants for logistics transport, minesweeping,
a heavy machine gun and a full array of advanced communications, and cybernetic control, and
sensors, the Hùsòng is a formidable weapon and especially as a basic defence platform.
at its best when holding a designated area or
providing covering suppression fire to hold back Its multi-purpose design allows easy and relatively
an advance. swift alterations, and the chassis and motive
system are designed to a button-on approach,
Equipped with a state-of-the-art vison system to making swapping damaged parts straightforward.
quickly identify enemy troops for firing solutions, Even units damaged beyond repair typically have
it is ideal for densely packed terrain, seeing heavy salvageable components, which can be unbuttoned
use in Paradiso’s jungles and more recently in for re-use. While classified as heavily restricted
urban environments supporting StateEmpire forces military technology, a large number of these
during the Uprising. remotes are available through grey and black-
market sources, most cobbled together from a
ELITE small swarm of partially destroyed units.
ATTRIBUTES
KAMEEL VARIANTS
AGI AWA BRW COO INT PER WIL
ATTRIBUTES
9 10 10 11 9 6 8
AGI AWA BRW COO INT PER WIL
FIELDS OF EXPERTISE 9 8 9 (+2) 8 10 6 7
Combat +3 2 Movement +2 — Social — — FIELDS OF EXPERTISE
Fortitude +2 — Senses +2 1 Technical — — Combat +1 1 Movement +1 — Social — —
Fortitude — — Senses — — Technical +1 1
HARDPOINTS
Chassis 0, Comms 0, External 0, Limbs 0, Motive 0, Weapons 0, Overhaul HARDPOINTS
(Eyepaint)
Chassis 1, Comms 0 (Repeater), External 0, Internal 1, Limbs 0 (Deactiva-
DEFENCES tor Kit), Motive 0, Weapons 0
Firewall 9 Resolve 8 Structure 10 DEFENCES
Security 3 Morale — Armour — Firewall 5 Resolve 4 Structure 6
ATTACKS Security 2 Morale — Armour 1
Electric Pulse: Melee, 1+5§ damage, Immobilising, Stun
HMG: Range M, 2+8§ damage, Burst 3, Unwieldy, Spread 1, Unsubtle ATTACKS:
MOUNTED WEAPONS
SPECIAL ABILITIES Electric Pulse: Melee, 1+6§ damage, Immobilising, Stun
Common Special Abilities: Advanced Security 2, Quad-Legs, Remote,
Total Reaction LOADOUT (GUARDIAN)
Rifle: Range M, 1+6§ damage, Burst 2, 2H, MULTI L. Mod, Vicious 1
Advanced Optics: Ignores complication range penalties to Observation
Light Shotgun: Range C, 1+6§ damage, Burst 1, Unbalanced, Knockdown
tests from its Eyepaint overhaul, even when disabled.
LOADOUT (HACKER)
Hacking Device: CLAW-1, SWORD-1, SHIELD-1, GADGET-2, IC-2, +2§ bonus
damage
GEAR: Repeater, Deactivator Kit (Hacker only)
SPECIAL ABILITIES
Common Special Abilities: Advanced Security 2, EOD (Hacker only) Quad-Legs,
Remote, Rugged, Superhuman Brawn (2), Total Reaction (Guardian only)
Easy Recycling: Tech tests to repair or upgrade are at -1 difficulty. With a Tech
(D0) test, or (D2) if Structure is reduced to 0, a technician can salvage 2 plus
Momentum spent in parts from a Kameel, destroying it completely. When at least
one of these salvaged parts is spent on a Tech test to repair or upgrade another
Kameel, the time required is halved.
Capability Calibration: A Simple D(0) Tech test and 30 minutes of software
patching allows a character to trade the Coordination and Intelligence attributes
of the Kameel.
Brutal Infowarrior (Hacker only): When making an Infowar Attack, the Kameel
can reroll up to 2§ of quantronic damage but must accept the results.
76 Chapter 4
THE ROLEPLAYING GAME
KARKATA KIRANBOT
At ALEPH’s request, Moto.tronica adapted These combat support remotes are most commonly
PanOceania’s Mechanised Cavalry Crabbot to deployed alongside Arjuna infantry. Programmed
OperationS Officers’ exacting demands. Thoroughly to supplement ground assault and infiltration
pleased with the result, they gave it the Vedic missions with their heavy E/Marat rifles, they also
astrological designation of Karkata, or Cancer in have the capacity to intelligently place explosive
the western zodiac, after its crab-like torso and charges and are often equipped with E/M2 Mines.
protective versatility. Karkatas grant OperationS A Kiranbot can synchronise with a soldier in its
Subsection pilots and experts speed, precision, unit, mirroring their movements, tactical bearing,
and the operational freedom to engage the and approach to provide the maximum amount of
enemy without risking death — or worse, sepsitor close support.
corruption.
ELITE TROOPER
KARKATA KIRANBOT
ATTRIBUTES ATTRIBUTES
AGI AWA BRW COO INT PER WIL AGI AWA BRW COO INT PER WIL
10 10 10 10 10 6 7 7 8 9 9 8 7 8
FIELDS OF EXPERTISE FIELDS OF EXPERTISE
Combat +2 +2 Movement +1 +1 Social — — Combat +2 1 Movement +1 — Social — —
Fortitude +1 +1 Senses +1 +1 Technical +1 1 Fortitude — — Senses — — Technical +1 1
HARDPOINTS HARDPOINTS
Chassis 0, Comms 0, External 0, Limbs 0 (Specialised Waldo 1 [Medicine], Chassis 0, Comms 0, External 0 (Mine Dispenser),
Specialised Waldo 1 [Tech]), Motive 0, Weapons 0 Limbs 0 (2x Basic Waldos), Motive 0, Weapons 0
DEFENCES DEFENCES
Firewall 10 Resolve 8 Structure 12 Firewall 6 Resolve 4 Structure 5
Security — Morale — Armour 1 Security 2 Morale — Armour —
ATTACKS: ATTACKS:
Retractable Claw-Edges: Melee, Damage 1+7§, Concealed 1, Non- Electric Pulse: Melee, 1+5§ damage, Immobilising, Stun
Hackable, Subtle 2, Unforgiving 1 E/Marat: Range C, 1+5§ damage, Burst 1, 1H, Breaker, E/M, Piercing
Flash Pulse: Range M, 1+7§ damage, Burst 1, 2H, Blinding, Removes 1, Torrent
Marked E/M2 Mines: 2+5§ damage, 1H, Comms, Disposable, Indiscriminate
GEAR: Basic Medical Supplies, Powered Multitool (Close), Unsubtle, Area (Close), Breaker, E/M, Piercing 2.
SPECIAL ABILITIES SPECIAL ABILITIES
Common Special Abilities: Fast (1 Heat), Ghost-Config, Remote Common Special Abilities: Fast (1 Heat), Remote, Servant
Careful Claws: Delicate servos negate complication range penalties Redeploy: As a Reaction to a ranged attack, a Kiranbot can move
for remote control on Tech and Medicine tests. See “Waldo X anywhere within Close.
Specialised” on p.103.
Remote Assistance 77
LÙ DUĀAN MULEBOT
Designed for speed over durability, the Lù Duān has Created as multifunction logistics remotes,
a specific frontline role, assaulting, securing, and Mulebots can keep pace with even the most
holding hardened battlefield positions. Equipped dynamic PanOceanian forces or hypercorporate
with state-of-the-art holographic technology and timeline. Their multiple configurable attachment
a multispectral vision system, it is ideally suited points, reliable design, and open architecture
to both the dense combats of Paradiso and urban proved useful for civilian purposes once Moto.
warfare. Its projector and speed confuse the enemy tronica’s exclusive contract with the Hexahedron
and make it a difficult target while it uses its Mk ended a decade ago, and are now the backbone
12 to lay down suppressive fire and destroy targets of PanOceanian and hypercorporate shipping and
with pinpoint accuracy. The heavy calibre and warehouse management, as well as a substantial
recoil of the Mk 12 pushes it beyond the limits of hobbyist modding community.
human capability to wield, but for the Lù Duān, it
is highly effective. Restricted military technology, TROOPER
these remotes can be found sporadically on black
markets throughout Yu Jingese territory and MULEBOT
are often used as defence remotes by criminal
organisations and hyper-elites. ATTRIBUTES
AGI AWA BRW COO INT PER WIL
11 10 9 (+3) 11 7 4 4
TROOPER
FIELDS OF EXPERTISE
LÙ DUĀAN
Combat — — Movement +3 1 Social — —
ATTRIBUTES Fortitude +1 — Senses +1 — Technical — —
AGI AWA BRW COO INT PER WIL
10 10 10 11 7 4 4 HARDPOINTS
Chassis 1, Comms 0 (Repeater), External 0,
FIELDS OF EXPERTISE Internal 1, Limbs 0 (2x SwapSocket), Motive 1,
Combat +2 1 Movement +1 — Social — — Weapons 0, Overhaul (Collapsibility)
Fortitude +1 — Senses +1 — Technical — — DEFENCES
Firewall 6 Resolve 6 Structure 12
HARDPOINTS
Security — Morale — Armour 2
Chassis 1, Comms 0 (Repeater), External 1 (MSV 1),
Internal 1, Limbs 0, Motive 0, Weapons 0 ATTACKS:
DEFENCES Weak Electric Pulse: Melee, 1+4§ damage, Immobilising, Stun
Firewall 4 Resolve 2 Structure 5 GEAR: Repeater
Security 3 Morale — Armour 0 SPECIAL ABILITIES
Common Special Abilities: Advanced Security 1, Remote, Rugged,
ATTACKS: Superhuman Brawn 3
Electric Pulse: Melee, 1+6§ damage, Immobilising, Stun Shipping Configuration: A Mulebot can convert to its collapsed form in
Heavy Flamethrower: Range C, 2+7§ damage, 2H, Incendiary 3, only 1 minute, no Tech test or technician required.
Munition, Terrifying 2, Torrent Tri-Sync: Mulebots are designed to work in threes, and each Mulebot in
Mk 12: Range M, 2+7§ damage, Burst 3, 2H, Salvo (Knockdown) a triad rolls +1d20 on tests when lifting, moving, or transporting cargo
in coordination with the others.
GEAR: Multispectral Visor 1, Repeater
SPECIAL ABILITIES
Common Special Abilities: Advanced Security 2/3, Fast (2 Heat),
Remote, Total Reaction
Holoprojector: It can project a holographic replica of itself as a Minor
Action. Analysis (D2) or Observation (D3) tests to discern which is the
real remote are made at +1 difficulty with no effect on anyone who
witnesses hologram creation.
Hunter/Killer: Advanced Security 3 when stalking a target or in
combat.
78 Chapter 4
THE ROLEPLAYING GAME
NASMAT A2 PALBOT
A little over half the average human’s size, this Small, manoeuvrable, and coated with a special
humanoid remote provides frontline support and chameleonwear surface layer, this humanoid
protection for medical and engineering personnel remote supports medical and engineering
by allowing them to perform their duties with all personnel in dangerous frontline roles. Equipped
the manual dexterity required of the role remotely, with specialised waldos, Palbots allow highly
keeping these vital assets away from dangerous trained military personnel to perform their duties
hot spots. The A2 is specifically modified for without the direct risk involved with treating
the Hakims Special Medical Assistance Team, injuries or repairing equipment while under fire.
deployable via airdrop. While heavily regulated
as specialised military equipment, the Nasmat, Outside of their widespread use in the military,
or variants, see wide use on pirate and corsair Palbots (often minus their military coating) see
ships as medical support or engineers capable of extensive service in hospitals, factories, mines,
operating in breached rooms or on the exterior of and even as high-end toys for the super-rich. A
a vessel. masterclass in simple but effective design, the
Palbot is easily repaired and extremely hardy.
The Nasmat A2 is modified with an extra chassis
hardpoint carrying a modified combat jump pack.
The A1 model lacks this hardpoint but is otherwise TROOPER
identical.
PALBOT
ELITE ATTRIBUTES
NASMAT A2 AGI AWA BRW COO INT PER WIL
8 8 7 8 10 7 8
ATTRIBUTES
FIELDS OF EXPERTISE
AGI AWA BRW COO INT PER WIL
Combat — — Movement +1 — Social — —
8 8 7 8 10 7 8
Fortitude — — Senses +1 1 Technical +2 1
FIELDS OF EXPERTISE
Combat — — Movement +1 — Social — — HARDPOINTS
Fortitude — — Senses +1 1 Technical +2 1 Chassis 0, Comms 0, External 0, Limbs 0 (2x Specialised Waldos 1 [Tech or
Medicine]), Motive 0, Weapons 0
HARDPOINTS DEFENCES
Chassis 0 (Combat Jump Pack), Comms 0, External 0, Limbs 0 (2x Special- Firewall 6 Resolve 4 Structure 4
ised Waldos 2 [Tech or Medicine]), Motive 0, Weapons 0
Security 2 Morale — Armour —
DEFENCES
ATTACKS:
Firewall 6 Resolve 4 Structure 4
Electric Pulse: Melee, 1+5§ damage, Immobilising, Stun
Security 2 Morale — Armour —
GEAR: Chameleonwear (Military Versions Only)
ATTACKS:
SPECIAL ABILITIES
Electric Pulse: Melee, 1+4§ damage, Immobilising, Stun
Common Special Abilities: Fast (1 Heat), Remote, Servant, Rugged
GEAR: Chameleonwear, Combat Jump Pack
SPECIAL ABILITIES
Common Special Abilities: Fast (1 Heat), Remote, Servant
Dexterous: Delicate servos negate Complication range penalties for
remote control on Tech or Medicine tests. See “Waldo X, Specialised”
on p. 103.
Remote Assistance 79
PROBOT PUPPETBOT
Led by a small team of Aspects, well-compensated Symbolic of Tunguskan eccentricity, Puppetbots
contractors took the core design and functionality may look like toys but are deadly fast and difficult
concepts behind the PanOceanian Mulebot and to kill. These tactical robots are most famously
refactored its systems and software to ALEPH’s wielded by the Nomad Puppettactica Company but
Special Situation Section’s requirements into also widely used by criminals, hackers, and those
a remote based on ALEPH’s Rebot. The Probot, with a penchant for the bizarre.
or Prototype Robot, represents a number of
breakthroughs in vehicle and technical design that Every Puppetbot is unique, and usually made,
are expected to yield exceptional new possibilities modified, or designed to spec by their owner,
in terms of what a vehicle of this size is capable representing a fandom, personality quirk, or
of. While the Probot is currently in active SSS aesthetic obsession. Stealing one has surprisingly
service, it is still regarded as a prototype due to the kinetic consequences.
sheer volume of potential development pathways
the remote represents and lingering Bureau TROOPER
Toth concerns.
PUPPETBOT
TROOPER
ATTRIBUTES
PROBOT AGI AWA BRW COO INT PER WIL
10 9 8 10 5 9 5
ATTRIBUTES
FIELDS OF EXPERTISE
AGI AWA BRW COO INT PER WIL
Combat +2 1* Movement +2 1* Social — —
10 9 9 (+3) 10 8 5 5
Fortitude — — Senses — — Technical — —
FIELDS OF EXPERTISE
Combat +2 1 Movement +1 1 Social — — HARDPOINTS
Fortitude — — Senses +1 — Technical — — Chassis 0, Comms 0, External 0, Limbs 0 (2x Basic Waldos), Motive 0,
Weapons 0
HARDPOINTS DEFENCES
Chassis 1, Comms 0 (Repeater), External 0, Firewall 4 Resolve 3 Structure 4
Limbs 0 (2x Swapsocket), Motive 0,
Weapons 0, Overhaul (Compartment 1) Security 2* Morale — Armour 1*
ATTACKS:
DEFENCES
Electric Pulse: Melee, 1+4§ damage, Immobilising, Stun
Firewall 5 Resolve 3 Structure 6
Security 2 Morale — Armour 1 COMMONLY WIELDED WEAPONS
Boarding Shotgun: Range C, 1+7§ damage, Burst 1, 2H, Knockdown,
ATTACKS: Medium MULTI
Electric Pulse: Melee, 1+6§ damage, Immobilising, Stun MULTI Rifle: Range C/M, 1+7§ damage, Burst 2/2, 2H, Expert 1,
(A) Smart Integrated Combi Rifle (A): Range C/M, 1+7§ damage, Medium MULTI, MULTI Light Mod, Vicious 1
Burst 2, Unwieldy, Expert 2, MULTI Light Mod, Vicious 1 Red Fury: Range M, 1+7§ damage, Burst 3, 2H, Spread 2, Grievous,
GEAR: Repeater Unsubtle, Vicious 1
SPECIAL ABILITIES SPECIAL ABILITIES
Common Special Abilities: Advanced Security 2/4, EOD, Fast (1 Heat), Common Special Abilities: Remote, Servant
Remote, Superhuman Brawn (3), Total Reaction Hyperdynamic*: When performing a Defence Reaction using Acrobatics,
Monitored technology: When controlled by an ALEPH Aspect, this counts as having a Movement Field of Expertise of +5/2.
remote gains +4 Security and Morale Soak. Sturdy Trooper: When a Breach effect or loss of Structure would
eliminate a Puppetbot, instead of being eliminated, it loses all ratings
and abilities in the profile marked with an *, and the Structure is reset. A
second Breach effect or full loss of Structure eliminates it as usual.
80 Chapter 4
THE ROLEPLAYING GAME
Remote Assistance 81
REBOT, DALETH REBOT, LAMEDH
The Daleth Rebot design is quadrupedal and Operating low to the ground on its four limbs,
spider-like, with a low centre of gravity and the Lamedh Rebot is a variation of the extremely
fast reflexive movement capabilities. It moves successful Rebot series of ALEPH SSS remotes.
forward of an armed force, using complex sensor With speed and stealth, it is perfect for placing
and satellite suites to identify and tag enemy and monitoring sensor fields. The model is a
combatants wherever they may be hiding and feed terrain specialist, devoting a significant portion
that information back to allied troops in real time. of its processing power to software analysis of
Few remotes can compete with, much less best, its surroundings to maximise mobility in any
the Daleth Rebot in this role, and widespread use environment. Rumour suggests that a black-market
by the Special Situation Section allows real-time knockoff has seen use in Submondo circles, staking
battlefield comprehension — and domination. out and monitoring key areas, buildings, or rooms
for clandestine meetings and exchanges.
TROOPER
TROOPER
DALETH REBOT
LAMEDH REBOT
ATTRIBUTES
AGI AWA BRW COO INT PER WIL ATTRIBUTES
10 9 7 9 10 4 7 AGI AWA BRW COO INT PER WIL
14 (+1) 10 7 10 7 5 4
FIELDS OF EXPERTISE
Combat +2 — Movement — — Social — — FIELDS OF EXPERTISE
Fortitude — — Senses +1 — Technical +2 1 Combat +2 — Movement +2 — Social — —
Fortitude — — Senses +1 — Technical +1 —
HARDPOINTS
Chassis 0, Comms 0 (Sensor Suite), External 0 (2x Sniffer Pod 2), Internal, HARDPOINTS
Limbs 0 (Deactivator Kit), Motive 0, Weapons 0 Chassis 0, Comms 0, External 0 (Sniffer Pods 2), Limbs 0, Motive 0,
Weapons 0
DEFENCES
Firewall 6 Resolve 4 Structure 4 DEFENCES
Security 2 Morale — Armour — Firewall 4 Resolve 2 Structure 4
Security 2 Morale — Armour —
ATTACKS:
Electric Pulse: Melee, 1+4§ damage, Immobilising, Stun ATTACKS:
Combi Rifle: Range C/M, 1+6§ damage, Burst 2, 2H, Expert 1, MULTI Electric Pulse: Melee, 1+4§ damage, Immobilising, Stun
Light Mod, Vicious 1 Flash Pulse: Range M, 1+5§ damage, Burst 1, 2H, Blinding, removes
GEAR: Climbing Plus, Deactivator Kit, Sensor Suite, 2x Sniffer Pod 2 Marked
SPECIAL ABILITIES GEAR: Chameleonware, Sniffer Pods 2
Common Special Abilities: Advanced Security 2, Advanced Sensors, Fast SPECIAL ABILITIES
(2 Heat), Remote, Sat-Lock Common Special Abilities: Advanced Security 2, Fast 0, Remote, Super-
human Agility 1, Terrain Specialist (All)
Multiterrain: The Lamedh Rebot reduces penalties from gravity zones,
and difficult or hazardous terrain by one step.
82 Chapter 4
THE ROLEPLAYING GAME
REBOT, SAMEKH
With the same core design as the other remotes
in ALEPH’s heavily used Rebot series, the Samekh
provides field support as a weapons platform. A
demonstration of the Rebot line’s variability, it
lacks the mobility of other variations in favour
of systems optimised for ranged support on the
battlefield. Ideally paired with other remotes in the
series for full-spectrum sensory feeds to make the
most of its missile systems, the Samekh is a fragile
and deadly accurate support remote.
TROOPER
Electric Pulse: Melee, 1+4§ damage, Immobilising, Stun Smart Missile Launcher: Range L, 2+11§ damage, Burst 1, Unwieldy,
Expert 1, Guided, Munition, Unforgiving 2
Flash Pulse: Range M, 1+5§ damage, Burst 1, 2H, Blinding, removes
Marked GEAR: 4 Heavy Reloads (See Locked and Loaded ability.)
SPECIAL ABILITIES Common Special Abilities: Advanced Security 2, Fast (2 Heat), Remote,
Superhuman Coordination 1
Common Special Abilities: Advanced Security 1, Fast 0, Remote,
Terrain Specialist (All) Locked and Loaded: 1 Heat provides 2 Reloads beyond the default
4-Reload magazine, and default capacity can be doubled with a Tech
Multiterrain: The Lamedh knockoff reduces penalties from gravity (D4) test.
zones by one step.
Remote Assistance 83
REBOT, ZAYIN ROSIEBOT
Another of the highly flexible Rebot line of remotes From oversized toys to humanoid forms and giant
utilised by ALEPH’s Special Situation Section, animals, the RosieBot is the ultimate answer to
the Zayin is designed specifically for mobile fire the age-old problem of finding a reliable baby-
support with its heavy machine gun. Like the sitter. Capable of looking after children of all ages,
Samekh, the Zayin’s software package is geared preparing food, and providing entertainment, they
around target acquisition and elimination, capable are also universally rugged in construction beneath
of finding a perch in any battlefield to rain down padded exteriors. Armed with a mild flash pulse
hell on the enemy. The model is widely used both to protect their wards, they are manufactured by a
to support battlefield advances and hold seized large variety of companies, ranging from cheap and
ground afterwards. Especially dangerous in dense functional units used in demogrant child care to
environments such as Paradiso’s jungles and urban bespoke family specific designs. Each has a native
conflicts, the Zayin is a rightly feared component of LAI purpose-built for their duties, but they can be
the SSS arsenal. seamlessly suborned by a parent’s geist, or the
parent themselves, if required.
TROOPER
TROOPER
ZAYIN REBOT
ROSIEBOT
ATTRIBUTES
ATTRIBUTES
AGI AWA BRW COO INT PER WIL
AGI AWA BRW COO INT PER WIL
8 9 8 12 (+1) 7 4 8
7 9 9 7 8 9 7
FIELDS OF EXPERTISE
FIELDS OF EXPERTISE
Combat +2 1 Movement +1 — Social — —
Combat +1 — Movement +1 — Social +1 —
Fortitude +1 — Senses +1 — Technical — —
Fortitude +1 — Senses +2 — Technical — —
HARDPOINTS
HARDPOINTS
Chassis 0, Comms 0, External 0, Limbs 0, Motive 0, Weapons 0, Overhaul
Chassis 0, Comms 0 (Comlog), External 0, Limbs 0 (2x Basic Waldos),
(Eyepaint)
Motive 0, Weapons 0
DEFENCES
DEFENCES
Firewall 4 Resolve 4 Structure 4
Firewall 5 Resolve 7 Structure 9
Security 2 Morale — Armour —
Security 1 Morale 1 Armour 1
ATTACKS:
ATTACKS:
Electric Pulse: Melee, 1+4§ damage, Immobilising, Stun
Flash Pulsette: Range M, 1+3§ damage, Burst 1, 2H, Blinding
Combi Rifle: Range C/M, 1+6§ damage, Burst 2, 2H, Expert 1, MULTI
Light Mod, Vicious 1 GEAR: Comlog, Basic Medical Supplies
Heavy Machine Gun: Range L, 2+10§ damage, Burst 3, Unwieldy, SPECIAL ABILITIES
Spread 1, Unsubtle Common Special Abilities: Remote
GEAR: 4 Normal Reloads, Climbing Plus Caregiver: The native LAI suite is designed specifically for childcare
SPECIAL ABILITIES and entertainment and gains +1 Ranks of Expertise and Focus on any
Social or Technical test involved with household chores, entertainment,
Common Special Abilities: Advanced Security 2, Climber, Fast (2 Heat), or rudimentary medical care.
Remote, Superhuman Coordination 1, Total Reaction
84 Chapter 4
THE ROLEPLAYING GAME
Remote Assistance 85
SHAYTANIYAH SHIHAB
Designed to provide long-range artillery support, Shihab was the name given to a meteorite, a
the Shaytaniyah, or Diabolicals, are mobile fragment of a shooting star, with the capacity
quadrupedal remotes regularly deployed in for killing djinns. Designed to use overwhelming
Haqqislamite fireteams. Often paired with remotes firepower to control an area, the Shihab (older
relaying sensory and targeting information, such as versions may be referred to as Shilab) are solid
the Rafiq, the Shaytaniyah bombards enemies at a and dependable remotes designed for guard duty.
distance. Built around the same chassis and motive A variant on a commonly used chassis and motive
as many other Haqqislamite remotes, such as the system, it is a common sight on any frontline the
Fanous, Rafiq, and Shihab lines, the commonality Sword of Allah holds. In more recent times, the
makes all four remotes easy to modify and repair in Shihab, or convincing knockoffs, have also found a
the field. The locally designed Mızrak smart missile place among corsairs, criminal organisations, and
system variant is tightly restricted to Haqqislam powerful Submondo groups as deadly guard-dogs.
nationals and well-trusted allies.
TROOPER
TROOPER
SHIHAB
SHAYTANIYAH
ATTRIBUTES
ATTRIBUTES AGI AWA BRW COO INT PER WIL
AGI AWA BRW COO INT PER WIL 8 8 9 11 8 4 8
7 8 9 12 7 4 8 FIELDS OF EXPERTISE
FIELDS OF EXPERTISE Combat +2 1 Movement +1 1 Social — —
Combat +2 1 Movement +1 — Social — — Fortitude — — Senses +1 — Technical — —
Fortitude +1 — Senses +1 — Technical — —
HARDPOINTS
HARDPOINTS Chassis 0, Comms 1, External 0, Limbs 0, Motive 0, Weapons 0, Overhaul
Chassis 0, Comms 1, External 0, Internal, Limbs 0, Motive 0, Weapons 0 (Eyepaint)
DEFENCES DEFENCES
Firewall 4 Resolve 4 Structure 5 Firewall 4 Resolve 4 Structure 5
Security 2 Morale — Armour — Security 2 Morale — Armour —
ATTACKS: ATTACKS:
Electric Pulse: Melee, 1+5§ damage, Immobilising, Stun Electric Pulse: Melee, 1+5§ damage, Immobilising, Stun
(A) Missile Launcher: Range L, 2+10§ damage, Burst 1, Unwieldy, HMG: Range L, 2+8 § damage, Burst 3, Unwieldy, Spread 1, Unsubtle
Munition SPECIAL ABILITIES
(B) Mızrak Missile Launcher: Range L, 2+10§ damage, Burst 1, Common Special Abilities: Advanced Security 2/3, Fast (2 Heat),
Unwieldy, Expert 1, Grievous, Guided, Munition Remote, Total Reaction
GEAR: 4 Heavy Reloads Guard: +3 Security Soak while attacking an enemy it is first to detect
SPECIAL ABILITIES or reveal.
Common Special Abilities: Advanced Security 2, Fast (2 Heat), Remote
86 Chapter 4
THE ROLEPLAYING GAME
SNIFFERBOT X SPOTBOT
Designed to patrol spaceports, orbitals, and Every sniper needs a spotter, but you can’t always
transportation hubs, and also widely used by police count on someone else to watch your back. Luckily,
and security patrols and guards, the Snifferbot there’s a remote for that. Dozens of them, in fact.
comes in a wide variety of shapes and forms. Most differ only in casing aesthetics and have
Their housings most commonly resemble animals, been released just in the last few years during
particularly dogs, to put the public at ease and a brief period of relaxed patent enforcement on
herald back to the days of customs dogs. Some ODD systems. Epitomised by the lightweight and
hover, others are wheeled, but the vast majority portable Stellatech Spotbot Lapinette-3, they
are quadrupedal. All can operate autonomously, have also caught on as stealthy sensor remotes,
patrolling a beat set down by their operational providing surveillance and recording in a compact
parameters and adjusted as required by their and comparably affordable package.
native LAI or by an operator. They are typically
deployed as a part of a team, with others ready TROOPER
FIELDS OF EXPERTISE
HARDPOINTS
Combat +1 — Movement — — Social — —
Chassis 0, Comms 1, External 0 (ODD, Recorder), Limbs 0, Motive 0,
Fortitude — — Senses +2 1 Technical +2 — Weapons 0
HARDPOINTS DEFENCES
Firewall 6 Resolve 3 Structure 3
Chassis 0, Comms 0 (Bioscanner, X Sensor Suites), External 0
(Sniffer Pods X), Limbs 0, Motive 1, Weapons 0 Security 2 Morale — Armour 1
DEFENCES ATTACKS:
Firewall 10 Resolve 7 Structure 8 Electric Pulse: Melee, 1+4§§§ damage, Immobilising, Stun
Security 2 Morale — Armour — Flash Pulse: Range M, 1+8§§ damage, Burst 1, 2H, Blinding,
removes Marked
ATTACKS:
GEAR: Optical Disruption Device, Recorder
Electric Pulse: Melee, 1+4§ damage, Immobilising, Stun
SPECIAL ABILITIES
GEAR: Bioscanner, Sensor Suite (choose X from [Explosives,
Common Special Abilities: Remote
Weapons, Drugs, Poisons]), Sniffer Pods X
Semi-Autonomous Spotter: A Spotbot typically has one job: spot-
SPECIAL ABILITIES
ting. Turns out, they’re good at it. When operating autonomously and
Common Special Abilities: Advanced Security 1, Quad-Legs Remote controlled by a geist or its native LAI, it can take no actions to stick
Security Remote: Advanced Security 2 when the remote detects close and move with its user, adding 1 Momentum to successful
something suspicious. Observation and Attack tests, and Defence Reactions the user makes.
Remote Assistance 87
SPUTNIK, LUNOKHOD SPUTNIK, TSYKLON
While the NMF has relied on remotes since The Tsyklon (Russian for “cyclone”) model shares
its inception, the NeoColonial Wars strongly the same chassis and overall design philosophy
demonstrated their tactical potential for tirelessly as the Lunokhod, optimised as a precise firepower
outpacing and outmanoeuvring opposition. They platform able to extend friendly infowarriors’ reach.
rarely lasted long in direct combat, leading to the To defend that reach, its LAI-seed is continually
Sputnik series of improvements – added mobility reviewed and patched by Tunguska’s hacking
systems, increased armour and quantronic defences, experts against new exploits and infowar tactics.
and most importantly cost-saving fabrication Updates are provided daily via Arachne for Tsyklon
updates that allowed for widespread manufacture owners (and more irregularly for Lunokhods).
and deployment. Their dense bulk is ideal for
rapid assaults. Its eyepaint vision systems can disorient even
The Lunokhod model (Russian for “moonwalker”), skilled operators, however, limiting its popularity
in particular, is made to probe and outflank its to the proud few who can handle the barrage of
opposition, bypassing mines and sensor defences visual data.
to strike at the enemy’s rear and supply lines with a
potent array of close-range weaponry. ELITE
ELITE
TSYKLON SPUTNIK
88 Chapter 4
THE ROLEPLAYING GAME
TROOPER TROOPER
HARDPOINTS HARDPOINTS
Chassis 0, Comms 0 (Deflector-1), External 0, Limbs 0, Motive 0, Weapons Chassis 1, Comms 0, External 2, Internal 0, Limbs 2, Motive 2, Weapons 0
0
DEFENCES
DEFENCES Firewall 9 Resolve 6 Structure 9
Firewall 5 Resolve 3 Structure 3 Security 2 Morale — Armour 2
Security — Morale 4 Armour —
ATTACKS:
ATTACKS:
Electric Pulse: Melee, 1+4§§§ damage, Immobilising, Stun
Stun Attachment: Melee, 1+4§ damage, 1H, Knockdown, Subtle 1,
GEAR:
Stun
SPECIAL ABILITIES
GEAR: Deflector-1
Common Special Abilities: Passengers 2, Remote
SPECIAL ABILITIES
Highly Specialised: When purchasing or using a Tour Guide, it will be
Common Special Abilities: Advanced Security 4, Remote
designed for use within a specific environment and location. Within
Tin It to Win It: A TinBot always has your back. When assisted by a that locale, its Fortitude, Movement, Sensors, and Social Fields of
TinBot, the leader of a test may reroll 1d20 but must accept the new Expertise gain +1 Expertise and Focus.
result.
Remote Assistance 89
TRAKTOR MUL V.U.BOT
The size of a small car, these crude Ariadnan Designated the V.U.Bot, or Very Useful Bot, these
remotes are driven with a dedicated 2-handed small, quadrupedal remotes are widely used
control device, though they can manage basic throughout the Human Sphere as a kind of
wayfinding on their own. Often used for materiel autonomous pack animal. Capable of carrying
transport or as a mobile artillery platform, sizeable loads, given their size, and able to follow
their narrow profile, fuel-efficient engines, and or range forward from their owners, they are often
manoeuvrable tank treads are well-adapted for used for short haulage by individuals who don’t
rapid movement through Dawn’s dense forests want the trouble of carrying their own luggage, by
and steep mountains. Since they are specifically scientific teams for transporting heavy equipment,
designed for it, actions taken using remote control and a myriad of other applications. About the
only suffer penalties if the user is at Extreme range size of a large dog, the V.U.Bot is as simple as a
from the Traktor. Their lack of a true LAI means that quadrupedal motive system, main body, and a
unless remotely controlled, they can only move and rectangular carrying tray.
attack if equipped with a weapon but cannot take
more complicated actions.
TROOPER
TROOPER
V.U.BOT
TRAKTOR MUL
ATTRIBUTES
ATTRIBUTES AGI AWA BRW COO INT PER WIL
AGI AWA BRW COO INT PER WIL 8 8 10 (+2) 8 8 6 8
8 9 12 (+2) 10 7 5 5
FIELDS OF EXPERTISE
FIELDS OF EXPERTISE Combat — — Movement +2 1 Social — —
Combat +1 — Movement +2 +2 Social — — Fortitude +2 1 Senses — — Technical — —
Fortitude — — Senses +1 — Technical — —
HARDPOINTS
HARDPOINTS Chassis 1, Comms 0, External 2, Internal 0, Limbs 0, Motive 0, Weapons 0,
Chassis 1, Comms 0 (Binoculars), External 0 (Recorder), Internal 2, Limbs 0 Overhaul (Compartment 2)
(SwapSocket x2), Motive 1, Weapons 0
DEFENCES
DEFENCES Firewall 8 Resolve 8 Structure 10
Firewall 4 Resolve 4 Structure 8 Security 2 Morale — Armour -
Security 1 Morale — Armour 2
ATTACKS: None
GEAR: Binoculars, Recorder
GEAR: None
SPECIAL ABILITIES
SPECIAL ABILITIES
Common Special Abilities: Remote, Superhuman Brawn 2
Common Special Abilities: Quad-Legs, Remote, Superhuman Brawn 2,
Dual Socket Mounts: Traktor Muls are sold without limbs. Filling only Trusted Messenger
one SwapSocket or installing two non-identical limbs unbalances the
Mul, adding +1 difficulty to Agility tests. Pack Animal: The V.U.Bot is capable of carrying loads of up to 200kg,
although they are usually only the size of a large dog and whatever
Stable: A low centre of gravity and dynamic tread system grant a bonus they are loaded with cannot overflow its carrying platform.
1d20 on tests to avoid being knocked prone.
90 Chapter 4
THE ROLEPLAYING GAME
ATTRIBUTES
AGI AWA BRW COO INT PER WIL
10 10 10 10 8 7 8
FIELDS OF EXPERTISE ELITE
Combat +2 2 Movement +1 1 Social — —
SON-BAE YÁOKÒNG
Fortitude +1 1 Senses +2 2 Technical — —
ATTRIBUTES
HARDPOINTS AGI AWA BRW COO INT PER WIL
Chassis 0, Comms 0, External 0 (1x Sniffer), Limbs 0, Motive 0, Weapons 0 10 10 10 12 8 6 7
DEFENCES FIELDS OF EXPERTISE
Firewall 8 Resolve 8 Structure 10 Combat +2 2 Movement +1 1 Social — —
Security — Morale 2 Armour 2
Fortitude +1 1 Senses +2 2 Technical — —
ATTACKS:
Slam: Melee, 1+6§ damage, Anti-Materiel, Knockdown, Vicious 1 HARDPOINTS
Combi Rifle: Range C/M, 1+7§ damage, Burst 2, 2H, Comms, Expert 1, Chassis 0, Comms 0, External 0 (1x Sniffer), Limbs 0, Motive 0, Weapons 0
Vicious 1 DEFENCES
Loadout A Firewall 8 Resolve 7 Structure 10
Heavy Machine Gun: Range L, 2+8§ damage, Burst 5, Unwieldy, Security 3 Morale — Armour -
Spread 1, Unsubtle
ATTACKS:
Loadout B MOUNTED WEAPONS
Missile Launcher: Range L, 2+7§ damage, Burst 1, Unwieldy, Munition Electric Pulse: Melee, 1+6§ damage, Immobilising, Stun
GEAR: Sensor Suite (Infrared Cameras), plus one of the two Loadout -
LOADOUT (KŌORYO)
options above
Missile Launcher: Range L, 2+10§ damage, Burst 1, Unwieldy, Heavy
SPECIAL ABILITIES Ammo, Guided, Munition, Expert 2 vs Marked targets
Common Special Abilities: Advanced Security 2, Inured to Disease, LOADOUT (MAGOSUNG)
Poison, and Vacuum
Missile Launcher: Range L, 2+10§ damage, Burst 1, Unwieldy, Heavy
Ammo, Munition
GEAR: 3 Heavy Reloads (Magosung), 5 Heavy Reloads ( Kōryo),
SPECIAL ABILITIES
Common Special Abilities: Advanced Security 2, Fast (2 Heat), Remote
Archer: Advanced Security 3 when an enemy detected or when bom-
barding Marked targets.
Quadrupedal Mobility: Can move to a zone within Long range as a
Minor Action, or for 2 Heat, as a Free Action.
Remote Assistance 91
ZOND, METEOR ZOND, REAKTION
A large number of Nomad remotes are categorised Sharing a chassis and quadrupedal motive system
under the term Zond. In any other military, this with the Vertigo Zond, the Reaktion Zond takes
would indicate a series sharing a core design, but battlefield domination to a new level. Capable of
this is not the case with this particular designation. scaling walls with as much ease as crossing level
Zond is an old Russian name for unidentified terrain, the Reaktion Zond takes a commanding
flying objects, and while some units have design position on the battlefield from which to unleash
similarities, none apply to all. The Meteor Zond a brutal hail of bullets. They are widely used by
utilises a similar chassis to the Vertigo and both the NMF and Submondo groups as a ferocious
Reaktion Zonds, for example, but its hover system guard dog that never sleeps.
is unlike any other Nomad remote, designed for
forward support and equipped with advanced TROOPER
sensor and communications systems for real-time
REAKTION ZOND
battlefield telemetry feeds to allied units. It has
also been known to be used by Submondo and ATTRIBUTES
pirate groups as a lookout and as a scout vessel in
AGI AWA BRW COO INT PER WIL
ship-to-ship assaults.
8 9 9 10 8 4 8
TROOPER
FIELDS OF EXPERTISE
METEOR ZOND Combat +2 1 Movement +1 1 Social — —
Fortitude — — Senses +1 — Technical — —
ATTRIBUTES
AGI AWA BRW COO INT PER WIL HARDPOINTS
9 10 8 7 10 4 8 Chassis 0, Comms 0, External 0, Limbs 0, Motive 0, Weapons 0, Overhaul
(Eyepaint)
FIELDS OF EXPERTISE
Combat +2 1 Movement — — Social — — DEFENCES
Fortitude — — Senses +2 1 Technical — — Firewall 4 Resolve 4 Structure 5
Security 2 Morale — Armour —
HARDPOINTS ATTACKS:
Chassis 0, Comms 0 (Sensor Suite, Repeater), External 0 (Combat Jump Electric Pulse: Melee, 1+5 § damage, Immobilising, Stun
Pack), Internal, Limbs 0, Motive 0, Weapons 0
HMG: Range L, 2+8 § damage, Burst 3, Unwieldy, Spread 1, Unsubtle
DEFENCES SPECIAL ABILITIES
Firewall 5 Resolve 4 Structure 4 Common Special Abilities: Advanced Security 2/3, Climber, Fast (2
Security 2 Morale — Armour — Heat), Remote, Total Reaction
ATTACKS: Arachne-Powered Sentry: Gains Advanced Security 3 while attacking
an enemy it is first to detect or reveal.
Electric Pulse: Melee, 1+4 § damage, Immobilising, Stun
Combi Rifle: Range C/M, 1+5 § damage, Burst 2, 2H, Expert 1, MULTI
Light Mod, Vicious 1
GEAR: Combat Jump Pack, Repeater
SPECIAL ABILITIES
Common Special Abilities: Advanced Security 2, Advanced Sensors,
Hover, Remote, Sat-Lock
92 Chapter 4
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Remote Assistance 93
ZOND, TRANSDUCTOR ZOND, VERTIGO
A variant of the same chassis and motive system A variant of the same chassis as the Reaktion,
used for the Reaktion, Stempler, and Vertigo Zond Stempler, and Transductor Zond, the Vertigo is a
lines, the Transductor is ideally suited to scouting support remote armed with smart missiles capable
and laying a sensor field in front of an advancing of tracking and targeting even well-concealed
force or to monitor a chokepoint. With Sniffer foes. Ideally paired with a specialised spotter like
Pods programmable to identify a range of specific the Stempler Zond, it offers highly accurate long-
particles or signals, they excel at rooting out range firepower. It is the only Zond variant solely
hidden enemies, illegal narcotics manufacturing restricted to Nomad Military Force use, but this
facilities, or weapons and ordnance from even the hasn’t prevented knockoffs and salvaged models
most minute traces. While the Transductor has seen from appearing on black markets.
wide use on the battlefield, its use by corporate,
security, and Submondo groups far outstrips any TROOPER
military application. Even Weltenbummler Cruises
company has an ongoing — and controversial — VERTIGO ZOND
pilot program deploying them as security monitors
on their holiday cruise vessels. ATTRIBUTES
AGI AWA BRW COO INT PER WIL
8 8 8 11 9 4 8
TROOPER
FIELDS OF EXPERTISE
TRANSDUCTOR ZOND Combat +2 1 Movement +1 — Social — —
HARDPOINTS ATTACKS:
Chassis 1, Comms 0 (Repeater), External 0 (2x Sniffer Pods 3), Limbs 0, Electric Pulse: Melee, 1+5 § damage, Immobilising, Stun
Motive 0, Weapons 0
Smart Missile Launcher: Range L, 2+9 § damage, Burst 1, Unwieldy,
DEFENCES Heavy Ammo, Expert 1, Guided, Munition
Firewall 5 Resolve 4 Structure 4 GEAR: Repeater
Security 2 Morale — Armour — SPECIAL ABILITIES
Common Special Abilities: Advanced Security 2/3, Fast (2 Heat),
ATTACKS: Remote
Electric Pulse: Melee, 1+4 § damage, Immobilising, Stun Arachne-Powered Artillery: When in a fireteam with remote with a
Combi Rifle: Range C/M, 1+5 § damage, Burst 2, 2H, Expert 1, MULTI Forward Observer NARC Pod or the Sat-Lock ability, the Vertigo Zond
Light Mod, Vicious 1 gains Advanced Security 3.
GEAR: Chameleonwear, Repeater, Sniffer Pods 3
SPECIAL ABILITIES
Common Special Abilities: Advanced Security 2, Advanced Sensors,
Hover, Remote, Sat-Lock
94 Chapter 4
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ZONDBOT ZONDMATE
Something of an unofficial Nomad mascot, the Designed and manufactured specifically for the
Zondbot features prominently in toys, games, and Zondnautica Rapid Offensive unit, this formidable
a popular animated series. While they look like piece of engineering can deliver an elite Zondnaut
something dreamed up by a marketing department soldier to hot spots on the battlefield in the form
rather than military R&D, these zippy little remotes of a motorcycle, then transform into a bipedal
inspired all the subsequent takes on the core combat form to fight alongside them. The result is
Zond concept— from heavy weapons platforms to the ultimate form of cavalry, a ferocious pairing of
remote hacking units, all-terrain transports, and human and machine. The unit also sees civilian use
beyond —a nimble inspiration to aspiring warriors, by the wealthy as expensive and flashy toys and by
racers, tacticians, and modders of all ages. Though Submondo groups for their fearsome hit-and-run
an easily altered version without pre-installed capabilities.
weapon, mobility, or camouflage systems is the
most popular choice, the loadout favoured by the TROOPER
Nomad’s Black Hand is a close second, though its ZONDMATE
ODD system raises costs considerably. Engineer and
Medic variants with specialised waldos and built-in ATTRIBUTES
MediKits or Multitools are similarly popular.. AGI AWA BRW COO INT PER WIL
10 8 9 10 8 4 7
ELITE
FIELDS OF EXPERTISE
ZONDBOT
Combat +2 — Movement +2 2 Social — —
ATTRIBUTES Fortitude — — Senses — — Technical — —
AGI AWA BRW COO INT PER WIL
12 10 8 10 10 5 8 HARDPOINTS
Chassis 0, Comms 0, External 0, Internal 0, Limbs 0, Motive 0, Weapons 0
FIELDS OF EXPERTISE
Combat +1 1 Movement +3 3 Social — — DEFENCES
Firewall 5 Resolve 4 Structure 6
Fortitude — — Senses +1 1 Technical +1 1
Security 2 Morale — Armour 1
HARDPOINTS ATTACKS:
Chassis 1, Comms 1, External 1, Limbs 2, Motive 1, Weapons 1 Electric Pulse: Melee, 1+4§§§ damage, Immobilising, Stun
DEFENCES Chain Rifle: Range C, 1+8§ damage, Burst 1, 2H, Spread 1, Torrent,
Firewall 10 Resolve 8 Structure 8 Vicious 1
Security 2 Morale — Armour — Light Grenade Launcher: Range M, 2+6§ damage, Burst 1, Unbal-
anced, Smoke Grenades, Area (Close), Munition, Speculative Fire.
EXAMPLE LOADOUT: MODERATOR
GEAR: Chameleonwear
Electric Pulse: Melee, 1+5§ damage, Immobilising, Stun
SPECIAL ABILITIES
GEAR: ODD
Common Special Abilities: Advanced Security 2/3, Fast (1 Heat),
SPECIAL ABILITIES Remote, Servant
Common Special Abilities: Advanced Security 4, Defensive Arachne-Powered: When this remote is in Motorcycle Mode, it gains
Algorithms, Fast (1 Heat), Remote, Servant Advanced Security 3.
Off the Shelf Customisation: Characters with Tech Focus of 4 or Modal: As a Minor Action, the Zondmate can transform from its
more can reduce the difficulty of customisation by 2. Characters with Combat Mode to Motorcycle Mode, or vice versa. In Combat Mode, use
Tech focus of 2 can reduce the difficulty of customisation by 1. the remote profile above. Use the vehicle profile below in Motorcycle
MODERATOR LOADOUT Mode. Ranged Attacks with built-in weapons are at +4 complication
range in Motorcycle Mode.
This customisation utilises all hardpoints making further
customisation impossible.
ATTACKS: MOTORCYCLE MODE PROFILE
Exposed (+1§ Cover), Ground, Single Seat, Wheeled
Modhand: Melee, 1+4§ damage, 1H, Concealed 2, E/M, Stun, Subtle
1, Vicious 2 Attributes: Scale 0, Speed 4, Brawn 9
Details: Max. Passengers 2, Impact 1+3§ (Knockdown)
Adhesive Pistol: Range R/C, 1+8§ damage, Burst 1, 1H,
Hardpoints: Chassis 1, Comms 1, Motive 2, Weapons 0 (Chain
Immobilising, Knockdown, Nonlethal, Vicious 1
Rifle, LGL)
GEAR: Climbing Plus, Optical Disruption Device, Repeater, either
Defences: Structure 8, Firewall 5, Armour 1, BTS 2
a MediKit or a bomb deactivator.
Remote Assistance 95
REMOTES TABLE
Remote Restriction Cost Tariff Maintenance
Armbot, Bulleteer 3 (PanOceania 2) 12+3 § T1 2
2 (Hypercorp 1, Mercenary 1,
Armbot, Peacemaker 11+1 § T1 2
PanOceania 1)
Auxbot 3 (PanOceania 1) 10+2 § T1 2
Chaīyì Yáokòng 2 (Yu Jing 1) 9+2 § T2 2
2 (PanOceania 1, PanOceanian
Crabbot 11+2 § T1 2
TAG Pilot 0)
Dakini Tacbot (ALEPH) 13+3 § T1 3
Dembot 12+2 § T1 3
Devabot (ALEPH) 14+4 § T2 4
Devabot, Kydoimos, and Charybdis (ALEPH) 14+4 § T2 4
Dronbot 3 (PanOceania 2) 11+2 § T1 2
Evercast Cloud X 13+4 § T2 4
Fanous 2 (Haqqislam 1) 9+3 § T2 1
Garuda Tacbot 4 13+4 § T4 5
Garuda Knockoff (Nandi) 5 (Submondo 4) 10+5 § T3 6
GeePal X X -1, minimum 1 4+X § T(X) 1
Hùsòng Yáokòng (Yu Jing) 12+2 § T1 3
Kameel (Hacker) (Haqqislam) 12+3 § T2 2
Kameel (Guardian) (Haqqislam) 12+3 § T2 3
Karkata 3 (ALEPH 2) 10+3 § T2 2
Kiranbot (ALEPH) 14+4 § T2 4
Lù Duān (Yu Jing) 15+ § T2 4
Mulebot 2 (PanOceania 1) 9+3 § T3 3
Nasmat A2 (Haqqislam 1) 12+3 § T3 3
Palbot (PanOceania , ALEPH ) 12+3 § T3 3
Probot 2 (ALEPH 1) 14+4 § T2 4
Puppetbot 4 (Nomads 2) 10+3 § T2 3
Rafiq 2 (Haqqislam 1) 11+2 § T2 3
5 – Medicine or Tech Focus,
Randgrid Casket-Drone 3 (See entry.) 11+1 § T22
minimum 1
Rebot, Daleth (ALEPH) 14+4 § T2 4
Rebot, Lamedh (ALEPH) 14+4 § T2 4
Rebot, Lamedh Knockoff 5 (Submondo 4) 10+5 § T2 3
Rebot, Samekh (ALEPH) 14+4 § T2 4
Rebot, Zayin (ALEPH) 14+4 § T2 4
RosieBot
Rudras GunBot (ALEPH) 16+4 § T2 4
Rui Shi 4 (Yu Jing 3) 12+4 § T22
4
96 Chapter 4
THE ROLEPLAYING GAME
REMOTES TABLE
Remote Restriction Cost Tariff Maintenance
Shaytaniyah 3 (Haqqislam 2)
Shihab 3 (Haqqislam 2)
Snifferbot X 12+3 § T2 3
Spotbot 1 9+2 § T2 1
Sputnik, Lunokhod 4 (Nomads 2) 10+3 § T31 2
Sputnik, Tsyklon 4 (Nomads 2) 10+2 § T31
2
See Heavy Armour Table, p.
Sù-Jiàn IAU 12+2 § T1 3
61-62
Tinbot 0 6+1 § — 1
Tour Guide
Traktor Mul 3 (Ariadna 2) 8+3 § T2 1
V.U.Bot
Yáokòng (Yu Jing) 12+3 § T3 2
Son-Bae Yáokòng (Yu Jing) 14+4 § T3 3
Zond, Meteor (Nomad) 13+4 § T3 4
Zond, Reaktion (Nomad) 12+3 § T2 3
Zond, Salyut (Nomad) 13+4 § T3 4
Zond, Stempler (Nomad) 12+3 § T2 3
Zond, Transductor (Nomad) 13+4 § T3 4
Zond, Vertigo ///Highly Restricted/// 16+4 § T3 5
Zondbot 3 (Nomad 1) 10+4 § T3 3
Zondmate (Nomad) 15+3 § T2 4
1
See entry
2
No tariff for buyers who qualify for lower Restriction
Remote Assistance 97
CHAPTER 5
98 chapter 5
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100 chapter 5
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102 chapter 5
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1
See entry for details
104 chapter 5
THE ROLEPLAYING GAME
CHAPTER 6
TAG CHARACTERS
There is nothing quite like striding across the Characters in the ALEPH faction can freely choose
battlefield in a towering colossus, raining death the Tactical Remote Presence Operator speciality as
upon your enemies, and shrugging off small arms their first career.
fire like it was nothing. While they don’t entirely
dominate the military landscape, they tend to ARIADNA
dominate any landscape they happen to be on. And Despite attempts to create their own TAG-scale
the souls who pilot these war machines are as armoured platform — most notably the ill-fated
diverse, forceful, and larger-than-life as the TAGs RM100 project — Ariadna has yet to field a TAG
TAG LIFEPATH
they ride. squadron. As far back as the Commercial Conflicts,
DECISIONS
Merovingia’s Rapid Response Force (FRRM) has
TAG-FOCUSED worked with the Nomad’s Anaconda mercenary TAG DECISION EIGHT
CHARACTERS unit, but the citizens of Dawn have no TAGs of their – CAREERS
own. Instead, they rely on Blackjack Heavy Armour, Instead of rolling on their
Since this book focuses on TAGs rather than Dog-Warriors, and the thunderous Ratnik power respective Faction Career
one particular faction, using these rules is a armour units to handle the heavy lifting. Table, TAG-focused characters
roll on the TAG Careers Table.
little different than other Infinity Lifepaths. The
Similarly, when working a
rules presented here can be used, with the GM's Characters in the Ariadna faction will find many
career, they roll on the TAG
permission, in place of their counterparts from options closed to them, though they can still make Career Events Tables, otherwise
the Infinity Corebook or your character’s respective characters using this chapter. If they wish to get proceeding normally.
Faction Guide. If you decide to use these rules, you behind the controls of a TAG themselves, for 1 Life
must replace all of their respective counterparts. Point they can change their faction to Mercenary
You can’t cherry pick between the different books. and roll on the TAG Careers Table normally.
Characters in the Ariadna faction can freely choose
TAGS BY FACTION the Medical speciality when working the TAG
Every faction deploys TAGs, though not to the Crew career.
same degree. The Yu Jing StateEmpire and
PanOceanian Military Complex both wield the CORPORATIONS
necessary resources to commission and deploy Most corporate entities don’t employ TAGs in
multiple lines of Armoured Gears, and their any capacity. They’re expensive to produce and
militaries flex that manufacturing muscle. In maintain and are ill-suited to the subtle infiltration
contrast, the tech-deficient Ariadnans are reliant that define corporate operations. That said, in
on their Dog-Warriors for the (sometimes literal) situations like corporate headquarters or top
heavy lifting, with proper TAGs limited to whatever executives’ mansions —where money is legitimately
mercenary support they can scrounge up. With the no object — trespassers may find themselves face-
comparatively resource-strapped Minor Nations, to-face with a hulking war platform and a pilot
it’s more of a crap shoot. While most lack the disinterested in conversation.
infrastructure — or frankly, the need — for TAGs,
more than one small power keeps a TAG or two Characters in the Corporate faction can freely select
on the books, just in case they need an ace up Arms Dealer as their first career.
their sleeve.
HAQQISLAM
While every rule has its exceptions, the role and With their XPR-5 Akrep TAGs, the Maghariba Guard
prevalence of TAGs is reasonably consistent within is the last line of defence for the Hachib and the
each faction. most prestigious TAG brigade in Haqqislam. It is
not, however, the only one. Armoured infantry units
ALEPH featuring the older XPR-1 “Beetle” units might be
When it comes to force, ALEPH prefers quality over few in number, but they know how to get the most
quantity, and its TAGs are no exception. One look at out of their antiquated units. Either way, TAGs are
the price tag on a Marut says it all. From Aspects remarkably expensive. Haqqislam knows it can’t
and Posthumans to members who are simply loyal afford to field many, and its pilots reflect this in
to the AI, ALEPH’s TAGs are piloted by remote their cunning, cautious approach.
presence with no known deviations to the rule.
106 Chapter 6
THE ROLEPLAYING GAME
DECISION EIGHT:
CAREERS
When creating a TAG-focused character, use TAG CAREER TABLE
the options presented here in place of their
counterparts on the Lifepath. D20 CAREER
1-3 Arms Dealer
OPTIONAL RULE: DEBT 4-6 Scrap Runner
TAGs aren’t cheap. Fielding, maintaining, and
7-8 Tactical Remote Presence Pilot2
supplying them can put a serious strain on anyone’s
bank account — and that’s without mentioning 9-12 TAG Crew
the cost of actually acquiring one. TAG pilots who 13-16 TAG Pilot1,2
operate outside of the structural support of a
17-19 TAG Specialist2
military unit have to get creative to keep their
mounts up and running. Loan sharks, vendors, 20 Roll on Faction Table of Your Choice
Submondo contacts, the Human Sphere is crawling
1
Career from Infinity Corebook.
with folks who’re more than happy to get their 2
Career has a prerequisite of belonging to a faction other than Ariadna.
hooks into pilots. Sensing an opportunity, plenty You cannot hazard this career unless you’re of a matching faction. If you
of vendors have started offering merchandise on roll into this career, reroll on the TAG Career Table until you get a result
credit, getting more than their money’s worth in without this restriction. You can override these limitations by spending 1
interest payments over the course of the loan, Life Point in which case you can either defect to the faction, essentially
while less ethical lenders are more interested in failing a defection check, or were somehow undercover while working
holding leverage or calling in favours from a TAG- the career, or to immediately join the Mercenary faction.
equipped pilot.
108 Chapter 6
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110 Chapter 6
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CHAPTER 7
ARMOURED CAMPAIGNS
Since the days of the Nanotech Wars, the bat- armoured campaign should be a life-or-death
tlefields of the Human Sphere have all involved experience with the outcome hanging in the “PanOceania are at the cutting
dynamic offensives that rely on speed, mobility, and balance. The PCs should be provided with plenty edge of TAG technology for
offensive clout in compact packages. Flashpoints of opportunity to shine against opponents that many reasons, and not just
because they wish to dominate
and combat zones are often secured within hours offer little more than a speed bump. But providing
the battlefield. Let us not forget
and days, rather than weeks and months, making a sense of real danger will require a degree of
all of the benefits in other
the tactics and logistical requirements employed adjustment to the normal recommended challenge fields that the development
in the conflicts of previous centuries unviable and levels. If this isn’t acknowledged from the outset, of these high-tech machines
obsolete. The practice of war required a new idol to campaigns will run the risk of losing focus and has brought—nanotech
deliver its hammer blow. Tactical Armoured Gear— fragmenting as the PCs readily steamroll through polymers that have benefited
TAGs— are the highly mobile yet totally protected every encounter. those requiring artificial
powerhouses designed with one single purpose: limbs, exploration of extreme
delivering the knockout punch on the high-tech, environments that have led to
ONE CAMPAIGN TO BIND THEM
highly fluid battlegrounds of the quantronic age. all manner of discoveries, and
Although they aren’t a requirement for run-
human-robotic interfaces that
ning TAG campaigns, a number of previously are seamless to name but a
Having such destructive forces placed in the hands published sourcebooks offer supplementary few. Yes, the hyperpowers use
of the player characters can be an intimidating rules for campaigns that would compliment an them to dominate battlefields,
prospect for a GM. This chapter aims to provide armoured foray well: but they also use them to
advice and guidance for incorporating these titanic push boundaries in so many
elements in any game of Infinity the Roleplaying • The mercantile campaign section in Ariad- other areas.”
Game, regardless of whether a single PC is at the na already offers advice on running a game
Retired Colonel Jordan Harpero,
controls or the GM has been blessed with an entire involving TAGs. The logistics involved with op- Professor of Military History,
troupe of colossal war machines. erating and maintaining a single TAG, let alone University of San Pietro, Neoterra
a unit of them, would definitely warrant the
GO BIG OR GO HOME additional options covered in this sourcebook.
It really depends on how far into bookkeeping
TAGs bring serious tactical considerations for the the group would like to delve.
battlefield commanders of the various G5 nations. • Haqqislam takes a look at privateering and
This is no different for Gamemasters running an corsairs, which would very much suit a stellar
armoured campaign. A GM’s first consideration campaign that involves plenty of boarding ac-
should be whether TAGs are allowable as a player tion. The close confines of smaller ships would
option or not. As this sourcebook is specifically also make interesting settings for some action
designed around these single-manned weapons scenes. Just picture a TAG strolling along a
platforms, and this section in particular is aimed at ship’s hull to attack from a forward observation
running games that involve the PCs having access section!
to them, the content of this chapter assumes that • While ALEPH looks at campaigns from the
the GM has indeed considered and agreed to their lens of the Steel Phalanx, everything about
inclusion in the PCs’ arsenal. the Assault Subsection screams ‘larger than
life’, which is perfect for TAG campaigns. The
With the inclusion of TAGs addressed, GMs are next advice and mission objectives discussed within
advised to fully embrace their undeniable impact this sourcebook are equally relevant for an
on the dynamics of scenes and campaigns. TAGs are armoured campaign, particularly if a group of
titans of the battlefield in their own right. Maruts is in play!
• In a similar manner to this sourcebook, War
A squadron of TAGs in the hands of the PCs is a Market really helps to draw the multi-faceted
fast-moving tsunami capable of sweeping multiple aspects of a game of Infinity the Roleplaying
Game together. From contract negotiations to
foes before it. More in-depth advice is offered on
management of the company and available
p. 112 of this chapter, but the overall sentiment is
contracts, War Market provides plenty of inspi-
to recognise that the large-scale threats the PCs
ration and depth for TAG campaigns in which
provide will need a commensurate ramping of
the players have struck out on their own. And
danger levels to prevent each scene from playing
of course, who wouldn’t jump at the chance to
like a combine harvester mowing through wheat.
join the ranks of the Anaconda TAG Squadron?
As with normal campaigns, not every scene in
112 chapter 7
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114 chapter 7
THE ROLEPLAYING GAME
“An asteroid mining operation in the Human Edge Common objectives for TAG campaigns will often
is risking closure due to continual harassment by a involve Warfare-related goals. Forward and routine
small and stealthy band of well-trained pirates. The patrols, take and hold, spearhead offensive, and
tunnels and zero-g environment are perfect for TAG defensive linchpin are all suitable objectives for
operations. Make sure that the pirates are unable Warfare scenes involving TAGs. Although, to be
to prey on the mining operation ever again.” honest, the tactical flexibility of TAGs means they
can often be considered for less confrontational,
DIFFICULTY more covert operations too. If the scenario involves
How difficult is the scenario intended to be? a Psywar or Infowar related objective, a note should
This relates to the adversaries involved, the be included on how the PCs will be able to achieve
environment it is taking place in, and the overall a positive outcome. Will they be providing a screen
effect the scenario will have on the continuing for other specialists, for instance, or will their
narrative of the campaign. It will also need to be presence provide additional bonuses and impact in
considered against both the objectives and stakes terms of Psywar?
discussed next.
Potential Psywar objectives could include the
If the PCs are playing in an all-star campaign and PCs adding weight to civilian pacification or an
are fighting a rearguard or offensive action during intimidatory factor to negotiations. Note, this
the brutal conflicts of the Third Offensive, then doesn’t mean that the PCs are there to lay waste
they are likely facing some of the most dangerous to innocent civilians, rather that their mere
opponents the Combined Army can field, such presence can be used to quell rebellious factions,
as Raicho units or an EI Avatar. If they fail, other for instance. In terms of Infowar, the PCs could be
units are lost during the retreat or the offensive part of a VR-constructed scene that requires both
collapses. On the flip side, a routine patrol along a TAG piloting skills and knowledge of manipulating
riverbed might expose them to packs of hungries the data construct, though it is likely they will be
that prove to be little more than an annoyance relying on the support of a specialist to achieve
and a waste of ammo. Dealing with them, however, their objective.
allows future scouting missions by lightly armoured
troops to travel unhindered. GMs can also build specific rewards or penalties
into the scenario that directly relate to success
Difficulty can also be related to the three aspects or failure. If the PCs succeed at the scenario’s
of conflict. A scenario that features a moderate objective, maybe they begin the subsequent
risk in terms of Warfare might become deadly session with additional equipment or an extra
if Infowar has a potentially dangerous impact Infinity Point, or perhaps an opportunity to obtain
against the TAGs. additional upgrades to either their TAG or its
ammo load. Likewise, if they fail to complete the
OBJECTIVE objective, perhaps the PCs begin the next session
Again, not only the overall objective of the scenario, with reduced ammo, are unable to fully repair
but also how this affects the continuing narrative. their machines in between, or the GM begins the
What happens if the PCs’ objective is successful? subsequent session with additional Heat points.
And what are the repercussions to the continuing There should be relatable consequences for the
story if they fail? status of an objective.
116 chapter 7
THE ROLEPLAYING GAME
CHAPTER 8
BATTLEFIELD COLOSSI
TROOPER
Though this chapter focuses on the heavy hitters BLACKJACKS
of the Infinity universe, that doesn’t mean that TAG
combat should focus solely on the clash of mecha- The 10th Heavy Rangers Battalion has a brutal
nised titans. A handful of TAGs can handily take out reputation, and they’ve earned every bit of it. The
waves of lightly armoured enemies, and a single tenth battalion — collectively known as Blackjacks
TAG versus multiple opponents can be a thrilling — aren’t interested in concessions, stalemates, or
battle from either side of the equation. So, whether taking prisoners. Taking this to an extreme, once
your characters are facing down hordes of Troopers, the smoke clears, the Blackjacks make their way
or need to team up to take down a single heavily through the battlefield and put down any survivors
armed Nemesis, TAGs alter the dynamic of combat with a single, fatal bullet, leaving a literal calling
in dramatic ways. card on the body in the form of an ace of spades.
While somewhat less daunting when your enemies
These adversaries represent an array of TAG-scale all have Cubes, the message remains the same.
threats, providing a single profile so that GMs When the Blackjacks arrive, it’s not to make nice.
have everything they need to stage truly epic While technically not TAGs, anyone facing down
TAG-sized battles. That said, adversaries can also a squadron of Blackjacks in their Buffalo Armour
be combined with vehicles to create unique and could be forgiven for confusing the issue. The
challenging opponents. While this requires some sight of a massive exoskeleton advancing on your
advance preparation —it’s not recommended position, murder gleaming in its pilot’s eyes, is
that you try to combine pilots and vehicles into enough to make anyone ignore semantics.
adversaries on the fly —it can create some truly
memorable encounters. ATTRIBUTES
AGI AWA BRW COO INT PER WIL
OTHER THREATS 8 8 10 10 7 7 13
TAGs might be the big kids on the block, but that FIELDS OF EXPERTISE
doesn’t mean they’re the only threat operating Combat +2 1 Movement — — Social — —
at that scale. While any military force without an Fortitude +2 2 Senses +1 1 Technical +1 —
answer to a TAG will be in for a world of hurt if
one shows up, there exist answers besides meeting DEFENCES
Firewall 7 Resolve 13 Vigour 10
Security — Morale — Armour 5
ATTACKS
AP HMG: Range L, 2+6§ damage, Burst 3, Unwieldy, Piercing 2, Spread 1,
Unsubtle
Teseumwith
TAGs Chopper: Melee, TAGs.
more 1+5§ damage, Unbalanced, Non-Hackable,
Piercing 4, Vicious 2
GEAR: Buffalo Armour (Exoskeleton 3, Heavy Armour)
SPECIAL ABILITIES
The Winning Hand: Blackjacks bring the pain. When using the Bonus Damage
Momentum spend, Blackjacks add +2 damage for every 1 Momentum spent
Heavyweight: Bulkier than immediately apparent, Heavyweight units are
comparatively ponderous and lethargic next to most modern designs.
• +2 difficulty to tests where great size or weight would be
problematic.
• Not required to brace Unwieldy weapons.
• Use 2H weapons in one hand without penalty.
• Spend 1 Momentum before attacking to add Knockdown to its
melee attacks for the current turn.
Chest Mines (1-4 Heat): Upon being taken out, the GM can inflict X+X§
damage to all characters within Close Range of the Blackjack (where X is
equal to the Heat spent). This damage can be avoided by a successful Defence
Reaction, but only when using Acrobatics.
Ambulatory Tank: The armour has Armour Soak as listed, Structure score of 8,
can take up to 4 Faults before being disabled, and absorbs damage in place of
the wearer until disabled. The wearer takes any excess damage not absorbed by
the armour when that occurs.
DEFENCES
Security 2 Morale — Armour 5
118 chapter 8
THE ROLEPLAYING GAME
ELITE ELITE
GEAR: Toolkit
SPECIAL ABILITIES
Fitting In: When attempting stealth actions in a hanger or other
similar military facility, the Saboteur can use their Technical Field of
Expertise.
With a Resounding Crash: When facing a TAG, a saboteur can pay 3
Heat to have manipulated it in some way. This immediately causes the
TAG to suffer a Fault.
If you need to take on a TAG, conventional wisdom From wall-mounted missile launchers to pop-up
suggests that the most efficient way to do so is turrets and stationary guns, the Human Sphere
either with an expert hacker or a TAG of your own, has a long history of using weapon emplacements
preferably a bigger one. And while that might be to tackle serious threats. Automated or Remote
the case, it’s certainly not the only way. From the Presence-controlled units are a staple of defence
reliable performance of Kaplan Tactical Services to installations, but for pure effectiveness, it’s still
Ariadna’s Tankhunters Regiment, the militaries of hard to beat a manned weapon, hence their
the Human Sphere have long known that there’s appearance across the battlegrounds of the
more than one way to take out the armoured Human Sphere.
behemoths. And while “blow it up” might not be the
most novel solution, TAG Hunters have frustrated ATTRIBUTES
more than a few commanders who relied on their
AGI AWA BRW COO INT PER WIL
Armoured Gears carrying the day, only to watch
8 8 10 10 9 9 10
those plans go up in literal smoke, emanating
from the twisted wreck of their expensive tactical FIELDS OF EXPERTISE
centrepiece. Combat +2 2 Movement - - Social - -
Fortitude +3 - Senses +1 1 Technical - -
ATTRIBUTES DEFENCES (TROOPER)
AGI AWA BRW COO INT PER WIL Firewall 5 Resolve 5 Vigour 5
8 10 8 10 8 8 11
Security - Morale - Armour 1
FIELDS OF EXPERTISE
DEFENCES (ELITE)
Combat +1 1 Movement +1 1 Social — —
Firewall 9 Resolve 10 Vigour 10
Fortitude — — Senses +2 1 Technical +1 1
Security - Morale - Armour 1
DEFENCES (TROOPER)
ATTACKS:
Firewall 4 Resolve 6 Vigour 4
Choose one of the following:
Security — Morale — Armour 2
1. Combi Rifle: Range C/M, 1+5 § damage, Burst 2, 2H, Expert 1,
DEFENCES (ELITE) MULTI Light Mod, Vicious 1
Firewall 8 Resolve 11 Vigour 8 2. Missile Launcher: Range L, 2+7 §, Burst 1, Unwieldy, Munition
Security — Morale — Armour 2 3. HMG (Elite Only): Range L, 2+6 § damage, Burst 3, Unwieldy,
Spread 1, Unsubtle
ATTACKS:
SPECIAL ABILITIES
Adhesive Launcher: Range M, 1+6 § damage, Burst 1, Unwieldy,
Munition The Personal Touch (Elite Only): There’s nothing quite like being
there yourself. The platform’s operator can reroll up to 1d20 when
Light Flamethrower: Range C, 1+6 § Burst 1, 2H, Incendiary 3,
making a ranged attack but must accept the new result.
Munition, Terrifying 2, Torrent
Missile Launcher: Range L, 2+7 §, Burst 1, Unwieldy, Munition
GEAR: Light Combat Armour NOTES:
SPECIAL ABILITIES Elite Weapons Platforms are controlled by a single operator; the
Common Special Abilities: Threatening 1 Elite stats reflect this change. This operator can be targeted like a
NOTES: Troopers choose one of the available attacks. Elites have separate hit location (use the Ejected Pilot, p. 118). Taking them out
access to all listed options. will leave the platform unmanned. If this occurs, other characters
— including the PCs — can freely use the mounted weapon without
penalty. In case of the missile launcher, if a PC or allied NPC uses
it, they can spend Momentum instead of Heat to fulfil its Munitions
requirement.
120 chapter 8