Professional Documents
Culture Documents
Alien Wars
A Setting Book For Star Hero
Author: Allen Thomas
Additional Contributions: Steven S. Long,
James Cambias
Editing & Development: Steven S. Long
Layout & Graphic Design: Andy Mathews
Cover Painting: Nick Ingeneri
Interior Illustration: Storn Cook, Jeff Cram,
Andrew Cremeans, Keith Curtis, Jonathan
Davenport, Jeff Hebert, Nick Ingeneri, Eric
Lofgren, Brad Nault, Greg Smith
A WORD OR TWO
OF APPRECIATION
Special Thanks: We’d like to thank the Digital Hero
playtesters and testreaders who reviewed the Alien
Wars manuscript. Their help checking the math,
spotting typos, noting inconsistencies, pointing out
dropped words, and the like is, as always, deeply
appreciated.
Hero SystemTM ® is DOJ, Inc.’s trademark for its roleplaying system. No part of this book may be reproduced or transmitted in any form or by any means,
Hero System © 1984, 1989, 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved. electronic or mechanical, including photocopying, recording, or computerization, or by
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Alien Wars © 2003 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Publisher: DOJ, Inc., 1 Haight Street, Suite A, San Francisco, California 94102.
Star Hero, Justice Inc., Danger International, Dark Champions, Pulp Hero, Printed in the U.S.A. First printing November 2003
Western Hero © 2002 by DOJ, Inc. d/b/a Hero Games. All rights reserved. Produced and distributed by DOJ, Inc. d/b/a Hero Games.
Stock Number: DOJHERO303 • ISBN Number: 1-58366-022-4
http://www.herogames.com
TABLE OF CONTENTS
INTRODUCTION........................................ 4 Trade Goods........................................ 51 United Earth Starships
The Underworld................................... 55 Of The Early 2300s ........................... 126
CHAPTER ONE: Crimes .................................................. 55 Starships, c. 2355............................. 131
Criminal Groups .................................. 56 Alien Wars Price List ............................ 135
Prior To War............................................. 7
2300-2326: First Contact...................... 11
2305-2326: The Militarized Zone........... 12 CHAPTER FIVE: CHAPTER EIGHT:
2326-2335: The United Earth Collapses. 13 Overview ............................................... 58 Xenovore Intel...................................... 139
2329: The Spinward Secession.............. 15 The CommAnd Structure ........................ 60 Basic Facts ....................................... 139
2333: The Antispinward Admiral Aleksandr Zhukov.................... 61 2303 To 2325 ..................................... 139
Treaty Organization.............................. 15 The United Earth Army............................ 62 2326 To 2370 ..................................... 142
2336-2345: Xenovore Army Structure.................................... 63 The Price Report................................ 142
Beachhead ......................................... 16 Unit Types........................................... 65 2371 To 2396 ..................................... 146
2339: Arrival Of The Xenovore Armada ... 17 A Day in The Life ................................. 66 Unresolved Questions........................... 148
2336-2345: Civil War............................ 17 The United Earth Navy ............................ 69
2341-2345: Quiet Before The Storm...... 17 Navy Structure ................................ 70 CHAPTER NINE:
345-2369: The War Rages .................... 18 The Planetside Establishment ................... 70
2345-2355: The Xenovore Offensive...... 18 The GM’s Vault .................................... 150
The Operating Forces............................. 71
2354: The Leaderless Coup................... 19 Chapter One ........................................ 150
A Day in The Life ................................. 73
2355: Admiral Aleksandr Zhukov ........... 19 Chapter Two ........................................ 150
The Marine Corps................................ 74
2360-2369: Cleansing Of Chapter Three...................................... 150
Fighter Pilot Corps............................... 75
The Militarized Zone ............................ 21 Chapter Four ....................................... 151
Other Branches...................................... 76
2370-2397: Operation Future Peace...... 22 Chapter Five ........................................ 151
Terran Exploration Service.................... 76
2395: Quagmire ................................... 22 Chapter Eight....................................... 152
Terran Intelligence Command ................... 77
2396-2397: Victory And Death .............. 24 The Civil Defense Auxiliary ................... 78
CHAPTER TEN:
CHAPTER TWO: CHAPTER SIX: Xenovore History.................................. 154
Humans ................................................ 26 Pre-history .......................................... 154
Package Deals....................................... 80
Variant Human Types ........................... 26 The Twenty-fourth Century ................. 154
Civilian Package Deals ........................... 80
Other Species........................................ 28 Xenovore Society ................................. 157
Criminal Careers ................................. 80
Denebians .......................................... 28 Xenovore Worlds .................................. 157
Planetside Careers .............................. 82
Hrac’darese ........................................ 29 Genotypes ........................................... 157
Space Careers .................................... 84
Jhinu.................................................. 30 Xenovore Technology............................ 161
Military Packages................................... 85
Rigellians............................................ 32 Personal Military Technology .............. 161
Game Elements ..................................... 94
Vayathurans ....................................... 33 War Beasts ....................................... 162
Skills..................................................... 94
Xenovore Starships............................ 164
Perks .................................................... 95
CHAPTER THREE: Talents .................................................. 95
The United Earth Government ................. 36 Powers.................................................. 96 CHAPTER ELEVEN:
Government Functions And Agencies .... 36 Disadvantages ....................................... 96 Gamemastering Advice ...................... 170
The Spinward Union ............................... 37 Psionics ................................................ 96 Campaign Ideas ................................ 174
Senate And Colony Worlds...................... 37
Earth And The Solar System.................... 38 CHAPTER SEVEN:
The Spinward Union ............................... 39 General Tech Issues ............................... 98
The Antispinward Treaty Organization ...... 40 Technology Rating: The UTES Scale ..... 98
Other Worlds ......................................... 41 Availability........................................... 98
Aliens in Human Space .......................... 43 Soldiers’ Gear........................................ 99
Military Locations................................... 44 Standard Issue, Circa 2305.................. 99
Important Battle Sites............................. 45 Standard Issue, Circa 2370................ 101
Weapons............................................. 102
CHAPTER FOUR: Slugthrowers..................................... 102
Travel And Communication ..................... 48 Gauss Weapons ................................ 104
Travel ................................................. 48 Lasers .............................................. 105
Surface To Orbit Travel ......................... 48 Miscellaneous Weapons ....................... 106
In-system Travel .................................. 48 Combat Drugs ..................................... 107
Interstellar Travel ................................. 48 Miscellaneous Equipment ..................... 109
Restrictions on Travel........................... 49 Prosthetics And Cybersystems .............. 111
Communications ................................. 49 Computers .......................................... 112
Datanets............................................. 50 UE Army Vehicles ................................. 115
Wartime Disruptions Of Starships............................................. 123
Communications ................................. 50 Starship Equipment ........................... 123
Trade And The Economy ......................... 51 Propulsion Systems ........................... 123
Money ................................................ 51 Antigravity......................................... 125
4 Hero System 5th Edition
INTRODUCTION
mong fans of Science Fiction, one of the
A
strike back. It discusses military organization, tac-
most popular subgenres is Military Science tics, subdivisions, and other relevant subjects.
Fiction — tales of future warfare, soldier- Chapter Six, Pilot, Adept, Soldier, Spy: Character
ing, and combat. Whether they’re driving Creation, has approximately 30 Package Deals
laser tanks, wearing sophisticated powered body appropriate to the setting and period, ranging from
armor, or piloting a starship in some vast space battle, civilians (pirates, traders, technicians) to all sorts
the naval officers and infantrymen of the future hold of Army and Navy personnel. It also includes notes
a strong attraction for the modern reader. on special applications for Skills, Perks, and other
Alien Wars brings Military Science Fiction to game elements.
you for Star Hero. In this intriguing and danger-
ous setting, the characters face the menace of the Chapter Seven, The United Earth Armory, describes
Xenovores — mysterious aliens who invade Human the Human technology of the period, ranging from
space in search of territory, technology... and food. the relatively primitive tech of the early 2300s
If the heroes and the rest of Earth’s people can’t (slugthrowers, spin-induced artificial gravity) to
rise to the challenge and repulse the Xenovores, the more advanced laser weapons, Thibault gravity
Humanity itself may soon become extinct. plating, and other devices invented to help Human-
ity fight the Xenovores. (For more Hero Universe
Chapter One, A Century Of Conflict: A History future technology, some of which may be appro-
Of The Alien Wars, details the history of the 2300s priate for this period, see Terran Empire and The
as they occurred in the Hero Universe. After set- Spacer’s Toolkit.)
ting the stage for the war by reviewing the major
events of the 2200s, it describes the initial invasion, Chapter Eight, The Threat From Beyond: The
Humanity’s response, and the subsequent Xenovore Xenovores, describes Humanity’s enemy from the
offensives and Human counter-offensives. But the player characters’ perspective. It provides you with
history leaves plenty of room for you to fit your the information the PCs would know, organized by
own characters, adventures, and battles into the time period to reflect the fact that Humans learn
tapestry of the war. more about Xenovores as the war progresses. The
GM should tell his players which sections of this
Chapter Two, Species Of Terran Space, describes chapter they’re allowed to read.
several alien species living within the Human
sphere of influence whom players might choose Chapters Nine through Eleven are the GM’s sec-
for their characters. While Military Science Fic- tion of the book, players should not read them
tion usually focuses exclusively (or nearly so) on unless the GM specifically gives them permission
Humans, adding a few new species into the mix to do so. Chapter Nine is The GM’s Vault, which
improves the roleplaying possibilities of the set- contains all the secret, GM’s-eyes-only information
ting. (For even more Hero Universe species, most about the universe of the Xenovore Wars. Earlier
of whom Humans have no contact with during this parts of the book are written from the “player’s
period, see Chapter Two of Terran Empire.) perspective”: they describe what players and their
characters should know about the setting. They do
Chapter Three, United Earth And Beyond, describes include some “secret” information where it’s not
the worlds and governments of Human space. While convenient to separate it out — such as some parts
Humanity in this time period only holds sway over of the history in Chapter One. (The GM can, of
space within about 5,000 light-years of Sol, that still course, forbid players to read certain parts of the
leaves plenty of planets and unknown territory for book.) But other types of information should only
the characters to explore... or fight battles in. be known to the GM (including secret information
Chapter Four, Life In A Time Of War: Human Soci- about what’s really happening throughout the war),
ety, tells you what life is like in the twenty-fourth and that’s what you’ll find here.
century. It covers such topics as travel, trade, com- Chapter Ten, The Xenovores, presents the full
munications, and crime, with information on how information about the alien invaders for the GM. It
the Xenovore Wars affect things. discusses their history and society, including details
Chapter Five, Sword And Shield: The United Earth the PCs may eventually learn, and some they prob-
Military, reviews the UE Army and Navy during the ably never will.
century, beginning with their initial unprepared- Chapter Eleven, Stories Of Battle: Alien Wars Cam-
ness and incompetence and progressing through paigns, provides the GM with some advice about
the years as they learn how to fight the enemy, running a Star Hero campaign in the Alien Wars
develop new ships and technologies, and eventually setting. It includes suggested campaign types (with
Alien Wars 5
plot seeds for each) and a general discussion of the existence of superhumans became possible. The
HISTORICAL
how to run Military Science Fiction games. level of ambient magic remained high until some-
PERSPECTIVE
time around the year 2020, when it dropped for
WHERE ARE THE SUPERHEROES?
reasons not clearly understood. Suddenly, super-
The Alien Wars setting is a part of the Hero Alien Wars doesn’t
humans and super-technology were no longer pos- define any particular
Universe meta-setting, which you can read more sible. The level of ambient magic remains low (at its “default” campaign set-
about by going to http://www.herogames.com/ lowest point ever, in fact) from about 2020 to the ting or period, since just
FreeStuff/freedocs.htm and downloading the free year 3000, at which point it rises again and the era about any time during
document describing it. As such, it’s a part of the of Galactic Champions begins. the 2300s would allow
reality in which the Champions Universe setting Records regarding the “era of superhumans” are for a fascinating Star
once existed, and in which the Galactic Champi- spotty at best, due in large part to the destruction Hero campaign. For the
ons setting will exist in another few centuries. So, Humanity’s infrastructure, archives, and databases most part, it takes the
why aren’t there superhumans helping to fight the suffer during the Xenovore Wars and earlier disas- perspective of someone
Xenovores? living late in the period
ters. During the 2300s, most Humans regard “super-
Briefly put, the existence of superhumans (and or even in the Terran
humans” as a myth, much the same way twenty-first Empire era that fol-
super-Denebians, super-Rigellians, and so forth) century Humans dismiss Elizabethan-era Humans’ lows, since references to
in the Hero Universe depends on the existence of belief in spirits and magic as superstitious nonsense. “historical” events and
magic. Though most people aren’t aware of it, in Nonbelievers can easily ignore “evidence” of super- people often read best
the Hero Universe, magic exists, just like gravity or humans, including video clips and the like, as fake when referred to in the
any other natural force. When the level of ambient (or, at best, misunderstood). However, some people past tense. But where
mystic energy rises to sufficient levels, people can do believe superhumans once existed. They can things sound better
cast spells, and the manifestation and existence of point to the records in Hzeel databases of combat in the present tense
superhuman powers becomes possible. (So does the against Human “superheroes” in the early twenty- — such as some discus-
creation of technology centuries ahead of its time.) sions of technological
first century, and other forms of proof, to support
When the level of ambient magic diminishes, these items or daily military
their claims. The debate mostly occurs in the fringe procedures — that tense
things become impossible, or possible only with media, since the average individual couldn’t care is used intead.
much greater effort and difficulty. less what Earth was like three hundred years ago
In the Hero Universe, the level of ambient — there’s a war on, and people don’t have time to
magic rose to high levels during the ancient past study meaningless old historical records.
(the “fantasy” eras). It dropped to a much lower Of course, if you’re running a campaign in
level as time went on, reaching a very low ebb in the Hero Universe, you can set the level of ambient
the eighteenth and early nineteenth centuries. magic wherever you want it. If you like, you can
(Since Humans can’t really study this phenomena create a Xenovore Wars in which superpowered
scientifically, it’s hard to say precisely how magic soldiers defend every starship and smash Xenovore
ebbs and flows; it may even rise and fall differently slug tanks with ease. The official take on the Xenov-
in different parts of the universe.) It began to rise ore Wars is that it has no magic or superhumans
a little in the late nineteenth and early twentieth at all, but don’t let that stop you if you have a great
centuries, and in 1938 increased to the point where idea for a game.
chapter one:
A CENTURY A History Of
OF CONFLICT
The Alien Wars
Alien Wars 7
PRIOR TO WAR
or the worlds of the United Earth, the
F
defense fleets integral to the war effort). In return,
twenty-fourth century was a time of tur- the Senate Worlds reaped the financial benefits of
moil, upheaval, and war. Humanity exited having colonies. Only Senate Worlds paid taxes to
the previous century a nascent interstel- United Earth; a Colony World paid taxes (sometimes
lar culture vital with the spirit of exploration and called tribute, reparations, remuneration, or the like)
convinced of its manifest destiny to colonize unin- directly to the Senate World that colonized it. The
habited worlds brimming with untapped natural Colony Act succeeded admirably in its chief goals:
resources. But society was also rife with political encouraging exploration and humanity’s outward
intrigue and conflict between its member worlds, as expansion throughout the Galaxy, and reducing the
the republican government and its antiquated laws cumbersome bureaucracy created by slow commu-
proved inadequate to the needs of a society flung nication and travel times. Where it failed was how it
across 10,000 light-years of the Milky Way. dictated the terms of a Colony World’s administra-
Regardless of the political tension in the tion and eventual independence.
United Earth’s ruling Senate during the twenty- The Act had no provisions regarding how a
third century, the degradation of the central gov- Senate World governed a Colony World. In fact,
ernment was a slow process of dribs and drabs lawmakers eventually interpreted the Colony Act as
— its power wrangled away after long and bitter forbidding the United Earth from interfering with
debates in the Senate, or given away voluntarily the Senate-Colony World relationship. On the whole,
because of bleak financial realities. The coming of Senate Worlds treated colonists humanely, but a
the Xenovores with their grotesque war machines, dichotomy still existed between the ruling elite of
mutated beasts of battle, and irrational hatred of the Senate World and the colonists who provided the
other sentient races changed all that. War with the Senate World’s wealth. This created tension between
Xenovores exposed the United Earth Senate for the worlds. The tension became acrimonious during
what it was: entirely ineffectual. In the face of such the Xenovore Wars when able-bodied men and
a calamity, the Senate would collapse and Human- women suitable for service in the military were in
ity face near extinction. high demand and protecting a Senate World took
Understanding the events at the beginning priority over protecting the Colony Worlds. In some
of the Xenovore Wars requires a knowledge of the cases, this differentiation resulted in repressive and
problems facing Humanity during the twenty-third exploitative practices where the goal was maximum
century. The most damning of these stemmed from profit at the least expense, without regard for the
the conflict between federalism and the planetary freedoms and personal liberties of the colonists. And
rights of the Senate Worlds, a problem only con- whatever injustices a Senate World committed, the
founded by the republic’s lack of a single authority United Earth could do nothing.
figure. The Articles of Federation provided for the Furthermore, a Colony World could only gain
election of a First Magistrate to act as commander sovereignty and join the United Earth with the
in chief and chief executive of United Earth, but by approval of its Senate World. The Senate World had
the time the need was recognized early in the next to sponsor its application to the UE Senate, whose
century, the Senate was too balkanized to obtain members ratified its membership with a majority
the two-thirds majority necessary to appoint the vote. The law provided no other means of gaining
individual. The assassination of General Esteban independence.
Delgato, candidate for First Magistrate in 2312, only When the Colony Act passed in 2104, both
hammered this point home. clauses made considerable sense. First, this was
nearly a hundred years before the invention of
THE COLONY ACT
Hyperdrive technology, the discovery of which
The Senate itself created the conflict between made colonization a much easier and less expen-
federalism and planetary rights by passing the sive proposition. Second, each Colony World was
Colony Act of 2104. The Act stated that individual unique, its colonization a singular process; thus its
Senate Worlds, not the United Earth government, administration and the conditions of its eventual
were wholly responsible for establishing and admin- independence were also unique and could not be
istering Colony Worlds. The Senate World footed the dictated in general terms. What lawmakers failed
bill for colonization however its government saw fit. to take into account was that a Colony World was
Financing such a monumental undertaking ran the an incredibly valuable asset. Senate Worlds were
gamut from selling charters to privately-owned cor- loathe, even after recouping the expense of coloni-
porations, to the establishment of state-owned para- zation, to give up such a lucrative property.
military colonization fleets (which later morphed To make matters worse, the inhabitants of
into police forces, and still later became the system
8 ■ A Century Of Conflict Hero System 5th Edition
2260: THE SEVERSONYU LAW as a whole, could never survive on its own due to
The Severson-Yu Law, called derisively the the economics of spatial isolation. Furthermore,
“Save Yourself Law,” was the first and last piece of they refuted the federalists’ claims of oppressed
legislation passed unanimously by the Senate. It colonists by arguing that the vast majority of
stated that each Senate World was responsible for Colony Worlds were treated fairly and (though
the defense of itself and its colonies. unable to participate in government) lived a good
Planetary rights advocates supported the life — even better in some cases than the popula-
law because it gave the Senate Worlds legitimate tions of a handful of Senate Worlds.
recourse to military force to enforce their laws — In the end, whatever the arguments pro and
until Severson-Yu, Senate Worlds relied on quasi- con, most of United Earth’s citizenry (a group
military civil law enforcement agencies whose which did not include many colonists) were apa-
legitimacy and jurisdiction were hazily defined thetic toward the plight of the colonists. Despite the
by existing law. Federalists felt that forcing Senate federalists’ impassioned appeal to the hearts and
Worlds to absorb the considerable costs of defend- consciences of the citizens, the amendment failed.
ing their systems against insurgent colonists and 2296: MOTION TO DISSOLVE THE SENATE
piracy (which, with the invention of the Hyperdrive
In 2296 the Senator from Cephardi, Count
in 2203, were a growing problem) was only just
Soryyam Mattell, enraged by the incessant argu-
after they had pushed through the Justified Expense
ments between the various senatorial factions,
Tax Code. Besides, after the cuts in spending, even
motioned for the dissolution of the Senate itself. It
the most ardent supporter of a strong central gov-
was later said that the walls of the Senate shook with
ernment couldn’t ignore harsh economic realities.
cries of “I second the motion!” as Senators shouted
The federalists hoped that after paying the
their agreement with Senator Mattell’s sentiments.
expenses of an effective military for a time, plan-
Vox Populi Senator Harmon from Earth later wrote
etary rights advocates would come to support a
that he knew United Earth and its Senate ended
military controlled by the central government with
right then and there — in his words, “The motion,
the burden of cost shared by all worlds. The United
though illegitimate and spurious, was nevertheless
Earth military had only two purposes, defined
a potent symbol and, in truth, passed by a majority
explicitly by Severson-Yu: first, to keep the peace
vote on that fateful day.” The Senate’s futile efforts
between Senate Worlds; second, to provide for
during the years of the Xenovore Wars were, accord-
mutual defense against alien aggressors, a bogey-
ing to Harmon, only the twitching limbs of a corpse
man only the most pessimistic thought might exist.
as the nerve synapses fired postmortem.
2291: PROPOSED AMENDMENT TO THE
COLONY ACT
In 2291, the federalists made a desperate last
stand against planetary rights advocates. Their
most prominent member — the Vox Populi, Sena-
tor Edward J. Harmon from Earth — introduced
an amendment to the Colony Act of 2104. For
years the federalists, specifically Earth’s two Sena-
tors, received correspondence from Colony Worlds
beseeching the Senators to grant them freedom
from oppressive regimes. The federalists spent two
days reading these letters aloud to the gathered
Senators, choosing the most poignant testimoni-
als to make their case. Additionally, Earth, as the
cultural center of the United Earth, controlled the
media. The session was open to the public, and the
Senators from Earth used the last of their waning
influence to ensure that the reading and subsequent
debate were broadcast to all corners of United
Earth in an attempt to bypass the Senators and
sway their constituencies.
The amendment stipulated independence for
a Colony World after fifty years of custodianship by
a Senate World. The federalists provided numerous
studies from ethno-economists and politico-soci-
ologists which showed that two generations was
adequate time to establish a self-sustaining econ-
omy and government, as well as enough time for
a Senate World to recoup the cost of colonization
and even a good profit if it managed the enterprise
properly. Opponents provided their own studies,
which stated that a Colony World with a single
exploitable resource, though valuable to Humanity
10 ■ A Century Of Conflict Hero System 5th Edition
Though the motion was out of order — noth-
ing more than the angry exclamation of a man HUMANITY’S LOT
frustrated with years of debate — it resonated with Any survey of the twenty-third century, by
the majority of Senators. It perfectly captured the necessity and in light of what came later, dwells
prevalent attitude toward the United Earth... and on the conflict — always virulent, and sometimes
there was nothing positive about that attitude. bloody — between federalists and planetary rights
2299: THE MURDER OF SENATOR advocates. Nevertheless, for the vast majority of
BARTH O’REILLY Humanity, the century was one of optimism and
prosperity. More to the point, Humans had every
If Senator Mattell’s motion to dissolve the reason to believe their prosperity would continue
Senate gave voice to the ill will felt toward the forever, each generation more prosperous than the
Senate by the majority of its members, then the last.
murder of Senator Barth O’Reilly of Mars was that Even most colonists were content with their
ill will’s actualization. lot. True, they did not always have a voice in gov-
It began as an argument over the coordi- ernment, but most Colony Worlds were ruled with
nates of a proposed spacelane between Epsilon an iron fist wearing a velvet glove. The govern-
Aurigae and Alambeth Prime. The sticking point ment rarely made its presence known, leaving the
was whether Xi Vorcan or Polaris would be the colonists to their own devices. The Senate World’s
midpoint of the spacelane. Xi Vorcan held colony government was most prominent when a colony
worlds and was the wealthiest system in United required economic assistance because of some nat-
Earth; Polaris had no colony worlds and would ural catastrophe or the like. (And, of course, Senate
have benefitted greatly from the spacelane. Senator World propaganda kept the colonists informed of
Erica da Fabriano Prince from Xi Vorcan argued these instances.) But some colonies did engage in
her planet should be the rightful midpoint because uprisings. These insurrections were put down vio-
it was a commercial center and all parties along the lently, with no mercy shown to the “ungrateful” col-
spacelane would benefit from its inclusion. Senator onists. But however brutal a Senate World’s actions,
O’Reilly, understanding that Xi Vorcan was making to the rest of United Earth the insurrection seemed
itself dangerously central to trade in the spinward anomalous, something that happened rarely and
region of United Earth, argued Polaris needed the always elsewhere, hundreds of light-years away
increased revenues more than Xi Vorcan. from home. Basically, the bloody uprisings were
The debate came to an abrupt end when Sena- tragic but lacked any relevance to day-to-day life.
tor Prince stood up and declared, “Why do you The most important decision made by society
even care? How is Mars involved in this?” She then in the twenty-third century, namely that a mono-
left the Senate. Minutes later she returned with lithic military force was an anachronism and no
an antique cane and proceeded to beat Senator longer necessary for safeguarding Humanity, was
O’Reilly to death. Once he was dead, she left the barely noticed by scholars of the time. The deci-
Senate and immediately returned to Xi Vorcan. Not sion is implicit in much of contemporary political
one of the Senators attempted to stop her. thought, but rarely stated outright and only deemed
Federalist Senators, including the Vox Populi, important because of the events of the twenty-
explained their inaction by claiming they were fourth century.
paralyzed with shock. Most attributed their inac- The record of the twenty-third century is a
tion to fear. It was said the majority of Senators listing of achievements, each one greater than the
looked on the beating with satisfied smiles — many last, each one seeming to prove the superiority of
of them had been the target of Senator O’Reilly’s Humanity. The conflicts in the Senate are barely
sharp tongue over the decades — and Sena- footnotes. Only the smallest fraction of the popula-
tor O’Reilly’s friends feared a similar fate if they tion of the United Earth participated in the debates
attempted to prevent his murder. The Vox Populi between federalists and planetary rights advocates.
issued a demand for Senator Prince’s arrest, but Regardless, the importance of the issue made itself
the government of Xi Vorcan ignored it (although known beyond a shadow of a doubt in the next
the Vorcanese courteously sent a new Senator in century, when one of the most savage and bel-
Prince’s place). licose species the Galaxy had ever known decided
Humanity was ripe for conquest.
Alien Wars 11
2300-2326
FIRST CONTACT
umans made first contact — so to speak
H
On December 27, 2303 the Xenovores made
— with the Xenovores on June 3, 2303. planetfall on Paco’s Retreat, a hundred light-years
The brutal, bloody fighting left two Colony away from Chabrabdrah’s Gift. They encountered
Worlds in ruins, their tens of thousand light resistance, including elements of the Repub-
inhabitants dead or disappeared, before the Beldana V lic’s system defense fleet and colonists organized in
system defense fleet defeated the Xenovores. Though militias, but took control of the planet after a week
the first battles took place in 2303, Humanity stepped of fighting.
on the road that led to the war with the invention of During those months, more and more intel-
the Class Beta Hyperdrive in 2280 and the launch of ligence about the Xenovores arrived in Charlot-
the deep space explorer Cassandra 15 years later. tesburg, the capital city of Beldana V. The Republic
of Beldana was a peaceful one, its colonists given
C. 2301: DEEP SPACE EXPLORER
a voice in government (although many people
CASSANDRA
only counted for half a vote) and allowed to work
During the late twenty-third century, embas- with the Republic’s colonial governors to establish
sies from the Perseid Empire and Conjoined Civi- their own local governments. As a result, Beldana’s
lizations shed light on what lay spinward of the System Defense Fleet — The People’s Star Navy
United Earth, but Humanity knew little about space — primarily defended merchant and cargo ships
in the opposite direction. The invention of the Class from pirates. Though it outnumbered the Xenov-
Beta Hyperdrive opened up the possibility of explo- ore fleet, it was not prepared to engage the three
ration of that area of the galaxy. The Kinzareth Xenovore dreadnoughts attacking its system. Its
Imperium, always eager to discover more Colony commanders excelled in skirmishes against pirates
Worlds with exploitable resources, commissioned and smugglers; it consisted mainly of light cruisers
three starships tasked with exploring and charting designed for protection and escort, not to serve as
the antispinward region. The Laocoon, the Calchas, ships of the line. In short, the People’s Star Navy
and the Cassandra embarked on their mission in was not ready for full-scale battle against a military
2295. Six years later, the Cassandra entered the force equal, and in some ways superior, to its own.
Xenovore Empire and was never heard from again. After the fall of Chabrabdrah’s Gift, the Navy
Human intelligence analysts later pieced split its forces to guard the three remaining worlds
together what happened to Cassandra and her in the system, with the majority centered around
crew. The Xenovores captured the ship, examined Beldana V. After the fall of Paco’s Retreat and defeat
its records, interrogated (and later ate) its crew, and of the naval contingent orbiting it, fleet command-
quickly decided Humans were the next species they ers knew this strategy would only further weaken
would subjugate. Why they attacked Beldana V and the Navy. Lacking an alternative, they called for
its Colony Worlds, rather than Kinzareth, was (and the entire fleet to mass around Beldana V. The
remains) unknown. decision created friction between Beldana and its
23032304: THE RAZING OF THE BELDANA colonies where little had existed previously. Beyond
SYSTEM a shadow of a doubt, the colonists knew where the
loyalties of Beldana lay — in times of danger they
On June 3, 2303 at 0200 hours (Terran GMT), were on their own.
the Xenovores made planetfall on the Colony Luckily for those unprotected colonists, the
World of Chabrabdrah’s Gift. The Gift was a part of Xenovores headed for Beldana, which was nearer
the Republic of Beldana V and had three popula- to Paco’s Retreat than either of the two remaining
tion centers, all located near iron mines. The aliens Colony Worlds. The fighting was desperate and by
attacked the three communities simultaneously, its end the People’s Star Navy was decimated. On
one dreadnought hovering in the sky over each to Beldana’s surface, thousands died when Xenovore
unleash hordes of Xenovores. Within 24 hours the dropships landed in the midst of a population
Xenovores controlled the planet. Then they began center. But Humans won this engagement with
to “grow” transport ships using bio-nanites. Within the Xenovores. Little did they know the ships they
a month the Xenovores packed 75% of the surviv- defeated were only an expeditionary force sent to
ing population onto the transport ships and sent scout their territory and measure their military
them back to the Empire as tribute. They used the might.
remaining population to provision the attacking
force.
12 ■ A Century Of Conflict Hero System 5th Edition
— experts in colonization and engineering in hos-
2305-2326: tile environments — to assist with the project, the
THE MILITARIZED ZONE military lacked the administrative infrastructure
necessary for an undertaking of this scope.
Representatives from Beldana, including To make matters worse, anxiety ran high.
military commanders from the People’s Star Navy, Humans had no intelligence on their enemy. They
made their case to the Senate. The Xenovores were didn’t understand Xenovore motivations and
obviously not pirates; after studying what little strategies. They didn’t even know when, if ever, the
remained of their starships and weaponry — no Xenovores would attack. The situation was unten-
live specimens survived the fighting — xenosociol- able, and the incident at RX-12/299 shows best the
ogists determined the Xenovore fleet represented a poor organization and high tensions.
small force from a larger civilization. Whatever the RX-12/299 was a small satellite revolving
aliens were, wherever their planet of origin, more around a red dwaf star near the antispinward
Xenovores were out there somewhere antispinward edge of the Militarized Zone. Logistic AIs rated it
of the United Earth. The Senate recognized the 39.815% likely to be the first world to encounter a
threat and submitted the problem to the military, Xenovore invasion fleet. When an emergency mes-
requesting a plan of action. senger drone — a small, specially-designed starship
After two months of study, Fleet Admiral piloted by computers whose single purpose was
Gerald Kirkland presented plans to create the to notify nearby warning stations and starships
Militarized Zone. The zone, 6,000 light-years wide of an invasion — arrived at the nearest station to
and 1,000 light-years deep, would serve as a buffer RX-12/299, Admiral Kirkland didn’t hesitate. He
between the hypothetical Xenovore homeworld(s) dispatched the battleship Arcturus to RX-12/299
and the United Earth. Military commanders to assess the situation and report back. Meanwhile
assumed the Xenovores — if they attacked at all — logistics computers plotted the likeliest course for
would attempt to penetrate to the heart of United the invasion fleet, working under the assumption
Earth. The UE Navy planned to collapse around the the Xenovore’s tactical goal was to subdue popula-
Xenovore fleet once it entered the Militarized Zone. tion centers, and Admiral Kirkland mobilized the
The plan called for the creation of a Defense fleet and sent word back to the United Earth about
Fleet, commanded by Kirkland and comprised the impending invasion.
mainly of starships and personnel reassigned from When Arcturus arrived at RX-12/299, it found
the Home Fleet, to patrol the Zone. (The UE com- no sign of the Xenovores. Instead the platoon of
missioned very few new starships for the Defense twenty Marines manning the station were dead.
Fleet and voted against funding increased recruit- Scientists investigating the death of the Marines
ment.) Additionally, the UE Navy would scatter soon discovered the reason why. When the small,
early warning stations and military installations lifeless planet was chosen for a station, astronaviga-
throughout the Militarized Zone to form a com- tors incorrectly computed the orbit for one of the
munications relay system. Since this was before the two other planets in the system. For five days, the
establishment of the Hyperspace Relay Network, planet had stood between RX-12/299 and its sun.
messages could only travel as fast the ships that car- Life support systems, largely dependent on inex-
ried them, so manned and unmanned short-range pensive solar energy, failed when their batteries
cruisers would carry messages between stations depleted their charge. The supply ship wasn’t due to
and starships. A stop-gap measure at best, the cre- arrive for another six months. The only means the
ation of the Militarized Zone seemed the best pos- Marines had of communicating their situation was
sible solution in light of the limited funds available the emergency messenger drone, so they launched
to the UE military. it in hopes of rescue. Rescue arrived too late.
Despite the UE’s lack of additional funding, As the false alarm spread through the antispin-
manufacturers of military equipment and starships ward worlds, riots broke out at spaceports on Cher-
experienced a marked increase in sales. As images keth and Kinzareth when inhabitants attempted to
of the devastation wrought by the Xenovores cir- flee their worlds. Furthermore, Beldana’s Colony
culated through the United Earth, Senate Worlds World, Seiko Secundus, rose in open revolt. The
stepped up their military spending to increase colonists remembered what had happened sixteen
the size of their own system defense fleets. Few years ago when they were left defenseless. They
believed the UE military could deal with the poten- were determined to seize their spaceports before
tial invasion. military personnel could withdraw, thereby forcing
2320: THE FALSE ALARM AT RX12/299 the military to help defend the colonies from the
Xenovores. By the time police forces quelled the
Completed in 2314, the Militarized Zone was riots at Cherketh and Kinzareth and the revolt on
an organizational nightmare. The UE military was Seiko Secundus, ten thousand men, women, and
neither equipped nor trained for such a massive children were dead.
operation. Though it hired civilian consultants
Alien Wars 13
2326-2335
UNITED EARTH
COLLAPSES
t’s difficult to pin a date on when, precisely, the federalists in the Senate of “manufacturing” the threat
I
HISTORICAL
United Earth collapsed. Most agree that some of an alien aggressor to revitalize the central govern- HINDSIGHT:
time between 2326 and 2335, the Senate ceased ment. Others claimed the false alarm at RX-12/299 UNDERESTIMATING
to have any influence, however slight, over the was staged so Senate Worlds could declare martial THE XENOVORE
planets comprising the United Earth (although some law and justify increasing the size of their planetary THREAT
argue the orbital bombardment of Earth by secession- defense forces. The arrival of the Xenovores in 2326
ist forces in 2340 is the true date). These are the years proved these conspiracy theorists wrong. It seems almost impos-
when the Xenovore fleet arrived at the edges of the Despite having twenty-two years to prepare, sible to believe in this
Militarized Zone, the UE military proved itself inept, the United Earth military was still not ready to day and age, now that
the Spinward Secession took place, and Joseph Krutch fight an interstellar war. In fact, the delay likely Humanity knows the full
rose to power. caused the military to grow weaker still. Rather extent of the Xenovore
By 2320, especially after the incident at RX- than preparing for myriad scenarios, it pinned all Empire, that anyone
12/299, many began to believe the Xenovores would of its hopes on one plan: that the Xenovores would could underestimate
never attack. Some even went so far as to accuse the strike directly for the heart of the United Earth. the threat posed by the
Many of the commanders knew Xenovores to the United
Earth. But three dread-
what they had done and under-
noughts, the force faced
stood the risk they were taking by Beldana’s system fleet,
— but they also knew a lack of does not an armada
financial support left them no make.
other choice. To make the situa-
tion worse, after twenty-two years Regardless of the devasta-
without a second Xenovore attack, tion, no one agreed on
few Senators were willing to the size of the Xenovore
increase military spending — in Empire. Some argued
fact, from 2321 to 2324, military it was only a single
spending fell by almost five per- planet or star system,
cent. Finally, Senate Worlds made and if that were true,
there seemed no way
increasing the size of their own
the Xenovores could
defense forces a priority. Doing threaten the hundreds of
so required men and women worlds comprising the
trained to command, and the UE United Earth. These same
military provided a ready supply people thought of the
of such individuals. In effect, the Xenovores as little more
UE military experienced a “brain than highly destructive,
drain” over the years as its officers well-equipped pirates.
resigned to pursue more lucra- Furthermore, contact
tive offers from Senate Worlds. In with other interstellar
civilizations such as the
many cases system defense fleets,
Perseids and Conjoined
though usually smaller, were Civilizations was limited,
better equipped and better com- and embassies from
manded than UE naval forces, both groups obfuscated
but they had different priorities, the size of their civiliza-
since their primary purpose was tions — Humanity had
to defend an individual system little reason to believe
rather than the whole of United civilizations larger than
Earth. United Earth existed at
all. Finally, twenty-two
EARLY FIGHTING, EARLY years — essentially an
FAILURES entire generation — is a
long time to wait for an
Plans went awry from the
enemy to arrive, but it’s
very beginning. First, the Xenov- more than long enough
ore fleet did not strike directly to grind down a culture’s
for the United Earth; instead, resolve to be vigilant.
it stopped at every planet and
satellite along its path. Second,
14 ■ A Century Of Conflict Hero System 5th Edition
Humans did not understand Xenovore technol- ers, let alone enlisted men, didn’t know who was in
ogy. Using bio-nanites, Xenovores could quickly charge; they could only obey the dictates of their
and efficiently strip a region of any and all useful logistics computers and hope for the best. It was
resources, thereby increasing the size of their fleet. every starship for herself, and organized resistance
This activity was later known as “nano-mining.” — at least from the United Earth military — was
Though horrendous for the environment — it left impossible.
an area little more than an ash-covered waste- Despite the many mistakes made during this
land dotted by skeletal outcroppings of rock — it time, two instances of heroism occurred, and were
allowed the Xenovores to quickly increase or often referred to in later propaganda as proof of
replenish their military forces. Human superiority over Xenovores. One was the
The Xenovores spread out along the edge of evacuation of way station Alpha-12; the other,
the Militarized Zone, paralyzing the Defense Fleet. the Resistance Alliance on Sigma Caeruleus III.
Fleet Admiral Lok Li had two choices: either dis- (For more details, see page 47.) In both instances,
perse his fleet to engage the far-flung elements of strategies important to later engagements with
the Xenovore fleet simultaneously, or keep his fleet the Xenovores emerged. First, Humans discov-
together and engage the enemy starships one at a ered Xenovores were inept on the open battlefield.
time. Admiral Li committed his forces to neither With their reliance on infantry and war beasts,
action. Instead he tried to do both and succeeded they excelled in combat on a crowded battlefield,
at neither. Perhaps the matter was moot. Humans such as an urban environment; but these same
had never fought an interstellar war with an alien strengths became flaws on the open battlefield,
species and were unprepared for one. They found where mobilized armor and fighter drones sup-
Xenovore strategy and tactics — even their arma- ported entrenched Human infantry divisions.
ments and weaponry — baffling. Second, Xenovores were slow to adapt their tactics
By 2332, when the Xenovore fleet arrived at to prevailing conditions. While Human military
the outermost Colony Worlds, the UE military was forces changed tactics to take advantage of terrain
a shambles. Admiral Li had died the previous year and other considerations, Xenovores year after year
in combat, and one of the fundamental organizing used the same straightforward methods of fighting,
principles of any military — namely, the chain of always relying on their superior numbers to win
command — was broken. Because of slow com- the day.
munication times and frequent deaths, command-
Alien Wars 15
2336-2345
XENOVORE
HISTORICAL
BEACHHEAD
n 2336 the Treaty Fleet entered the Militarized
I
regard tactical advice from logistics computers. It let
HINDSIGHT: THE Zone to confront the Xenovores. The Fleet’s strat- those same captains know it would not court-martial
EARLY YEARS OF egy was simple: it refused to give battle planetside, an officer if he made an important decision, even the
THE CIVIL WAR even though that meant many colonists — includ- wrong decision, in defiance of the advice offered by
ing remnants of UE Army and Marine units, as well the logistics computer when a commanding officer
When studied by tacti- as planetary defense forces — fought an almost hope- was unavailable. The UE had tied the hands of many
cians, the war fought less war against the invaders. The Joint Commanders of its officers; the Joint Commanders wanted none of
between Spinward Union planned to destroy the enemy’s starships, then take that. It had seen the disastrous consequences of that
and United Earth forces back the Colony Worlds once the land forces were cut approach, and such results were unacceptable if the
from its beginning to the off. The ATO knew from experience that land wars Treaty Fleet was to successfully defend their worlds
bombardment of Earth against the Xenovores were costly, drawn-out affairs, from the Xenovores.
seems very strange. Its
and felt it could not commit to such battles until it had The Treaty Fleet outnumbered the Xenovore
weapons were military
posturing, diplomatic neutralized the threat of the Xenovore fleet. fleet, and when it departed hopes were high for a
missions, and battles The JCC learned from Admiral Lok’s mistakes swift victory... but the enemy refused to commit
fought between intel- and committed the Fleet to a single course of action. to a decisive battle. For three years, Human star-
ligence operatives and It dispersed the fleet throughout the Militarized ships hunted Xenovore dreadnoughts through the
saboteurs — all the Zone to engage the Xenovores wherever they might Militarized Zone. Then the reason for the Xenovore
Continued on next page be. It also gave starship captains the freedom to dis- strategy became obvious.
Alien Wars 17
2345-2369
2354: THE
LEADERLESS COUP
In 2354, unknown parties assassinated Joseph
Krutch. On a tour of the planets in the Polaris
system, his shuttle exploded while making planet-
fall. The shuttle’s computer had broadcast telemetry
to the AI on Krutch’s flagship, The Sword Of Truth,
throughout its journey and reported no system
errors; the explosion was obviously an act of sabo-
tage. Krutch was in all but name a dictator, and 2355: ADMIRAL
later historians claimed Krutch was the Xenovores’
greatest weapon against Humanity. ALEKSANDR ZHUKOV
Many had reason to want Krutch dead. The death of Krutch left a void atop the chain
Because of his actions, he kept the United Earth of command of the UE military. Admiral Aleksandr
divided. He had a secret police force (the Terran Zhukov stepped into this void when he saved Earth
Intelligence Command) that was universally feared from the Xenovores in 2355. Zhukov had run afoul
and reviled, not just by secessionists but also of Krutch early on during his magistracy, when the
staunch supporters of republican virtues and the Admiral refused to allow Krutch to use the star-
United Earth. He passed the Sedition Act in 2341 ships under Zhukov’s command for intelligence
and suspended the Senate indefinitely in 2343. He and sabotage missions. Krutch removed Zhukov
turned the Civil War into an acrimonious affair from his command and placed him in charge of
with the ravaging of Alambeth Prime in 2341. He Shipyard, an under-funded and under-utilized
treated members of the Spinward Union brutally, research facility. Zhukov, working secretly via
executing all prisoners as traitors (even those with donations from private corporations and investors,
no connection to the government, such as colonists transformed Shipyard into a vital scientific commu-
and merchants). Then he allowed the Xenovores nity dedicated to researching Xenovore technology.
to attack Earth and near-Earth space from 2351 Shipyard’s greatest achievements, the invention of
to 2354 to silence his opponents, causing billions the Class Epsilon Hyperdrive in 2348 and antigrav-
of deaths. And these are only the highlights of his ity technology in 2355, resulted in the creation of
reign. the Liberty-class dreadnought.
The reasons for the assassination are obvious, Throughout the war Human ships were unable
but precisely who planned and executed the deed to follow Xenovore dreadnoughts into an atmo-
remains unknown. The members of the Spinward sphere; once the Xenovores broke through the ships
Union had every reason to want Krutch dead. By of the line and descended into a planet’s atmo-
leaving Earth to the mercy of the Xenovores, he sphere, they were free to ravage the planet at will.
alienated the commanders of UE military forces. The Liberty-class dreadnought changed that, for
In short, after the Xenovores, Krutch was likely it could follow the Xenovores into an atmosphere
the most hated being in Human space. But no one thanks to its antigravity technology, and once there
stepped forward to take credit for his death, so the continue the battle. With five of the newly com-
incident became known as the Leaderless Coup.
20 ■ A Century Of Conflict Hero System 5th Edition
of the Human fleet while they
retreated. New Canada was left
defenseless and quickly destroyed.
At Samarkand, the offensive was
bogged down in a hard-fought land
war, and was eventually stopped
altogether in 2354.
The Beldana Fleet never
overcame the Humans at Beldana
V. The first planet attacked by
Xenovores in Human space fought
a pyrrhic war against the invaders,
taking hundreds and thousands
of Xenovore lives before giving
ground. The offensive ground to a
halt in 2358 when the Combined
Fleet mopped up the surviving
Xenovores.
The Vayathura Fleet quickly
overwhelmed the Vayathuran
and Human forces there, but the
retreating ATO forces regrouped
at Cherketh and held the line until
2357, when help arrived from the
Combined Fleet.
During the years 2355-2358,
Admiral Zhukov and the Home
missioned ships, Admiral Zhukov liberated Earth,
Fleet arrived at the besieged planets. With rein-
destroying the Xenovore forces assaulting it (see page
forcements — most especially fresh troops and the
38). By popular acclamation among members of the
Liberty-class dreadnoughts — Humans drove the
military, Admiral Zhukov assumed command of the
Xenovores back into the Militarized Zone.
UE Navy. Because of his timely heroics at Earth, he
became the de facto leader of the UE government. 23572360: THE COMBINED FLEET
His first act was a cessation of hostilities with the The Joint Commanders Council turned over
Spinward Union. In a speech broadcast throughout command of the Treaty Fleet to Admiral Zhukov in
United Earth, he called for the Spinward Union to 2357. The Spinward Union turned over command
rejoin the United Earth and aid the Antispinward of the Liberty Fleet to him in 2359. (However, the
Treaty Organization in the fight against the Xenov- Union members never officially rescinded their
ores. Just after the speech, via a private dispatch, he Declaration of Secession — a point of contention
provided the Union Council with a wide variety of during the Anarchic Period of 2397-2434.) Shortly
military analyses and studies concerning the Xenov- thereafter, Zhukov was named Supreme Admiral
ore Wars. Each one stated the Xenovores would over- and First Magistrate. For the next year Admiral
run a divided United Earth — they only disagreed Zhukov and his advisors, the re-organized Joint
on how long it would take — and the only hope for Commanders Council, worked tirelessly to create
Humanity’s survival as a species was a unified mili- a united fleet, streamlining the chain of command
tary. Zhukov also submitted a detailed report on the and making ranks consistent among the officers.
operational parameters of the Liberty-class dread- Zhukov also reformed the UE Army, drawing
nought. A hand-written note from Zhukov accom- upon the best and brightest of the planetary defense
panied both pieces of information. In the note, he forces to fill out the ranks. For many years, military
made it very clear to the seceding worlds that if the commanders had neglected the Army to concentrate
Xenovores were defeated, he would then turn his fleet on naval forces. The prevalent strategy was to stop
on the members of the Spinward Union and destroy Xenovore dreadnoughts before they made planet-
them with his superior technology. fall; if they made planetfall, it was up to planetary
Not waiting for a response from the Spinward defense forces and civilian militias to hold them
Union, Zhukov ordered the wide-flung elements of back. Commanders of the time realized it was an
the UE Navy to proceed to the antispinward region imperfect strategy, but lacked the resources to imple-
of United Earth, where the ATO fought to hold ment a better one. Zhukov, with a reunited Human-
back the Xenovores. Though Humans had stopped ity behind him, had the resources denied previous
the Coreward and Rimward Offensives, three other commanders and could drive the Xenovores out of
Xenovore fleets still fought on. Each of these fleets the Militarized Zone — but for the next stage in his
was named after the planet it first attacked: Kinza- plan, he needed a revitalized Army.
reth; Beldana; and Vayathura. Zhukov implemented two other changes. First,
The Kinzareth Fleet, after years of fighting, had he changed the mission of the Terran Intelligence
destroyed its first target and many of its Colony Command. He tasked it with discovering the nature
Worlds; it then caught the remaining elements of the enemy and adding numerous scientists and
Alien Wars 21
2370-2397
OPERATION
HISTORICAL
FUTURE PEACE
n 2371, Admiral Zhukov unveiled his plans for the 2380: VICTORY AT TRIUMPH
HINDSIGHT:
ALEKSANDR ZHUKOV
AS DICTATOR
gains were costly, the casualties staggering. siles or fighters, and Army divisions had to horde Continued from last page
At this point, Admiral Zhukov and his Joint their meager supplies. the Militarized Zone
Commanders knew they could not continue with The JCC split into two camps. One believed consisted of one victory
the strategy of the previous years. The systematic it was time for the UE to stop its advance and after another — Human-
invasion of the wide-flung Xenovore Empire was consolidate its gains. The other argued for a preci- ity never suffering a
simply too costly in both starships and troops. To sion strike at the heart of the Xenovore Empire. single difficulty, let alone
complicate matters the UE military was becoming a They provided analysis from Terran Intelligence defeat. But in truth, UE
huge, unwieldy bureaucracy. On many of the plan- Command which virtually guaranteed the Empire forces suffered numer-
ets liberated, Xenovores had oppressed slave/food would erupt in civil war if Humans eliminated the ous setbacks during this
time, and two of the three
species for generations. Humans felt duty-bound to Xenovore Monarch. The Xenovores did not have
assaults on way station
provide aid, both humanitarian and administrative, a hereditary monarchy; instead sub-rulers called Delta-13 can rightly
to these species, but doing so drained the resources Autarchs battled among themselves for the posi- be considered defeats.
of the UE military. tion of Monarch. What Terran Intelligence couldn’t Zhukov’s manipulation
To make matters worse, troops had begun to guarantee was how much this civil war would of the public via the
desert — not many admittedly, but enough to cause weaken the empire; a drastic conflict was necessary media would serve as an
consternation among the JCC. Some of the soldiers if the UE was to benefit substantially from Xenov- example for many later
had fought for the majority of their lives, either in ore in-fighting. leaders during the time of
the ATO against Xenovores or in the Civil War, and Admiral Zhukov listened to both sides’ argu- the Terran Empire.
they were tired. Strange rumors of Human soldiers ments, but the dilemma was decided for him when
ruling over liberated slave species in the hinter- the Xenovores retook two recently conquered
lands of former Xenovore worlds became distress- planets, Sorlakka and Menlortha. The Xenovore
ingly common. successes cast doubt on the UE’s ability to hold and
Even worse, the resources of the Combined consolidate its gains; Zhukov in response initiated
Fleet grew more and more scarce. The UE’s supply Operation Guillotine.
line stretched over twenty thousand light-years.
23952396: OPERATION GUILLOTINE
Travel from UE-CenComm on Beldana to Forward
Command on Fexao was a journey of ten months if The task force assembled to accomplish
a ship had a Class Epsilon Hyperdrive — which few Operation Guillotine had a simple mission: avoid
did, since the military reserved the scarce Epsilons massed Xenovore naval forces, reach the Xenovore
for Navy dreadnoughts. Too many times starships home system, and destroy Throneworld Prime. The
went into battle without a full complement of mis- force was comprised of dreadnoughts and cargo
ships retro-fitted with Class
Epsilon Hyperdrives and anti-
gravity technology. The cargo
ships carried only one type of
cargo: “planetbusters,” ultra-
high-yield nuclear explosives
with enough penetrating and
explosive power to crack open
a planet. Using fully-auto-
mated piloting systems, the
ships would descend into the
atmosphere of Throneworld
Prime and drop their cargo
pods. The dreadnoughts’ sole
purpose was to escort the
cargo ships, doing whatever
was necessary to get them
within striking range.
The task force, led by
scouts from the Terran Explo-
ration Service, followed a cir-
cuitous route through Xenov-
ore space, taking six months
to arrive in the Xenovore
home system. Xenovore ter-
ritorial instincts prevented
organized resistance; Autarchs
refused to send ships in pur-
suit of the strike force when it
left their sphere of control.
Once Humans arrived in
the home system, the fighting
was intense — the system was
heavily populated, with two
24 ■ A Century Of Conflict Hero System 5th Edition
Species Of
Terran Space
26 ■ Species Of Terran Space Hero System 5th Edition
HUMANS
he Human species, known also as Terrans
T
“HUMAN” VERSUS
“TERRAN” or Earthlings, comes from the planet Earth. HEAVY PACKAGE DEAL
During the period of the Xenovore Wars,
Ability Cost
Most people use the term they’re the dominant sentient species in space
+5 STR 5
“Human” to refer to the within about 5,000 light-years of Earth, but are not +4 CON 8
species itself, or one of its well-known beyond that. +3 BODY 6
members. They reserve Humans have a fairly common body struc- Heavy: Knockback Resistance -1” 2
the term “Terran” mostly ture — bipedal, upright posture, two manipulat- High Gravity Training: Environmental
for things or institutions ing hands, a head containing the brain and sense Movement (High-G) 1
associated with Human- organs, and an internal skeleton. In fact, the term Used To High G: Armor (2 PD/0 ED); Only
ity — Terran technology, To Protect Against G Force Damage (-1) 1
“humanoid” eventually becomes widely used
Terran military tactics,
the Terran influence on throughout the Galaxy to refer to the general body
shape of many species. Disadvantages Value
interstellar politics. Some -1 DEX -3
people use “Human” for To the extent other major species know about
Physical Limitation: Large (Infrequently,
such things, though. Humans, they’re noted for their rapid technological Slightly Impairing) -5
and social change and their ability to adapt to an
enormous number of environments and situations. Total Cost Of Package: 15
However, many aliens also regard them as capri-
cious, powermongering, and violent — a perception MARTIANS
that Humanity’s involvement in a century-long Though originally created to live without
interstellar war does nothing to alleviate. protection on quasi-terraformed Mars, Martians
Ordinary Humans do not have a Package Deal. now live on many similar worlds. Tall and barrel-
They are the default from which other Package chested, they have increased resistance to ultravio-
Deals derive. let radiation and lungs that function at low atmo-
spheric pressure. But they also have bodies and
bones weaker than those of Humans from Earth-
VARIANT HUMAN TYPES normal environments, making them somewhat
Most Humans come from unmodified Earth “fragile.” Millions of Martians live in Human space
stock, but a few groups have altered the genes of their on various worlds; the largest single population is
children to create variant subspecies. Four of those on Mars itself.
variant types are noteworthy during this period of The designation “Martian” should not be con-
time. fused with “Native Martian,” the term xenologists
Variant Humans are still Human. They can have use when discussing life-forms that evolved natu-
children with different variant types or unmodified rally on Mars.
Humans, although with a greater chance of miscar-
riage or birth defects than normal (and many only
find “their own kind” sexually appealing). Abilities
MARTIAN PACKAGE DEAL
tend to “average out” in half-breeds — the child of a Ability Cost
Martian and an unmodified Human would probably Adapted To The Martian Environment: Life
have greater strength than most Martians, but less Support (Expanded Breathing: can breathe
ability to withstand low air pressure or function in normally in thin atmospheres) 1
low gravity. Low Gravity Training: Environmental
Movement (Low-G) 4
HEAVIES
Disadvantages Value
Adapted for life on high-gravity worlds, Heav-
-2 STR -2
ies (or “Heavyworlders”) are thick-set, muscular -1 CON -2
Humans with strong bones, high-pressure circulatory -1 BODY -2
systems, and lungs able to handle dense atmospheres.
Tougher and stronger than normal Humans, they Total Cost Of Package: -1
make good soldiers, barroom brawlers, miners, engi-
neers, and heavy laborers. In normal Human society,
they often have difficulty fitting through doors, using
equipment designed for standard-size Human hands,
and so forth (the GM may impose Skill Roll penalties
for the use of some tools, if appropriate).
Alien Wars 27
Disadvantages Value
Physical Limitation: Light-Sensitive Eyes
(-2 Sight PER Rolls in bright light) (Frequently,
Slightly Impairing) -10
Vulnerability: 2 x Effect from Sight Group
Flashes based on bright light (Common) -20
SPACERS
First bred in orbiting space habitats before
the invention of Hyperdrive, Spacers (also called
Belters) continue to thrive in space stations,
asteroid colonies, orbital habitats, and other zero-
G environments. Created and trained to spend
their entire lives in space, they have bones and
muscles engineered not to weaken in zero gravity,
increased resistance to radiation, lungs that func-
tion in low pressure, and toes as dextrous as fin-
Disadvantages Value
-2 STR -2
-1 CON -2
Physical Limitation: Has Difficulty In Normal
Gravity (-2 to all DEX and STR Rolls)
(Frequently, Slightly Impairing) -10
OTHER
SPECIES
umans aren’t the only sentient species — with regularly-spaced squarish-shaped “spots”
Disadvantages Value
None
Options
Cost Option
3 Mimicry
3 Oratory
2 Musical PS of the character’s choice
3 Ventriloquism
-15 Psychological Limitation: Rigellian Curiosity
(Common, Strong)
Alien Wars 33
United Earth
And Beyond
36 ■ United Earth And Beyond Hero System 5th Edition
UNITED EARTH
GOVERNMENT
hile most Alien Wars campaigns won’t
THE ECONOMY
The Senate delegates most of its responsibility PLANETARY CLASSIFICATION
for macroeconomic management of the UE to the
Department of Economic Policy (DEP), one of the Humans use a planetary classification system geared
largest agencies in the UE government. The Direc- mostly toward determining a planet’s suitability for
tor of the DEP, an official appointed by the Senate colonization or economic exploitation. It denotes dif-
for a five-year term, controls legions of accountants, ferent planetary types by numbers on a scale indicating
usefulness:
auditors, economists, and public policy analysts and
advisors.
Type Description
1 Earthlike planets with compatible native life
The Spinward Union 2 Lifebearing worlds requiring life support for
Humans
When Brentara VII, Deneb, and Xi Vorcan 3 Planets suitable for terraforming (Mars)
led the Spinward Secession in 2329, they and their 4 Icy dense-atmosphere worlds (Titan)
compatriot worlds immediately established the 5 Airless rocky worlds (Moon, Mercury)
6 Airless icy worlds (Pluto, Europa)
Spinward Union government. Although modeled
7 Asteroids (Phobos, Ceres)
in many ways on the UE government, it had some 8 Greenhouse planets (Venus)
important differences. 9 Small gas giant planets (Uranus, Neptune)
Instead of a Senate, the SU had the Union 10 Large gas giant planets (Jupiter, Saturn)
Council, a body to which each world appointed one
“Ambassador.” Since the SU worlds mainly wanted
to control themselves, the Union Council had no World can be any planetary body (including
real formal powers; for the most part it was little moons) in the same star system or a different star
more than a “discussion group” where the Ambas- system. Some Senate Worlds even classify groups of
sadors could talk about policy regarding matters communities in asteroid belts or clusters of man-
of interest to all SU worlds, such as interstellar made satellites with sizeable populations as Colony
trade regulations or maintenance of the spacelanes. Worlds.
Typically the Ambassadors arrive at a “gentlemen’s Relationships between Senate and Colony
agreement” that the member worlds follow because World vary widely, but three highly successful sys-
it’s in their economic interest to do so. tems become oft-imitated models of colonization:
Membership in the Union comes with a prom- Beldana V, Xi Vorcan, and Epsilon Aurigae (see
ise of mutual defense against outside aggressors, but
requires a pledge of non-interference: a member
world cannot interfere with another’s treatment of its
Colony Worlds in any way. The Union Council has no
law enforcement powers at all. Each member world
enforces the law in its own space (and a defined
area of ultra-system space beyond) and has full and
inviolable authority to “manage” (exploit) its Colony
Worlds as it sees fit. The Council commands the
Liberty Fleet — a situation no better than the UE’s
attempt to run its own military via a legislature.
SENATE AND
COLONY WORLDS
The planets comprising the United Earth can
be divided into Senate Worlds and Colony Worlds.
Whether a single world or a system of worlds ruled
by single government, a Senate World sends an
individual to represent its interests in the United
Earth Senate and has a say in the government of
the republic. The origins of the Senate Worlds vary;
typically colonists granted a charter by the United
Earth settled the world (a method that became
increasingly rare during the twenty-third century)
or another Senate World sponsored the world’s
membership in United Earth. Mars, originally set-
tled by Earth, and Delta Pavonis, originally settled
by Sirius, are two examples of the latter method.
By the twenty-fourth century, Senate Worlds
founded and governed Colony Worlds — one of
their privileges as members of the UE. A Colony
38 ■ United Earth And Beyond Hero System 5th Edition
NOTABLE PERSONS below). But most Colony Worlds have one thing JUPITER
OF EARTH in common: they have no say in the government Uninhabited and unsuitable for colonization,
of United Earth (although they sometimes have a Jupiter in the early centuries of the solar explora-
Despite the hundreds say in the government of the Senate World, which tion period became a location first for scientific
of worlds in the United indirectly results in a say in the United Earth gov- outposts, and later for industrial factories and refin-
Earth, Earth is still the ernment). eries — unsightly satellites and stations thought
center of culture and to be “out of sight, out of mind” in Jupiter’s orbit.
politics, and many of the
One of the more horrifying events of the Xenovore
most important people
during the Xenovore
EARTH AND THE Wars occured on a satellite named the Isabel, a
Wars era were from SOLAR SYSTEM salvage shop where crewmembers stripped decom-
missioned starships of usable parts for resale and
Humanity’s homeworld.
Some of the most famous The most heavily-settled and advanced planets melted the remainder of the ship down to slag.
include: in the United Earth are, of course, Earth and her When the Xenovores entered the Solar System in
sister planets in the Sol System. 2353, a small force began raiding the Jovian satel-
Vox Populi, Senator lites. The aliens quickly moved from satellite to sat-
EARTH
Edward J. Harmon: The ellite, eventually coming to the Isabel. After warn-
last Vox Populi of the Earth at the beginning of the twenty-fourth ings from other stations, the workers on the Isabel
United Earth Senate, century is a planet of splendid and sprawling cities, prepared to fend off the invaders, but found them-
Edward Harmon was where ancient architecture stands side-by-side with selves short on food and other supplies. Thus began
the latest in a long line modern buildings in striking contrast, and walk- a week of paranoia and murderous infighting as the
of illustrious Harmons. ing the streets of its metropolises is like viewing
An outspoken advocate workers one by one turned on each other before
the history of Humanity. From the artists of the the Xenvores finally broke through their defenses
for colonists’ rights, he
London-Berlin MetroArc, who pioneer new media and killed them. Crewmember Kipley, escaping
believed firmly in democ-
racy for all. He died when and forms, to the research institutes and universi- in a decommissioned but still functioning cargo
Spinward Union forces ties of Boswash, where students push the envelope ship, was the only survivor. In later years, when the
bombed Earth in 2340. and keep old sciences vital, Earth is the heart of memories of the Xenovore invasion were less raw,
culture and learning. Though manufacturing and a successful film was made of Kipley’s experiences
First Magistrate Joseph other industrial concerns have mostly relocated aboard the Isabel.
Krutch: Joseph Krutch to other planets, Earth also remains the financial
was the son of middle center of the UE. MARS
level bureaucrats. Despite Even the bombing of Earth by Secession- Mars, the first world settled by Humans, was
his humble origins, he ist forces in 2340 doesn’t change its status as first a latecomer to partial terraforming, but the project
was accepted into the among equals among the wide-flung Human-set- was completed in 2256. After that, Humans from
Naval Academy and tled worlds. The bombing only affected a fraction of Earth flocked to the capitol of Chryse City and
graduated with honors.
the population — people living in Boswash, Calipo- other population centers, eager to escape the hectic
Known for his atten-
tion to detail and strict lis, and Nihon — and though the planet shut down pace of Earth’s sprawling metropolises, and Mars
“by the book” discipline, during the attack, within six months it returned to a experienced a population boom. But whereas the
he climbed the ranks semblance of normality. Humans of Earth were cultured and sophisticated,
quickly and eventually The attack by the Rimward Offensive fleet the early Martians were rugged individualists with
found himself named in 2354-2355 again shattered Earth’s tranquility. a frontier mentality. They soon petitioned the gov-
First Magistrate at the age Xenovores and their war beasts hunted Earth’s ernment for tighter immigration laws, believing the
of 50. citizens through the devastated remains of two influx of non-Martian Humans would only damage
of the planet’s sprawling metropolises. The alien the society they were creating.
Admiral Aleksandr aggressors first attacked Delhi-Bengal, a center for Once convinced of Admiral Zhukov’s good
Zhukov: The savior the information industry, and Chicago-Indianapo- character and intention to restore the Senate to
of Humanity, Admiral lis, home to the most important futures market power after he averted the Xenovore threat, many
Zhukov was the son of
in United Earth. From those cities the Xenovores Martians answered the call during the recruit-
old money. His family
made its wealth late spread like a plague, driving refugees before them. ment drives of the latter part of the twenty-fourth
during the solar era by Tens of billions watched nightly as newsnets broad- century. These Martians were invaluable to the UE
pioneering new mineral cast the atrocities committed by the aliens. Anx- Army because of their experience with hostile
refining technologies. He iously they tracked the progress of the Xenovores environments.
had a history of rebellion and ever-shifting battle lines; they listened closely
against authority and to status reports from the leaders of an ineffectual SATURN
insubordination; only his military. Finally, their prayers were answered when Before the Xenovore Wars, one of the more
talent and family con- Admiral Zhukov arrived with his fleet. controversial subjects in the Solar System was
nections kept him from After Admiral Zhukov’s victory, the people of Ferodyne Incorporated’s repeated requests for
being kicked out of the mineral rights to the rings of Saturn. Conserva-
Earth turned their full attention on the war effort
Navy on several occa-
— they now knew first-hand the threat posed to tionists warned that Saturn, a frequent sightsee-
sions.
Humanity by the Xenovores. Earth became the ing stop near and dear to the hearts of Humanity,
heart of the military-industrial complex, coordinat- would become as unsightly as Jupiter, perhaps even
ing the manufacturing efforts of the spinward plan- moreso once its rings were depleted by Ferodyne.
ets with the antispinward theater of operations. For years the debate raged until finally Magistrate
Krutch granted the request. But then the Xenovore
invasion interrupted the company’s development
of mining facilities. Afterward Admiral Zhukov
Alien Wars 39
amended Ferodyne’s charter to create an oversight crops. The simple and elegant designs for these NOTABLE
board with a noted conservationist in charge. In the habitats was modified by the UE Army and used PERSONS IN THE
end, Ferodyne mined the rings in an environmen- during Operation Future Peace. SPINWARD UNION
tally conscious way, preserving the view for future During the Spinward Secession, Alambeth
generations. Prime was vital to the Spinward Union since it and The following are the
its Colony Worlds provided nearly 70% of the rebels’ influential members of
food. Joseph Krutch ordered the planet bombed in the Spinward Union, and
THE SPINWARD UNION retaliation for the SU’s attack on Earth, and the task during the Civil War their
names are known by
force assigned the duty reduced the planet’s extensive
The spinward region of Human space has most everyone.
pastures and fields to radioactive wastelands. The
always been noted for its wealth, although in truth
bombardment caused severe food shortages on less
only two planets — Brentara VII and Xi Vorcan, Ambassador Victoria Bel-
wealthy worlds like Anvil and Hrac’dar. After Krutch’s
the leaders of the Secession — had significantly larosa: The Senator from
assassination, Admiral Zhukov raised Alambeth’s two
more wealth than average. Some spinward worlds, Xi Vorcan who replaced
Colony Worlds to Senatorial status as part of “the
like Anvil and Alambeth Prime, felt pressured to go Erica da Fabriano Prince,
Alambeth System Directorate,” and tasked them with Victoria Bellarosa later
along due to threats of being economically cut off
rebuilding Alambeth Prime. joined the Union Council
from the rest of Human space. Others, like Deneb
and Cephardi, made common cause due to close ANVIL as her world’s Ambas-
sador. Though wielding
trading ties or other reasons. Anvil was one of the more hapless planets little power early on, Bel-
ALAMBETH PRIME caught up in the Spinward Secession. A socialist larosa used the Civil War
state founded in 2247, it has no Colony Worlds... to increase her authority
Alambeth Prime, a Type 1 world, was one of over the Spinward Union
and as a Type 3 world, it’s a difficult place to live. Its
the agricultural centers of United Earth during the (much as Krutch did in
only easily-obtained, exportable resource is simple
Alien Wars period. It also pioneered the coloniza- the United Earth), and
iron... and for most other worlds that resource
tion of other Type 1 worlds intended for agricul- to laymen the Civil War
is hardly worth transporting across interstellar
tural development, and had two Colony Worlds in was fought between
distances. Its only markets at that time were other
nearby star systems. In addition to implementing Ambassador Bellarosa on
members of the Spinward Union, who pressured one side and Magistrate
marked improvements in terraforming and geneti-
it into joining the secession with threats of cutting Krutch on the other. Bel-
cally engineering extremely hardy strains of grains
it off from the rest of Humanity. After it seceded, larosa was assassinated in
and other crops, its main innovation was the use of
Anvil became the victim of the depredations of 2350 by unknown parties;
pre-fabricated farming communities for coloniza-
Kierkegard Metals, a corporation from Omicron most suspect the Terran
tion. Previously, on a Type 1 world, the habitations Intelligence Command.
Haptoi (a fellow SU member world). After the
were built on-site. Alambeth Prime instead sent
Xenovore Wars, returning veterans staged a bloody Continued on next page
already built habitations, and this dramatically
revolt against Kierkegard to restore Anvil’s inde-
decreased the time necessary to harvest the first
pendence.
40 ■ United Earth And Beyond Hero System 5th Edition
Continued from last page
Otto Kierkegard: A busi-
ness man from Omicron
Haptoi and owner of
Kierkegard Metals, Otto
Kierkegard was one of
the ten wealthiest indi-
viduals in Human space
during the Xenovore
Wars period. Though
he claimed to have no
interest in politics, histo-
rians believe he owned
the government of his
world; and his influence
was a major factor in the
Spinward Union’s deci-
sion to cease hostilities
and place the Liberty
Fleet under Zhukov’s
command. In the mind of
the average inhabitant of
Human space, he typified
everything bad about “big
business.”
MILITARY
LOCATIONS
hile stars and planets are important to any Way stations — manned, planetside installations
missions against the Spinward Union. Convinced of Minister for Exploration in the Terran Explora-
the threat posed by the Xenovores, Zhukov began tion Service, in command of the supply line.
to update the facilities. He kept his work secret Zhukov recognized the need for a strong, capable
by hiding some of the facility’s expenses in false administrator to run such a massive, long-distance
accounting reports, and paying for others with undertaking, and DeValiere, who kept the TES
donations from private sponsors also aware of the together and operating through the Civil War, was
Xenovore menace. He tasked the researchers and the perfect officer for the job. The supply line and
engineers stationed at the site with discovering the DeValiere’s efforts to keep it operating smoothly
secrets of Xenovore antigravity technology. The laid the groundwork for the Antispinward Corridor
Liberty-class dreadnought, one of the most impor- in later years.
tant factors in turning the tide of war, was the most Anchoring the supply line were orbital facili-
important result of their research and work. ties — one every 500 light-years, at a minimum
Shipyard, a cluster of asteroids joined by steel — where tugs and crews of mechanics were sta-
cables and habitats in the Procyon system, falls tioned to support and maintain transports. During
under the command of the UE Navy. During the the 2380s and later, raiders from the Thorgon
latter part of the war it was home to the most tal- Empire discovered the supply line and began to
ented Hyperspace physicists and starship engineers, pirate Human ships along its length, creating addi-
although none of their later innovations matched tional problems for DeValiere.
the impact of the Liberty-class dreadnought.
UNITED EARTH CENTRAL COMMAND
Well after the Xenovore Wars, it became a star-
ship museum frequented by citizens of the Terran United Earth Central Command (UE-Cen-
Empire. Comm), a large space station orbiting Beldana V,
has ports for up to twenty starships and can hold
THE SUPPLY LINE over 2,000 naval personnel. From within the satel-
Nicknamed the Xenovore Trail, the supply line lite, UE officers coordinated the war effort, orga-
ran from Beldana V to Triumph during Operation nizing supply convoys to the front and ensuring
Future Peace. Stretching twenty thousand light- that messages, including commands from Admiral
years, it passed through long stretches of deserted Zhukov, make it to the correct destination. Located
space, but also led to Humanity’s discovery of plan- on the surface of Beldana, directly below the satel-
ets like Osiris and Tetsuo. lite, was the headquarters for the 30th Field Army of
Admiral Zhukov placed Claude DeValiere, the UE Army, and a large encampment where sol-
Alien Wars 47
the first and second planets orbiting a K-type star wasn’t bad enough, commanders also had to exam-
nicknamed Dim Bulb by military personnel. Most ine each one for hidden missile launchers and rail
of the complex was underground, and the small guns.
unit of Marines manning the station quickly fell to Two times the Combined Fleet threw itself
the Xenovores. into the asteroid belt, each time suffering horren-
In 2367, the Combined Fleet arrived in the dous losses. The second attempt made progress, but
star system only to discover way station Delta-13 the assault on the way station itself was a nightmare
has grown in size over the decades, becoming a as Marines and Special Forces entered the tunnels
central Xenovore outpost. Hive-colonies existed only to be slaughtered by Xenovores attacking from
on five other nearby asteroids, and the Xenovores ambush. In the end, even though pressured to take
had added extensively to Delta-13’s original under- the site intact for potential intelligence, the UE
ground facilities. To make matters worse, they had Navy used nuclear missiles to reduce the Xenovore-
established defense posts on random asteroids inhabited asteroids to dust.
in the belt. As if navigating through the asteroids
chapter four:
HUMAN Life In A
SOCIETY
Time Of War
50 ■ Life In A Time Of War Hero System 5th Edition
TRAVEL AND
COMMUNICATION
y definition, any interstellar society can
PLAYER form of what would eventually come to be known datanet can answer a simple question in just 1-3
CHARACTERS as the Hyperspace Relay Network. A Hyperspace Segments; more complex questions take longer (up
AND DATANETS broadcast goes fast — a million times the speed of to several hours, plus any communications time).
light — but has limited range. In practice a radio
JACKING AND TRACING
The datanets in the signal can travel for about half a light-day (roughly
Galaxy of the United 1,400 light-years) in Hyperspace until it degrades Because planetary datanets remain open to
Earth give characters to the point where the receiver cannot understand any citizen of that world or any UE citizen, for the
roughly the same ability it. To counteract this, the UE Navy established most part there’s no need to “jack” them (break into
to retrieve information various series of unmanned relay stations to boost them to access or steal data). Some criminals jack
as the players have in signals and keep them traveling toward their desti- the datanet simply so they don’t have to pay for it
modern America (but for nation. During the Xenovore Wars period, the fast- at all. Others try to gain access to restricted or clas-
a much broader range of est a message could travel this way was about 3,000 sified information — a difficult and time-consum-
subjects, of course). How- ing task. Robust encryption protects even private
light-years per day, and difficulties with the relay
ever, the datanets can civilian messages, and governmental/military
only provide publicly- system often slowed messages down to as little as
1,500 light-years per day. encryption has so far proven virtually unbreakable.
available information.
Private information — Unfortunately for most people, the Hyperspace Governments usually store most truly important or
building plans, individu- Relay Networks were restricted to military uses dangerous information on computer systems not
als’ Personal Registration only. Only late in the period, around 2385, were linked to the datanet at all.
Codes, financial informa- some older, slower relay beacons in “safe” areas Anyone who uses the datanet leaves traces of
tion, and corporate or (typically meaning systems within 1,000 light-years his searches and activities. Government officials
government secrets — are of Earth) made available to civilians. They cost 10 can find out the who, what, where, and when of
not generally available credits per minute times the number of beacons the any datanet use automatically; jackers can find out
over the datanet. At the whether a particular person (or, more accurately,
message passes through.
very least, finding that computer system) has conducted a particular
kind of data requires time Tapping into a civilian Hyperspace beacon is
difficult, but not impossible — a character needs the search, and when, with an unmodified Computer
and a Computer Pro-
gramming roll. proper equipment and must succeed with a Systems Programming roll once they gain access to a
Operation (Communications Systems) roll at -4. system.
If the PCs spend too Sending a free message is easy, but finding some par- The United Earth datanet offers little ano-
much time in the game ticular piece of data amid the flood of comm traffic nymity — what privacy existed before the wars
trolling the local datanet usually requires a lot of time and more rolls. Tapping broke out generally evaporated in the face of the
rather than getting out into the heavily-encrypted military relay system government’s need to monitor all forms of com-
and talking to NPCs, the requires a Systems Operation (Communications munication for security reasons. Some jackers have
GM has several ways to Systems) roll at -8... if it’s possible at all, and even if it established anonymous forwarding systems and
speed things along. First, is the odds are the military will find out about it and such, to which they sell access to for large sums.
cut out the research step
take steps to deal with the offending jacker.
by simply giving the play-
ers whatever information Wartime Disruptions
they could find with a
quick search. “Your meet-
Datanets Of Communications
ing is with a man named Datanets — data networks — are planetary
Thomas Allen. He’s a The events of both the Xenovore Wars and
in scale. A datanet can send a query to another in-
tobacconist with a chain the Civil War frequently disrupt communications.
system world’s datanet and receive an answer in no
of shops spanning three Ships carrying mail may get destroyed by the
more than a couple of hours; data requests to other
worlds.” enemy, hijacked by pirates, or the like. An attack on
star systems require physical messages (or, late in
a planet may destroy its datanet, or at least make
the period, a Hyperspace communication).
The second method, it a lot harder to access information. United Earth
useful when the GM Datanet use costs almost nothing. On most
officials may take control of civilian means of com-
wants to make the PCs do worlds it factors into an individual’s comm and
munication for exclusive use by the military, or for
their own legwork, is to data service bill, usually about 30 credits a month
security reasons. In short, characters may some-
make most private data total. Visitors can get temporary service for 5 cred-
times have trouble getting messages through, and
confidential. “You can’t its per day, or sign up for a month at the standard
the GM should always remember that there’s a war
find out if Allen has a rate. Inquiries to another planet’s database usually
family; there’s no personal going on — even the most mundane tasks some-
cost about 5 credits for in-system requests (requests
information available.” times become difficult.
to other systems cost the same as mail, plus a 5
credit information fee).
Finally, no datanet works With access to a planetary datanet, a character
perfectly or allows for can tap into nearly the sum total of Human knowl-
universal access. Between
edge. Except on brand-new colonies, the local data-
missing files, system
crashes, and wilderness net has a compressed version of the United Earth
areas where the party’s Library, with copies of nearly every book or video
pocket computers can’t up to about a year before. Consulting older works
link with the datanet, the costs nothing, but accessing new items may incur
PCs can’t always count additional modest fees. As a general guideline, a
on getting information datanet has KS: Everything This Society Knows
whenever they want it. 50- and SS: Every Science This Society Knows 30-,
but the penalties listed in the sidebar on page 43 of
Continued on next page
Star Hero apply to rolls at the GM’s discretion. The
Alien Wars 53
TRADE AND
THE ECONOMY Continued from last page
ven in a time of war, economies must main-
The price is typically about 1,000 credits per ton, when purchased for resale, but demand or other MOVING GOODS
but this may vary depending on the type of food factors may change this. THROUGH HUMAN
and the demand for it. Traders can only obtain bulk SPACE
Precision Machinery
foodstuffs on lifebearing worlds.
Nearly every world can manufacture most of
Rare foodstuffs are more valuable, but the Interstellar trade in
the machinery necessary to sustain its civilization,
price depends on fashion and they do sometimes Human space during
but certain devices require extremely specialized
require special handling. Rare foods cost up to the 2300s is often an
equipment or highly-skilled technicians to make.
1,500 credits per kilo when purchased for resale, exercise in frustra-
Examples include starship drives, stealthy subma-
and merchants can only obtain them on lifebearing tion due to the lack of
rine propellers, and many of the machines used central authority. Since
worlds. New colonies seldom produce luxury foods,
to make other machines — lathes, drill presses, each Senate World has
though an enterprising group might establish a
robots, and the like. Heavy and expensive, preci- jurisdiction over its own
settlement to exploit a native supply.
sion machines often command prices of 1 mil- system and colony sys-
Military Goods And Weapons lion credits per ton or more when purchased for tems, and there’s no true
Weaponry — especially advanced systems resale. Demand is inelastic — a planet tends to “federal government”
— always fetches a good price, though the govern- need machines either desperately or not at all — so to establish uniform
ment strongly restricts this type of trade. A trader a failed Trading roll often means the price at the trading regulations,
without the proper documentation can easily find destination is 0 credits. Colonies are, of course, the a merchant may find
himself trapped in a
himself under arrest and his valuable cargo con- most likely destination for precision machinery, but bureaucratic nightmare
fiscated. This drives some arms deals to the black some Senate Worlds have laws dictating what types if he wants to transport
market (particularly when one wants to trade with of machines a colony may or may not have. goods through multiple
colonies whose Senate Worlds forbid them to own systems. Each system
Radioactives
certain types of weapons), though conditions there has its own tarrifs, its
Although even more valuable than precious
don’t necessarily favor the trader to any greater own safety and security
metals, radioactive elements require special han- regulations, its own
degree.
dling. Typically traders can buy radioactives for list of legal and illegal
The price list in Chapter Seven has suggested
around 1,400 credits per gram, but they must make goods. Few merchants
costs of weapons. Bulk deals usually involve reduc-
a Skill Roll (KS: Hazardous Materials, or SS: Chem- want to swim against
ing the price per unit by some degree, whereas
istry) to avoid contaminating the cargo bay with this tide, so they find
special orders, or orders placed by a customer who one or two systems they
low-level radioactivity.
obviously needs the weapons quickly, increase the can easily work within
Like precious metals and drugs, radioactives
cost. Typically, the price goes up by at least 10% for and confine themselves
typically get shipped via well-known mercantile
every UTES level by which the weapons exceed the to trading there.
firms with high-security trading vessels, and strict
local UTES.
legal controls govern their transport and sale.
Pharmaceuticals Small, independent traders may have to make Skill However, the situation
isn’t always so bleak.
Drugs, whether legal or illicit, natural or syn- Rolls (using Bribery, Bureaucratics, Streetwise, or Some Senate Worlds
thetic, often make worthwhile cargo — though Trading, as appropriate) just to find some for sale. have made an effort to
many of the most valuable constitute “controlled During much of the war period, the government have greater uniformity
substances” requiring a special license to transport attempted to maintain a total monopoly on the in their trading laws and
and trade (lest the merchant run the risk of arrest, radioactives trade. related regulations to
confiscation, and imprisonment). Local laws vary encourage merchants.
Spices The worlds of the
considerably; a drug outlawed on one world may be
“Spices” refers to any kind of plant product Denebian Hook, led by
perfectly legal on another.
containing complex chemicals sold as a flavoring Xi Vorcan, have taken
Pharmaceutical production typically requires
or consumer goods, including some perfumes, this approach; so have
either a lifebearing planet, or a world with both
cosmetics, pharmaceutical feedstock, and the like. some along the Mari-
UTES 6+ and a population greater than 10 million. posa Crescent.
They often wholesale for about 1,200 credits per
The market requires a species with biochemistry
kilogram on the lifebearing worlds that produce
compatible with the inhabitants of the place of
them, making them a good commodity for inter-
manufacture (or that the manufacturers knew
stellar freight. Some may require special handling
about the customers’ biochemistry and designed
or other precautions, however — and a few seem-
the drugs for it). Drugs typically cost 200 x 2d6
ingly innocuous ones have such unusual effects on
credits per gram when purchased for resale, but
certain alien physiologies that some governments
this varies based on demand and legality.
classify them as drugs or poisons!
Precious Metals And Gems
Other Cargoes
The oldest and still one of the most depend-
Some other commodities traded in UE space
able ways to move wealth is in the form of rare
include:
metals like gold, silver, platinum, or iridium — or,
even better, precious gems such as diamonds or Artwork: During the wars, the bottom largely drops
emeralds. Both occur most frequently on dense, out of the art market; people have far better things to
rocky planets. Most such cargoes go to well-estab- spend their money on, or fear the possible destruction
lished merchants with heavily-guarded ships (or or theft of artwork. However, where demand exists
convoys), not to independent traders, though this (sometimes as a hedge against inflation), prices for
may depend on circumstances. Precious metals quality or unique works are usually astronomically
typically cost 250 + (1d6 x 10) credits per gram, high. The price of artwork varies from 200 to 15,000
and gems 1,250 + (1d6 x 100) credits per carat, credits per kilogram (roll 1d6: 1-3, 200 credits per
56 ■ Life In A Time Of War Hero System 5th Edition
kilogram; 4-5, 3,200 credits; 6, 15,000 credits). Any
inhabited planet can produce art.
Human Corporations
Automatons: Robots and androids, even artificially In Human space, large corporations, trading
intelligent ones, are regarded as property in Human combines, cartels, and guilds handle most com-
society during the 2300s and bought and sold accord- mercial activity. They have the capital, accumulated
ingly. Production of civilian models slowed down knowledge, and contacts, and can operate on a large
considerably during the war, causing a rise in prices enough scale to make a profit even in risky markets.
even for older, less efficient models. A civilian automa- Most corporations in Terran space establish their
ton typically sells for 300-800 credits per Character headquarters on the Senatorial worlds that grant
Point it’s built on; military robots cost at least five them significant tax breaks or other benefits. In
times that amount. this case they must abide by local laws. Corpora-
tions that establish their headquarters in unsettled
Genomes: Bioengineering firms, drug companies, space (or solar systems they own) fall under UE law
and scientists often find genetic material from new instead, though their size and wealth often makes it
species of plants and animals useful. Easily obtained possible for them to bend the law without suffering
on new colonies or unexplored worlds, genetic mate- any consequences.
rial may command prices of up to 2,000 credits per Some of the major Human corporations include:
kilogram (100 sample tubes) at the source; the resale
price depends on the value of the genomes (some are Ferodyne Incorporated: A multistellar conglomerate
worth fabulous sums, some are worthless) and the doing business in a wide variety of heavy industry
negotiating skills of the merchant. Trade in genomes and manufacturing fields. It achieved some infamy
drops precipitously during much of the war, since the for its plan to mine the rings of Saturn and its
government commandeer most bioresearch resources exploitation of Rigel, but redeemed itself in the
to develop bioweapons for use against the Xenovores eyes of many by retooling many of its production
or to study Xenovore biology. lines to produce war materiel for the United Earth.
Rumors persist that Ferodyne was behind the assas-
sination of Joseph Krutch, who planned to cancel
many of the UE’s contracts with the company, but
no proof exists to support these accusations.
Kierkegard Metals: Based on Omicron Haptoi,
“KM” got its start as a prospecting and mining
company, but quickly branched out into other
fields. Although most of the company’s resources
remain devoted to metals acquisition and refining,
it is also a strong player in the aerospace, energy,
and high technology fields. Otto Kierkegard (page
39) heads the company.
Rigellian Trading Company: Founded not long after
Humanity made first contact with the Rigellians,
RTC is an import-export firm specializing in trade
with non-Human species. Its major subsidiaries
include other “Trading Companies” devoted to
Deneb, Jhin, and Vayathura, among others. It also
makes substantial profits from cargo and personnel
transport, and suffers losses during the war when
the government commandeers many of its trans-
port ships for military use.
Vayathura Software: One of the few major cor-
porations in Human space not of Human origin,
Vayathura Software has developed a well-deserved
reputation for the quality and sophistication of its
operating systems and other computer programs.
During the Civil War it strongly supported the
United Earth government and was the target of
numerous SU espionage and sabotage operations.
Alien Wars 57
THE CRIMINAL
UNDERWORLD
rime thrives in the worst of circumstances Classic pirates use armed starships to intercept
OVERVIEW
n Alien Wars the PCs, even if not members of the than other Human societies throughout history.
I
LOGISTICS,
STRATEGY, UE military, likely have many encounters with By the mid-point of the century, even the simplest
AND TACTICS the armed forces, since the Xenovore Wars are an farmer on the most primitive Colony World not
ever-present background element in any cam- only knows how his labor aids the war effort, but
Military commanders use paign. The twenty-fourth century is a time of war — also feels the impact of the war on his daily life,
three words — logistics, not just a small skirmish on one planet or intermittent even if only through rationing and giving up non-
strategy, and tactics — to strife between two star systems, but a system-span- essential goods due to supply shortages.
refer to three separate, but ning conflict between two interstellar societies where During the Xenovore Wars, the military
equally important, areas only one will continue and the other will come to an undergoes many changes, which one can roughly
of military operations. end. When a war is so widespread and so important divide into into four developmental periods. The
When roleplaying mili- to the future, the military comes to dominate all areas main difference in each of these periods is (a) how
tary officers, you should
of a society — the means of production, the allocation Humans fight the war, and (b) the composition of
keep these differences in
mind. of resources, the financial decisions made by govern- the fighting forces, but many factors influence the
ments. Essentially, since the military is the only thing nature and conduct of a war. Are the forces on the
Logistics involves recruit- standing between a society and its extinction, it takes defensive or offensive, is one side overwhelmingly
ing and training new precedence over all other areas of endeavor. outnumbered, is the purpose of the war to defend
troops, moving and Though the materials of war are different, the Humanity or a power-grab by the rulers? These
distributing ordnance theater of conflict is measured in light-years instead questions and others impact the logistical, strategic,
and supplies, making of kilometers, and the enemy is unlike any other and tactical decisions made by commanders, as well
sure vehicles remain in Humans have fought previously, the United Earth as the attitudes and morale of the soldiers in the
good condition, and so during the twenty-fourth century is no different trenches and on the bridges of starships.
forth. Claude DeValiere,
the man in charge of 23052326: THE
the supply line during MILITARIZED ZONE
Operation Future Peace, The Militarized Zone is
is heavily involved with
the United Earth’s attempt
this area of operations,
and his insights into the to form a bulwark between
logistical problems of itself and the Xenovores. It
waging an interstellar war is a twenty-one-year-long
become required reading object lesson about strategic
for military cadets for fighting against an aggressor
centuries to come. species equipped with tech-
nology equalling or exceeding
Strategy is the art of Humanity’s. The UE Navy
ensuring advantageous runs the operation; it refers
conditions for one’s to the fleet formed to defend
troops — not necessar- the area as the Defense Fleet.
ily battlefield conditions,
Fleet Admiral Gerald Kirk-
but conditions resulting
from the “bigger picture.” land commands the Defense
This includes not only Fleet until his court-martial
what targets to attack in 2320; it thereafter comes
first, but also winning under the command of Fleet
the support of political Admiral Lok Li. After Admiral
factions (and civilians) Li’s death in 2331, the Defense
and keeping industrial Fleet unravels, later coming
concerns dedicated to under the de facto command
the war effort. Admiral of the Antispinward Treaty
Aleksandr Zhukov, who
Organization.
rallies planets to his
cause, takes command The war effort during this
of system defense fleets, period is characterized by one
keeps the peace between failure after another — not
his Joint Commanders, just in military engagements
restructures the military, with the enemy, but also
logistical issues like supplies
Continued on next page and communications. The UE
Alien Wars 61
Continued from last page
Navy has too few starships to fight effectively; the 2345 2369: THE XENOVORE OFFENSIVE
Army barely has a presence in the MZ at all. The AND ITS AFTERMATH and keeps the morale of
best officers in Human space belong to the various the troops high, involves
In this, the most desperate period of the war,
system defense fleets guarding Senate Worlds and himself mainly with
the Xenovore Offensive strikes at the heart of strategy.
their holdings. Most damningly, Humans simply Human space. The enemy ravages dozens of worlds
don’t understand the logistics and strategies of as he strikes from his beachhead in the Milita-
interstellar war. This new kind of war requires a Tactics involve maneuver-
rized Zone. Dividing their forces into five fleets, ing troops or starships in
large administrative bureaucracy to coordinate the Xenovores push Human forces back, destroy- combat to take advantage
supply efforts and the like; the UE military of the ing planets as they go. Even Earth, birthplace of of battlefield conditions
time lacks that. Further, commanders assume the Humanity, experiences the terrors of a ground war and enemy weaknesses,
enemy will make a quick strike toward the center of for the first time in centuries when the Rimward as well as adequately
government, rather than settle and colonize an area Offensive reaches it in 2353. With the Defense Fleet covering one’s own weak-
from which to launch future attacks. To make mat- now part of the ATO’s Treaty Fleet, and the Home nesses. Mid-level officers
ters worse, few outside the Militarized Zone take Fleet fighting the Civil War, Earth has few defend- like starship captains
the Xenovore threat seriously. In short: Humans do require a good grounding
ers and nearly falls before the alien onslaught; over
not understand their enemy or their battlefield. in tactics. Captain Kumar
three billion people die. Acharya of the Europa
Some officers in the military realize the short- Though this is Humanity’s darkest hour, it’s Space Command exhibits
comings of their strategy and foresee the potential also a time when heroism become almost com- tactical brilliance when
consequences if events don’t go according to plan, monplace. What seems a hopeless struggle against he defeats the Coreward
but they are too few and too junior in the ranks to overwhelming odds drives men and women to Offensive at Kapteyn.
have any impact on policy. Their gloom-and-doom acts of tremendous courage. The battles taking
attitude trickles down to the pessimistic troops, place on planets across Human space involve not
harming morale. just military forces, but also millions of civilians
23292355: THE CIVIL WAR inhabiting the worlds attacked by the Xenovores.
Finally, in 2355, the greatest hero of the Xenovore
The Civil War, ultimately the cause for the col-
Wars, Admiral Aleksandr Zhukov, rises from the
lapse of the Senate and United Earth, is a conflict
wreckage of the UE Navy to take command of the
entirely different than the war with the Xenovores.
Human military and push back the invaders.
Much of it is a power-grab between Magistrate
The prevalent attitude of the soldiers is grim,
Joseph Krutch and his counterparts in the Spin-
but they’re unwilling to surrender and unflinching
ward Union. It’s mostly a “cold war” involving
in the face of overwhelming odds. They fight to the
extensive use of intelligence, covert operations, and
sabotage missions; to orchestrate these missions,
Krutch forms the Terran Intelligence Command.
The Navy’s main responsibility is to carry passen-
gers from one planet to another, delivering Marines
or TIC operatives to strategic points to conduct
planetside raids. The Home Fleet, under Krutch’s
command, carries out these missions. The Army
has little involvement; it mostly guards planetside
military installations and UE government facili-
ties. The Spinward Union forms the Liberty Fleet,
comprised of starships from numerous system
defense fleets and commanded by Admiral Soren
Leifsgaard from Xi Vorcan. The SU has its own
intelligence agency, the Union Intelligence Service,
that’s no better than the TIC morally but receives
less funding and support.
The Civil War disgusts many officers who,
like Admiral Zhukov, recognize the threat the
Xenovores pose to Humanity. Others become jaded
— they’ve had their orders countermanded by TIC
operatives one too many times to care anymore.
And some are Krutch’s lap dogs, doing whatever he
asks to win his favor. Throughout the military, cor-
ruption is rampant and discipline lax. The UE high
command leaves the troops fighting the Xenovores
to fend for themselves, so they obtain supplies via
the black market. As the Civil War continues, the
atrocities committed by both sides grow more hei-
nous; the situation continues to deteriorate until
Krutch’s assassination. The First Magistrate’s death
in 2354 leads to Admiral Zhukov assuming com-
mand of the UE Navy and eventually becoming
Commander in Chief of all UE military forces.
62 ■ The United Earth Military Hero System 5th Edition
last man when necessary (as it all too often is). Few the offensive bogs down. The administration of
officers survived the fighting of the previous decades, freed slave worlds consumes the UE’s bureaucracy
but those who did now understand the enemy. and drains its resources. Elements of the Army and
Tactics effective against the Xenovores become Navy, stationed across thousands of light-years, are
widespread, and technology of the utmost strategic spread too thin. To make matters worse, some sol-
importance — specifically antigravity technology diers lose momentum; they become almost settled
— comes into play. The enemy, and the threat he on these emancipated slave worlds — a phenomena
poses to Humanity, is widely known and recognized; referred to as “going native” — and every time the
Humans begin to understand they must defeat the soldiers receive orders to move out to the next
Xenovores or Humanity won’t survive. planet, morale flags a little bit more.
At the end of this period Humanity’s persever- Facing a quagmire, Admiral Zhukov orders a
ance, courage, and ingenuity win out over Xenovore suicide strike on Throneworld Prime, the center of
savagery, ferocity, and numbers. Under the command the empire. Against all odds, the force tasked with
of Admiral Zhukov, the Combined Fleet — a ragtag destroying the planet succeeds, and in 2396 Human-
collection of UE Navy ships, converted merchant ity triumphs in its war against the Xenovores.
frigates, and system defense fleets — pushes back the
enemy and finally defeats the last of the Xenovores
at way station Delta-13. Without a doubt, Admiral THE COMMAND
Zhukov and his forces suffer defeats during these last
seven years; but Humanity wins more than it loses, STRUCTURE
and finally in 2369 Humans destroy the last of the “Commander in Chief ” is the title given to the
Xenovore colonies in the Militarized Zone and win supreme commander of all United Earth military
the battle for Human space. operations and personnel. Over the course of the
2370 2396: OPERATION FUTURE PEACE century, one group and two individuals hold the
position at different times: the Senate; First Mag-
Operation Future Peace is the most ambi- istrate Joseph Krutch; and Supreme Admiral Alek-
tious military offensive undertaken in the history sandr Zhukov. In style of command, each differs
of Humanity. Virtually everyone, from colonists in from the others.
the spinward frontier to the intelligentsia on Earth,
agrees the UE must invade the Xenovore Empire, THE SENATE
and that the invasion must succeed. No one who During the Militarized Zone period and the
witnessed Xenovore atrocities believes the enemy earliest days of the Civil War, the Senate commands
will meekly avoid further confrontations with the military. As a body of 93 individuals, each
Earth. To ensure the peace for future generations, representing different worlds with agendas just as
Humanity must strike at the heart of the Xenovore different, the Senate makes a poor Commander in
empire and end the threat once and for all. Chief. It takes too long to discuss a course of action
The Army recruits new soldiers, trains them to to effectively give orders... and even after lengthy
fight Xenovores, and equips them with the weapons debates it rarely reaches a consensus. In the best
they need to win. The Navy builds new ships and circumstances, it heeds the advice of its military
retools old ones to take advantage of advances in advisors and goes along with the plan submitted by
technology. Military and civilian leaders, under the the Army or Navy. In the worst circumstances, its
direction of Admiral Zhukov, transform the entire indecision paralyzes the military. The Vox Populi,
economy of the United Earth, making its primary Edward J. Harmon, leads the Senate and actually
purpose the creation of a military large enough to issues orders to the military (although only after
topple a distant interstellar empire. the Senate approves the orders with a majority
The mood of both civilians and soldiers is vote). Military personnel often blame him person-
optimistic. They know they fight against a great evil, ally for the problems they face, though in truth few
an enemy who would obliterate all of Human his- (if any) of those problems are Harmon’s fault.
tory and Humanity itself, but successes against the
Xenovores in the 2360s fill them with confidence in MAGISTRATE JOSEPH KRUTCH
Humanity’s ability to win the war. Elected First Magistrate by the Senate in 2330,
Military commanders have learned how to Joseph Krutch becomes the next Commander in
fight across the interstellar distances. They under- Chief. Formerly the Fleet Admiral in command of
stand the need for planetside installations, surface- the Home Fleet, Krutch has a good understanding
to-orbit depots, and way stations where starships of the military (both its strengths and weaknesses).
can re-equip and resupply. Army commanders Sadly, achieving a position of absolute authority
understand how to locate planetside targets integral only reveals him for the power-grasping dictator
to Xenovore operations, invade a planet, and seize he truly is. He wields the military like his own per-
control of those targets. They abandon large-scale sonal weapon, striking at his enemies... or, better
offensives designed to hold land in favor of strate- yet, withholding it when his critics need protec-
gic strikes that allow Navy starships free reign. tion (such as when the Rimward Offensive reaches
Despite this optimism and new understand- Earth). Although he has many advisors, only one
ing of warfare, the war is long and drawn out. The holds any real sway: Director-General Jonas Sulk
Xenovore Empire is huge, larger than any com- of the Terran Intelligence Command.
mander guessed. Though successful on the whole, The rank and file of the military never know
Alien Wars 63
ADMIRAL ALEKSANDR
ZHUKOV
The final Commander in Chief during the
Xenovore Wars, Admiral Aleksandr Zhukov
assumes command in the latter half of the Xenov-
ore Offensive, and holds it until his death at the end
of Operation Future Peace.
Considered a hero by military personnel and
civilians alike, Zhukov is the most successful
C-in-C during the 2300s. He commits the United
Earth to much-needed tasks like restructuring the
military and increasing the size of the Army. He
raises morale among both officers and enlisted men.
Later historians credit him as the single most impor-
tant reason Humanity defeated the Xenovores.
Zhukov appoints a board of advisors to assist
him with commanding the military and conducting
the affairs of the United Earth. This board evolves
from the ATO’s Joint Commanders Council (a
name it keeps) and is one of the chief reasons for
Zhukov’s success as Commander in Chief.
Nine people sit on the JCC. Among them are
Director-General Sylvia Price, Marshall Thang
Nguyen, Minister Claude DeValiere, and Admiral
Kumar Acharya. While not all Joint Commanders
accompany Zhukov to the Xenovore front during
Operation Future Peace, each has an important
part in Humanity’s success against the Xenovores.
Zhukov and the Joint Commanders always present
a united front to the outside world, but the council
experiences its share of infighting because many
members have personal agendas. One of Zhukov’s
major tasks is keeping the Joint Commanders
focused on the common goal of defeating the
Xenovores instead of accomplishing their personal
objectives.
64 ■ The United Earth Military Hero System 5th Edition
THE UNITED
EARTH ARMY
he UE Army is responsible for all Human
T
GENDER IN THE that required an army for a long time and had for-
MILITARY planetside military operations; it includes gotten the importance of planetside military action.
air, sea, and land forces. The structure of the Even with the creation of the Militarized
Both men and women Army changes very little during the century. Zone, Humanity still doesn’t increase the size of
can serve in any branch What does change is the number of troops. its Army. Admiral Kirkland’s plans call for the
of the UE military. All In 2300, the Army numbers a little over a ten construction of way stations and communica-
the UE brass care about million men, approximately one soldier for every tion outposts, each manned by a small number
is whether a soldier can ten thousand inhabitants of Human space — a of troops — the largest station, Militarized Zone
pass the recruitment ridiculously small number for any society. Before Headquarters, has a battalion of a thousand
tests and perform his the Xenovore threat, Humanity had little need Marines, mainly for security detail. Many of the
duties competently. Weak for an Army. The Severson-Yu Law made Senate soldiers stationed in the Militarized Zone come
people (be they men or
Worlds responsible for policing their own worlds, from the Marine Corps, a branch of the Navy.
women) aren’t put in jobs
requiring heavy lifting, including defending them from pirates and raid- Additionally, Kirkland’s expects the Defense Fleet
but a woman able to tote ers. Alien species native to worlds in Human space to engage and defeat the enemy’s fleet. He has no
her load may find herself were technologically inferior to Humanity, and if contingency plans for planetside fighting, partly
working side-by-side not overawed by Human technology could be kept due to ignorance of Xenovore tactics, but mainly
with a male soldier on in line by a small cadre of well-trained and well- because of a lack of funding and an understaffed
equal footing. armed men. Moreover, pacifying rebellious native Army. Naval commanders envisage a starship
species and integrating them with Human society battle in the cold vacuum of space, not bloody
UE military regulations was a task better suited to police forces than mili- fighting in the trenches on uninhabited worlds.
strictly forbid “fraterniza- tary ones. In short, Humanity hadn’t fought a war The possibility of planetside warfare is too terrible
tion” between soldiers, to consider, mainly because
and especially between military commanders know
officers and enlisted per-
the Army can’t win.
sonnel, but sometimes
these rules are honored Only in 2371 when
as much in the breach as Admiral Zhukov announces
in the observance. Faced Operation Future Peace does
with constant personnel the Army increase in size —
shortages, commanders and then it increases dramati-
usually choose to toler- cally. Zhukov orders a massive
ate this behavior rather recruitment campaign, and
than holding a court- media outlets, now convinced
martial; by the war’s end, of the Xenovore threat, do as
some actually come to
the Admiral asks. By 2377 the
believe that fraterniza-
tion improves their units’ Army numbers one billion
morale and makes them men and women, and by 2396
more efficient. nearly five billion have served
in one of the branches of the
armed forces. Some of these
are veterans from planetary
defense forces; many are
raw recruits from all across
Human space. The task of
organizing these recruits falls
on the shoulders of Supreme
Marshall Thang Nguyen.
Alien Wars 65
recent casualties and its purpose. Membership in Mechanized Infantry Continued from last page
a squad is fluid depending on how many men the Mechanized Infantry occupies a middle
platoon commander considers necessary to accom- ground between Armor and Light Infantry. Units Armor. It lists two types
of squads: sections for
plish the platoon’s current mission. Approximate consist largely of soldiers but also have enough Armor; squads for Light
numbers are: vehicles to quickly transport all the soldiers from and Mechanized Infantry.
—Armor: 1-3 main battle tanks (each with a crew one location to another. These vehicles range The approximate num-
of four) or 2-4 light battle tanks (each with a crew of from armored personnel carriers to amphibious bers and typical composi-
two). assault craft to short-range aircraft; commanders tion are the same as those
also use them as support for infantry maneuvers. for the Army in 2377.
—Light Infantry: 10-20 infantry soldiers. Mechanized Infantry’s primary purpose is rapid
—Mechanized Infantry: 6-20 infantry soldiers with charges and quick deployment, often in conjunc- Marshall Nguyen makes
one transport. tion with Armor — Armor leads the charge, then the unit types uniform
Mechanized Infantry moves in through the breach at the behest of Admiral
to consolidate gains. Soldiers often refer to Mecha- Zhukov to ease com-
Unit Types nized Infantry as “mech.” Mechanized Infantry munications between
the two branches of the
The most common unit types are: Air Forces, attached to Air Forces divisions is sometimes called Armed Forces. But even
Armor, Light Infantry, Mechanized Infantry, and Airmobile Infantry; those attached to Sea Forces, after Nguyen’s reorganiza-
Sea Forces. Eighty percent of the UE Army falls Amphibious Assault. tion, some officers use the
into one of these five categories, as do all divisions. Sea Forces outmoded terminology.
THE UNITED
EARTH NAVY
he UE Navy is responsible for all interplan- Militarized Zone. Commanders return to the tra-
NAVY STRUCTURE
Unlike the Army with its rigid hierarchy, the
Navy has a much more fluid structure. Whereas
even an Army unit as large as a field army is sta-
tioned on a single planet, the high command might
deploy elements of a single fleet across hundreds of
light-years. Because its starships often act indepen-
dently or in task forces — and this is true even of
small gunships with crews of sixteen or less — fleet
commanders have little say in day-to-day opera-
tions and movements.
Before the advent of Admiral Zhukov, admirals
attempted to limit starship autonomy by requiring
commanders and captains to follow the advice of
their logistics computers. Taking the initiative away
from these officers proved disastrous during the
early days of the Xenovore Wars. From the moment
he set out from Shipyard to defend Earth, Admi-
ral Zhukov instructed his officers to make their
own decisions. (Later historians often forget the
ATO’s Treaty Fleet was actually the first to institute
such measures.) Once Zhukov becomes Supreme
Admiral, commanders and those of higher rank are
trained to think and act independently using their
best judgment.
Throughout the entire century, the Navy
divides itself into two areas of operation: The Plan-
etside Establishment and the Operating Forces.
FLEET approximately one thousand ships. Although this SQUADRONS AND TASK FORCES
COMPOSITION seems a small number compared to the almost ten To perform missions and accomplish goals, a
thousand ships in the Home Fleet, a majority of fleet organizes itself into squadrons and task forces.
The numbers listed for the Navy’s battleships and carriers belong to the The composition of squadrons and task forces, like
the fleets show that Defense Fleet. Before the arrival of the Xenovores, those of fleets, depends on the nature of the mis-
cruisers and frigates the Defense Fleet consists of 30 battleships, 14 car- sion and the forces available to the commander.
make up a large per- riers, 300 cruisers, and 100 frigates; the remaining In general, a squadron consists of cruisers
centage of UE naval ships are transports and the like. After 2332, three and other small gunships. It performs such duties
forces. By mid-century battleships, one carrier, 97 cruisers, and 23 frigates as escorting transport and cargo ships, hunt-and-
any commander in survive to join the the Treaty Fleet. kill missions, and tracking down enemy ships that
his right mind would
prefer to have battle- The Combined Fleet escape from larger engagements.
ships and carriers under Admiral Zhukov first uses the term Combined Task forces usually have missions with more
his command, but they Fleet to refer to the starships under his command far-reaching consequences or a larger strategic
require a great deal of in 2355 during a victory speech on Samarkand after impact. Typically commanded by an Admiral or
time and resources to stopping the Kinzareth Offensive. Around a core of Fleet Admiral, they can act independently for
manufacture. The Navy the Home Fleet and Liberty-class dreadnoughts, he extended periods without communication from the
estimates it takes a 400- fleet commander.
gathered elements of system defense fleets to defeat
man team two years to The most famous task force of the Xenovore
complete construction the Xenovore advance into Human space, and his
use of the term acknowledges the contribution Wars is the one assembled to accomplish Opera-
of a battleship; a carrier
from those starships and crews that don’t belong to tion Guillotine. Consisting of ten Liberty-class
or dreadnought requires
twice as much time, the Navy. In 2358, after the Senate names Zhukov dreadnoughts, cargo ships loaded with planet-
mainly because of the First Magistrate and Supreme Admiral, the Com- buster bombs, and smaller scout ships from the
complicated machinery bined Fleet becomes the official designation for Terran Exploration Service, the task force strikes
for fighter launch ports those starships that enter the Militarized Zone to for Throneworld Prime and destroys it in 2396.
and docking bays. And drive the Xenovores from their beachhead and later Admiral Kumar Acharya, the hero of Kapetyn’s Star,
these estimates assume invade Xenovore space. commands the task force. Almost none of the task
available facilities and force survives the attack.
At its height, prior to the assault on Throne-
materials, as well as pre-
assembled propulsion, world Alpha (later called Triumph) in 2380 and BRANCHES
operating, and similar before the creation of the Occupation Fleet, the
The Navy organizes all of its personnel, regard-
systems — which aren’t Combined Fleet consists of 104 battleships, 46
less of fleet or posting, into seven branches. On
always available. Sup- carriers, 1,200 cruisers, and 900 frigates, as well as
larger ships, such as battleships and carriers, mem-
plying carriers to the thousands of transport and cargo ships. Despite
Navy is even more bers of each branch are present on board under the
these numbers, which alone make it the largest fleet
problematic. Without command of the starship’s captain.
ever assembled by Humans, the fleet’s true strength
a full complement of lies in 40 Liberty-class dreadnoughts that spearhead Command: Responsible for administration, leader-
starship fighters, as well every new offensive. From 2380 to the end of the ship, and related duties, members of the Command
as the men necessary branch in Operating Forces often ascend the ranks
war, the Combined Fleet never returns to these
to pilot them, a carrier
numbers despite the best efforts of production relatively quickly. But the majority of Command
is little more than an
expensive battleship at facilities and industrial concerns. Though Admi- personnel belong to the Planetside Establishment
best, and a large target ral Zhukov travels with the Combined Fleet and and perform various administrative and support-
at worst. Finally, cruisers often takes a direct hand in its operations, Grand related tasks.
and frigates make up the Admiral Charles Tallyrand officially commands the Flight: Flight personnel navigate and steer star-
vast majority of system Combined Fleet from 2370 onwards. ships. Fighter pilots do not belong to this branch;
defense fleets, and
The Occupation Fleet they require a variety of specialized and unique
when Admiral Zhukov
increases the size of Admiral Zhukov forms the Occupation Fleet skills and belong to the Fighter Pilot Corps (see
the Combined Fleet to soon after the victory at Triumph in 2380. Its star- below).
prepare for the invasion ships come from the Combined Fleet — gener- Lifesystems: These personnel maintain life support
of the Xenovore Empire, ally those lacking Class Epsilon Hyperdrives and systems, oversee the ship’s personnel needs (food,
these fleets serve as the which would otherwise slow down the offensive. entertainment, waste disposal), and keep morale
primary source of gun- The Occupation Fleet’s primary responsibility is to high. This branch includes everything from main-
ships.
hunt down remnants of the Xenovore fleets, espe- tenance technicians to psychologists and sociolo-
cially those that escaped from the destruction of gists specialized in effects of close confinement on
Triumph. Zhukov also tasks the fleet with assisting interpersonal group dynamics. The Medical service
the Planetside Establishment in the distribution of belongs to this branch as well.
humanitarian aid to emancipated slave/food spe-
Propulsion: Also known as Engineering or Main-
cies. From 2380 to 2391, Fleet Admiral Vito Tasso
tenance, the Propulsion branch sees to the mainte-
commands the Occupation Fleet. After Admiral
nance and proper functioning of starship systems
Tasso dies in a Xenovore suicide attack on his flag-
not cared for by some other branch. It also ensures
ship, Fleet Admiral Mei-ling Soong takes command
the ship has enough power and allocates it as effi-
and remains in charge of the Occupation Fleet
ciently as possible.
through the end of the war.
Science & Sensors: “S&S” officers operate a ship’s
sensors and communications systems, conduct
experiments, and apply their scientific expertise
Alien Wars 75
to problems confronting their vessel. Those in the the bridge. The ship devotes all power to maintain- NAVY UNIFORMS
Planetside Establishment design starships and ing weapon and vital life-support systems, so it’s
research new technologies. cold — usually hovering around 10 degrees Celsius A crewmember’s dress
Security: Security personnel maintain security except in engine rooms and the like where the uniform is a navy blue
aboard ship. They escort visitors (particularly those temperature may soar to 40-50 degrees Celsius. single-breasted tunic
Hygiene and cleanliness are secondary to staying and creased trousers
regarded as a potential threat), repel boarders, and
alive and keeping the starship operating; while with black patent leather
so forth. shoes. He wears his
a ship is in hostile territory, weeks might pass
Tactical: Responsible for operating a ship’s weap- between a crewmember’s showers. Only medical campaign ribbons on
ons and defensive systems during battle, Tactical the left breast of his
bays are kept immaculate.
personnel also plan strategies and tactics for future tunic, his rank insig-
Crews perform their duties in twelve-hour nia are pinned to the
conflicts, help test new weapons, and perform simi- shifts; it requires around-the-clock work to keep epaulets, and patches
lar duties. the ship in operating condition. A large starship on the high collar of his
consists of dozens of primary systems, each with tunic denote his unit
hundreds or thousands of subsystems as well as type. (Medals, if any,
A DAY IN THE LIFE secondary and redundant systems. At any one are worn either around
moment, some subsystem somewhere is mal- the neck or pinned to
Members of the Navy’s two divisions, the
functioning, so maintaining a starship is a big job. the crewmember’s right
Planetside Establishment and the Operating Forces, breast.) An officer’s dress
have different experiences during their time in the During engagements with the enemy, maintenance
uniform is similar in
military. The text below describes events common becomes even more difficult. Each crewmember,
cut, but white. Over his
to most naval personnel in the Operating Forces from the rawest astronaut to an admiral, has a very uniform he often wears
(the section PCs are most likely to belong to). specific set of duties to perform during combat. a frock coat. Crewmem-
Even noncombat personnel have duties like assign- bers wear a sidecap, and
TRAINING ment to the fire brigade or damage patrol. Each officers a peaked cap.
New recruits first spend four weeks in basic crewmember performs this duty to the best of
training. The brass divides recruits into classes his ability, because if a starship goes down, it goes Aboard ship, naval per-
numbering eight to sixteen members, all under down with all hands more often than not. Even in sonnel other than officers
the command of a chief petty officer. During those the unlikely event a crewmember makes it to an rarely wear dress uni-
four weeks, they learn the structure of the Navy as escape pod before being killed by decompression, forms. They usually dress
a whole, standard starship procedures, and other the Xenovores consider escape pods nothing more casually, even sloppily
than an easily-targeted enemy ship... or a floating — but always warmly.
general knowledge necessary for living aboard a
Most starship captains
ship. They also spend one to two hours a day in larder.
care more about how
a zero-G environment while performing routine well their crews perform
MEDALS AND COMMENDATIONS
duties. They only leave the planet twice, both times their duties than how
during stressful conditions, reaching a minimum of Like the Army, the Navy awards medals and they dress.
two Gs in a primitive chemical rocket to test their commendations for a variety of reasons, usually
endurance. for actions that prevent the destruction of starships
After these four weeks, a recruit graduates or save civilian lives. Some of the more commonly
to advanced training in one of the Navy’s seven known medals are:
branches. A recruit’s “AT” assignment depends Distinguished Flying Cross: Awarded posthumously
on his background and his performance in basic to those who give their life in military action, the
training. Over the next eight weeks, he learns the Distinguished Flying Cross is a Maltese cross.
specific skills necessary to perform his future duty. Engraved at its center is “We remember your sacri-
He completes the last four weeks of his train- fice” in Latin. The medal hangs from a black ribbon.
ing aboard a decommissioned starship, usually a
Iron Shield: Awarded for actions of personal valor
cruiser or frigate, in orbit around the planet, so he
in defense of civilians or the fleet, the Iron Shield is
can become accustomed to the cramped conditions
a shield-shaped medal made of stainless steel with a
and the effects of gravity produced via rotation.
small diamond at the center. It hangs from a white
The Navy has training facilities scattered
ribbon.
throughout Human space. A commodore or vice-
admiral commands each facility. Officers in the Duelist’s Orb: Awarded to a fighter pilot for actions
Navy rarely come up through the ranks; those ear- of the highest bravery, the Duelist’s Orb is a round
marked for command attend the Naval Academy medal made of bronze with an eagle with out-
(see page 47). stretched wings at the center. It hangs from a tri-
color (blue, black, blue) ribbon.
LIFE ABOARD A STARSHIP
Admiral’s Award of Honor: The Navy’s highest
Starship engineers do not design UE naval award, given only at the discretion of the Supreme
vessels with creature comforts in mind. Spartan Admiral, the Admiral’s Award of Honor is a round
and utilitarian, the interior areas of a starship, from medal with an emerald surrounded by eight dia-
the smallest tug to the Liberty-class dreadnought, monds — reminiscent of the design of the United
are far from hospitable. Pipes, life-support ducts, Earth flag. It hangs from a tricolor (white, blue,
and exposed wires run along the walls of narrow white) ribbon.
passages. Crew members bunk sixteen men to a
single cramped, low-ceiling room. Lighting is dim
everywhere except the officer meeting areas and
76 ■ The United Earth Military Hero System 5th Edition
OTHER
BRANCHES
he vast majority of UE military personnel
T
stellar flight became legends among the citizens of
belong to one of the two branches described the United Earth.
above, but three other branches exist. They Despite this proud history, the Exploration
all come under the military’s purview during Service was nearly defunct at the opening of the
Admiral Zhukov’s restructuring of the UE armed 2300s. The Colony Act of 2104 slowly but surely
forces for reasons described below. led to its decline. As the United Earth became less
and less responsible for colonizing new worlds,
the Exploration Service found itself with less and
TERRAN EXPLORATION less of a purpose. Unable to justify its existence
to Senate budget committees, it saw its funding
SERVICE decreased decade after decade. By 2300 the Service’s
The Terran Exploration Service (TES) is a ven- primary purpose was to serve as an advisory board
erable organization — its founding predates that of to the Senate on matters concerning interplanetary
the United Earth itself. In the early centuries of its and interstellar commerce and trade — a far cry
storied history, at the beginning of the interstellar from its adventurous roots.
age, it was one of the most influential organizations That changed in 2337 with the appointment
in Human space. It pioneered interstellar flight of Claude DeValiere to Minister of Exploration,
and planetary colonization techniques still used in the top position in the TES. The reason Magistrate
the twenty-fourth century. It charted the earliest Krutch chooses DeValiere — at the time a young,
spacelanes and made first contact with alien spe- little-known bureau director in charge of materials
cies. And the astronauts of those early days of inter- procurement programs — is unknown, but it was a
fateful choice for both the TES and Humanity.
Coincident with DeValiere’s appointment,
Krutch also increased the Exploration Service’s
operating budget. Minister DeValiere devoted these
new funds to rebuilding the Service’s depleted fleet
of scout ships and exploration vessels. This action
led some to believe Magistrate Krutch intended to
revoke the Colony Act of 2104, and once the United
Earth won the Civil War, return colonization and
attendant duties to the TES. The truth, however, is
unknown — Magistrate Krutch died before he can
take any action in that direction, and DeValiere
never publicly discussed the matter.
After the death of Magistrate Krutch, the his-
tory of the TES took an unexpected turn. In 2370
Admiral Zhukov, after lengthy consultations with
Minister DeValiere, brought the TES under the
authority of the UE military. Although few people
considered the matter very deeply or viewed it with
suspicion — most happily accepted Zhukov’s claim
that the TES was a necessary component of the
imminent invasion — not all Joint Commanders
were quite so sanguine about the move. For many
years it caused friction between Minister DeValiere
and high-ranking members of the Navy, who felt
the wartime responsibilities of the TES rightfully
belonged to the Navy.
Whatever Zhukov’s reasons behind the deci-
sion, it had a significant positive impact on the war
effort. DeValiere was put in charge of the supply
line between Human space and the Xenovore front,
and the TES was the main reason the supply line
operated efficiently despite the tremendous scope
of its operation. TES personnel also scouted the
Alien Wars 79
PACKAGE
DEALS
his section has Package Deals appropriate to PIRATE
Disadvantages Value
Criminal Careers Hunted: some police or security organization
(player’s choice) -15
Many criminals in the UE find their way into
the military. Some enlist because it’s the perfect Total Cost Of Package: 19
(and maybe the only) escape from law enforce-
ment. For others, planetary judiciary officials sen-
REBEL
tence them to military service. After the passage of
the Amnesty and Citizenship Acts, many criminals On some Colony Worlds, Humans engage in
enlist simply to join the fight against the Xenovores open rebellion against the government. Prior to the
— despite having preyed on Humanity for most Xenovore Wars, none of these rebellions succeed
of their careers, they realize the threat the aliens — often ill-equipped, they have little chance against
pose to their lifestyle. Of course, these criminals planetary defense forces. To make matters worse,
with “hearts of gold” are not the only criminals in many colonies need certain imports, so if they’re
Human space, and the military, like most areas of cut off from the rest of Humanity they have little
society, has its own brushes with criminal elements. chance of surviving.
Pirates raid supply lines, smugglers deliver illegal Rebels don’t often find their way into the UE
goods to black marketeers, and planetside rogues military, but in some circumstances Senate Worlds
prey on hapless soldiers on leave. force them to enlist. On some Colony Worlds in
the antispinward regions of Human space, rebels
Alien Wars 83
Disadvantages Value
Hunted: civil law enforcement agency 11-
(Mo Pow, NCI, Capture/Kill) -25
ROGUE
“Rogue” is a catch-all term for planetside crim-
inals and ne’er-do-wells: thieves, con men, gam-
blers, dealers in illegal goods, and so on. A char-
acter with the Rogue Package Deal might join the
military for many reasons. Maybe some criminal
bigger and meaner than the character is after him,
and the military seems the perfect escape. Maybe a
judge sentences him to military service. Or maybe
other goods of a more questionable nature often
he’s attempting to turn over a new leaf, and the
trade hands. More daring smugglers may engage in
military offers him a chance at a fresh start in life.
the far-riskier practice of smuggling military-grade
hardware to potential buyers. Arms smuggling is
a great way to make a lot of money quickly, espe-
ROGUE PACKAGE DEAL cially during the Civil War — but it’s treason, and a
Ability Cost captured smuggler often finds himself at the tender
Stealth 3 mercies of Krutch’s Terran Intelligence Command.
Streetwise +1 5
WF: Human Small Arms, Human Advanced
Small Arms 4 SMUGGLER PACKAGE DEAL
9 points’ worth of Skills from the following list 9
Bribery, Bugging, Climbing, Combat Driving, Ability Cost
Combat Piloting, Computer Programming, Bribery 3
Concealment, Electronics, Forgery, Gambling, Combat Piloting 3
High Society, Lockpicking, Persuasion, Security Concealment 3
Systems, Seduction, Shadowing, Sleight Of Hand, Forgery (choose one category) 2
Trading, any Background Skill Navigation (Space, Hyperspace) 3
Streetwise 3
Disadvantages Value Trading +1 5
Hunted: some police or security TF: Human Space Vehicles 2
organization (player’s choice) -15 WF: Human Advanced Small Arms, Vehicle
Weapons (for two vehicles) 4
Total Cost Of Package: 6 6 points’ worth of Skills from the following list 6
Bugging, Bureaucratics, Computer
Programming, Conversation, Electronics,
SMUGGLER Gambling, High Society, Lockpicking,
Smugglers exist in the grey area separating Persuasion, Security Systems, Seduction,
Shadowing, any Background Skill
honest traders from thieves. They carry illegal cargoes
Fringe Benefit: Starship License 1
and passengers, and sometimes deal in stolen goods,
but they usually don’t steal the cargo themselves. Disadvantages Value
Smugglers often rub shoulders with the mili- Social Limitation: Harmful Secret
tary. They often smuggle black market goods to (Frequently, Severe) -20
quartermasters, who then sell them to the troops.
The least illegal of these goods is alcohol, although Total Cost Of Package: 15
84 ■ Character Creation Hero System 5th Edition
defend planets from the Xenovores. They deal with
Planetside Careers bureaucrats when they decide they have to demol-
These Package Deals represent various ish a building because it obstructs the field of fire,
ground-based occupations. Spaceflight costs a lot or when they commandeer supplies for their star-
of money in the twenty-fourth century, so many ships. During Operation Future Peace, bureaucrats
people never leave the planet of their birth. One are in high demand by the military, and many who
guaranteed way to get out and see the universe is to enlist find themselves in clerical positions.
enlist in the military. Those with planetside occu-
COLONIST
pations usually find themselves in the Army, since
they lack experience with starships, the effects of The Colonist Package Deal is a catch-all for
zero-G, and space travel in general. anyone who struggles to tame an alien environ-
ment and make it habitable. Colony Worlds are
ARTIST/ENTERTAINER incredibly primitive compared to older worlds
An artist or entertainer can come from any like Earth or Alpha Centauri, so colonists become
walk of life in the twenty-fourth century. From the accustomed to hardship. Some are oppressed by
sophisticated artists of Earth to the rugged folk a Senate Worlds, although extreme cases are rare.
artists of the Colony Worlds, a wide range of styles But however well-treated, very few colonists have
and forms of expression exists in Human space. citizenship in the United Earth. With the passing
While no famous artists of the period enlist in of the Citizenship Act, many colonists eagerly vol-
the military, that doesn’t mean an artist PC might unteer for service in the UE military, often finding
not answer the call of duty. In the later part of the themselves assigned to the Army.
century, entertainers often donate their time to A Colonist can be a naive farm boy from one
entertain the troops — although they rarely travel of the agricultural worlds in the Alambeth system, a
close to the front lines. grizzled miner from Wellington, an ignorant peas-
ant from Cephardi, or any of thousands of others.
The things they all have in common are the frontier
ARTIST PACKAGE DEAL spirit, a tough-minded attitude, and experience
with the discipline necessary to survive in a hostile
Ability Cost environment. These qualities make them ideally
High Society 8- 1
suited to the Army.
KS: The Artistic World 11- 2
KS: art form of player’s choice
(Characteristic-based Roll)
PS: relevant to type of art performed/created
3
COLONIST PACKAGE DEAL
(Characteristic-based Roll +2) 5 Ability Cost
AK: colony’s region 11- 2
Disadvantages Value Mechanics 3
None PS: Farming, Hydroponic Farming, or Mining
(player’s choice) 11- 2
Total Cost Of Package: 11 Survival (choose environment) 2
TF (2 points’ worth) 2
WF (2 points’ worth) 2
BUREAUCRAT
This Package Deal represents low- and mid- Disadvantages Value
level professionals who staff many organizations None
and corporations, including government agencies
and divisions. Although the average enlisted man Total Cost Of Package: 13
has little to do with bureaucrats, many officers have
frequent run-ins with these men as they try to PLANETARY LAW ENFORCEMENT OFFICER
The United Earth doesn’t have an interplan-
etary law enforcement agency; each Senate World
BUREAUCRAT PACKAGE DEAL polices its own inhabitants. Some police forces
Ability Cost resemble military units (you may want to adapt a
Bureaucratics 3 Military Package Deal for them); others maintain
KS: United Earth (or local) Law 11- 2 their more traditional role and use this Package
6 points’ worth of Skills from the following list 6 Deal. Planetary law enforcement officers don’t often
Bribery, Computer Programming, Conversation, find their way into the military, since they perform
Deduction, High Society, Persuasion, any a job essential to society already. On the other hand,
Background Skill when the Xenovores attack an undefended world,
Contact: Government Agency 11- 6
these officers form the backbone of resistance
Fringe Benefit: Security Clearance 1 1
movements, guerilla raiders, and militias. After the
Disadvantages Value Xenovores ravage their worlds and leave, they find
Social Limitation: Subject To Orders themselves without a society to protect and enlist
(Frequently, Minor) -10 in the UE military.
SCIENTIST
Before the twenty-fourth
century, the sciences under-
went great changes as they
struggled to cope with the
new information presented
by interstellar colonization.
Hybrid fields of study arose
as theory came to grips with
alien cultures and the mas-
sive amounts of new data on
astronomical phenomena.
With the coming of the
Xenovores, theory takes a
backseat to application. Sci-
entists try to find uses for the
preceding centuries’ theo-
retical advances, searching for
any edge against the enemy.
The military’s need for
scientists is urgent, and many
answer the call, either because
of a sense of duty or promises
of unlimited resources. These
scientists often find their way
into the Navy (if engineers or
physicists) or the Terran Intel-
ligence Command (if experts
in the social sciences).
Disadvantages Value
Distinctive Features: Uniform (Easily
Concealed; Noticed And Recognizable) -5
Social Limitation: Subject To Orders (Very
Frequently, Major) -20
Disadvantages Value
None
PILOT
Pilots fly spacecraft ranging from surface- TRADER PACKAGE DEAL
to-orbit shuttles to interstellar merchant ships. Ability Cost
They tend to have fast reflexes, good vision, and Bureaucratics 3
an intuitive grasp of Newtonian physics, plus a AK: trading area 11- 2
well-deserved reputation as daredevils, renegades, Trading +3 9
risk-takers, and thrillseekers. Many pilots in the Transport Familiarity (2 points’ worth) 2
twenty-fourth century learned their skills in the UE High Society or Streetwise 3
Navy or system defense fleets; characters with this Fringe Benefit: Starship License 1
background should use the UE Navy (Flight) Pack-
Disadvantages Value
age, adjusted for being off active duty. Throughout
None
the century, the Navy calls up commercial pilots
with Navy experience. Some return begrudgingly, Total Cost Of Package: 20
unhappy to leave lucrative jobs behind; others are
more than happy to serve.
MILITARY PACKAGES
PILOT PACKAGE DEAL Military careers can lead characters into adven-
ture... or to an early death. Whatever else happens,
Ability Cost they almost always lead to fighting. Ex-military per-
Combat Piloting 3 sonnel sometimes wind up living active and exciting
Navigation (Space, Hyperspace) 3
lives after their tours of duty end.
SS (player’s choice) 8- 1
Systems Operation (choose one category) 2
Unless otherwise noted, each of the Military
TF: Human Space Vehicles 2 Package Deals assumes a character with a Member-
6 points’ worth of Skills from the following list 6 ship: Military Rank Fringe Benefit worth 3 points
Computer Programming, Electronics, (a Corporal or Petty Officer, depending on the
Mechanics, Tracking, Trading, WF, any service). Characters may increase or decrease this if
Background Skill appropriate by adjusting a Package’s cost.
Fringe Benefit: Starship License 1
Environmental Movement (no penalties in
Knowledge Of The Xenovores: The Military Package
zero gravity) 4 Deals reflect what those jobs are like at the begin-
ning of the twenty-fourth century. As the war wears
Disadvantages Value
None
TRADER
The Trader Package Deal is a catch-all for
anyone who acts as a middleman in commerce.
Traders transport goods from one area to another
(hopefully one where their goods are worth more
than what they paid for them). Most work for large
corporations; some are independent merchants
who hope to profit from a surplus in one place
and a scarcity in another. The line between these
independent traders and smugglers is often blurry,
especially since legal codes are rarely the same on
different worlds in the United Earth. Not all trad-
ers ply the spacelanes; many restrict their activities
to one planet. During the war, trading between
isolated outposts of Humanity is both extremely
profitable and extremely dangerous.
This Package Deal represents a trader who
keeps moving rather than running a trading post —
either a spacefaring trader in a beat-up starship or
an itinerant merchant on a planet with an equally
beat-up truck or small ship. In either case, the char-
acter should also buy an appropriate Vehicle. For
a stay-put merchant, substitute a Base (his shop or
place of business) and remove the Fringe Benefit.
Like the Smuggler, the Trader often has a Contact
in the military black market.
88 ■ Character Creation Hero System 5th Edition
on, military personnel receive more and more
training in Xenovore tactics and technology (see TES MISSION SPECIALIST
Chapter Eight). If the campaign is set in the latter
half of the century, adding KS: Xenovore Tactics PACKAGE DEAL
and KS: Xenovore Technology is appropriate for Ability Cost
most Packages, as well as AK: Xenovore Space for Computer Programming 3
pilots, navigators, and the like. Electronics (choose one category) 2
KS: The TES 11- 2
TERRAN EXPLORATION SERVICE Navigation (Land) 2
CREWMEMBER Paramedics 3
Crewmembers in the TES pilot starships and 6 points’ worth of SSs 6
spacecraft. They handle exploration in space and Survival (choose two categories) 4
Systems Operation (choose one category) 2
transport mission specialists and scientists to study
WF: Human Advanced Small Arms 2
new worlds and phenomena. Fringe Benefit: Membership (Petty Officer) 3
This Package Deal represents a young TES
officer who trained at the Academy. However, many Disadvantages Value
Exploration Service crewmembers come to the TES Distinctive Features: Uniform (Easily
after a career as a merchant or the like, in which Concealed; Noticed And Recognizable) -5
case they may have better Skill Rolls, more Skills, Social Limitation: Subject To Orders
or Skill Enhancers such as Jack Of All Trades or (Frequently, Major) -15
Traveler.
Total Cost Of Package: 9
Disadvantages Value
Social Limitation: Subject To Orders
(Very Frequently, Major) -20
Disadvantages Value
Social Limitation: Subject To Orders
(Very Frequently, Major) -20 UEA (AIR FORCES)
Social Limitation: Harmful Secret
(Frequently, Severe) -20 PACKAGE DEAL
Ability Cost
Total Cost Of Package: -7 Combat Piloting +1 5
KS: The UE Army 11- 2
KS: The Military/Mercenary/Terrorist World 11- 2
UNITED EARTH ARMY AIR FORCES
Navigation (Air) +1 4
The Air Forces conduct military operations PS: Soldier 11- 2
in the zone between a planet’s surface and orbital Survival (choose one category) 2
space. They operate a mix of supersonic fighters, Systems Operation (choose one category) 2
vertical-takeoff hoppers, and gunships. During TF: Combat Aircraft 1
the twenty-fourth century, pilots in the Air Force WF: Human Advanced Small Arms 2
become more and more rare, as drones take their Fringe Benefit: Membership (Corporal) 3
Environmental Movement (no penalties in
place and the UE Navy turns talented Humans into
zero gravity) 4
fighter pilots.
Disadvantages Value
Distinctive Features: Uniform (Easily Concealed;
Noticed And Recognizable) -5
Social Limitation: Subject To Orders (Very
Frequently, Major) -20
UEA (MEDICAL)
PACKAGE DEAL
Ability Cost
KS: The UE Army 11- 2
Paramedics +2 7
PS: Combat Medic 11- 2
PS: Soldier 11- 2
SS: Biology 11- 2
SS: Medicine (INT Roll) 3
Survival (choose one category) 2
Systems Operation (Medical Systems) 2
TF: 1 point’s worth (player’s choice) 1
Fringe Benefit: Membership (Lieutenant) 5
Disadvantages Value
Distinctive Features: Uniform (Easily
Concealed; Noticed And Recognizable) -5
Social Limitation: Subject To Orders
(Very Frequently, Major) -20
Disadvantages Value
Distinctive Features: Uniform (Easily
Concealed; Noticed And Recognizable) -5
Social Limitation: Subject To Orders
(Very Frequently, Major) -20
GAME
ELEMENTS
hen you create characters for an Alien They may learn Tech Xenovorish after the 2370s for
WEAPON FAMILIARITY
As with Transport Familiarity,
a character’s WFs applies to Human
weapons; he uses another species’s
weapons at a -3 penalty unless he
has a WF that applies specifically
to them, and he can only buy these
with the GM’s permission. Use the
WF chart on page 54 of HERO
System 5th Edition. Laser weapons
belong to their own two-point cat-
egory, Advanced Small Arms; Gauss
weapons belong to the Small Arms
category.
PERKS
Most Perks apply to Alien
Wars characters normally.
FRINGE BENEFITS
Besides the standard Fringe
Benefits (including the expanded
Head Of State, Police Powers, and
Starship Master’s License on pages
49-50 of Star Hero), Alien Wars
characters can buy Membership to
reflect Military Rank. The accom- tary, the GM should provide Vehicles as appropri- MONEY
panying table lists the Perk costs for the ranks in ate. Since this Vehicle can technically be taken away
the United Earth and Spinward Union militaries. at any time, the characters shouldn’t spend Charac- In most Alien Wars cam-
You can use these to derive the cost for ranks in ter Points on it. paigns, characters won’t
other governments’ militaries, if necessary. need “starting money”
because they belong to
VEHICLES AND BASES TALENTS the military, which issues
them whatever equip-
In an Alien Wars campaign, the GM should let In the Alien Wars setting, many Talents ment they need. But if
characters acquire Vehicles and Bases with either (including Absolute Range Sense, Bump Of Direc- money is important in
money or Character Points (though he may prefer tion, Combat Sense, Danger Sense, and Universal the campaign, the stan-
to make some starships points-only, to prevent char- Translator) can be low-grade psionic abilities. dard rules from page
acters from acquiring too much powerful hardware Characters with some trace of psionic potential, but 59 of the HERO System
too easily). In either case, even a small starship can not enough to have true psi powers, may manifest 5th Edition apply: most
become expensive quickly, so the GM may need to characters start the game
one of these abilities (as may a full-fledged psi). Of
provide a helping hand in the game to ensure the as “Middle Class”; those
course, characters can buy them (or other Talents who take an appropriate
PCs get the starship he wants them to have. appropriate to the game) with other special effects
For those characters who belong to the mili- Money Perk or Disad-
instead, if they prefer. vantage start with more
Humans who have to work in zero gravity rou- or less money. To keep
tinely learn Environmental Movement for zero-G. things simple, you can
FRINGE BENEFIT: Universal Translator is used in the Alien Wars set- probably convert the
UE MILITARY RANK ting to create translation devices. (though Humans dollar figures for Money
into credits; thus, most
never learn to translate High Xenovorish; see page
Army/Marine Rank Navy/TES Rank Cost 149). characters start with an
Private Crewmember 1 annual income of 75,000
Specialist Specialist 2 credits.
Corporal Petty Officer 3
Sergeant Chief Petty Officer 4 See also the Price List,
Lieutenant Ensign 5 page 137, which has the
Captain Lieutenant 6 pay rates for military
Major Lieutenant-Commander 7 personnel
Lieutenant Colonel Commander 8
Colonel Captain 9
Major General Commodore 10
Lieutenant General Vice Admiral 11
General Admiral 12
Marshal Fleet Admiral 13
Grand Marshal Grand Admiral 14
Supreme Marshal Supreme Admiral 15
98 ■ Character Creation Hero System 5th Edition
PHYSICAL LIMITATION
POWERS This Disadvantage rarely occurs in Alien Wars
Humans can purchase some Powers to reflect games. Advanced medicine, pre-natal treatments to
body modifications, innate abilities, or in rare correct genetic defects, cybernetic prosthetics, and
instances psi powers. Other species may have spe- the like make it possible to correct or compensate
cific abilities (like a Xenovore’s claws) bought as for most physical deficiencies. However, the Size/
Powers through their Species Package Deal. Weight, Gravity Adaptation, and Alien Physiology
Physical Limitations described on pages 63-64 of
EVERYMAN POWERS
Star Hero could affect Alien Wars characters.
Page 52 of Star Hero discusses the concept of
“Everyman Powers” — abilities, usually techno- RIVALRY
logical in nature, that every character in a Science Several United Earth military services have
Fiction setting possesses. In the Alien Wars set- long-standing rivalries with other agencies, and a
ting, characters typically only have one Everyman character may use this Disadvantage to reflect this.
Power:
SOCIAL LIMITATION
Immunity Treatments (vaccinations against common
The Alien Wars campaign features one setting-
colds, flus, and other trivial but annoying diseases)
specific Social Limitations for characters in addi-
(Life Support [Immunity]: 1 point)
tion to standard ones such as Subject To Orders or
Characters can sell back their Immunity Treat-
Harmful Secret.
ments for 1 Character Point, but that means they’re
susceptible to a host of annoying native and alien Minority Species (15 points)
viri and bacteria. The GM should roll 1d6 every In Human space, many people regard other
time the character visits a new planet, space station, species as inferior to Humans, and they suffer some
or the like; on a 1, the character catches a disease discrimination in society as a whole (although this
that reduces his STR, DEX, or CON by ½d6 points isn’t to say every world is the same in its treatment of
for the adventure. alien species). Typically this imposes a -2 penalty on
Interaction Skill rolls, and it may cause many other
LIFE SUPPORT
difficulties, such as the police arresting aliens of
The Species Package Deals use three variant feared species on a mere pretext, or an alien charac-
forms of Life Support GMs may wish to incorpo- ter being passed over for a promotion in the military.
rate into other Package Deals they create.
Expanded Breathing (Thin Atmospheres) is a 1-point
version of Expanded Breathing that makes it pos- PSIONICS
sible for a character to take in oxygen more effi- The first verifiable Human psis emerged in
ciently. He can breathe without difficulty on worlds the late solar exploration period (the 2100s) — but
with Thin atmospheres, at high elevations (such as despite this, psis are extremely rare and most of
when climbing tall mountains), and so forth. the populace barely believes they exist. Psis don’t
Diminished Eating (Any Protein) is a 1-point form of have their own social niche or anything similar, and
Diminished Eating that allows a character to obtain interstellar laws don’t regulate their use of psion-
nutrition from any type of protein — even types ics. Only a handful of worlds in Human space take
most species cannot ingest or digest. Xenovores psionic powers seriously.
have this ability. Characters can only purchase psionic powers
Safe Environment (Low-Intensity Radiation) is a 1- with the GM’s permission. Talents are more
point Safe Environment allowing a character to appropriate than Powers for representing most
withstand low-intensity radiation (such as would psionic abilities in an Alien Wars game; the most
frequently bombard a person in an unshielded common Powers are Telepathy and low-strength
spacecraft), but not high radiation. Ego Attacks. If used, Powers should have 30 Active
Points or less with Limitations like Activation Roll
or No Conscious Control to reflect their unreliabil-
DISADVANTAGES ity. Characters cannot place powers within Power
Frameworks.
Most Disadvantages function normally in All psionic powers work equally well across
Alien Wars campaigns, though some (such as Acci- species, so a Human telepath can conceivably
dental Change) rarely apply. Normal Characteristic read the mind of a Rigellian, and vice-versa. Thus,
Maxima restrictions automatically apply to all char- PCs don’t have to worry about the Alien class of
acters for no points. minds, and can take a Limitation on powers that
HUNTED only affect one or two species. Characters must still
use the classes of mind rules to affect Animals or
Any member of the military could be Watched Machines with Mental Powers.
by his branch. The Xenovores do not Hunt persons
outside their own species, considering anyone else
beneath their notice, so that’s an inappropriate
Disadvantage unless it reflects very special circum-
stances.
chapter seven:
The United
Earth Armory
100 ■ United Earth Armory Hero System 5th Edition
GENERAL
TECH ISSUES
he twenty-fourth century, as with many stones of technological progress. Because it uses
Even special forces and mission task forces that it’s easier to just give every soldier everything,
don’t have all requests for ordnance approved rather than try to customize gear to every post
(although they’re more likely to get what they ask within 5,000 light-years.
for) — someone, somewhere looks at requests and
CLOTHING
mission assignments before putting his thumb-
print in the approval box. In short: if the mission The soldier of the twenty-fourth century
is covert infiltration and retrieval, don’t expect the dresses in layers, for two reasons. First, a soldier can
quartermaster to deliver that 50 kilos of C-44 to never have enough pockets. Spare ammo, gum, a
your tent anytime soon. few extra pills, a letter from Mom, last will and tes-
tament, souvenir Xenovore mandible, and a good
THE BLACK MARKET luck charm or three — all this and more fill his
As with militaries throughout history, a very pockets. Second, life support suits are easily torn
profitable black market develops around the UE and every soldier wants to put on as many layers as
armed forces. Anything and everything is available, he can to prevent inadvertent rips.
from Denebian brandy to a GA-1B76 main battle
Skinsuit
tank, if you ask the right person, can pay the price,
The first layer a soldier puts on is his skinsuit.
and can cart your purchase away without attract-
Woven from a blend of nano-circuitry and insulat-
ing attention. Usually the black market is a barter
ing thread, the skinsuit is a form-fitting body suit
economy run by quartermasters trading between
that covers the soldier from head to toe except for
divisions, and its network includes members of the
his face. The suit utilizes the wearer’s body heat to
Signal Corps and the Navy’s Planetside Establish-
insulate him from extremes in temperature, but
ment, civilian merchants, and even pirates. Officers’
only when completely sealed (which includes wear-
participation depends on the individual— although
ing a gas mask). The suit also offers protection in
they usually trade favors for goods, higher-ranking
a high radiation environment. The fabric is fragile
officers simply tell their staffs what they want and
and easily torn by sharp rocks, shrapnel, Xenovore
don’t ask where it comes from. Most COs look the
claws, and the like, so a soldier puts on as many
other way as long as black market trading involves
layers as he can over it. Troops call skinsuits “long-
harmless stuff (like liquor) or enhances the smooth
johns.”
functioning of their command.
During the early days of the Xenovore Wars Skinsuit: Life Support (Safe Environments:
and later at the Xenovore front, the black market is Intense Cold, Intense Heat, High Radiation)
sometimes the easiest way to get supplies, includ- (6 Active Points); IIF Fragile (-½). Total cost:
ing essential ones like ammunition and medicine. 4 points.
At these times, it’s not so much a black market as a
barter economy that’s necessary for units to func- Fatigues
tion. Everyone wants to be friends with the squad Next the soldier puts on baggy pants, a long-
member who has a Contact in the black market. sleeved tee-shirt, and a high-necked wool sweater.
The equipment table (page 135) lists equip- If wearing a skinsuit, he wears the sweater regard-
ment with a cost in credits. You should use this as less of a planet’s surface temperature. He ties shut
a benchmark for barter, keeping in mind that the the cuffs of his sweater at the wrist (rumors abound
value of some things depends on the situation. about stinging insects getting into a sleeve and
Ammunition is priceless for troops on the front causing a rip in a skinsuit, but no documented
line, and medicine invaluable to a field hospital cases exist), and he ties closed his pants cuffs and
short on supplies. Soldiers rarely conduct transac- tucks them into his socks. Over his socks, he wears
tions in credits, but black marketeers often cut a combat boots, usually made of brown synth-leather
buyer a deal if he makes his purchase in currency and coming up to just below his calf. Armor plates
rather than trade. similar to those in his coat (see below) are stitched
into the boots. The soldier wraps the boot laces
around the tops of his boots to make doubly sure
SOLDIERS’ GEAR his pants cuffs don’t come untucked. If he knows
Here’s what Human soldiers carry into battle he’ll be in the field for an extended period, he wraps
in the twenty-fourth century. For the most part this tough strips of canvas around his ankles. Not only
gear is UTES 9, though much of it is just advanced does this help keep his pants tucked in, it offers
versions of devices that have existed for centuries. some protection against warhounds.
Combat Boots: Armor (5 PD/5 PD) (15 Active
Points); OIF (-½), Activation Roll 8- (only
Standard Issue, Circa 2305 protects Hit Locations 17-18; -2), Real Armor
The soldier’s “kit” during the 2300s ultimately (-¼). Total cost: 4 points.
derives from the Army’s outlook and policies
circa 2305 — standard issue doesn’t change much Armor Coat, Helmet, And Gas Mask
during the Xenovore Wars. The list below includes Over his fatigues the soldier wears an armor
a full kit; some equipment may be unnecessary for coat. Made of a wool-ballistic cloth blend and
particular duty posts (e.g., soldiers on Earth don’t coming in a selection of colors — brown, olive
need full life support gear). Military logic stipulates drab, gray, and black — the coat reaches to mid-
102 ■ United Earth Armory Hero System 5th Edition
Alien Wars 103
calf. Thin armor plates are sewn into its lining, with Flex-Screen Map With Stylus LOOK AND FEEL
two layers of plates separated by a layer of ballistic Inside a flat pouch stenciled with “MAPS” is
fabric. The armor plates are about eight centimeters a folded sheet of flex-screen. Woven from display The appearance, type,
across, made of advanced polymers, and octagonal thread, the flex-screen can store and display hun- and function of the
in shape. Though the plates are arranged to flex dreds of maps. (If the Navy has put a WorldNet equipment used by
with the wearer’s movements, the coat is still stiff satellite system in place around a planet, the flex- Alien Wars soldiers has
and not very comfortable. The collar is wide, also screen can also download current weather patterns deliberately been chosen
contains armor plates, and can be turned up to and show current position.) Of course having a to enhance the relatively
gritty “low”-tech nature
protect the wearer’s neck. Army regulations stipu- map and properly reading a map are two different
of the time and setting.
late that the soldier keep his coat buttoned up at things... and tactical nukes have a drastic effect on It’s a valid approach for
all times while in hostile territory. The two deep a region’s topography. Also inside the pouch is a a Military SF campaign,
pockets are slit so he can reach the pockets of his stylus that lets the soldier sketch diagrams on the but not necessarily the
fatigues without unbuttoning his coat. Sewn on the maps. At one end of the stylus is a compass. only appropriate way to
left arm is his rank and division patch. do things. If you prefer
Flex-Screen Map: AK: One Location (planet, a slicker, more high-tech
The gas mask is a self-contained breathing
asteroid, or other similar programmed-in loca- “feel” to your game, just
device. It allows the soldier to function normally
tion) 15- (6 Active Points); OAF (-1). Total change the appearance
in oxygen-deficient atmospheres and protects him
cost: 2 points. of the soldiers and their
from chemical and biological attack. When worn,
gear. The illustration on
it fits over the skinsuit and completes the suit’s seal. Stylus: Bump of Direction (3 Active Points); page 171 gives you an
The lenses of the gas mask are photo-sensitive and OAF (-1), Only On Planets With Magneto- idea of what this might
protect against glare or bright flashes of light. The sphere (-¼). Total cost: 1 point. look like.
gas mask also has a communications system that
lets the soldier maintain contact with his squad. First-Aid Kit
When not in use the gas mask hangs from its strap Inside a bag labeled “FIRST AID” is a little
around the soldier’s neck. case holding thread, scissors, hypodermic, little
Lastly, a soldier puts on his helmet. Stenciled bottles of fluid (including universal antidote and STANDARD ISSUE,
at the front of his helmet is his rank. Many soldiers morphine), nanobot deployment patches, and pills. CIRCA 2370
put an elastic band around the brim of the helmet Among the pills are almost always Grit, Wide-
to hold bottles of pills, extra ammunition, and other Awake, and Rockabye, plus whatever else the sol- In 2370, at the beginning
useful things. dier has scrounged. (See page 109.) of Operation Future
Peace, the L-1 Laser
Armor Coat: Armor (12 PD/12 ED) (36 Active Nanobot Deployment Patch: The nanobot deployment
Rifle replaces the K-16
Points); OIF (-½), Activation Roll 14- (does patch, issued in bundles of twelve, stops blood loss Assault Rifle as standard
not protect Hit Locations 3-6 and 17-18; -½), from all but the worst wounds. Once activated by issue (though some units
Half Mass (-½), Real Armor (-¼). Total cost: the presence of Human blood, the nanobots “stitch” received limited issues
13 points. closed the wound nearly instantaneously, then go of it prior to that time).
inert. All rules for re-opening the wound (page 280 of At long last, the need
Helmet: Armor (5 PD/5 PD) (15 Active Points); to transport millions of
the HERO System 5th Edition) still apply.
OAF (-1), Activation Roll 8- (only protects Hit magazines along a supply
Locations 3-5; -2), Real Armor (-¼). Total cost: Paramedics 18- (21 Active Points); OAF (-1), line twenty thousand
3 points. Only To Stop Bleeding (-1), 12 Charges which light-years long vanishes.
Never Recover (-2¼). Total cost: 4 points. The soldier’s magazine
Gas Mask: Life Support (Self-Contained pounches are replaced
Breathing) (10 Active Points); OIF (-½), 1 with a spare battery for
Combat Spade With Sheath
Fuel Charge lasting 6 Hours (-0) (total cost: his L-1 carried in a shoul-
The spade is the soldier’s most hated posses-
7 points) plus Sight Group Flash Defense (5 der satchel. Additionally,
sion, and digging trenches — a standard tactic
points) (5 Active Points); OIF (-½) (total cost: regulations first instituted
when facing massed Xenovore infantry — is his by Admiral Zhukov
3 points). Total cost: 10 points.
least favorite activity. With a short handle and forbid many pharmaceu-
Communications System: HRRP (Radio broad blade, the spade can also function as a hand- ticals with serious adverse
Group) (12 Active Points); OIF (-½) (total cost: to-hand weapon. The sheath fits over the spade’s effects, so the average sol-
8 points) plus Radio Group Flash Defense (5 blade and has hooks so the soldier can hang it from dier only has Grit, Wide-
points) (5 Active Points); OIF (-½) (total cost: his belt or backpack. Awake, and Rockabye in
3 points). Total cost: 11 points. his first aid kit.
Combat Spade: HKA 1d6, Reduced Endurance
(0 END; +½) (22 Active Points); OAF (-1),
EQUIPMENT
STR Minimum (7; -½), Real Weapon (-¼),
In addition to personal effects, toiletries, a Side Effects (-1 OCV, always occurs; -½). Total
chronometer, 15 meters of rope, a spork, a canteen, cost: 7 points.
a backpack, a bedroll, dogtags and insignia patches,
magazine pouches holding five 60-round ammo
magazines each, and his K-16 assault rifle and other
weapons, a soldier carries the following equipment
of note:
104 ■ United Earth Armory Hero System 5th Edition
WEAPONS
hree different types of weapons see use (3 Active Points); OAF (-1), Real Weapon (-¼)
T
GUNS AND GRAVITY
during the Xenovore Wars: slugthrowers, (total cost: 1 point). Total cost: 15 points.
All UE firearms are Gauss weapons, and lasers. Ion weapons, still
calibrated to Earth- experimental at the end of the war, aren’t K16 ASSAULT RIFLE
normal gravity, so on issued to most troops. Their primary advantage — a
worlds with higher non-lethal setting — doesn’t help a soldier fighting Effect: RKA 2½d6, Autofire (3 shots)
gravities, the firearm Xenovores. Shots: 30
is difficult to aim. This Combat Modifiers: +2 OCV, +2 RMod
is especially true of STR Minimum: 13
slugthrowers. The best Slugthrowers Range: 400”
way for a GM to simu-
late this is to increase Slugthrowers have a high rate of fire, but suffer Description: The K-16 Assault Rifle is the firearm
the Range Modifier for from two problems. First, they aren’t reliable in all issued to all Army soldiers right out of boot camp
weapons firing physi- types of atmospheres — they work normally in from the start of the Xenovore Wars until 2370
cal projectiles. Simply Type 1 and some Type 2 atmospheres, but in all (when the L-1 Laser Rifle replaces it). Light, sturdy,
multiply the Modifier others the GM should impose an Activation Roll and reliable, the rifle is long and slender, intended
by the gravity of the 14- on them. Second, they’re subject to standard to be fired from the hip or shoulder, and has a
world. For example, on firearm malfunctions, such as barrel overheating, fully adjustable rear sight. The magazine attaches
a world with two times below the barrel, forward the grip. Armor piercing
cartridge jams, and the like. Furthermore, keeping
Earth’s gravity, multiply ammunition is also available for the K-16, but only
the Range Modifier by millions of troops supplied with ammunition is
difficult, especially during Operation Future Peace. standard issue for the Special Forces and Marines
2; on a world with .5
G, the Range Modifier The military phases out slugthrowers and replaces (add the Armor Piercing Advantage (+½) for an
is halved (but the GM them with laser weapons beginning in 2370. additional 6 points).
may require a period of Research conducted by the military shows
training or acclimation that three round bursts are optimal, but some sol-
before characters can K2 “OFFICER’S SWEETHEART” AUTO diers have violated regulations by modifying their
take advantage of this). MATIC PISTOL WITH LASER SIGHT rifles to fire five round bursts (change the Autofire
This does not apply to Advantage to (5 shots; +½) for an additional 3
laser weapons. Effect: RKA 2d6-1, +1 Increased STUN Multiplier,
Armor Piercing points). Modification requires two hours, a knife,
Shots: 10 and a successful Weaponsmith roll.
Combat Modifiers: +1 OCV, +1 RMod Game Information: RKA 2½d6, +1 Increased
STR Minimum: 7 STUN Multiplier (+¼), Autofire (3 shots; +¼),
Range: 235” 60 Charges (+½) (80 Active Points); OAF
Description: The standard issue sidearm for officers (-1), STR Minimum (13; STR Minimum
in both the Army and the Navy, the K-2 “Officer’s Doesn’t Add Damage; -1), Beam (-¼), Real
Sweetheart” Automatic sees use throughout the war. Weapon (-¼) (total cost: 32 points) plus
A simple handgun, 22 centimeters long, the K-2 +2 OCV (10 Active Points); OAF (-1), Two-
is always issued with armor piercing ammunition. Handed (-½), Real Weapon (-¼) (total cost:
The magazine inserts into the grip. Under the barrel 4 points) plus +2 versus Range Modifier (6
is a small integral laser sight; the shooter can adjust Active Points); OAF (-1), Two-Handed (-½),
the color of the laser between blue and red, making Real Weapon (-¼) (total cost: 2 points). Total
it useful on planets in star systems with red dwarfs cost: 38 points.
or blue-white stars. It gains its nickname during the
dark days of the Xenovore Wars, when disgruntled K4 SUBMACHINE GUN
troops “joke” that an officer better sleep with his
Effect: RKA 2d6, Autofire (5 shots)
pistol, or else.
Shots: 30
Game Information: RKA 2d6-1, +1 Increased Combat Modifiers: +2 OCV
STUN Multiplier (+¼), Armor Piercing (+½) STR Minimum: 13
(47 Active Points); OAF (-1), STR Minimum Range: 300”
(7; STR Minimum Doesn’t Add Damage; -1), Description: Prior to the start of the Xenovore
Beam (-¼), Real Weapon (-¼), 10 Charges (-¼) Wars, the K-4 SMG is a popular weapon among
(total cost: 12 points) plus +1 OCV (5 Active planetary defense forces which frequently deal with
Points); OAF (-1), Real Weapon (-¼) (total civil uprisings. It’s first adopted into the UE military
cost: 2 point) plus +1 versus Range Modifier arsenal by the Marine Corps. Marines use it on
Alien Wars 105
KEY STUN: The STUN Multiplier for Killing Act: Activation Roll
Year: The year the weapon first becomes Damage weapons (0 indicates a normal 1d6- Bulky: A Bulky Focus
available. 1 multiplier). Burn: Burnout
UTES: The weapon’s Uniform Technology STR Min: STR Minimum. See the HERO Con: Concentration (½ DCV)
Evaluation Scale rating. System 5th Edition, pages 327-28, for rules.
Dis: Dispel
OCV: A modifier applied to all attacks made Shots: The standard amount of ammunition
or power in the gun’s magazine or battery Drn: Drain
with the weapon. See page 333 of the HERO
System 5th Edition. A/R: Active Point/Real Point cost. Ent: Entangle
RMod: A modifier applied to the Range Notes: Any information not listed elsewhere, EX: Explosion
Modifier for attacks made with the weapon. often using the following abbreviations: Frg: Fragile
See page 333 of the HERO System 5th Edition. 2H: Two-Handed Weapon Pen: Penetrating
Damage: The damage the weapon does; see AE: Area Of Effect SE: Side Effects
Notes for any abbreviation used. AP: Armor Piercing Text: See text for information
security detail or during covert operations when a K88 LIGHT MACHINE GUN
soldier needs a concealable weapon that still packs Effect: RKA 3d6, Autofire (10 shots)
a punch. Eventually it also sees use in the military Shots: 200
police and Army special forces. Combat Modifiers: +2 OCV, +2 RMod (only when
The K-4 has a short barrel and a collapsible Braced)
stock. It measures 50 centimeters with stock col- STR Minimum: 13
lapsed and 70 cm with stock extended. The maga- Range: 675”
zine attaches under the barrel, forward the grip.
Military versions use the same ammunition and Description: The K-88 Light Machine Gun is
magazine as the K-16. K-4s using AP ammunition issued to one member in a squad. A light, portable
have the Armor Piercing Advantage (this costs an machine gun, it can be fired from the hip, or with
additional 4 points). the bipod down and the gun braced on the ground.
The K-88 takes a box magazine of two hundred
Game Information: RKA 2d6, Autofire (5 shots; bullets, but also the sixty-round K-16 magazine (in
+½), 30 Charges (+½) (60 Active Points); which case it only does 2½d6 damage).
OAF (-1), STR Minimum (13; STR Minimum
Doesn’t Add Damage; -1), Beam (-¼), Real Game Information: RKA 3d6, Autofire (10
Weapon (-¼) (total cost: 17 points) plus shots; +1), 200 Charges (+1) (135 Active
+2 OCV (10 Active Points); OAF (-1), Two- Points); OAF (-1), STR Minimum (13; STR
Handed (-½), Real Weapon (-¼) (total cost: 4 Minimum Doesn’t Add Damage; -1), Beam
points). Total cost: 21 points. (-¼), Real Weapon (-¼) (total cost: 39 points)
plus +2 OCV (10 Active Points); OAF (-1),
Two-Handed (-½), Real Weapon (-¼) (total
cost: 4 points) plus +2 versus Range Modifiers
(6 Active Points); OAF (-1), Two-Handed (-½),
Only When Braced (-¼), Real Weapon (-¼)
(total cost: 2 points). Total cost: 45 points.
106 ■ United Earth Armory Hero System 5th Edition
K306 SHOTGUN WITH G1000 HIGHPOWERED GAUSS RIFLE
GRENADE LAUNCHER Effect: RKA 2d6, Armor Piercing (x2)
Effect: RKA 3d6, Accurate/RKA 2d6, +2 Increased STUN Shots: 6
Multiplier, Explosion Combat Modifiers: +2 OCV, +10 RMod
Shots: 20/6 STR Minimum: 13
Combat Modifiers: +2 OCV/+4 RMod Range: 2000”
STR Minimum: 13 Description: Usually one soldier in a squad, the
Range: 50”/1000” designated marksman, carries a G-1000. Lethal
Description: The K-306 Shotgun is issued to one and accurate up to 4000 meters, the rifle fires a
member in a squad. Whereas standard infantry single flechette tipped with depleted uranium and
units usually have a K-88, recon patrols and other designed to “tumble” once inside the target. It’s one
forward elements in uncharted areas choose to go of the simplest firearms in the UE arsenal, easy and
with the K-306. Its simple design makes it prob- quick to assemble or break down; when assembled,
ably the most reliable slugthrower in the service, it’s 1.5 meters long
so the K-306 sees wide use throughout the war The G-1000 is fired from the shoulder. It can
until Operation Future Peace (when it’s phased hold 6 flechettes at a time. It has no muzzle flash
out). Designed to be fired from the shoulder, it has since it’s a Gauss weapon — but it makes a distinct
a drum magazine holding twenty slugs attached to ker-chink as the magnets engage right before it
the top forward the stock. Underneath the barrel fires, and the gun emits a high-pitched whistle as
is a Gauss-powered grenade launcher. A magazine the flechette passes through the barrel. It comes
with seven concussion grenades attaches below and equipped with a sight hard-wired with calibrations
toward the back of the launcher. for each individual rifle. A small box, the sight
Game Information resolves an image of the gunner’s target on a small
Cost K-306 Shotgun With Grenade Launcher screen with a crosshair, allows x32 magnification,
21 K-306 Shotgun: RKA 3d6, Area Of Effect and has light amplification technology.
(One Hex Accurate; +½), 20 Charges (+¼) Game Information:
(79 Active Points); OAF (-1), STR Minimum Cost G-1000 High-Powered Gauss Rifle
(13; STR Minimum Doesn’t Add Damage; 31 G-1000: RKA 2d6, Armor Piercing (x2;
-1), Two-Handed (-½), Reduced Penetra- +1), Increased Maximum Range (2,000”;
tion (-¼), Reduced By Range (-¼), Limited +½); OAF (-1), STR Minimum (13; STR
Range (50”; -¼), Beam (-¼), Real Weapon Minimum Doesn’t Add Damage; -1), Two-
(-¼) (total cost: 17 points) plus +2 OCV (10 Handed (-½), Beam (-¼), Real Weapon (-¼),
Active Points); OAF (-1), Two-Handed (-½), 6 Charges (-¾) plus +2 OCV; OAF (-1),
Real Weapon (-¼) (total cost: 4 points) Two-Handed (-½), Real Weapon (-¼) plus
20 Grenade Launcher: RKA 2d6, +2 Increased +10 versus Range Modifier; OAF (-1), Two-
STUN Multiplier (+½), Explosion (+½), Handed (-½), Real Weapon (-¼)
Increased Maximum Range (1,000”; +¼) (67 2 Light Amplification: Nightvision; OAF (-1)
Active Points); OAF (-1), STR Minimum 9 Magnification: +12 versus Range Modifier
(13; STR Minimum Doesn’t Add Damage; for Sight Group; OAF (-1)
-1), Two-Handed (-½), Real Weapon (-¼), 7 1 Absolute Range Sense; OAF (-1)
Charges (-½) (total cost: 16 points) plus +4 Total cost: 43 points.
versus Range Modifier (12 Active Points);
OAF (-1), Two-Handed (-½), Real Weapon G212EX HIGHVELOCITY
(-¼) (total cost: 4 points) PROJECTILE LAUNCHER
Total cost: 41 points Effect: RKA 5d6, Armor Piercing (x2)
Shots: 4
Combat Modifiers: +4 RMod
Gauss Weapons STR Minimum: 13
Gauss weapons have a slow rate of fire, but Range: 750”
pack a punch and have a high effective maximum Description: The G-212EX High-Velocity Projectile
range. Due to the projectile’s force, they’re also Launcher is a small, portable anti-armor weapon. A
accurate over great distances. A further advantage long, large-bore tube, it’s meant to be fired from the
is that they function in all sorts of atmospheres, shoulder. It fires a simple titanium rod; and a box
and ammunition is easy to manufacture. Despite magazine holding four rod snaps into the back, just
these advantages, personal Gauss weapons are usu- above the shock-absorbing shoulder pad. Forward
ally specialized firearms like sniper rifles. the shoulder pad are two grips; the one nearest
the front of the barrel is collapsible, the other is
the trigger. The weapon’s main advantages are the
simplicity of its firing mechanism and ammunition
and its effectiveness against armor.
Game Information: RKA 5d6, Armor Piercing
(x2; +1) (150 Active Points); OAF (-1), STR
Minimum (13; STR Minimum Doesn’t Add
Alien Wars 107
Damage; -1), Two-Handed (-½), Beam (-¼), (-1½), Two-Handed (-½), Real Weapon (-¼)
Concentration (½ DCV; -¼), Real Weapon (- (total cost: 3 points) plus +4 versus Range
¼), 4 Charges (-1) (total cost: 29 points) plus Modifier (12 Active Points); OAF Bulky (-1½),
+4 versus Range Modifier (12 Active Points); Two-Handed (-½), Real Weapon (-¼) (total
OAF (-1), Two-Handed (-½), Real Weapon (- cost: 4 points). Total cost: 35 points.
¼) (total cost: 4 points). Total cost: 33 points.
COMBAT
DRUGS
uring the early part of the Xenovore Wars,
D
phine (i.e., loss of limb or other traumatic injury), INJECTIONS
weaponry improves very little. Desperate but some soldiers flaunt these regulations and their VERSUS PILLS
for any edge in combat, the military com- officers ignore the recreational use of the drug...
missions studies on the use of pharmaceu- until Marshall Nguyen comes into command. Troops, by and large,
ticals to improve troop performance. Researchers Afterward, commanders strictly enforce the regula- prefer pills. Because of
rush many of these studies and even go so far as tions, and improper use of morphine carries stiff their skinsuits, injec-
to falsify some of their results, presenting inac- penalties. The bottle of morphine issued contains tions are difficult to
curate assessments of harmful side effects. From enough for four injections. give without piercing
the years 2330 to 2358, pharmaceuticals such as the suit. In boot camp,
+15 EGO (30 Active Points); OAF (-1), Only soldiers learn to give
the ones below are standard issue. When Admiral
To Protect Against Presence Attacks And an injection by remov-
Zhukov comes into command, he forbids the use of
Counter The Effects Of Pain (-1), Side Effect ing the gas mask and
all pharmaceuticals except Grit, Wide-Awake, and delivering the shot to
(1d6 INT Drain, points return after 4 Hours;
Rockabye, as well as Morphine in a small number the neck, right below
-¼), Side Effect (Major Transform 1d6 into
of clearly-defined circumstances. Of course, addic- the ear — not a very
addicted person, always occurs; -½), 4 Con-
tion is already widespread among some units pleasant way of doing
tinuing Charges lasting 4 Hours each which
(especially those that fought in the Civil War), and things, especially for
Never Recover (-1¼). Total cost: 6 points. self-administration.
Zhukov’s restrictions make these addictive phar-
maceuticals valuable commodities on the black
Quickjuice (UTES 9): In battle, swiftness of action is
market.
often the deciding factor. To gain the upper hand,
Brawn Serum (UTES 9): This injection boosts the
COMBAT DRUG
soldiers sometimes use Quickjuice, a pharmaceuti-
recipient’s strength for a short period — long
ADDICTION
cal that enhances reaction time. After its effects
enough to finish a fight or accomplish a specific wear off in an hour, the user suffers a temporary
Several combat drugs
task. However, it does not always work, and when it neural slowdown. Quickjuice is a light blue serum are potentially addict-
fails to work, it actually weakens the user. Soldiers administered by injection. It is highly addictive; ing. The addiction is
rarely use Brawn since strength isn’t essential to addicts speak too quickly, have difficulty sitting still, represented as a Major
staying alive on the twenty-fourth century battle- and frequently lick their lips. Transform that inflicts
field. the Dependence Dis-
+1 SPD (10 Active Points); OAF (-1), Side advantage on the user
Aid STR 3d6, Delayed Return Rate (points fade Effect (-1 SPD for 24 hours after Charge stops (the Transform may
at the rate of 5 per Minute; +¼) (37 Active working, automatically occurs; -½), Side Effect also inflict a Psychologi-
Points); OAF (-1), 3 Charges which Never (Major Transform 1d6 into addicted person, cal Limitation related
Recover (-3¼), Requires A CON Roll (assumes always occurs; -½), 1 Continuing Charge last- to the addiction). The
CON Roll of 12- or 13-; -¾), Side Effects (Drain ing 1 Hour which Never Recovers (-2¼). Total Transform “damage”
STR 3d6; -½). Total cost: 6 points. cost: 2 points. “heals” back the same
way and rate at which
Grit (UTES 10): This pill temporarily allows an indi- Redeye (UTES 7): Although not commonly used the character heals
vidual to ignore injuries. In the end the drug user because of the prevalence of nightsight gear, this BODY — unless he
just injures himself more, but sometimes that’s a gains the Disadvantage
pill makes such gear unnecessary. It dilates the
and is Transformed into
worthwhile risk to take. pupil and enhances the eye’s light-gathering power, an addicted person. In
making it much easier for the user to see at night. that case, the GM must
Aid BODY 2d6, Delayed Return Rate (points
However, it leaves him more susceptible to the define the exact effects
fade at the rate of 5 per 5 Minutes; +½) (30
effects of bright lights. of the Disadvantage
Active Points); OAF (-1), Only Restores To
(typically the character
Starting Values (-½), Side Effect (user auto- Nightvision (5 Active Points); OAF (-1), Side must have the drug
matically takes KA 1d6 when drug’s effects Effects (user suffers 2 x Effect from Sight Group once per day or suffer
fade; -½), 1 Charge which Never Recovers (-4). Flashes based on bright light, and -2 Sight Weakness or Incompe-
Total cost: 4 points. Group PER Rolls in daylight or brighter light, tence). The character
for duration of effect; -¼), 1 Continuing Charge can only cure himself of
Morphine (UTES 6): For centuries, scientists have lasting 1 Hour which Never Recovers (-2¼). his addiction by buying
attempted to synthesize a pain killer as effective as Total cost: 1 point. it off with Experience
morphine, but less addictive. By the twenty-fourth Points — or, if it has a
century they still have not succeeded, and mor- Rockabye (UTES 8): One frequent problem faced value of 0, by undergo-
phine remains one of the most effective means of by soldiers is sleeplessness brought on by anxiety, ing a lengthy and pain-
deadening pain known to chemistry. Army regula- ful withdrawal program
starship lag, the varying lengths of days on different
tions are strict about when a soldier can use mor- worlds, and other factors. To smooth the coordina- Continued on next page
110 ■ United Earth Armory Hero System 5th Edition
Continued from last page tion of troop movements and ease communica- Recovers (-2¼). Total cost: 2 points.
tions, UE military regulations specify that divisions
that’s not available in stay on Terran time regardless of their current post Universal Antidote (UTES 9): Universal Antidote is
combat zones. The alter- — meaning lights out by 2200 hours and muster a synthesized chemical compound that provides
native to the program protection from all known poisons and chemical
at 0500 hours. To ease the problem of sleepless-
is “going cold turkey,”
ness, soldiers take the pharmaceutical Rockabye, warfare agents. The Xenovores, experts in biotech-
which takes longer and
is even less pleasant. which helps them sleep. The side effects of the pill nology and biowarfare, come up with new agents
are minor (although it can lead to complications frequently, and each time Human chemists must
when taken to counter the effects of Wide-Awake), update the formula of the Universal Antidote. After
ALIENS AND DRUGS mainly irritation or mild depression. Human forces encounter a new form of biowarfare,
it takes anywhere from six months to a year to
Drain STUN 4d6, Delayed Return Rate (points create and distribute the updated Universal Anti-
For ease of game play, return at the rate of 5 per Hour; +1) (80 Active
the GM can assume dote. A bottle contains enough for four injections.
Points); OAF (-1), Extra Time (5 Minutes’
that non-Human UE Life Support (Immunity: all terrestrial poi-
onset time; -2), Gradual Effect (1d6 per 5 Min-
personnel, such as
utes for 20 Minutes; -1), 1 Charge which Never sons and chemical warfare agents) (10 Active
Denebians and Rigel-
lians, are affected by Recovers (-4). Total cost: 9 points. Points); OAF Fragile (-1¼), 4 Continuing
combat drugs the same Charges lasting 1 Hour each which Never
way Humans are, or that Rocksteady (UTES 8): This injected drug increases Recover (-1½). Total cost: 3 points.
they have versions of the a person’s bravery and confidence, allowing him
drugs specific to their to stand calmly in the face of a charging horde of Wide-Awake (UTES 8): A red capsule, Wide-Awake
own species. Gamemas- Xenovores. Though it lacks immediate side effects, is an oral drug that allows a Human to function
ters interested in more repeated usage causes physical and psychologi- normally for three days without sleep. Extended
“realism” may declare cal addiction. Regular use of Rocksteady leads to use leads to adverse effects on one’s health, but in
that Human drugs work schizophrenia and other derangements such as the short term, the drug is harmless. When the
at only partial effect on effect ends, the user must succeed with a CON Roll
delusions of grandeur and paranoia. Physical signs
non-Humans... or are
of use include dilated pupils, increased heart rate to stay awake. He must attempt another roll every
poisonous to them.
and blood pressure, muscle spasms, facial tics, and hour without sleep, and suffers a cumulative -1
convulsive twitches. penalty.
+10 PRE (10 Active Points); OAF (-1), Only Life Support (Diminished Sleep: no need to
To Protect Against Presence Attacks And PRE sleep) (3 Active Points); OAF (-1), 1 Continu-
Drains (-1), Side Effect (Major Transform 1d6 ing Charge lasting 3 Days which Never Recov-
into addicted person, always occurs; -½), 1 ers (-1½). Total cost: 1 point.
Continuing Charge lasting 1 Hour which Never
Alien Wars 111
MISCELLANEOUS
EQUIPMENT
Cost Engineer’s Toolbox
ere are some other types of equipment
H
2 Mini-Computer: +2 to Computer
used by Human soldiers. For the most part Programming; OAF (-1)
this gear is UTES 9, though much of it is 1 Charge Capacitors: +1 to Demolitions;
just advanced versions of devices that have OAF (-1)
existed for centuries. 3 Spare Power Conduits: +3 to Electronics;
OAF (-1)
ARMOR VEST
2 Spanners: +2 to Mechanics; OAF (-1)
The Armor Vest is standard issue to officers in 2 System Interface: +2 to System Operations;
the Army, as well as members of Special Forces and OAF (-1)
Rangers. For tank crews and soldiers in units other 1 Helpful Tools: +1 to Weaponsmith; OAF (-1)
than Light and Mechanized Infantry, it replaces Total cost: 11 points.
the Armor Coat as standard issue. Light-weight,
the vest is made from black nylon; small octagonal ENHANCED VISION GOGGLES
plates are stitched into the fabric. The vest buttons Enhanced Vision Goggles allow a soldier to see
down the front, and velcro straps, three to a side, in low-light conditions and into the infrared part of
allow the wearer to adjust its fit. the spectrum; they also provide x32 magnification.
They’re standard issue to platoon leaders and ser-
Armor (12 PD/12 ED) (36 Active Points); OIF
geants as well as members of Special Forces, Rang-
(-½), Half Mass (-½), Real Armor (-¼), Activa-
ers, and the Marine Corps. A shallow rectangular
tion Roll 9- (only protects Hit Locations 11-13;
unit with a single short lens protruding from the
-1½). Total cost: 10 points.
middle, the goggles attach to a soldier’s gas mask.
They are 16.5 centimeters long, 6 centimeters wide,
C44 EXPLOSIVE
and 8 centimeters high; the lens is 4 centimeters in
A high-velocity plastic-bonded explosive, C- diameter, and extends 2 centimeters from the front
44 has myriad uses: satchel charges for destroying of the goggles.
enemy armor; demolishing Xenovore hive-colonies;
creating a foxhole quickly. Issued in rectangular Cost Enhanced Vision Goggles
blocks weighing .5 kilos, the malleable material can 2 Thermal Sight: Infrared Perception (Sight
be shaped easily and has excellent adhesive quali- Group); OAF (-1)
ties; it’s stable, requiring a detonator to set it off. 2 Light Amplification: Nightvision; OAF (-1)
The write-up below represents one .5 kg block 9 Magnification: +12 versus Range Modifier
of C-44. For each additional block, increase the for Sight Group; OAF (-1)
damage by RKA 2d6. 1 Absolute Range Sense; OAF (-1)
RKA 4d6, Explosion (-1 DC/2”; +¾), Trigger Total cost: 14 points.
(variable, usually involving a radio signal; +½) HALO GEAR
(135 Active Points); OAF (-1). Total cost: 67
Rangers and Special Forces make High Alti-
points.
tude Low Opening (HALO) drops to get behind
enemy lines. By the standards of the day, the gear
ENGINEER’S TOOLBOX is primitive since it’s designed to minimize detec-
An engineer, technician, or mechanic, whether tion by electronic sensors. A black body suit that
in the Army or Navy, is never far from his Engi- covers the wearer from head to toe, the material
neer’s Toolbox. Small and compact, the toolbox is insulates the wearer and adjusts to match outside
standard issue to those in the appropriate branch of temperatures to prevent detection by infrared, as
the military. Special Forces, Rangers, and Marines well as absorbing radar and other forms of fre-
frequently carry a Toolbox as well. quency-based detection. Thin “wings” stretch from
wrist to waist and allow the wearer to maneuver
while falling. On the wearer’s back is his parachute.
Though the parachute is easily seen by the naked
eye, the jumper’s low opening allows him time to
get away from the drop zone before enemy forces
can mobilize.
In game terms, the character in a HALO jump
falls, accelerating as he normally would (described
112 ■ United Earth Armory Hero System 5th Edition
PARACHUTE
BODY SUIT
COMM SUITE
BIO-MONITOR
on page 291 of HERO System 5th Edition). He can weighs 75 kilograms; its components are distrib-
move laterally, 1” for every 12” downward. He can uted among the six men assigned to the tent and
open the parachute at any time to slow his descent carried in their backpacks. Six soldiers working
(of course, low opening means he only deploys his together can set up a HESH in less than ten min-
parachute near the ground — usually within twenty utes.
or thirty meters.) The Invisibility’s Fringe is a “null”
spot in the detection area. Cost Hostile Environment Squad Habitat
6 Sealed Environment: Life Support (Safe
Cost HALO Gear Environment: Intense Cold, Intense Heat,
1 Parachute And Wings: Gliding 6”; OAF High Radiation), Area Of Effect (3” x 2” Line;
(-1), Limited Movement (character cannot +1½); OIF (-½), Extra Time (about 10 Min-
gain altitude, and must move at least 12” utes to set up; -1)
downward for every 1” forward; -1½), 10 Sealed Environment: Life Support (Self-
1 Recoverable Continuing Charge (lasts Contained Breathing), Area Of Effect (3” x
until character hits the ground or 2” Line; +1½); OIF (-½), Extra Time (about
parachute is fouled; -¾) 10 Minutes to set up; -1), 1 Continuing Fuel
20 Body Suit: Invisibility to Radio Group Charge (easily obtainable; 18 Days [i.e., 432
and Infrared Perception (any Sense man-hours]; -0)
Group); OIF (-½) Total cost: 16 points.
Total cost: 21 points.
PROXIMITY ALARMS
HOSTILE ENVIRONMENT SQUAD HABITAT These small, flat disks can detect the pres-
A collapsible tent large enough to sleep six ence of Xenovores within the immediate area.
men comfortably, the Hostile Environment Squad Programmed to sound a high-pitched tone, the
Habitat (HESH) is standard issue to soldiers sta- alarm is attuned to a Xenovore’s heat signature and
tioned on Type 2 worlds and in environments on pheromone traces; Humans don’t set off the alarm,
Type 1 worlds inimical to life (e.g., arctic tundra, although some animals are a close enough match to
desert, radiation-saturated wasteland, and the set it off. Soldiers conceal the alarms under a thin
like). Made of the same fabric as skinsuits, the tent layer of dirt or underbrush.
protects the inhabitants from extremes of cold and
Detect Xenovores 15- (no Sense Group), Range,
heat as well as radiation. The fabric is layered with
Increased Arc Of Perception (360 Degrees) (19
synthetic silk, so while not impenetrable, it’s not
Active Points); OAF (-1). Total cost: 9 points.
nearly as fragile as a skinsuit. Fully sealed it can
provide six people a Terran-standard atmosphere
for up to three days. When collapsed the tent
Alien Wars 113
SENSORY IMPLANTS
COMPUTERS
n the twenty-fourth century, computers are Fleet in the mid-part of the century, he counter-
UE ARMY
VEHICLES
he UE Army uses dozens of different types
T
5 K-123 AP/AC 25mm Autocannons:
of fighting vehicles in the ground war Another K123 Autocannon [1,000]
against the Xenovores; this section describes 75 S-72 AP Bio-Agent Dispersal Unit:
a few of the most common. Other branches RKA 3d6, NND (defense is LS: Self-
of the armed forces, such as the Marines, also use Contained Breathing or appropriate LS
these vehicles, as do some planetary defense forces. [Immunity]; +1), Does BODY (+1),
All UE Army vehicles have the same type of fuel Area Of Effect (14”; +1), Continuous
cell, so a mechanic can remove one from a disabled (+1); OIF Bulky (-1), No Range (-½),
vehicle and use it in any other vehicle. 4 Continuing Charges lasting 1 Turn
each (removed by wind or rain;-½) [4]
GA1B76 MAIN BATTLE TANK 19 Heavy Armor: Hardened (+¼) for 25 DEF 0
Val Char Cost Notes 9 Front Defense: +5 DEF, Hardened (+¼);
7 Size 35 5” x 2.5”; -7 KB; -4 DCV Limited Coverage (front 60 degrees; -1) 0
70 STR 25 Lift 400 tons; 14d6 HTH [0]
12 DEX 6 OCV: 4/DCV: 4 Operations Systems
28 BODY 11 8 Scrambled Radio: Radio Perception/
25 DEF 69 Transmission, Concealed (-6 to Radio
3 SPD 8 Phases: 4, 8, 12 Group PER Rolls); OIF Bulky (-1) 0
Total Characteristics Cost: 154 2 Nightvision: Infrared Perception
(Sight Group); OIF Bulky (-1) 0
Movement: Ground: 20”/40” 2 Nightvision: Ultraviolet Perception
Swimming: 0”/0” (Sight Group); OIF Bulky (-1) 0
2 Commander’s Independent Thermal
Abilities & Equipment Viewer: Infrared Perception (Sight
Cost Power END Group); OIF Bulky (-1) 0
Engine Systems 22 Advanced Sensor Devices: Detect Physical
28 Motorized Tracked Military Vehicle: Objects 12- (no Sense Group),
Ground Movement +14” (20” total), Discriminatory, Increased Arc Of
Full Reverse (+¼); Only On Appropriate Perception (360 Degrees), Range,
Terrain (-¼), 1 Continuing Fuel Charge Targeting, Telescopic (+6 versus Range
(easily-obtained fuel; 1 Month; -0) [1cc] Modifier); OIF Bulky (-1)
6 Tracked Vehicle: Environmental 15 Shielded Systems: Radio Group Flash
Movement: No penalties on ice/snow Defense (15 points) 0
-2 Ground Vehicle: Swimming -2” (0” total) 10 Shielded Systems: Power Defense (20
points); Only For Operations Systems (-1) 0
Tactical Systems
173 G-25 Gauss Cannon: RKA 8d6, Explosion Personnel Systems
(+½), +2 Increased STUN Multiplier 8 Life Support: Life Support (Safe Environ-
(+½), Indirect (can be arced over some ments: High Radiation, Intense Cold,
intervening obstacles; +¼), Increased Intense Heat, Low Pressure/Vacuum) 0
Maximum Range (10,000”; +½), 50 10 Sealed Environment: Life Support (Self-
Charges (+½); OIF Bulky (-1), Real Contained Breathing); 1 Continuing Fuel
Weapon (-¼) [50] Charge (easily-obtained fuel; 1 Month
18 K-25 Ballistic Fire Control: No Range [i.e. 120 man-days];-0) [1cc]
Modifier (+½) for G25 Gauss Cannon;
OIF Bulky (-1), Extra Time (1 Turn; -1¼), Total Abilities & Equipment: 508
Real Weapon (-¼) 0 Total Vehicle Cost: 662
98 K-123 AP/AC 25mm Autocannons:
RKA 4d6+1, Autofire (10 shots; +1), Value Disadvantages
Armor Piercing (+½), +1 Increased 25 Distinctive Features: Human Military
STUN Multiplier (+¼), 1,000 Charges Vehicle (Not Concealable; Causes Extreme
(+1); OIF Bulky (-1), Real Weapon (-¼), Reaction)
Do Not Work Underwater Or In
Oxygenless Environments (-¼) [1,000] Total Disadvantage Points: 25
Total Cost: 637/5 = 127
118 ■ United Earth Armory Hero System 5th Edition
Description: First introduced in 2275, the GA-1B76 the poisonous gas floats too low to the ground on
was designed to pacify rebellious colonists on worlds high gravity worlds. Second, Xenovores wear life
held by Xi Vorcan. Its impact on the battlefields of the support suits in many engagements, thus render-
time was considerable, and the UE Army soon pur- ing the gas ineffective. Armed with the knowledge
chased the design, upgrading it periodically through- that the Xenovores’ firearms are primarily lasers,
out the 2300s (see below). engineers replace the S-72 with the newly devel-
The GA-1B76 functions in a variety of envi- oped LDES (Laser Defense Emission System,
ronments, from high gravity worlds to radiation- pronounced “ladies”). This improvement, however,
saturated battlefields, and can run underwater as does not compensate for the GA-1B76’s primary
well as on land (although the K-123 Autocannons weakness: vulnerability to missiles. Command-
are not reliable in aquatic environments or atmo- ers tend to keep the GA-1B76 back from the front
spheres lacking oxygen). The main weapon, the G- lines, using its Gauss cannon to support forward
25 Gauss Cannon, has an effective range of 20,000 infantry units with artillery strikes. Essentially it is
meters and is often used for artillery support of a highly mobile artillery piece, and remains so until
advanced recon and other forward infantry ele- 2355.
ments. If the crew programs target coordinates into Remove the S-72 (90 points) and add the fol-
the Ballistic Fire Control system (this takes 1 Turn), lowing:
the G-25 suffers no Range Penalties.
Laser Defense Emission System: Darkness to
The tank’s Advanced Sensor Device works
Sight Group 5” radius (50 Active Points); OIF
via a combination of motion detectors, radar, and
Bulky (-1), No Range (-½), Real Weapon (-¼), 6
sonar. The system collates the data received and
Charges lasting 1 Minute each (removed by wind
resolves a three-dimensional image of the tank’s
or rain; -0). Total cost: 18 points.
surroundings. Monitors at each crew member’s sta-
tion display these images.
The GA-1B76 has a crew of four. It has enough GA1B76 MK. III, C. 2355
space for a crew of five, and can operate at almost Human battlefield tactics change dramati-
full efficiency with a crew of three. cally with the introduction of the Vehicular Point
Defense System (“V-pod”) in 2355. Using lasers and
GA1B76 MK. II, C. 2320 an advanced targeting system, the V-pod is com-
After initial skirmishes with the Xenovores, pact enough for use with many planetary vehicles
military commanders commission the GA-1B76 including the GA-1B76. The system consists of six
Mk. II for use in the newly-created Militarized lasers, mounted three to a side. The V-pod provides
Zone. Commanders deem the S-72 AP Bio-Agent the Mark III with a reasonable chance of surviving
Dispersal Unit inadequate for two reasons. First, a sustained attack from missiles and other projec-
tiles, thus allowing it to
resume a more traditional
role as a main battle tank.
The V-pod is pro-
grammed for use solely
against incoming missile
fire — the Mark III is an
expensive piece of mili-
tary hardware and com-
manders do not want it
destroyed. Some company
mechanics and engineers
“customize” the V-pod
for use against infantry,
although this is contrary
to the design specs and
frowned upon by military
commanders.
Add the following to
the Mark II:
Vehicular Point Defense
System: Missile
Deflection (all physical
projectiles), Range (+1)
(30 Active Points); OIF
Bulky (-1). Total cost: 15
points.
Alien Wars 119
Operations Systems
8 Scrambled Radio: Radio Perception/
Transmission, Concealed (-6 to Radio
120 ■ United Earth Armory Hero System 5th Edition
Group PER Rolls); OIF Bulky (-1) 0 GA988 “HEARSE” ARMORED
2 Nightvision: Infrared Perception PERSONNEL CARRIER
(Sight Group); OIF Bulky (-1) 0 Val Char Cost Notes
2 Nightvision: Ultraviolet Perception 7 Size 35 5” x 2.5”; -7 KB; -4 DCV
(Sight Group); OIF Bulky (-1) 0 60 STR 15 Lift 100 tons; 12d6 HTH [0]
2 Commander’s Independent Thermal Viewer: 12 DEX 6 OCV: 4/DCV: 4
Infrared Perception (Sight Group); OIF 25 BODY 8
Bulky (-1) 0 20 DEF 54
22 Advanced Sensor Devices: Detect Physical 3 SPD 8 Phases: 4, 8, 12
Objects 12- (no Sense Group), Discrimi- Total Characteristics Cost: 126
natory, Increased Arc Of Perception (360
Degrees), Range, Targeting, Telescopic (+6 Movement: Ground: 20”/40”
versus Range Modifier); OIF Bulky (-1) Swimming: 2”/4”
15 Shielded Systems: Radio Group Flash
Defense (15 points) 0 Abilities & Equipment
10 Shielded Systems: Power Defense (20 Cost Power END
points); Only For Operations Systems (-1) 0 Engine Systems
28 Motorized Tracked Military Vehicle:
Personnel Systems Ground Movement +14” (20” total),
8 Life Support: Life Support (Safe Environ- Full Reverse (+¼); Only On Appropriate
ments: High Radiation, Intense Cold, Terrain (-¼), 1 Continuing Fuel Charge
Intense Heat, Low Pressure/Vacuum) 0 (easily-obtained fuel; 1 Month; -0) [1cc]
10 Sealed Environment: Life Support (Self- 6 Tracked Vehicle: Environmental
Contained Breathing); 1 Continuing Fuel Movement: No penalties on ice/snow
Charge (easily-obtained fuel; 1 Month [i.e.
120 man-days];-0) [1cc] Tactical Systems
98 K123 AP/AC 25mm Autocannons: RKA
Skills 4d6+1, Autofire (10 shots; +1), Armor
15 General Fire Control Systems: +3 with Piercing (+½), +1 Increased STUN
Ranged Combat Multiplier (+¼), 1,000 Charges (+1); OIF
Bulky (-1), Beam (-¼), Real Weapon
Total Abilities & Equipment: 400 (-¼) [1000]
Total Vehicle Cost: 537 5 K123 AP/AC 25mm Autocannons:
Another K123 Autocannon [1000]
Value Disadvantages 15 Heavy Armor: Hardened (+¼) for 20 DEF 0
25 Distinctive Features: Human Military
Vehicle (Not Concealable; Causes Extreme Operations Systems
Reaction) 8 Scrambled Radio: Radio Perception/
Transmission, Concealed (-6 to Radio
Total Disadvantage Points: 25 Group PER Rolls); OIF Bulky (-1) 0
Total Cost: 512/5 = 102 22 Advanced Sensor Devices: Detect
Description: Designed specifically for the invasion Physical Objects 12- (no Sense Group),
of the Xenovore Empire in 2377, the GA-46 is the Discriminatory, Increased Arc Of
first tank built to take advantage of the improve- Perception (360 degrees), Range,
ments of the last seven decades. By the time of Targeting Sense, Telescopic (+6 versus
its design, engineers had abandoned the idea of Range Modifier); OIF Bulky (-1)
heavy armor in favor of speed of attack: the GA- 15 Shielded Systems: Radio Group Flash
46 strikes so quickly it destroys threats before they Defense (15 points) 0
destroy it. It’s fast enough to counter the charges of 10 Shielded Systems: Power Defense (20
Xenovores and their war beasts and react to their points); Only For Operations Systems (-1) 0
feints, as well take advantage of the quickly shifting
battlefields of the twenty-fourth century. It only Personnel Systems
requires a crew of two to operate at full efficiency, 8 Life Support: Life Support (Safe
but has space for two more soldiers. Environments: High Radiation,
The GA-46’s primary weapon is the L-23 Laser Intense Cold, Intense Heat, Low
Cannon, the same as that on the GA-1B76 Mark Pressure/Vacuum) 0
IV, with a single L-144 Heavy Laser for an anti- 10 Sealed Environment: Life Support
personnel weapon. For sheer destructive firepower, (Self-Contained Breathing); 1
few weapons of the time match the S-466 AA/AC Continuing Fuel Charge (easily-
Rocket Rack — though by the middle years of obtained fuel; 1 Month [i.e.
the invasion, ammunition is hard to come by and 120 man-days];-0) [1cc]
highly valued by tank companies. The S-446 Rocket
Rack is located atop the turret, toward the back. Total Abilities & Equipment: 225
Total Vehicle Cost: 351
Alien Wars 121
Value Disadvantages
25 Distinctive Features: Human Military Vehi-
cle (Not Concealable; Causes Extreme Reac-
tion)
STARSHIPS
tarships are one of the most vital pieces of
Chemical Rocket
Year
2253
UTES
7
Movement A/R Cost
6,500
Fusion Rocket 2253 9 Flight 42” (570”/Turn) 94/94 12,000
Skills/Laboratories
7 Tactical Systems: +2 with Ranged Combat;
Costs Endurance (-½) 1
Talents
37 Onboard Computer Systems: Absolute Range
Sense, Absolute Time Sense, Bump Of Direc-
tion, Eidetic Memory, Lightning Calculator,
Universal Translator 12-
Alien Wars 137
Gauss Weapons
G-1000 Rifle 2274 8 (8,000) (10,000) (7,000)
6 Shots — — (100) (200) (200)
G-212EX Projectile Launcher 2289 8 (7,000) (7,500) (6,500)
4 Shots — — (50) (50) (60)
G-448 Repeating Gauss Cannon 2282 8 (10,000)
Clip of 60 — — (300) (500) (500)
Laser Weapons
L-1 Laser Rifle 2361 9 N/A N/A (11,700)
L-13D Laser Cannon 2375 9 N/A N/A (18,500)
Miscellaneous Weapons
Grenade Launcher 2274 9 (2,300) (3,000) (3,000)
Clip of 6 — — (200) (500) (500)
F-45 Flamethrower 2267 8 (4,500) (8,000) (7,000)
Clip of 12 — — (150) (500) (200)
Hand Grenades
Concussion Grenade 2306 9 (100) (200) (150)
Fragmentation Grenade 2289 9 (100) (300) (150)
Smoke Grenade 2125 7 10 40 20
Pharmaceuticals
Brawn Serum 2342 9 N/A (120) (300)
Grit 2366 10 N/A N/A (100)
Morphine 1805 6 (40) (100) (300)
Quickjuice 2341 9 N/A (100) (400)
Redeye 2154 7 4 7 3
Rockabye 2187 8 5 8 4
Rocksteady 2341 8 N/A (50) (65)
Universal Antidote 2287 9 10 22 10
Wide-Awake 2045 8 5 8 4
138 ■ United Earth Armory Hero System 5th Edition
Computers
Logistics AI 2309 10 [1,000,000]
Logistics Computer (Stationary) 2289 9 [200,000]
Portable Logistics Computer 2314 10 (4,000)
UE Army Vehicles
GA-1B76 Main Battle Tank 2275 9 [625,000]
Mark II 2320 9 [600,000]
Mark III 2355 10 [650,000]
Mark IV 2374 10 [725,000]
GA-46 Light Tank 2373 10 [500,000]
GA-988 Armored Personnel Carrier 2284 9 [350,000]
Mark II 2355 10 [400,000]
Mark III 2372 10 [425,000]
GM-9998 High Mobility
Wheeled Vehicle 2152 9 [100,000]
Ambulance 2289 9 [125,000]
EWACC 2335 9 [175,000]
Hostile Environment 2295 9 [115,000]
Missile Platform 2373 10 [135,000]
Drone Launcher 2336 9 [105,000]
F/A-222D Fighter/Attack Drone 2312 9 [125,000]
F-12D Fighter Drone 2323 9 [90,000]
UE Navy Starships
Cargo Pod 2291 9 [10,000]
Escape Pod 2279 9 [12,000]
Messenger Drone 2294 9 [120,000]
Space Nuke 2149 9 [250,000]
Tactical Nuke 2163 9 [100,000]
Starships, c. 2300
Messenger Drone 2294 9 [20,000]
UES Centauri-class Battleship 2294 9 [10,960,000]
UES Jupiter-class Carrier 2296 9 [15,450,000]
UES Antarctica-class Light Cruiser 2282 9 [3,900,000]
UES FA-43 “Victory” Fighter 2296 9 [850,000]
Starships, c. 2355
UES Liberty-class Dreadnought 2355 10 [30,000,000]
UES F/A-43 Fighter/Attack Craft 2355 10 [1,500,000]
Alien Wars 139
Pay Rate
Army, Enlisted (Base Pay) N/A N/A 25,000/yr 25,000/yr 35,000/yr
Army, Officer (Base Pay) N/A N/A 35,000/yr 35,000/yr 50,000/yr
Navy, Enlisted (Base Pay) N/A N/A 27,500/yr 27,500/yr 40,000/yr
Navy, Officer (Base Pay) N/A N/A 40,000/yr 40,000/yr 50,000/yr
THE THREAT
FROM BEYOND The Xenovores
Alien Wars 141
XENOVORE
INTEL
his chapter discusses what the PCs know exoskeleton resembling a stylized chitinous shell.
to a nictitating membrane for eyes, to four arms, wish to take as many Humans alive as possible.
to drastic physiological changes like wings — is
Organization
possible given proper selective breeding or genetic
Xenovores organize themselves in packs. Each
manipulation.
dropship carries one pack, and packs rarely mingle
LANGUAGE with one another but do work together. A pack
The Xenovore language is unknown. Xenov- leader, usually larger than other Xenovores and
ores do not communicate with Humans (perhaps called an Alpha by Humans, leads the other Xenov-
they do with prisoners, but none survive to tell the ores; no obvious insignia distinguishes the Alpha
tale). After viewing video and audio recordings from the rest of the pack. No evidence of officers
of Xenovore behavior, linguists postulate that a higher than pack Alphas exists.
Xenovore’s fang-tipped mandibles play an impor- Dreadnoughts
tant part in communication — the clicking of the Larger than any Human ship, Xenovore
fangs together may indicate or alter speech. No sig- dreadnoughts are self-contained and fully capable
nificant evidence of a written language survives the of engaging a Human task force singlehandedly.
destruction of the Xenovore dreadnoughts. Each carries forty to fifty fighters “encysted” in the
MILITARY starship’s hull. Until the fighter launches, the cyst is
entirely sealed; the fighter emerges from the cyst,
Humans have little knowledge of Xenovore
cracking the surface. When it returns to the dread-
military matters. Their tactics seem simple. Xenov-
nought, bio-nanites (see below) seal the cyst over
ore dreadnoughts descend into an atmosphere,
the fighter, using a liquid-like substance as building
move over a population center, and unleash drop-
material. Engineers speculate the substance is a gel
ships. Based on initial estimates, each dreadnought
with the components necessary to reseal the cyst
holds a hundred dropships and each dropship
suspended in its viscous mass. The location of these
carries anywhere from twenty to fifty Xenovores
cysts is seemingly random, but they are usually
and/or war beasts. Once the ships land, the Xenov-
located under “folds” and other inner surfaces on
ores emerge and begin rounding up the natives.
the hull to offer encysted fighters additional protec-
They use their war beasts to good effect in urban
tion from attack.
environments — battlebirds provide aerial recon-
A dreadnought’s weapon systems usually
naissance and harassment; warhounds, able to
consist of Gauss cannons or lasers, smaller than
move through buildings and up stairs, track retreat-
Human ones but more numerous. Hull strength is
ing Humans; rhino-like creatures smash through
on par with Human starships; but analysts believe
walls; and so forth. Most types of beasts are trained
that just below the hull is a layer of gel-like sub-
to cripple rather than kill — clearly the Xenovores
Alien Wars 143
stance and bio-nanites, allowing the dreadnought are not mutually exclusive, but most people seem
to effect repairs to damaged hulls in a process to favor one or the other (laymen tend to prefer the
similar to encysting their starships fighters. Missile first one). Both theories have a similar unscientific
defense system are slightly superior to Humans. cornerstone: a Human prejudice that nothing as
Like Humans, Xenovores rely on missiles to destroy savage, bestial, and barbaric as the Xenovores could
enemy ships of the line. The command structure of possibly have an intelligence to match Humans’,
a dreadnought’s crew is unknown. which means a greater intelligence must guide their
actions.
War Beasts
The hive theory derives mostly from the
The Xenovores make extensive use of trained
appearance of Xenovore starships and “hive-
animals in combat. Humans call the most common
colonies.” Both are strikingly similar to the nests
“battlebirds” and “warhounds,” but “slug tanks,”
of Terran wasps and similar insects found on
“rhinernauts,” and others also appear throughout
other worlds. The theory supposes that a “queen
the war. While these animals sometimes aid with
Xenovore” or a “hive mind” resides in a Xenovore
recon, they’re most often used to pursue Humans
dreadnought and directs the actions of the “drone
or to “soften up” Human resistance so the Xenov-
Xenovores.” The lack of evidence for this queen
ores can more easily take prisoners.
or hive mind means nothing, since Human forces
PURPOSE obliterate all three Xenovore dreadnoughts, leaving
The Xenovores’ goal becomes obvious soon after little evidence for study.
they enter Human space. The alien aggressors have The second theory has more scientific cred-
no wish to trade or otherwise interact peacefully with ibility based on the impossibly large Xenovore
Humans. They only want to capture them, pack their genome. Human scientists know the genome is
prisoners onto slave ships, and send them back to the result of bio-engineering performed by some
wherever the Xenovores came from. unknown agency and not the result of evolution.
The fate of these captured Humans is unknown. They postulate that this unknown agency is the
The size and extent of the Xenovores’ place of origin intelligence guiding Xenovore behavior. Some
is also unknown. The majority of Humans, especially xenologists dissent, pointing out that the Xenov-
those far from the antispinward region of Human ore brain is as highly developed as any Human
space, believe the Xenovores are simply raiders, little brain, but they’re in a distinct, and often ignored,
different than pirates... just better equipped and more minority.
savage. Only their technology level and singular TECHNOLOGY
purpose — they do not capture one population and
Xenovore technological superiority expresses
simply retreat; instead they continue on to a second
itself mainly in biotechnology and antigravity, and
population, then a third — concern Human lead-
Human scientists at the beginning of the century
ers. Further reason for concern: the Xenovores must
cannot explain the workings of either, only describe
have sent the captured Humans somewhere. These
their effects.
two worries convince the UE military to establish the
Militarized Zone.
The few surviving colonists
from Beldana’s Colony Worlds report
instances of Xenovore anthropoph-
agy. (It is these survivors who begin
to call the aliens “Xenovores”; prior
to that they were simply “the alien
aggressors.”) Despite the fact that
separate groups of colonists with no
possible way of communicating with
each other make these claims, few in
the United Earth take the reports of
Xenovore consumption of Human
flesh seriously. Authorities dismiss
the accounts as only natural given
the fearful nature of the enemy. The
most common rationalization is the
Xenovores rely on — some would
say prefer — natural weaponry in
hand-to-hand combat. The survivors
merely mistook savage killings for
eating.
SOCIETY
Two prevailing theories exist
about Xenovore society: first, it’s a
hive society; second, the Xenovores
serve another race. The two theories
144 ■ The Threat From Beyond Hero System 5th Edition
Antigravity
Antigravity provides a distinct advantage for 2326 TO 2370
the Xenovores: their dreadnoughts can enter an After decades of fighting, knowledge of the
atmosphere, which lets them both escape pursuit enemy increases dramatically. The main task
by Human starships and easily bring their weapons confronting the Terran Intelligence Command,
to bear on planetside targets. It also increases the reformed in 2363, is to compile this information,
life expectancy of Xenovores in dropships due to judge its veracity, and create a cohesive picture of
the reduced time to make planetfall. Scientists are the Xenovores, both socially and biologically. To
quick to note that Xenovore starship fighters do not assist in this task, Human forces capture Xenovore
possess this technology, so they believe antigravity hive-colonies established in the Militarized Zone,
is a recent development... one not yet sufficiently seizing much of the technology intact along with
developed to allow for use in smaller craft. living prisoners. Although the prisoners are less
Biotechnology than forthcoming about their society, xenologists
The superiority of Xenovore biotechnology is and other scientists learn much via observation...
most obvious in the war beasts they employ in their and they decipher the language, Xenovorish, and
military forces. Human scientists determine these uncover the species differentiation that results in
beasts result from bio-engineering. the society’s caste system.
Bio-nanites are a second advantage resulting Director-General Sylvia Price presents the
from Xenovore biotechnology — a less immediate completed report on the Xenovores to Admi-
and visceral one, but perhaps more pervasive and ral Zhukov and the Joint Commanders Council
of greater import. Humans cannot penetrate the in 2369. Later called the Price Report, it details
exact workings of bio-nanites. Scientists postulate Xenovore culture and substantiates its findings with
that the technology resembles Human nanotech, evidence gathered by TIC operatives in the field.
but features a fusion of organic and inorganic It becomes the military’s “bible” concerning the
systems (hence the name) and put to a different enemy. Soon after the announcement of Operation
use. Humans use nanotech to perform minor and Future Peace in 2370, the military declassifies the
simple functions — cleaning firearms and teeth, Price Report and makes it available to the public.
closing wounds, medical procedures, producing
synthetic fibers and nano-circuitry. Xenovores The Price Report
use bio-nanites on a much larger scale. Scientists
speculate that bio-nanites perform much of the The result of six years of research and analysis
society’s manufacturing and construction. The slave conducted by thousands of experts and operatives,
ships, constructed on Beldana’s two Colony Worlds the Price Report is thousands of pages long and
and used to transport Human prisoners out of heavily illustrated with images of Xenovores taken
Human space, offer concrete proof Xenovores use during covert observation and battles. It not only
bio-nanites to create large objects. The similarities relates facts concerning the Xenovores and statisti-
in structure and appearance of Xenovore firearms cal evidence to back up its assumptions, but also
and equipment lead Human scientists to believe debunks common rumors about the alien aggres-
bio-nanites play a part in all Xenovore manufactur- sors (such as the “hive society”), includes a lan-
ing activities, regardless of the scale of creation. guage instruction kit, and presents a model of the
Bio-nanites quickly and efficiently strip the likeliest structure of Xenovore society. This model,
local environs of usable resources, somehow pro- formulated by advanced computers, uses as a basis
cess those resources, and then use them to con- the conclusions of a wide variety of scientists and
struct starship hulls and other inanimate, relatively researchers — from ethno-economists and politico-
uncomplicated structures. To Humans, the speed sociologists, to civil engineers, to xenosociologists
of construction is astonishing — using bio-nanites, and xenologists.
Xenovores can easily complete a project in weeks The Report still does not answer two glaring
or months that would require Humans hundreds of questions: who bio-engineered the Xenovores; and
thousands or millions of grueling man-hours. how did the species develop antigravity technology?
Because of bio-nanites, Xenovore starships
BIOLOGY
and the other manufactured items have a unique
organic appearance. The colors often depend on Access to Xenovores captured by UE troops
the environment of the object’s creation; prevail- aid xenologists and others in their efforts to under-
ing conditions, such as high winds, rains, and the stand Xenovore biology — everything from their
like, influence the object’s shape, lending Xenovore life cycle to possible biological causes of their con-
design a bulbous appearance of irregular curves, sumption of Humans and other sentient species.
protrusions, and folds. The use of bio-nanites ren- Anthropophagy
ders the environment a wasteland, as evidenced The Report states that rumors of Xenovore
by sites on Chabrabdrah’s Gift and Paco’s Retreat anthropophagy are true, and offers copious sup-
where the Xenovores constructed slave ships to porting evidence and documentation. Furthermore,
transport captured Humans. The process of using sentient creatures are the Xenovores’ preferred
bio-nanites to construct ships becomes known as source of food — the reason for this preference,
“nano-mining.” whether cultural or biological, is unknown. Most
assume it’s cultural, but evidence based on the
Alien Wars 145
XENOVORISH WORDS
The chart below has four columns. The first is the word used by Humans, not always related to the Xenovorish word.
Some, like “Xenovore” itself, entered usage before Humans deciphered the language; others see use because their
meaning in Xenovore is too rooted in a cultural context to mean anything to Humans. The second is the Xenovorish
word. The third is the word’s etymology, more specifically the word’s literal meaning based on its root word(s). Some
etymologies are unknown, further proof that other languages exist and these are borrowed words. The final column is
for notes.
Human Term Xenovorish Etymology Notes
Xenovore Ve!sr’k The Victorious
Other Sentients Bro’se!an Food That Pleads Xenovorish does not distinguish between differ-
ent species. If absolutely necessary, Xenovores
use a compound noun to refer to different spe-
cies: Bro’se!an compounded with one or more
of the species’ characteristics. They most often
call Humans, literally, Soft Food that Pleads and
Screams.
Dreadnought Xaeran Tro’gah Habitat that Travels
between Stars
Hive-Colony Re! Xaeran New Habitat
Slave Ship Bro’yarn Food Transport Less literal, but more clear: livestock transport.
Antigravity Senkarnu N/A No root exists possibly because the word is a
transplant from another language.
Gauss Rifle Kin’kala N/A The etymology is unknown, but the phonemes
and word formation are distinctly Xenovorish.
Linguists suspect it is a word borrowed from Tech
Xenovorish.
Genotype
Bio-engineer Tre!larrin Breeder The normally feminine noun with a gender neu-
tral conjugation.
Fighter Pilot Hrel’dar Flyer
Scientist Quan Mor Artificer More literally: one who makes things.
Ruler Srel’den Long-Lived
the field, snapping one’s fingers can replace the Starship Organization
thimbles. A starship and its crew is structured as a pack.
A written language, obviously evolved from The starship captain is the pack Alpha; the crew are
pictograms and vaguely similar in appearance to his pack. Admittedly, it is a large and highly evolved
ancient cuneiform, exists, but the vast majority of pack with complex relationships and customs, but
Xenovores are likely illiterate. Linguists postulate at its root is still an organization common to chas-
the Xenovores developed a cuneiform-like lan- ing hunters. Even starship tactics reflect the evo-
guage because of their claws — they can write on lutionary origins of Xenovores — fighters dart in
any hard substance by scratching letters onto the to distract and confuse the prey, then the starship
surface. When transliterating Xenovorish into the itself makes the kill.
Terran alphabet, Humans use an exclamation mark
Tactics
to represent phonemes formed by clicks, and an
Human study and analysis finally uncovers the
apostrophe to represent the phoneme formed by
reason for the puzzling nature of Xenovore ground
scraping mandibles together.
tactics. Again and again, Army commanders note
MILITARY that large groups of Xenovores are unorganized,
Even after decades of fighting, Humans know savage, and fierce — but small groups like a single
disturbingly little about Xenovore military organi- pack are cunning, inclined to stalk their prey and
zation and practices. The Price Report only details a attack from ambush. In many ways it seems an
few sure things. irreconcilable difference, but it has a biological
basis: when gathered in large groups, Xenovores
Military And Society produce increased amounts of hormones that cause
The Xenovore military is not distinct from heightened aggressiveness.
society as in Human culture. One way of putting
it: every Xenovore belongs to the military and PURPOSE
performs a function that aids in military endeavors. As Humans gain an increased understanding
More accurately, the Xenovore military is Xenovore of Xenovore dietary habits, their primary reason
society, and vice-versa. The most credible piece of for invading Human space becomes obvious: they
evidence for this is the lack of the word “military” desire, first and foremost, a new supply of food. If
in Xenovorish, as well as the lack of a word for victorious, they will not only subjugate Human-
“civilian.” ity, but treat the species as cattle. After comparing
Alien Wars 147
Xenovore consumption and high-end estimates of — is unknown. What is known: leaders belong to XENOVORE NAMES
population to Human birthrates, scientists judge a separate Genotype. In Xenovorish, the title for
Humanity will survive less than two hundred years members of this Genotype is “the Long-Lived.” Xenovores of the
as a Xenovore slave species. Researchers believe, for obvious reasons, that the common Genotype
All scientists agree that extensive use of bio- Long-Lived have longer lifespans, which ties in form their names from
nanites for construction and manufacturing would nicely with prevalent xenosociological theories. a sequence of three or
deplete a planet’s accessible resources long before (The report also points out that there’s a slight four phonemes. Human
any Human inhabitants using Human technology possibility the Long-Lived are a different species linguists can find no
would. Their reliance on bio-nanites might force entirely — the guiding intelligence believed to exist meaning in these names.
the Xenovores to spread from planet to planet at in previous decades — mainly because Humans This holds true for the
Artificer and Flyer Geno-
an accelerated rate to find new sources of minerals have no specimens of the Long-Lived Genotype.)
types as well.
and the like.
Other Genotypes
SOCIETY In addition to the common Xenovore and the The Breeders seem to
Long-Lived, researchers have concrete evidence have no names.
Most frustrating to Admiral Zhukov and the
Joint Commanders is the Report’s lack of concrete (dissected and analyzed bodies) of three other Gen-
otypes: Artificers (scientists); Breeders (bio-engi- Members of the Long-
conclusions about the nature of the enemy’s society,
neers); and Flyers (starship fighter pilots). Humans Lived take their names
specifically its size. Using a variety of sources, the from important events
Report puts together a detailed hierarchy for the don’t capture live specimens of bio-engineers and
or deeds, such Fren Re!
society, but the population numbers are unavail- scientists until the end of the decade, and even then
Xaeran (“Founder of
able — captured Xenovores are uncommunicative it proves difficult to keep them alive. The research- New Habitat”) or Ve!
and violently xenophobic, and Humans cannot jack ers uncover little about these two Genotypes other Bro’se!an (“Conqueror
captured computers. than their existence and a general knowledge of of Food that Pleads”). In
All the analysts know is that the Xenovore their responsibilities. childhood, before they
Empire spans multiple star systems and is likely Artificers: Scientists, called Artificers, are indis- accomplish something
larger than Human space. For the titles of Xenov- worthy of a new name,
tinguishable from other Xenovores. Only the belts
they have names that
ore leaders, Director-General Price intentionally they wear, hung with scientific instruments, set follow the conventions
chooses archaic terms — she wants words without them apart from the common Genotype. Geneti- for other Genotypes.
extensive cultural connotations that might preju- cists maintain they are a separate Genotype; their
dice operatives’ and researchers’ opinions. precise abilities remain unknown. No member of
the Artificers ever speaks to a Human, regardless of
The Monarch And His Underlings
the form of coercion employed.
Atop the hierarchy is the Monarch, the sole
authority in the Xenovore Empire. The gender Breeders: Bio-engineers, called Breeders, are slim-
of the Monarch is unknown, as is his name. In mer than average Xenovores and often wear robes.
Common Xenovorish he or she is simply called Their heads also seem more bulbous. In addi-
“Leader,” with no pronoun ever substituted. Below tion to engineering war beasts and bio-nanites,
the supreme authority are further levels in the they oversee muck pits. Other Xenovores treat
hierarchy. Their precise extent remains unknown, them with awe and respect bordering on the reli-
and only the one directly below the Monarch is gious. Researchers suspect Breeders oversee the
provided a title — Autarchs. An autarch oversees development of Genotypes to express recessive
a region of the empire, but how large a region and genetic traits deemed necessary for society. Only
whether the size of “autarchies” varies is unknown. unsubstantiated theories exist about how they do
The exact nature of the relationship between an this. Who makes these decisions for the society
Autarch and the Monarch is unknown; due to the — the Long-Lived or the Breeders — is unknown.
distances involved, it cannot follow traditional pack According to this theory, the Flyers are a recent
organization. An Autarch is likely fairly autono- Genotype only formed since the Xenovores discov-
mous, and the position of Monarch might be noth- ered interstellar travel. No member of the Breeders
ing more than ceremonial. ever speaks to a Human, regardless of the form of
The first and second Xenovore fleets to attack coercion employed.
Human space served a single Autarch named Terg Flyers: Starship fighter pilots, called Flyers, are
Kr’an (translated: “Butcher of Many”). Who the slimmer than average Xenovores, but with greater
third fleet served is questionable — most likely it mass because they have more densely knit bones
was comprised of several fleets sent by different and musculature. Tests conducted in the lab show
Autarchs and maybe the Monarch him- or herself. they possess a high resistance to G-forces. The four
In charge of military matters are a Polemarch mandibles around a Flyer’s mouth are longer than
for ground forces and a Navarch for interstellar normal and possess an extra digit. They use these
forces. How many officers accompany a force of longer mandibles for piloting starship fighters; the
Xenovores is unknown. Though some of these lead- cockpit of the fighter is fleshy and presses tightly
ers must have accompanied the second and third against the pilot to protect him from G-forces. A
attack forces, none were captured alive, nor were control panel on the inside of the hatch is directly
their bodies distinguishable from any other Xenov- over the pilot’s face when the cockpit is sealed.
ore found. Aboard a dreadnought, Flyers form their own pack
How the Xenovores choose their leaders separate from the rest of the crew.
— whether it’s hereditary, merit-based, or otherwise
148 ■ The Threat From Beyond Hero System 5th Edition
UNRESOLVED QUESTIONS
Even at the end of the century, once Humans
have defeated the Xenovores, several questions
remain unresolved. First, both spoken and written
High Xenovorish are still indecipherable. Second,
how did the Xenovores discover antigravity? Most
engineers believe they pirated the technology from
a conquered, and likely extinct, species. Finally, and
most mysteriously, who created the Xenovores? No
histories exist on Xenovore computers; the only
chronicles are handwritten in High Xenovorish
and only the Breeders and Long-Lived (who never
answer questions concerning the past) can read
them.
chapter nine:
The GM’s
Vault
152 ■ The GM’s Vault Hero System 5th Edition
THE GM’S
VAULT
his is the first chapter of the “GM’s section” space. The co-pilot of Krutch’s shuttle had family on
PAGE 44 SHIPYARD
One of the private sponsors
of Zhukov’s research is Jonathan
Harmon, son of Vox Populi Edward J.
Harmon and CEO of Harmon Inter-
planetary, Inc.
CHAPTER FOUR
PAGE 56 THE CLONE MOB
See below for a Package Deal for
clone mobsters.
PAGE 56 THE HZEEL OVER
BOSS
The Hzeel Overboss lives on a
world slightly rimward of Human
space. He frequently travels into
Human space on “business,” though.
CHAPTER FIVE
PAGE 70 THE PLANETSIDE
ESTABLISHMENT
Naval officers are right to sus- Operating Forces in line with his plans.
pect Admiral Johnson’s relationship with Minister PAGE 74 THE MARINE CORPS
DeValiere. DeValiere has extensive plans to assume
Zhukov’s place after the end of the Xenovore Wars, Marshall Tyler Cabot is quite the politician
and Admiral Johnson is key to gaining leverage on for a Marine, and more than just the loyalty of
the UE Navy. DeValiere understands better than this troops allows him to keep command of the
most that without the Planetside Establishment, the Marines. The son of old Earth money, Cabot is a
Operating Forces will crumble as they did during the family friend of the Zhukovs. Further, his family
Militarized Zone period. He plans to use his influ- secretly provided funding for Shipyard’s research
ence with Admiral Johnson to bring the leaders of the activities prior to 2355. For both these reasons,
Admiral Zhukov lets Cabot to keep his job, and he
would allow the Marshall on the Joint Command-
ers Council if he thought it wouldn’t upset the deli-
CLONE MOBSTER cate balance of power there.
PACKAGE DEAL Henry Wright, along with co-conspirators
among the Army commanders of the base camp on
All members of the Clone Mob are genetically identi- Triumph, engineers Cabot’s death. Wright, along
cal, but actual Skills and attributes vary depending on with others among the military high command, is
the individual’s training and experiences. Physically, maneuvering for power in the post-Xenovore Wars
a Clone Mobster looks just like Jax Maljek: tall, with
period. Though Zhukov suspects Wright, he has an
dark straight hair, high cheekbones, green eyes, and a
good physique. impeccable record and the Admiral can find no evi-
dence of wrongdoing. He appoints Marshall Wright
Ability Cost to the JCC to keep an eye on him.
STR +2 2
PAGE 75 THE FIGHTER PILOT CORPS
DEX +2 6
PD +2 2 Despite persistent rumors to the contrary,
ED +2 2 Zhukov reassigns Vice-Admiral Marian Soeder-
SPD +1 8 blom to research because that’s where her talents
KS: Clone Mob (INT +2) 5 lie, and because San-yo Togashi is more suited to
Fringe Benefit: Membership 3 command — not for any political reason.
Disadvantage PAGE 76 THE TERRAN EXPLORATION
Distinctive Features: Clone Mobster (Easily SERVICE
Concealed; Noticed And Recognizable) -5
Claude DeValiere’s political machinations
Psychological Limitation: Loyal To The Clone
Mob (Common, Strong) -15 throughout the century could take up a volume
all their own. He “bribes” his way to the head of
Total Cost Of Package: 8
154 ■ The GM’s Vault Hero System 5th Edition
the TES by promising Krutch to turn the division
into an adjunct of the TIC. DeValiere recognizes CHAPTER EIGHT
that the Navy balks at being used to perform intel- For more GM information pertaining to the
ligence missions; the Exploration Service provides Xenovores, see Chapter Ten.
a way around the Navy. (This is in addition to
Krutch’s plans to revoke the Colony Act of 2104.) PAGE 141 SOCIETY
After Krutch’s death, DeValiere realizes the future Failing to predict the existence of slave spe-
lies with Zhukov. He has kept extensive files on cies is purely an oversight on the part of the TIC
TIC operatives and recognizes that many members — there’s no ulterior motive. It’s just a matter of
of the re-formed TIC are guilty of crimes against researchers being caught up in a “Humans versus
humanity — most importantly, he recognizes Xenovores” mindset and forgetting about other
Director-General Price’s assistant as Jonas Sulk. species (particularly ones they’ve never even heard
DeValiere essentially blackmails Zhukov into of).
bringing the TES under the command of the mili- Another oversight is not realizing that other
tary with himself as its leader. interstellar civilizations, specifically the Thorgons
Gaining authority over the Supply Line is and the Mon’dabi, might be fighting the Xenovores.
DeValiere’s final political masterstroke. He foresees Had this information come to light, an alliance
that the military infrastructure along the supply between Humans and one of these races might
line will lead to extensive colonization of the anti- have arisen. Of course, in your campaign you could
spinward region. He plans to control that coloni- rectify this oversight... assuming you can overcome
zation, exploiting it for every shred of profit and the logistical difficulties of establishing an alliance
power he can. He also hopes to use his authority as between civilizations separated by such extensive
a lever to assume control of the United Earth, or regions of space.
at least a large portion of it, once the war ends and
Zhukov retires. Zhukov’s untimely death and the PAGE 148 TECHNOLOGY
Anarchic Period ruin DeValiere’s plans, forcing him The Terran Intelligence Command cracks
to live his dreams vicariously through his grand- Xenovore computers by employing a psi skilled in
daughter, Marissa DeValiere (see Terran Empire). telepathy and cyberkinesis. Though the psi cannot
read the computer’s “mind,” his powers allow him
PAGE 77 THE TERRAN INTELLIGENCE to, as he describes it, “trace the flow of information
COMMAND along its biological systems.” Once engineers and
Joseph Krutch does not want to engage in computer programmers understand how the com-
open military conflict with the Spinward Union puter processes information, they can figure out
until he’s certain his position as the sole authority how to jack it.
in the United Earth is a sure thing once the Civil Director-General Price decides to keep this
War ends. That’s why he forms and relies so heavily information classified because most people barely
on the TIC. believe in the existence of psionic abilities, and
Jonas Sulk goes into hiding after Krutch’s she does not want the information obtained from
death, knowing his many enemies will be look- Xenovore computers questioned. She’s quite con-
ing for him. After Zhukov reforms the TIC, Sulk fident it’s accurate. Furthermore, now that she has
approaches the Admiral. Though focused on the solid proof of the existence of psionic abilities, she
Xenovore Wars, Zhukov realizes that when they’re thinks she can put them to good use as a part of the
won, he’ll need a secret police force every bit as TIC, and she does not want to give her opponents
much as Krutch did — no fool, he knows the Spin- any insight into the agency’s plans.
ward Union never officially rejoined the United
Earth. Sulk is a valuable resource since he has
extensive contacts with undercover agents in the
Spinward Union. After extensive cosmetic surgery,
Sulk reappears as Jonathan Carny, Director-General
Price’s personal assistant. Very few know Sulk’s new
identity, and most who do have their own secrets
to hide.
Zhukov isn’t entirely honest about the TIC.
He uses the agency extensively to spy on military
commanders, business leaders, and heads of Senate
Worlds.
chapter ten:
The Xenovores
156 ■ The Xenovores Hero System 5th Edition
XENOVORE
HISTORY
his section briefly covers Xenovore history. that such a species would never survive the first
T
ANTHROPOPHAGY
IN TERRAN None of this information is everyday knowl- millennia of its development — during the first
EMPIRE TIMES edge among Humanity, so unless the PCs widespread famine they endured as a species, the
discover it during the course of play, they Xenovores would eat themselves into extinction—
A small percentage of shouldn’t know it (although some events become let alone live long enough to evolve an advanced
the Xenovore popula- clear when Humans establish formal relations with civilization. But these Human scientists fail to
tion doesn’t receive the the Mon’dabi). Only the Breeders and Long-Lived understand that it’s a valid survival mechanism
same physical stimula- know the history of their race — and no desire for the if a large population of Xenovores already exists.
tion from eating sentient truth motivates the Xenovore historian, so even the Furthermore, the Xenovore birthrate increases
life as others of their accuracy of what these two Genotypes know remains because they’re eating sentient life, and this results
kind do. This, like many
questionable. in increased food production (at least temporarily).
other Xenovore traits, is
a recessive gene present Without other sentients to consume, the Xenovores
in the genome. By the might eventually eat themselves into extinction...
time described in Terran PRE-HISTORY but they can survive the lean times after a nuclear
Empire, the vast major- war.
The secret of who created the Xenovores is
ity of surviving Xenov- Eventually nuclear conflict broke out between
ores are not affected by simple: they created themselves. The species that
the six nation-states. The species had just discov-
anthropophagy as their came before the Xenovores (known only as the
ered the means of colonizing other worlds in their
ancestors were. Of course, Others in Xenovorish) was more advanced in bio-
system, and war arose over who had rights to the
they might follow the engineering than other fields. Centuries ago (in
other planets. The Xenovores were unleashed.
old traditions as a way Human terms, the 1600s) they discovered nuclear
Within a hundred years, they had conquered the
of maintaining a link to technology, specifically missiles. Six super-powers
their glorious past and planet... having hunted not only their creators’
controlled their world, each with its own nuclear
expressing their superior- enemies, but their creators themselves, to extinc-
arsenal. While five of these nation-states pursued
ity over other species.... tion. A little over forty years thereafter they spread
missile defense programs, one sought an alter-
to the colonies on the other in-system worlds. Not
native. Rather than defend itself from attack, it
long afterwards they fought a war with a small, but
attempted to engineer a sub-species that could sur-
highly advanced, interstellar species. They won that
vive a nuclear holocaust. The precise effects of such
war and pirated both Hyperdrive and antigravity
a holocaust were unknown, so it loaded the Xenov-
technology.
ore genome with as many recessive traits as its sci-
Their experiences and biology gave the Xenov-
ence allowed. These traits would let the surviving
ores a unique outlook on sentient life. Because they
Xenovores develop whatever biological systems
could eat and digest virtually anything — including
they needed to survive (one of which would be the
other sentients — they concluded they were the
need to digest any sort of protein).
highest form of life in existence. The idea that “food
The bio-engineers took one further step to
that pleads” would actually resist or even fight
ensure Xenovore survival: they inbred a need to
against them disturbs and enrages them (much the
eat sentient life-forms. The Xenovores’ primary
same way that a Human would become upset if
competitor after a nuclear war would be others of
beef cattle or carrots rebelled against Humanity).
their own race, and those bio-engineers wanted
the Xenovores to do more than protect themselves
from aggressors — they wanted them to hunt their
only competitors.
THE TWENTY-FOURTH
To encourage anthropophagy, they tied two CENTURY
biological systems to the practice. First, eating sen-
tients stimulates the pleasure centers of the Xenov- Biological necessity and cultural mores fueled
ore brain, thus making it a preferred source of food. Xenovore expansion, and the larger their empire
Second, when Xenovores live on a diet of sentients, grew, the more sentients they subjugated, and
their birthrate increases (a necessary thing if the the more necessary it was for them to continue
Xenovores are fighting other sentients, which the expanding. They quickly ran into neighboring
bio-engineers assumed they would be). states — namely the Mon’dabi and Thorgons. The
When necessary, Xenovores can use their own fighting on these borders was vicious, but both spe-
population as a source of food. During their early cies slowed the Xenovore advance despite terrible
studies of Xenovore cannibalism, Human evolu- casualties and frequent raids on the populace. The
tionary biologists dismiss this idea. They argue Xenovores discovered that the powerful Mandaar-
Alien Wars 157
worlds in the Xenovore home system ascended to Humans, but to push them back the Xenovores
the Monarchy. Terg Kr’an began to reassemble his needed fresh resources. He hoped to seize these
fleet and resume the conquest of Human space. from the Mon’dabi. Previous invasions of the
Federation had met with stiff opposition, but this
23772395: HUMAN INVASION
latest invasion fleet would be much larger than any
Terg Kr’an had to wait for the latest genera- previous invasion force. In 2392 those Autarchs
tion of the Long-Lived to reach maturity before he were ready to invade, and a large portion of the
could invade Human space. Well before then, the Monarch’s forces joined them. The fighting lasted
Combined Fleet entered the Xenovore Empire and for many years — long enough for a task force of
began the quick march that brought it to Throne- Human starships to penetrate deep into Xenovore
world Alpha — the seat of Terg Kr’an’s Autarchy. space and enter the homeworld’s star system.
The Xenovores had fought interstellar societies
before, but never on three separate fronts at once. 2396: DESTRUCTION OF
While only the Humans were on the offensive, THRONEWORLD PRIME
fighting with the Mon’dabi and Thorgons prevented The Xenovore homeworld (Tre!yu’ru in
the Xenovores from expanding adequately enough Common Xenovorish) was only lightly defended
to meet their needs for new sources of food and when the Human task force arrived — most of
raw materials. Though the Xenovore Empire was its fleet was away in the Mon’dabi Federation. The
larger than any of the other three entities, the fighting was intense; Xenovores rose to new heights
planets at its core were desolate and depopulated of suicidal aggression to defend their homeworld.
of slave species, and the Xenovores hadn’t seized But in the end they failed, and Throneworld Prime,
complete control of a new world or system with along with its nearly two billion inhabitants and the
sentient life in decades. Monarch, died in the second nuclear holocaust to
But even this wasn’t enough to topple the shake the world — this one more complete than the
Xenovore Empire. The Xenovores would have likely first. What was once a proud, empire-ruling planet
stopped the Human invasion before it could reach became nothing but a field of space rubble.
the empire’s heart but for the Monarch’s decision to Over the next ten years, slaves rose up in revolt
invade Mon’dabi space in 2392. During his ascen- across the empire and the Mon’dabi Navy destroyed
sion, the Monarch’s strongest supporters were the the now resource-poor Xenovore invasion fleet.
Autarchs who shared a border with the Mon’dabi Slowly but surely the Xenovores, now without sen-
Federation. In return for their support, the new tient life to eat, cannibalized their own populations
Monarch promised them military aid in their next and descended into primitivism.
invasion. He recognized the threat posed by the
Alien Wars 159
XENOVORE
SOCIETY
lthough the PCs in an Alien Wars cam- forward command center for the last few years of
A
XENOVORES
paign won’t really interact with Xenovore the war. AND PSIONICS
society, you should know something about
THRONEWORLD ALPHA
it so you can decide how the Xenovores Although Chapter
react to Humans and what sort of opposition the Throneworld Alpha, called Gaq’ Nrom by
Eight does not mention
PCs might encounter. Xenovores, is the seat of the Autarch Terg Kr’an, it because it was kept
and the first center of government attacked by secret due to prevail-
Humans. Like most Xenovore Throneworlds, it’s a ing Human skepticism
XENOVORE WORLDS veritable fortress because of fighting between the regarding the usefulness
Long-Lived. Not only does it serve as a command (or even existence) of
The Xenovore Empire contains many worlds, center for the Autarch’s fleet, but the planet itself psionic powers, the UE
but after centuries of depredation few of them are has thousands of orbital defense satellites — large military had psionics try
vital with life and resources. They are divided into Gauss cannons or missile platforms that prevent to read Xenovore minds.
Throneworlds, from which the Xenovores rule, and any sort of orbital bombardment, let alone orbit-to- The results were disap-
Slave Worlds, where usually only a small contingent pointing, to put it mildly.
surface troop deployment.
— no more than a million — Xenovores watch No Human telepath had
The Xenovores long ago consumed all native any success obtaining
over slave species. The empire has approximately life on Throneworld Alpha and destroyed its bio- more than vague images
45 Throneworlds (including Throneworld Prime, sphere with bio-nanites and industrial development. from Xenovore minds,
home of the Monarch) and hundreds of Slave Approximately ten million Xenovores inhabit the and most found even
Worlds, the populations of which are slowly passing planet, their hive-colonies sprawling across one of that level of mental con-
into extinction. As one travels inward, the worlds three continents. Each community connects to the tact disturbing. Two of
become increasingly desolate. Though Xenovores others by an extensive underground tunnel network, the telepaths assigned to
still inhabit these places, they usually have just a so lines of supply and communication remain open the project committed
few sprawling communities on the entire planet, in case of orbital bombardment. Each of the surface suicide within a year of
and they rely on Slave Ships for sustenance. starting work.
habitations has extensive missile defense systems as
The Xenovores treat their slave species badly. well as chimney-like structures that belch forth large
Regardless of a species’s level of technological In game terms, the
clouds of smoke to protect against lasers.
development before being conquered, the Xenov- Xenovore mind is in
The UE Navy attacks this planet three times a class of minds all its
ores allow slaves nothing more than the basic tools before successfully making planetfall; the resulting own — Xenovore minds
of agriculture (UTES 2). ground war costs the lives of over thirty million — and the class is an
FEXAO Humans before Throneworld Alpha finally falls. exception to the stan-
Humans encounter small guerrilla bands of Xenov- dard setting rule about
Home of the Fex, a bipedal cat-like species, the classes of minds not
ores frequently throughout the remainder of the
Fexao is one of the last worlds liberated by Human applying (see page 96).
war. After taking Throneworld Alpha, UE military
forces before the destruction of Throneworld Prime Thus, a Human can’t
command refuses to commit to another full-scale
in 2396. affect a Xenovore mind
ground war on a Xenovore Throneworld.
The Fex are treated much as any other slave psionically unless he
species in the Xenovore Empire. The Xenovores pays for the extra class
of minds Adder... and
take away anything smacking of technology or
evidence that the Fex possess more than animal
GENOTYPES no NPC Humans have
intelligence, and keep the “food” in heavily-guarded Before the end of the war, Humans identify done so. If this is even
possible, it’s up to a PC
fenced compounds. Near the compounds are large, five distinct Genotypes, each with its own place in
psionic, or an NPC cre-
sprawling Xenovore hive-colonies. But unlike other Xenovore society and physical abilities as described ated by the GM, to break
species, the Fex do not suffer severe depredations below. But Human understanding of Xenovore that ground.
due to Xenovore consumption. For whatever reason society and Genotypes is limited — just because UE
— possibly the taste of Fex flesh — the Xenovore do commanders consider these broadly-defined Geno- However, the upside for
not eat many Fex. Relative to other slave species, the types adequate for their purposes doesn’t mean you Humanity is that the
Fex are vital when the Humans arrive in their star have to feel the same! You should create any Geno- Xenovores have no tele-
system, and they help Humans take the planet from types and Package Deals you want to fill out the soci- paths of their own. They
the Xenovores. Their assistance is especially welcome ety and, more importantly, keep your players on their could certainly evolve
since Fexao, rich in natural resources, is essentially a toes. Thanks to the Xenovore genome, the possibili- psionics via selective
shipyard and well-guarded by the enemy. ties are endless: Xenovore heavyworlders who have breeding and bio-engi-
Fexao is the farthest forward the Combined increased density and strength; winged Xenovores neering, but have not
yet done so for reasons
Fleet reached before Operation Future Peace ended. who inhabit low gravity worlds; four-armed Xenov-
that remain unknown to
Because of its dry climate and its Earth-like gravity, ores who operate complex machinery; Xenovores other species.
the planet serves as location for the UE military’s able to regenerate lost limbs....
160 ■ The Xenovores Hero System 5th Edition
Xenovores distinguish Genotype by distinc- ARTIFICERS
tive markings on the carapace. The Others tied The Artificers are the scientists and techni-
these outward markings to specific genetic traits cians in Xenovore society. Their main abilities of
so they could easily identify the traits they wished note are the Talents Eidetic Memory and Lightning
to breed for when selecting specimens to create Calculator. An Artificer is an encyclopedia of all
the next generation. Because the carapace is such known non-biological sciences and technology
a chaotic mottle of yellow and brownish markings, — but he’s neither innovative nor curious. Scien-
Humans never make the correlation between cara- tific advancements are a long time coming in the
pace markings and Genotype. In modern Xenovore Xenovore Empire, and in truth, with the exception
society, only the Long-Lived and Breeders know the of bio-engineering, the tech level of the society has
meaning of the carapace markings; only the Breed- progressed very little in the last four hundred years
ers know precisely which markings correspond to — most of its advancements, like antigravity, are
which genetic traits. technology pirated from subjugated slave species.
The Genotypes are not mutations per se. Artificers are wholly ignorant when it comes to
Instead they result from bio-engineering and selec- biology and bio-engineering — those two fields are
tive breeding taken to the Nth degree. the purview of Breeders.
COMMON XENOVORES On their carapace, three parallel slashes at
the back of the head distinguish the Artificers
Common Xenovores make up eighty percent
from other Genotypes. Among themselves and the
of the Xenovore population. Not precisely a Geno-
Breeders, Artificers speak Tech Xenovorish; with
type but instead a hodgepodge of genetic traits, this
other Xenovores, they speak Common Xenovorish.
population is the gene pool used by the Breeders
when they create a new Genotype to fill a societal
niche. While this Package Deal represents the aver-
age Xenovore, few Xenovores of the Genotype
ARTIFICER GENOTYPE
actually qualify as “average.” Rather they possess an PACKAGE DEAL
abundance of quirks and unusual talents. Enhanced
Senses, Life Support, increased STR, DEX, or extra Ability Cost
inches of Running are all common in an individual +2 STR 2
Xenovore, and even more striking differences are +3 DEX 9
not unheard of. +3 CON 6
+2 BODY 4
+3 INT 3
COMMON XENOVORE Xenovore Claws: HKA ½d6 (up to 1d6+1
with STR) 10
PACKAGE DEAL Xenovore Sting: HKA 1d6, Armor Piercing
(+½); No STR Bonus (-½) 15
Ability Cost Tail: Extra Limb (1), Inherent (+¼); Limited
+3 STR 3 Manipulation (-¼) 5
+3 DEX 9 Xenovore Skin: Armor (3 PD/1 ED) 6
+5 CON 10 Xenovore Digestion: Life Support (Diminished
+3 BODY 6 Eating: can digest any type of protein) 1
Xenovore Claws: HKA ½d6 (up to 1d6+1 Eidetic Memory 5
with STR) 10 Lightning Calculator 3
Xenovore Sting: HKA 1d6, Armor Piercing Language: Common Xenovorish (literacy) 1
(+½); No STR Bonus (-½) 15 Language: Tech Xenovorish (idiomatic; literacy) 5
Tail: Extra Limb (1), Inherent (+¼); Limited Computer Programming 3
Manipulation (-¼) 5 Deduction 3
Xenovore Skin: Armor (3 PD/1 ED) 6 20 points’ worth of SSs (player’s choice) 20
Xenovore Digestion: Life Support (Diminished 9 points’ worth of Skills from the following list 9
Eating: can digest any type of protein) 1 Electronics, Mechanics, Systems Operation
Options
Cost Power
+6 Agile Xenovore: Add another +2 DEX
11 Hunter’s Senses: +2 PER with all Sense Groups
and Tracking for Normal Smell
+2 Strong Xenovore: Add another +2 STR
4 Swift Xenovore: Running +2” (8” total)
+3 Tougher Carapace: Increase to Armor
(4 PD/2 ED)
Alien Wars 161
BREEDERS FLYERS
The Breeders are the bio-engineers of Xenov- Flyers are the most recent major Genotype
ore society. They also oversee the hatching of to enter Xenovore society. Created specifically to
eggs, make sure the gene pool remains robust and pilot starship fighters, they are highly resistant to
healthy, and create new Genotypes. They possess G-forces and possess extra-long mandibles which
a exhaustive knowledge of the Xenovore genome, assist in operating a fighter’s weapon systems.
handed down verbally from one generation to the They have densely-knit bones and muscles, and
next. In society, they are among the most respected their arterial walls are more resilient than those of
of the Genotypes, and their rulings override those other Xenovores. They are not too different than
of the Long-Lived in matters pertaining to breed- common Xenovores in personality and position in
ing or bio-science. Although their behavior and society. On board a dreadnought, Flyers form their
beliefs are alien to Humans, they are on average own pack; piloting fighters is their sole responsibil-
much more intelligent than even talented Human ity. They know little about the technology behind
scientists. their fighters, that being the purview of the Artifi-
Unlike the Artificers, Breeders are innova- cers. Two horizontal slashes, one on each pectoral,
tive, always expanding the uses of bio-nanites and distinguish the Flyer Genotype.
other applications of bio-technology, and they often The standard Flyer represented here has +1
possess a high degree of skills in other sciences. SPD, giving him a base SPD 3. Many buy their SPD
Smaller than average, Breeders wear robes, and up to 4 to match the SPD of their fighters (possibly
three slashes in a radial pattern on their back cara- applying the Limitation Only To Fly Air/Spacecraft
pace denote their Genotype. They speak and write (-½)).
all three Xenovore languages.
FLYER XENOVORE
BREEDER GENOTYPE PACKAGE DEAL
PACKAGE DEAL
Ability Cost
Ability Cost +2 STR 2
+3 DEX 9 +3 DEX 9
+2 CON 6 +5 CON 10
+3 EGO 6 +3 BODY 6
+7 INT 7 +1 SPD 7
+5 PRE 5 Xenovore Claws: HKA ½d6 (up to 1d6+1
Xenovore Claws: HKA ½d6 (up to 1d6+1 with STR) 10
with STR) 10 Xenovore Sting: HKA 1d6, Armor Piercing
Xenovore Sting: HKA 1d6, Armor Piercing (+½); No STR Bonus (-½) 15
(+½); No STR Bonus (-½) 15 Tail: Extra Limb (1), Inherent (+¼); Limited
Tail: Extra Limb (1), Inherent (+¼); Manipulation (-¼) 5
Limited Manipulation (-¼) 5 Xenovore Skin: Armor (3 PD/1 ED) 6
Xenovore Skin: Armor (3 PD/1 ED) 6 Xenovore Digestion: Life Support (Diminished
Xenovore Digestion: Life Support (Diminished Eating: can digest any type of protein) 1
Eating: can digest any type of protein) 1 Resistant To G-Forces: Force Field (4 PD),
Eidetic Memory 5 Reduced Endurance (0 END; +½), Persistent
LLanguage: Common Xenovorish (literacy) 1 (+½); Only To Protect Against G Force
Language: High Xenovorish (idiomatic; Damage (-1) 4
literacy) 5 Combat Piloting +1 5
Language: Tech Xenovorish (idiomatic; Navigation (Air, Space) 3
literacy) 5 Systems Operations +1 5
Computer Programming 3 TF: Xenovore Starship Fighters 1
Deduction +2 7
AK: Xenovore Space (INT +2) 5 Disadvantages Value
KS: Xenovore History (INT +5) 8 None
SS: Biotechnology (INT +5) 8
SS: Genetics (INT +5) 8 Total Cost Of Package: 89
9 points’ worth of SSs (player’s choice) 9
9 points’ worth of Skills from the following list 9
Electronics, Mechanics, Systems Operation LONGLIVED
Fringe Benefit: Breeder Genotype 8 The Long-Lived rule the Xenovores, and from
this Genotype come the Autarchs, Archons, Pole-
Disadvantages Value
marchs, Navarchs, and lesser ranking officials that
None
command the Xenovore Empire. Despite being
Total Cost Of Package: 151 larger and stronger than common Xenovores, their
primary trait is a long life-span, usually about 120
years (although few of the Long-Lived die a natural
death). This allows them to plan more effectively
for the future and guide the course of Xenovore
162 ■ The Xenovores Hero System 5th Edition
Disadvantages Value
None
XENOVORE
TECHNOLOGY
he Xenovores can produce technology simi- LASER RIFLE “THRAN’KALA”
Operations Systems
8 Scrambled Radio: Radio Perception/
Transmission, Concealed (-6 to Radio
Group PER Rolls); OIF Bulky (-1) 0
15 Sensor Systems: Radar (Radio Group),
Discriminatory, Increased Arc Of
Perception (360 Degrees), Telescopic (+6
versus Range Modifier); OIF Bulky (-1) 0
10 Shielded Systems: Radio Group Flash
Defense (10 points) 0
10 Shielded Systems: Power Defense (20
points); Only For Operations Systems (-1) 0
Personnel Systems
18 Life Support: Life Support (Self-
Contained Breathing; Safe
Environments: High Radiation,
Intense Cold, Intense Heat, Low Pressure/
Vacuum) 0
XENOVORE
STARSHIPS
nlike Humans, with their nearly infinite XENOVORE DREADNOUGHT
down to 1” = 1 km; +1); OIF Bulky (-1), Flash Defense (20 points) 0
Real Weapon (-¼) 12 4 Sensor Enhancements: +4 to Systems
4u 3) Near-Targeting Pulse Mode: RKA Operation; OIF Bulky (-1) 0
3½d6, Autofire (3 shots; +¼), Increased 10 Shielded Systems: Power Defense (20
Maximum Range (1,725”; +¼); OIF points); Only For Operations Systems (-1) 0
Bulky (-1), Real Weapon (-¼) 8 4 Navigation Computer: +4 to Navigation
5u 4) Far-Targeting Pulse Mode: RKA roll; OIF Bulky (-1) 0
3½d6, Autofire (3 shots; +¼), Mega-
Range (1” = 100 km, can scale down to Personnel Systems
1” = 1 km; +1); OIF Bulky (-1), Real 12 Life Support: Life Support (Self-
Weapon (-¼) 12 Contained Breathing; Safe Environments:
4u 5) Sustained Beam Mode: RKA 3d6, High Radiation, Intense Cold, Intense
Continuous (+1), Increased Maximum Heat, Low Pressure/Vacuum); Costs
Range (2,250”; +¼); OIF Bulky (-1), Real Endurance (-½) 2
Weapon (-¼) 10 16 Cold Sleep Vault: Life Support (Longevity:
15 Starship Laser: 7 more Starship Lasers age at one-eighth normal rate; Diminished
(total of 8) Eating: no need to eat; Self-Contained
24 Hull Armor: +8 DEF, Hardened (+¼); Breathing; Safe Environments: High
Limited Coverage (hull only; -¼) 0 Radiation, Intense Cold, Intense Heat,
27 Bio-Nanite Gel Layer Repair System: Low Pressure/Vacuum); Cost Endurance
Healing BODY 4d6 (Regeneration; 4 (-½), Only Within Affected Area (large
BODY per Minute), Reduced Endurance area at center of ship; -0) 2
(0 END; +½), Persistent (+½); Self 3 Food Supplies: Life Support (Diminished
Only (-½), Extra Time + Increased Time Eating: no need to eat); 1 Continuing
Increment (4 BODY/Minute; -1½), Fuel Charge (easily replaced from
1 Continuing Fuel Charge lasting 1 sources outside the ship; 1 Year; -0) [1cc]
Hour (-0) [1cc] 15 Antigravity Generators: Telekinesis
14 Point Defense System: Multipower, (20 STR), Selective (+½); OIF Bulky (-1),
34-point reserve; all OIF Bulky (-1), Only To Pull Objects Straight Down To
Costs Endurance (-½) The Floor (-1) 3
1u 1) Close-In Defense: Missile Deflection
(all physical projectiles), Range (+1); OIF Skills/Laboratories
Bulky (-1), Costs Endurance (-½) 3 13 Tactical Systems: +4 with Ranged
1u 2) Distant Defense: Missile Deflection Combat; Costs Endurance (-½) 2
(all physical projectiles), Range (+1),
MegaRange (1” = 1 km; +¼); OIF Bulky 13 Computer Programming 14-
(-1), Costs Endurance (-½) 3 13 Cryptography 14-
12 Missile Tracking System: +6 with Missile 13 Demolitions 14-
Deflection 0 13 Electronics 14-
605 Self-Destruct System: RKA 167d6 13 Mechanics 14-
(standard effect: 501 BODY), Explosion 15 Weaponsmith (Firearms, Missiles &
(+½), Trigger (spoken command Rockets, Incendiary Weapons, Energy
authorization; +¼); No Range (-½), Weapons) 14-
Real Weapon (-¼), Extra Time (once 100 Other laboratories (defined by GM
activated, takes 1 Minute to arm and or player)
detonate; -1½), 1 Charge Which Never
Recovers (-4) [1nr] Total Abilities & Equipment Cost: 1,610
Total Vehicle Cost: 2,028
Operations Systems
80 Sensor Package: Variable Power Pool, 70 Value Disadvantages
base + 35 control cost; OIF Bulky (-1), 25 Distinctive Features: Xenovore vessel (Not
Only For Senses And Communications Concealable; Causes Extreme Reaction
(-1), Costs Endurance (-½) var [abject fear])
70 Long-Range Sensors: MegaScale (1 light-
year per Active Point, can scale down to Total Disadvantage Points: 25
1 km per Active Point; +3½) for any Total Cost: 2,003/5 = 401
Sensor Pool Sense of up to 40 Active
Points; OIF Bulky (-1) var Cost Additional Vehicles
12 Long-Range Sensors: +16 versus Range 88 Wasp Starship Fighter
for Radio Group; OIF Bulky (-1) 0 25 24 more Wasps (total of 25)
70 Electronic Warfare Systems: Variable 95 Bomber Fly Starship Fighter
Power Pool, 60 base + 30 control cost; 25 24 more Bomber Flies (total of 25)
OIF Bulky (-1), Only For Electronic 14 Dropship
Warfare (-1) var 35 99 more Dropships (total of 100)
20 Electronic Warfare Defense: Radio Group 70 Space Nuke
168 ■ The Xenovores Hero System 5th Edition
35 123 more Space Nukes (total of 124) “WASP” STARSHIP FIGHTER “G!SARK”
Description: The Xenovore dreadnought is the Val Char Cost Notes
main ship of the line in an invasion fleet. Immense, 5 Size 25 3.2” x 1.6”; -5 KB; -3 DCV
and oriented vertically rather than horizontally, 35 STR 0 Lift 3.2 tons; 7d6 HTH [0]
the ship looks similar to a Terran wasp’s nest with a 21 DEX 33 OCV: 7/DCV: 7
bulbous, organic hull. Encysted underneath folds in 25 BODY 10
the hull are starship fighters (the ship above has 25 12 DEF 30 See Tactical Systems
of each type, but each dreadnought has a different 4 SPD 9 Phases: 3, 6, 9, 12
number). The dropships used to land Xenovores Total Characteristic Cost: 107
planetside are located along the bottom of the ship.
They fall from five different orifices, launching at a Movement: Ground: 0”/0”
rate of five per minute. Flight: 45”/90”
A dreadnought has a crew of over 200 Xenov-
ores plus 65 pilots. At its center is a long chamber Abilities & Equipment
where shelf upon shelf of Xenovores lie in cold Cost Power END
sleep waiting for planetfall. Two of the ship’s Rail Power Systems
Guns are located atop the dreadnought, and can 60 Small Fusion Plant: Endurance Reserve
swivel 360 degrees. The other two are located (150 END, 150 REC); OIF Immobile (-1½),
underneath, near the orifices for launching drop- Only Powers Electrical Devices (-¼) 0
ships, and can fire on planetside targets. The Laser
Cannons are distributed around the rest of the hull Propulsion Systems
in a different pattern for each ship. 90 Chemical Rockets: Flight 45”; 1
Below a dreadnought’s outer hull is a layer of Continuing Fuel Charge (easy to
gel and bio-nanites. When the ship takes damage, obtain; 6 Hours; -0) [1cc]
the bio-nanites swarm to repair the damage (they -12 Spaceflight Only: Ground Movement
can repair a maximum of 240 BODY before deplet- -6” (0” total)
ing the gel). The inside of the dreadnought is a -2 Spaceflight Only: Swimming -2” (0” total)
warren of cramped tunnels, and only crewmembers
can find their way easily without getting lost. Tactical Systems
60 Gauss Cannon: RKA 3d6, Armor Piercing
(x2; +1), Autofire (3 shots; +¼), Increased
Maximum Range (1,000”; +¼), 64 Charges
(+½); OIF Bulky (-1), Real Weapon (-¼) [64]
10 Hull Armor: +4 DEF; Limited
Coverage (hull only; -¼) 0
Operations Systems
34 Sensor Package: Variable Power Pool, 30
base + 15 control cost; OIF Bulky (-1),
Only For Senses And Communications
(-1), Costs Endurance (-½) var
39 Long-Range Sensors: MegaScale (1 million
km per Active Point, can scale down to
1 km per Active Point; +1¾) for any
Sensor Pool Sense of up to 30 Active
Points; OIF Bulky (-1) var
3 Long-Range Sensors: +4 versus Range
for Radio Group; OIF Bulky (-1) 0
15 Electronic Warfare Defense: Radio Group
Flash Defense (15 points) 0
55 Electronic Counter-Measures: Suppress
Electronic Warfare 8d6, any Power one at
a time (+¼), Increased Maximum Range
(10,000” or 20 km; +½), No Range
Modifier (+½), Reduced Endurance
(0 END; +½); OIF Bulky (-1) 0
Personnel Systems
6 Cockpit: Life Support (Self-Contained
Breathing; Safe Environments: High
Radiation, Intense Cold, Intense Heat, Low
Pressure/Vacuum); Only Within Affected
Area (1” x 1” chamber; -2), 1 Continuing
Fuel Charge (easily replaced from sources
outside the ship; 1 Week; -0) [1cc]
Alien Wars 169
Operations Systems
34 Sensor Package: Variable Power Pool, 30
base + 15 control cost; OIF Bulky (-1),
Only For Senses And Communications
(-1), Costs Endurance (-½) var
39 Long-Range Sensors: MegaScale (1 million
km per Active Point, can scale down to 1
km per Active Point; +1¾) for any Sensor
Pool Sense of up to 30 Active Points; OIF
Bulky (-1) var
3 Long-Range Sensors: +4 versus Range for
Radio Group; OIF Bulky (-1) 0
15 Electronic Warfare Defense: Radio Group
Flash Defense (15 points) 0
55 Electronic Counter-Measures: Suppress
Electronic Warfare 8d6, any Power one at
a time (+¼), Increased Maximum Range
(10,000” or 20 km; +½), No Range Modifier
(+½), Reduced Endurance (0 END; +½);
OIF Bulky (-1) 0
170 ■ The Xenovores Hero System 5th Edition
XENOVORE ORBITAL Personnel Systems Although naval commanders use the term “fly-
DEFENSE SATELLITE 6 Cockpit: Life Support (Self-Contained over” to describe Bomber Fly tactics, the ship can
Breathing; Safe Environments: High attack from any direction, since downward is rela-
Orbital defense satel- Radiation, Intense Cold, Intense Heat, Low tive in a zero-G environment — a fact that Human
lites protect Xenovore Pressure/Vacuum); Only Within Affected commanders, unfamiliar with bombing in starship
Throneworlds. In Area (1” x 1” chamber; -2), 1 Continuing battles, fail to account for in initial engagements
essence they’re platforms Fuel Charge (easily replaced from sources with Xenovores.
equipped with various outside the ship; 1 Week; -0) [1cc] When it strikes a target, a Slug Bomb bursts
weapons, placed and open, spraying a multitude of large, single-cell
programmed to prevent Skills/Laboratories organisms that exude an acidic substance. The
orbital bombardment, 4 Targeting System: +2 OCV with Slug organisms are anaerobic, somehow resistant to
planetary assault, and Bombs vacuum, and adhere to any surface. Before expir-
the like.
4 Maneuverable: +2 with Flight ing, they quickly eat through most materials
known to Humans. Although it would require
In game terms, orbital
Total Abilities & Equipment Cost: 378 many Slug Bombs to jeopardize overall hull integ-
defense satellites are
Automatons with DEX Total Vehicle Cost: 492 rity, the weapon’s purpose is to expose the interior
15, BODY 30, INT 18, PD of a starship to vacuum — even a tiny puncture
and ED 14, and SPD 4. Value Disadvantages in a hull could cause significant problems for any
Possible weapons include 25 Distinctive Features: Xenovore starship starship. In game terms, once a ship suffers one-
Gauss Cannons (RKA (Not Concealable; Causes Extreme Reaction third of its BODY in damage from Slug Bombd,
7d6, Armor Piercing [abject fear]) pinprick holes are opened in the hull, and the
x2, range 200 miles, 250 10 Physical Limitation: Cannot Enter Atmo- ship begins to vent oxygen. The more Slug Bomb
Charges), lasers (RKA spheres (Infrequently, Greatly Impairing) damage the ship sustains, the larger the holes; at
5d6, 0 END, range 300 about two-thirds of the ship’s BODY, explosive
miles), and nuclear mis-
Total Disadvantage Points: 35 decompression starts occuring in the effected
siles. They have +4 OCV
with their weaponry. Total Cost: 457/5 = 91 areas; see Star Hero, page 285.
Description: The second type of Xenovore starship Two ovoid sections comprise a Bomber Fly.
fighter encountered by Human forces, the “Bomber At the back of the rear ovoid are two thrusters.
Fly” performs fly-overs on enemy starships. Under- Two flat elongated ovoids, similar in appearance
neath the ship is a squarish section from which to wings, protrude from the first section and hold
drop Slug Bombs. Each bomb has a small rocket fixed-direction Gauss cannons. The Bomber Fly
that propels it directly downward from the fighter. requires one pilot.
chapter eleven:
GAMEMASTERING
ADVICE
unning a campaign in the subgenre of
R
SYSTEM something — officers send them on missions.
DEFENSE FLEETS military science fiction presents some chal- In fact, you’ll probably begin many scenarios by
AND FORCES lenges compared to other types of science having an NPC commander give the PCs a mission
fiction campaigns. This section discusses briefing. But try not to be overbearing. Rather than
System defense fleets some of these challenges and offers advice about have the officer tell the PCs what they must do to
and planetary defense how to deal with them and turn them to your accomplish the mission, have him give them intel
forces are described in advantage. It also points out some setting details on the enemy and the mission objectives, then let
brief in Alien Wars, with unique to the Alien Wars setting and how these the PCs decide how to accomplish their mission.
most of the detail focus- details apply to you and your players. Upbraiding PCs for disobeying orders is a
ing on the UE military. stickier point. If a higher-ranking officer gives a
If you prefer to structure THE PLACE OF REALISM
character a dressing-down, the PC has to stand
your military differently, To some extent, realism is important in any there and take it — needless to say, talking back to
feel free to do so. Indi- campaign, especially military science fiction cam-
vidual system forces play a superior is frowned upon in most militaries. Play-
paigns. But it’s just as important to keep a game ers often have different ideas though. Now ideally
an integral role in the
war, especially during interesting and flowing well from scene to scene, the PCs will never make a mistake and you’ll never
the Xenovore Offensive, encounter to encounter. When you run games in have to deal with the situation... but Clausewitz’s
and their structure the Alien Wars setting, find a balance between real- “fog and friction of war” applies equally well to
varies from system to ism and flow. GMing! If you feel the PCs should receive a dress-
system. Some are more For instance, suppose the PCs are enlisted men ing-down, don’t roleplay the situation — just nar-
like police forces, with and need to speak with the company captain. Real- rate what happens. That way you avoid taking an
officers, investigators, istically they should take the matter to their lieuten- antagonistic role but still get the message across.
and the like; others are ant, who then takes the matter to the captain... if he For example, you might say: “Between gaming ses-
more akin to the UE deems it worthy of the captain’s attention. And in
military but with dif- sions you meet with the captain. He talks with you
most circumstances, none of this happens imme- a long time about why your last mission went awry,
ferent titles and divi-
sions. Surely somewhere diately — after all, company commanders are busy and expresses his displeasure with the situation.
there’s a system force to people with upwards of five hundred men under It’s obvious you’re in the doghouse now.” And then
suit your needs! their command. While the PCs cool their heels start the adventure from there. That maintains veri-
waiting for word back from the captain, game play similitude without causing any problems.
bogs down. A better option: allow the PCs to talk
to the captain, and during the conversation have Who’s In Charge Of This Squad?
the captain mention that they should’ve taken the Similar problems can arise if some PCs have a
matter up with their C.O. before coming to him, higher rank than others. This isn’t a problem among
but he’ll let it slide... this time. This second option many gaming groups — in fact, it can lead to some
alludes to the way things should work in a realis- good roleplaying opportunities. But among others
tic military, but at the same time keeps the game it’s the kiss of death, as the bickering between char-
moving at a exciting pace. If the PCs need repeated acters over some order or another spills over to the
regular access to the captain, establish an in-game players.
procedure for it so they’re not constantly flouting If you suspect some players won’t appreciate
regulations. other players’ PCs having a higher rank, or that a
Ultimately, the goal for most GMs should be PC with higher rank might abuse his privileges,
verisimilitude, not necessarily pure “realism.” Don’t you have two options. One, not necessarily realistic,
let strict adherence to realism hurt game play or is to make sure all your PCs have the same rank.
impair everyone’s enjoyment of the game — find a Second, focus the campaign around a Joint Task
balance between the two. Force or other group that mixes PCs from differ-
ent branches of the armed forces. While a Navy
THE CHAIN OF COMMAND commander ranks higher than a Army major, no
The chain of command, a hard and rarely- Army officer is going to let a Navy man decide
yielding fact of real-world military life, can become who takes the point in planetside operations (and
cumbersome in a game. Many players don’t appre- few Navy officers would be foolish enough to try).
ciate being given orders or chided for disobeying Similarly, no Navy commander would let an Army
them. Rather than allowing it to become a detri- colonel tell him how to run his starship. This way
ment to your campaign, you should make the chain each character takes precedence in his given field,
of command an advantage. regardless of rank.
One obvious GMing advantage to military
life is that the PCs always have a reason for doing
Alien Wars 173
FUTURE UNCERTAIN the history books, perhaps without the PCs doing
Alien Wars describes events in the Xenovore something “meaningless” on the edge of the battle
Wars from their very beginning in 2303 to their everything would have gone wrong.
end in 2396. This might seem to detract from a Finally, there’s no reason why you can’t change
campaign set during the period, because the PCs history — in fact, it’s your perogative as GM to do
know the outcome of the war. But you should keep things like that just to keep the players on their toes!
some important facts in mind. “GET THE CAPTAIN ON THE HORN....”
First, just because Humans win the war doesn’t
“.... and find out what we’re supposed to do
mean the PCs survive the war! Knowledge of
next.” Players might be tempted, when presented
Humanity’s fate tells the PCs nothing about what
with a dilemma, to consult an NPC about the situ-
happens to them specifically.
ation rather than solve it themselves. This dimin-
Second, the Xenovore Wars covers a huge
ishes the challenge of a game, since in essence the
amount of territory and involves billions of people
players are asking you, the GM, what to do next.
— no history book could give an exhaustive
There are two ways you can deal with this
account of the numerous military actions taking
situation. First, Xenovores can detect radio trans-
place over the course of the century. Nor could one
missions as easily as Humans can. If the PCs are
book chronicle in full the dozens or hundreds of
in enemy-occupied territory, they’d be unwise to
times the fate of millions, or even all Humanity,
reveal their position. Second, an officer expects
hung in the balance. If you feel player knowledge of
the men assigned to a mission to accomplish that
the future detracts from the game, focus your cam-
mission. He has likely given them all the intel he
paign on aspects of the war and battles for worlds
has about the target or objective, doesn’t really
not described here. In other words, rather than
have anything new to add, and doesn’t want them
dealing with the “big picture,” bring the campaign
to keep pestering him to make every decision for
into tighter focus and concentrate on one part of
them. Remember, this is a fight for Humanity’s
the war — perhaps the battle for Beldana V or the
future, not some early twenty-first century espio-
invasion of Fexao during Operation Future Peace.
nage scenario in which the brass deliberately keep
Third, the information about who specifically
information hidden from their underlings for
did what in the Xenovore Wars has been deliber-
inscrutable or conspiratorial reasons. It’s in every-
ately kept vague as much as reasonably possible.
one’s best interest for the PCs to have all the intel
That way you can put the PCs in the crucial battles
available, and the best equipment they can get their
and events and make them the heroes of the day,
hands on (not necessarily the best in existence,
rather than some NPC. And remember, historians
mind you).
don’t always get everything right or describe every
On the other hand you can use communica-
aspect of a battle. So while starship maneuvers and
tions to your benefit. If the players are stuck, allow
the like might receive all the credit for victory in
174 ■ Alien Wars Campaigns Hero System 5th Edition
them to contact an officer to help keep the game from the gene pool to challenge the Humans on the
moving. And remember a radio is a two-way street: fields of battle?
if the PCs wander off in a direction not pertinent to
CHARACTERS FROM DIFFERENT
the scenario, have an officer call them and get them
ARMED FORCES
back on track.
One issue that sometimes comes up in military
KEEPING THE XENOVORES INTERESTING science fiction games is that not all the players want
Over the course of an Alien Wars campaign, it’s to be members of one branch of the armed forces.
highly probable the PCs fight Xenovores repeatedly. Maybe one wants to be a Marine, while another
After the first few encounters, your players may wants to be a pilot, and a third wants to be an intel-
have pretty well pegged the Xenovores’ strengths ligence officer. In this case, two campaign manage-
and weaknesses. So it’s up to you to keep encoun- ment possibilities exist.
ters with the enemy fresh and surprising — and First, during the early to mid-part of the war,
most importantly not to let the players become too before Admiral Zhukov restructures the UE mili-
confident in their knowledge of the enemy. In other tary, many different forces take part in the defense
words, keep them guessing! of Human space. Additionally, communications are
bad, casualties high, and events generally chaotic.
Varying The Scenery
Frequently, forces evacuate in a mad dash to escape
First, vary the situations and location of
the enemy. During times like these no one much
encounters. A squad’s mission often involves more
cares who belongs to what service, and it’s easy to
than just “kill Xenovores.” Maybe they have to pen-
believe that troops from different branches of the
etrate enemy lines and scout the terrain. Or they
UE military and even civilians become commin-
have to escort a group of refugees to safety. Or they
gled. The fighter pilot who was on planetside leave
have to get orders from one commander to another,
when the Xenovores attacked, the marine who got
and between the two commanders are a thousand
separated from his unit while guarding the retreat,
Xenovores, all hungry for fresh meat to supplement
and the intelligence officer who was delivering vital
their rations. In each of these scenario ideas, the
information to a commander might find them-
needs and priorities differ, making the means of
selves aboard the same shuttle, and from there, they
accomplishing the mission different. Similarly, vary
are pressed into duty as a single unit because of a
the environment. The theater of operations for the
lack of fighting men to fill out the ranks.
Xenovore Wars spans thousands of light-years and
Second, joint task forces are common during
hundreds of planets, each with a unique climate,
the Xenovore Wars. They require experts in all
atmosphere, and topography. From alien jungles to
fields, from physicists to combat specialists, so mili-
radioactive wastelands, from groundside to space
tary commanders draw upon all available resources
stations, from Human ships to Xenovore ships,
to obtain the necessary personnel. The university
from heavy gravity worlds to light gravity worlds,
professor who’s an expert in alien languages might
each presents its own set of challenges in addition
find himself fighting side-by-side with an Army
to the omnipresent threat of the Xenovores.
Ranger and a TIC agent in an attempt to penetrate
Fun With Genetics a Xenovore hive-colony and escape with valuable
Second, the Xenovore genome is your friend. data about the enemy.
Because of it, there’s no such thing as “a typical
WHICH TIME PERIOD?
Xenovore.” If you want, each and every Xenovore
can be a unique specimen of the species. Of course, Before beginning a new campaign, you should
the types of Xenovores you create should be in decide what time period you wish to start in. As
keeping with the campaign tone. In a gritty and described in Chapter Five, the war can be divided
realistic campaign, it’s advisable to not go too over into four distinct periods: the Militarized Zone; the
the top and try to keep the genetic traits within the Civil War; the Xenovore Offensive; and Operation
realm of believability, or else your players might Future Peace. Each of these has its own mood and
fall too much out of the mood. But outside of that tone, and you should choose a period based on this,
caveat, use your imagination. For example, if the as well as which you think would be most fun.
scenario takes place on a low-gravity world in the The Militarized Zone
Xenovore Empire, maybe the Breeders evolved a This is the most grim of the four periods. The
Genotype with wings that allow them to glide and Human military is inept and fails to understand the
take advantage of environmental conditions. situation. Commanders commit one blunder after
For campaigns spanning long periods of another, each one costing thousands of lives. In this
time, perhaps the Breeders refine and improve sort of campaign, the PCs are likely among the few
Genotypes, even going so far as to create new ones competent personnel in the military, and it falls
in hopes of stopping the Human advance. For on their shoulders to lead other men to safety and
instance, will the PCs realize the Xenovore pilots deal with the incompetence of officers and other
they face in dogfights get faster and more accu- military personnel. The PCs can’t hope to stop the
rate with each passing decade? Will they notice Xenovores — the best they can hope for is saving as
that Xenovore tactics seem to improve after initial many lives as possible. Even when the Treaty Fleet
skirmishes — not to the mention the three hori- forms and stops the enemy advance, there’s no hope
zontal slashes that now mark the carapaces of pack of defeating the enemy, only holding him back.
Alphas, indicating that a new Genotype has arisen
Alien Wars 175
CAMPAIGN
IDEAS
ost Alien Wars campaigns will be fairly them to the evac site in time to meet the shuttle?
Plot Seeds
Courier: It started out as a simple mis-
sion: carry a TIC commander’s orders
from point A to point B. But when the
mercenaries find themselves caught in
gravity well and surrounded by hostile
gunships, will they attempt to change
sides? Or will they claim they’re merely
passing through? And what are the
orders anyway?
Emissaries? Us?: The mercenary PCs
have read the writing on the wall and
hired on with the Combined Fleet, and
now Admiral Zhukov has a special mis-
sion for them: return to your home
system and attempt to forge an alliance.
The pay is excellent, but does Zhukov
realize the PCs don’t necessarily have
the best of reputations in their home
system?
IN COMMAND
Rather than playing grunts, the
PCs hold command rank — maybe
they even sit on the Joint Command-
ers Council. In this sort of campaign,
scenarios explore not just military LIFE WILL NEVER BE THE SAME...
offensives against the enemy, but also the politics The PCs begin as civilians when the Xenovores
related to those offensives. Not everyone shares the invade their worlds. Uprooted from their homes, they
same ideas about how to effectively wage war, and find themselves pressed into service against the alien
it’s up to the PCs to make sure their way is the one species as members of a resistance organization, or
implemented by Admiral Zhukov. Furthermore, not maybe even the resistance’s founders. The PCs must
all of the Joint Commanders have forgotten their learn about tactics and strategy as they go, and likely
personal ambitions, and some might have agendas lack the support structure — especially access to
that have little to do with the Xenovore Wars and equipment — military characters have. Possible sce-
much more to do with personal gain. narios range from escaping the Xenovores (probably
This sort of campaign works best during the first scenario you run), to helping other refugees
Operation Future Peace. Players should build Stan- get to safety, to guerilla raids against the enemy.
dard Heroic characters with 75 Base Points plus up This campaign works best during the Xenovore
to 75 points’ worth of Disadvantages. Many of the Offensive. Players should build Competent Normal
points should be spent on Fringe Benefits like Rank characters with 50 Base Points plus up to 50 points’
or Contacts. worth of Disadvantages. Characters can have back-
Plot Seeds grounds in planetary law enforcement or defense
forces to represent some quasi-military experience,
DeValiere’s Dirty Secret: Claude DeValiere always but more likely begin as simple colonists and must
seems to come out on top. The PCs become worried learn the ropes of military life during play.
about his influence with Zhukov and decide they
need some leverage on the man. What skeletons will Plot Seeds
they discover in DeValiere’s closet... and how will he Run For It!: The PCs have to get to safety. Along the
respond when he learns about their snooping around? way, they need to find weapons (and learn how to use
The Intelligence Command: Admiral Zhukov has them!) and decide whether they’ll slow down to help
stated again and again that the TIC only acts against other refugees — not to mention find someplace safe
outside aggressors... but why are those agents follow- from the invading Xenovores!
ing the PCs everywhere? Could Director-General Alliance: On Colony Worlds with native popula-
Price be less incorruptible than she seems, or Zhukov tions, the Human refugees decide their only chance
less honest? for survival is an alliance with those natives. Chosen
Production Problems: The Planetside Establishment to be ambassadors, the PCs must create an arrange-
reports that a large corporation in the spinward region ment with the natives, who may not have the highest
of Human space is being less than helpful. At Zhukov’s opinion of Humanity after a period of occupation and
order, the PCs must travel to the company’s headquar- exploitation.
ters and convince the owner to be more enthusiastic Sabotage: A single member of Army Special Forces
in his support of the war effort. When they arrive, it’s stumbles into camp. Badly wounded, he details a
obvious something secret is going on in a large area sabotage mission against a Xenovore installation that
off-limits to the PCs. But what could it be?
178 ■ Alien Wars Campaigns Hero System 5th Edition
needs to be completed before the Navy can arrange Return Of The Xenovores: Uh-oh... reports come in
for the evacuation of the planet. Will the PCs pick that several people have sighted a Xenovore dread-
up the baton and accomplish the mission — and will nought. What are the PCs going to do? They can’t
their hard-won skills earned after numerous skir- ask for help from the UE military for obvious rea-
mishes with the Xenovores match those of a Special sons. Will they lead their subjects to safety, and if
Forces squad? so, where will they go? Or will they choose to stand
and fight the Xenovores?
THE MEN WHO WOULD BE KINGS
Set on an off-the-beaten-path planet during Rival Kings: It seems the PCs aren’t the only desert-
Operation Future Peace, this campaign is less heroic ers with the idea of setting themselves up as kings. A
than other Alien Wars campaigns. After fighting squad sent to find them is trying to horn in on the
for years in a seemingly endless war, the PCs have kingship business. Will the PCs declare open war
decided it’s time to make some profit for themselves. on these pretenders to the throne, or will they try to
The only Humans on a former Xenovore Slave World, reach some kind of understanding? And how will
they set themselves up as rulers — benevolent ones, the native population react to two sets of kings?
hopefully! — over a primitive species. But that’s just ON THE TRAIL OF THE CASSANDRA
the beginning. What happens when the Army comes The year is 2374 and the PCs are the handpicked
looking for them? Who’s to say all the Xenovores are crew of an exploration vessel tasked with blazing a
gone from the planet? Surely members of the slave path for the imminent invasion of Xenovore space. As
population want to manipulate the Humans for their a joint task force under the command of the Terran
own ends. And who knows what other dangers lurk Exploration Service, they must locate planets to serve
on the unexplored world? as supply depots and fueling stations, identify astro-
Players should build Standard Heroic characters nomical dangers, make first contact with alien species,
with 75 Base Points plus up to 75 points’ worth of and explore a long stretch of uncharted space. And
Disadvantages, and Package Deals appropriate to a somewhere out there at the end of their journey is the
military background. This campaign also makes an Xenovore Empire....
excellent multi-session scenario with the PCs assigned Players should build Standard Heroic characters
to track down the deserters who’ve set themselves up with 75 Base Points plus up to 75 points’ worth of
as rulers — see the movie Apocalypse Now for ideas. Disadvantages, and Package Deals reflective of wide
Plot Seeds variety of backgrounds from scientists to intelligence
operatives to military personnel. And, of course, they
Fulfilling The Prophecy: The leaders of the native
have a small starship provided by you.
population begin acting suspiciously. Soon the PCs
discover a prophecy of saviors coming from the Plot Seeds
heavens... and sacrificing themselves to liberate the The Fate Of The Calchas: The Cassandra wasn’t
species. The PCs have achieved the first part, but the only deep space explorer sent antispinward
what about the second? If native leaders have any- of Human space. As they travel, the PCs receive
thing to say about it, they’ll fulfill that part soon! an automated distress call from the Calchas. They
track the ship to an unexplored planet
and find its wreckage, including a
recorded message. At least some of
the crew survived, but what happened
to them? And what are those strange
noises coming from just over that hill?
The Thorgons: The PCs make first
contact with the Thorgons, a martial
and bellicose species described in
Terran Empire. Something less than
diplomatic, the Thorgons take the PCs
prisoner. Are these the guiding intel-
ligence of the Xenovores that some
Humans believe exists? And if not, can
the PCs convince the Thorgons to ally
with Humans? But most importantly:
can the PCs escape to continue their
mission?
Uh-Oh...: The end of their mission
is in sight — the PCs have finally
arrived in Xenovore space. How do
they know? A planet surrounded by
Xenovore dreadnoughts is a good
clue! Now the PCs just have to escape
detection and make it back home
alive....
Alien Wars 179
THE PRICE REPORT rise up against the Xenovores. And of course, they
In 2363 Admiral Zhukov re-forms the Terran have to do all of this while they avoid being captured
Intelligence Command and transforms it from a by the enemy.
secret police agency into a branch of the military Players should build Standard Heroic characters
tasked with discovering information about the with 75 Base Points plus up to 75 points’ worth of Dis-
enemy. In this campaign, the PCs are one of the teams advantages. Most of the PCs are likely to come from
assembled by Director-General Sylvia Price to gather Army Special Forces, the Marines, and the TIC, but
data on the Xenovores. But they don’t just sit around characters from the Terran Exploration Service and
laboratories and offices analyzing vids and compiling those with backgrounds in xenology and linguistics
facts and figures. They’re out in the middle of things are also invaluable to the mission.
performing special missions at the direction of their Plot Seeds
handler — missions ranging from infiltration of a
Xenovore hive-colony to attempts to take control of a Pawns Of Prophecy: The PCs try to engineer a
Xenovore dreadnought. revolt on a world where ancient religious prophe-
Players should build Standard Heroic characters cies depict their coming. In the midst of trying to
with 75 Base Points plus up to 75 points’ worth of accomplish their mission, they have to deal with
Disadvantages. They can come from a wide variety of political rulers who see them as a threat to their
backgrounds — not just military ones, but also sci- personal power, fanatic religious leaders who
entists like xenologists, bio-tech engineers, and xeno- regard them as supporting heretical interpretations
sociologists. of scripture and want to get rid of them, and so
forth.
Plot Seeds
Look What I Found: While exploring a Slave
Ship-To-Ship Attack: Director-General Price wants World, the PCs discover the ruins of an ancient
an intact Xenovore dreadnought, and the PCs are civilization, once highly sophisticated but now
just the team to accomplish the mission. They must long extinct. Included among the ruins are some
travel with ships of the UE Navy, and then execute unusual technological artifacts that might signifi-
one of the most deadly operations in the military: cantly enhance Humanity’s ability to fight the war.
a ship-to-ship boarding. Once they get past the But there’s a Xenovore task force approaching to re-
dreadnought’s defenses, they have to subdue hun- take the world; how can the PCs get the tech back
dreds of Xenovore in an environment that’s not to the UE forces?
easy to navigate and may hold all sorts of unpleas-
The Great Escape: The PCs are tricked by loyalist
ant surprises.
slaves and turned over to the Xenovores. Now they
Take Him Alive!: The PCs have to capture a Xenov- have to escape from a prison located on a desolate
ore Polemarch alive. They must work their way island in an inland sea before they become tomor-
through enemy lines, use Army units to arrange row’s entree....
diversions, and finally penetrate a Xenovore hive-
colony to accomplish their mission. Once they THE TRADER’S LIFE FOR ME
have the Polemarch, can they keep him alive long In this campaign, the PCs aren’t members of the
enough to reach friendly territory? military at all. Instead they’re independent merchants
plying the spacelanes and trying to make a profit. The
Chasing A Myth: The TIC keeps hearing rumors of
law of supply and demand dictates that the greater
a soldier with an uncanny knack for fixing machin-
the demand, the higher the price... and the demand
ery. Some believe he possesses a unique psionic
doesn’t get much higher than on worlds cut off by the
ability that might help them understand the work-
war. Between dangerous journeys to planets under
ings of Xenovore computers. But, of course, the
siege, sketchy black marketeers, and military com-
Army can’t find any record of his current where-
manders more interested in winning the war than
abouts. Starting with his last known duty post, the
a merchant’s livelihood, you have the makings for a
PCs must track him through the Militarized Zone...
great campaign.
and when they find him, will his supposed psionic
Players should build Standard Heroic characters
powers be for real?
with 75 Base Points plus up to 75 points’ worth of
SLAVE UPRISINGS Disadvantages. Characters can run the gamut from
During the latter part of Operation Future Peace, profiteering smugglers, to disillusioned deserters, to
the military sends task forces to infiltrate Xenovore- experts in alien antiquities and fine arts.
controlled worlds and engineer slave uprisings. In Plot Seeds
this campaign, the PCs are one of these highly-skilled
squads. Their ranks include experts in covert opera- Why Are These So Heavy?: Every trader has a black
tions, alien psychology, alien languages, and related market contact, and every trader knows dealing with
subjects. Each world they infiltrate is unique, since weapons is a dangerous business practice. So when
each slave species has its own customs, culture, and ammunition spills out of some black market crates of
character. Some, like the Fex, want to throw off their rations, what will the PCs do? Will the temptation to
shackles and fight the oppressive Xenovores, but the turn a tidy profit overcome their common sense?
PCs must prevent them from becoming over-eager. But I Own This Ship!: The PCs make the mistake of
Others have been slaves for so long they have forgot- responding to a communication from a nearby mili-
ten how to fight, and the PCs must inspire them to tary vessel. Now the Navy captain has comandeered
180 ■ Alien Wars Campaigns Hero System 5th Edition