Battlelords of The 23rd Century
Battlelords of The 23rd Century
Battlelords of The 23rd Century
BY
LAWRENCE R. SIMS
R O L E P L AY I N G I n A D a n g e r o u s F u t u r e
s s d c . c o m
CREDITS
Play Testing and Thanks: Ronald Trackey, Sandford Berenberg, Ernie Freiberg, Alex Bonafice, Larry
Foto Fein, Brett Miller, Daniel Kowalski, Matt Kolokowsky, Christian Martin, Rob Goodfellow,
Benjamin Pierce, The Mega-Mercs, Aaron Psycho Thies, Louis Bluerazor Norton, Dan Mooney,
Matt Schultz, Paul Mouse Knaus, J.P., Eric Polovich, Jamie Grimes, Jerry Alexandrotos, Kristin
Newer, Leigh Abel, Doug The Love Machine Nelson, Geoff House Bitch Wheeler, Rich
Quodomine, Aileen Miles, Diana Whipple, Peter Rabinowitz, David Gaidasz, The Conservatives: Don
Stefanie, Mike Wagner, Eric Marching in circles and squares Wood, Dave Wagner, Glen The
Radical McDole, Tom & Scott Javoroski of BYOV Games, The Warmongers, Richard Bermudez and
the rest of the List gang, The Columbus Bunch, George Vasilakos, and all the other certifiable nuts
who put up with us during the design phase and years of dujak and neglect. Thanks Mom & Dad O.
This book was designed as a game. The information portrayed doesnt in any way reflect the beliefs
of the author or company. We dont support cannibalism, racism, sexism, and/or any other ism
that has negative social consequences. It is suggested reading for ages 14 and older.
To God: Thank you for giving me the strength to tackle this, the toughest of endeavors.
Art Director
Michael Osadciw
Technical Advisers
Louis Norton
David P. Wagner Jr.
Battlelords of the Twenty-Third Century, personalities, game system, and images are 2011
SSDC Inc. All rights reserved. No part of this book may be reproduced without the written permission from SSDC, Inc., except for review purposes. Any similarity to characters, institutions, corporations, etc. is strictly fictional or coincidental. Battlelords of the Twenty-Third Century is a trademark
of SSDC Inc. Sixth Edition, PDF Edition, January 2011. Designed in the U.S.A.
Editors
David P. Wagner Jr., Donald W. Stefanie II
Louis Norton, Aaron Thies
M. Alexander Jurkat, Nick Vasi
Tom Javoroski & Shauna Dudley-Javoroski
Tyson Mueller
Paul Sakatch III, Michael Brocon
Type Setting/Layout
Michael Osadciw
David P. Wagner Jr.
Jennifer Osadciw
Additional Material
Michael Wagner
Louis Norton
Michael Osadciw
Don Stevens
2
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
S S D C . C O M
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TABLE OF CONTENTS
Table of Contents
1. Showtime . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
2. Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
The Corporate Merc . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
Things to Know . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .16
5. Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85
Skill Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .88
Skill Descriptions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .90
6. Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .103
Armor tables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .106
Armor Descriptions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .108
Armor Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .112
9. Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .189
Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .189
Critical Hits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .192
Archaic Hand Weapon Combat . . . . . . . . . . . . . . . . . . . . . . . . . .194
Unarmed Hand-to-Hand Combat . . . . . . . . . . . . . . . . . . . . . . . . .197
The Survival Matrix Roll . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .199
Healing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .200
8. Matrices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .157
Empath Matrices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .159
Empath Advancement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .166
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
1 SHOWTIME
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
SHOWTIME
CHAPTER 1
Showtime
Corwin dropped the 10 carat diamond back
into the tray of the safety deposit box and
slowly raised his hands.
Higher, the voice demanded from
somewhere behind him. And dont try anything funny. I would hate to overreact and
pump your behind full of plasma.
I would hate that too. I have a nice
behind and it needs loving, not holes, the
Orion replied, stalling for time.
That you do. Now turn around slowly.
Not too fast. Like I said, I dont want to kill
you unless I absolutely have to. Plus, it would
make a mess in my vault and I really dont
want to clean up right now.
Corwin turned deliberately, making no
threatening gestures. Presently, he faced his
assailant, who held an all too big Bull Master
static pistol in both hands. The gun was aimed
to fire just below the belt line.
You wouldnt want me to shoot them off
either, would you?
No. Please dont. I have enjoyed them for
too long.
Didnt expect me to look like this, did
you, Orion? she toyed with him.
No. Cant say I did, he murmured.
The bank guard in the doorway to the
vault was stunning. A black, leather miniskirt
and fishnet stockings ran down her terrific
legs into equally black, spiked heels. The top
button of her blouse was unfastened, hinting
at the full pleasures hidden beneath. Her hair
was jet black, spilling down over supple
shoulders. She had crystal blue, almond
shaped eyes that twinkled with sensuality and
danger. Corwin knew he had never seen a
creature more beautiful!
Caught you red-handed, stealing jewels
from my bank. I could get away with killing
you, she said with a crooked smile. She
moved forward, the gun still pointed in the
wrong spot. I could just say that you tried to
escape and I was forced to shoot off your . . .
Wouldnt that be something. Famous Orion
thief, shot and killed by bank president while
trying to escape.
Its got a certain ring to it. Corwin shot a
quick glance at his own weapon, an RKM5000 laser carbine. It leaned against the wall
just out of reach.
TWENTY-THIRD CENTURY
1 SHOWTIME
ematical equations in my mind, in order for
the energy to be released properly. If I dont
see things just right, I may calculate the
release sequence wrong, and the channeled
energies could refocus in wholly unexpected
and unpleasant ways. It takes precise . . .
All right! All right! All right! I get the picture. Stop whining, Bluerazor. We got to get
moving. Pharrinsarrious says that Taskor-idan
has found the entrance to the base and were
going in!
Give me a minute. Im gonna sit down a
bit.
Youve got until Im done here.
Corwin finished putting on his armor and
then moved to put out the fire. He camouflaged the partys extra equipment with
branches and leaves. Years of working in the
field had taught him to be careful. Never take
chances. Many of his friends had, and most of
his friends were dead now. Finally, the Orion
spy redressed the clearing, straightened the
trampled grass, and removed the groups
footprints as best he could. When he was finished, Corwin and the still whining Mutzachan
set off to meet the others. The party had never
been there at all.
BATTLELORDS
OF THE
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garbage bag!
The Human. Well, the Human was a newbee and that was enough. He didnt stand a
chance. He was a corpse looking for a place
to happen. Corwin didnt know the guys
name. Didnt care to. He wasnt gonna make
it anyway. They all worked for SSDC, the company with the highest merc attrition rate of
any mega-corporation in the 20 galaxies. But
at least SSDC ran things correctly. There wasnt too much of that para-military, snap to
attention, polish your boots nonsense. Most
teams were just groups of individuals with
totally different backgrounds, trying not to kill
each other while carrying out dangerous
assignments for the company. With mixed
emotions, the mercs called SSDC Mother.
Mother offered people from the streets the
chance to become something, to be more
than fat, alcoholic, armchair quarterbacks
whose lives suck so bad that they commit suicide in their early forties. Mother was harsh,
though. Working for a mega-corporation
offered the chance to be shot and die in the
mud on some planet that no one has ever
heard of, let alone cares about. The thought
made Corwin laugh out loud.
Quiet Rogue.
Whatever.
The party let the Eridani play commander
because it made him feel important. They
really thought he was a pompous idiot.
Corwin almost laughed out loud again.
This mission was not what Corwin had
expected. Operatives who reached the final
year of their terms were granted the right to
accept or back out of certain missions. This
one had seemed easy enough: break into a
Rebel base and steal a vial of some green seed
stuff from a lab. Even better, those operatives
who signed up for the mission got 2 weeks
paid leave at the hedonistic pleasure palace at
Brenkode. So Corwin had signed up on his
way home from the bar. Bad choice! Since
then he had learned that the enemy was probably better armed than he was, that theyd find
the vial on some jerk water planet, twenty parsecs from nowhere, and that getting to the
base required a two week hike through jungle
that would kill a mountain goat. Corwin was
an urban spy. What the hell good was he out
here in the woods?
Were here. The Eridanis signal woke
Corwin from his daydream. Everyone switch
to night vision.
The group moved to obey, flipping selec-
SHOWTIME
tor switches on their multi-optics visors.
You see the two sentries, just to the left of
the big rock outcropping? Taskor-idan pointed out. The rock outcropping itself is the
access point. We have seen others pass
through it. They touch a hidden panel somewhere on the rock facing and the side of the
mountain opens up. Heres the plan. The Ram
and I will get close quietly. When we are
ready, the Phentari will give the order. He and
the Orion will each take out one sentry with
their lasers. No noise. Mouth shots.
Mutzachan, you ready a fireblast in case anything goes wrong. The guards are wearing
AKMB armor so there shouldnt be any problem. If there is, the Ram and I will solve it.
After the guards have been neutralized, the
Mutzachan and Orion will advance. The rest
of us will cover you. Corwin, you must find the
secret access point. The Mutzachan will use
his bypass matrix to defeat the doors security
in case theres a problem. Corwin, use whatever it is that you use, but get that door open!
If lock picks dont work, I have enough
Jellnite to blow up half the mountain. Dont
worry, Taskor-idan, Ill make sure that we get
inside.
Good. Newbee, stay out of the way and
dont screw things up! Once were inside, we
move to the elevator and take it to the subbasement where the lab is. Everyone remember the layout of the base? Good. Lets move
out.
You know, I am more than capable of
handling myself, the new recruit responded
defensively. How am I supposed to learn anything if no one ever gives me any responsibility?
You are supposed to stay alive. That is
your responsibility. I calculate that the chance
of a new Human recruit lasting more than
three missions is 27.567-to-one against your
favor. There is some deviation due to duty station, assignments, I.Q. rating, physical
prowess, and other circumstantial modifiers,
but thats about it! The Mutzachan explained,
more than happy to make some trivial calculation about the mans chances of survival.
I hope you die, the Phentari sneered,
leaning forward until his face was but a few
centimeters from the recruits. His tongue
licked out from behind his atmospheric
processor and the squids mandibles clicked
together hungrily. It would give me pleasure
to gut you like a pig and stuff your carcass
with tender treats so that I could cook you for
BATTLELORDS
OF THE
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1 SHOWTIME
The Swordsaints eyes blazed with intensity but he said nothing. He moved cat-like to
the next intersection, where he hesitated,
checking around the corner for the enemy.
Finally, he waved the Orion forward. More firing above. Corwin turned and backed toward
Taskor-idan, covering their rear. It took a
minute to cross the distance. When he finally
reached the hallway, the Swordsaint was no
longer there, but Corwin could plainly hear
the scuffle of hand to hand combat no more
than a couple feet away. A trickle of blood
flowed past the spot where he half-crouched,
half-squatted behind the corner of the wall.
The adrenaline was pumping now and his
mouth suddenly felt parched and dry. What
was going on! What was happening to Taskoridan? He licked his lips apprehensively and
hesitated some more. He had never been the
hero type. He didnt need any theme music.
Thats why he was still alive. But the
Swordsaint was obviously in over his arrogant
head! Finally, Corwin took a deep breath,
flipped the selector switch on his laser to
automatic, said a quick prayer to the money
god, then charged around the corner into
combat.
Error! Instead of engaging the enemy and
saving the Swordsaint, Corwin stumbled over
the Eridanis rear leg, dropped his weapon
and sprawled himself out on the floor. He
crawled around on all fours like a real hero
and eventually recovered his weapon. He
looked up and winced.
A Human male was impaled on the end of
Taskor-idans two-handed sword. One hand
feebly clutched at the blade sticking out of his
chest while the other hand struggled to reach
his holstered gun. A gurgling noise emanated
from the mortally wounded mans mouth.
Blood flowed freely down over his chin, dripping in a large pool on the floor. The mans
eyes bulged as he writhed in agony on the end
of the blade. He looked pleadingly into the
cold, grey eyes of his Eridani assailant for a
sign of remorse or explanation. The man tried
to speak, but managed only a cough. He
gagged, then spit a mouth full of blood onto
the Swordsaint. The Eridani did not flinch. He
merely regarded his victim with a steely
detachment, as if measuring the effect of the
wound. One last gurgle and the body went
limp, folding forward to lean against Taskoridans shoulder. The Eridani offered a brief,
twisted smile of triumph. Then, in a single
fluid motion, he lifted his right leg and kicked
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
SHOWTIME
No sweat. Piece of Dujack. Just waiting
for our hero to return. Hes checking out the
hallway to the front. All of this for some friggin plant seeds that the higher-ups want to
use to create some new biochemical
weapon!
Yeah right. I hope the Eridani gets himself killed. Pharrinsarrious replied, And by
the way, each Rebel here has enough firepower to vaporize each and every one of us! Thats
why we had to cave the roof in. We were outgunned bad.
I have calculated our chances for success at three-hundred ninety to one in favor of
the enemy. The margin of error is . . .
Mutzachan, Im not going to tell you
again. Shut up before I ventilate that big head
of yours! Pharrinsarrious swung all three
lasers to face the energy controller.
The once meek Bluerazor now responded
angrily. I suggest quite frankly that you rethink the situation, Pharrinsarrious. I am getting tired of your insults. You know as well as
I do that even though I am sick, I am more
than your equal. My powers could easily
defeat you.
Something came over Corwins headset.
Taskor-idan, is that you? Corwin asked.
No response.
Lets move forward and find out whats
happening. The squid set off. The sword
maggot is obviously unable to handle the situation without my superior skills.
The three of them advanced up the corridor to the next intersection, the Mutzachan
guarding their backs. Another body, this time
a female lab technician.
We must be getting close. The Eridani
keeps leaving donuts behind as markers. Ill
be back for this one. Looks tasty.
Where the Eridani had gone to was anyones guess. However, each time they thought
they were lost, they came across another
fresh, dismembered corpse. Slowly, the group
worked deeper into the Rebel complex. A full
five minutes had elapsed since they had last
seen the Swordsaint. The rebels would be
returning their wake-up call anytime now and
Corwin was beginning to have doubts about
their chances of survival. He glanced back.
The Mutzachan said nothing. He just
guarded their rear, grim and determined.
The mercenaries continued to move
toward the laboratories. Down another set of
stairs. Right turn. Left at the power generators. Suddenly, directly to their front, about 10
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
2 INTRODUCTION
10
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
INTRODUCTION
CHAPTER 2
Introduction
HE TIME OF
IN THIS CHAPTER
What Does Roleplaying Mean?
Corporate Merc
Things to Know
RECKONING IS 2279
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
11
2 INTRODUCTION
that there is no winner. There is no end. The object is simple: to keep
the character that you are playing alive until the next mission. You try
to amass power and prestige as your character adventures around the
universe. As long as your character doesnt bite the big one, then
youre winning! Thats the fun of playing the game; developing and furthering the interests of a make-believe character in a futuristic makebelieve world!
The System
Battlelords of the 23rd Century is a futuristic roleplaying game designed
to simulate the life of explorers and combatants in the not too distant
future. Your playground is the Milky Way, the Fornax Galaxy, and more.
The system was designed to provide a gaming environment which is a
mixture of roleplaying and combat action. It is my belief that players
will enjoy the system more if they concentrate on the roleplaying aspect
instead of the combat aspect, but that is up to you. This book provides
the player with a complete, current history of events, a thorough understanding of viewpoints, and the subtle nuances of futuristic life.
Battlelords of the 23rd Century has 12 fully developed character races
(with sub-species). The game system works efficiently, utilizing percentile dice for combat and skill checks, with critical hit tables. This
effect makes gaming more realistic, yet not tedious. The focus of generating special powers is accomplished by using a point system. If
youve got the points, then youve got the power! This system provides a
balanced environment for combat and roleplay action. Experience is
awarded more for roleplaying than for killing. This is how roleplaying
at its best should be.
12
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
The Lancer
Many young mercenaries begin their careers as lancers, short for freelancer. They initially sign on with a small firm whose parent company is
one of the major mega-corporations. The parent company holds the
contract for the new recruit and pays his salary. The smaller firms are
called the minor leagues and all newbees start out here, learning the
ropes, honing their skills, and developing into effective combat teams
(the word combat is used loosely to describe any type of operation that
is directly involved in conflict, whether violent or not). The subsidiary
company acts as a training ground for raw recruits who often lack discipline and control. Many young warriors are violent and dangerous,
having managed somehow to pass psychiatric screening and sign with a
company. They kill without purpose and cause wanton destruction of
the environment. Furthermore, new units have extremely high mortality ratings, often losing entire teams on a single mission. The subsidiary
company acts as a front, as well as a filter, deflecting the damage that is
caused when carnage wrought by a mercenary unit spills over into the
public eye. Citizens seldom link the acts of a minor league team to a
major leaguer, thus protecting the polished image of the mega-corporations. The trash is weeded out by attrition and decision. Only when a
merc has shown that he is capable, as well as responsible, is he brought
up into the big leagues to play hard ball.
Most minor league teams shop around and use their players as freelancers. The company picks up private contracts, then farms them out
to their employees. The mercenary unit often has a say in which contracts it will take. The unit bids on how long it will take them to complete the assignment, and the job specifications needed to get the job
done. This includes miscellaneous money and equipment. The company offers the assignment to those groups with the lowest bids. Freelance mercenary units who ask for too much or fail to complete assignments are called pinch hitters and are looked down upon. Most pinch
hitters never make it to the big leagues and are given the worst assignments or are released from service altogether.
There are few unit commanders in the minor leagues; mercenary
units must delegate responsibility among themselves. It is up to the
group to decide who is in charge. Often, the group has carte blanche in
determining how the mission will be completed. The minor league
company allows them free rein to assess the abilities of the unit. The
reasons for this are simple: first, the mercenary unit is forced to bond
or be destroyed. Personal differences must be ironed out or left behind
F.U.R.I.E.S.
F.U.R.I.E.S. are non-combat troops used by the company to achieve
ends other than violence and mayhem. The acronym stands for Force,
Urban, Reconnaissance, Intelligence, Espionage, Soldier. The status of
F.U.R.I.E.S. may change from Lancer and back at any time. Often, Freelance units are given special assignments as F.U.R.I.E.S. These units are
held in much higher regard than Free-lancers, and are exclusively composed of troops who have proven that they can complete missions while
incurring minimal casualties. Like Free-lancers, F.U.R.I.E.S. do not follow a rank structure. They are, however, expected to perform with military bearing and discipline. Generally, these units are posted to populated urban centers where missions must be carried out with a high
degree of discretion and professionalism. Missions include rescue,
reconnaissance, intelligence gathering, assassination, kidnapping, etc.
The police are constantly on the alert for armed combat teams, and
F.U.R.I.E.S. teams are versed in avoiding direct conflicts. F.U.R.I.E.S.
earn fifty percent more than their Free-lance counterparts. The extra
pay is an urban combat dispensation out of which units are expected to
purchase the extra materials necessary to complete missions. The parent company will, on occasion, offer to loan a F.U.R.I.E.S. unit equipment to complete its mission. This is rare because these units are often
forced to leave equipment behind while operating in the field. Urban
combat teams readily have access to cosmetic alteration such as plastic
surgery, DNA masking, skin grafting, etc. Most units are offered special
espionage training.
The Grunt
Grunts are paramilitary soldiers who function as front line combat
units. These mercenaries follow a strict military regimen, much like
that of Alliance forces. Grunts are revered by the public, who see them
as Alliance soldiers in charge of maintaining the peace. Combat missions follow the exact same parameters as with government troops.
Mercenary combat units battle hostile forces, guard ammo dumps,
carry out search and destroy missions, peace missions, and a myriad of
other tasks. Grunts always wear their uniforms when on duty and are
sometimes allowed to carry heavy weapons when operating in public
areas.
Grunts never work for the subsidiary, and all grunts must carry a
special combat permit which carries certain dispensations for collateral damage to the public. Mega-corporations maintain the best legal staff
to protect their grunts, and the company must gain permission from the
central government to carry out combat activities on a mission per mission basis. All team members operating in the field are reported to the
governments central roster before the commencement of hostilities.
Units draw weapons and are deployed to the field where they carry out
assignments.
The parent company acts quite differently toward Grunts as compared to Free-lancers or even F.U.R.I.E.S. Most companies are reluctant
to loan out equipment to mercenary units because of the careless attitudes often displayed by these groups. The company cannot afford to
lose expensive equipment that is often worth much more than the individual soldier. The weapon is dependable. Mercenaries often are not.
Because of this, most Freelance and F.U.R.I.E.S units must pay for their
own equipment. Grunts, however, seldom pay for anything, except for
those things which we cannot discuss in this book! The company loans
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
13
2 INTRODUCTION
them equipment to facilitate carrying out each mission. Troops are
expected to only ask for what they need and are expected to return all
unused munitions.
Suits
Suits are businessmen and women who were originally hired out by the
corporation to push paper and oversee company affairs. Suits have
never seen combat duty. They are ordinary people who attended college
long enough to get a masters degree (a prerequisite for entering into
the management field), then were hired by the corporation. Suits get
paid top dollar, more than mercenaries, and this fact has caused much
strife between the two classes. Many suits think that mercenaries are
nothing more than commodities, to be bought and traded. Some dont
even attempt to hide their contempt for the lesser masses, proffering
that each person has been posted to his natural position in life.
Mercenaries, almost to the individual, consider Suits to be soft, lazy, two
faced, useless paper-chasers who make their living as vultures, feeding
off the dead corpses of fallen warriors! The Suit smiles to your face,
then makes sure you get sent on a mission where no one is expected to
survive.
Note: Many a manager has gone home, used the head, and been
blown to little pieces when the toilet flushed. It keeps the balance. Suits
with axes to grind dont send mercenary units out to get killed, and
mercs dont slip while walking with a laser carbine and shoot some suit
in the face!
The interaction between upper level management and workers is a
subject of much contention, and there are few apparent solutions to the
problem. Office areas are always tense when units return from missions
to fill out operations reports. Often mercs are required to fill out death
certificates for lost comrades, then hand them to a half-amused, pot
bellied idiot sitting behind a mahogany desk. Many mercenaries believe
that full auto is excellent for office renovations, but admit that it is bad
14
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
Once they step out of the elevator, some 2km below the surface,
they are searched again, this time with mental and emotional discriminators which evaluate ones mental status and surface thoughts. They
then pass through a set of redundant security measures, exactly like
those on the surface above, and finally down an access tunnel into what
is generally referred to as the brain, or central command post.
Each companys brain is laid out differently, but all maintain basically the same functions integral to carrying out secretive affairs such as
research and development, intelligence gathering, and military operations.
Battle Rooms: Most sector headquarters have three to four battle
rooms where military personnel oversee combat operations. Tracking
of enemy movements, communications, command and control, and
logistical analysis are carried out in the battle rooms.
Armory: Only guards and select personnel are allowed to carry
weapons within the command post. Thus, the armory is split up into
three distinct sections. Each maintains its own weapons and equipment
storage, separate from the others. Merc units draw weapons from their
own armory, as do combat units from theirs, and staff from theirs.
Motor Pool: Upgrades and maintenance of company vehicles takes
place in one of several areas. The motor pool is separated into four
general sections, called bays, which include civilian, military ground,
atmospheric, and deep space. Each bay maintains its own tech supply
to assist in the upkeep of vehicles.
Mega-corp headquarters are studies in luxury and opulence. No expense is spared in providing the highest tech accessibility and comforts for their leaders.
BATTLELORDS
OF THE
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15
2 INTRODUCTION
Crew Quarters: Facilities are maintained to support all military and
paramilitary units beneath ground for extended periods of time, providing mess halls, gyms, holo-rooms, virtual reality game centers, pleasure services, and sleeping quarters.
Operations: Directors, generals, and other top officials work here to
run the clandestine operations. This section is generally very large and
contains numerous office areas. People working here exhibit a professional, no games mindset. Guards shoot to kill.
Communications Core: Long range communications equipment is set
up in this section of the command post. Intelligence personnel and
operatives transmit, receive, and analyze communications traffic
throughout the subsector from the communications core.
Interrogation: Special labs for interrogation are usually located adjacent to the medical facilities. Workers here exhibit a morose, dark
sense of humor, making sick jokes about their methods and victims.
Launch Port: Virtually all corporations maintain an underground
launch facility which contains diplomatic, combat, and personal spacecraft. These can all be launched at a moments notice. The launch port
is usually reached through a heavily defended access tunnel in the
deepest bowels of the command post. In a crisis, vital personnel can
reach the launch port via launch tubes which are strategically situated
throughout the complex. Launch tubes deliver a person into a pre-programmed vehicle, based on DNA and retinal scans which are required
to activate the unit.
Bunker: Usually adjacent to the launch port and accessed through the
security tunnel. All businesses run under the constant threat of a hostile attack and personnel come here in case of such an event. Most
bunkers can withstand several direct hits on the installation from either
nuclear weapons, energy, chemical, or biological attacks without being
compromised.
16
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
into the late night grocery store to grab a couple of Yum Yum snacks
and a carton of milk. Old ladies faint. Young kids run up and desperately beg for your autograph. Store clerks frantically call the police. The
police scramble to the scene. And you well, you just stand there all
cool and smug, trying to decide whether or not to waste the guy in aisle
seven with your Omega cannon!
THINGS TO KNOW
Dice and the System
Battlelords of the 23rd Century uses percentile dice as its main focus to
carry out combat, skill checks, etc. Different dice are used to determine
damage. Dice are referred to by the number of faces each has. A d4, for
example, is a 4-sided die. A d20 is a die with 20 sides. Occasionally, you
will be asked to roll a d2 or something completely strange like that. We
all know that there are no two sided dice. Well, dont freak out. Its easy.
Roll a d6. 1-3 equals a 1, while 4-6 equals a result of 2. Rolling a d3
would hold to the same rationale. A 1-2 would equal a 1, 3-4 a 2, and
5 or 6 would equal a 3.
On other occasions, you might have a weapon where the damage
yield is something way strange like 2-7 points of damage! The question
that comes to mind is, What the hell do I roll? What kind of dice do I
use? Simple. In the case of 2-7 points of damage, roll a d6 and add 1
to the result. 3-9 points is another weird damage result. Roll 2d4 and
add 1 to get the results.
Modifiers
Modifiers are changes to the base chance to accomplish something,
based on the surrounding circumstances. The Battle Master is in charge
of the game. He will assign penalties and bonus modifiers to your characters chance to do something, based on the situation at hand.
THINGS TO KNOW
plus 10% per level of skill. The Battle Master will assign a penalty modifier to the base chance of success, depending on how difficult the task
is. This penalty is expressed as a level number; this number times ten is
the penalty to your chance to succeed. (For example, a Level 5 check
would result in a -50% penalty to your skill check.)
Armor
Armor has three important aspects: armor integrity, absorption, and
threshold. Armor integrity defines how well the armor is holding together. When an attack hits, it rips away a certain amount of metal. Armor
integrity represents exactly how much metal there is to the armor. When
you run out of armor integrity in a certain area, you have no armor left
there at all (that means no protection!).
Threshold represents how tough the armor is to penetrate. The
threshold is how much damage must be done by standard attack forms
in order to penetrate the armor. If the attack doesnt penetrate, then
there is no damage do the armor or wearerthe attack bounces.
Absorption is the armors ability to soak up damage; basically, the
armors body points. Whenever the armors threshold is penetrated, the
attack passes on to the absorption polymers, which reduce damage on
a point for point basis. When you run out of absorption, the next attack
that penetrates the armor hits you. It is quite possible to run out of
absorption and still have plenty of threshold and armor integrity
youre basically wearing a shell with no cushioning.
Heavy Points (HP): 1 Heavy point equals 100 normal damage points.
Kinetic Based Attacks: Those attacks which utilize objects which
impact with other objects to cause damage.
Matrix: The specific formula/process used to channel psycho-kinetic
energy from its potential to active state.
Matrix Controllers (MC): Those individuals who possess the ability
to harness and transmit psycho-kinetic energy.
Parsec: 2.72 adjusted light years.
PC: Player Character
Percentile Dice: Take two ten sided dice. State which is the tens dice
and which is the ones. The tens are called high. The ones are
called low. The high die is read first. When both dice are 0 the result
is 100.
Example: Red is called high and green is called low. A red six and a green
three are rolled. The result is a 63.
Roleplaying: Creating a fictitious character and playing him during the
course of a campaign.
Scenario: This is the specific adventure that the players are involved in
at any given moment. Normally, the Battle Master has set up a plot
that is to be followed. This is called the scenario.
Standard Day: A 30 hour period of time.
Standard Week: 7 standard days.
Standard Month: 5 standard weeks.
Standard Year: 350 standard days, or ten standard months.
Survival Matrix Roll (SMR): The Survival Matrix represents the
chance an individual has to resist the effects of a non-standard
attack form. The SMR is made in the event of such an occurrence.
Vital Statistics: Numbers that denote the physical and mental prowess
of an individual. 50 is considered average.
Important Terms
Adjusted Light Year: The distance travelled by light in one standard
year (see below). Equal to 11.34 trillion kilometers.
Arachnids: The alien race of spider-like creatures presently at war
with the Galactic Alliance.
Battle Master: The overseer of the game. The Battle Master sets up
and adjudicates situations that occur during the play of the game.
Campaign: This word is used to describe a series of ongoing adventures.
Galactic Alliance: The body governing the secured quadrants of the
universe. It is primarily run by Gen-Humans.
Galactic Corporations: Huge, powerful companies that run the
government from behind the scenes.
Generation: The process of harnessing and releasing psycho-kinetic
energy.
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
17
18
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
GETTING STARTED
CHAPTER 3
The challenge of Battlelords of the 23rd Century is playing alien races whose
mindsets are completely different from elves and dwarves. It was the interaction of these races in a hostile environment that playtesters found to be the most
enjoyable. In short, the company has hired a bunch of individuals who fundamentally dont get along with each other to perform difficult and dangerous
missions. Killing one another is out of the question because that is destroying
company property, which carries the Death Penalty.
On the following pages youll find complete and detailed descriptions of the
twelve player character races in Battlelords preceded by a timeline to show you
the depth of their history. Included are the general mindsets of the various
races and their general disposition toward life and others around them. They
are given as a guideline for roleplaying and are not meant to be absolutes. For
added variety the Everybody is a Little Bit Freaky sections describe some of
the stranger idiosyncrasies exhibited by the various character races. Things that
seem normal to you may very well be considered odd by me. Thats cuz you
often act a little bit freaky!
The races depicted represent stereotypes and are not meant to be all
encompassing. The Variations on a Theme sections are variations of the
aforementioned and may be substituted for the base race types during initial
character generation.
OF THE
TWENTY-THIRD CENTURY
19
4011 B.C.
4003 B.C.
Note: As this book has been written primarily for Humans, it uses
their stunted dating system which is centered around one of their
ancient religious figures. I wish they would get with the times; it
would make my very important job of Alliance history much easier.
You, the reader, should thank me for suffering through this arcane
nonsense.
- Homolor Fi, Vissu Sage, Drenels, Industrial Province, Fornax
3500 B.C.
3477 B.C.
3431 B.C.
3400 B.C.
20
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
2492 B.C.
2403 B.C.
2400 B.C.
2356 B.C.
1770 B.C.
1600 B.C.
1479 B.C.
1322 B.C.
1066 B.C.
1011 B.C.
222 B.C.
88 B.C.
42 B.C.
25 A.D.
395 A.D.
1156 A.D.
1275 A.D.
1604 A.D.
1775 A.D.
1850 A.D.
1856 A.D.
1857 A.D.
GALACTIC TIMETABLE
1914 A.D.
1930 A.D.
1939 A.D.
1941 A.D.
1969 A.D.
1970 A.D.
1971 A.D.
2011 A.D.
2026 A.D.
2034 A.D.
2049 A.D.
2051 A.D.
2075 A.D.
2078 A.D.
2086 A.D.
2091 A.D.
2095 A.D.
2108 A.D.
2109 A.D.
2145 A.D.
2187 A.D.
2193 A.D.
2216 A.D.
2224 A.D.
2228 A.D.
2230 A.D.
2248 A.D.
2252 A.D.
2253 A.D.
2255 A.D.
2256 A.D.
2257 A.D.
2258 A.D.
2259 A.D.
2265 A.D.
2267 A.D.
2268 A.D.
2272 A.D.
2273 A.D.
2275 A.D.
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
21
22
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
CHATILIAN EMPATH
(che-teel-yen)
Chatilian Empath
CHATILIAN STATISTICS
VITAL STATISTICS
-15 Strength
+30 I.Q.
+05 Agility
-10 Constitution
+10 Aggression
+10 Intuition
-25 Charisma
SECONDARY STATISTICS
+05 Terrestrial Knowledge
-10 Persuasion
-10 Bargaining
GENERAL INFORMATION
Body Points: 1+ d6
Movement: 07/08/56
Height: 48 + d12
Weight: 50 + d6 x 10
Attacks: 2 punches
Dam/Attack: 1 point
Telepathy
35 Proficiency Points
Radiation: 17
Biological: 10
Mental: 80
Poison: 20
Sonic: 72
Electricity: 30
Fire: 15
Acid: 15
Cold: 35
PRIMARY OCCUPATION
Espionage
PROFICIENCY POINTS: 35
VITAL STATISTICS MINIMUM/MAXIMUM
Strength: 21/90
I.Q.: 31/140
Agility: 15/130
Constitution: 11/90
General Knowledge
Although mockingly nicknamed Asparagus Men, these guys are tough.
They arent liked very much, but most intelligent people dont mess with
them. The Chatilians are from the planet Chatil in the Fomalhaut star system. They are frail, delicate-looking, greenish-blue beings with thin bodies and large, bullet-shaped heads. The skull is crowned with sensory
nodes which allows these strange beings to generate matrices. Chatilians
are herbivores. They have no real mouth; rather, they possess facial slits
through which they strain their food intake.
The Chatilian Empaths communicate among themselves telepathically and have great difficulty learning to speak aloud. They must
pay two extra proficiency points when opting to learn any spoken language skill. Although empaths are innocuous looking, they are actually
among the more dangerous and formidable opponents in the galaxies.
Through the evolutionary process, they have developed psycho-kinetic
power which allows them to harness and transmit psychic energy. This
unusual ability is called generating. Chatilian special powers are
some of the most potent in the game. Their energy matrices are multifaceted, allowing them to react differently to a variety of situations.
Empaths employ psychic, illusionary, and sonic attack forms. High level
Chatilians can actually crush the minds of their enemies. Finally, as with
all matrix generating races, highly intelligent Chatilians receive extra
power points for use in the generation of their special powers.
The energy for generation is focused in the power crystal which a
Chatilian always wears on a chain around his neck. Without the crystal,
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
23
History
Government
Chatil is presently ruled by the aging King Atish Catam. The monarchs
power and authority is balanced by the Peoples Parliament. Any law
passed by the king must receive a 2/3 vote of support from the parliament, which is set up so that the representatives of each state hold votes
in direct proportion to the amount of residents there. The Chatilian government will support the Alliance as long as its sovereignty is preserved.
The Chatilian populace view outsiders with a mix of condescension and
envy.
Culture
The culture is one of openness. This isnt because most empaths want
it that way, but because those who possess The Power (the Empaths,
around 20% of the population) have the ability to actively read others
minds. Privacy is at a premium; most empaths want it, but cant seem
to find it anywhere. The constant psychic-babble is intolerable to those
who cant shut the noise out. Chatilians often hang out in closets and if
you have lost your Chatilian, then I suggest that you go look for him
there.
Take note that the Chatilian masses do not possess the ability to generate, and view The Power as something corrupt and decadent. They
can only use their telepathic powers to communicate. Empaths, on the
other hand, see the masses as inferior, and attempt to subjugate them
to their naturally superior intellect. Consequently, the king (whose
hereditary line possesses The Power) must continuously seek to avert
a civil war among his own people.
Physiological Makeup
These herbivores are inherently weak and their digestive system is such
that they can survive by eating only plants, roots, and other strange
goodies. Chatilians live to be 300 years old.
Weakness
Tough as the empaths are mentally, they can be hypnotized rather easily and suffer a -35 to mental SMRs vs. hypnosis. The most notable
means of hypnotizing a Chatilian is by playing the Souc Harp. This
melodic instrument is somewhat similar to the ancient Earth equivalent.
Favorite Item
The Chatilians favorite item is a Brain Scratcher. Why would anyone
leave home without it?
Dress
The Empaths love the color green and wear it constantly. Chatilians like
hats as well and there are hundreds of different types of head attire
available.
Hangouts
Quirks
Chatilians love to just hang out and think. There is nothing better than
a little introspection. Empaths have an unquenchable thirst for knowledge and they love libraries, finding them the most relaxing of all places
to visit. Humans go to the movies on Sunday, while Chatilians take the
kids to the library.
Empaths make a strange, high-pitched whining sound when they
24
are agitated. The galactic masses call this the Chatilian War Cry and
although they are normally difficult to arouse, an angered empath can
be quite frightening. They secrete a yellow, viscous liquid that flows
from the slits in their mouth while their huge eyes appear to bulge from
the sockets. By the way, the Chatilian starts drooling right about the time
he begins generating, and you begin dying.
Empaths whine more by nine oclock than most people do all day!
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
CHATILIAN EMPATH
Abode
The Chatilian empaths home is very cozy, filled with a multitude of
knick-knacks and other items that give their abode a feeling of warmth
and comfort. All walls are psionic-proof so that the house is quiet even
when everyone is home. Empaths love books and most affluent Chatilian
homes contain a large library.
Combat Tactics
Asparagus Heads prefer surprise mental attack forms to take out the
enemy without exposing themselves to harm. The majority of empaths
agree that using Resonant Structure on a target is the most fun! (The
Chatilian generates a resonant frequency wave inside the enemies
skulls, causing their heads to explode).
Chatilians are difficult to surprise and gain a -2 to initiative if they
are concentrating on an opponent who is less than 2m away. This is
because they can read their opponents mind and thus know what is
coming up. This ability is nullified if the person has mental protection.
General Occupation
Empaths are generally employed as espionage and counterespionage
agents for various spy networks. Their natural mind reading capacity
makes them a valuable commodity and they can charge 30% above the
normal rate for their services as spies.
municate with their Kalukie. The Kalukie has a natural body threshold
of 3 points. Body Points: 2-12 x 10. Cost: 50,000cr.
Pet
Kalukie: A huge, six legged creature with bright green eyes, a shaggy
mane, and a passive disposition. The Chatilians ride these intelligent
animals and hold them in the highest regard. Many are able to com-
unable to shut out the psycho-babble of the universe, and empaths often seek the
solace of secluded places to get away from it all. Fine. But whats the deal with the brain
scratcher? Chatilians have very thin, oblong skulls which are dotted by sensor nodes.
The evolution of the nodes was a way of compensating for the loss of visual and audio
sensory perception in the ears and eyes. These nodes are so sensitive that a strong wind
can give a Chatilian a headache. Its not that they are snobs and dont talk to others.
Its not that they only speak when demeaning their peers. Its not that they hide in closets and other dark, secluded places. Its that they are often found in those same closets, wearing brain scratchers, drooling all over themselves, and making grunting animal noises like Oooh! Aaah, etcetera! Its that slack eyed and silly look in their eyes
while they stare up at you that gives you the shivers!
The brainscratcher was designed to soothe and massage the nodes, easing pain
and stress. Product advancement saw the specifications change from pain reduction to
pleasure enhancement. The question seems to be, Is the modern day brain scratcher
used for some other kind of stimulation? The issue is being hotly contested and is too
weird to get into!
Variations on a Theme
Chatilians (Bonskirka): The feeble ones. Almost 05% of all Chatilians display
enhanced mental powers at the expense of physical attributes. Bonskirka can learn
powers in half the required time and earn double power points per level of advancement. Bonskirka can also generate matrices that are 2 energy brackets above their current control level. This costs quadruple the power point cost. Reduce all stats besides I.Q.
and Intuition by 10 points. All physical damage done to a Bonskirka is doubled.
Maul Setting Please: This Brain Scratcher thing is odd to say the least, and the
mere mention of the subject puts most Chatilians on the defensive. True, the race is
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
25
26
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
CIZERACK
(siz-er-ak)
Cizerack
CIZERACK STATISTICS
VITAL STATISTICS
+15 Strength
-05 I.Q.
+35 Agility
+12 Constitution
+20 Aggression
+00 Intuition
+05 Charisma
SECONDARY STATISTICS
+05 Terrestrial Knowledge
+00 Persuaion
+00 Bargaining
GENERAL INFORMATION
Body Points: 7 + d10
Movement: 20/13/104
Height: 48 + d6
4 Levels Stealth
Leap
Night Vision
Exceptional Hearing and Sight
LIABILITIES
Radiation: 20
Biological: 25
Mental: 28
Poison: 25
Sonic: 07
Electricity: 26
Fire: 30
Acid: 20
Cold: 48
PRIMARY OCCUPATION
Scout
PROFICIENCY POINTS: 50
VITAL STATISTICS MINIMUM/MAXIMUM
Strength: 51/130
I.Q.: 01/120
Agility: 55/150
Constitution: 31/140
General Knowledge
Lithe, strong, and fast are the three words that best describe this race
of felines. The Cizerack are a race of large, blue/black cat-like creatures, indigenous to the planet Cashoulis of the 61-Verginis star system.
Like all cats, the Cizerack are extremely fast and nimble, able to achieve
speeds of 80kph for short periods of time. They begin the game with
2nd level proficiency in Acrobatics, and can leap vertically up to 3m and
horizontally up to 5m. Evolution has brought on the ability to walk
erect, as well as on all fours. When standing erect, the Cizerack is
always size class 7 and her agility score is reduced by 60 points. The
felines are considered size class 7 when purchasing armor.
Most Cizerack resemble giant hyenas, although there are species
similar to panthers and lions. They possess steel gray eyes from which
comes the statement, Beware the eyes of the Cat. Cizerack have
incredible hearing and vision. The felines are also formidable in
weaponless combat, gaining three attacks per round: claw, claw, bite.
One complete open hand attack from this race can kill a typical human
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
27
Government
The Cizerack government is clan-like. The matriarchy is set up so that
the oldest females rule the society. The cats are strongly territorial, each
clan controlling a section of land, headed by the Ratum Ala (den mother). The Cizerack society functions, but is plagued by continual fighting
over territorial sovereignty. The most powerful clan is the Fenib Maturt.
There exist some 200,000 Fenib panthers.
Culture
Cizerack culture stresses discipline and knowledge. The young females
are sent to school where they are taught Damack Hatib (the Code of
Living). This code stresses individualism, freedom, and the work ethic.
Any good feline is a working feline. Female cats are taught the value
of their own self and that of the clan.
Note! A powerful dichotomy exists between the sexes of this race.
While the females are revered, the male Cizerack are kept as ignorant
slaves, existing to perpetuate the race and perform menial labor.
Because of this nearly all Cizerack player characters will be female.
Physiological Makeup
A Cizerack cat is prolific, reproducing every year or so, and when a
Cizerack goes into heat, she becomes irrational and violent. She needs
to be fulfilled, whatever the cost, and there have been documented
cases where a cat has became so heated that she actually took a nonCizerack to serve her. Her biological cycle is such that she usually
knows when her time is approaching and journeys home to take her
mate. After she gives birth, the Cizerack often kills the male.
Cizerack have special vision. Their eyes filter out and enhance
ambient light sources so that the cat can see equally well at night as during the day. Evolution has also brought about another strange occurrence. Their eyes contain a small biological organism that reacts with
its environment to produce faint glowing light. Thus, the cats eyes actually glow in the dark. Scientists reflect that this is due to the fact that the
planet Cashoulis has an inordinately long winter where darkness prevails for up to seven months at a time. Life Expectancy: 65 years.
Weakness
Cizeracks ears are well documented for their sonic sensitivity. Krosh
the Python, a genius scientist (if you can believe that) invented a powerful tuning fork. The tuning fork resonates at such a high frequency
that only the cat can hear it. The Cizerack must make a Sonic SMR at
+20 or be stunned and unable to act for 3-12 seconds. The tuning fork
has a range of 50m and costs 2,000cr.
28
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
Quirks
The cats are carnivores and prefer a diet of meat, as opposed to vegetables or synthetics. The sight of red blood has a powerful effect on
them: the cats become enraged. There is a 05% base chance that the
Cizerack will attack a bleeding person outright. So if you are a Human
and get hurt while hanging around a cat, I suggest quite strongly that
you get your out of the area!
History
The Cizeracks technological revolution occurred over a period of
1,000 years because of the cats poor manual dexterity. But never question the intestinal fortitude of these precocious females. As they say,
There isnt one thing that 10 males could do, that one good female
couldnt do better.
Overcrowding forced Cizerack scientists to look to the stars, and
the Cizerack nation first developed space travel in 1600 B.C.
Intergalactic space travel occurred in 97 A.D. Expeditionary fleets have
charted all the star systems within 150 parsecs of their home planet.
The cats are blood enemies of the Python Lizards and Ram Pythons.
In 1856 A.D., a Cizerack expeditionary fleet set out to colonize the
Floridian system and encountered the barbaric races of lizards. Chatira
the 3rd, high den mother of Cashoulis, sought to elevate the Python
nation by bringing them superior Cizerack equipment, products, and
culture. The den mother sent an emissary to the planet Pythos. The
lizards brutally murdered the goodwill ambassador at Makel and an
enraged Chatira ordered the invasion of the lizard planet. The
Cizerack/Python War lasted almost a hundred years.
The Cizerack also encountered the Mazians early in their explorations. In fact, they discovered the amoebae long before they stumbled
upon the lizards. The two share an amicable relationship. The amoebae
often ride the cats. Strange!
Favorite Item
If the cat has a soft spot, it is the desire for soft things: I am a female
after all. The cats love pillows and other soft, squeezable objects.
Hangout
This race enjoys roaming about prairies and savannahs. Cizerack love
nature and the outdoors. They are not at home in cities and other
crowded places. The favorite Cizerack vacationing spot is the Przar
Wildlife Preserve on Pishalis.
Dress
The cats wear few clothes, unless the temperature drops below -10
degrees Celsius or so. They enjoy leather crafts such as studded neck
collars and spiked paw bands.
Abode
The Cizerack home is usually a modest but comfortable cave-like structure called a Wewh. Most Wewhs are multi-tiered and maintain spacious rooms which the cats fill with throw pillows. Otherwise there is
not much furniture to be found in a Cizerack home.
CIZERACK
Combat Tactics
The cat prefers to utilize her inherent speed when operating in combat
situations. She generally carries a look-n-shoot weapons system mounted to her back so that she can engage the enemy on the fly.
Cizeracks who win initiative can jump over their opponents heads.
If they make an agility check at a -70, they gain a -4 to initiative in the
following round.
General Occupation
Cizerack tend to follow a strict interpretation of law and order and are
often found as leaders of long range reconnaissance patrols where their
inherent speed can be properly utilized in open terrain.
Favorite Foods
Blougue Rat: A 1m long, gray-white rat, indigenous to the planet
Cashoulis. Best served fresh and unskinned. The fur has a sweet, musty
taste.
Antarean Sheeps Milk: This milk is rare and very expensive, but well
worth the price.
Pet
Bulie Bird: It is odd that felines would keep such an animal as a pet.
They only keep the females. Male Bulie birds usually end up in the
Cizeracks stomach as a snack. The Cizerack often use these birds as
scouts or homing devices. Body points: 1. Cost: 1,500cr.
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
29
30
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
ERIDANI SWORDSAINT
(air-eh-don-ee)
Eridani Swordsaint
ERIDANI STATISTICS
VITAL STATISTICS
+10 Strength
+10 I.Q.
+20 Agility
+05 Constitution
+15 Aggression
-05 Intuition
-10 Charisma
SECONDARY STATISTICS
+15 Terrestrial Knowledge
-05 Persuasion
+00 Bargaining
GENERAL INFORMATION
Body Points: 5 + d8
Movement: 10/08/96
Height: 72 + d12
Attacks: 3 punches
Dam/Attack: 1 point
Infravision
There is only one way; the way of the warrior. And the only
way that a warrior can find peace is amidst the blood of the
battlefield. I am the supreme being in the universe, a model
of physical perfection and mental control. That is what
makes me different from the lesser masses. My race has
evolved beyond emotion, the single greatest cause of weakness. Others have not. I have emotions, but I understand
that to achieve greatness in combat, emotions must be sacrificed for the logic of choice. That is the way of the Eridani.
Cold and logical.
Mine is to challenge and defeat all those who are inferior,
thus cleansing the universe and making it a purer place.
Such is an honorable cause, one fit for an entire nation,
and there is only one such nation capable of achieving this
dream of perfection. That is the nation of Eridine. I believe
in honor above all else. This is the only proper code for living. Others claim I am hypocritical, but they are mistaken.
For any individual who lifts a weapon against me in anger
is by his very nature inferior, and therefore must be exterminated. The only way that a person could prove that he is
valuable is to accept defeat without challenge because there
is no way that he could ever defeat me. Thus, as long as others understand their subordinate position in life, they prove
that they have value. That is the way of the warrior. I will
honor that value for that is the way of Eridani.
Radiation: 23
Biological: 35
Mental: 65
Poison: 45
Sonic: 25
Electricity: 50
Fire: 10
Acid: 15
Cold: 99
PRIMARY OCCUPATION
Combat Specialist
PROFICIENCY POINTS: 40
VITAL STATISTICS MINIMUM/MAXIMUM
Strength: 51/130
I.Q.: 01/110
Agility: 31/126
Constitution: 31/110
General Knowledge
The ultimate warrior. The methane-breathing Eridani is the epitome of
a combat tactician. He possesses supreme agility, exceptional willpower, and is quite cunning. This warrior specializes in combat skills, most
notably archaic hand weapons. He is affectionately called Swordsaint,
and begins the game with 3rd level proficiency in the archaic hand
weapon of his choice, typically Sword. This race is the only member of
the Council of Timar that can carry a weapon on a planet that forbids
such technology. Every Swordsaint is allowed to carry an ornamental
archaic hand weapon of his choice wherever he goes within Alliance
territory. Eridani also begin the game with 2nd level proficiency in Body
Equilibrium, for the warriors study Kaush-mukal (The study of the
Inner Self).
Certain Eridani are chosen at birth to fulfill the honorable status of
Mokaba Datu (Wisdom Warrior). They are taken from their cribs and
raised by the Buddon Priests, who are former Mokaba Datu. The
Buddon Priests have reached the highest level of internal knowledge,
Rota Mabiki (Supreme Peace), and the most powerful of Buddon ranks
are chosen to become the caretakers of the future.
BATTLELORDS
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31
Government
Eridine is ruled by a military dictatorship, under General Erash-Ican.
Erash is a realist and has allowed some external say in government matters. He has created two advisory bodies, the Scientific Forum and the
Social Organization on Reform. These groups advise him on matters of
state and public policy. The General understands the need for conflict
and battle to cleanse the masses, but acknowledges the need for others
to run the more mundane aspects of a warrior society. He spends a full
30% of the planets gross planetary profits on military programs.
Culture
The Eridani society is a class oriented hierarchy with three different
social classes: the Vax, Tolude, and lowly Mudig. The Vax run the planet and hold most offices and positions of power. They are composed of
the Buddon Priests, Mokaba Datu, and other military elitists. The
Tolude represent the Eridani middle class. They have good-paying jobs
and are free to come and go as they please. These middle class Eridani
understand the need for the hierarchical structure to exist and generally accept their place in society. The Mudig represent the Eridani lower
class which is composed exclusively of the weak and naturally inferior
specimens. The Mudig are enslaved from birth. They work out their
generally short life spans in the mines.
Physiological Makeup
Eridani are tri-sexual beings. The males and the females impregnate the
Nog who carry the child until birth. The Nog is the most respected and
revered of the Eridani people. They never travel unescorted and any
Eridani will give his life to protect them. The Nog look like fat, gelatinous, bipedal turtles. Eridani live for up to 200 years.
The Eridani are methane breathers. Their planets atmosphere has
32
BATTLELORDS
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a 22% methane content. When operating outside their home environment, the Swordsaint must wear an atmospheric processor. This
processor extracts water from the air. It has a carbon block dispenser
which is chemically activated to mix with the water to form methane.
The block lasts for 4 months before it must be replaced. A new block
costs 500cr.
Eridani die when they reach 1.5 times the normal deaths door.
Furthermore, any critical hit which indicates instantaneous death will
only kill the Swordsaint if he fails to make a system shock roll at a -20
penalty. Exception: having your head removed doesnt count!
Weakness
The Eridani are extremely susceptible to mercuric poisoning. Infected
Swordsaints must make an SMR vs poison at a -10 or fall into a coma
and die within 1-6 days. The Eridani government has lobbied intensely
against the production of mercuric rounds, so this ammunition is very
difficult to find.
Quirks
Eridani are forever practicing intricate movements with their swords. A
typical Swordsaint practices for three hours a day and another hour a
day with various secondary weapons. Eridani often insist on firing their
heavy weapons to make sure that they are still serviceable. They also see
no problem with using live bait for target practice, so long as the target
has shown himself dishonorable and thus deserving of death.
History
Eridani history is a painting of conquest and conflict. At one time
Eridani battleships swept across the galaxy, engaging in the true rapture
of battle. They defeated their noble adversaries and conquered star system after star system, taking to space like bees to honey. Then the
Eridani unsuspectingly encountered a tenacious race of squids called
the Phentari. This treacherous enemy the Eridani could not easily
defeat. The proud Eridani launched an all out offensive to vanquish the
Squids. However, the Phentari had found a common ally in the Orion
Rogues, and together the two marshalled their forces and struck back
at the Eridani home planet, reducing it to rubble. The Swordsaints have
never lived down the humiliating defeat and the blood feud still exists
today.
Favorite Item
My favorite item is that which I have trained with since birth. This is
only natural. In my case, I specialize in the application of the two-handed sword.
Dress
Eridani wear ceremonial armor most of the time. On rare occasions, a
relaxing Swordsaint can be found lounging in a highly reflective skinsuit.
Hangout
The Eridani spends his free time either meditating or working out at the
gym. Most gyms contain holo-weapon facilities to simulate combat. If
you are searching for an Eridani comrade, your best bet is the gym.
ERIDANI SWORDSAINT
Abode
The Swordsaints home is a beautiful and elegant warehouse of
weapons. Eridani are notorious for collecting strange and exotic
weapons from all over the galaxy. They display weapon pieces in large,
glass showcases. Swordsaints also love the semi-precious metal gold.
They enjoy statues, which can be found in large numbers scattered
throughout the home, including the bathroom. The Swordsaints abode
is impeccably clean.
Combat Tactics
Straight up and straight out! Eridani fight honorably and any Swordsaint
who is found to act differently is hunted down and slain by his kindred
in order to preserve the sanctity of the Swordsaint code of honor.
General Occupation
Eridani function normally as Ninja-like assassins or warrior types. In
either case, combat is always carried out with the utmost honor. They
are adept at archaic hand weapon combat and learn new levels of proficiency at one point less than the norm (minimum cost: .5 points).
Favorite Foods
Kyume: A meat/vegetable dish. Kyume tastes vaguely similar to the
ancient Earth Oriental Stir Fry dish. A few Humans actually like it.
Tagein: A large fish, indigenous to the planet Eridine. Tagein are normally broiled and served with Orionus style potatoes.
Pet
Punta Bear: This great beast was once a fierce adversary of the
Eridani. The ferocious Punta is strong and can kill the average individual in a single hand to hand melee segment. It strikes with its sharp
claws and powerful bite, doing 1-3/1-3/1-4 points of damage. Body
Points: 2-12. Cost: 3,000cr+.
Variations on a Theme
Eridani (Vax): Vax are the Eridani businessmen. They are respected by
most Buddon warriors for they serve an integral function within Swordsaint
society. Vax begin the game with double starting money and +20 to starting contacts (See No Mans Land). No more than 1/2 of experience points
earned can be spent on combat, vehicle, or military skills. Increase I.Q. by
05 points and Intuition by 20 points. Reduce Aggression by 10 points.
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34
BATTLELORDS
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GEN-HUMAN
(jen hyoo-man)
Gen-Human
GEN-HUMAN STATISTICS
VITAL STATISTICS
+08 Strength
A81277/632-8588
+07 I.Q.
+10 Agility
+10 Constitution
+00 Aggression
+00 Intuition
+10 Charisma
SECONDARY STATISTICS
+20 Terrestrial Knowledge
+10 Persuasion
+10 Bargaining
GENERAL INFORMATION
Body Points: 4 + d6
Movement: 09/08/64
Height: 60 + 2d10
Attacks: 2 punches
Dam/Attack: 1 point
Radiation: 15
Biological: 15
Mental: 50
Poison: 17
Sonic: 25
Electricity: 40
Fire: 20
Acid: 20
Cold: 42
PRIMARY OCCUPATION
Any
PROFICIENCY POINTS: 50
VITAL STATISTICS MINIMUM/MAXIMUM
Strength: 21/120
I.Q.: 11/120
Agility: 39/126
Constitution: 21/120
General Knowledge
Take the best physical and mental traits of multiple human specimens
and create a superior being. The result is a Gen-Human. The term
Gen-Human stands for genetic Human. This genetic fusion represents
the future of the human race. Genetic Humans are mentally and
physically superior to normal humans, but the only accurate way to
determine whether someone is a Gen is by checking his scalp. All
Gen-Humans are branded with a production number at birth.
Many Clones are jealous of their fellow Humans, for they dont have
an ancestry or heritage. They exist in a quasi-real paradox of existence.
In many ways the clones are less than orphans, for Gen-Humans are
grown in accelerated biochemical environment tanks, then given to
special foster parents during the formative years. Hence, many GenHumans suffer from psychological disorders. As one Gen-Human
philosopher said We are merely synthetic products, nothing more than
elegant looking robots. This haunting uncertainty has fostered much
resentment between the Gens and Humans.
Government
The Gen-Humans believe in a wide variety of governments. The type of
governmental structure supported depends entirely on the individual.
What is certain is that most Gens truly believe that they are preordained
to control the universe, a thought pattern that was woven into the DNA
link of the prolific DB-7 and DB-8 Accelerated Response series. GenHumans hold the highest offices in the galaxy, including President of the
Galactic Alliance.
BATTLELORDS
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35
Big Problem. Gen-Humans accept the culture of their cousins, but are
aware that it doesnt belong to them. The fact that they are engineered
in bio-chem labs precludes them from having a culture of their own.
Many Gen-Humans seek out and marry unattractive Human mates; they
like their significant other to be fuggly (see below, Everybodys A Bit
Freaky). Even so, there is a certain aristocracy common among genetic clones.
Physiological Makeup
Clones usually wear skinsuits. Many radical types wear an ancient and
uncouth type of clothing called jeans.
An inordinately high percentage of Gen-Humans suffer from schizophrenia, reclusive enteritis, or psychosis. Clones live to be 140 years
old.
Hangout
Weakness
Gen-Humans are genetically manufactured. Consequently, much scientific investigation has been done on how to destroy them most effectively. The drug Phio-Sodium Augurate has been synthesized to kill GenHumans. It attacks the brain, shorting out the neural pathways. The
drug induces convulsions, brain hemorrhaging, and involuntary muscle
spasms. Affected persons lose 2-12 points of I.Q. and 2-12 points of
constitution permanently. The drug is readily available on the Black
Market.
Favorite Item
Dress
Abode
Quirks
Genetic Humans possess the same quirks and idiosyncrasies as Humans
of the 20th Century.
History
Combat Tactics
They take great pride in their military tactics. Many train at the Military
Candidate School, which has the reputation of fielding some of the
greatest battle-trained minds in the Alliance. Many Gen-Humans seek
careers as officers in the various Galactic Defense forces.
36
BATTLELORDS
OF THE
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General Occupation
The Gens control the central government of the Alliance, which produces most of the ships and vehicles used by combat troops throughout
the galaxy. Thus, Gen-Humans and Humans pay a point less than the
required proficiency cost when opting for training in any vehicle piloting skill.
Favorite Foods
Soshin: Manufactured beef substitute.
Blue Shenil: This fish is raised in the Mediterranean fish hatcheries. It
tastes like a cross between flounder and crab meat.
Pet
Cats: The only beloved domestic animal left from the 20th Century. All
the birds and fish were destroyed during the nuclear holocaust. Dogs
were killed off by a mysterious plague in 2080. Most cats serve only as
pets,. and have no combat value. There is, however, one particular
breed of genetically engineered cat that possess intelligence: the
GEN-HUMAN
Siamese Blue. This cat has crystal clear blue eyes, hence its name. The
cat has an I.Q. of about 35, so it is as smart as the average Python. The
Blue is normally used to warn a sleeping Gen of someones approach.
The cat has excellent hearing and eyesight. Body points: 1-2. Cost:
750cr.
Variations on a Theme
Gen-Human (warrior class): Production Model #: 499-AB8. A limited
production run of this genetic makeup is still available. Increase Strength
and Constitution by 10 points. Add 4 body points to final total. Aggression
is increased by 15 points. Combat skills, vehicle, and military skills cost 1
point less (minimum .5). I.Q. is reduced by 10 points. All non-combat skills
cost twice the normal amount to learn.
Gen-Human (spy class): Production Model #: 486-G94. Restricted sale
of this Gen-Human type was available to licensed businesses from 22682275. Beginning characters start the game with 40 additional skill points
in espionage or computer fields. Intuition, I.Q., and Agility are increased
by 10 points. Problems with the central nervous systems caused the cancellation of this product line. There is a 04% chance rolled every 6 months
that the model will have a brain seizure which reduces I.Q. by 1-4 points
permanently (no restoration possible.) Eidetic memory. Specialized
parental upbringing.
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
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38
BATTLELORDS
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HUMAN
(hyoo-man)
Human
HUMAN STATISTICS
VITAL STATISTICS
No Modifiers
SECONDARY STATISTICS
+15 Terrestrial Knowledge
+15 Persuasion
+25 Bargaining
GENERAL INFORMATION
Body Points: 2 + d6
Movement: 08/08/64
Height: 60 + 2d10
Attacks: 2 punches
Dam/Attack: 1 point
Vision Modifier: 0
Hearing Modifier: 0
Smell Modifier: 0
70 Proficiency Points
LIABILITIES
None
SURVIVAL MATRIX ROLLS
Chemical: 17
Radiation: 15
Biological: 12
Mental: 45
Poison: 17
Sonic: 20
Electricity: 40
Fire: 20
Acid: 20
Cold: 40
PRIMARY OCCUPATION
Any
PROFICIENCY POINTS: 70
VITAL STATISTICS MINIMUM/MAXIMUM
Strength: 21/110
I.Q.: 11/110
Agility: 39/126
Constitution: 21/100
Still, there are more Humans in the universe than any other
race. I owe allegiance to them, to make sure that they prosper and are not diminished by races such as the Eridani and
Phentari. I must find reason in this universe and bring
humility to it.
General Knowledge
Humans may look like a weak character race to play at first, but they
do have some distinct advantages over the other races. First of all,
humans begin the game with more occupational proficiency points than
any other race. Most races start with 50 or fewer proficiency points.
Humans begin with 70! They are by far the most adaptable of all the
races. Genetic science may have made the Gen-Humans mentally superior, but at the loss of some of the brains inherent flexibility. The trade
off for having 70 points is that Human player characters dont receive
any vital statistic bonuses. They do, however, have exceptional secondary statistics. As a matter of fact, they have the best in the game.
When it comes to bargaining, Humans have no equal. Well, maybe the
Orions.
By the way, the 2225 galactic census figure reported that there were
282.4 billion Humans within the Alliance. Of course there are many
more in 2279.
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
39
Government
Besides Gen-Humans, Humans control the most prestigious positions of
power throughout the galaxy. Many contend that the normal Humans
are less ego driven and care more about the masses as a whole. The
claim is that Humans, not Gen-Humans, should run the universe. Of
course this is a subject of much contention.
Culture
Their culture is driven by a need to absolve itself of guilt from the
nuclear holocaust that almost destroyed their home planet. Many
humans actively campaign against militarism. Otherwise, the various
cultures of the future are as diverse and complex as those of the 20th
Century.
radioactive water, flooding millions of square miles. Hundreds of thousands died in the explosion and ensuing flood with millions more succumbing to the radiation.
The Russian government begged China not to hold it accountable
for a fringe groups terrorist act. China didnt see it that way and
launched a limited nuclear and biological strike against military targets
in Russia. Acting under the power of the Bio-Chem Warfare Treaty of
2008, the United States rushed naval power to the western Pacific to
blockade China in response to its use of biological agents on the
Russians. A single Chinese submarine launched a nuclear torpedo at the
aircraft carrier U.S.S. Carl Vinson, destroying it and its task force. The
United States retaliated with a single MIRV strike on military bases near
Peking. Global conflagration ensued. China immediately launched a
full-scale nuclear attack on the United States, NATO, and Russia.
Russias corroded chain of command allowed it to respond with only
20% of its force, but its particle beam defense system shot down 30%
of the incoming warheads. The U.S.s orbital defense platforms
destroyed 65% of the Chinese warheads. The nuclear detonations generated a powerful electromagnetic pulse that knocked out electronics
across the northern hemisphere. This EMP pulse prevented massive
retaliatory strikes by the United States, but came minutes too late to save
China as ten U.S. ballistic missile submarines in the western Pacific
launched all their weapons, virtually annihilating the country.
A mere three billion humans perished!
Physiological Makeup
Humans are the same in almost all aspects as their 20th Century counterparts, except that their life expectancy has increased to around 120
years.
Favorite Item
Money!
Dress
Weakness
Humans possess the same frailties as they had in the 20th Century.
Hangout
Quirks
They are Humans. Does anything more need to be said?
History
Abode
The fall of 2010 saw the world in the grip of the Second Great
Depression. Following three years of global drought, the Earth was in
chaos. The Russian and Chinese economies had collapsed under the
weight of widespread famine and hardline Communists had taken control. The European Union began to fall apart as its members squabbled
over the diminishing food supply in Europe. The United States had
taken an isolationist stance as it struggled to feed its own people.
Everyone had written off Africa; the entire continent was starving, and a
strange new plague had worked its way out of Uganda and was spreading like wildfire. In December 2010, the teeming populations of China
and India erupted in massive food riots which were brutally suppressed. The UN condemned these actions but could do nothing as all
the member nations turned their eyes inward to save their own.
In the spring of 2011 the world was a tinderbox waiting for a spark.
That spark came in March in China. A group of ultra-nationalist Russian
terrorists, in a bid to gain public support for their cause and cripple an
ancient foe, smuggled a five kiloton nuclear weapon into China and detonated it near the newly completed Three Gorges Dam. Annihilating the
dam and the city around it, the explosion released trillions of gallons of
Four bedroom, two bathroom, split level ranch house, Skimmer Utility
Vehicle in the driveway. 2.3 kids, a twelve slice toaster oven, Tri-V, dont
have an indoor holo-room but we are thinking about getting one next
year.
40
BATTLELORDS
OF THE
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Combat Tactics
Modern Humans can be notoriously nasty, much like their ancestors.
Most Humans claim to be direct or indirect descendants of an ancient
Earth culture known as Americans, who were known to be some of the
dirtiest fighters around. These people were known to use any means to
not get themselves killed.
General Occupation
Humans can take up any occupation. Most galactic military vehicles are
designed to be piloted by Humans and they gain new levels of piloting
skill at 1 point less than normal cost (minimum of .5). This applies to
tanks, fighters, and all other types of military and non-military vehicles.
HUMAN
Favorite Foods
Beef: Served in any of a hundred different ways.
Blue Shenil: This fish is raised in the Mediterranean fish hatcheries. It
tastes like a cross between flounder and crab meat.
Pet
Cats: The only beloved domestic animal left from the 20th Century. All
the birds and fish were destroyed during the nuclear holocaust. Dogs
were killed off by a mysterious plague in 2080. Most cats serve only as
pets,. and have no combat value. There is, however, one particular breed
of genetically engineered cat that possess intelligence: the Siamese Blue.
This cat has crystal clear blue eyes, hence its name. The cat has an I.Q.
of about 35 so it is as smart as the average Python. The Blue is normally used to warn a sleeping human of someones approach. The cat has
excellent hearing and eyesight. Body points: 1-2. Cost: 750cr.
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
41
42
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
MAZIAN
(mots-ee-en)
Mazian
MAZIAN STATISTICS
VITAL STATISTICS
-20 Strength
+15 I.Q.
-30 Agility
-25 Constitution
-15 Aggression
-05 Intuition
+00 Charisma
SECONDARY STATISTICS
-10 Terrestrial Knowledge
-10 Persuasion
+00 Bargaining
GENERAL INFORMATION
Body Points: 2 + d4
Movement: 02/01/12
Height: special
Attacks: 1 ooze
Dam/Attack: 1 point
Vibration Sense
Immune to neuro-toxins
Level 3 Climbing
Level 5 Swimming
Sensitive to radiation
Blind
Radiation: 20
Biological: 95
Mental: 24
Poison: 55
Sonic: 05
Electricity: 05
Fire: 12
Acid: 05
Cold: 20
PRIMARY OCCUPATION
Espionage
PROFICIENCY POINTS: 50
VITAL STATISTICS MINIMUM/MAXIMUM
Strength: 21/80
I.Q.: 01/110
Agility: 23/118
Constitution: 11/90
General Knowledge
This amphibious being is an anomaly in the evolutionary process. The
Mazian is an amorphous being, able to change shape so as to resemble
other objects. Hence the nickname Changeling. It is normally a gellike amorphous being, each cell existing as a separate entity and yet
working in a harmonious symbiotic relation with the other cells around
it.
The Mazian has no central nervous system; rather the outer layer of
skin is composed of a neuro-mesh network. This neuro-mesh is very
sensitive, and the Changelings node covered body allows the Mazian to
sense ground vibrations out to 100m. The nodes are also extremely
sensitive to sonic vibrations. Thus, sonic based attacks are deadly
against the jelly balls (double damage).
The blob has no internal organs, except a central ganglion mass
which scientists have proven to be some kind of brain. Because of its
structure a Mazian cannot take a critical hit. It is an asexual being that
reproduces every 10 years. It eats by absorbing liquids into its body.
The Mazian can absorb small objects (hand grenades included) for
temporary storage (up to its medium encumbrance rating).
Changelings cannot see, but have evolved a complex form of sonar
which allows them to distinguish shapes out to 250m. They have a fantastic sense of smell, able to detect residual odors better than a bloodhound. Mazians also have limited light sensitivity that extends out to
5cm; this allows them to read and see colors.
The Changelings ability to change its form makes it the ultimate
espionage/infiltration specialist. However, this ability is somewhat limited. The Changeling can never replicate into something greater than
twice its size or five times its weight. It can never replicate anything
greater than a size class 5 individual, no matter what. The Mazian
begins the game with 2 levels of Shape Change for mimicking the most
simple shapes, such as rocks. Replicating a rock is considered a level
1 skill task while replicating a Human is considered a level 15 task.
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
43
History
Mazians are a very intelligent race, yet never managed to develop space
travel because they have no means to manipulate heavy objects and they
have no sight. They were first discovered by the Cizerack in 1011 B.C.
Strangely enough, the two races developed friendly relations.
Favorite Item
Mazians have no favorite item per se. They enjoy anything that happens
to be inside them at the time.
Hangout
Mazians prefer to hang out in mud puddles.
Dress
Mazians dont wear anything at all.
Abode
The same mud puddle.
Combat Tactics
Government
What government? If we need to do something, we all get together and
do it.
Mazians dont want to get into combat at all. If they have to, they often
crawl around in the grass, strategically dropping off little goodies, such
as mines which they can hold inside their bodies while moving.
Culture
General Occupation
Mazians are very social beings and are often found stacked on top of
each other, ten to twenty deep. The Changelings like the idea of being
close and have no problem with personal space. The Mazian hierarchy
exists in that the biggest get to shove the smaller guys around. But why
would anyone want to do that anyway?
Favorite Food
Physiological Makeup
The blobs typically communicate by making deep grunting sounds which
carry well through water. When on land, the Changeling sends coded
messages by thumping itself against the ground. It can send these messages up to 800m to another of its kind. Pythons are the only other race
that has been able to decode ground transmitted messages. Naturally this
ability is rare, since Pythons arent known for being brilliant. To communicate with other races, the Mazian uses a voice emitter.
A full 15% of all Changelings are born with a chameleon ability.
Chameleon Mazians begin the game with 3rd level in camouflage skill.
Life Expectancy: 50 years.
Weakness
The most predominant weakness of Mazians besides sonic attacks is
radiation. High doses of radiation burn the blob, doing 2-8 points of
damage to any Mazian who fails to make an SMR vs Radiation and 1-4
points if a successful SMR is made. Their neural net is also highly susceptible to electrical attacks (low SMR of 05).
Quirks
These guys are the definition of quirk.
44
BATTLELORDS
OF THE
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Pet
Mazians have no use for pets.
MAZIAN
Notable Mazian Statements
Where the Hell am I?
Oooh! This feels great!
Im the psychedelic dirtball!
DESCRIPTION
10
11
Can mimic the appearance of hair (looks good, but dont let
anyone touch!)
12
14
16
17
19
Can channel air through body to fly for short distances (Max 10
Enc., 10-40m at sprint number.)
20
22
24
25
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
45
46
BATTLELORDS
OF THE
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MUTZACHAN
(moo-tsah-kin)
Mutzachan
MUTZACHAN STATISTICS
VITAL STATISTICS
-15 Strength
+30 I.Q.
+00 Agility
-15 Constitution
+00 Aggression
+15 Intuition
+10 Charisma
SECONDARY STATISTICS
+10 Terrestrial Knowledge
+00 Persuasion
+05 Bargaining
GENERAL INFORMATION
Body Points: 1 + d6
Movement: 06/08/56
Height: 48 + d12
Attacks: 2 punches
Dam/Attack: 1 point
Susceptible to Korilium-312
Radiation: 97
Biological: 03
Mental: 65
Poison: 07
Sonic: 20
Electricity: 60
Fire: 60
Acid: 10
Cold: 35
PRIMARY OCCUPATION
Matrix Controller
Ionization Engineer
PROFICIENCY POINTS: 35
VITAL STATISTICS MINIMUM/MAXIMUM
Strength: 01/80
I.Q.: 31/150
Agility: 47/130
Constitution: 01/90
General Knowledge
The Mutzachan Energy Controller is probably the most powerful of all
the known races. They have the innate ability to manipulate energy
forms and can use these forms to generate tremendous amounts of
power. Mutzachans with high intelligence scores earn bonuses when
generating. Energy Controllers cannot properly generate while wearing
heavy or mechanized body armor, for it disrupts the harnessing
process. The cost to generate when wearing these armors is doubled.
This does not include helmets. These melon heads, as Humans call
them, love energy in its raw, uncorrupted form. They view the storage
of energy as useless. Thus, Mutzachans must purchase specially insulated energy based weapons which cost fifty percent above the retail
cost. Otherwise, they would suck the energy dry to get a rush
(Aggression check at -30).
Mutzachans are indigenous to the planet Trishmag of the Germinga
star system. They are small, bipedal humanoids, with large heads and
large pale green eyes. The energy controllers are by far the most intellectually advanced race in the known galaxies. Their brains have almost
twice the convoluted surface area of human brains. However, they pay
for this with an inherently weak physiological makeup which is
extremely susceptible to disease and infection. The entire Mutzachan
population is less than 400 million, and their culture has almost been
BATTLELORDS
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47
Government
The Mutzachan people are ruled by an oligarchy called the Vision of
Eight. This body used to be known as the Council of Timar. However,
when the Alliance was formed, its governing body was named the
Council of Timar, and the eight member body changed its name to avoid
confusion. Note that the Vision of Eight are also the Mutzachan representatives to the Council of Timar. The Mutzachans have established a
peaceful unity among themselves; they havent fought an internal war in
some 200,000 years. Most Mutzachan societies are communal.
Culture
This culture emphasizes knowledge above all else. Children attend public schools for 150 years, until they have reached adolescence. Upon
reaching the age of consent, the Mutzachan finds a Mentor to teach him
for the next 100 years or so.
Energy Controllers are generally law abiding. Some view adventuring as a boring pastime that is only engaged in by the unenlightened.
Mutzachans are required by Galactic Law to wear a robe or other visible article of clothing that denotes their matrix using skill.
Physiological Makeup
Energy Controllers engage every month in a strange ritual of cleansing
the body. They go into isolation and purge themselves by draining most
of their blood, which is clear.
Weakness
Mutzachans can be killed by the radioactive isotope Korilium-312.
Korilium emits deadly gamma-2 rays which can kill an energy controller in short order. Mutzachans must make an SMR vs radiation at a
-70 or die within 10-40 minutes if exposed to Korilium. This isotope is
rare, but can be found on the Black Market. Possession of Korilium carries the Death Penalty. It costs 25,000cr per dose. Other races receive
no SMR penalty vs Korilium exposure and death takes 1-4 days.
Quirks
Melon heads like to keep pet rocks, usually a hunk of Uranium-235 or
something neat like that. These inquisitive beings are always trying to
solve unanswerable questions like, What is the origin of everything?
Energy controllers are forever trying to hold deep conversations and
often drive others away who dont have the foggiest idea what the
Mutzachan is babbling about.
Mutzachans love to head-butt others just for the fun of it. The
Mutzachan head-butt does temporary damage (1-3 points). It is stylish
to wear a head band if you are a Mutzachan head butt kind of guy.
Favorite Item
As noted before, energy controllers love anything radioactive. Most
Mutzachans would love to have a built-in reactor in their dining room,
but this is considered somewhat impractical unless one is affluent.
Dress
Mutzachans wear thin, translucent clothing called Gia under their
robes. The average length of a Mutzachan robe is 2.5m. Mutzachans
become very offended when others step on their train (the section of
the robe that drags along the floor).
Hangout
Just go to the local power authority if you are looking for energy controllers. Mutzachans like to just hang out outside of a fission or fusion
substation and dream of what it must be like inside the core, to be covered in the pulsing warmth of the blue light. Of course even energy
controllers cant survive being exposed to such a massive radiation
exposure, but they are free to dream about it!
Abode
These beings live in great edifices made of glass and steel. These
palaces are the rave of conversation and engineering masterpieces. A
typical Mutzachan home has 5 floors and 25 rooms. Mutzachan architecture advocates the change of room dimensions and geometric shape.
Some rooms are round while others are triangular or square.
Combat Tactics
Most matrix controllers dont prefer combat. However, when thoughtfully employed, Mutzachan powers are deadly.
History
Recorded history predates 400,000 B.C. Chronologies, kept in the
Mutzachan libraries, suggest that they first developed space travel
48
around 110,000 B.C. Trishmags surface contains abnormally high levels of the radioactive elements Uranium-235, Plutonium-255, Di-tritium-305, Rutolium, and Korilium. Hence, Mutzachans have developed
an immunity to all but the highest levels of radiation and can actually
feed off radiation to speed up the recovery time necessary to generate.
A Mutzachans idea of sunbathing is lying out where the radioactive
decay emissions are about 200 rads/hour. In comparison, .01 rads/hour
is considered safe for humans.
Darwins theory of the survival of the fittest applies to all aspects of
life on Trishmag. In order to survive, the Mutzachans had to learn to
overcome the planets natural instabilities by learning to manipulate
energy structures. All children are required to attend school year-round
in order to learn the controlling matrices, and do so quite willingly. The
best students attend the Cotarzchadin, dreaming of one day being taught
the most powerful of energy matrices, Mutzia-cieve (time travel).
Energy Controllers share a friendly relationship with Humans, having first made contact with them before the birth of Christ. It was the
Mutzachans who helped the Egyptians to build the Pyramids. In 2051
they made contact again, offering technical knowledge necessary to
build starships in exchange for medicines and medical knowledge. The
friendship prospered and in 2086, the Mutzachans helped Humans
build the first stargate.
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MUTZACHAN
General Occupation
Most Mutzachans are hired as crew on board starships to work the
complex ion drive engines. They learn physics and engineering skills at
1/2 the normal point cost (minimum of .5), due to their natural coexistence with energy and radiation. Others find jobs at spaceports and a
few bold Mutzachans get hired out for combat as matrix controllers.
Favorite Foods
Sirim: Small lizard, indigenous to the planet Trishmag. Sirim tastes
similar to Earth chicken, but sweeter.
Caril Juice: Taken from the Caril tree. This tastes like raspberries.
Radioactive Minerals: Mutzachans also supplement their diet with
mildly radioactive substances such as Uranium-238.
Needless to say, most other races dont like to be too close to an eating Mutzachan.
Pet
Viggit: These huge, ugly, turtle-like creatures have powerful jaws and
razor sharp teeth. They are able to eat through rock at a rate of 5m per
day. Viggits only fight if cornered. Otherwise, they flee. They have an
exceptionally tough hide which gives them a natural threshold of 2
points. The bite of a Viggit does 1-4 points of real damage. Body Points:
1-6. Cost: 500cr.
Variations on a Theme
Mutzachan (Bi-Polar Intellect): Certain genetic mutations manifest
themselves in Mutzachans. Bi-Polar intellect characters function as idiot
savants. Non-I.Q. based skills cost double to learn. BPs suffer from manic
depression and violent mood swings brought on by stress (05%). Starting
power points are double. Experience required to gain additional advancement in matrix development is halved.
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50
BATTLELORDS
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ORION ROGUE
(o-rye-un rg)
Orion Rogue
ORION STATISTICS
VITAL STATISTICS
+00 Strength
+00 I.Q.
+05 Agility
+00 Constitution
+00 Aggression
+20 Intuition
+20 Charisma
SECONDARY STATISTICS
+25 Terrestrial Knowledge
+15 Persuasion
+20 Bargaining
GENERAL INFORMATION
Body Points: 2 + d6
Movement: 08/08/64
Height: 60 + 2d10
Attacks: 2 punches
Dam/Attack: 1 point
Sneaking
Level 1 Stealth
Radiation: 15
Biological: 15
Mental: 35
Poison: 20
Sonic: 25
Electricity: 36
Fire: 20
Acid: 15
Cold: 40
PRIMARY OCCUPATION
Thief
PROFICIENCY POINTS: 60
VITAL STATISTICS MINIMUM/MAXIMUM
Strength: 31/100
I.Q.: 01/100
Agility: 31/126
Constitution: 21/100
General Knowledge
The Orion Rogue is the troublemaker of the Galactic Alliance. This
happy-go-lucky menace can always find a quick way to get himself into
trouble. He is terribly curious, interminably devious, and forever mischievous. Orion Rogues look almost exactly like Humans, except that
the Rogues have seven fingers on each hand and possess pointed ears.
All Orion characters begin the game with 60 proficiency points as
opposed to the normal 50.
Rogues tend to hang out in the seedier parts of town, looking for
adventure. They therefore begin the game with 3rd level proficiency in
Street Smarts. Rogues are eternal hedonists, appreciating the fleeting
nature of life. Orions also like to test the limits of the volume and type
of materials they can consume.
Orions party more than all other races combined. They love nothing better than to sneak on board an outgoing starliner and go some
place to party for a while. Orions take great pride in their sneakery,
teaching each new generation the art of sneaking aboard spaceships.
There are mandatory classes where kids go and learn how to sneak.
Although they may act like clowns, Orions are actually quite cunning. People love their company, and Rogues are quite good at striking
bargains with the sucker who is eating up everything that he says.
Orions are persuasive and gain bonuses when attempting to persuade
and barter. Since Orions are forever sneaking, they travel all over the
galaxy and gain a +25 modifier to Terrestrial Knowledge scores.
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two unlikely allies are still close and have open trade routes.
Their favorite item is anything that once belonged to you that is now in
the Rogues pocket. He thanks you for your supreme generosity.
Culture
Orions prefer to hang out in bars. The most popular Orion Bar is Mogs,
a seedy and dangerous establishment on Taos 4.
This culture is the quintessential melting pot. Every race, species, and
subspecies can be found somewhere on Taos. The people are friendly,
inquisitive, and greatly enjoy the presence of foreigners. The people of
Taos are free to do whatever they choose, as long as it doesnt infringe
on the rights of others. However, traveling Eridani are severely restricted, a problem that continually fuels the enmity between the Rogues and
Swordsaints.
Physiological Makeup
Rogues reproduce in the same manner as Humans and Gen-Humans.
Humans and Gen-Humans find their small, pointed ears appealing.
Hangout
Dress
Orions commonly wear a kilt-like skirt called a Bwal. The family colors
are embroidered on the Bwal and are a sign of social class. The Orions
were quite pleased to find out that an ancient Earth culture called Scots
wore Bwal-like apparel. Since this discovery, many Orions have adapted the musical instrument called bagpipes, which were common to this
ancient culture. If you ask an Orion who he is, he may very well tell you
that he is a Scotsman from Taos 4 and offer to play you a tune on his
bagpipes. Cost: 2,000cr.
Abode
Weakness
Orions become spot junkies very easily. The Rogue must avoid the
temptation to do the deadly hallucinogenic drug blue cocaine. When
taken by Orions, this cocaine derivative causes powerful hallucinations
which last for 1-4 days. While drugged, the Orion is completely disoriented and very susceptible to manic depression. He has a 05% base
chance to kill himself outright and a 60% chance to do himself bodily
harm. Many Orions yearn to try the drug once, curious to see if it is as
good as others say it is. Prudent Orions avoid blue cocaine at all costs.
Quirks
Orions are notorious smokers, legal or illegal, often taking time out to
light up in the heat of battle. Non-smokers are a rarity on Taos; the big
gripe that vacationers have when they come to Taos is that there is
always a cloud of smoke lingering in the air.
Orions tend to view danger with a tinge of humor. If you are going
to die, then it will certainly be eventful. So why fear it? It does you no
good. Consequently, there is a 10% chance for an Orion to laugh in any
dangerous situation.
History
Many archaeologists speculate that the Rogue is a direct descendant of
the Atlanteans. Others refute this, arguing that there is no record of any
migration, and that the Orions didnt develop space travel until 2403
B.C. How they came to evolve 7 fingers per hand and pointed ears is
also a mystery.
The Rogues first developed space travel with the unlikely aid of the
Phentari. Both peoples faced invasion by the hostile Eridani forces. With
the assistance of the Phentari, the Orions built intragalactic spacecraft,
then spread their people out across the emptiness of space in order to
ensure the races survival. The Orions and the Phentari formed the
Kwashime Alliance in 1770 B.C., then mounted an all out offensive and
defeated the Eridani at the Battle of the Three Powers over Eridine. The
52
Favorite Item
BATTLELORDS
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Their homes are filled with junk, forever cluttered with stuff that every
other person would find totally useless. Orions also love maps, and the
walls of their houses are covered with them. It must be stated that the
lounging room where the Orion keeps his pipe and beverages is kept
immaculate. Naturally, every Rogue male has his own favorite chair!
Combat Tactics
The Orions favorite combat tactic is the one that produces the most
wonderful and startling results for the moment. Consequently, many
Rogues love explosives and grenades which produce lots of noise when
they are detonated.
General Occupation
Seven fingers per hand is a great asset to Orions. This blessing gives
them bonuses to manual dexterity checks. They are sometimes hired as
factory workers in assembly plants, where they are paid an average of
20% more than their fellow workers. Most Orions are bored with the
concept of manual labor; the often childlike race prefers the danger
and excitement of space to the drab confines of planet bound factories.
The Rogue will catch a hop just for kicks. Why work when one
can reap the liberties of somebodys unzipped pocket? All Orions begin
the game with 1st level proficiency in stealth and pick pockets.
Normally, this is how they make their living.
Favorite Foods
Steak: The Orion have a penchant for this ancient, rare Earth dish. The
steak is broiled and served with Dorium onions and a slice of tasty
Black Crus Bread.
Marrek: A small, green lizard, imported from the planet Rah. Served
piping hot with Boluigue.
ORION ROGUE
Pet
Furbl: The Orions keep a cute furry little creature called the Furbl
whose description matches its name. It has no combat value, but is nice
just the same. Furbls have pick pockets skill at 3rd level of proficiency.
Body points: 1. Cost: 50cr.
not the races are distant cousins. Anatomically, the two races are identical, with
the exception of the Rogues extra two fingers and pointed ears. The DNA patterns of the two races are otherwise exactly alike, something that most scientist dismiss as being purely coincidental. So what is the link? And where can the
answer be found? Well, Mutzachans arent telling and no conclusive proof has
been uncovered by archaeologists, one way or the other. The fact that the
Orions Bwal uses the same colors as the ancient Earth Scottish tartans is
enough for some to make a fuss. Twenty five years ago, an Orion by the name
of Duspar started a fashion trend that has lasted until today. He began calling
himself a Scotsman from Taos 4.
Nowadays, thousands and thousands of Orions have gone out of their way
to make sure that everyone that they meet knows that they really are a
Scotsman, something that infuriates descendants of the actual Scottish people
who once inhabited the European continent on the planet Earth. Orions are
always asking if you want to play a game of Kubel! You pick up the equivalent
of a telephone pole with both hands, and see how far you can throw it! Of
course, many Kubel throwers have died as a result of injuries sustained when
playing the game under the influence! Lesson to Be Learned: It doesnt pay to
drink and Kubel.
Playing the Bagpipes: Certainly one of the most irritating things in the universe is being forced to suffer through an Orion who is trying to convince you
that he is some sort of expert on the bagpipes. There is no key of Q and listening to a Rogue trying to squeal out Over the Seas to Sky can be rending
to the soul! Then he finishes and asks you how you liked it. Most people cant
hide the fact that they think their ear drums have been ruptured! The worst
part is realizing that you hurt his feelings.
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BATTLELORDS
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PHENTARI
(fen-tar-ee)
Phentari
PHENTARI STATISTICS
VITAL STATISTICS
-05 Strength
+12 I.Q.
+05 Agility
-05 Constitution
+20 Aggression
+05 Intuition
-35 Charisma
SECONDARY STATISTICS
+15 Terrestrial Knowledge
-20 Persuasion
+00 Bargaining
GENERAL INFORMATION
Body Points: 8 + d6
Movement: 12/10/80
Height: 72 + d12
Level 1 Climbing
360 Vision
LIABILITIES
Radiation: 30
Biological: 50
Mental: 40
Poison: 70
Sonic: 20
Electricity: 45
Fire: 10
Acid: 35
Cold: 99
PRIMARY OCCUPATION
Bounty Hunter
PROFICIENCY POINTS: 40
VITAL STATISTICS MINIMUM/MAXIMUM
Strength: 41/110
I.Q.: 01/130
Agility: 23/138
Constitution: 41/130
General Knowledge
The Phentari are the most mistrusted, disliked, and feared of all the
Alliance races. They are bipedal squid-like beings with generally nasty
dispositions toward life, and are sometimes called names like Grim
Reaper, Cold Death, Demon Spawn, and Soul Sucker.
Phentari are indigenous to the methane planet Phena in the Tau Ceti
star system. They are typically evil, but a few have been known to be
good. Phentari have four sinuous arms, each of which is capable of
independent action. This allows the squid to target and fire multiple
weapons, or perform multiple independent actions simultaneously. A
Phentari can attack no more than two different targets in any given
instant, but may use more than one tentacle to engage them. When
using edged weapons, the squid attacks like a mobile cuisinart. Each
tentacle has a maximum encumbrance strength of 6 points. Any item
BATTLELORDS
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55
Government
The Phentari people are ruled by a militocracy. Phena boasts a huge
army that is prepared to go to war at a moments notice. The government has sworn that it will never be ambushed by the treacherous likes
of the Eridani. It rules with an iron fist and thus there is some strife
among Phenas people. There exist two factions of the military: the ruling Darmine government, and the Solmal. The Solmal claim that they
can improve the living conditions of the people and have gained some
support from the masses.
problem of offering to help granny across the street, just so they can kill
her when she gets to the other side.
It might not seem like a quirk, but Phentari prefer the taste of
Human above all other dishes. These carnivorous squids pride themselves on being excellent chefs and have found hundreds of ways to
serve up their favorite meal.
History
Phentari history is strange. They first developed interplanetary travel in
4226 B.C. This industrious race set forth to develop intragalactic travel
and in 4012 made a breakthrough on translight technology. Within
decades, Phentari vessels swept out across the galaxy. In 3431 B.C.,
while exploring the uncharted Piscium star system, the Phentari exploration vessels were ambushed by Eridani warships and destroyed. The
smooth running Eridani military juggernaut quickly hunted down the
Phentari colony planets and slaughtered their inhabitants.
Desperate, the Phentari sought the aid of the Orions, whom they
had only heard of through intelligence reports. Actually, the Orions
were to be the next Phentari victims, but that fact matters little now. The
two fate-sealed allies acted quickly to defeat the Eridani, with the legendary Phisicus Phentari leading the naval assault on Eridine.
Favorite Items
Phentari love to collect skulls, mounting them above the mantel in their
homes. Any Phentari worth his spit has a couple of dozen.
Dress
Culture
Phentari love to wear the color red on their flashy black cape (which is
called a Dward). Many Phentari brandish their number of kills in the
form of hash marks embroidered on the sleeve of their capes.
Bounty hunters take time off from work to visit cemeteries, military
museums, and old battlefields.
Physiological Makeup
Abode
The squids have raspy voices that hiss when they speak. Phentari make
a noise like the sound of the wind when they breathe. Female squids
reproduce every 4 years. After mating, the male must escape with his
life. If he fails, he is killed by the female for his lack of cunning. The test
proves the resourceful nature of the Phentari male. The male and
female must agree on terms for the ritual before mating and though they
seldom admit it, most male squids fear their wives.
Squids live to be 150 years old. A Phentari will fully regenerate a
lost arm in 1 month.
Phentari take much pride in their homes, which are always kept spotless. Squids enjoy fireplace equivalents (safeguarded from explosion)
and keep trophy skulls on the mantelpiece above it. Many Phentari dabble in chemistry, loving to concoct new poisons. The wealthy even have
chem labs built into their abodes.
Weakness
General Occupation
Some squids are found working for Galactic Death Squads; however,
most Phentari prefer more respectable jobs such as Bounty Hunting.
Phentari approach this job with the zeal of a child; Killing is great
sport, especially if youre getting paid for it.
Quirks
The quirk that stands out the most about Phentari is that they see no
56
BATTLELORDS
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Hangout
Combat Tactics
Phentari bounty hunters employ any tactic that is adequate to get the job
done. Given a choice, they will choose the most sadistic method.
PHENTARI
Favorite Foods
Tof: This plant can only be found in the ice caves of the planet Uranus
in the Sol system. It is a delicacy.
Human: The Phentari prefer the taste of meat, and Human is a rare
delicacy to the most uneducated of consumers. It can be served in over
thirty sumptuous ways! A good way to score some dinner is to challenge
a human to a Duel.
Pet
None. They dont live long enough to be defined as pets.
Variations on a Theme
Phentari (Dakzal): This anti-violence movement of the Phentari people
is gathering backing by those who do not wish to be perceived as evil.
When they were discovered,Dakzal were branded by an ultra-violet DNA
print scanner that cannot be removed. The brand is the Phentari peace
symbol and was placed over the right breast. It was lawful to maim a
Dakzal without question. Kiling them was frowned upon as their punishment was a lifetime of pain and misery. The Phentari government has
recently passed legislation that being a Lum Ri (Vile One), or Dakzal, constitutes an act of treason, punishable by death. Hunting parties are out
looking for all those who were branded to exact final justice. No more than
1/4 of all experience points earned can be spent on combat, vehicle, or
military skills. Begin the game with double starting money because the
movement is privately funded. Take 20 points worth of non-weapons or
military skills. Aggression is reduced by 20 points.
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58
BATTLELORDS
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PYTHON LIZARD
(pi-thon liz-erd)
Python Lizard
PYTHON LIZARD STATISTICS
VITAL STATISTICS
+30 Strength
-10 I.Q.
-05 Agility
+30 Constitution
+30 Aggression
-10 Intuition
-30 Charisma
SECONDARY STATISTICS
-20 Terrestrial Knowledge
-05 Persuasion
+00 Bargaining
GENERAL INFORMATION
Body Points: 12 + d12
Movement: 07/13/120
Height: 96 + d12
Dam/Attack: 1-2(real)/1-4(real)/1-3
Vibration Sense
Level 8 Swimming
Poor eyesight
Radiation: 25
Biological: 25
Mental: 10
Poison: 40
Sonic: 85
Electricity: 50
Fire: 08
Acid: 40
Cold: 15
PRIMARY OCCUPATION
Galactic Police Officer
PROFICIENCY POINTS: 50
VITAL STATISTICS MINIMUM/MAXIMUM
Strength: 61/140
I.Q.: 01/90
Agility: 15/110
Constitution: 51/140
The Rams get all of the publicity, but we are the spirit of
Pythos. We arent a bunch of dumb lizards like the Rams.
You think they are greater, just because they are stronger.
We are smarter and we live for honor just as they do. We
fight for glory just as they do. What we fight for the most is
freedom, the right to live as we please, to make our homes
where we want to. This is not just for ourselves. We hold the
same truths for others. All people should have the right to
live free, without the threat of being killed. This is what I
respect. Rams are just dumb lizards with big egos. Oh, by the
way, dont forget; we won one of the wars!
General Knowledge
The Pythons are a huge, powerful race of lizards, indigenous to the
planets Pythos and now Ashira of the Mu Virginis star system. These
great reptiles are the backbone of Galactic Marine amphibious assault
units; proud and defiant warriors whose lifelong ambition is to fight the
ultimate battle. The Python is a veritable fighting machine. Unarmed, it
attacks with both claws, a vicious bite, and its long prehensile tail all in
a single combat round. The claw attacks do 1-2 points of damage, the
powerful jaws deal out 1-4 points, and the tail strikes for 1-3 points,
although the tail cannot strike to the front. They have a thick, scaly hide
that provides them with a natural 2 point threshold against attacks.
These prehistoric dinosaurs are overtly aggressive. The vast majority of
Pythons follow a strict code of honor and adamantly adhere to the precepts of law and order.
Pythons are aquatic beings, dwelling in the great swamp-like inland
seas that cover much of the surface of their home planet. They dont
hear sounds as humans do, but rather sense vibrations through their
skin. Their sensory range reaches out to 100m. All Python Lizards swim
at 8th level of proficiency and can reach a maximum speed of 50kph
for short durations. The lizards can dive to depths of 200m and are
capable of holding their breath for up to 10 minutes. The drawback is
that Python Lizards are sensitive to dry environments and susceptible to
cold. When the temperature drops below zero degrees Celsius, Pythons
usually crawl in some comfortable place and catch some Zs. Python
Lizards can sense heat sources out to 100m. The lizards are generally
less intelligent than their galactic counterparts. They are penalized 10
points on I.Q. scores, but dont view this as a handicap. They generally
accept their position as the preferred warrior race of the Gen-Humans.
Python Lizards are much smarter than Ram Pythons, not that this is saying much. They have excellent leadership skills and have a +15 modifier to all military leadership scores.
BATTLELORDS
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Culture
The strongest males control the society. The great Python lords can dive
to a depth of 200m, or do battle with the Cantuch (shark). Such deeds
are held in high regard and are the topic of conversation.
Females are respected, and a pregnant mother is staunchly protected by her people.
Fishing Poles. Python Lizards love the sport of fishing and carry a pole
with them everywhere they go. Most Pythons think that this Human form
of entertainment is great fun, although slightly stupid.
Dress
When out of water, Pythons wear a water secreting skinsuit called a
Nub. The suit helps to keep the lizards skin moist.
Weakness
Python Lizards cringe at the mention of the substance known as Blood
Salt. Blood Salt is a powdery desiccant that sucks the moisture out of
objects. It does 2-8 points of damage to Pythons per sprinkle. Blood
Salt dries so that it leaves painful skin lesions which heal very slowly,
reducing Agility by 2-12 points. The effects can be corrected over time
with the application of skin moisturizers. Blood Salt costs 1,000cr for 6
doses.
Quirks
Pythons enjoy Ancient Earth style Heavy Metal music.
History
Their history is characterized by war. The Pythons share their planet
with their brethren, the Ram Pythons. The Ram is predominately a land
lizard. The two races have fought three civil wars to determine racial
superiority. The Python Lizards have won only once. The Ram is just too
strong.
Both races despise the Cizerack, who invaded their planet. Pythons
find the cat quick-tongued and deceitful. In 1856 A.D., the first Cizerack
invaders attempted to coerce the Pythons into submission through
trickery and deceit. The Pythons were wise to their machinations and
terminated the Cizerack emissary at Makel. The vengeful Cizerack then
declared war and invaded the planet Pythos. Without adequate weapons
or technology, the Pythons were fighting a losing battle. In 1941 A.D.,
they were faced with dishonorable surrender or complete annihilation.
They surrendered.
The occupation of the Python homeland lasted for 30 years until
1971 A.D., when Narsh of Makel led the Python people in open revolt.
Eventually, the Cizerack withdrew, realizing the undaunted courage of
BATTLELORDS
Favorite Item
Hangout
Physiological Makeup
60
the Python nation. In 2104, the Gen-Humans visited the planet Pythos.
Wisdom prevailed and the Pythons were not tricked into submission.
After much dealing with the visitors, the Pythons sought out an alliance
and took the celebrated job of mercenaries for these strange little creatures from space.
OF THE
TWENTY-THIRD CENTURY
Abode
The home is an underwater cave, preferably one with stalactites and stalagmites. The caves must be spacious and have multiple entrances.
Pythons adorn the walls with pieces of coral and semiprecious metals.
They often grow gardens of kelp near the entrances to their homes.
Combat Tactics
Lizards fight honorably, though with intense fervor. They love
flamethrowers for some peculiar reason. They often like to spring out
of the water to surprise opponents. This tactic gives a -4 to initiative
rolls.
General Occupation
The Pythons are military warriors and are utilized as shock troops in
the Galactic Marines, Storm Troopers, the GRF, and Galactic Police
(where they exhibit unswerving loyalty).
Many Pythons choose to buy waterproofed armor and weapons, at
an additional cost of +10%. Environmentally contained armor is always
waterproofed. The lizards pay twice the normal cost when taking piloting skill.
Favorite Foods
Grop: Worms and algae. The worms are 1/4m in length and should be
alive and fresh when served.
Chakani: This deep sea fish from the planet Pythos has been exported
to other planets. It is served raw with Bag algae.
Pet
Cag: A large turtle with two heads. This water born creature is formidable in its own environment. It swims at great speeds and can deliver
a nasty bite with each head. A bite does 1-3 points of damage. If the Cag
is taken from water, its skin dries up in a short time and it dies. Body
Points: 1-6. Cost: 700cr.
PYTHON LIZARD
The Python Lizard View
ON LIFE: The time to fight.
ON WAR: Beautiful.
ON THE ALLIANCE: It is our job to serve it.
ON THE UNIVERSE: I dont understand something that has no
beginning or end. Since I cant see beyond 50m, it doesnt matter anyway.
ON THE FAMILY: My clan is great and powerful.
ON SELF: I am the warrior.
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
61
62
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
RAM PYTHON
(ram pi-thon)
Ram Python
RAM PYTHON STATISTICS
VITAL STATISTICS
+40 Strength
-20 I.Q.
+15 Agility
+30 Constitution
+30 Aggression
-15 Intuition
-30 Charisma
SECONDARY STATISTICS
-20 Terrestrial Knowledge
-05 Persuasion
+00 Bargaining
GENERAL INFORMATION
Body Points: 16 + d12
Movement: 07/14/140
Dam/Attack: 1-2(real)/1-3(real)/1-3
Level 3 Stealth
Infravision
Level 2 Climbing
Vibration Sense
General Knowledge
Poor eyesight
SURVIVAL MATRIX ROLLS
Chemical: 40
Radiation: 25
Biological: 27
Mental: 08
Poison: 40
Sonic: 85
Electricity: 50
Fire: 12
Acid: 40
Cold: 20
PRIMARY OCCUPATION
Galactic Marine
PROFICIENCY POINTS: 50
VITAL STATISTICS MINIMUM/MAXIMUM
Strength: 81/150
I.Q.: 01/90
Agility: 23/110
Constitution: 51/150
The Ram Python is the single largest intelligent creature in the Alliance.
This massive dinosaur is similar to his cousin the Python Lizard and is
indigenous to the same planets Pythos and (after colonization by the
Alliance) Ashira of the Mu Virginis star system. The primary difference
between the two species is that the Ram Python lives on land and can
not survive long periods in water. His skin coloration varies from a light
gray to deep green-brown, depending on the season. This chameleonlike ability provides him with limited camouflage in forest, swamp, and
jungle terrain. Player character Ram Pythons begin the game with the
equivalent of 2nd level proficiency in Camouflage and Climbing.
The Ram is exceptionally agile for a being of its size and stalks creatures with 3rd level proficiency in Stealth. He is also superior to the
Python in strength and agility. Now it is true that some Rams have an I.Q.
two points above plant life and many couldnt spell the word cat if you
spotted them the C and A. But what does it matter? Warriors dont care
about spelling. They wage battles. The Ram has limited eyesight, but an
incredible sense of smell. This race also has the ability to sense heat
sources out to 100m.
Government
The Ram Python government is clan-like, each tribe controlling a piece
of turf. The clans are forever battling each other for one purpose or
another. Each clan is headed by the Tomud (chieftain) who is inevitably
the toughest of all the Rams. Any Ram has the right to challenge the
Tomud in battle. If the challenger wins, then he becomes the new
BATTLELORDS
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63
Culture
Dress
Courageous Rams are held in high esteem. Each great deed is told to
the tribe at the Sanu (monthly meeting). The most triumphant Rams are
given gifts to adorn themselves. They wear these trophies on their bodies as a sign of status. Ram Pythons are greedy and love treasure, coveting silver, gold, and other shiny objects. Never get between a Ram and
his treasure. Orion Rogues often use aluminum foil when trading with
Ram Pythons, Hey man. Look at this beautiful trinket. Ill trade you
your pulse cannon for it.
Physiological Makeup
The Ram has a crest on the back of his neck which becomes hot and
glows faintly when he becomes enraged.
Like all Python races, Rams live to be around 200 years old. The
males choose their mate in a strange ritual where the strongest females
are allowed to mate with the chieftain and his 10 strongest warriors.
Ram Pythons have limited eyesight and can only see things clearly out
to 50m. They generally accumulate their monies to purchase bionic eyes.
Weakness
Hangout
Rams love to go to wrestling tournaments. These special preview events
are expensive because all the lizards have to sit within 50m to watch the
match. Wrestling tickets cost anywhere from 200-500cr apiece.
Abode
Ram Pythons live in great tree houses. The houses are grouped in
clumps, all houses in one group belonging to one clan. The prestige of
the clan is denoted by how high the houses are above the ground. Rams
move about the trees by swinging on huge vines called Eia.
Combat Tactics
Run up to it and kill it. Another Ram favorite combat tactic is what has
come to be known as the Death Knoogie. The Ram Python squeezes the
head of his enemy until it squashes like a grape.
General Occupation
Due to their size they tend to have a lot of difficulty fitting into commonly found Alliance vehicles. Rams pay twice the normal cost when
opting to take any piloting skill.
Like the Python Lizards, the Ram Python often works for Galactic
Combat Services where it can exercise its innate desire to kill things.
Quirks
Favorite Foods
Tree climbing is the great pastime of Rams everywhere. They often bet
on who can climb the highest in a tree without falling.
Ram Pythons, like their cousins, are lovers of ancient earth music,
particularly Thrash Metal. Many Rams like the idea of walking into
combat with the tunes cranked up, It just sets the right mood for good
combat!
Vatzig: This large, horned lizard is imported from the planet, Quatran.
The lizard is normally let loose. The Pythons chase it down and kill it,
making the meal that much more tasteful.
Agar: Blood and Mangar curry, jelled in the refrigerator. Agar is chilled
until the blood coagulates.
History
Pet
The Ram Python is generally chaotic in nature and thus does not get
along very well with its counterpart, the Python. The two species have
fought 3 civil wars over the last 5 millennia. Naturally, the Rams have
won the last two. They enjoy beating up on the weaker aquatic lizards.
The only thing better is trashing the demon cats.
Their entire history is just that, finding someone who is brave
enough to do battle against them. Some of the greatest heroes in
Alliance history have been Ram Pythons. The Legion of Honor is the
highest award that can be bestowed on any individual. No race has been
decorated with more of these medals than the Rams; one hundred
twenty-three in all. Most of these have been awarded posthumously, but
this matters little to the great lizard. To die amidst the rage of battle is
the greatest honor that can be bestowed upon anyone.
Neither Python race ever developed space travel. They had barely
evolved above the Stone Age when the evil Cizerack intruded on the
sanctity of the Pythons simple way of life.
Cudda Lizard: The Ram keeps a large, mean lizard for a pet. Why?
Something to wrestle with when they get bored. The lizard is semi-intelligent, with an I.Q. of 20-30. It attacks with blazing speed; -2 to initiative rolls. The mighty Cudda strikes with its tail as well as its mouth in
combat, doing 1-3 and 1-4 points of damage respectively. A Cudda is
unquestionably faithful. Body Points: 2-8. Cost: 5,000cr.
Favorite Item
Ram Pythons love Thwackem Sticks, mood synthesizers, and food. Of
64
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
RAM PYTHON
Notable Ram Python Statements
I did not mean to sit on the little Human.
Mess with me. You get the Death Knoogie.
Here kitty, kitty, kitty. I got you, you little !@#!$%
One of the dancing warriors farted while near the campfire and a long tongue of flame
shot out of his behind! The warriors name was Chunga. The other Rams screamed in
terror and fell to the ground around him. Flames came out of his insides. He must therefore be a god! Chunga was made king of the tribe.
The legend of Chunga lives on. Modern day Rams derive great pleasure from passing wind. It proves that a warrior is as tough on the inside as he is on the outside. It
also proves that he is in favor with the volcano god. Rams are forever trying to impress
others by cutting the cheese. They purposefully eat things that will make them
Chunga. Uneducated Rams honestly believe that the volcano god is watching and that
they must try to light Chunga on fire at least once a day.
The vapors from Chunga are so unbearable that many get sick from the smell. The
high sulphur content of the planets atmosphere is present in the circulatory system of
the lizards, and regularly released when passing wind! The effects are given below.
The art of Chunga is no laughing matter and Rams actually take it seriously. The
rest of the Alliance populace consider the act obscene. Drawing mud is shameful and
any Ram who does so while making Chunga must not call out to the volcano god for 14 weeks.
Orions consider the entire Chunga affair to be hysterically funny! They regularly
give Rams laxatives, convincing the lizards that they are eating nothing but candy. This
prevents the Rams from Chungaing all the time. It is also a riot to watch the look on
the Rams face when things head south!
CHUNGA
DIE ROLL
RESULT
01-10
11-20
21-30
31-40
41-60
61-70
71-80
81-100
Draw mud! They have made a big mistake and the volcano
god is mad at them.
Variations on a Theme
Ram Python (Mense): There are many Ram Pythons who believe that the Alliance
is exploiting their race. It is carrying out a policy of legal genocide. Mense are the elite
Ram scholars who believe that violence should be used as a last resort, instead of an
initial method of settling issues. Normal Rams consider them to be nothing more than
cowards. No more than 1/2 of experience points earned can be spent on combat, vehicle, or military skills. Reduce Strength and Constitution by 10 points. Increase I.Q. and
Intuition by 10 points. Aggression is reduced by 20 points.
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
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66
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
ZEN RIGELN
+20 I.Q.
-05 Agility
+10 Constitution
+05 Intuition
+20 Charisma
SECONDARY STATISTICS
-15 Terrestrial Knowledge
+10 Persuasion
+00 Bargaining
Body Points: 4 + d6
Movement: 08/08/72
Height: 84 + d12
Attacks: 2 punches
Dam/Attack: 1 point
Zen Rigeln
We live the way of one who has suffered, as did Assizza, the
creator of the Zen, some 1000 years before. Ours is to heal
the universe, to ensure the well-being of all living things.
This is Zen destiny. Pain and suffering plague the universe
like some disease. I must put back together the broken bodies of war, the tortured souls of conflict. My life is equal in
worth to others only so far as I am willing to risk it to help
others who have been less fortunate. I understand the value
of life. This, by its very nature, makes me different. All
things should be allowed to flourish and grow to fulfill their
own destinies.
The death and destruction of the universe today hurts more
than people can imagine. Those who cause the suffering
often laugh at me when I cry tears of anguish for those I can
not save. To live is to experience pain, and reducing the
pain of others is the only way to justify being alive.
Radiation: 23
Biological: 45
Mental: 30
Poison: 18
Sonic: 35
Electricity: 40
Fire: 20
Acid: 15
Cold: 60
PRIMARY OCCUPATION
Medical Technician
Doctor
PROFICIENCY POINTS: 40
VITAL STATISTICS MINIMUM/MAXIMUM
Strength: 21/120
I.Q.: 31/130
Agility: 39/130
Constitution: 31/120
General Knowledge
The Zen Rigeln are the most beloved race of the Galactic Alliance. They
possess the power of healing and are much sought after as battlefield
medical technicians and domestic doctors. They hold life in the highest
regard, abstaining from violence unless absolutely necessary. Most Zen
are lawful Alliance citizens, although some have joined the Rebels.
All Zen begin the game with 3rd level proficiency in basic medical
treatment and they gain new levels of proficiency in any medical subskill at 1 point less than the normal cost (never less than 0.5). Through
intense internal concentration, the Zen Rigeln is capable of harnessing
psychic energy, which he uses as a tool to heal injured individuals. The
Zen places his hands on the injured area and begins to chant softly to
himself, channeling a matrix of power. A Healer is also capable of gen-
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
67
Quirks
The Zen spend up to 10 hours a day meditating on the universe and
their place in it.
History
The Zen Rigeln have had the most peaceful of all histories. Their history is an existence of spiritual evolution; Material greed is the bane that
fuels the fire of war. They entered the Age of Prosperity in 1322 B.C. It
lasted for 900 years. During this time, all Zen children were taught the
Umog Radni Vishili (Power of Summoning). There was very little strife,
only the tranquil peace of those who understand the value of life. It wasnt until 222 B.C. that the first Tza began to disrupt life on the planet
Katrel.
The Zen Rigeln never developed any type of space travel and were
at peace when the Gen-Humans discovered them in 2091 A.D.
Favorite Items
Zens dont normally keep objects of endearment.
Dress
Healers wear long flowing robes. Like the Mutzachan, they take offense
to anyone who intentionally steps on their train.
Hangout
Government
The Council of Assizza is the ruling body on the planet Katrel. The government is a democracy and the elected officials must have mastered
the level of the Hand of Assizza (19th level). As the first act of the convening council the members join together and generate a powerful version of the Temple of Healing, before carrying out business matters.
This is done to ensure the safety of its members and gain the blessings
of Assizza on the councils decisions.
Culture
The Zen culture is characterized by non-violence. Almost all Zen follow
the teachings of Assizza and do their best to cure those who do not. Zen
Rigeln are self righteous and tend to proselytize (attempt to convert others). Healers live in a communal society that advocates complete pacifism.
The Tza society consists of underground cults, meeting secretly to
teach each other new powers. Many of them dabble in matrix perversion and studies of the dead. Most Tzas would never betray another Tza
for they understand what it is to be hunted. Tza Zens dont always kill
just for the sake of killing. Most purify only when necessary.
Physiological Makeup
Zen Rigeln have blue blood. They look hauntingly like skeletons, and
live to be 400 years old.
Weakness
Healers are twice as likely to become addicted to BRIs as all other
68
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
A Zen spends much of his life meditating in his temple. The Zen sets up
a temple anywhere he goes. The abode need not have walls. It is measured by the size of the Corang (worship rug) that the Zen carries.
Corang cost anywhere from 100-50,000cr and can be as big as 20m x
20m.
Combat Tactics
Most healers dont carry offensive weapons. If they do carry guns, they
opt to use them only as a defensive measure.
General Occupation
The Zen are usually hired as medical technicians or doctors. They are
hired by all races to heal the sick and dying.
ZEN RIGELN
bones into interesting shapes and configurations.
ON WAR: It cleanses the environment of inferior species.
ON THE ALLIANCE: It can be utilized to further my studies. I wish
it followed a more potent policy on genocide.
ON THE UNIVERSE: The universe is impure in its genetic makeup. I shall dispose of the weak and worthless.
ON THE FAMILY: The Zen nation has wronged me. My own people banish me for what I am. So what good is family?
ON SELF: I am the Reaver. I destroy things which have no purpose.
I often derive pleasure from someone elses pain, but I have been
wrongfully driven to such acts.
Variations on a Theme
Tza Zen (Skaraike): A chemical imbalance in the mind causes Skaraike
to become outwardly hostile without provocation (03%) during any new
encounter. Thus, Skaraike have been labeled as Tza Zen by the government.
Many Skaraike have sought out medical assistance, which is not available
for those who are considered terminally ill. Skaraike have difficulty learning
because of long term memory lapses. They must roll an I.Q. check at -30
whenever opting to learn new skills. The modified chance for success can
never exceed 90%. Skaraike demonstrate pronounced empathic skills and
have been placed under protection by the Chatilian government. Learn
empathic powers at 1/2 cost, healer powers at normal cost.
BATTLELORDS
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4 CREATING A CHARACTER
70
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
CHARACTER CREATION
CHAPTER 4
Creating A Character
IN THIS CHAPTER
Vital Statistics
Secondary Statistics
Choosing the Character
I Was Just Growing Up Tables
Fickle Finger of Fate Tables
Fortune Tables
Method 1
Percentile dice are rolled and marked down in order of the given vital statistics. Eight rolls are initially made. The player then makes three additional dice
rolls. He has the option of replacing any three previously rolled statistics with
one of these numbers. Players may not move rolls around! First roll is Strength,
second roll is Manual Dexterity, etc.
Method 2
Percentile dice are rolled and jotted down on a separate piece of paper. Ten
rolls are made. The player then discards the two lowest rolls and places the
remaining eight numbers in whichever vital statistic slot that he chooses. After
this is done, the player then adds in the race modifiers. This is the most popular method of generating a character.
Method 3
Percentile dice are rolled eight times and written down in the order that each
vital statistic occurs on the player character sheet. This generates the first set of
possible numbers. Five more sets of numbers are then rolled. The player
BATTLELORDS
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71
4 CREATING A CHARACTER
chooses which set of dice rolls that he or she likes the most and writes
them down in the order of their appearance. Dice rolls may not be
moved around.
1. VITAL STATISTICS
Note: Encumbrance and damage are doubled for both Python races.
This is due to the fact that Pythons are capable of lifting the front end of
a Sandbuggy. Mazians have no skeletal structure, and all encumbrance
values for the Changeling are therefore halved.
STRENGTH LIMITATIONS
Note: All racial minimums are the minimum value before modifiers are
applied due to any of the I Was Just Growing Up tables. This rule is for
minimums only: all maximums are absolute!
Strength
Strength is a measure of a characters physical power. It represents how
much he can military press, dead lift, and squat. A military press entails
lifting an object to ones chest and then pressing it above ones head.
The dead lift is bending at the knees and lifting an object straight off the
ground. An example of a dead lift would be attempting to lift the front
of a car. Squatting measures the amount of weight that a person can rest
on his shoulders, before squatting at the knees and then standing erect
again. A character with a strength of 01-10 is only capable of lifting
20lbs (9.1 kg) above his head, and dead lifting 60lbs (27.2 kg). On the
other hand, an individual with 150 strength, (the maximum available by
natural means), could military press 500lbs (226.8 kg), dead lift
1,500lbs (680.4kg), and squat 1,000lbs (453.6 kg). The maximum
encumbrance weight that a character may carry is relative to his
strength. Strength also has an effect on the damage results obtained
when employing archaic hand weapons and unarmed hand to hand
combat. Characters who intend to operate in this capacity should consider this statistic carefully.
ENC: Light/Medium/Severe. The number represents the maximum
weight for each category of encumbrance. A character carrying half his
light encumbrance value is considered unencumbered.
DAM: Damage Adjustment. Represents the additional damage done for
Archaic Hand weapons or Hand to Hand combat.
SB: Skill Bonus. The bonus applied to any strength based skill check.
STRENGTH
DEAD
MILITARY
SQUAT
PRESS
LIFT
SCORE
GENERAL INFORMATION
01-10
11-20
21-30
31-40
41-50
51-60
61-70
71-80
81-90
91-100
Manual Dexterity
A high manual dexterity is vital for surgery, mechanics, or any skill
requiring hand-eye coordination. A low score assumes that the character is clumsy when handling things. Furthermore, manual dexterity has
a limited effect on an individuals ability to use range weapons. Manual
dexterity has absolutely no effect on hand held weapons such as
swords.
AB: Attack Bonus. The attack bonus is applied to all ranged weapons
when determining the Attack Number for combat.
SB: Skill Bonus. The modifier is added to skill related tasks requiring
manual dexterity.
MANUAL DEXTERITY
SCORE
ENC
DAM
SB
SCORE
AB
SB
GENERAL INFORMATION
01-10
05/20/60
-4
-80
20
40
60
01-10
-40
-75
11-20
10/30/70
-2
-40
30
60
90
11-20
-20
-40
Youre a klutz
21-30
15/40/80
-1
-20
45
90
135
21-30
-10
-25
31-40
20/50/90
-05
60
120
180
31-40
-05
-10
41-50
25/60/100
00
80
160
240
41-50
-02
-05
51-60
30/70/110
00
100
200
300
51-60
00
00
61-70
35/80/120
+1
+03
125
250
375
61-70
00
00
71-80
40/90/130
+1
+06
150
300
450
71-80
+01
+05
81-90
45/100/140
+2
+09
180
360
540
81-90
+02
+10
91-100
50/110/150
+2
+12
220
440
660
91-100
+04
+15
101-110 55/120/160
+3
+15
260
520
780
101-110
+06
+20
111-120 60/130/170
+3
+18
310
620
930
111-120
+08
+25
121-130 65/140/180
+4
+21
370
740
1,110
121-130
+10
+30
131-140 70/150/190
+5
+24
430
860
1,290
131-140
+11
+35
141-150 75/160/200
+6
+27
500
1,000
1,500
141-150
+12
+40
72
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
Concert pianist
Worlds greatest pick pocket
VITAL STATISTICS
I.Q.
I.Q.
SB
GENERAL INFORMATION
IM: Initiative modifier. The number added to each die roll when determining combat initiative.
DM: Defensive modifier. The number that is added to the die roll when
determining the total attack number to hit the character.
SB: Percentage bonus to perform an agility related task.
AB: The attack bonus is applied to all archaic hand held weapons. This
number is added to the chance for a successful attack, parry, or special
maneuver while engaged in hand to hand combat.
AGILITY
SCORE
IM
DM
SB
AB GENERAL INFORMATION
01-14
-25
15-22
+10 +80
-70
-15
23-30
+8
+60
-50
-10
31-38
+4
+40
-25
-06
39-46
+2
+20
-15
-02
47-54
00
-05
55-62
00
00
63-70
00
00
SCORE
PTS
LANG
71-78
-02
+02 +04
01-10
None
None
79-86
-1
-04
+04 +06
87-94
-1
-06
+06 +08
11-20
None
21-30
None
-50
31-40
41-50
51-60
Occupations in sciences
61-70
+05
71-80
81-90
91-100
101-110
10
+25
111-120
12
121-130
14
+35
131-140
16
141-150
18
Agility
Agility measures reflexes, quickness, and balance. It is used primarily
to determine attack initiative and reaction time. Initiative determines
which individual moves first in a combat situation. A character who is
exceptionally quick is usually able to draw or fire his weapon first.
Reaction time measures the amount of time that must pass before a
character is able to react to events that transpire around him. Initiative
is determined by rolling a d10, then adding or subtracting the given
95-102
-2
-08
+08 +10
103-110
-2
-10
111-118
-3
-12
119-126
-3
-14
+14 +16
127-130
-4
-16
+16 +18
131-134
-4
-18
+18 +20
135-138
-5
-20
139-142
-5
-22
+22 +24
143-146
-6
-24
+24 +26
147-150
-7
-26
Constitution
Constitution describes a characters physical fitness, health, and bodily
resistance to disease and infection. Constitution also affects a characters body points. The system shock number measures the bodys ability to deal with drastic amounts of pain. Every time a character takes a
critical hit, he must roll under his system shock number or fall unconscious. The Resurrection Percentage denotes the chance to revive a
character who has died. Characters die when their body points drop
below their Deaths Door number.
A character can have his Body Points, System Shock, and
Resurrection Percentage raised by using body enhancement drugs such
as DNA-5 and BS-231 (see the Body Points skill in Chapter 5).
Characters should note that the cost of these drugs is prohibitively high
and enhancement is limited. Characters must spend 2 weeks at the
BATTLELORDS
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4 CREATING A CHARACTER
proper medical facility to receive the additional points. Finally, PCs can
naturally increase their Body Points by following a vigorous program of
running and lifting.
Each additional level of body points bestows a 03% increase in
System Shock and Resurrection Percentage, along with a 02% increase
in SMR rolls (except mental). It is not possible by any means, natural
or otherwise, to raise constitution scores. Not in this book anyway!
SS: System Shock. The percentage chance for a character to remain
conscious after critical injury.
RP: Resurrection Percentage. Represents the percentage chance to
restore life to a dead character using the appropriate means.
DD: Deaths Door. Deaths Door represents the point at which a character bites the big one. The average Deaths Door is -10 body points.
BP: Body Points added to the characters total.
SMR: Survival Matrix Roll adjustment. Not applied to mental SMR.
Intuition
CONSTITUTION
SCORE
01-10
32 30
-5
-4
-08
11-20
38 35
-6
-3
-06
21-30
44 40
-7
-2
-04
-02
31-40
50 45
-8
-1
41-50
56 50
-9
00
51-60
62 55 -10 0
+02
61-70
68 60 -10 0
+04
71-80
72 65 -11 +1
+06
81-90
78 70 -12 +2
+08
MB
GENERAL INFORMATION
01-10
-25
11-20
-20
21-30
-15
31-40
-10
41-50
-05
51-60
00
Average intuition
+05
84 75 -13 +3
+10
101-110
90 80 -14 +4
+12
111-120
93 85 -15 +5
+14
+16
SCORE
91-100
96 90 -16 +6
INTUITION
121-130
131-140
98 95 -17 +7
+18
61-70
71-80
+10
Precocious
141-150
99 100 -18 +8
+20
81-90
+15
91-100
+20
101-110
+25
111-120
+30
121-130
+35
131-140
+40
A clutch performer
141-150
+45
Aggression
If you are predisposed towards beating people up and enjoy the idea of
putting various parts of their bodies through brick walls, then you
probably have a high aggression score. Aggression measures the tendency for a particular individual to attack another under provocation.
Violent characters tend to go berserk. If a character goes berserk, he
gains a wreaking havoc bonus of +3 damage and double the attacks
per round when attacking with hand weapons or employing Hand to
Hand (HTH) combat skill. Berserkers suffer a parry penalty of 25% and
aim weapons at a -15 penalty. A berserk character may fight to -1 to -6
body points before collapsing. Roll a d6 to determine the point of collapse. The base chance for a character to go berserk equals 01% per
point of aggression above 80. Eridani never incur any penalties when
berserking or turning suicidal.
74
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
Charisma
Charisma is a measure of ones physical attractiveness, charm, and
sense of humor. It is important because it represents the ability to get
along with others. It also denotes the base loyalty of all hirelings. Finally,
Charisma reflects the attitude of the galactic masses toward the character. When dealing with their own race a character gains a +10 modifier to their Reaction Modifier. Charisma is the only statistic which can be
negative.
SECONDARY STATISTICS
RM: Reaction Modifier. This modifier is applied to a persons initial
response to the PC. Remember, you never get a second chance to make
a first impression!
LB: Loyalty Base. Measures the base loyalty of hirelings.
CHARISMA
2. SECONDARY STATISTICS
Terrestrial Knowledge
It seems necessary that individuals travelling around the galaxy would
possess a certain amount of knowledge about the universe. Terrestrial
Knowledge is a measure of an individuals knowledge about a given
aspect of the galaxy. To determine the score, roll percentile dice and
divide the number by three. Round the result up and apply modifiers.
This is the percentage chance that a character will know something
about a specific planet. Characters operating in their own quadrant of
the galaxy gain a +25% modifier to Terrestrial Knowledge checks. A
character in his own system gains a +50% modifier. A dice roll above
98 always indicates a failure to know something. Terrestrial Knowledge
scores can never be less than 01%.
SCORE
RM
LB
GENERAL INFORMATION
-21-(-30)
-50
-30
-11-(-20)
-40
-20
-01-(-10)
-30
-10
Gruesome
00-10
-20
00
Disgusting
11-20
-15
10
21-30
-10
20
31-40
-05
30
41-50
+00
40
Military Leadership
51-60
+05
50
61-70
+10
60
71-80
+15
70
81-90
+20
80
Magnetic
You look amazing. I am drooling
Some people can lead better than others. Military leadership is a measure of an individuals ability to lead combat troops. Well led combat
troops are well trained, disciplined, and react properly under heavy
stress. Poorly led troops usually dont remain calm when death is raining down all around them.
Rank carries a certain amount of respect. As characters successfully lead more and more troops, their military leadership score increases. To determine an individuals military leadership score, add his intelligence, aggression, and intuition scores, divide by 4, and round the
result up. Modifiers are then applied.
A leaders military leadership increases at a rate of 03% per mission
completed. Subordinates have their military leadership scores
increased by 01% per mission completed. If a soldier panics, a military
leadership check is made to see if the leader can control him.
91-100
+25
90
101-110
+30
100
Stunning
111-120
+35
110
121-130
+40
120
My number is . . .
131-140
+45
130
Wow
141-150
+50
140
The definition of a 12
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
75
4 CREATING A CHARACTER
Persuasion
This is the ability to influence peoples decisions. Persuasion is the hallmark of Orion Rogues, who are known as charmers. Persuasion checks
are modified by situation, and a successful persuasion check indicates
that the target individual generally agrees with the characters idea.
Persuasion equals I.Q. + Charisma divided by three and rounded up.
Modifiers are then applied.
Bargaining
RACE
Chatilian
-15
-10
+30 +05
-10
+10
+10
-25
Cizerack
+15
-15
-05
+35
+12
+20
+05
Eridani
+05
+15
-05
-10
Gen-Human
+10
+10
Human
Mazian
-20
Mutzachan
-15
+05 +30
+15
-30
-25
-15
-05
-15
+15 +10
Orion Rogue
+20
+05
+20 +20
Phentari
-05
Python Lizard
+30
-05
+20
+05
-35
-25
-10
-05
+30
+30
-10
Ram Python
-30
+40
-25
-20
+15
+30
+30
-15
-30
Zen Rigeln
-05
+20
-05
+10
-25
+05 +20
-05
+20
-05
+10
+15
+05 +20
Chatilian
Cizerack
Eridani
Gen-Human,
Human, Orion
Rogue
5 Mazian
76
6 Mutzachan
7 Phentari
8 Python Lizard
9 Ram Python
10 Zen Rigeln
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
TER
MIL
PER
BAR
Chatilian
+05
-05
-10
-10
Cizerack
+05
+10
Eridani
+15
+20
-05
Gen-Human
+20
+05
+10
+10
Human
+15
+15
+25
Mazian
-10
-20
-10
Mutzachan
+10
-05
+05
Orion Rogue
+25
+15
+20
Phentari
+15
+10
-20
Python Lizard
-20
+15
-05
Ram Python
-20
+20
-05
Zen Rigeln
-15
-10
+10
-15
-10
+10
Racial Preference
The Galactic Humanities Board has tried to iron out the differences
between the many nations for years with little success. Only in the
Galactic Forces, where individuals are forced against their wills to get
along with each other, is there a basic homogeneous liking for one
another. Racism and prejudice are rampant throughout the Alliance. In
the past, many nations have been conquered by one another. The
resentment still runs thick in the blood of the Alliance subjects.
The following table specifies the general racial preferences of the
various races. The table only represents the general tendency of a race
to like or dislike another.
Example: Table is read from right to left. Mutzachan dislike Chatilians while
Chatilians are tolerant of Mutzachans.
10
SIZE CLASS
Chatilian
Cizerack
Eridani
Gen-Human
Human
Mazian
Mutzachan
Orion Rogue
Phentari
Python Lizard
Ram Python
Zen Rigeln
HEIGHT (inches)
Chatilian
Cizerack
Eridani
Gen-Human
8. Body Points
Human
Mazian
Mutzachan
Orion Rogue
Phentari
Body points (BPs) represent the total amount of damage that the body
can withstand before the character falls unconscious. A person loses
consciousness when he reaches zero body points. An average character
dies when he reaches -10 body points. This is subject to the Deaths
Door rating which is covered in Vital Statistics under Constitution.
Python Lizard
Ram Python
9. Movement
Zen Rigeln
Movement is expressed in the form of three different movement numbers. The first number represents the distance a character can sprint in
one second (expressed in meters). This assumes that one is already
moving. From a standstill, a character moves half the normal stated
number in the first second. The second number indicates the distance
that a character can walk in one hour (expressed in kilometers). The
final number denotes the distance that the individual can travel in one
day, without exerting unusual effort (also expressed in kilometers).
Note: A Mazian replicating a creature and using an IFN can move
at the speed of that creature.
RACE
3. Name
Choose any name that you want for your character. Use some imagination. Come on! Henry the Mutzachan isnt exactly as thrilling as Cathazar
the Destroyer. Who knows. Play around with it and see what you come
up with.
4. Race
Battlelords of the 23rd Century has 12 basic races that players may
choose from. Select the race that you think is the most fun and challenging for an individual of your temperament. The general occupation
of each race accompanies the race description.
7. Size Class
In every system there is always one rule that has to be somewhat difficult. Many systems give an average size for the race. But certain individuals are taller than others and weigh more. The height and weight of
a person determine his overall size class. Larger targets are easier to
hit. So we have to struggle through the task of finding out just what size
class your character is. If you are a Mazian, dont worry. Mazians are
always size class 1. Python races need not worry either. You guys are
huge and are always size class 8. If your character is any other race,
then you have to figure out your size class. Find the appropriate height
and weight brackets on the table below to find your size class.
Example: Your character is a Human. He weighs 220 lbs and is 69 inches tall.
His size class is 3 + 2 = size class 5.
WEIGHT (lbs)
0 - 48 49 - 59 60 - 71 72 - 83
84+
0 - 39
40 - 110
111 - 200
201- 400
401+
OF THE
TWENTY-THIRD CENTURY
77
4 CREATING A CHARACTER
Note: Cizeracks, Python Lizards, and Ram Pythons do real damage
with their attacks.
Note: The Phentari tentacles do temporary damage, but the
Phentari bite does real damage.
12. Vision
What is 20/20 vision? This arbitrary frame of reference was used by
humans in the 19th through 21st Centuries. It is a number used to
describe what a human can clearly see at 20ft (about 6 meters). This
measure of sight has long since been replaced by the Ranging System.
The Ranging System uses a human body as the reference point and measures the distance at which an individual can clearly spot a human
shaped figure in a given time period. The system measures distance in
meters and represents a 10 second interval. This number is used to
modify your chance to see an object at any given range. Your chance
to see an object will be given to you by the Battle Master. Add or subtract the Mental Bonus from Intuition.
Note: Mazians cant see at all. They use sonar. Their modifier
reflects the Mazians chance to distinguish a human sized shape at the
given distances. This does not allow for the same range of detail as
sight. See the Mazian racial description.
SOCIAL STATUS
SCORE
CLASS
MOD
01-10
Poverty
-50%
11-30
Lower
-25%
31-50
Middle
0%
51-70
Upper Middle
+10%
71-90
Content
+25%
91-96
Wealthy
+75%
97-98
Rich
+200%
99-100
Loaded
+300%
13. Smell
The olfactory sense allows characters to smell things. The range of
smell depends on the strength of the odor and the relative ability of the
individual to discern the presence of that odor. The Battle Master will
determine the ability of characters to detect scents when the situation
warrants. Add or subtract the Mental Bonus from Intuition.
14. Hearing
A normal human can hear the movement of another man-sized creature
at a range of 10 meters. This assumes that the human is listening intently and the target creature is making a normal amount of noise. There is
a 100% chance to hear them under optimal conditions. The chance to
hear a man sized creature at the various ranges drops off significantly.
The BM will tell you what chance you have to hear something. Use your
racial hearing modifier to modify this number. Add or subtract the
Mental Bonus from Intuition.
The Mazian, Ram Python, and Python Lizard races sense vibrations mainly through the ground. A -50% penalty is incurred if the
majority of their body isnt touching the ground when scanning.
These races also cannot effectively scan while wearing body armor
and incur a -20% penalty when attempting to do so, on top of any
other penalty.
78
the Social Status table and adjust the amount of money accordingly.
Once determined, the status is written in section 14 and starting money
is recorded as Cash on Hand.
Characters may opt to take out a loan, equal to or less than their
starting money. They must pay this loan back at a 10% yearly interest
rate. The maximum that any character can receive from a loan is
10,000cr, regardless of how much money he actually has. Furthermore,
characters may opt to get a credit card with a 500cr limit. They must
pay it back at a 25% yearly interest rate.
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
20. Salary
The player contracts himself out to his sponsor for a certain salary. The
player negotiates his position, based on his occupational skills and the
length of the contract. Players with a primary occupation or expertise
21. Rank
All of the Galactic Military Services, along with most galactic corporations, function according to some type of rank structure. The Battle
Master will determine the appropriate rank of party personnel according to mission necessity and leadership capability. Player characters
gain a 07% salary bonus per level of rank (see Salary vs Rank pg. 238).
41
42-45
46-48
49-52
53-55
56-58
59-61
62-64
65-67
68-70
71-73
74-76
77-80
81-83
84-86
87-88
89-91
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
79
4 CREATING A CHARACTER
92-94 Bloodthirsty (05% chance to kill someone for the fun of it).
95-97 Schizophrenic (you never have to be alone).
98-100 You are the coolest! (+10 to Charisma score).
24-25
26
27-28
29
30
31-32
33
34
35
36-37
38-39
40
41-42
43
44
80
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
50
51-52
53-54
55
56-58
59
60
61-62
63
64-65
66-67
68-69
70
71-73
74-75
76
77-78
79-80
81
82
83
84
85
86-87
88-89
90
91
92
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
81
4 CREATING A CHARACTER
93-94
95
96
97-98
99
100
06-10
11-15
16-20
21-25
26-30
31-35
36-40
41-45
46-50
51-55
56-60
61-65
66-70
71-75
76-77
78-80
81-83
84-85
86-88
89-90
91-92
93-94
95-96
82
Services. He may not take out any loans, obtain credit cards,
or hold any government office.
97-98 Great connections within the Services. You can purchase state
of the art equipment for 10% off of list cost.
99-100 Automatic admittance into the Galactic Service of your choice.
OF THE
TWENTY-THIRD CENTURY
16-20
21-25
26-30
31-35
36-40
41-50
51-55
56-60
61-65
66-68
69-70
71-72
73-75
76-80
81-83
84-85
86-88
89-90
91-93
94-95
96-98
FORTUNE TABLES
99-100 Trained to be your Mentors disciple. Begin the game with 5
power points, instead of only 1. Double the amount of initial
learned matrices.
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
83
5 SKILLS
84
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
OCCUPATIONAL SKILLS
CHAPTER 5
Skills
ost characters receive 50 points worth of occupational and physical skills at the beginning of the game. The occupational skills
denote those things which a character has been trained in or
learned during his or her lifetime. Physical skills are athletic
areas of training.
Characters are free to choose any combination of skills that
they wish. Characters may begin the game with no more than 3 levels in any one
skill, above and beyond any skill levels that the race begins the game with.
Exception: Humans may start the game with up to 5 levels in any non-weapons
skill.
It is the belief of this author that player characters should group the majority of their skill points into one basic occupational field, overlapping skills with
other player characters so that if one character should get killed, there is a
backup in the party (we all know that this would never happen). This way the
party is still capable of functioning if someone is lost or incapacitated. PCs
should spend about 20-30 points in one field, and use the remaining points as
they see fit.
IN THIS CHAPTER
Primary Occupational Skills
Secondary Occupational Skills
Levels of Difficulty
Skill Tables
Physical Skill Descriptions
Occupational Skill Descriptions
Occupational Proficiency
Naturally, a skilled character is able to perform a task with a much greater
chance of success than one who isnt skilled. One level of proficiency in a specific skill indicates that the character is basically competent in all general tasks
related to that particular field. As you increase your proficiency in a given skill,
you gain additional modifiers to the dice rolls when determining chance of success. The base chance to succeed at skill use is 50%. Each level of skill adds
+10% to this chance, except for weapon skills, which will be covered later. The
task you are attempting will be assigned a difficulty level by the Battle Master. A
level one task is easy; a level 10 task is hard; and a level 20 task is hero stuff.
Each level of difficulty imposes a -10% penalty to your chance to perform the
skill. A further modifier to your chance to perform a skill is the SB (skill
bonus) of the attribute that skill is based on. See the skill tables below to tell
you which SB to use. Whatever the final number is after adding and subtracting
all modifiers, that is your chance to perform the job. If your modified total is
above 100, roll anyway, because 100 always fails. If your score is below 0, dont
be discouraged, because a 01 always succeeds.
Example 1: Fredd is attempting to defeat a 4th level computer security program. The
task difficulty rating for a 4th level program is 40%. Fredd has 3 levels of Defeat Security
(computers), which gives him a +30. Defeat Security is an I.Q. based skill, and Fredds
I.Q. of 32 gives him a -25% penalty. So, base chance of 50, plus skill of 30, plus skill
bonus of -25, minus difficulty of 40, yields 15% (50 + 30 = 80; 80 - 25 = 55; 55 - 40
= 15). So, Fredd has a 15% chance to defeat the security program. I guess Ram Pythons
shouldnt play with computers.
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
85
5 SKILLS
Example 2: Fredd the Python still has 3 levels of Defeat Security. He is (for
some strange reason) trying to defeat a 20th level system. Fredd has a +30 to
the dice roll. The difficulty rating for attempting to defeat a 20th level system is
-200. Fredd is still dumb as a rock, and receives a -25 skill bonus for I.Q. checks.
His chance to break the system is 50 + 30 - 200 - 25, which is equal to -145.
Fredd needs to roll -145 or less on percentile dice to complete the job. Thats not
possible. However, a roll of 01 always succeeds. Fredd does not roll 01. The system detects the intrusion, fires a blast from an Omega cannon, and reduces poor
Fredd to carbon atoms.
Expertise in a Field
To obtain expertise in any general field of study, a character must have
skills worth a minimum of 40 points in the various subskills within the
field. A character pays 1 point less for skills in a field when he attains
expertise in that field. A character becomes an expert at any time during his adventuring life, once he has accumulated a total of 40 points
worth of skills in the field somewhere along the way. If the cost of a skill
is 1, it does not become 0, rather it is reduced to 0.5 points per level.
Note: This does not apply to Weapon or Gunnery skills.
Example: Fredd the Python has obtained expertise in the field of Science (this
is very difficult to believe, but it is possible). Fredd wants to learn a new level of
Physics. Normally, a level of Physics costs 5 proficiency points, but because Fredd
is an expert, he only pays 4 points for the next level.
Mastery in a Field
Once a character has accumulated 100 or more skill points in any general field, then he has attained mastery in that field. Masters pay 2
points less than normal per level of proficiency. A master must study for
only 1/2 the stated time to learn the next level of a skill. This represents
the ability of an individual to teach himself, once he has mastered the
fundamentals. Mastery in a field also brings a lot of recognition (and
money). Masters in a field are often recognized by other people in the
field, and their ideas and knowledge are often sought after. As stated
above, if the -2 would take a skill below 1 point per level, the cost is
reduced to 0.5 points per level.
Note: This does not apply to Weapon or Gunnery skills.
Defaults
Some skills yield a default. This means that after a certain level of proficiency in one skill has been attained, a level of proficiency is bestowed
in some other related subskill. Defaults are listed in the skill description. Default skill levels do NOT add their points towards totals for
mastery or expertise.
86
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
LEVELS OF DIFFICULTY
points as stated above. For every 1,000 experience points accumulated,
the character receives a skill proficiency point. Proficiency points
enhance the characters ability to perform tasks related to his or her
occupation. A player may opt to use up some or all of his proficiency
points to train in a skill. However, the player must have the money
required to attend the school and the time necessary to complete the
training. Upon completion of training, a character gains the related percentage increases, designated by the particular skill.
Matrix Controllers gain proficiency slots at half normal rate of other
classes. They gain an additional proficiency point for every 2,000
accrued points of experience. This is due to the fact that as they gain
experience points, they also receive power points. One half of all accumulated experience points count toward the characters advancement
as a matrix controller, the other half are put into obtaining new proficiency points.
Proficiency Cost
This denotes the number of skill points that a character must expend
before he can gain a new level of skill proficiency. This is listed under
SC in the skills description.
Levels of Difficulty
The difficulty rating denotes the modifier (determined by the Battle
Master)to the base chance for success to perform a task. The relative
difficulty of tasks increases by increments of ten per level. There are
exceptions to this rule (such as weapon skills). Below are listed examples of levels of difficulty.
Non-proficient characters may still attempt to perform a task. They
automatically incur a -40 penalty modifier to the difficulty rating.
LEVELS OF DIFFICULTY
LEVEL
MODIFIER
-10
EXAMPLE
-30
Routine operations
-50
Average difficulty.
-70
10
-100
12
-120
15
-150
Wow am I good!
17
-170
18
-180
20
-200
22
-220
24
-240
25
-250
Example: Phil the Phentari is torturing poor Henry the Mutzachan for information on Fredd the Pythons whereabouts. Henry is an easy mark so the BM
rules this is a level 1 interrogation check. Phil has no proficiency in this skill.
Because he is not proficient, he must subtract 40 from the base chance of 50%.
He has a skill bonus of +20% due to his I.Q. bonus. The modifier for a level 1
task is -10%. Therefore he still has a 20% chance to succeed at the skill. Poor
Henry . . .
Racial Limitations
Certain races have occupational limitations. Since Pythons never developed space travel, why would they learn how to pilot spaceships? Player
characters can ignore these limitations and train outside their fields at
double the normal point cost.
1. Python Lizards and Ram Pythons can choose proficiency in piloting
fighter aircraft. They may not, however, pilot deep space craft.
Furthermore, the use of beam weapons is possible, but should be
reconsidered since Pythons cant see very far.
2. Mazians can be proficient in all fields except those which are weapon
oriented. The Mazian idea of combat is oozing over each other.
3. Zen Rigeln and Tza Zen may be proficient in all fields except Deep
Space Operations and Piloting.
4. Mutzachan characters may not use energy weapons, unless they are
specially insulated (cost 1.5 times as much).
5. Chatilian characters can be proficient in all fields except Robotics.
They can choose the Identify Robots skill, however.
6. Eridani dont use Archaic Powder Weapons, because they are considered inferior weapons to be used only by the mudig (peasants).
7. Gen-Humans, Humans, Orion Rogues, Cizerack, and Phentari have
no racial restrictions.
8. These restrictions can be alleviated by paying two times the skill cost.
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
87
5 SKILLS
COMMUNICATIONS
SC
PS JA
JS
BC
Acrobatics
20
3mo
10
AG
20
10
Agility
1mo
50
Alertness
1wk
10
25
1wk
AG
10
Body Equilibrium
10
1yr
90
Body Points
2wk
50
Breathing
10
2da
Climbing
25
2wk
AG
Deep Sleep
12
1wk
Hand to Hand
25
3wk
AG
10
Stealth
18
1wk
1.5
AG
12
Strength
1mo
2.5
Swimming
var
.25
CN
ALIEN TECHNOLOGY
SKILL
Alien Technologies
6,000
SC
PS JA
JS
BC
10
25
6mo
50
IQ
10
15
25
15,000
SC
PS JA
JS
BC
Poet
25
1mo
IQ
02
10
01
Singer
25
2wk
.5
04
10
05
Bard
25
2wk
CH
02
10
03
Calligrapher
25
1mo
1.5
MD
04
01
Graphics
25
2mo
3.5
IQ
07
01
Painter
25
2mo
MD
05
10
02
Musician
25
1mo
1.5
MD
04
10
03
Potter
25
1mo
MD
03
20
01
88
SC
PS JA
JS
BC
Hand Radio
25
1wk
.5
IQ
Base Station
25
1mo
IQ
01
01
Interplanetary
25
6wk
IQ
03
02
Interstellar
25
2mo
IQ
07
02
Repair
25
3mo
IQ
14
02
Repair (Space)
25
4mo
MD
20
03
COMPUTERS
25,000
SKILL
SC
PS JA
JS
BC
COMPUTER OPERATIONS
Operate by Race
25
2wk
IQ
07
01
Data Transfer/Mngmnt.
25
2wk
IQ
08
01
COMPUTER SECURITY
Bypass
25
2mo
IQ
10
03
Defeat
25
2mo
IQ
15
03
Defend
25
1mo
IQ
16
10
04
Encrypt/Decrypt
25
2mo
IQ
20
12
05
Trace
25
1mo
IQ
09
03
COMPUTER PROGRAMMING
PHYSICAL
SKILL
SKILL
15,000
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
Basic/Coding
25
2mo
IQ
07
10
02
OS/AI
25
4mo
IQ
12
15
05
Wafer Design
25
3wk
IQ
05
02
SYSTEM ADMINISTRATOR
Archive/History
25
2wk
IQ
08
03
Organization
25
1mo
IQ
10
08
REPAIR SYSTEMS
MOD Installation
25
2wk
MD
04
01
MOD Const./Repair
25
4mo
IQ
18
03
Repair System
25
5mo
IQ
20
03
Reroute
25
2mo
IQ
10
03
CYBERNETICS
SKILL
38,000
SC
PS JA
JS
BC
Engineering
25
6mo
22
IQ
30
10
Installation
25
3mo
MD
17
03
Manufacturing
25
3mo
10
MD
20
03
Repair
25
5mo
12
MD
40
10
03
SKILL TABLES
DEEP SPACE OPERATIONS
SKILL
40,000
LANGUAGES
SC
PS JA
JS
BC
Astrocartography
25
2mo
IQ
05
01
Construction
25
4mo
90
MD
35
02
Decontaminate
25
2mo
IQ
10
02
25
4mo
40
IQ
15
10
02
EVM
25
2mo
20
AG
Identify Vessels
25
1wk
IQ
15
Mining (asteroids)
25
3mo
20
IQ
30
06
Navigation (space)
25
3mo
20
IQ
25
05
Remote Piloting
25
4mo
30
IQ
18
02
Salvage (space)
25
4mo
90
IQ
35
08
Surveyor
25
2mo
20
IQ
15
06
Traf. Controller
25
2mo
15
IQ
20
02
ENGINEERING
SKILL
32,000
SKILL
Languages (Any)
16,000
SC
PS JA
JS
BC
4mo
IQ
07
03
MEDICAL
SKILL
25,000
SC
PS JA
JS
BC
Basic
25
1wk
.5
IQ
03
01
Decontaminate
25
2mo
IQ
10
02
Disease Diagnosis
25
3mo
IQ
12
10
03
Disease Control
25
3mo
IQ
15
03
Infections
25
1wk
IQ
03
12
05
Paramedic
25
1mo
MD
17
07
Poisons
25
1wk
IQ
04
12
07
Radiation
25
5mo
IQ
25
20
Surgery
25
7mo
12
MD
35
25
SC
PS JA
JS
BC
Architectural
25
3mo
IQ
17
03
Civil
25
3mo
IQ
17
03
SC
PS JA
JS
BC
Cybernetic
25
6mo
22
IQ
30
10
Camouflage
25
4da
IQ
Electrical
25
4mo
IQ
17
03
Concealment
25
2da
.5
IQ
Hydraulic
25
4mo
IQ
17
03
Demolitions
25
2mo
IN
12
10
05
Ionization
25
7mo
50
IQ
30
15
Detect Concealment
25
1wk
IQ
Mechanical
25
4mo
IQ
17
03
Infiltration
25
1mo
IQ
04
03
Nuclear
25
5mo
12
IQ
30
10
Interrogation
25
1mo
IQ
10
10
08
Robotics
25
6mo
20
IQ
30
10
Mapping
25
2mo
IQ
02
12
01
Military Leadership
5wk
Mountaineering
25
2wk
ST
02
10
01
05
ESPIONAGE
24,000
MILITARY
SKILL
30,000
Navigation (land)
25
2wk
1.5
IQ
10
SC
PS JA
JS
BC
Rappelling
25
2wk
AG
Bribery
25
1wk
CH
05
Scouting
25
2wk
1.5
IN
05
10
02
Camouflage
25
4da
IQ
SCUBA
25
3wk
AG
07
10
05
Set Traps
25
1mo
MD
10
1wk
SKILL
Concealment
25
2da
.5
IQ
Detect Concealment
25
1wk
IQ
Sighting
Disguise
25
2mo
IQ
10
08
Spelunking
25
3wk
AG
15
05
Escape
25
2mo
AG
10
25
2wk
IN
10
10
01
Forgery
25
4mo
MD
10
10
20
Survival (emergency)
25
4wk
IN
10
10
05
Impersonation
25
4mo
IQ
05
10
12
Survival (urban)
25
2wk
IN
02
10
01
Infiltration
25
1mo
IQ
04
03
Throwing
25
1wk
ST
Intelligence
25
4mo
10
IQ
20
10
15
Tracking
25
2mo
IN
05
01
Interrogation
25
1mo
IQ
10
10
08
Pick Locks
25
2mo
MD
07
04
Pick Pockets
25
1mo
MD
01
Stealth
18
1wk
1.5
AG
12
JOURNEYMAN
SKILL
16,000
SC
PS JA
JS
BC
Bartering
25
2mo
07
10
10
Carpentry
25
1mo
Cooking
25
1mo
MD
25
02
IN
15
05
Electrician
25
1mo
Electronics
25
2mo
MD
25
12
02
IQ
30
12
Holo Installer
25
04
2mo
MD
15
10
Mining (planet)
05
25
3mo
IQ
20
Welder
03
25
1mo
IQ
15
02
ROBOTICS
SKILL
45,000
SC
PS JA
JS
BC
Activate/Deac.
25
3mo
IQ
10
10
04
Engineering
25
6mo
20
IQ
30
10
Function Alteration
25
4mo
IQ
12
04
Identification
25
1wk
.5
IQ
10
Modification
25
5mo
IQ
07
10
Repair
25
4mo
MD
15
12
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
89
5 SKILLS
SCIENCES
SKILL
30,000
WEAPONS
30,000
SC
PS JA
JS
BC
SC
PS JA
JS
BC
Anthropology
25
2mo
IQ
08
10
05
Archaic Hand
25
1wk
AG
10
Archaeology
25
2mo
IQ
07
10
06
Archaic Powder
25
2wk
MD
10
Biology
25
3mo
IQ
15
06
Beam
25
2wk
10
MD
10
Botany
25
3mo
IQ
15
06
Chemical
25
2wk
12
MD
10
Chemistry
25
3mo
IQ
07
06
Direct Fire
25
1wk
12
MD
10
Cryptography
25
4mo
IQ
20
08
Energy Weapons
25
2wk
10
MD
10
Forensics
25
4mo
IQ
20
07
Indirect Fire
25
1wk
12
IN
10
Gemology
25
3mo
IQ
15
10
04
Omega
25
1mo
20
MD
10
Geology
25
3mo
IQ
10
05
Pulse
25
3wk
12
MD
10
Physics
25
5mo
IQ
20
10
Repair (weapon)
BY WEAPON TYPE
MD
02
10
01
Theology
25
2mo
IQ
05
10
05
Repair (armor)
25
2mo
15
MD
25
10
05
Throwing
25
1wk
ST
SECURITY
SKILL
24,000
SC
PS JA
JS
BC
Bypass
25
3mo
MD
10
04
Defeat
25
2mo
MD
10
03
Detect
25
3mo
IQ
Operate
25
2mo
IQ
04
Pick Locks
25
2mo
MD
07
Systems Design
25
5mo
IQ
20
SOCIAL/MISCELLANEOUS
SKILL
PS JA
JS
BC
25
2mo
MD
10
Beam
25
3mo
10
MD
10
04
Energy Weapon
25
4mo
15
MD
10
04
Missile
25
4mo
30
MD
10
10
Omega
25
4mo
25
MD
10
Pulse
25
4mo
15
MD
10
MD
10
Repair
SC
PS JA
JS
BC
25
3mo
IQ
10
10
05
Administration
25
4mo
IQ
10
10
10
Business Management
25
3mo
IQ
10
10
12
Etiquette
25
1mo
CH
05
04
Gambling
25
1mo
IN
10
10
10
General Knowledge
25
2wk
IQ
Law
25
3mo
2.5
IQ
10
10
07
Linguistics
25
3mo
IQ
07
07
25
1mo
IQ
05
10
10
Matrix Manipulation
25
3mo
20
IQ
10
Shape Change
25
2mo
MD
Persuasion
10
1wk
CH
Street Smart
20
2wk
IN
Survival (urban)
25
1wk
IN
02
10
01
25,000
SC
PS
JA
JS
Automobile
25
2wk
MD
05
Fighter
25
2mo
10
MD
20
Fighter(Deep Space)
25
3mo
15
MD
25
10
Hopper
25
3wk
MD
02
Remote Piloting
25
2mo
30
IQ
35
Skimmer
25
3wk
MD
08
Spacecraft
25
4mo
20
MD
25
10
10
Tank
25
1mo
MD
Transicruiser
25
1mo
MD
07
10
90
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
SKILL
30,000
SC
15-50,000
VEHICLES
WEAPONS - GUNNERY
Archaic Powder
Accounting
SKILL
SKILL
BY WEAPON TYPE
rolls.
8th Level: Additional mental SMR bonus of +10.
9th Level: Deaths Door increased by 2 additional points. Personal skin
threshold of 2.
10th Level: Soul Flight: The individual may leave his body and travel
about. He cant be seen or detected by any normal means. He
may communicate with spirits or other entities that he may
encounter while in Soul Flight. Movement out of body is 1/2
normal.
These effects are cumulative. SC: 7
Body Points: A character can have his body points raised through the
use of body enhancement drugs such as DNA-5 and BS-231. Each level
of body points skill adds body points equal to 1/2 of your size class (3
for Cizerack). Characters must spend 2 weeks at the proper medical
facility to receive the additional points. The drug treatment program
costs 5,000cr and counts as a level of skill. PCs can find natural means
to increase body points. A player who receives additional body points in
this manner also gains a +03% increase to system shock and resurrection rolls and a +02% increase on all SMRs except mental. As with
increasing agility, using the drugs costs money but not proficiency points,
while natural methods cost proficiency points but no money. SC: 3
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
91
5 SKILLS
length of time that you can hold your breath. SC: 1
Example: A character with 4 levels of proficiency in breathing can hold his or
her breath for 3 minutes while standing still and 1.5 minutes while swimming
underwater.
Climbing: Allows a character to climb ropes and vertical surfaces with
an increased chance of success. A character with 1 level of climbing has
a 100% chance of successfully climbing all normal ropes and ladders
without falling. He climbs at the rate of 10m per minute. When climbing other surfaces, or exceptionally long distances, difficulty may
increase. Characters with any encumbrance whatsoever incur a 15%
penalty per level of encumbrance when climbing. PCs may purchase
climbing equipment that can reduce the risk of falling. SC: 1
Deep Sleep: By deep internal relaxation, an individual learns to control his sleep patterns. Characters can quickly move through the initial
levels of sleep into deep sleep. Normal characters need a minimum of
8 hours sleep. For each level of proficiency in Deep Sleep, the individual shortens the required sleep time by 30 minutes. SC: 1
Hand to Hand Combat: Hand to Hand combat denotes close combat
skills, using hands or knives. Proficiency can only be raised by intense
training at a military school or by a certified expert in the field.
Proficiency provides the character with added bonuses to hit when
attempting to strike an opponent, and an additional bonus when resolv-
HAND-TO-HAND COMBAT
DAM
ADJ
PERCENT TO
DISARM
LEVEL
HIT BONUS
+04
05
+08
+1
10
+12
+1
15
+16
+1
20
+20
+2
25
+24
+2
30
+28
+2
35
+32
+3
40
+36
+3
45
10
+40
+3
50
11
+44
+4
55
12
+48
+4
60
13
+52
+4
65
14
+56
+5
70
15
+60
+5
75
16
+64
+5
80
17
+68
+6
85
18
+72
+6
90
19
+76
+6
95
20
+80
+7
100
21
+84
+7
105
22
+88
+7
110
23
+92
+8
115
24
+96
+8
120
25
+100
+8
125
92
BATTLELORDS
OF THE
NUMBER OF
ATTACKS
TWENTY-THIRD CENTURY
+0
+1
+2
+3
+4
+5
SWIMMING
create beautiful pieces of artwork, and he can then charge large sums
of money for them. Painters are sought after mostly in Tech Level 2 or
lower societies. Includes drawing and all other two-dimensional artistic representations done by hand. SC: 2
Musician: A musician can sing or play an instrument. Each additional
instrument costs 1 point per level to learn. Any character with 10 levels
of proficiency in music is considered to have mastered the fundamentals and can then compose his own material. SC: 2
LEVEL
TIME
SKILLS
DISTANCE
1wk
200m
3wk
ab
400m
7wk
abc
800m
18wk
abcd
2000m
25wk
abcde
6000m
35wk
abcde
12000m
Communications
50wk
abcde
25000m
Radio skills add a +04% modifier per level of skill to radio checks.
70wk
abcde
50000m
Potter: Pottery is admired by all the civilized races and is sold in all
Tech societies. SC: 2
Hand Radio: The character has knowledge of most hand radio units.
He can attempt minor repairs on these items. SC: 1
Base Station: Base stations rigs are commonly found on land vehicles
and in base camps. Proficiency bestows the knowledge of operating
these units. SC: 2
Interplanetary Com-Link: With this skill and the right equipment a
person can communicate between planets. SC: 4
Interstellar Com-Link: Characters who are proficient on this piece of
equipment can be hired as communications officers aboard spaceships. SC: 5
Repair: Characters can repair all types of communications equipment,
except for the interplanetary and interstellar comlinks. SC: 3
Repair (space): Bestows the ability to repair interplanetary and interstellar comlinks. Characters must be able to use the radio. Personnel
can seek employment at spaceports, starbases, and stargates. SC: 6
Computers
Note: Check out the Computer section on pg. 144 for an explanation of
the terms and concepts listed in the skills below.
Operation (by race): The character can operate a variety of computers of a particular race. Galactic Standard is the most common. He has
been trained in the use of modules and is capable of using systems, but
can not necessarily program the computer. SC: 1
Data Transfer/Management: Allows the character to use the hypernet and control the flow of information across various systems. SC: 2
Bypass Security: Proficiency in bypassing the security of computer
systems provides the ability to circumvent the protective systems built
into a computer. Security systems have defenses to prevent an illegal
entrance through a back door. Most will alert the owners to the breach
in security. At the same time, they convince the intruder that he has
gained access to prevent him from leaving the area. The intruder
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
93
5 SKILLS
attempts to get around the security without tripping the alerting mechanisms. Each level of Bypass requires an equal level of Basic/Coding
Programming. SC: 3
Defeat Security: Defeating a security system is different than bypassing one. Bypassing involves circumventing built in protective measures,
while defeat security entails disabling the protective measures.
Conversely this skill also allows you to write level 1 security constructs.
One level of Basic/Coding Programming is required per level of Defeat
Security. SC: 4
Defend: Allows the user to actively defend his computer system while
it is being attacked by another user or AI using Defeat Security. SC: 4
Encrypt/Decrypt: Gives the PC the ability to create security level 2
codes and secure data, as well as to break into encoded data. One level
of Basic/Coding Programming is required per level of Encrypt/Decrypt.
SC: 4
OS/AI Programming: Characters may design their own operating system to improve their computers characteristics or usefulness as well as
designing and troubleshooting pAIs and AIs. Required for writing
Watchdog pAIs (security level 3 constructs). SC: 4
Cybernetics
94
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
Engineering
Note: All engineering skills require at least two levels of physics.
Architectural: Allows individuals to design structures such as bridges,
buildings, starbases, domes, etc. An architect can determine whether or
not a particular structure is sound. He also has a good knowledge of
materials. SC: 5
Civil Engineering: A civil engineer is concerned with the building and
maintenance of structures such as bridges and roads. SC: 5
Cybernetic Engineering: Bestows the ability to design artificial
attachments associated with bionics. A cybernetics engineer can design
an artificial arm, leg, or eye. He is also capable of determining inherent
Mechanical Engineering: A skilled mechanical engineer designs systems such as the automobile engine. He has an in depth knowledge of
synchros as well as some knowledge of hydraulics. SC: 6
Nuclear Engineering: Used in the design of reactors. Requires a
diverse knowledge of materials used in these systems. One is well
versed in the effects of radiation. SC: 7
Robotic Engineering: This is the ability to design artificial attachments for installation in robotic units. A robotic engineer can design
integral parts of robots, as well as determine inherent defects in robotic equipment. This skill is similar to but separate from cybernetic engineering. Requires 1 level of both mechanical and electrical engineering. SC: 7
Espionage
Bribery: Characters with this skill are proficient at greasing palms and
usually know just how much to offer people to get what they want. They
will also know if an individual can or cannot be bribed. SC: 2
Camouflage: Individuals know how to break up their outlines in any
environment. They may also camouflage equipment. Unlike concealment, characters need not actually hide, because their camouflage
blends in with the environment. SC: 1
Concealment: Allows the character to conceal his body, in order to
avoid detection. Characters use the surrounding environment to hide
themselves. Every three levels of Concealment yields a default of one
level of Detect Concealment. SC: 1
Detect Concealment: Proficiency in this skill allows individuals to
detect camouflaged persons, hidden traps, concealed vehicles, etc. This
skill is often taken by counterespionage types. SC: 1
Disguise: Spies must infiltrate enemy positions. The character knows
how to put on makeup and how to dress in the proper attire. This skill
allows you to change your outward appearance. In order to act like
someone else you must learn Impersonation skill. SC: 3
Escape: The art of relaxing muscles, dislocating joints, etc., to escape.
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
95
5 SKILLS
Characters can slip out of handcuffs, knots, etc. SC: 3
Forgery: This skill provides the training to create passports, official
documents, etc. The spy must have an original copy of the particular
document to work with. SC: 5
Impersonation: Training provides the spy with the ability to impersonate others. The target individual must be of the same race and basic
body build. The impersonator must have comprehensive knowledge of
the targets physique, speech patterns, idiosyncrasies, likes, dislikes,
etc. SC: 4
Infiltration: Personnel are capable of avoiding/bypassing enemy
defenses. A well trained infiltrator could move quickly past a guard post
and under barbed wire fences without being detected. SC: 2
Intelligence: This skill concerns the compiling, analysis, and interpretation of information gathered during spying operations.
Intelligence experts are adept at extrapolating pertinent information
and are aware of proper reporting procedures. Characters are trained
in observation techniques. SC: 5
Interrogation: Proficient characters are skilled in extracting information, through the use of questioning, and more, uh . . . direct means.
SC: 4
Pick Locks: The character is skilled in the techniques used to pick
locks (mechanical and electronic). He must have the appropriate tools
to perform the act, though a credit card may do. Characters should purchase lock picks to facilitate the opening of locks. SC: 3
Picking Pockets: The character has the ability to remove small objects
from pockets, such as keys, coins etc. Large objects, such as wallets and
papers are considered difficult to snatch. An attempt to pickpocket
takes 4-24 seconds. Failure by more than 20, or on a roll of 100, indicates that the character has been caught in the act. SC: 2
Stealth: See Physical Skills for description. SC: 1
Journeyman
Bartering: A must for Orions. Adds 04% to bargaining checks per level
of skill. SC: 1
Carpentry: Basic proficiency allows one to work with wood and build
unsophisticated structures. SC: 2
Cooking: You can cook . . . go figure! Persons with 10 levels of skill
are considered Chefs. SC: 2
Holo Installer: Holo-men, as they are called, install holographic systems in homes. Holo-rooms are the rave and good Holo-men are in
high demand. SC: 2
Mining (Planetary): A lucrative profession. Proficient characters are
able to discern whether a mine is safe, where veins are likely to be
found, etc. SC: 5
Welder: Individuals can spot weld, arc weld, etc. SC: 4
Languages
Characters have the option of learning different languages throughout
their adventuring careers. PCs are often forced to interact with various
cultures. Being able to speak several different languages can be advantageous. All player characters begin the game with a language proficiency in Earth English and the language of their race. These dont cost
anything. It is assumed that the character learned them during his
childhood.
To gain additional languages, a character must expend proficiency
points and pay for lessons. It costs 3 proficiency points to become highly skilled in a language. Proficient characters can fluently read, write,
and speak the language of their choice. Characters may opt to learn
only functional or basic proficiency in a given language. One who
speaks functionally has full comprehension of most normal conversations. He can write and speak the language, but has not mastered it
completely. He only pays 2 points to become functionally literate. One
may choose to learn only the basics of a language, enough to get by as
a tourist. This costs 1 proficiency point.
COMMON LANGUAGES
Aziam
Benjari
Cashou
Eridani
Fott
Madusiam
Mazian
Mutzachan
Povonixza
Sarands
Tasirins
Vissu
Wakon
Xarian
Zen Rigeln
Zendarean
Washiran
Chatilian
Cizerack
Cashou: A slave race, indigenous to the Eridani star system. Cashou are
quadruped, insect-like creatures that fly. Masters enslave them to the
highly addictive Masange nectar. This race has been exported all over
the known universe.
Fott: Large, bipedal rabbit-like creatures who are often hired as mercenaries. They are fast and nimble. A Fott has 4+d8 body points and
hops at speeds in excess of 40kph. Fotts are indigenous to the Netas
96
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
Medical Treatment
Note: All medical skills require at least two levels of Basic Med.
Basic Med: Trained individuals can stop bleeding, splint broken limbs,
and attend to minor burns. It is strongly suggested that characters get
some basic med. Basic med does have its limits. Persons cannot effectively work on any critically wounded individual other than those with
clean wounds. SC: 1
BASIC MEDICAL
TREATMENT
DIFFICULTY
Level 1
Level 2
Level 4
Decontaminate: A must for characters who intend to explore uncharted planets. Proficient characters possess pertinent knowledge concerning quarantine, decontamination, and isolation procedures. SC: 3
Simple fractures
Level 5
Compound Fractures
Level 10
Level 15
Level 20
Disease Diagnosis: This field is oriented around the diagnosis of various diseases. Diagnosticians can spot symptoms and prescribe the
proper treatment. They are trained to aid all of the races. SC: 3
Disease Control: The character is knowledgeable about quarantine
procedures for different diseases. SC: 3
Vissu: The Vissu are frail humanoids with a large cranial surface. They
live for 5-6 thousand years and are called the Galactic Sages. They possess a vast knowledge of the known universe and its history
.
Wakon: The Wakon is another humanoid slave race, indigenous to the
Andromeda Galaxy. Wakon are rebellious and difficult to handle. They
command the lowest of all the prices at market.
Washiran: An independent race of small cat-like beings. Washiran
inhabit the Haniz star cluster. The race is thriving and operates their
own galactic vessels. The Washiran have a formidable military force,
including galactic class warships. All attempts to conquer the cluster
have failed. The Washiran distrust Gen-Humans and Humans intensely,
but have developed a rapport with the Cizerack and Mutzachan races.
Xarian: A merchant race who resemble bumpy, six legged tables. The
Xarians come from the Magellanic Clouds. They have direct ties to the
Arachnids. Coercion has failed to gain information from these beings
about the disposition of the enemy spiders. They are rarely seen in the
galaxy, except to deliver shipments of Ti-Tritium-305.
Zendarean: The blue humans. Zendareans resemble humans, except
for color of skin. These beings are alluring. They are sold as concubines, mostly to the Gen-Humans.
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5 SKILLS
Infections: Proficiency in this area allows the individual to treat body
infections. The character knows the dangers associated with the infection as well as how to prevent its spread. SC: 1
Paramedic: These individuals are trained to keep a person alive until
they can receive proper medical attention. They are not doctors, nor
are they merely medics. They are highly trained and can perform minor
surgery, such as amputating the leg of someone who happened to get in
the way of our man Fredd the Python. SC: 4
Poisons: Characters diagnose and treat those who have been affected
by poisons. The only stipulation is that they must have the means available to do so. Proficient characters have limited botanical and anatomical knowledge. SC: 1
Radiation: Can treat victims of radiation exposure. Treatment is subject to restriction, depending on the available facilities and medicine.
SC: 4
Surgery: Surgeons are the doctors who sew you back up when you get
into trouble in the field. They have extensive knowledge of anatomy,
physiology, chemistry, etc. A level 5 surgeon can be licensed and practicing. You must have expended at least 20 points in other medical skills
before choosing surgery. For every two levels of surgery, you gain one
level of paramedic. SC: 7
Military
strikes. SC: 2
Military Leadership: Lead by example. PCs who wish to lead others
enroll for a 5 week period of intense training at the Military Candidates
School on New Terra, or other accredited training institutions. Each
level of Military Leadership increases ones secondary statistic by
+06%. SC: 2
Mountaineering: The character is trained to climb mountains. He has
limited knowledge of rock and soil type. He can also ascend or descend
vertical surfaces. Proficient characters are aware of the typical dangers
associated with operating in the mountainous regions. Each three levels of Mountaineering yield a default of one level of Climbing. SC: 2
Navigation (land): Proficient characters are able to use landmarks to
navigate. They are also able to determine the fastest route between two
points, given the proper information. SC: 2
Rappelling: This isnt the same as mountain climbing. Rappelling only
involves descending vertical surfaces. A person with one level of rappelling could descend a smooth surface such as a building face, whereas a level 5 person could rappel down a cliff with loose rocks, and
ledges. Characters with level 6 or higher can perform an Australian
Rappel. This entails descending face first, with one hand free so that you
can shoot on the way down. Rappelling is good in the mountains or in
urban areas where tall buildings are present. SC: 1
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Set Traps: This skill provides the ability to locate, set, find, and remove
traps. It is vital for adventuring. SC: 2
Sighting: Sighting entails locating objects quickly and identifying them.
Proficient characters gain a +04% to sighting checks per level of skill.
SC: 1
Spelunking: Cave exploration. Proficient characters can operate in
caves. They are aware of potentially dangerous obstacles and hazards
associated with caves. Spelunking involves limited rappelling. A character with 3 levels of Spelunking gains a default of one level in
Rappelling. Also, three levels of Spelunking yields a default of one level
of Climbing. SC: 2
Survival (arctic, desert, deciduous, methane, radiation, tropical, swamp): Proficient characters are able to survive in a particular
type of climate. They possess knowledge of the general dangers associated with such an environment. SC: 2
Survival (emergency): Proficient characters are less likely to lose it
Sciences
Robotics
Activate/Deactivate: Proficient characters are able to locate a robots
system enable mechanism. They can activate or deactivate robotic systems. Some robots have defensive measures to prevent unauthorized
tampering. SC: 3
Robotic Engineering: This is the ability to design artificial attachments for installation in robotic units. A robotic engineer can design
integral parts of robots, as well as determine inherent defects in robotic equipment. This skill is similar to but separate from cybernetics engineering. Requires mechanical and electrical engineering. SC: 7
Biology: The scientific study of living matter in all of its forms. Again,
proficient characters are in high demand across the galaxy. Biologists
travel to planets and study the various bio-cultures. SC: 3
Botany: The study of plant life. Proficient characters can determine
whether the indigenous plant life is dangerous. Botanists are often hired
by planetary exploration teams. SC: 3
Chemistry: Proficient characters can synthesize new compounds.
Chemists test compounds to determine their nature. SC: 3
Cryptography: Cryptography deals with the encoding and decoding of
messages. SC: 4
Forensics: Forensics is the ability to examine and evaluate physical evidence such as at the scene of a crime. This skill is vital to successful
adventuring. SC: 4
Gemology: Proficient characters can determine the value of a particular gem. They are gem cutters. Mining Away Teams (MAT) hire gemologists along with planetary exploration teams. SC: 3
Geology: Geology is the study of the origin, physical history, and structure of a planet. SC: 3
Physics: Physics is the empirical study of energy in all of its various
forms. Its applications are numerous. SC: 5
Theology: The study of religions. SC: 2
Bypass: This skill will allow characters to avoid being detected by security systems without actually neutralizing the system. SC: 4
Defeat: This skill will allow proficient characters to deactivate security systems. Note that this often triggers an alarm. However it is usually
easier to defeat a security system than to bypass it. SC: 3
Detect: This will allow characters to find security systems where they
may not be readily noticeable. This covers UV beams, bio-sensors, and
other hidden security measures. SC: 3
Repair: An excellent job skill and the pay is great. Robotic technicians
are in high demand throughout the galaxies. SC: 6
Security Systems
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5 SKILLS
locks. He must have the appropriate tools to perform the act, though a
credit card may do. Characters should purchase lock picks to facilitate
the opening of locks. SC: 3
Systems Design: Proficient characters can design their own security
systems, with whatever sensing devices and security measures they prefer. SC: 6
Social/Miscellaneous
Accounting: The person keeps the books of a company or works for
the Galactic Banking Firm. SC: 4
Administration: Characters with this skill are proficient in dealing
with bureaucracy in all its forms. They can cut through some of the red
tape to get things done quicker. SC: 5
Business Management: These people run businesses. One must be
smart and cunning to climb the corporate ladder. SC: 4
level improves the Mazian is able to imitate more difficult shapes. SC: 3
Persuasion: A player with The Gift of Gab is capable of convincing
others to follow his directions. People tend to side with him in discussions. Oratory classes improve this ability. Player characters with a persuasion proficiency add +04 to persuasion and bargaining checks per
level of achievement. SC: 1
Street Smart: Street Smart characters can survive on the streets, without running the same risks that a normal person does. They are wise to
the events occurring around them and are adept at seeking out places
and gaining information. SC: 2
Survival (Urban): Proficient characters know how to live within an
urban environment. They can shop, find a job, and generally get by.
Persons not familiar with urban life will often be bewildered and lost in
large urban settings. SC: 2
Vehicles
Fighters (deep space): Pilots are trained in the use of space fighter
craft. 2 levels of proficiency yields a default in transicruisers. SC: 6
General Knowledge: The person is a trivia buff and can try out for
local game shows that employ trivia questions. He is also well versed in
a variety of useful knowledge that can come in handy at times. Each
level of skill raises Terrestrial Knowledge by +04. SC: 1
Law: One is versed in the basic knowledge of Galactic Law. You may
practice law upon attaining 10 levels of proficiency in this area. Those
with 18 skill levels of proficiency may become judges. SC: 4
Linguistics: The study of language and its usage. Once a character has
attained four levels of this skill, he can become highly proficient in a
language for 1 less point. At 10 levels of skill, he may learn new languages fluently for only 1 point. SC: 4
LMM (Life Module Management): The futuristic hotel manager.
Charisma affects the ability of an individual to perform this skill and
deal with customers. SC: 2
Matrix Manipulation: This skill allows one to modify an energy
matrix to some other form. The matrix controller attempts to restructure the matrix. The Battle Master determines the degree of difficulty. A
level one manipulation would be a slight alteration like reducing the
intensity of the matrixs effect, while completely changing a matrix
might be a level 20 difficulty. This only applies to matrixes used by the
person with the skill. SC: 4
Mazian Shape Changing: This skill is only available to the Mazian
race. Characters hone their natural ability to change shape. As his skill
100
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Hoppers: Hoppers are high altitude aircraft designed for long range
travel. With this skill one can pilot these vessels. SC: 3
Remote Piloting: Good to know. One can remote pilot vehicles from
their position in orbit to ground units. Characters can also attempt to
pilot vehicles from ground to space. This is much more difficult and
incurs a minus 30% penalty to skill checks. SC: 5
Skimmers: Skimmers are low altitude aircraft such as hover craft and
anti-grav vehicles. Proficient characters can pilot most commercial
vehicles of this type. SC: 2
Spacecraft: The training required to pilot space vehicles. Any person
seeking acceptance in the Deep Defense Fleet must have a minimum of
5 levels of proficiency in piloting spacecraft before applying. SC: 6
Tanks: Character is skilled in the use of heavy machines, mobile
artillery and rocket launcher vehicles, rovers, and tanks. SC: 3
Transicruiser: Transicruisers are privately owned craft that are capable of atmospheric or transatmospheric movement. 2 levels of proficiency provides a level 1 default in Hoppers. SC: 4
Weapons
Characters choose one or more basic weapon fields to be proficient in.
Each level of proficiency adds a 04% modifier to dice rolls when determining the attack percentage. The time required to correct a malfunction is reduced 1 second per 3 levels of skill attained. There is a mini-
Weapons - Gunnery
A gunner chooses a weapon type (pulse, beam, etc.). He is able to
operate vehicle mounted, heavy weapon systems of that type. Each level
of gunnery improves accuracy with the respective weapon by 04%.
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ARMOR
CHAPTER 6
Armor
IN THIS CHAPTER
Integrity
Threshold
Absorption
Effects of Weapons Hits
Repairing Armor
Armor Tables
Body Armor
Heavy Armor
Mechanized Battle Armor
Specialized Armor
Helmets
High-tech Armor Options
Armor Integrity
This denotes the amount of damage that the armor can withstand before it is
rendered useless. Certain weapons rip large holes in body armor when they
strike, while others inflict only minimal damage. Bullets and lasers reduce
armor integrity by 1 point per hit, pulse weapons cause 8 points of damage to
integrity, and omega weapons do zero damage, as the omega pulse is translated directly through the armor as a concussion wave. Each time damage
exceeds the threshold of the armor (see below), integrity is reduced. If integrity reaches zero the armor is destroyed.
Example: A Flex suit has an armor integrity of 120. Therefore, it can take 120 bullet hits before it becomes useless. Pulse cannons reduce armor integrity by 8 points per
hit. The same Flex suit can withstand 15 hits from a pulse cannon before it is slagged.
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Threshold Rating
This is the amount of damage that the armor stops per attack.
Threshold reflects the relative toughness of the armor. Each time a suit
sustains a weapons hit, the wearer must determine whether the attack
bounced off or penetrated the armor. Any attack that does less than or
equal to the threshold rating of the armor is deflected, and no damage
is sustained by the armor or the wearer. However, if the attack does
more damage than the threshold rating, the armor has been punctured.
The armor integrity is lowered by the appropriate amount (as determined by weapon type), then the amount of damage that actually penetrates to the absorption layer is calculated by taking the total amount of
damage rolled and subtracting the threshold. The result is the amount
of damage that strikes the absorption polymers.
Example 1: Henry the Mutzachan is wearing a suit of AKMB armor that has
a threshold rating of 4. A bullet from an M-16 strikes the armor. Damage is rolled
with a result of 3 points. The bullet ricochets off the armor. A hit that doesnt penetrate the armor does not affect the armor integrity.
Example 2: The same AKMB suit is struck by another bullet from an M-16.
The round does 6 points of damage. The bullet penetrates the armor and the
armor integrity is reduced by 1 point. All penetration damage is reduced by the
value of the threshold. Thus, the bullet fired from the M-16 does 2 points of
damage to the absorption polymers.
Absorption Rating
This is the amount of damage that the flex polymers can absorb before
the owner takes damage. Each time the threshold is exceeded, the damage penetrates to the absorption layer. When this layer is struck, the rating is reduced permanently by the amount of damage that penetrated.
When absorption reaches zero, additional damage is translated to the
wearer.
Note: Even if the absorption layer is destroyed, the armor still has
its threshold rating until the integrity is also reduced to zero, signifying
the destruction of the armor. Players can have destroyed polymers replaced between missions. The cost to replace lost
polymers is 100cr/point.
Note: Absorption does not stop laser attacks. It is also
reduced 2 points per point of flame damage.
Example: Henrys AKMB armor doesnt initially stop the penetration
of a bullet that does 6 points of damage. The round goes through the 4
point threshold, reaches the absorption layer and the AR is reduced by 2.
Armor Encumbrance
This represents the weight and bulk of the armor when worn.
Since encumbrance has a direct affect on the ability to move, players should carefully choose their armor so as not to weigh down
their characters. If the hydraulic systems are knocked out on heavy
armor, the encumbrance value of the suit immediately becomes 2
times the total armor integrity. Normal body armor weighs twice its
encumbrance value when carried.
Example: Henry the Mutzachan is wearing Gladiator heavy armor when
his hydraulics get knocked out by an Arachnid with an EMP cannon. His armor
now weighs 500 encumbrance. Our hero falls over like a rock. The Arachnid
approaches! Oh no! Messy. Very messy!
104
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INTEGRITY REDUCTION
Note: A Cizerack is considered size class 7 for armor size values.
destroyed, you dont need to keep rolling. If you had been hit by a Plasma burst,
you could lose all of your rockets!
Armor Options
Armor options are devices which are added to the defense suit to
enhance the survivability of the soldier. Their use is extremely important; as much as, if not more than, the threshold and absorption of the
armor itself. Armor options are normally mounted on the armor,
although there are some that are built into the armor itself. Options take
up space, and sometimes add weight. Each section of armor contains a
specific amount of space onto which options may be added. You can
never mount more units than you have space for. The number of spaces
available for each size class is given below . As stated above, the
amount of space available depends on your size class. Round fractions
down.
12
10
25
20
37
30
10
50
40
12
62
50
15
75
60
17
87
70
10
10
20
100
80
12
Example 1: A suit of AKM (size class 4) has 3 units of space in the lower arm
section for options. Thus, you could mount 2 arm rockets (1.0 units each) and 4
additional points of absorption (0.25 units each).
Example 2: An AKM suit for a Ram Python would have 6 units of free space
available in the lower arm. Size Class 8; 8/4=2 2x3=6.
Note: Street series armors and bulletproof vests may not mount any
armor option that is greater than three spaces. Bulletproof vests may
not mount arm or leg options.
There are also options which are built directly into the suit, such as
a rad-liner, or environmental containment. These are considered to
take up no space. They cannot be removed and transferred to your new
armor. Mounted options however, can be transferred.
When you take damage, your options can get knocked out. The
chance of this happening is as follows: Number of spaces the option
takes up divided by number of spaces in the section that got hit, times
100. If you roll less than that number on percentile dice, your option
has been destroyed. A single hit can only wreck a number of options
equal to the number of points of AI lost due to that weapon hit. So, bullets can ruin 1 system per hit, while Pulse Cannons can ravage 8 options
in 1 shot! Of course, you cant lose more than you have. Roll for the
largest options first.
Example: That AKM suit above with the 2 arm rockets and the 4 additional
points of AR is hit by an AK-57. The bullet penetrates, reducing AI by 1 point.
Therefore, the victim will lose at most 1 of the arm rockets. The chance for each
rocket to be hit is: 1.0 (the space they take up) / 3 (the space available) x 100.
This is equal to .333 x 100, or 33%. Roll percentile dice. If you roll less than 34,
your arm rocket is destroyed. You must roll for both rockets, but if one is
INTEGRITY REDUCTION
WEAPON
INTEGRITY REDUCTION
Omega cannon
Standard bullet
Grenade fragment
Laser
Phosphorus
Incendiary round
Machine gun
Acid
Plasma fragment
Pulse cannon
Arm Rockets
10
Reflex missiles
25
50
100
By weapon type
Equal to damage done
5 times the threshold reduction
Damage Allocation
Damage Allocation is used to provide a more accurate accounting of
weapons hits to body armor. It makes the game more exciting. How
does it work? The body is broken down into sections: arm, leg,
abdomen, chest cavity, etc. The total amount of absorption and armor
integrity is divided amongst the various sections. Concussion damage is
divided up among all sections of the armor and head. Residual concussion damage is taken on the chest.
Note: The head is a different section. It is not part of the body. The
neck is considered part of the head section. Open face helmets dont
protect your face or neck!
Repairing Armor
Armor can be repaired in the field with the right tools and equipment.
The Battle Master should assign an Armor Repair difficulty level
depending on the amount of damage being repaired. A good rule of
thumb is 2 levels for every 10% of lost armor. This assumes the tools
and material are available for the repair. Absorption costs 150cr per
point, and integrity can be repaired using a QSU (see Armor Options).
BATTLELORDS
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6 ARMOR
Key to Armor Table
ELE: This denotes the SMR for the armor against electrical attack forms.
Whenever your armor is exposed to electricity, a roll is made to determine whether or not the hydraulics shut down (for heavy armor). In
addition, a failed SMR for any armor means that the systems in that section receive electrical overload. Any electrical options in that section are
shut down. Electrical attacks generally reduce absorption by 2-8 points.
EMP: This relates the armors ability to withstand an attack from an
electromagnetic pulse. Again, a failed electromagnetic pulse SMR roll
indicates that the hydraulics (for heavy armor) have shut down. All electrical armor options will also be shut down on any armor.
FIR: All armor has an SMR vs fire. I dont mean campfires, but rather
super heated fires. An SMR is not rolled when the armor is hit by plasma weapons. It is used if the suit is struck by a flamethrower or something of that type. A failed SMR indicates that the armors Flex Points
(plastic/metal joints around areas such as the knees) have begun to
melt. Armor integrity is reduced by 2-12 points, and agility drops by 212 points permanently due to joint fusing. The effects lasts for as long as
the individual wears the armor or until he has the problem fixed.
COLD: This SMR is rolled whenever the suit of armor is exposed to temperatures of less than -10 degrees Celsius. Flex Points freeze when the
armor fails and the owner loses 3-18 points of agility while in the armor.
A failed cold SMR for a helmet results in the user not being able to move
his head (-5 to agility).
ARMOR ABSORPTION
THR
CHEST
ABD.
ARMS
LEGS
CHEST
ABD.
ARMS
LEGS
ENC
ELE
EMP
FIR
CLD
COST
Leather
15
70
BP-1
40
100
Chain
12
30
100
AKM
18
18
18
22
20
30
60
60
450
BP-2
10
10
40
150
Cub
24
24
12
24
14
14
14
25
40
35
45
45
2,500
Street 1
12
15
10
30
30
3,000
AKMB
24
24
12
24
40
30
60
60
1,400
Guisarme
30
30
15
30
40
25
35
35
20,000
Plate
10
30
50
130
4/8
26
26
13
26
50
40
75
75
10,000
Bear
20
20
10
20
26
26
13
26
26
75
50
60
60
12,000
Flex
42
42
21
42
10
10
10
24
55
45
63
63
8,000
Street 3
12
12
12
12
12
12
20
30
20
60
60
40,000
D2
36
36
15
36
16
16
16
22
70
60
80
80
30,000
Kodiak
30
30
15
30
30
30
15
30
20
80
65
65
65
50,000
Streetwise
16
16
18
20
20
10
20
15
35
25
70
70
90,000
COST
Reflection
ARMOR ABSORPTION
THR
CHEST
ABD.
ARMS
LEGS
CHEST
ABD.
ARMS
LEGS
ENC
ELE
EMP
FIR
CLD
CD 2
36
36
18
36
24
24
12
24
20
90
70
85
80
92,500
Gladiator
50
50
25
50
48
48
24
48
20
95
55
68
70
200,000
MX-4
42
42
21
42
24
24
12
24
17
85
85
80
100
145,000
Mesh
10
32
32
16
32
24
24
12
24
18
100
90
90
80
160,000
Tri-Mesh
15
82
82
41
82
36
36
18
36
16
110
95
93
90
290,000
ARMOR ABSORPTION
THR
CHEST
ABD.
ARMS
LEGS
CHEST
ABD.
ARMS
LEGS
ENC
ELE
EMP
FIR
CLD
COST
Assault
22
88
88
44
88
60
60
30
300
120
100
100
100
0.5M
MBA
35
112
112
56
112
140
140
70
140
125
110
100
100
2.0M
1HP
2HP
2HP
1HP
2HP
160
160
80
160
140
120
100
100
20.0M
Dreadnought
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BATTLELORDS
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ARMOR TABLES
SPECIALIZED ARMOR pg.110
ARMOR INTEGRITY
TYPE
ARMOR ABSORPTION
THR
CHEST
ABD.
ARMS
LEGS
CHEST
ABD.
ARMS
LEGS
ENC
ELE
EMP
FIR
CLD
COST
ES-3
35
20
50
98
3,000
EVM-1
12
40
50
50
50
1,500
BES
21
80
55
55
80
20,000
var
var
var
var
-20%
Mazian Armor
SPECIAL
HELMETS pg.110
TYPE
THR
AI
AR
ENC
ELE
EMP
FIR
CLD
COST
Kevlar 3 (openface)
10
40
40
150
AKMH
15
35
50
55
950
TDA
10
90
80
100
100
335,000
35
70
50
50
3,000
AKMS
10
90
75
95
95
56,500
Shalkon
10
10
55
70
60
55
8,000
DH-2
12
12
55
50
80
80
18,000
Deshard
18
12
10
90
80
90
90
40,000
Deshard S
18
12
25
92
80
95
95
85,000
Shalkon MS
18
25
90
50
90
70
100,000
Jousen 3
24
15
95
70
100
80
150,000
Tri Mesh
24
14
12
100
100
100
100
120,000
MBA
36
16
20
100
100
100
100
250,000
Goliath
42
14
30
105
100
100
100
0.5M
Defender
56
20
50
100
100
100
100
0.75M
BATTLELORDS
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6 ARMOR
Body Armor
of business, and get out. Then again, how often does that happen?
Body Armor has no servos to drive the action. It is heavy and cumbersome, yet protects the wearer from damage. Its threshold deflects damage while its absorption polymers absorb attacks. Note that Street series
armors and/or bulletproof vests may not mount options over three
spaces; bulletproof vests may not mount arm or leg options. Only one
suit of armor may be worn at a time!
Street 1: The first bulletproof clothing available. It cant take much but
it is better than nothing. Affordable. Can be purchased in fatigue colors
or normal street style. A metal detector or heat registering device can
detect the presence of bullet proof clothing.
Leather Armor: This is the stuff you get if you want to move quietly. It
is light and flexible. You can swim in leather armor, but I highly suggest
that you dont let it dry on you, especially if you are a male!
BP-1 (flak jacket): An archaic design, first used to protect combat
soldiers during the 20th Century. The jacket is fastened around the midsection of the individual. The upper and lower extremities are vulnerable. Integrity and absorption apply to chest and abdomen only.
Chain Mail: An archaic armor, used by a variety of Tech level 1 societies. It has a fair threshold, but almost no absorption. The absorption
listed is for the suit of leather that is normally worn under it. Chain Mail
makes a lot of noise when you are moving in it.
Plate Mail: This stuff was used by the knights on the planet Earth during the Middle Ages. It is heavy, cumbersome, and youre in deep trouble if you fall into water while wearing it. Of all the archaic Tech level 1
armors, this stuff is the best at repelling an attack. Plate Mail has the
highest threshold and absorption rating of any archaic design.
BP-2 (flak jacket): An improvement over the BP-1. This jacket is considerably lighter than the BP-1 because of the Kevlar coated liner. The
BP-2 has an improved threshold of 3 points. All integrity and absorption are applied to chest and abdomen.
Cub: Designed for short term combat exposure. The Cub has excellent
absorption for the money and is nice if you just want to get in, take care
108
BATTLELORDS
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BODY ARMOR
ing checks at all ranges.
have the Commando. Each arm has two wrist rockets. Voice activated
too! Maximum speed: 65kph.
Bear: Affordable and functional for most situations. The Bear has good
all around specifications and is not too expensive. A great choice when
starting out.
Flex Suit: A lightweight defense suit, still in use by light infantry units
on Tech Level 4 planets and lower. The impact layer is constructed of
1cm thick flex steel. It is light and highly maneuverable. The flex suit
offers a 50 point absorption polymer system. It does have one major
drawback. The unit is very susceptible to electrical based attacks and
this attack form does double damage to absorption polymers.
Gladiator: The most sought-after body defense suit on the market. This
unit is superb if you want to get up close and trash things. It doesnt
have great threshold, but it makes up for this with an unbelievable
absorption rating, unprecedented in its class. It is probably the best
anti-pulse armor on the market. 8 Arm rockets are included in the cost!
It is the favorite of Ram Pythons everywhere.
Street 3: This suit is quite usable and the owner has a chance of surviving a burst of automatic weapons fire. It is quite heavy though.
D2: Designed by Galactic Defense Contractors: The D2 is light and
highly maneuverable. It has excellent specs and is considered one of
the best all-around buys.
Kodiak: Trades a little threshold for a lot of absorption. This unit is
designed for medium intensity combat situations. Kodiak can withstand
several direct hits from most pulse weapons.
Streetwise: The most potent bulletproof clothing available on the market. It isnt as cumbersome as its predecessors, and it has enough
absorption to ensure survivability.
MX-4: The newest combat suit on the market. The MX-4 is designed to
defend against Omega weapons. The special absorption polymers
reduce the effects of sonic attacks. All concussion based attacks do 1/2
damage to the polymers.
Mesh Suit: Designed with intermeshing layers of armor and absorption polymers, of which there are two layers each. The Mesh Suit is definitely worth the money.
Tri-Mesh: Incorporates flex steel, TS-3 absorption foam, and special
absorption polymers in a six layer configuration. Tri-mesh was fielded
in 2150 and is still widely used. This suit has a great threshold rating,
but the absorption configuration is even better!
Heavy armor uses servos to drive the suit, which is the primary difference between it and normal armor. Heavy armor is not affected by certain weapons types. Personal archaic powder weapons do no damage
while lasers do 1/2 damage. All heavy armors have a threshold of 7 or
greater, and are environmentally contained.
Assault Armor: The first generation assault armor was a big step in
creating the unkillable soldier. This unit is constructed of thin layered
Heavy Armor
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
109
6 ARMOR
gauze-steel plates and incorporates the latest in absorption defense
polymers. Assault armor is only 1.25 cm thick. This unit is designed for
close proximity combat. It has a 22 point damage threshold and can
absorb up to 300 points of damage. It is absolutely perfect for you get
up close and waste em types.
MBA: There is nothing like it! MBA stands for Mechanized Battle Armor.
This armor utilizes the state of the art in body defense systems. The
design is top secret and no one knows how to recreate it. Mechanized
Battle Armor is currently only available to the Galactic Storm Troopers.
It utilizes look-n-shoot technology and it is environmentally contained.
This suit comes with multiple weapons systems (choose 100,000cr
worth) and has an unprecedented threshold rating of 35. It can absorb
an unbelievable 700 points of damage! Check the Black Market if you
are serious about picking up a suit.
Dreadnought: Top secret; not even available yet.
Specialized Armor
AKMH: Matched to the low line AKM series armor. The AKMH will stop
approximately 5 rounds before the owner gets his brains scrambled.
TDA (Target/Data Acquisition Helmet): Provides ranging and lead
angle data for targets. All data is visual and audio. The voice command
activation sequence adds a +15% modifier to attack rolls. The TDA uses
an infrared targeting system. Off-world types should invest the money to
buy one of these.
DH-1 Defense Helmet (OPEN FACE): A great defense helmet for its
time. It has a fair threshold rating and a commo range of 10km.
ES-3: The standard space suit. The oxygen tank has an 8 hour supply.
An additional tank can be carried. Comes with an AKMH Helmet.
Shalkon Helmet: Trades threshold for absorption. The commo module is relatively strong, with a 20km range.
BES: The Battle Environment Suit is the only suit, aside from the MBA,
which has been designed for all purposes. It is fully self-contained, and
has an oxygen (or methane) tank that holds a 10 hour supply. It is protected by a 5 point threshold and any weapons hit that penetrates the
tank only has a 15% chance to rupture it per point of damage sustained.
Comes with an AKMH helmet.
Mazian Armor: Mazian wear special baggies for armor. To determine
the cost, choose any listed modern armor of threshold 4 or less (treat
as size class 1) and reduce the price by 20%. The actual value of a baggie is much less than what a Changeling pays for it, but those are the
breaks of living in a capitalist universe! Mazians can not wear heavier
armor unless it is mechanized. A mechanized suit can be made into a
mini-tank. This armor allows a Mazian to move quickly (30kph) but at
the cost of not being able to change shape. Thus a Mazian in a tank can
not ooze or change.
Helmets
Unless otherwise stated, all helmets are assumed to have a commo
module range of 10km.
Kevlar 3 (OPEN FACE): First fielded during the Mongoloid Invasion
of 2001. This relic cant stop a bullet from a Colt Anaconda, though if
you cant afford a real helmet, it will do. No communications unit.
110
BATTLELORDS
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DH-2 Shock Helmet: Produced in the latter part of the 21st Century.
It can take a heavy weapons hit without the owner getting trashed. The
DH-2 is a big improvement over the DH-1. The headset has a range of
15km.
Deshard: Designed by Jean-Luc Deshard for the Balshrom
Corporation. This brain bucket is good for stopping most laser attacks
and youve got better than a 50/50 chance to survive a blast from a low
line pulse cannon. It is considered an upper class defense helmet.
Deshard S: Another in the Deshard line from the Balshrom
Corporation. This unit adds a +40 modifier to SMRs vs sonic attacks.
Shalkon MS: Combat soldiers needed some means to protect themselves from mental attack forms. The Shalkon Corporation developed
HELMETS
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
111
6 ARMOR
the first such helmet. This unit adds a +35 modifier to SMR rolls vs
mental attack forms. The commo module has a range of 25km.
ARMOR OPTIONS
OPTION
Jousen 3: The best mind screening helmet on the market. The Jousen
provides a +50 modifier to SMR rolls vs mental attack forms.
Tri Mesh: It can take a solid hit. The Tri Mesh combat helmet comes
with a 1hr oxygen supply. This helmet is atmospheric contained.
MBA: The best, but you pay through the nose for it. The commo module range: 45 km. A built-in ECM unit produces a -30 modifier vs electronic lock-on. The MBA is environmentally contained.
Goliath: The epitome of defense helmets! The Goliath incorporates a
mental screen and sonic technology into one helmet. It provides a +45
modifier to both SMR rolls. The Goliath is environmentally sealed and
the commo module has a range of 40km.
SIZE
ENC
Ablative Liner
.25
.2
250
AMM
3.0
25,000
Anti-Plas Generator
10
75,000
Anti-Grav Belt
7.0
(-40)
75,000
Anti-Magnetic Generator
5.0
25,000
Arm Rocket
0.5
.5
1,000
Auto Injector
0.5
.5
3,500
BMH (basic)
10
1,500
BMH (look-n-shoot)
10
35,000
Camouflage Unit
3,500
Carrying Case
(1/8)
10,000
Corrosive Protection
1,000
Cryo Option
.25
.5
25,000
Displacement Device
10
75,000
Drop Bag
10
5,000
2.0
2,000
Environmental Containment
1,400
Flotation Device
8.0
2,000
Flux Shield
20
12
150,000
Gills
2.0
2,500
Grappling Hoist
5.0
1,500
Grenade Launcher
3.0
5,000
Gyro Stabilizer
1.0
2,000
Heavy Belt
4.0
(-75)
125,000
Hover Jets
7.0
60,000
Infrared Dampener
3.0
4,500
Infrared Discriminator
1.0
15,000
Insulation (EMP)
0.2
20,000
2.5
1,000
40
35
35,000
Jump Pads
3.0
10,000
7.0
20,000
10
30,000
Missile Rack
15
30,000
Oxygen Supply
10
750
Power Rack
15
15
34,000
Protection (absorption)
Protection (plating)
QSU
Rad-Liner
Radar
Reflex Missiles
112
BATTLELORDS
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COST
.25
.1
150
1/2 unit
1/space
250/space
2,000
250
3.0
60,000
10,000
Search Light
3.0
500
Skalers
2.0
2,000
Smoke Generator
6.0
3,250
Suicide Bomb
3.0
40,000
Talons
1.5
5,000
Thermal Generator
6.0
30,000
ARMOR OPTIONS
High-Tech Armor Options
Ablative Liner: This is a thin lining designed to protect against lasers.
Normally lasers burn straight through the absorption rating of armor.
A-liners are inserted between the armor and its absorption polymers.
When a laser beam strikes the liner, it acts as an insulator and the
lasers heat burns it instead of you. In effect, it works like the normal
AR of a body defense suit but acts only against lasers and flamethrowers. A-liners stop flamethrower damage on a point for point basis. A-liners use 1 space per 4 points of protection.
AMM: Fires anti-missile missiles that are designed to take out incoming missiles. The cost is for the radar tracking unit itself. The unit is
attached to the shoulder. Each missile costs 2,500cr and has a 20%
chance to hit an incoming target. Carries 10 missiles.
Anti-Plas Generator: This device is strapped to the utility belt
(abdominal section). The generator reduces plasma attacks by 10
points.
Auto Injector: Once the armor wearer is wounded, the Auto Injector
injects a BRI (standard or massive, depending on the extent of injury)
into the user. The system will not inject BRIs if the patient has broken
bones or other problems which can be aggravated by the use of bris.
The Auto Injector can hold a maximum of 6 bris, which must be purchased separately. It is mounted to the thigh.
OF THE
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6 ARMOR
ECM: Characters can have electronic counter measures built into their
defense suits to reduce the chances of electronic lock-on. The cost is
per 01% of ECM modification. A maximum modification of 50% can be
achieved.
Environmental Containment: Seals the suit from the outside environment to protect against chemical and biological attack forms. It
does not include its own air supply, but includes waterproofing. Can be
used in place of a spacesuit for very short periods of time (2-8 rounds).
Flotation Device: Similar to the drop bag, but mounted in the lower
abdominal section of the armor. The bag is much smaller and will not
help a falling victim, but will serve to keep someone in armor afloat.
Flux Shield: The Flux Shield Generator is the most powerful protective
device available in the 23rd Century. The flux shield completely blocks
out the effects of archaic powder weapon attacks and takes half the damage of laser attacks(other attacks affect it normally). A flux shield surrounds the wearer a few millimeters above the surface of their armor. An
undamaged flux shield has 100 points of protection. It recharges at a
rate of two points per hour and is mounted to the chest. The flux shield
contains enough energy for 60 minutes of continuous operation.
Provides a +20 to EMP SMRs.
Gills: Gills are a helmet option. They extract oxygen from water, allowing an individual to breathe while submerged in water.
Grappling Hoist: This device is fired from the chest section of body
armor upon vocal command. The Grappling Hoist uses 100m of Super
Flex line, attached to a titanium steel arrow head. The arrow tip imbeds
itself in a solid object and the hoist mechanism then raises or lowers
the owner at a rate of 1m per second. In desperate situations, the device
can be used as a weapon. The tip inflicts 2-8 points of damage, and has
a 50% chance to strike someone out to 30m.
Hover Jets have an altitude ceiling of 2,000m and a maximum encumbrance of 350. They can fire for 30 minutes before needing a recharge
(recharge cost: 50cr). They are mounted to the persons calves.
Infrared Dampener: Reduces the chance to be detected by infrared
emitting sources by 30%. It is a permanent armor option that is built
into the chest of the defense suit.
Infrared Discriminator: This device detects the relative heat differences between living objects. A built in mini-computer then cross references the thermal signature and relative size to determine what type
of creature is being scanned. The system has a 95% chance of successful determination against all known creatures, and has a maximum
range of 250m. This system is a helmet option. It can function continuously for 4 hours.
Insulation (EMP): EMP insulation protects body armor from the
harmful effects of electromagnetic pulses. The insulation is 100% effective (giving the armor an EMP SMR of 100). This option is built directly into the armor lining and is permanent.
Internal Food Processor: Sometimes referred to as the automatic
MRE, the internal food processor injects the wearer with a nutritional
supplement at preset intervals of time. This allows soldiers operating in
hostile atmospheres to eat without removing their helmets. The processor can hold 60 units of food. It is mounted anywhere on the body.
Jet Pack (T-5): The jet pack allows the wearer to fly for short distances. The ion powered pack puts out up to 500 newtons per square
centimeter of thrust. Turning is accomplished by firing the control
thrusters. The T-5 can climb at 17m/s and dive at 30m/s. It has a maximum speed of 240kph. The pack can fly continuously for 3 hours. A
weapon can be mounted to the steering bars. Chest Mount.
Gyro Stabilizer: Reduces the kick generated when weapons are fired
on automatic. The penalty for automatic fire is halved. Arm mount.
Heavy Belt: A more advanced version of the anti-grav belt, which
reduces encumbrance by 75, instead of 40. Cannot be used simultaneously with an anti-grav belt or another Heavy Belt.
Hover Jets: Allows the wearer to hover or move vertically in the air.
114
BATTLELORDS
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Kinetic Energy Shield: The generator creates a force shield that surrounds the body. The electromagnetic field reduces the effects of kinetic based attacks by five points per attack. The field gives off a bright purple light which can be detected at great distances. It can function continuously for up to 15 minutes. Mounted to the chest or abdomen.
Magnetic Deflection Generator: Generates a magnetic force field
which deflects incoming metal projectiles. The MDG has an 85%
chance to deflect any non-anti-tank metal projectile. This unit cannot be
worn with an anti-magnetic generator. Chest Mount.
ARMOR OPTIONS
Missile Rack: This platform is mounted on the shoulder of a suit of
body armor. The rack has a ten missile capacity (reflex or heavy missiles) and utilizes a recoil suppression system to reduce the effect of
back blast. The rack increases the missiles chance to hit by 10%. It
takes up 2 units of arm space and 20 units of chest space.
Oxygen Supply (8 hour): This option provides an 8 hour oxygen (or
methane) supply for the person wearing the suit. Requires environmental containment.
Power Rack: A more advanced version of the missile rack. This rack
can carry Spartan anti-tank rounds as well as reflex and heavy missiles.
It raises the chance to hit by 17%. Functions like a standard missile
rack.
Protection (absorption): Absorption polymers may be added to
body armor. They take up .25 units of space per point added and have
an encumbrance value of 0.1.
Protection (system plating): Armor plating may be added to protect
sensitive systems, like armor options, from damage. The plating takes
up 1/2 the total space for the unit. System plating reduces the chance of
destruction by 40% and costs 250cr per unit of space required.
Encumbrance: 1 per unit of space required.
Quick Sealant Unit: This system secretes Liquid Iron to fill tears and
holes in body armor. The QSU is capable of repairing up to 35 points of
armor integrity. Another version of this system can be purchased to seal
the tears in an atmospheric liner. The QSU is 85% effective. It is built
directly into the armor. Refills cost 100cr.
Rad-Liner: Radiation liners provide protection from exposure to
harmful radiation. Confers a +75 modifier against radiation SMRs.
voice control must be pretuned to the owner so as to avoid Hey suction cups, Release!
Smoke Generator: Automatically dispenses smoke when the wearers
armor is struck by high intensity light, such as lasers. The smoke
spreads at a rate of 4m per second in all directions. Can also be turned
on manually to provide visual obscurement. Center Spine Mount
(chest).
Suicide Bomb: If youre going to go, they should be polite enough to
join you . . . This device is a favorite of Phentari, who consider it to be
the ultimate dis (disrespect!). At the epicenter (the center of explosion), the suicide bomb inflicts 2 HP of damage. The damage yield
decreases by 1/2 per 05m of distance. It mounts to the rear of ones helmet and must be activated by a code which is punched in on a wrist
band.
Talons (Retractable): Voice activated titanium steel talons spring
from the back of each hand and inflict 2-12 points of damage per hit
and reduce armor integrity by 1 point. Hand Mount (arm).
Thermal Generator: Creates false thermal images. The mini-computer can be programmed to produce a variety of infrared images, up to
size class 8. It is 85% effective. The computer can also be used to
enhance the signature of infrared emitting devices by 25%. Abdominal
Mount.
Note: Only one field-generating armor option can be functioning at any one time. These include anti-plas generator, antimagnetic generator, flux shield, kinetic energy shield, magnetic deflection generator, and thermal generator. You can mount
as many as space and encumbrance permit.
Radar (360 degree): This system can track up to 50 targets simultaneously, on the ground or in the air. The range is 10km and effectiveness is 125%. It is a helmet option.
Reflex Missiles: Heavy missiles mounted on the shoulder section of
body armor. These weapons are thought activated and follow the electronic signature of the target. Once fired, they home in on the target and
need no further guidance. Reflex missiles have an 85% chance to hit the
target at all range brackets. They have an effective range of 800m and
do 6-36 points of explosive damage. Enc and Cost are for one missile.
Search Light: Mounted on the helmet. Search lights generate a powerful cone of light out to 300m. The cone is 10m wide at the end. Search
lights add +50% to nighttime sighting checks within 50m. Assume a 1%
reduction per 5 meters beyond the 50m. All detection attempts against
individuals wearing active search lights are increased by 100%.
Skalers: Pneumatic suction cups, attached to the hands and feet (2
units each). They allow the wearer to ascend or descend smooth surfaces. Skalers dont function well on rocky or rough terrains, as a good
seal is required for the cups to function. The suction pumps are activated by voice control. The suction itself is driven by small pumps. The
BATTLELORDS
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TWENTY-THIRD CENTURY
115
116
BATTLELORDS
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TWENTY-THIRD CENTURY
CHAPTER 7
IN THIS CHAPTER
Range Brackets
Weapon Tables
Weapon Descriptions
Equipment Tables
Equipment Descriptions
Computer Systems
Cybernetics
Modifying Your Character
Rent-A-Skill
OF THE
TWENTY-THIRD CENTURY
117
SS
ROF
DAM
IR
ENC
COST
10
Axe (hand)
55
15
35
1/2
1-6
Axe (throwing)
60
50
00
12
35
1/6
1-6
24
Bow (compound)
70
60
50
40
20
00
-10
32
1/6
var
var
10
150
Bow (long)
70
60
50
20
10
-10
25
1/6
var
var
70
Bow (short)
70
60
35
05
-30
20
1/6
var
var
25
Club
75
12
50
1/2
2-7
0.7
Crossbow (light)
75
65
55
25
05
-20
40
1/6
1-6
var
55
Crossbow(heavy)
75
65
55
30
15
-05
-30
45
1/12
2-7
var
12
110
Dagger
50
02
100
1-4
Dagger (throwing)
65
45
-10
100
1/3
1-6
15
Doka
65
08
65
1/4
2-8
12
Dossien
60
30
30
1/2
1-6
10
Flail
65
12
95
1/3
2-8
20
Ioken
70
55
25
-05
-25
50
3/12
2-12
20
85
40
1/3
2-12
700
Muadirg
Special
Ptfaang
85
25
55
1/3
1-8+
10
70
Quabal
70
65
40
-10
70
1/6
2-12
350
Skil
80
60
25
00
02
50
1-3
200
Spear
80
25
50
1/3
1-8
Sword (broad)
65
45
85
1/3
2-8
30
Sword (long)
75
35
65
1/3
1-8
56
Sword (short)
60
30
70
1-6
40
Sword (two-handed)
85
15
100
1/4
2-12
15
80
Toma
95
35
30
1/3
3-12
500
COST
MN
SS
ROF
DAM
ENC
TYPE
65
55
40
10
-20
-50
98
100
1-6
40
75
70
65
20
-15
-50
99
100
2-7
100
70
60
55
25
05
-30
99
100
2-8
130
68
55
40
05
-30
98
100
2-8
220
68
60
50
20
-10
-50
100
100
3-9
245
Colt Anaconda
65
55
35
20
10
-20
100
100
13+1
4-10
425
Beretta 9mm
78
68
60
35
25
-15
98
100
15+1
1-6
675
IMI Eagle
75
65
58
35
10
-30
99
100
9+1
2-8
800
MN
SS
ROF
DAM
ENC
COST
Galil A.R.
70
60
40
30
-20
99
100
30
1-6
300
AK-57
77
65
55
30
05
-05
-20
99
100
30+1
2-8
450
M-16A3
80
70
60
40
30
05
-20
96
97
30+1
2-8
500
TK-7A
82
70
60
45
35
25
15
05
98
100
20+1
3-12
10,000
105
95
88
77
33
25
15
-05
97
100
11+1
4-24
12
15,000
Barrett 82
MN
SS
ROF
DAM
ENC
COST
IMI Uzi
TYPE
80
70
60
35
10
-30
99
100
32
1-6
350
Thompson
63
55
25
00
-35
94
99
50
2-7
375
MP5
75
65
55
40
20
05
-20
96
100
30
1-6
600
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BATTLELORDS
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WEAPONS TABLES
ARCHAIC POWDER WEAPONS - SHOTGUNS pg.125
TYPE
Ithaca
95
60
(slug)
80
55
100
85
Remington M870
(slug)
Masral 12g
MN
SS
ROF
DAM
ENC
COST
-10
98
100
4+1
3-12
10
150
30
-20
72
05
-35
10
200
60
35
15
97
65
-10
-45
11
550
11
7000
(slug)
83
50
30
-10
-30
Pancor
90
75
40
20
-20
(slug)
90
65
50
30
10
3-9
97
100
5+1
3-12
2-7
95
100
5+1
2-12
100
95
12
3-12
3-9
3-9
MN
SS
ROF
DAM
ENC
COST
M-60
80
60
50
40
25
10
-05
-25
97
100
250
3-12
17
3,500
PK
84
62
45
33
23
05
-10
-20
95
100
150
3-12
12
5,000
LTX-311
80
65
55
33
10
-05
-20
-40
100
100
12
500
2-8
26
15,000
MN
SS
ROF
DAM
ENC
COST
Mirchaum SSLU
75
65
55
30
00
98
52
2-7
200
OLC-Pistol
75
72
70
60
25
93
55
10
1-6
400
BS-2
78
68
60
45
20
98
85
10
2-7
800
Savage-B
75
73
70
60
55
25
-20
99
90
15
2-8
12,225
MN
SS
ROF
DAM
ENC
COST
M16-L Rifle
TYPE
75
75
72
64
58
10
-10
98
92
30
1-8
5,000
77
75
71
65
60
25
00
-15
95
97
30
2-8
5,570
75
75
70
67
60
40
15
00
99
100
50
3-12
18,500
70
68
60
55
50
30
10
-05
96
99
50
2-12
11
25,000
Arrow LOSN
100
95
90
85
80
75
48
30
100
99
30
3-12
11
25,000
Shalkon Carbine
80
76
70
67
20
00
99
94
2-12
10
40,000
Alpha 2
85
85
80
75
70
50
20
10
98
98
100
var
12
50,000
Beta 3
85
85
82
78
75
50
30
20
99
99
100
var
15
80,000
Falcon XR-7
92
90
85
80
75
42
25
10
97
97
150
2-12
20
200,000
Calsham 4
90
90
88
85
80
75
50
35
100
100
50
4-16
14
500,000
MN
SS
ROF
DAM
ENC
COST
PC-3
TYPE
85
15
-30
98
55
25
3-18
17
16,500
PC-6
65
32
00
-50
98
70
25
3-18
22
18,000
M-20 Blaster
77
55
20
00
-30
97
85
25
4-24
20
20,000
75
45
25
-10
-40
95
85
25
5-30
18
25,000
RP-4 Masher
82
72
10
-20
-55
97
85
25
5-30
22
50,000
Vector 1
85
65
40
20
00
-20
-40
95
90
50
3-18
13
80,000
Vector 4
89
70
50
25
05
-15
-30
-50
99
94
50
4-24
17
200,000
Mentar-A3L
80
52
30
-05
-30
-60
95
88
50
6-36
20
250,000
BC-Terminator
89
68
45
25
05
-20
99
98
120
var
20
1.0M
M-80 Defender
80
65
50
40
15
-25
-45
99
90
100
5-40
20
3.8M
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
119
MN
SS
ROF
DAM
ENC
COST
OC-1
70
30
00
-55
93
88
25
4-24
15
35,000
Balshrom FC
75
40
10
-40
97
92
25
4-24
16
42,000
Valley Green OX
70
45
15
-30
-50
97
90
25
5-30
20
55,000
Able 3
85
55
30
-10
-40
97
94
25
6-36
17
100,000
Viper XM1
90
80
30
05
-30
-50
98
94
50
3-24
20
275,000
Cobra XM2
95
70
25
-05
-30
-45
99
99
50
4-24
20
325,000
Python XM3
80
40
20
-20
-50
97
98
50
6-60
25
1.0M
Devastator
90
60
30
00
-45
99
99
50
8-80
22
2.0M
MN
SS
ROF
DAM
ENC
COST
BC-Render
TYPE
90
90
80
40
-30
99
92
1/3
20
10
20,000
BC-Shredder
85
80
70
15
-40
99
95
1/3
40
40,000
TR-9B
90
90
70
30
-10
-40
100
100
1/3
30
10
95,000
Parabellum
90
88
77
25
-05
-30
100
100
1/3
25
10
200,000
MN
SS
ROF
DAM
ENC
COST
Stick Gun
TYPE
70
60
25
-10
-30
94
78
1/6
var
30,000
Deliverance
80
72
55
40
10
-05
-25
97
95
1/3
10
var
49,000
Magnatron
87
75
60
55
34
15
00
-20
99
96
1/3
10
var
10
70,000
Carousel
80
68
52
30
15
-03
-18
96
96
1/2
20
var
15
100,000
ENC
COST
COST
Absorption Destroyer
TYPE
.5
7,000
Acid
.5
800
.5
11,000
.25
200
Audio/Visual Broadcast
Dummy Round
ENC
COST
TYPE
Infrared Strobe
TYPE
.5
2,500
Smoke Generator
.5
350
Position Broadcast
.5
900
.5
5,500
Radar Enhancement
.5
300
UV Strobe
.5
5,000
Shaped Charge
.5
3,500
DAM
ENC
COST
MN
SS
ROF
Neutralizer
90
20
90
40
-40
95
49
1/6
20
4-24/1-8
25,000
10
-30
99
75
1/3
20
4-24/3-12
Majestic
95
45,000
45
05
-25
98
85
1/3
40
4-24/3-18
Majestic 2
97
60,000
50
15
-20
99
90
1/3
40
4-24/3-18
70,000
MN
SS
ROF
DAM
ENC
COST
Balshrom Duster
90
80
30
-05
93
85
1/3
25
20-80/10-40
125,000
Gashil
105
40
05
-50
98
98
1/3
25
20-80/10-40
110,000
Americas
90
60
40
00
-50
100
97
1/3
25
40-160/20-80
10
0.5M
Rommel
90
50
00
-50
100
100
1/2
50
80-320/40-160
14
2.5M
COST
MN
SS
ROF
DAM
ENC
Taser
TYPE
70
05
99
90
2/3
20
stun
1,000
Energy Mace
65
100
100
1/3
3-12
50,000
Light Sword
75
100
100
1/3
2-12
60,000
120
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
WEAPONS TABLES
FLAMETHROWERS pg.131
1
MN
SS
ROF
DAM
ENC
A-2
TYPE
110
70
30
-05
DUR MAX
5
35
100
99
10
2-12
COST
500
ME2E1-9
105
80
55
15
-35
10
75
96
97
100
var
20
2,500
ME2E1-9B
120
100
60
40
-10
10
60
94
97
50
4-16
20
4,000
Blazer
100
90
60
40
05
15
120
100
100
100
4-16
10
7,000
DUR: Denotes the maximum duration of flame in seconds. After this time the flamer must cool for 3 sec.
MAX: Denotes the maximum range of the flame in meters
2) 51-150m
TYPE
3) 151-250m
4) 251-500m
5) 501-1,000m
6) 1,001-2,000m
7) 2,001-3,500m
8) 3,501-5,000m
MN
SS
ROF
DAM
ENC
COST
Bazooka
80
70
10
97
97
1/60
10-60
15/5
9,000
LAW
83
60
40
10
00
95
98
10-80
1,500
RPG-7B
84
74
50
25
99
100
1/15
10-60
10/3
TOW
95
85
75
60
40
20
10
-25
99
95
1/60
3-12HP 85/20
5,700
60,000
Figlini
97
82
75
62
30
10
-10
99
100
1/45
4-16HP 60/10
80,000
Bonoir
102
100
97
80
70
50
37
10
100
100
4/30
6-36HP 14/6
250,000
HAW-4
94
92
85
70
60
50
10
-08
100
100
1/90
8-48HP 90/10
300,000
MN
SS
ROF
DAM
ENC
M-203
TYPE
75
75
50
20
00
99
98
1/3
var
400
M-75
80
75
55
26
00
100
100
1/2
var
3,500
M-L50
85
85
60
30
00
-45
100
98
1/3
var
5,000
Turbo Plus
80
78
65
25
-05
-50
98
97
12
var
10
50,000
DAMAGE
ENC
COST
GRENADES pg.132
TYPE
COST
MINES pg.133
DAM
ENC
COST
M-75 (frag)
1-4/2-12
50
Bouncing Betty
P, T
2-8/1-6
220
M-85 (frag)
1-6/2-12
75
Claymore
E, T
2-12/3-18
150
M-95 (frag)
2-8/2-12
135
Claymore 3
E, T
3-18/3-18
500
Plasma Grenade
4-16/3-18
1,000
E4
4-16 HP
20
17,000
Super Plasma
4-24/4-24
5,000
Light Mine
P,R
Special
450
Plasma Seduction
6-36/8-48
20,000
Plasmore
P-4
2-8/2-8
150
T-3
Special
4,000
Chemical
70
CS-7
M-80
M-90 (concussion)
Omegaton
Smoke
50
1-4/3-18
150
TYPE
DETONATOR
Sonic
E,P
4-24/4-24
5,000
P,R,S
Special
3,000
P,R
Special
500
COST
Tangler
EXPLOSIVES pg.134
3-12/60-360
50,000
DET
UNIT
DAMAGE
ENC
M-202
2-5/2-9
200
Dynamite
F,E
Stick
2-24
400
M-205
1-4/2-9
150
C-4
E,R
Block
4-48
2,000
Jellnite
R, E
Tube
10-100
8,000
Nitro-7
Vial
40-160
.5
10,000
Villanite
Block
50-300
.5
8,000
TYPE
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
121
DETONATORS pg.134
TYPE
ENC
COST
100
Multi-Step
Pressure (P)
75
Radio (R)
200
Sonic (S)
500
Tripwire (T)
20
100
Fuse (F)
AMMUNITION/ACCESSORIES pg.135
ITEM
UNIT/#
ENC/UNIT COST/UNIT
Arrow (normal)
Quiver/20
Quiver/20
20
Quiver/20
100
Bolt (normal)
Quiver/20
10
Quiver/20
35
Quiver/20
120
Bird Shot
Box/50
00 Buck Shot
Box/50
10
12 Gauge Slug
Box/50
15
10 Gauge Slug
Box/50
20
.22 cal
Box/50
.38 cal
Box/50
.357 Magnum
Box/50
12
.44 Magnum
Box/50
15
.44 cal
Box/50
.45 cal
Box/50
12
.48 cal
Box/50
25
.50 cal
Box/50
45
5.56 mm
Box/50
7.62 mm
Box/50
9 mm
Box/50
12
50
300
shot
shot
20
backpack
incl.
05% weapon
w/weapon
cost
shot
10
Disruptor Clip
500
Flamethrower Refill
100
Incindiary
x7
Hollow Pioint
x2
Mercuric
x20
Bipod
20
Silencer
300+
122
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
Axe (hand): Archaic weapon used to cut wood. Less than 40cm in
length. It doesnt do much damage, but it is cheap.
Axe (throwing): During the middle ages, individuals on the planet
Earth experimented with the concept of a throwing axe. The weapon
maker balanced it, placing the fecund within 8cm of the blade. It is a
good weapon at close range. Throwing skill modifies the chance to hit
with this weapon, not an Archaic Hand skill. Effective Range: 25m.
Bow (compound): With the advent of technological revolution in the
early 1900s, the normal bow was heavily altered to this type of design.
The compound bow operates with a mechanical pulley system. The
drawstring tension is heavy, making the weapon quite powerful.
Effective Range: 330m.
Bow (long): An improved version of the bow. The body is longer, usually around 1.2m, providing for greater drawstring tension. The
increased tension greatly enhances the range of this weapon. Long bows
are the favorite weapon of pre-industrial cultures. The disadvantage
when compared to the short bow is that the user is more vulnerable
when firing the weapon. Effective Range: 200m.
Bow (short): A favorite weapon of many primitive cultures on Earth.
The bow was used primarily as a hunting weapon and is a favorite of
many assassin types. There exist a wide variety of attachments that
improve the accuracy of this weapon. Effective Range: 150m.
Club: A heavy stick, usually thicker on one end than on the other. Also
called a cudgel. A spike can be added to increase damage yield by 2
points.
Crossbow (light): A reinforced bow that is fixed transversely on a
stock. The string is released by a trigger mechanism. Crossbows fire
once every 2 full actions. Effective Range: 250m.
Crossbow (heavy): A heavier version of its smaller cousin. Better
range and damage yield, but slower. Effective Range: 400m.
Dagger: A small bladed weapon used for cutting or stabbing. Initiative
Modifier: -1.
Dagger (throwing): A version of the dagger which can be thrown.
Uses Throwing skill, not Archaic Hand skill. Effective Range: 20m.
exposing the hidden barbs underneath. The Phentari strikes with the
weapon, aiming for the midsection, and upon penetration pushes the
button, opening the shelin. The blades gouge out the internals of the
victim, making the Phentari happy (additional 1-4 points)! Resetting the
Ptfaang takes 1 full action.
Example: The Phentari attacks a Gen-Human and the Ptfaang strikes the
arm. He chooses not to open the shelin. The weapon does spear damage, 1-8
points. On the next attack, he strikes the Gen-Human in the abdominal region,
then releases the fan mechanism. He does 1-8 points of damage plus an additional 1-4 points of twisting damage.
Quabal: Quabals are impact explosive shuriken-like devices. They can
be thrown up to 1/3 of ones strength in meters. Quabals do 2-12 points
of concussion damage. Fragmentation damage is negligible. Quabals
can only be purchased on an Eridani planet or on the Black Market.
One is tempted to ask the question: If Eridani are so honorable, why are
they carrying these lovely items? Use Throwing skill for this weapon.
Skil: The Phentari equivalent of a ballistic knife. A button is pressed on
the base of the shaft, firing the blade. It is quite powerful and easily concealed. A Skil can also be used as a normal knife.
Spear: Put a dagger on the end of a pole and you have a spear. Crude
but effective.
Sword (broad): A medium weight sword with a wide, flat blade. It is
normally about 70cm in length.
Sword (long): A longer version of the short sword. It is slightly thinner and has a better parry rating.
Sword (short): A light weapon, about 50cm from pommel to tip. The
short sword was most notably used by the Roman legions during the
time of the Roman Empire.
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
123
Pistols
Smith and Wesson .22: Not very powerful or accurate. It is, however, easily concealed. Best used for shooting Shukaren moon geese.
Effective Range: 230m.
Police .38 Cal.: Widely distributed to the police forces in the latter
part of the 20st Century. The .38 has a smooth profile with a swing out
cylinder. It can be purchased with varying barrel lengths from 6-18cm.
Each additional 3cm of barrel adds a 01% increase to attack rolls and
costs 75 credits. Effective Range: 200m.
Colt Python .357 Magnum: A fantastic weapon in its day! The loud
concussion response makes the .357 Magnum intimidating. It can be
purchased with variable barrel lengths from 10-16cm. Each additional
3cm of barrel adds a +01% modifier to attack adjustments. Additional
length costs 25cr per cm. Effective Range: 220m.
Derringer .44 Cal.: This small, two shot wonder was commonly
called the Saturday Night Special in the 20th Century. The weapon is a
mere 15cm in length and is a favorite of assassin types. The Derringer
packs enough power to stop a Gen-Human. Effective Range: 145m.
Rifles
Galil Assault Rifle: A product of Israeli brilliance. The Galil was first
produced in the late 1960s. It uses NATO standard 7.62mm ammunition and is great for short range engagements. The system utilizes an
integrated bipod which also functions as a pair of wire cutters. The Galil
fires 12, 30, and 50 round clips. Effective Range: 150m.
AK-57 Automatic Rifle: A light weight assault rifle. The AK-57 was
used predominantly by Soviet Bloc forces during the 20th and 21st
Centuries. Its progenitor was the AK-47. The AK-57 seldom jams. It has
a good muzzle brake and uses a standard 30 round, 7.62 caliber magazine. Effective Range: 385m.
Colt M-16A3 Rifle: The original design was developed by Eugene
Stoner in the late 1950s, with modifications made through the 1980s.
Used extensively in the Mongolian Incursion. This weapon fires 3 round
bursts or single shot to conserve ammunition. It was designed to engage
targets within 300m range, but is fairly accurate out to 460m. Magazine
Sizes: 20 or 30 round 5.56mm ammo.
Barrett 82: Another excellent sniper weapon of the late 20th and early
21st Centuries. The heavy recoil is reduced by an innovative muzzle
brake. The Barrett comes with a bipod built into the forward section of
the stock. It uses .50 caliber ammo for you types who are interested in
124
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
Submachine Guns
IMI Uzi: Designed for the Israeli army. The Uzi is a small weapon with
a folding or removable stock. It is normally just over 60cm in length;
this decreases to only 40cm without the stock attachment. The Uzi uses
9mm ammo and is fairly accurate at short ranges. It was mostly used by
light infantry units and long range patrols. It is worth the investment.
Effective Range: 240m.
Thompson .45: Affectionately called the Tommy gun. Designed in the
early part of the 20th Century. The Thompson was first used by gangsters in the 1930s. It uses box or drum magazines. The box magazines
come in 20 and 30 round sizes while the drums hold 50 or 100 shots.
Drum attachments cost an additional 50cr. The Thompson is only accurate at short to medium range. It uses .45 caliber ammo, and it has a
questionable malfunction rating. Effective Range: 100m.
MP5: A handy and well made submachine gun. It is very accurate in
semi-automatic mode, but tends to overheat in full automatic (-04 to
malfunction rating). The MP5 can be purchased with a permanent
silencer attachment for 400cr above retail price. One can also purchase
an impact version of the MP5 which adds +1 to damage rolls. This costs
an additional 200cr. The short version has a pistol grip and is only
48cm long. This weapon is quieter than most when fired. It has an
effective range of 750m and uses 9mm ammunition.
Shotguns
Shotguns have double the threshold of the targets armor subtracted
from damage dice when using shot. This reflects the spread of the
weapon.
Example: Henry the Mutzachan fires at a Cizerack. The Cizerack is wearing
AKM armor. Six points are subtracted from damage results before the absorption is affected.
Shotgun hits reduce armor integrity by two points. Shotguns may
also be sawed off. Sawed off shotguns add a +20 to hit at range brackets 1-2, but cant be fired beyond range bracket 2. This also reduces
encumbrance by 3, and eliminates the snap shot penalty in range
brackets 1 and 2.
Ithaca Hammerless 10g: Developed in Ithaca, N.Y. at the end of the
19th Century. The breech cracks open forward and down. This weapon
is long, just over 85cm from stock to barrel. It uses a wide selection of
shot. The barrel has been known to explode on occasion. Effective
Range: 22m.
Machine Guns
If a machine gun is fired from the standing position, there is a greater
tendency for it to jam and its accuracy is reduced. The base percentage
chance to hit is reduced by 15 points and the malfunction number is
lowered by 07 points. Machine guns fired from mounts or tripods do
not incur an automatic fire penalty.
Belts of ammo can be linked together. The weight of 50 round belts
are given below.
Type of Round
Encumbrance
5.56mm
3
7.62mm
5
All machine guns can affect heavy armor, as they are considered
vehicular weapons. Machine Guns require Archaic Powder Gunnery
skill.
M-60 Machine Gun: Fires 7.62mm rounds. It was standard issue during the late 20th Century. There is nothing particularly special about this
weapon. It was available in most countries on the planet Earth after
1955 and is often mounted on vehicles. The unit comes with a bipod.
Effective Range: 1,100m.
PK: The Russian version of a light machine gun. Designed after World
War II when the Russians began using standard 7.62mm rounds. The
idea was that most infantry units engage targets at ranges less than
300m. The PK could engage targets beyond that range. It was designed
to fill a support role. Its malfunction number isnt the best. Effective
Range: 1,050m.
LTX-311 Chain Gun: Another unusual weapon that is powered by an
external electric motor. This unit is exclusively mounted to vehicles or
Ram Pythons. The 311 utilizes the independent action of a bolt feeder.
This weapon is extremely unlikely to jam and fires 12 rounds in a single second. Effective Range: 1,200m. Uses 5.56mm ammo.
Remington M870 12g: The finest weapon of its kind, with the possible exception of the Masral 12g pump action, double barrel shotgun.
The magazine holds 5 rounds, with an extra in the chamber. Extended
length magazines can be purchased; these hold 7 rounds. Certain modifications can be made to the 870, such as folding stocks, bayonet
mounts, etc. The 870 is reasonably priced for a generic model. It is the
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
125
BEAM WEAPONS
Lasers are long range weapons that do considerably less damage than
pulse or Omega weapons. They are powered by energy clips which contain a specific number of charges. It costs 5cr to recharge each shot.
Lasers are efficient against body armor. The beam is not affected by the
absorption polymers, unless special ablative liners are purchased.
Once a laser beam penetrates the threshold of an armor suit, it does
straight body damage. Laser beams dont diffuse much over distance,
but are limited in their sighting capabilities. Due to the shake matrix of
the weapons and the limitations of automatic, computerized, telescopic sighting, the stated ranges can not be modified. The most efficient
scopes have already been employed. Player characters can purchase
scope modifications such as infrared sighting to beef up their weapon.
The major drawback of lasers is that concentrated smoke diffracts the
beam and reduces damage yield by one half.
Clips for laser pistols cost 50cr. Clips for laser rifles cost 300cr.
Laser Pistols
Mirchaum SSLU: This unit is a 1 shot laser, consisting of a small energy cell and the laser itself. It fits in the palm of the hand of the average
Gen-Human. The powerful refractive system refines the beam. The
Mirchaum SSLU is easily concealed and is sometimes used by assassin
types. Effective Range: 85m.
OLC-Laser Pistol: This artifact was first tested in 2025. Experimental
lasers before this had been overly expensive to produce. The OLC was
the first functional weapon of its type. It would take roughly 6 shots to
kill a Python Lizard (by that time he has reduced you to component
atoms). Effective Range: 140m.
BS-2 Laser Pistol: Developed by the Balshrom Science Corporation.
Still widely used on the New Colonies and Tech Level 4 planets or lower.
The BS-2 is the standard weapon in most Rebel arsenals. The fast recycle time produces 2 shots per fire segment. It has reasonable malfunction and system shock numbers. Effective Range: 135m.
Savage-B: The state of the art in optics technology. The Savage-B has
incredible recycle time, firing 3 shots per segment. The Rexon energy
clip has 15 charges and there is virtually no chance of system malfunction. The Savage-B is compatible with the Rexon 4 energy cell for continuous fire situations (50 shots, 1,500cr). It is extremely accurate and
has a good damage yield. It is the preferred pistol of the Galactic
Marines. Effective Range: 550m.
Beta 3: The Beta has been on the market for just over 10 years. It is
another output adjustable laser and is a favorite of many light infantry
types. Damage output is the same as the Alpha 2 but the rate of fire is
doubled. UV laser. Effective Range: 1,230m.
Falcon XR-7: This is an attempt at creating a high speed multi-beam
laser with the body configuration of a rifle. The experimental multiple
phase coupler generates up to 5 beams per fire segment. The system
has been marketed by Marrson Optics Corporation. Take your chances.
UV laser. Effective Range: 1,300m.
Calsham 4: Uses a phase altering integrated enhancement system. The
beam attenuation problem has been eliminated. The Calsham 4 is capable of engaging targets at a range of 1,500m and does some serious
damage! UV laser.
126
BATTLELORDS
OF THE
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PULSE WEAPONS
PULSE WEAPONS
Pulse weapons are short range, high shock value instruments, primarily used by Assault Groups of the GDF. They fire accelerated plasma
pulses and utilize a fusion reactor which generates the power necessary
to facilitate weapons discharge. The plasma pulse is surrounded by a
magnetic bottle to keep the energy from dissipating. Pulse weapons are
heavier than lasers and are much more expensive. They do, however,
reduce things to rubble at close range. Pulse weapons are the preferred
weapon of the Python races. Body armor penetration reduces armor
integrity by 8 points. All pulse weapons are rechargeable at a standard
cost of 20cr per shot. Pulse weapons dont incur a penalty to hit when
firing at concealed targets, although the damage is halved (BM discretion). New energy backpacks for pulse weapons cost 05% of the
weapons cost.
PC-3 Pulse Rifle: With the advent of pulse technology, scientists
experimented with the use of energy plasma as a weapon. The first
problem was to isolate the plasma in a magnetic flux force field. This
was eventually accomplished with the invention of the T-chamber.
Another problem was that the weapons systems were too heavy to be
operated by one individual. Robert Thisalis developed the first inertialgrav system for practical use. The PC-3 is considered to have been the
first functional pulse rifle, although there is some dispute. The
Balshrom Science Corporation claims to have developed the first pulse
cannon, but its claim has never been substantiated. The PC does a formidable 3-18 points of damage. The energy pack is somewhat unstable,
and a roll of 90 or above, subsequent to unit malfunction, indicates that
the weapon has exploded and the owner (victim) takes 3-18 points of
body damage. Effective Range: 25m.
BATTLELORDS
OF THE
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127
the energy dissipation matrix through the use of a magnetic flux bottle.
A powerful flux barrier could thus be fired at personnel or armor. The
result: A deadly weapon called the Thud Gun. The Thud gun does
massive concussion damage. It does not affect armor integrity as the
concussion pulse is translated straight through to the absorption layer
in the form of a powerful shock wave. The pulse also disrupts exposed
electronic circuitry, much like an EMP pulse (weak effect; +20 to body
armor and weapon SMR). Thud Guns are capable of knocking out flux
shields, doing damage on a point for point basis. A hit from a Thud Gun
on any normal inertial-grav system has a 05% chance of destroying the
sensitive inertial grav generator and thus rendering the inertial gravity
system useless.
Omega weapons are heavy, even with their built in inertial-grav systems. There are some inherent problems in the power coupling circuitry. Omega weapons are only marginally accurate, due to the heavy
counter-pulse that is generated when the weapon is fired. Recharge
Cost: 30cr per shot.
New backpacks for Omega weapons cost 05% of the weapons cost.
Omega Cannons
OC-1: The first mass produced flux cannon. Designed by the Able
Corporation in conjunction with the Tashinir Institute. The OC-1 is inaccurate and unreliable. Still, it can wipe out a Python (why does everyone want to kill Pythons anyway?). Effective Range: 50m.
Balshrom Flux Cannon: A fair system overall. The targeting system
has been improved and many of the other inherent problems have been
worked out. The Balshrom Flux Cannon is affordable. Effective Range:
50m.
128
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
Viper XM1: Compliments of the Ramcor Corporation. Not too expensive, no frills, and it works. The only functional two shot flux cannon.
Effective Range: 175m.
Cobra XM2: Shortly after producing the XM1, Ramcor produced a
three shot flux cannon, unprecedented for the times. This baby can dish
out almost 75 points of damage in a single fire segment! The Cobra uses
a body mount configuration and has a thought-activated fire system: -2
on initiative rolls. Range: 200m.
MAG GUNS
Python XM3: The top of the line from Ramcor. A million credits is a
lot to spend on a weapon, but you can take out almost anything with a
Python XM3. This system can actually penetrate tank armor and has a
thought-activated firing sequence (-2 to initiative) like all Ramcor flux
cannons. Ramcor stole the inertial-grav technology from Able
Corporation to make this model manageable. How thoughtful! Effective
Range: 90m.
Devastator: The Supreme Thud Gun! The optimum in Omega technology. The Devastator utilizes micro feed implant technology (i.e. It is
plugged straight into the brain. Problem: individuals using micro-feed
weapons who are hit by electromagnetic pulses take 1-3 points of damage, suffer automatic brain hemorrhaging, lose 1 point of blood per
minute, and there is a 50% chance of a permanent loss of 2-12 points
of I.Q. The moral of this story: get EMP shielding!). The cost of implant
surgery is included in the list price. The individual merely thinks fire
and the weapon discharges: he gains a -4 to initiative rolls. The
Devastator comes with the most advanced inertial-grav system available
and uses a body mount weapon harness. This jewel is hand crafted to
order. Only 2,000 units exist. Effective Range: 125m.
METAL GUNS
MAG GUNS
Mag Guns are long range logistics weapons with a variety of uses, developed in 2127 by Avares Manshan, the great Chatilian genius. The concept behind the mag gun is that because heavy armors are generally
only susceptible to Omega and pulse systems, a magnetic round could
more easily penetrate heavy armor from longer distances at less
expense. Mag guns fire a magnetic adhesive round that sticks to metallic objects such as body armor when it comes into contact. The magnetic attraction is so strong that the round can not be pulled off by normal means (strength check at a -110). The conventional way to remove
a mag round is to dissolve it with acid or demagnetize it. Acid destroys
1-8 points of armor integrity and can be a problem if youre a cyborg
with a round sticking to your forehead! Mutzachans also can remove a
mag round by employing a Magnetize matrix.
All mag guns are equipped with a sonic suppression system that
reduces the recoil and lowers weapon report. Below are listed those
mag guns currently in production along with the available munitions.
Clips for mag guns cost 100cr.
Stick Gun: The first Magnetic Gun, produced in 2197 by the Able
Corporation. This system has limited range and suffers from severe malfunction problems. It can sometimes be picked up for 75% of the list
price. Effective Range: 140m.
Deliverance: The weapon system is in high demand. It has excellent
range and unparalleled reliability for its class. It comes with a built in
radar tracking system and an ECCM computer rated at 30%. The
Deliverance is a product of the Balshrom Science Corporation. It costs
a lot. Effective Range: 600m.
Metal guns fire a magnetic disruption pulse that wreaks havoc on metallic objects. These weapons represent the latest in body armor engagement systems. Metal guns do no damage to non-metallic objects. They
do, however, permanently reduce the threshold of body armor by the
amount of their damage. They are valuable instruments of combat and
should not be overlooked when characters purchase weaponry.
Recharge Cost: 30cr per shot. Clips for metal guns cost 200cr.
BC-Render: Balshrom Science Corporation cant seem to get enough
of the weapons market. The Render is all but worthless though.
Effective Range: 95m.
BC-Shredder: The Shredder is useful against low-level armors.
Effective Range: 90m.
TR-9B: Designed to take out medium level body armor. This system is
perfect for the job, but youve got to pay for it. Effective Range: 200m.
Parabellum: This weapon is powerful enough to dust most heavy
armors in two shots. It is quite expensive, but the Galactic National
Weapons Association (GNWA) gives it high marks. Effective Range:
160m.
OF THE
TWENTY-THIRD CENTURY
129
prevent total disintegration. However, while this effect prevents disintegration, it creates a strong positive charge in the metal. This charge will
deliver electrical damage equal to the initial damage done upon contact
to ground. Thus if a Duster does 30 points of damage to a suit of D2
armor, when the person in the armor touches a metallic object or
grounds himself he will deliver 30 points of shock to whatever he
touches. A person wearing armor is considered insulated from the
shock for as long as his integrity remains intact in all sections of his
armor. The cost to recharge a NEW is 10cr per shot. There are two
classes of NEWs, Disruptors and Disintegrators.
Disruptors use energy clips which cost 500cr each. Disintegrators
use backpack mounted energy packs which cost 05% of the cost of the
weapon.
Disruptors
Neutralizer: The first Neutron Effect Weapon. The Neutralizer ruptures the intramolecular bonds in objects. It does 4-24 points of damage to skin tissue and 1-8 points of damage to armor integrity or other
resistant objects. The weapon is heavy and has an appalling system
shock number. Effective Range 20m.
K-4 Proton Cannon: Produced and marketed by Haber Electronics.
The unit has fair range and reasonable damage yield. Effective Range:
45m.
Shaped Charge: Explodes inward from the point of contact and does
3-18 points of damage. Armor threshold is reduced by 5 points when
determining penetration damage.
Smoke Generator: This round gives off a thick colored smoke for 5
minutes, subsequent to target contact.
Super Sonic Pulse: The pulse emitted automatically knocks unconscious any individual who fails his SMR vs sonics. Mazian, Cizeracks,
and Chatilians have a -20 penalty to their die rolls.
UV Strobe: Generates a powerful ultraviolet strobe that knocks out UV
sensitive objects within a 20m radius. Cizeracks must make an SMR vs
sonic or be blinded for 2-8 hours. The chance for permanent blinding
is the same as with the Infrared Strobe.
130
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Majestic: Who else but the Balshrom Science Corporation? This company is the king of the weapons manufacturing industry. Like most
Balshrom products, the Majestic has better than average stats and costs
less than many of the others in its class. Effective Range: 40m.
Majestic 2: An improvement over the Majestic. Effective Range: 40m.
Disintegrators
Balshrom Duster: It can vaporize a Python in a single fire segment.
Not bad, but the malfunction number is a little low. It does 20-80 points
of damage to tissue and 1/2 that amount to metallic objects. Effective
Range: 40m.
Gashil: Designed by the Israelis Commune government. It is vicious at
close range. Effective Range: 40m.
FLAMETHROWERS
FLAMETHROWERS
Flamethrowers are devices designed to spray highly flammable liquids
at targets. Their primary purpose was to engage and destroy hardened
enemy positions such as bunkers and pillboxes during the 20th Century.
The blast of a flamethrower covers a conical area which is 05m wide at
the mouth. The inherent problem with a flamethrower is its vulnerability to tank puncture. Compromised tanks have a base 20% chance to
explode. Flamethrowers have since been abandoned in favor of more
stable weapons.
All damage done by flamethrowers against full body armor is translated directly to the absorption polymers, which break down under the
intense heat. It requires 2 points of absorption polymer to stop 1 point
of flamethrower damage. Ablative liner stops flame damage point for
point. Armor integrity is not affected unless the armor fails its SMR vs
fire. Failure indicates melting: lose 2-12 integrity and the owner is at (2-12) on agility due to damage to the armors joints. Flamethrowers
affect 3 areas of the body with each hit. Divide the total damage among
three areas.
Backpack tanks for flamethrowers cost 500cr. They cost 100cr to
refill.
A-2: Is a lightweight, 10 shot, disposable flamethrower. It can fire continuously for up to 5 seconds. Does not use a tank and may not be
recharged.
Bazooka: This archaic piece of junk couldnt even put a dent in a modern tank! It just doesnt have the stuff. It is useful against Tech level 2
tanks. Additional missiles cost 500cr each. Effective range: 200m.
LAW: Used in the Vietnam Conflict by American forces. The LAW is a single shot, disposable launcher, designed to engage light armor units
such as APCs and trucks. It is fairly accurate up to 1,000m.
RPG-7B: An improvement over the RPG-7. The primary weapon used
by Soviet Bloc troops during the Mongolian Incursion of 2009. The
RPG-7B has better range and accuracy compared to its progenitor, the
RPG-7. This weapon is formidable and reusable. Additional missiles
cost 400cr each. Effective range: 500m.
TOW: The acronym stands for Tube launched, Optical tracked, Wire
guided. The TOW anti-tank weapon was first deployed in the late 1960s
by the U.S. Army. It served its purpose and still does. Missiles cost
5,000cr apiece. Effective range: 3,750m.
Figlini: A medium anti-tank weapon, fielded during the latter part of
the 21st Century. The Figlini is a tripod mounted, laser guided system
that can effectively engage armor out to a range of 2,000m. Additional
rounds cost 3,500cr each.
HAW-4: This weapon can knock out most tanks in one shot. The HAW4 is the heaviest anti-tank weapon on the market. Each missile costs
45,000cr. Effective Range: 3,800m.
ANTI-TANK WEAPONS
At some time or another, most combat troops must engage enemy
armor. This is not a moment that is relished by many, for if you fail to
engage and destroy the enemy armor then your demise will inevitably
follow. The type of anti-tank weapon that PCs should purchase depends
entirely on the Tech level of the enemy armor. The aiming time is the
same as with rocket launchers. Encumbrance is noted as launcher/missile.
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
131
SPECIALIZED WEAPONRY
Taser: Also known as the stun gun. It fires a small needle, charged with
20,000 volts of electricity. Victims must save vs electrical attacks or be
immediately knocked unconscious. The Taser has one major flaw; It
has a maximum range of 7m. If you like splattering Mazians, this is the
weapon for you! After all it does 2-8 damage to their globular masses.
Ineffective against targets in armor.
Energy Mace: Designed by the Buddon Priests. The light mace generates a spherical flux shield at the end of its 30cm shaft. This weapon
does tremendous amounts of crushing damage and threshold is
ignored when calculating damage. All damage is translated directly to
the absorption layer of the armor. This weapon has a parry rating of
25%. Other weapons parry it at -25 due to its ability to wrap around the
weapon shaft. Strength bonuses apply.
Light Sword: This weapon is actually a plasma sword. It is called a
light sword because it continuously gives off electromagnetic radiation
in the visible spectrum. The plasma field is contained within a magnetic flux force field. Whenever the sword inflicts 1/2 of the targets body
points, it cuts clear through whatever was in the way. As they say . . . It
slices, it dices, it severs and maims. Use the blade the ancient Buddon
Priests used to cut their meat. Parry : 35%. Reduces Integrity 4 points.
1 hour power supply. Strength bonuses apply.
Henry rolls a 98. He misses. A 12 sided die is now rolled. The result is a 6. The
grenade landed directly behind Fredd. The distance from the grenade to Fred,
equals (98 - 78) / 5 or 4 meters. Fredd is struck by 6 fragments and suffers no
concussion damage.
All hand thrown grenades have a counterpart which is fired from a
tube. The launched grenades have a smaller fragment yield (6 fragments
instead of 8), but otherwise produce the same effects. Only the hand
held grenades are described. Both types are listed. All grenades have an
encumbrance value of 1, unless otherwise stated. Hand thrown grenades
have a 1-60sec timer (default 3sec). Takes 1 half action to set this timer.
M-75 (fragmentation grenade): Pineapple configuration. This
grenade was popular during World War II. The pineapple configuration
has advantages for its dispersion matrix (9 fragments).
M-85 (fragmentation): Was standard issue to combat troops in the
latter part of the 20th Century. The M-85 has a higher explosive charge
than its predecessor.
M-95 (fragmentation): Fielded in 2055, it is still used in Tech Level
4 societies or below.
Plasma Grenade: Rips up armor! It is by far the best grenade on the
market. Throwing range is 1/3 ones strength in meters.
GRENADES
Grenades are small explosive shells whose usage varies with the type of
munitions. Some grenades are thrown while others are fired from a
launcher. A normal individual can hurl a grenade about 25m. Grenade
launchers can deliver a round at up to 200m. Unless otherwise stated,
a grenade can be thrown 1/2 ones strength in meters.
The percentage chance to hit an object primarily depends on the
range to the target. It is modified by Throwing skill. A character makes
an attack roll. Success indicates that the grenade has landed within 2
meters of the target. This constitutes a direct hit. Victims are automatically struck by 8 fragments and suffer concussion damage. A miss indicates that the throw landed some distance from the target. To determine
where the errant throw landed, first roll a d12. The resulting number
indicates the clockwise direction from the target. Next, the distance
from the target is determined by subtracting the basic percentage to hit
from the actual die roll. Then divide that number by 5. The final number equals the distance that the grenade landed from the intended target (expressed in meters). Round all fractions down. Fragmentation
damage decreases with distance from the intended target. For every
meter beyond 2, subtract 1 fragment from the maximum number of 8.
Thus, if a grenade lands 3 meters away, the victim is struck by 7 fragments. Someone 5 meters away is struck by 5 fragments. Concussion
damage is 100% at one meter, 50% at two meters, and 25% at 3 meters.
Concussion damage is not reduced by armor threshold. Concussion
damage is distributed evenly to all armor locations.
Example: Henry the Mutzachan throws a grenade at our friend Fredd the
Python. The range is 20m. The percentage chance to hit at that range is 70%.
Henry has two levels of Throwing skill. Each level provides a 04% accuracy modifier to die rolls for a total 78% chance to hit. Henry needs a 78 to hit Fredd.
132
BATTLELORDS
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Super Plasma: Made to take out guys in heavy armor. It can only be
thrown 1/4 of ones strength in meters.
Plasma Seduction: Designed by the renowned physicist Brett Miller.
It isnt cost effective but if you are into overkill then its definitely the
grenade for you. Unlike other grenades, it releases 10 fragments per hit
scored. It can be thrown 1/6 of ones strength in meters.
P-4: The P-4 grenade is known as Willie-Pete. The grenade contains
chunks of white phosphorous which ignite when exposed to oxygen.
Phosphorous burns at such a high temperature that it melts through
armor in seconds. Armor threshold is effectively reduced by 2 points
when determining penetration damage. Armor integrity is reduced by
twice the stated number of fragments that penetrate. Phosphorous
incinerates flesh, leaving horrible 3rd degree burns.
T-3 Blinder: Is a good grenade for assassins and thieves. The Blinder
contains magnesium powder. Any person caught looking in the direction of the grenade when it explodes is temporarily blinded. This state
GRENADES
lasts from 2-8 minutes. Potential victims receive a SMR check vs radiation attacks. A successful roll indicates that the individual has avoided
being blinded. There is a 10% chance of being permanently blinded,
15% for Cizerack types, 05% for Python classes.
CS-7: Known as the riot control grenade. The explosion produces a
noxious gas that incapacitates any individual who fails his SMR vs poisonous attack forms. The victim must make a roll every 10 seconds,
until he has escaped the area. The gas cloud expands at a rate of 1m
per second for 30 seconds. Environmentally contained armor negates
the effects of the gas completely.
MINES
Demolition experts have a need for a variety of mines. A properly placed
anti-personnel mine can wipe out an entire party. Below are listed the
different types of mines and detonators currently available. It is the
authors opinion that parties should carry a couple of different types.
Minefields can be used in order to slow down or stop advancing enemy
personnel. For every mine placed in a 5x5 meter area, there is a 4%
chance that an unsuspecting individual will step on one, and we know
how that can ruin their day. Mine fragmentation is treated the same as
grenades (i.e. 8 fragments). It takes d4 minutes to
set up a mine.
Grenade Launchers
M-203: Designed to be mounted underneath an M-16 rifle. It is a
pump action grenade launcher fielded during the Vietnam conflict.
The M-203 can only be mounted on archaic hand rifles with some
modifications. Reload Time: 2-8 seconds. Effective Range: 150m.
M-75 Auto Grenade Launcher: The magazine holds 6 rounds.
It has excellent range and good overall stats. The M-75 can be
mounted under any pulse or Omega weapon. Effective Range: 250m.
M-L50: Takes 3-12 seconds to reload a round. Its compatible with
most modern weaponry. Effective Range: 200m.
Turbo Plus: The only grenade launcher system that utilizes a turbine
engine. Rotating cylinder holds 12 rounds. This unit can fire 2 rounds
every second. Reload Time: 2min. Effective Range 250m.
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
133
DETONATORS
Multi-step: Allows for the simultaneous detonation of up to 10 different charges at one time.
Pressure: Cheap and efficient. Variable pressure settings.
Radio: Range 6,000m. The explosive is set off by receiving the frequency command from the transmitter. Different frequency prongs can
be purchased.
Sonic Detonator: Sonic threshold sensitive. Any noise above a certain
threshold triggers the explosive. There is a 30 second delay so that individuals can escape the area before the detonator begins monitoring.
EXPLOSIVES
Dynamite: An archaic explosive in a stick form. It does a fair amount
of damage. A full 03% of all sticks are duds.
C-4: Potent explosive developed for military demolitions in the 20th
century. Portable and easy to use.
134
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
Tripwire: Unit contains a reel of wire (5m) with one end a simple detonator.
Electric Timer: Detonates the charge by sending an electrical charge
through the explosive. Time delay (1 sec - 30hrs).
Fuse: The oldest (and least reliable) method of ignition. Strike a match
and it burns its way to the charge. That is if it doesnt go out on the way
(5% chance).
AMMUNITION/ACCESSORIES
AMMUNITION/ACCESSORIES
Bipod: Helps to stabilize the weapon, adding a +07 to all attack rolls.
Silencer: Dampens the noise signature of a discharging archaic powder weapon. Silenced weapons cannot normally be detected beyond
7m. Silencers for rifle ammo (7.62, 5.56, .50) costs twice as much and
has twice the encumbrance. The flash is also suppressed.
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
135
MISCELLANEOUS EQUIPMENT
Any intelligent adventurer realizes that he needs more than just his gun.
The following section provides extra accessories that adventurers can
purchase. It is the authors opinion that a compass and flashlight are
things which must be bought. Characters might also consider purchasing 20m of rope. Oh and for those of you with violent Battle Masters
(Editors note: Like Larry Sims), a BRI or 20 might come in handy . . .
ITEM
Biological Redox Agent
ENC
COST
.25
30
Blood Transfusion
40
Body Cart
20
30,000
.25
100
BRI (massive)
.25
500
.25
300
Cryo Injection
.25
10,000
ENC
COST
20
Binoculars
25
Isolation Bag
1,000
Binoculars (infrared)
1,000
Paramedic Kit
35
15,000
50
.25
600
5,000
Rage Injection
.25
500
Bio Scanner
7,000
Reflex Tablet
Bug Finder
500
DD-48 Vaporizer
1,000
Goggles (IR)
150
10
5,000
Goggles (UV)
100
TDX-Enzy
.25
10,000
Infrared Spotlight
40
500
Truth Serum
.25
5,000
Metal Detector
20
200
.25
10,000
Mood Discriminator
3,000
Motion Detector
10,000
2,500
.5
1,000
ENC
COST
Radar Detector
5,000
Chemical Alarm
125
Sonic Amplifier
1,000
Chemical Goggles
200
Sonic Discriminator
4,000
12
325
Transmission Jammer
10,000
14
600
UV Flare
1,500
Decon Kit
500
Vibro Rod
7,000
E-Tent
40
25,000
Filter Mask
100
Geiger Counter
400
Gloves (protective)
250
425
Identification Tape
15
ENC
COST
Acidizer
700
Blow Torch
35
Cam Flybot
200
25,000
150
.1
700
Regeneration Serum
.25
50,000
Storage (medical)
50
5,000
.1
75
.25
250
Jump Pads
10,000
200
2,000
Radio (field)
20
500
600
Radio (base)
100
1,200
Mini Scanner
1,200
140
4,000
.1
1,200
Radio (interplanetary)
900
40,000
.5
200
Radio (interstellar)
N/A
4.5M
80
.5
500
Wrist Torch
200
25,000
136
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
ENC
COST
Ear Transceiver
ITEM
.1
150
Radio (hand)
70
Radio (traveler)
150
Watch Phone
EQUIPMENT TABLES
ITEM
ENC
COST
SCUBA Equipment
40
350
ENC
COST
Skinsuit
var
200
Atmospheric Processor
5,000
Sleeping Bag
80
Backpack
40
140
Bagpipes
20
2,000
500
Blood Salt
.25
1,000
Still (portable)
15
900
Blue cocaine
.25
500
Stove (portable)
100
Brain Scratcher
30
Tablets (protein)
.25
50
Bwal
.5
50
Tablets (salt)
.25
120
Tent: 2 man
20
110
75
Tent: 4 man
55
225
Case (super)
250
Tent: 8 man
100
350
30
Thwackem Stick
25
500
700
Tool Kit
25
100
Climbing Kit
300
35
15,000
.25
30
5,000
Compass (digital)
.5
100
Voice emitter
.25
1,000
Compass (magnetic)
.5
15
40
Corang
Var
Variable
Dummy (practice)
20
500
Dward
50
Emergency Transmitter
100
Flare Gun
75
Flashlight (normal)
Flashlight (threader)
12
Grapple Gun
75
Grappling Hook
15
Grenade Scoop
25,000
IFN
300
var
25,000
Krosh Fork
2,000
Mega Glue
20
150
500
ITEM
Compass
Korilium-312
Mood Synthesizer
Nub
150
200
5,000
Parachute (military)
20
900
Parachute (professional)
17
1,500
P-Cabin
Phent Morsels
Phio-Sodium Augurate
25
.25
5,000
Pneumatic Saw
170
Polymizer (portable)
35
100,000
.25
10
.25
Raft: 2 man
20
100
Raft: 4 man
35
225
Raft: 6 man
45
400
Range Finder
8,000
Refrigerator (portable)
15
125
Repellant (bug)
.5
10
Rope 20m
10
50
Satchel
10
Web Gear
Computers Key:
CC/UL: Computing Capacity/Upgrade Limit
TL: Tech Level
MC: Module Capacity
IT: Input type; K=keyboard, V=voice, D=direct brain connection
ON: Operation Number
COMPUTERS pg.148
TYPE
CC/UL
TL
MC
IT
ON ENC
COST
30/80
75
300
Outback
40/100
K, V
75
500
Executive
40/200
K, V
90
800
BODY COMPUTERS
StrikeForce
200/500
K, V
75
1500
75/250
75
1000
300/600
10
K, V, D
90
4000
Genie
Cracker
COST
CC Upgrade
ITEM
250
1000
4000
.25
200
Multi-port Reader
500
Storage Module
500
Tech Adapter
.1
100
BATTLELORDS
OF THE
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137
DETECTION EQUIPMENT
Binoculars: Standard Binoculars add a +20 to sighting checks for
range brackets 3-7. Maximum range: 750m.
Binoculars (infrared): Infrared imaging binoculars register heat
sources. The ambient temperature of living creatures is higher than that
of ground surfaces. Binoculars allow an individual to locate living
objects at night and track them. The unit adds a +40 to night sighting
checks and +20 to sighting checks for range brackets 3-7.
Binoculars (long range): Can not be used under 50m. They add a
+30 to sighting checks for range brackets 4-8. Maximum Range:
2,000m.
Binoculars (night vision): Allow individuals to see in near darkness,
by amplifying ambient light. The user makes normal sighting checks.
Bio-Scanner: Detects the presence of life forms (130% effective for
size class 4 or larger. 100% for smaller). The scanner utilizes bio-electronic technology to determine basic physiological makeup and medical condition of the life-form. Size: 15cm x 20cm x 3cm. Range: 25m.
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troencephalogram which measures the activity in the brain. It discriminates between moods and is used to pick out potential enemies. The
discriminator appears as nothing more than a small palm-sized object.
Range: 50m.
Motion Detector: This is not the same as a bio-scanner. It picks up
any motion, providing range and vector (speed and direction). It is useful against robots. Most walls or similar obstructions have no effect on
this device, which filters out ground clutter. Range: 50m.
Plastic Explosive Detector: Detects the vapor emissions of plastic
explosives. Good against villanite, jellnite, C-4, etc. Range: 17m.
Pocket Jammer Detector: Detects the transmissions of an electronic
jammer. Size: 5cm x 5cm. Range: 32km.
Radar Detector: Detects radar transmissions. A filter locks out extraneous signals. Most radar detectors are 90-95% effective. They provide
range, relative air or ground speed, and travel vector. Range: 160km.
Sonic Amplifier: A portable unit used to amplify sound. The system
consists of a parabolic microphone and a headset receiver. The microphone is pointed in a given direction and picks up sound waves within
a 45 degree arc. The sonic amplifier can detect the sonic emissions of
a man sized creature at 100m and armored vehicles at up to 5,000m.
Sonic Discriminator: This miniature computer is attached to the
headset of a sonic amplifier. Its about the size of a cigarette lighter for
Ram Pythons. The computer interprets the modulations and frequency
distribution of sound waves. It has a base 90% chance of determining
the type of sonic emission. The interpretation is broadcast vocally
through the headset. The computer provides target range, speed, and
travel vector. Size: 15cm x 12cm x 8cm.
Transmission Jammer(portable): Disrupts the transmissions of
radios and other communication/control devices. A step generator
sweeps a wide range of radio frequencies, locks on to the specific frequency, and transmits the jam strobe. Lowers transmission strength by
60%. Size: 10cm x 12cm x 5cm. Range: 16km.
UV Flare: This device is set in the ground with a trip wire fixed to some
other point. When tripped, the flare gives off a light visible for 75m, registering in the ultraviolet spectrum.
Vibro Rod: A ground sensory device which amplifies sonic waves that
propagate through a dense medium such as the ground. The rod is
stuck into the ground and its vibration sensors detect the movement of
man sized creatures at a range of 500m or less, and armored vehicles
out to 2km. Size: 50cm x 5cm x 5cm.
ESPIONAGE EQUIPMENT
Acidizer: A small pistol-shaped device designed to squirt controlled
amounts of hydrochloric acid into locks. The gun is constructed of Steel
Glass. It is used to burn through locks and doors, and stores enough
acid for 10 uses. The owner need not worry, the weapon can not be
ESPIONAGE EQUIPMENT
broken by any ordinary means. As weapon: Dam: 1-4, Attack: 50.
Refills: 75cr.
Blow Torch: Used to cut through panels and heavy metal barriers. The
acetylene fuel lasts for about 20 minutes on high flame.
Cam Flybot: A remote sighting, flight surveillance robot. The system
incorporates a sensitive camera system which uses an 800mm auto
zoom, autofocus lens. Altitude: 3,000m, max speed: 80kph, vertical
climb: 7m/s. Maximum altitude reached in 2.7 minutes. Range: 400km.
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BRI (massive): A more potent Body Rehabilitation Injection. A massive BRI restores 3-18 body points at a rate of one per minute. Massive
BRIs can heal critical wounds.
Chemical Redox Agent: Similar to the Atropine injections used by the
United States during the 20th Century. The injection is administered to
combat the effects of chemical attacks against the body. It adds a +20
to SMRs vs chemical attacks for 6hrs. A maximum of three of these
injections can be taken in a 30 hour period without risking cardiac
arrest (10% cumulative chance per injection).
Cryo Injection: Places a terminally injured patient in cryogenic freeze.
All metabolic functions are lowered to a minimal level. The chance to
revive the victim is 95%. Lasts for 1 month.
First Aid Kit: Used to treat minor injuries. The kit comes with 5 gauze
bandages, a pair of scissors, tape, a suture kit, burn cream, and antiseptic. Provides a +10 bonus to Basic Medical checks.
Isolation Bag: This light weight product is used to isolate victims who
have been infected with a dangerous organism. It is also used to keep
a sterile environment. It comes with a regenerating oxygen (or
methane) supply.
Paramedic Kit: Comes with drugs, a defibrillator, EKG, and other
necessities required to assist injured victims. It contains 3 massive and
3 normal BRIs. It is not the same as a surgical kit, although they are
often used in conjunction. Provides a +20 to Paramedic skill checks
and resurrection attempts.
Radiation Treatment Serum: Reduces the effects of radiation poisoning. Doses of this drug can be administered to an individual who is dying
from heavy exposure, conferring a +50 bonus to SMRs vs radiation.
Rage Enhancement Injection: Affects the sensory neurons in the
prefrontal cortex, inducing an increased state of aggression. The com-
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Surgical Kit (portable): Field medics are often faced with the need
to operate in the field. This kit comes with retractors, spanners, forceps
etc., and has a sterilization unit onboard. +25 to Surgery skill checks.
TDX-Enzy: Used to raise a characters I.Q. See the Vital Statistics section under I.Q. for details.
Truth Serum: Used to extract information from captured personnel.
Thio-pental sodium places the individual in a suggestive catatonic state.
Each dose lasts 2 hours. It is 95% effective against beings with normal
metabolic functions. The Mazian metabolic structure is such that this
drug is only 50% effective when used on them.
Viral Infection Spectrum: Diseases can be crippling to characters,
depriving them of vital statistics on a temporary or permanent basis. A
disease often incapacitates, sometimes kills. PCs can take protective
measures against diseases by getting VIS inoculations every 5 years. The
VIS (Viral Infection Spectrum) are potent antibiotics injected into the
body. It gives a bonus of +40 to biological SMRs for most diseases.
COMMUNICATIONS EQUIPMENT
Chem Goggles: Detect the presence of chemical, biological, and
radioactive agents. Each agent appears in a different color Range: 500m.
CS-4 Chemical Suit: Chemical Suit used in conjunction with the GM4 mask. The CS-4 protects the body from contamination at the 200
micron level. Any puncture ruins this suit. +40 to Chemical SMRs.
Cannot be worn under armor. Both units can be purchased together for
75% of cost.
CS-7 Chemical Suit: This unit has a thin, flexible, plastic outer skin
that prevents tearing. The suit protects the body at the 100 micron level.
+60 to Chemical SMRs. Cannot be worn under armor. A basket purchase for the CS-7 and GM-7 costs 950cr.
Decon Kit: This spray gun is designed to clean off contaminated equipment. It has 10 applications. 90% effective. Refills cost 70cr.
E-Tent: This shelter is set up for operation in a hazardous environment. It sleeps 25 size class worth of beings. An E-tent has a self contained oxygen supply for 72 hours of continuous operations. This unit
utilizes staged cleansing rooms to decontaminate personnel.
mitting equals the transmission level plus skill bonus minus the relative percentage of ionization; 115 + 4 - 58 = 61%.
Many communication devices contain scramblers. A scrambler
encrypts a message so that it can not be understood by persons scanning the broadcast frequency. Friendlies who possess the scramble
code may decrypt the incoming message. The percentage chance to
decrypt a message without the code equals the persons proficiency in
cryptography minus the scramble level of the transmission.
Example 2: Fredds encrypted message is picked up by Henry the Mutzachan
who does not have the scramble code (if he did he would merely have to make
a level 1 Hand Radio check). Henry has 4 levels of cryptography. His chance to
decode it is a base 50, minus the scrambler level (65), plus his skill bonus (40)
Therefore, his chance to decode the transmission equals 50 - 65 + 40 = 25%.
Ear Transceiver: A small unit that fits into a human sized ear. It broadcasts and receives radio transmissions. Vocal transmissions are passed
along the bones of the skull that connect the mouth and ear and transmitted out into space. Range: 8km. Transmission level: 100%.
Radio (hand): Twenty channels with a range of 16km. The hand radio
has a fair transmission level, rated at 100%.
Filter Mask: A filter designed to keep dust and dirt out of the lungs,
also provides minimal protection against gasses. +10 to Chemical and
Biological airborne agents. Cannot be worn under a helmet.
COMMUNICATIONS EQUIPMENT
Characters must carry equipment to communicate amongst themselves.
The range and quality of a communications device is denoted by its
transmission level. The level equals the percentage chance to successfully transmit and receive messages under ideal conditions. Certain
events, such as atmospheric ionization, object obstruction, and jamming, affect the ability of certain devices to transmit. These circumstances reduce the quality of transmission by a specific percentage.
Example 1: Fredd is out in the wilderness and attempts to contact base station Zebra. He is carrying a field pack radio and has 1 level of Hand Radio skill.
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Radio (base): This unit is mounted onto some fixed object, usually a
table. Its high resolution electronic circuitry produces clear transmissions. A base stations jamming ability is rated at 30%. It has one hundred and sixty channels. The scrambler is rated at 40%, range 160km,
transmission level 130%.
Radio (long range): This unit is generally mounted. It has a jamming
level rated at 70%. The long range radio has simultaneous signal monitoring capabilities. The scrambler is rated at 60%. It has one hundred
channels, a range of 1040km, and a transmission level of 130%.
Radio (interplanetary): Used to communicate between different
planets within a solar system utilizing hyper-wave (see Computers pg.
146). It is a common feature found on small pleasure craft and star
freighters. An interplanetary radio has multiple signal monitoring capabilities. The frequency is adjustable and the jamming level is rated at
105%. The interplanetary radio has a range of 3.2Bkm and a transmission level of 145%.
Watch Phone: A single transmitter/receiver unit. Voice activated dialing. Range: 24km, transmission level: 103%.
PERSONAL EQUIPMENT
Compass (magnetic): Unlike the generic version, the magnetic compass is impervious to the effects of magnetic disruption.
Corang: A worship rug carried by Zen Rigeln.
Dummy (practice): When Eridani cant find live targets to practice on,
they use these mechanical dummies which move randomly in a designated area, helping the Swordsaint to hone his skills.
Dward: Cape equivalent worn by Phentari.
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Emergency Transmitter: Used to notify potential rescuers of an individuals position. This small, concealable device emits a radio distress
signal. Persons monitoring the Galactic Emergency frequency of
75,003Hz can pinpoint the location of the transmission. Range: 32km.
Flare Gun: Used to fire aerial flares up to a height of 66m. A flare floats
for 30 seconds and can be spotted at a range of 20km. A box of 5 flares
costs 20cr.
Flashlight (normal): A small portable electric lamp, powered by batteries. It has an illumination range of 25m.
PERSONAL EQUIPMENT
Flashlight (threader): Emits a thin beam of light with a range of
100m. It has a flash/blinker for momentary target illumination. It is
often used as a signaling device.
Grapple Gun: Used to fire a grappling hook up to a distance of 35m.
IFN: Stands for Internal Frame Network. The IFN is used by the Mazians
to set up the internal skeletal structure of the object that they intend to
replicate. This gives the Mazian a +20% modifier to shape change
checks.
Raft (6): Carries 30 size class and 135kg of equipment. Mounts twin
Terry class engines. Maximum speed: 70kph.
Krosh Fork: Used to stun Cizerack cats. See racial description for
details.
Mega Glue: The super glue that does everything! It binds Pythons to
metal in seconds! Call before midnight tonight and receive the vegetable
shredder as a free bonus.
Rope (flex): Strong, yet thin. It is made from flex-nylon polymers. Flex
rope is 11,000kg test, and is suitable for almost any purpose.
Satchel: A small bag for carrying things, including explosives.
SCUBA Equipment: Comes complete with snorkel, fins, a wet suit, and
2 hour supply tank.
Sleeping Bag: Down filled; keeps the person warm down to -23c/-10f.
Phent Morsels: Prepackaged snacks, cut from the most delicate parts
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COMPUTER SYSTEMS
Sleeping Bag (methane): For our buddies, the Phentari and Eridani.
Cools things down quite nicely for any methane breather who wants to
crash.
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Operating Systems
23rd century computers are run by para-artificial intelligences and at
higher TLs, system control intelligences or Skys. Most tasks, in game
terms, are so complex that the systems have to be able to make routine
decisions and adjustments without the direct supervision of a sentient
lifeform. Para-artificial intelligence was the first step on the road to
truly independent systems capable of free thought and decision making
abilities. pAIs are true AIs that have been given boundaries to their control over functions, abilities, and communications. Para-AIs were created in response to fears over turning complete control of systems over
COMPUTER SYSTEMS
to the somewhat unpredictable true AIs. Having your ships OS develop
a bad attitude over what it perceived as poor treatment or overwork and
subsequently cutting off your life-support would be a bad scenario. As
they improved, true AIs, the Skys, were developed and implemented in
many facets of society such as control of power grids and power distribution, hyperlink communications, and astro-navigation of large
unmanned deep space probes. It was these types of large, autonomous
systems that gave birth to the technology needed to produce the I-Bot
race of manufactured beings. The status of AIs as sentient beings is
currently being hotly debated in the Council of Timar, but they are still
considered company property with responsibilities for their actions
falling on their owners.
For players, Sky systems are prohibitively expensive and are almost
totally relegated to government and military usage and control. Still,
money can buy you anything, including happiness or that wonderful
new AI system you always wanted.
Lower TL operating systems that have no independent abilities outside direct program controls exist on TL 4 and lower worlds. Visiting
these worlds is considered roughing it, as none of the common
amenities of Alliance life that rely on computers (space stations, terrestrial knowledge service centers, tri-V, etc.) can exist there.
Computing Capacity
Operating systems depend directly on the amount of computing capacity (CC) they have in order to perform tasks. Computing capacity is
where data is stored and where constructs perform tasks. Each computer comes with a built-in storage capacity and specific abilities designated by built-in modules. For example, a StrikeForce combat body
computer comes with a CC of 100 and 2 built in modules (Planetary
Comm and, Navigation(Land)) with expansion available for up to 8
modules and an upgraded CC limit of 500.
When a system is controlled by a true AI that has access to the galactic hyper-net, the upper limits on computing capacity can become
boundless due to the incredible resources linked by the hyper-net.
Clever AIs can tap into these resources for data storage, task resources,
and module access for specific tasks. The limiting factor for the AI in its
growth is time and access to hyper-net resources, some of which are
heavily protected. Very old AI systems have far flung hyper-net connections with old and valuable computers throughout the galaxy. It is the
illegal access and withdrawal of information from these systems and
their stores of data that is referred to as data-mining, where truly brilliant data merchants obtain their wares.
Note: Data-mining is illegal and holds a penalty of death across the
Alliance worlds.
Input
How you communicate with a computer depends mainly on its tech
level. The simplest form of input (TL 2-3) is a keyboard. A modern
body computer may have a keyboard on it, but only as an interface for
direct commands; it is not meant for programming or inputting large
amounts of data. The next most advanced form of input device is voice
recognition and voice directed commands (TL 4-5). Voice activated
computers are not confused by accented or garbled speech but are
dependent on language (i.e. if you cant speak Phentari, good luck
using that voice activated Phentari PCD you just found). Input by direct
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Data Transmission
From telling your spaceship to open up and start up the engines as you
run to the docking area, to up-linking jump coordinates from the galactic hyper-net, everyone needs to communicate with computers very
quickly.
The old forms of communication, phone lines (TL 2-3) and fiberoptic links (TL 3-4), have been superceded almost completely by wireless communication (TL 4-5). This was developed utilizing first radio
frequencies (TL 4), then microwave (TL 5), and finally tight beam
hyper-burst and hyper-wave transmission technologies (TL 6+).
Transmitting over short distances is virtually instantaneous, so the
above methods are more than adequate, but when stellar distances are
involved, the method of transmission becomes critical. For interstellar
traffic, hyper-wave or hyper-burst is a must.
For example, comm modules built into a bodycomputer used by a
recon unit may have an Interstellar Comm module as well as a Planetary
Comm module. All planet-bound communication modules contain the
necessary equipment to transmit and receive messages. To communicate with the Hyper-net an Uplink unit must be used.
The hyper-net even maintains connections across galaxies through
signal boosters attached to stargates (this is the only known method for
transmitting signals between galaxies). Hyper-wave transmissions exist
in a quasi-real dimension similar to hyperspace and utilize the galaxies
own latent energy to transmit signals. The almost total lack of stellar
bodies and material in between galaxies is the reason given by the
Mutzachans, the hyper-waves creators, why direct hyper-wave transmissions work so slowly (months or years) between galaxies, without
the use of the stargate signal boosters.
Constructs
Constructs are sets of written commands telling the computer to perform some function (known archaically as programs). Constructs are
created using the Basic/Coding Programming skill, and are designed to
allow the computer to perform a certain function that is not built-in, or
provided by a module. Forms of security on a data wafer are constructs.
A character can write a Welding construct to control a manufacturing
robot he has found.
It will take a character 1 hour per level of construct he wishes to
write, minus 1 hour per level of programming skill to write a construct.
A construct will take a minimum of its level in minutes to write. This
time involves the actual writing of the construct and running simulations to see if it works. The difficulty of the programming check is
determined by the level of the construct. Failure of the roll indicates the
simulation showed a failure. Time to start over!
Example: Kweeg the Orion is writing a Defeat Security construct on his body
computer. He wants to make it a level 10 construct and he has 8 levels of programming. The time it takes to program is 10hrs (level 10 construct) - 8hrs
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Modules
All computers can have their capabilities expanded easily with the addition of hardware modules. Modules are an internal hardware plug-in
possessing self-contained computing capacity on-board. Modules are
interchangeable for body computers and the like, within the same tech
level. Large, stationary computers like city or vehicle computers normally have their own particular type of module, so use of modules
meant for one system in a different one takes skills of exceptional proportions (Reroute and Module Installation skill check, level 15+ each).
Interchanging modules on the fly is easy for body computers where
flexibility is crucial, but can be very complicated in the inner working
of a spaceship where the operating system, most likely a pAI or a Sky
would have to reconfigure itself to integrate the new module.
Modules are available for purchase with a large range of skill programs (see list below). A module will cost 1000cr per proficiency point
per level. Therefore a module with 3 levels of Alien Technology would
cost 30,000cr (1000 x 10(proficiency points per level of Alien Tech) x
3 levels). Modules have a CC rating of 10 for every level of skill contained in the module. For example, a damage control module for a
space ship that has 20 lvls of skill will have a CC rating of 200 dedicated to performing the skill tasks. This CC rating is added to the overall
CC rating of the computer; however a modules CC rating is reserved for
use only when the modules skills are called into play. Skilled workarounds by experienced programmers can allow the computer to
access module CC for other tasks or if the main CC of the computer has
been damaged (level 10-20 Reroute skill check).
Each type of computer has a maximum number of allowable internal modules, its module capacity (MC), that can be installed. Building
your own module costs 200cr per Proficiency Point per level. Modules
are built the same way as a construct, just merely installed into an
empty module.
COMPUTER SYSTEMS
cations device (it must be built with at least 10 levels of skill for this to
occur).
Security
Data safety is a very important factor in these dangerous times. Data
security measures and encryption programs, as well as Watch Dog pAIs
hard-coded into data wafers, can insure the safety of data. These security programs all take up space on the data wafer or computer to different extents. The security rating is an arbitrary number
The cheapest and smallest constructs are simple Level 1 Security
Constructs which ask for and discriminate between passwords and
access protocols. These Security Constructs give the data wafer a security rating of 1, and take up 1 SC per level of the program. Security
Constructs have a maximum level of 25. Defeat Security skill checks to
write them or defeat them are on a one to one basis.
Example: Ernie the Empath is trying to crack a data wafer he stole from
Fredd. The wafer has a security program of level10 (taking up 10 SC on the
wafer). Ernie has 8 levels of defeat security (computer). Base 50 + 80 (8 levels
of skill) - 100(10 levels of security) = 30. Ernie rolls a 28! Cracked!
Unfortunately all he finds is a grocery list and some recorded Chunga.
Level 2 security is the Encryption Construct. It has a security rating
of 2, and uses 3 SC per level. Encryption Constructs involve the use of
sophisticated encryption algorithms and have a maximum level of 15.
The Encrypt/Decrypt skill checks to write them or defeat them are 2
times the level of the construct. Encryption Constructs cannot be defeated using Defeat Security skill.
The highest security level, Level 3, is the Watch Dog pAI Constructs
which can take up 20 - 80 SC depending on the level of constructs (SC
= 10 + (level x 10)) with a maximum currently at 7 levels. OS/AI
Programming skill checks to write them or defeat them are 5 times the
level of the construct, becoming truly an art form at high levels. Watch
Dog pAIs are able to fight back against decryption constructs as well as
PCs trying to hack data from the wafer on a skill level versus skill level
basis. Watch Dogs are given broad discretion to defend the data as
strongly or as weakly as told. The destruction of the data via permanently erasing it or random fragmentation would be a possible strong
defense. These pAIs are also able to send programs into invading computer systems in order to confuse the invading computer, deactivate it,
or even damage the workings of the offending computer. pAIs have the
ability to discern which PC is authorized to access the data it is defending. All of these programs can be purchased or can be designed by PCs
with Defeat Security, Encrypt/Decrypt, and OS/AI Programming skills.
Skill Checks
Most of the time PCs will be tasking the computer to perform a specific function and the computer, if it has the ability, will perform the task.
The CC tells how much the computer can do at one time. For every
module or construct the computer is actively running it must allocate
CC equal to the level of the module/construct task times ten.
Example: If the module is calculating jump with navigation (space) level 10
then 100CC must be available on the computer.
To make skill checks easier, the PC can allocate more CC to each
task to increase the chance of success; For every additional 10CC allocated you gain a +01 bonus to your chance to succeed. This allocation
requires a computer programming skill check of 1 level per 10 CC, and
any additional modifiers the BM sees fit to assign. Any computer with a
true AI can be told to make these allocations without the PC needing to
make a programming skill check.
Before the computer can make its skill check, the operator must
make his check to determine whether he told it to do the right thing.
For every 5 levels of a module (rounded up), the Operations skill check
to activate it correctly increases by one.
Example: Larry the Human is trying to activate his Identify Vessels module
which has 5 levels of skill. He needs to make a level 1 Computer Operations
check to make it work. If the module had 6 levels of skill, he would need to
make a level 2 check.
Every computer has an operation number (ON) which is the base
chance for successful skill checks (the ON is 75 for TL 5 computers and
90 for TL 6). As a module ages or is damaged and repaired, the module quality (MQ) decreases. This quality is determined by the BM and
given a value of 0 - 20 with 0 being a brand new perfectly working module and 20 being a module you picked out of the mud with a bent connector. The BM assigns a difficulty as with any skill check. The success
target number equals ON + (skill level of the module x 10) - (MQ). As
with any skill check the PC must roll under the resulting number for a
success.
Example: Larry the Human is trying to identify the vessel hurtling towards
his ship. Larry attempts to use his TL 5 Identify Vessels module in his body computer. It has 5 levels of Identify Vessels. Larry has more than 50 CC (5 levels x
10) left available in his computer so he knows it will work. It is a level 6 check.
75 (base chance for TL 5 module) + 50 (5 levels of skill on the module) - 60
(level 6 difficulty) = 65. Larry rolls a 43. Success! Sort of... its an Arachnid
Mauler!
Every module has a non-function number which is determined by
100 - (MQ). If the PC roles higher than this number during the skill
check the module does not function. Repeated attempts are the usual
way of getting the module to function and as many attempts as the PC
wants to try are allowable. Each attempt is considered a full action during combat, so wasting time pounding on your computer to translate
what that big angry Eridani with the bloody sword just said may not be
in your best interests.
Due to their complexity and greater need for system safety and insulation, large (ship, city, planetary) computers act differently when a
module non-function is rolled. When this happens the module has
failed and a fail-safe mechanism engages making the module useless
until a PC physically accesses the module to reset the fail-safe. To reset
a failed module, the PC must make a successful Repair Systems skill
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Completion Time
Genie: Trades some power for a small size. Espionage types love its
small size and ease of use, but its voice activation only can cause problems (Stop talking to your computer! Were trying to be stealthy!).
Battery Life: 300 hours
Module tasks are completed in 1 second per level of the task (TL 5
modules) or .1 second per level of the task (TL 6 modules). This also
applies to the time it takes to run previously created constructs, but the
tech level difference comes from the computer the construct is being
run from.
Cracker: Top of the line system. Very expandable and capable system
that Orions are buying in droves. Comes with Level 5 Repair System and
Level 5 Data Transfer constructs. Comes with a beautiful synth-leather
case. Battery Life: 500 hours
Connectivity
For game purposes, all body computers and other personal systems
come with the hardware and connectors to allow them to interface with
other computers of the same tech level seamlessly. They can also be
recharged easily in the same tech level environment. Adapters and the
like are available (see the Computer Equipment list below).
Computer Accessories
CC Upgrade: 50 CC upgrade. 1 Level of Repair Systems is needed to
install.
Hyper-net Uplink (TL 5): The power and equipment needed to provide access to the hyper-net are too great to be housed in a PCD or body
computer. Therefore, the only way to connect to the Net from your personal system is with an Uplink. This wireless device plugs into a physical net socket found in any TL 5 Alliance complex. Takes up 1 module
slot. 20m range.
Hyper-net Uplink (TL 6): Same function as above, but has a 100m
range. Takes up 1 module slot.
Multi-port Reader: Allows TL 6 computers to read data cubes and
data strips as well as the normal data wafer. Plugs into a module slot.
Mrs. Fusion Adapter: Recharge your PCD or body computer with
your Mrs. Fusion armor option. Recharges a PCD in an hour, and a
body computer in two.
Executive PCD: Most common type for business users. This PCD is
quite expandable and comes with a Level 2 Accounting construct.
Battery Life: 10 days
Body Computers
The next step up in computers and the most valuable to those with some
programming and computer skills is the Body Computer. Where the
PCD has limited programming ability, body computers allow for all
types of computing and programming needs.
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Storage Module: Empty module containing 100 CC. Intended for creating custom modules or additional CC upgrades.
Tech Adapter: Allows a TL 6 computer to interface directly with a TL
5 system. Can work in the opposite manner, but the TL 5 operator must
make a Level 10 programming check to access the TL 6 computer.
CYBERNETICS
CYBERNETICS
Bionics is the study of how different races perform various physical
tasks and solve certain problems. Cybernetics is the application of the
findings of Bionics to the design of computers and other electrical
equipment. Characters who have surgically altered bionic attachments
are called Cyborgs. Any character, with the exception of the Mazian and
the Mutzachan, can be a Cyborg. The Mazian have no exact regular
form, so the design of cybernetic attachments for a Changeling is considered impractical. The Mutzachans physiological makeup is such
that their bodies reject cybernetic implants.
Player characters may choose to become Cyborgs at any time during a campaign. One may also opt to start the game with a bionic makeup. Most players choose to take on bionic implants only after some incident or accident renders them disabled. The cost of replacing body
parts with cybernetic attachments is prohibitively expensive, and the
loss of body parts has a direct effect on the bodys constitution.
Consequently, most characters do not randomly choose to spend
80,000cr on a pair of glorified legs.
Being bionic sounds great, but there are some major restrictions
that go along with the job. First, one needs surgery to obtain bionic
limbs. This costs a hell of a lot of money. A character who doesnt have
the money on hand can not normally purchase cybernetic attachments.
He may, however, seek alternative solutions.
A character may sign a contract, obligating him to work for a corporation who is willing to pay for the surgery. Any player who starts the
game as a Cyborg is considered to be under the contract of a specific
company, called the sponsor. The corporation gains complete control
over the persons life, delegating the new Cyborg to some type of combat or espionage duty. The contract is terminated when the loan is paid
off. This usually take years. During that time the Cyborg has limited freedom. He is bound to the corporation and the corporation is authorized
by the Galactic Commission Agency to implant a tracer unit which transmits the location of the Cyborg at all times. Any attempt by the Cyborg
to remove the transmitter without proper authorization codes results in
the immediate death of the borg. A tiny electrical transmitter shorts out
the medulla oblongata and fries the cerebral cortex.
There are other shortcomings to being a Cyborg. Cyborgs are very
susceptible to electrical discharge and EMP attacks. Either can kill a
borg or render his limbs useless. Cyborgs have a SMR vs electrical
shock and microwaves of 25 and a SMR vs EMP attacks of 10. For these
attacks, each implant in the area struck must make a successful SMR at
a penalty equal to the damage dice or be completely disabled. For failed
SMRs versus Electrical attacks, the percentage of lost function in the
damaged section is equal to the difference between the SMR and the roll
multiplied by 2.
There is more. Cosmetic surgery is often needed to cover bionic
limbs. This costs an additional 25% above the retail cost. Most companies dont pay for it, unless the recipient is filling an espionage capacity. Many Cyborgs look like machines, and most common folk dont trust
or like machines. Third, repairing bionic limbs is expensive, and typically done only at large spaceports. Dont get me wrong! Being a Cyborg
means that you are a walking, talking bad %$#! But it does have some
shortcomings.
CONSTITUTION LOSS
CYBERNETIC REPLACEMENT
CONSTITUTION LOSS
-03
Ear
N/A
-07
Throat
-03
-15
Lungs
-20
Chest Cavity
-15
Heart
-15
Skull
-10
Kidneys
-10
Eye
N/A
Implants
N/A
CONSTRUCTION BUDGET
SCORE
RETAIL COST
01-20
50,000
LOAN
75,000
21-40
100,000
200,000
41-60
150,000
375,000
61-80
200,000
600,000
81-100
250,000
875,000
Allocation of Space
Cybernetic limbs are mechanical and the internal machinery takes up a
certain percentage of the units total space. Consequently, the body has
only a small amount of available space for enhancements. The space
required depends on the size and nature of the enhancement. All bionic features are given a unit size under the description. The size denotes
how large the feature actually is, relative to the space available. The following table lists the unit space per limb that can be allocated to bionic enhancements. Multiply the space available by the persons size class
divided by 4. Always round up.
Note: All Cybernetic limbs and replacements are considered to
have a base Threshold of 3.
Note: Chatilians have the full amount of space available in their
skulls regardless of their size class. However, Chatilians must pay double for skull implants.
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SPACE
COST
Hand
10,000
Eye
5,000
Arm
15
20,000
Ear
10,000
Foot
5,000
Throat
12,500
Leg
20
40,000
Lungs
N/A
16,000
Chest
35
60,000
Heart
N/A
50,000
Skull
75,000
Kidneys
N/A
80,000
Damaging Cybernetics
The percentage chance to damage a cybernetic implant is calculated in
the same manner as armor options. A cybernetic implant takes up a certain amount of space in a given limb. Each weapon does a specific
amount of integrity damage. Effectively, the AI damage denotes how
much surface area a penetrating attack affects. Therefore the percentage
chance that a cybernetic implant takes damage equals: Integrity Damage
of attack x Space for implant / Total space in limb. A cybernetic limb/section has an equal amount of integrity as space. Omega weapons do 1/4
damage to cybernetics and 1/2 damage to a cyborgs remaining flesh. A
cybernetic limb ceases to function when its integrity is reduced to 0.
Example: A size class 4 borg will have 20 points of integrity in his leg. He
has a Smoke Screen Generator in his leg. Fredd shoots him in the leg with a Pulse
Cannon! All cybernetic limbs have a base threshold of 3 so first roll regular damage to penetrate the threshold. Fredd rolls an 8 so the attack gets through. A
pulse cannon does 8 points of integrity damage. So 8 points of integrity damage
are applied to the leg, so it has 12 points left. The Smoke Generator takes up 2
spaces of the leg. Therefore the chance that the Smoke Generator is damaged is
8(damage of the attack) x 2(space of implant) / 20(total space in limb) = .8 or
80% chance that the Smoke Generator is wrecked!
System Enhancement
Increased Strength: The internal structure of pneumatic and
hydraulic drive systems can be altered to increase strength. Cost:
2,000cr per point above the normal bionic strength rating of 100.
Enhanced bionic limbs gain modifiers to damage dice as stated under
the strength ability table.
Increased Reflexes: Bionic limbs can have different servos implanted to increase the reaction time of the borg. Reaction time affects combat initiative. The cost is 20,000cr per point of initiative gained. The
maximum adjustment through cybernetics is -4 to dice rolls.
Increased Speed: Bionic leg speed can be increased from a normal
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Ear Implants
Hearing Amplifier: Boosts the hearing sensitivity. Hearing range is
doubled with a +20 to hearing checks. Size: 1 unit. Cost: 15,000cr.
Transceiver: A tiny micro-chip transmitter and receiver unit. The
transceiver allows the Cyborg to transmit and receive radio messages.
Transmission level is 105%. Range: 1km. Size: 2 units. Cost: 5,000cr.
Signal Detector: Alerts the person to the presence of radar. The signal detector also picks up electronic emissions of any scanners that are
focused on the character. It emits a soft pinging in the ear. The detection range is 160km. Size: 1 unit. Cost: 20,000cr.
Optical Implants
Chatilian and Python races possess inordinately large eyes. Cybernetic
implants cost double the normal for these races. The storage capacity
of such a large eye is three times normal. The sighting modifier for
cybernetic eyes is +20.
Optical Laser Unit: A tiny, powerful laser unit, fitted into the eye socket. The unit is thought activated. An internal energy cell holds twelve
shots and takes two hours to completely recharge.
Range: 80m
Accuracy: 80%
Damage: 1d6
ROF: 1
Charges: 12
Malfunction: 98
Size: 1 (1 eye)
Cost: 5,000cr
CYBERNETIC IMPLANTS
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Hand Implants
Climbing Claws: Matched to foot claws. Hand claws give +10 to
climbing, cumulative with foot claws. Damage: 1-6. Attack: 50%. Size: 1
unit each. Cost: 2,000cr/pair.
Talons: 5cm long and razor sharp, these claws are designed specifically for combat. They do a d8 damage each hand. The talons extend
and retract upon verbal command. Size: 2 units each. Cost:
5,000cr/pair. Uses Hand-to-Hand skill.
Sensory Units
Most sensory and detection units (see Detection Equipment) can be
installed in a Cyborg at ten times the retail cost. This is subject to some
fluctuation. Scanners and thermal detection devices are examples of sensors commonly implanted. All sensory devices take one unit of space.
Foot Implants
Hover Jets: Provides the person with limited flight capability. Vector
thrusters steer the jets. The Cyborg thinks the direction and altitude,
and the unit responds. Maximum flight time: 4hrs/day, maximum
speed: 100kph, maximum altitude: 3,300m. Size: 4 units each. Range:
380km. Cost: 60,000cr/pair.
Electromagnetic Boots: These attachments create a powerful electromagnetic charge. The boots adhere to walls and smooth, metal surfaces. The Cyborg can climb walls. The unit is thought activated; the
movement command is WALK and the stop command is STICK. Size: 3
units each. Cost: 20,000cr/pair.
Climbing Claws: Extendible hook shaped climbing claws, designed to
facilitate climbing on vertical surfaces (+30 to climb checks). Damage:
1-6. Attack: 50%. Size: 1 unit each. Cost: 2,000cr/pair.
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Laser Welding Torch: It cuts through normal strength steel in seconds. 1 hr of use. Damage: 1-10. Attack: 40%. Recharge cost 100cr.
Size: 1 unit. Cost: 6,000cr.
Power Drill: A reversible high torque drill unit that comes with a small
built-in compartment for additional bits. The bits never dull. Damage:
2-12. Attack: 30%. Size: 2 units. Cost: 5,000cr.
Power Saw: A self-sharpening unit that is designed to cut metal and
wood. Will cut through 1cm thick steel at 5cm/min. Damage: 2-8.
Attack: 40%. Size: 3 units. Cost: 5,000cr.
Glue Gun: Squirts a highly adhesive glue compound. Hardens in ten
seconds when exposed to air. Range: 3m. Size: 1 unit. Cost: 4,000cr.
Computer Interface Joints: These are fingers designed to access
computer systems. The fingers plug right into the computer (TL 5-6).
All programmed information obtained is at the use of the Cyborg if he
DESCRIPTION
COST
Military Hardware
20,000
400,000
15,000
20,000
1.0M
Galactic Police
20,000
Web Caster Generator: The system fires adhesive webs up to a distance of 35m. The unit contains 20 charges. The generator is voice activated. When hit, there is a 1% chance per point of Strength above 90 to
break free. Refills cost 100cr.
Range: 35m
Accuracy: 80/70/30
Damage: Entangles
ROF: 1/3
Charges: 20
Malfunction: 98
Size: 2
Cost: 20,000cr
housed in the arm section. Five reloads are normally housed in a ten
unit size compartment. The compartment is typically stored in the
cyborgs leg.
Accuracy: 70/57/30/10
Range: 100m
Damage: as M-202
ROF: 1/15
Charges: 1 grenade
Malfunction: 99
Size: 10 units
Cost: 20,000cr
Wrist Rocket: The launcher system holds three mini-missiles that can
be fired simultaneously or separately. The guidance system is thought
controlled and superimposes cross-hairs on the hosts eyes. This unit is
normally fitted in conjunction with a telescopic zoom lens eye implant.
Only one target can be engaged at a time. Reloads are carried externally and cost 500 per missile.
Range: 250m
Accuracy: 80/80/75/45/25
Damage: 4-24
ROF: 1/3
Payload: 3 missiles
Malfunction: 100
Size: 8 units
Cost: 50,000cr
Electrical Discharge Unit: Discharges a powerful electrical shock
that will arc to the nearest target.
Range: 20m
Accuracy: 80/50
Damage: 2-12
ROF: 1
Charges: 50
Malfunction: 100
Size: 3 units
Cost: 20,000cr
Flamethrower: One reload is carried in a three unit sized leg compartment. When the canister is empty, it is removed and the replacement is screwed on.
Range: 50
Accuracy: 110/80/45
Damage: 2-12
ROF: 1
Charges: 20
Malfunction: 99
Size: 5 units
Cost: 15,000cr
Chemical Spray: Discharges a cloud of gas (smoke, toxin).
Range: 10m
Accuracy: 95
Damage: By gas type
ROF: 1/3
Charges: 10
Malfunction: 100
Size: 4 units
Cost: 12,000cr
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Rent-A-Skill
At times your character may have dire need of a certain skill, but doesnt have the time to learn it. This is no problem. Just go to your friendly neighborhood Rent-A-Skill store. In 2240, scientists linked artificial
intelligence to the brain. Rent-A-Skill is the direct product of such a
breakthrough. Rent-A-Skills are canned reflexes and knowledge, providing instant base level proficiency in a given skill area. A neuro
synapse transducer is surgically implanted into the base of the occipital
lobe of the recipient. All the base knowledge of a given skill is imprinted on a small artificial intelligence microchip. The chip is coupled to
the implant, which feeds directly into the conscious mind of the recipient. The recipient automatically receives the ability to perform all tasks
imprinted on the chip.
The cost for the basic implant and insertion is 20,000cr (double for
Mutzachans). After surgery, the character spends 1-4 weeks in recovery. Once it has been determined that the artificial intelligence implant
functions, he is released from the hospital and need only go to any
Rent-A-Skill store to pick up a particular skill chip needed, then insert
it into the implant. The character is automatically able to perform the
given task requirements designated by the chip purchased. The cost of
the microchip depends on the skill required. A Basic Medical Treatment
Chip costs as little as 100cr per week, while an Ionization Control chip
costs 5,000cr per week. Characters must return the chip after the
agreed rental period. Failure to return the skill within twice the allotted
rental time results in the immediate erasing of the chip program.
Failure to return the chip within four times of the agreed rental time
results in the implant itself fusing, destroying both chip and implant.
The fusion can also cause brain damage. Any attempt to surgically
remove the implant without the proper authorization codes causes the
implant to fuse.
Characters may purchase multi-function chips, but this is prohibitively expensive (cost of individual chips +50% for connection). Due to
their biological ability to absorb objects, Mazian characters need not
pay for implant surgery. They simply surround the implant and ingest it
into the body. Rent-A-Skill, however, charges them twice the normal
cost for rented chips. Got to make money!
Clonic Production
Characters can have clones made of themselves in case they should die,
or something worse should befall them. All clones must be registered
with the Bureau of Genetic Construction (BGC). The BGC licenses the
individual to have copies of his body made for a fee of 5 million credits. The person can then have duplicates made of his mind for 20 million credits and backup memory storage banks for 5 million credits.
The body, or shell, is kept in cryogenic storage until the mind needs
another home. The person must periodically have his memories backed
up on an electro/synthetic brain unit at a cost of 25,000cr per visit; otherwise he retains only those memories from his last visit to the Bio
Storage Facility (located on Katrel). Any unlicensed reproduction of a
shell or mind carries the Death Penalty. The Galactic Bureau of
Synthetic Management continually seeks out illegal operations.
DNA Masking
DNA masking is an illegal surgical technique used to temporarily hide
ones true identity. Fugitives from the Galactic Law are tested for DNA
makeup to determine their true identity. The DNA imprint is unique for
every person and can not be replicated. Police units simply bring the
accused in for a skin sample analysis. The sample contains the DNA
print. Some surgeons are willing to temporarily mask the print by grafting a second layer of skin on to the body. They obtain the skin by appropriating the bodies of fresh corpses, which is highly illegal. When the
skin graft is taken, it reveals the identity of the dead individual. The
accused is freed, since he is obviously innocent. No one keeps track of
the 500 billion registered beings.
The cost for the operation is somewhere around 150,000cr. The
artificial skin will last for 7 days before it begins to decompose. The
Galactic Police rarely do a biopsy on the muscle tissue. This costs much
more than the skin graft and is thus uncommon. A DNA test of the muscle can not be hidden by any known means and a biopsy automatically
reveals the true identity of the accused.
Plastic Surgery
Every once in a great while a player may have the urgent need to change
his identity. Maybe a dangerous adversary is tracking him, a bounty has
been placed on his head, or the Galactic Police have a warrant out for
his arrest. Whatever! Characters can go to a plastic surgeon to have
their facial features altered. The surgery is expensive, about 10,000cr.
Fingerprints can also be changed. This procedure only has a 65% success rate and costs 10,000cr. Plastic surgeons usually refer characters
to a voice treatment center where players can have their voices
changed. The referral cost is only about 100cr, but the voice alteration
surgery costs around 20,000cr. Retinal masking costs 30,000cr but is
only 80% effective. The only thing that cant be changed is a characters
DNA print, except as noted above.
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STARTING MATRICES
CHAPTER 8
Matrices
tarting Matrices
All Matrix Controllers (MCs) begin the game with the ability to
generate certain powers. These represent the powers that the
pupil has already been taught by his Mentor. Normally, a character begins the game having learned 2-5 1st energy bracket matrices and 1 from the 2nd bracket. To determine the starting powers, the player picks two of his choice. The BM chooses the remainder. The
character can generate these matrices any time, as long as he has the internal
energy to do so. Players may choose any of the stated powers from the appropriate Matrix Tables. Ones starting powers are subject to modification by the
Matrix Controller Fortune Table. Mutzachans always start with the Drain matrix
in addition to the normal starting powers.
Energy Brackets
IN THIS CHAPTER
Starting Matrices
Gaining New Matrices
Latent Extraction
Matrix Attributes
Empath Matrices & Advancement
Energy Controller Matrices &
Advancement
Healer Matrices & Advancement
There are 9 energy brackets of power. They represent the relative degrees of
advancement in matrix manipulation. Brackets of energy are divided into three
segmented levels, representing novice, moderate, and expert controller within
that category. One may only generate powers within his energy bracket without
incurring problems as noted below. All characters begin the game at the first
energy bracket. When a MC reaches 4th level of proficiency, he can generate a
power from the second bracket. At 7th level he can generate a 3rd energy
bracket power. A character may opt to generate a matrix from one energy
bracket above his own. A 5th level MC commands power in the 2nd energy
bracket. Fact: He can generate matrices from the 3rd energy bracket, but at
double the base cost.
Power Points
Power points denote the amount of psycho-kinetic energy that a character can
generate per standard day. Untrained matrix controllers can harness and control only a small portion of their potential powers. The amount that they can
control is called their Power Point Capability. Normally, a beginning character
has a power point capability (referred to as PPC) of 1. The PPC is modified by
high I.Q. scores. A typical starting matrix controller has a modified PPC of 3-4
power points per day. He can channel no more energy because generating is
very taxing. However, as he works the matrices more and more, learning to
finesse rather than force out the power, eventually the matrix controller (MC)
can harness and transmit huge amounts of power. Every time they generate,
matrix controllers lose constitution temporarily in proportion to the fraction
of their power points used. One half the fraction of power points used is lost in
Constitution. Thus, if Henry the Mutzachan had 4 power points and used up 2
points, then his constitution would be reduced by 25% of the norm. If he uses
all his power points, he loses half his original constitution. Sleep restores lost
constitution (5hrs minus - 10min for every 3 levels of the MC).
A 1st energy bracket power requires 1 power point to generate. This is simple enough. At any time during any given day, the MC merely calls on the
learned power and channels it. So a MC with a PPC of 3 can generate up to 3
different 1st energy bracket powers on any given day. A character can generate
powers one bracket higher than his skill level. This is very difficult because it
drains twice the power necessary to generate the matrix.
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8 MATRICES
Example: Henry is a 1st level Mutzachan. He has been taught a power from
the second energy bracket. It costs 2 x 2 = 4 power points to generate. Henry
is smart and has a PPC of 4. It takes all of Henrys power to generate the matrix
and he can generate no other powers for the remainder of the day until he has
sufficiently rested.
Specialization
A matrix controller can increase his PPC by sacrificing proficiency
points at a rate of 5 occupational proficiency points per added power
point. One can never gain more than 3 power points by this method in
any one 6 month period. Matrix controllers can opt to specialize at any
time that they choose.
Latent Extraction
All individuals possess the power to generate, but for some races this is
a difficult matter. Their inherent physiological makeup prohibits natural generation. Only those individuals with an I.Q. rating greater than 80
can attempt latent extraction. Latent Extraction is the process of remapping thought patterns through intense meditations called Releasements.
The individual learns to let go of the inner self.
The method for rolling up latent characters follows certain rules
and constraints. First, the character begins the game with no power
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EMPATH MATRICES 1 PP
EMPATH MATRICES
1 POWER POINT
2 POWER POINTS
3 POWER POINTS
Clairaudience
Berserk
Distance Illusion
Clairvoyance
Confusion
Feign Death
Concentration
Disposition
Image Creation(minor)
Comprehend
Languages
Ego Whip
Invisibility
Enrage
Image Projection
Memory Storage
ESP
Mind Dive
Mind Blank
Fear
Prisoner
Mind Strangle
Offering
Psychometry
Pain
Patience
Sleep/Alert
Sonic Immunity
Psycho-Kinesis
Strength
True Sight
Stun
Subliminal Implant
Summoning 1
Trust
Telepathy
Telepathy (plant)
4 POWER POINTS
5 POWER POINTS
Concentration
Range: Touch
Generation Time: 1 sec
Boost: None
Duration: 2 min
Area of Effect: Target
SMR: None
The empath attempts to block out all extraneous noise and distractions in order to focus more clearly on the task at hand. The base percentage chance to perform any task is increased by 15 percentage
points. The target gains an additional 02% percent concentration bonus
per level of the empath above 1st.
Comprehend Languages
Generation Time: 1 sec
Range: Touch
Boost: 1 min/point
Duration: 2 min
SMR: None
Area of Effect: Target
The person the empath touches is able to understand the spoken
language of another person through the use of limited telepathy.
Comprehend languages also allows the empath to understand the written word. At no time does using this matrix confer upon the individual
the ability to actually speak or write the language.
6 POWER POINTS
Communique
Chaos
Focus
Enrage
Ego Smash
Croms Warrior
Haunt
Hypnotic Trance
Death Vision
Link
Mass Fear
Dimension Travel
Mass Paralysis
Mass Friendship
Mind Projection
Resonant Structure
Negation
Permanent Illusion
Soul Binder
Pass Unnoticed
Summoning 2
Soul Search
Psychic Emulsion
Summoning 3
Vanquish
Trade Minds
Trioks Invulnerability
7 POWER POINTS
8 POWER POINTS
Astral Travel
Future Shock
Body Switch
Psychic Force
Disciple
Steal Soul
9 POWER POINTS
Supreme Resonance
Scry
Vision Quest
EMPATH MATRICES
1 Power Point
Clairaudience
Generation Time: 2 sec
Range: Self
Boost: 1 min/point
Duration: 1 min
SMR: None
Area of Effect: Self
The Chatilian focuses his hearing sense. The matrix increases hearing checks by +50.
Clairvoyance
Generation Time: 2 sec
Range: Self
Boost: 1 min/point
Duration: 1 min
SMR: None
Area of Effect: Self
This matrix functions exactly like clairaudience, except the empath
focuses his sight sense. The matrix increases sighting checks by +50.
ESP
Generation Time: 1 sec
Range: Self
Boost: 10m/point
Duration: 1 min
SMR: Mental
Area of Effect: 20m radius
ESP stands for extra sensory perception. This matrix enhances the
empaths natural ability to read the surface thoughts of another. The
empath may read minds within a 20m radius. This power is stopped by
10cm of metal or 0.7m of rock. The target receives an SMR vs mental
attacks. Success indicates failure in the attempt to read his mind. He or
she may also be aware that you tried (50%).
Fear
Generation Time: 1 sec
Range: 5m
Boost: 5m/point
Duration: 2-8 min
SMR: Mental
Area of Effect: 5 Targets
The empath attempts to frighten people. He may attempt to frighten
up to 5 targets at a cost of 1 power point per creature to be affected.
Targeted beings receive an SMR vs mental attack forms. Those who fail
their SMRs flee in panic. Those who succeed are unaffected.
Offering
Generation Time: 3 sec
Range: 7m
Boost: 1 min/point
Duration: 2-8 min
SMR: Mental
Area of Effect: Target
At times an empath will wish to make an offering of friendship to
someone or something. The Chatilian generates this matrix and the target individual sees the item to be offered as something of high value.
The empath may be holding a rock, but it might appear to be a precious
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gem. Target individuals will remain friendly toward the empath until the
effects of the matrix wears off. If the target makes his SMR, he sees the
gift as it truly is.
Patience
Generation Time: 2 sec
Range: Touch
Boost: 30 sec/point
Duration: 1 min
Area of Effect: Target
SMR: None
The empath forces the targets body to completely relax. The target
is no longer agitated and becomes calm. He can monitor the events
around him with an almost aloof detachment. He gains a -2 to initiative
rolls.
Psycho-Kinesis
Generation Time: 10 sec
Range: 30m
Boost: 2kg/point
Duration: 2 min
SMR: None
Area of Effect: 1 object
The empath is able to move objects with his mind. He can move an
object that weighs 30kg or less at a distance up to 30m away. The object
begins moving slowly and picks up speed until it is moving 2m/sec. A
30kg object moving at this speed would inflict 1 point of damage to a
target. 50% chance to hit a target +4% for every level of the empath
above 1st.
Stun
Generation Time: 1 sec
Boost: 2m/point
SMR: Mental
Range: 3m
Duration: 1-6 min
Area of Effect: Target
2 Power Points
Berserk
Generation Time: 1 sec
Range: Touch
Boost: None
Duration: 1-4 min
SMR: Mental
Area of Effect: Target
The target individual becomes dangerously violent and attacks without fear of bodily harm. The empath can focus the berserkers rage
toward a specific being. See combat section for the effects of berserking.
Confusion
Generation Time: 2 sec
Range: Self
Boost: 1 min/point
Duration: 1-4 min
SMR: Mental
Area of Effect: 10m radius
The Chatilian disrupts the cognitive thought processes of all targets
(except himself) within the confines of the matrix. All affected persons
become completely confused and will act randomly. SMRs are
decreased by 02% per level of skill above 4th.
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EMPATH MATRICES 3 PP
Disposition
Range: 20m
Generation Time: 2 sec
Boost: 10m/point
Duration: Instantaneous
Area of Effect: Target
SMR: None
This matrix confers upon the controller the ability to determine the
basic disposition of the target.
Ego Whip
Generation Time: 2 sec
Range: 20m
Boost: -03 mod/point
Duration: 1-4 min
SMR: Mental
Area of Effect: Target
Ego Whip is used to batter the targets ego into submission. Affected
persons sink into a state of manic depression and do not fight. This
matrix can be increased in strength. Each additional power point of
boost creates a -03 to SMRs vs mental attack forms.
Image Projection
Generation Time: 1 sec
Range: Self
Boost: None
Duration: 15 sec
SMR: Mental
Area of Effect: 50m radius
The empath attempts to disrupt the visual sense of those around
him by projecting multiple images of himself. 1-4 such images can be
created. Affected creatures do not know which one is the real empath.
Randomly determine if successful attacks hit the MC or one of the
images. Creatures who arent affected see only a vulnerable empath, just
waiting to be taken out. The images last for 15 seconds.
Mind Dive
Generation Time: 10 sec
Range: Touch
Boost: None
Duration: Special
SMR: None
Area of Effect: Target
Generating this matrix bestows the ability to dive into the subconscious mind of another. The empath will be able to read the subconscious thoughts of the target individual. The duration is 100 seconds
minus the mental SMR of the target.
Example: Our friend Ernie the Empath might dive into the mind of George
the Gen-Human to extract a message that was implanted there.
Prisoner
Generation Time: 4 sec
Range: 20m
Boost: 10m/point
Duration: 2-8 min
SMR: Mental
Area of Effect: Target
The empath attempts to create an illusion in the mind of the target
individual. Those who fail their SMR believe themselves to be imprisoned in a fortress of bars and steel with no hope of escaping. Affected
creatures merely sit down in submission.
Psychometry
Generation Time: 10 sec
Range: Touch
Boost: None
Duration: Special
SMR: None
Area of Effect: Target
Psychometry is the ability to determine the nature of a past event by
touching an object that was present at the event. The Chatilian has a
base 40% chance to determine information about the event by touching
the object. This chance increases at a rate of 03% per level of skill
above the 4th. The Battle Master determines the nature of the information divined.
Sleep/Alert
Generation Time: 1 min
Range: Self
Boost: 1 hr/point
Duration: 2hr
SMR: None
Area of Effect: Self
This matrix places the empaths conscious mind in deep slumber,
while at the same time raising his perception senses. The Chatilian
sleeps soundly, yet the slightest disturbance will immediately awaken
him. Furthermore, he will react with such speed that he does not suffer
initiative penalties in the following combat segment.
Strength
Generation Time: 2 sec
Range: Touch
Boost: None
Duration: 1-6 min
SMR: None
Area of Effect: Target
This matrix raises the strength of the target individual by +25, to a
maximum of 150.
Subliminal Implant
Generation Time: 4 sec
Range: 20m
Boost: None
Duration: Special
SMR: None
Area of Effect: Target
The empath is able to plant a message in the subconscious mind of
the person. The target wont be aware that the message has been
implanted at all. The message can be no longer than 15 words. The person merely becomes a storage bank. The message remains lodged in
the subconscious until extracted.
Trust
Generation Time: 2 sec
Range: 20m
Boost: 2 min/point
Duration: 1-4 min
SMR: Mental
Area of Effect: Target
This is a useful matrix which can be employed to gain the trust of
another. Anyone who fails his SMR trusts the empath completely.
3 Power Points
Distance Illusion
Generation Time: 1 sec
Range: Self
Boost: None
Duration: Not Applicable
SMR: Mental
Area of Effect: 100m radius
Distance Illusion is one of the first illusionary matrices taught to the
empath. When generated, it creates the illusion of the empath retreating at a high rate of speed, when in actuality the empath is advancing.
All attempts by those who fail their SMRs to fire upon the empath automatically fail. Those who make a successful SMR see what is actually
happening. On subsequent fire segments, they can warn those around
them of the illusion. Warned beings receive a +20 to subsequent SMRs.
SMRs are reduced at 04% per level of the empath above 7th.
Feign Death
Generation Time: 10 sec
Boost: 5 min/point
SMR: None
Through intense concentration, the
BATTLELORDS
OF THE
Range: Self
Duration: 10 min
Area of Effect: Self
matrix controller lowers the
TWENTY-THIRD CENTURY
161
8 MATRICES
rate of his bodily functions. His respiratory and circulatory systems slow
to the point of almost stopping. He appears dead, yet is completely
aware of events that transpire around him. He can leave this state at any
time. The empath may increase the duration of the matrix by adding a
point of power per 5 minutes of feigned death.
Image Creation (minor)
Range: 10m
Generation Time: 30 sec
Boost: None
Duration: 1 min
SMR: Special
Area of Effect: 20 cubic m
This matrix is generated to create an illusion. All creatures with an
I.Q. of less than 30 automatically believe it. All creatures with an I.Q. of
greater than 30 receive an SMR vs mental attack forms. The illusion has
only visual components and does not move. An empath could, for
example, create the illusion of a pit. He could not, however, create the
illusion of an attacking Space Troll.
Invisibility
Generation Time: 2 min
Range: Self
Boost: 1min/point
Duration: 5 min
SMR: Special
Area of Effect: 50m radius
The invisibility matrix affects the eyes of all targets within the area
of effect. Unwary persons do not see the matrix controller. He is free to
move about for five minutes. For every additional minute, the empath
must expend one extra power point. Only those who have some reason
to suspect the invisible empaths presence receive a mental SMR.
Memory Storage
Generation Time: 15 sec
Range: Touch
Boost: None
Duration: Special
SMR: None
Area of Effect: Target
Memory Storage can only be generated on dying individuals. When
the empath generates this matrix, he absorbs the thoughts of the victim
into his subconscious mind. The empath isnt able to utilize the information stored, but can retain it indefinitely. Should some means be
obtained to return the victims body to life, the empath can reverse the
process and re-implant the memories and cognitive processes. The
empath can only store one persons memories at a time.
Mind Blank
Generation Time: 5 sec
Range: Self
Boost: 1 min/point
Duration: 2 min
SMR: None
Area of Effect: Self
When an empath generates this matrix, he is able to block out all
mind probe attempts. He creates a mind shield that cant be penetrated
by any means. Truth serums are ineffective as well as all other forms of
mental attack. The duration can be increased by adding additional
power points.
Mind Strangle
Generation Time: 5 sec
Range: 10m
Boost: 5m/point
Duration: 1hr
SMR: Mental
Area of Effect: Target
The Chatilian attempts to enter the targeted individuals mind and
block all conscious thought. Success indicates that the victims mind
has been temporarily strangled. The affected person lapses into a deep
162
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
catatonic state and can not move, think, or act at all. Bodily functions
continue. The victim has no idea of the events that transpire while he is
blacked out.
Pain
Generation Time: 2 sec
Range: 10m
Boost: None
Duration: 1-6 min
Area of Effect: Target
SMR: Mental
The empath makes a mental assault on the sensory nerves of the
target individual. The person is instantly racked with body pains and
collapses for the duration of the matrix. He performs actions at a -60
penalty.
Sonic Immunity
Generation Time: 5 sec
Range: Touch
Boost: 1 min/point
Duration: 5 min
SMR: None
Area of Effect: Target
The person becomes immune to all sonic attack forms for as long
as the matrix is employed.
True Sight
Generation Time: 1 sec
Range: Self
Boost: 1min/point
Duration: 1 min
SMR: None
Area of Effect: Line of sight
This matrix provides true sight. The MC will know which images are
illusions or holographic images.
4 Power Points
Communique
Generation Time: 3 sec
Range: Self
Boost: 1min/point
Duration: 2 min
SMR: None
Area of Effect: 400m radius
Communique allows the MC and all friendly persons to communicate amongst themselves without having to speak. The empath concentrates on the persons that he wishes to join the private line.
Ego Smash
Generation Time: 2 sec
Range: Self
Boost: None
Duration: 4-16 min
SMR: Mental
Area of Effect: 10m radius
When generated, all persons within the area except the MC immediately fall into the deepest state of self hatred. The matrix controller
seeks to batter the ego into utter submission, destroying the victims self
esteem and desire to live. Those who fail their SMR have a base chance
to attempt suicide equal to the difference between the roll needed to
survive against the matrix and the actual dice roll.
Example: Ernie the Empath generates an Ego Smash against Fredd the
Python. Fred has an SMR vs mental attack forms of 45. Fredd rolls a 55. The
percentage chance to commit suicide is 10%. The dice are rolled! Fredd gets a
08%! He grabs a couple of frag grenades and pops them into his mouth like
candy. Boom! Boom! What will we say to his mother?
Those who make a successful SMR receive a -10 penalty to all
attacks and task attempts for the duration of the matrix.
EMPATH MATRICES 4 PP
Hypnotic Trance
Generation Time: 3 sec
Range: Self
Duration: 1-6 min
Boost: None
SMR: Mental
Area of Effect: 50m radius
This matrix causes all individuals except the MC who fail their SMR
rolls to be locked in a hypnotic trance. They see a shimmering of beautiful and alluring colors which keeps them bound for the duration of the
matrix, unless someone comes along and breaks the trance. A mere
slap will not awaken the person. You have to pound on him for a while.
Mass Fear
Generation Time: 10 sec
Range: Self
Boost: None
Duration: 2-8 min
SMR: Mental
Area of Effect: 50m radius
This matrix is designed to inspire fear in the minds of the empaths
enemies. Those who fail their SMR vs mental attack forms automatically flee. Fear-struck individuals run for 2-8 minutes.
Mass Friendship
Generation Time: 10 sec
Range: Self
Boost: None
Duration: 1-6 hr
SMR: Special
Area of Effect: 50m radius
The empath emits a aura of friendship. All beings with an I.Q. less
than 40 automatically succumb to the effects. Persons with I.Q. scores
greater than 40 receive an SMR. Those who fail their SMRs are quite
friendly toward the empath. Victims will even defend their new buddy.
They wont, however, kill themselves.
Negation
Generation Time: 10 sec
Range: Touch
Boost: None
Duration: Permanent
SMR: None
Area of Effect: Target
Negation wipes out the effects of any mental attack form. Stricken
individuals are returned to their natural state of being.
Note: Negation doesnt reverse the effects of matrices that do real
damage.
Pass Unnoticed
Generation Time: 5 min
Range: Self
Boost: 1 min/point
Duration: 5 min
SMR: Special
Area of Effect: 10m/100m
The matrix controller disrupts the sensory organs of enemy personnel within 100m. He and anyone within a 10m radius of his person
can pass unnoticed. Only persons who suspect the matrix controllers
presenceand none of their senses will detect himreceive an SMR.
Note that in order to suspect their presence, enemies must have detected the empath before the matrix took effect, or the empath must be taking drastic actions such as weapons fire.
Psychic Emulsion
Generation Time: 2 sec
Range: 20m
Boost: -02 SMR/point
Duration: Permanent
SMR: Mental
Area of Effect: Target
The empath assaults the targets mind. The victim receives an SMR.
Those who fail lose 2-8 points of I.Q. permanently.
Trade Minds
Generation Time: 10 min
Range: Touch
Boost: 30 min/point
Duration: 4 hr
SMR: None
Area of Effect: Target
This matrix confers upon the empath the ability to trade minds with
a willing individual for the duration of the matrix.
Trioks Invulnerability
Generation Time: 2 sec
Range: Touch
Boost: None
Duration: 2-8 min
SMR: None
Area of Effect: Target
Triok was a powerful matrix controller who discovered the invulnerability matrix. When the empath generates this matrix, he sends a
powerful subliminal message to the recipient. That individual believes
that he is invincible. The bodys pain sensors are blocked and so he
feels no pain. He gains 4-16 temporary body points. Furthermore, the
recipient can fight up until the point where he dies (i.e. -10 body points
for most). Wounds will have little effect on his enthusiasm, nor does the
sight of his own blood.
BATTLELORDS
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163
8 MATRICES
5 Power Points
Chaos
Range: Self
Generation Time: 2 min
Boost: 15 sec/point
Duration: 10 min
SMR: Mental
Area of Effect: 500x500x5m
Total chaos is created in all individuals who fail their respective
matrix rolls. They move randomly and attack each other. The duration
of the matrix can be increased by adding 1 additional power point of
power per 15 seconds of effect. The area of effect is centered on the
matrix controller, who is not affected.
Croms Warrior
Generation Time: 5 sec
Range: 200m
Boost: None
Duration: 5 min
SMR: None
Area of Effect: Special
Crom was a powerful Illuminary during the Totalitarian Inquisition.
The Illuminaries had sought refuge from the hunters in the Caves of the
Dark. While in exile, Crom sought to contact an external force to aid his
people when the time came for the final battle. In his search he contacted an entity now known as Croms Warrior. The entity takes corporeal form as a 4 meter tall skeleton, clad in plate mail armor. The skeleton has red, fiery eyes. It wields a great battle axe that does 4-16 points
of damage per attack. The warrior has 200 body points and attacks with
skill equal to 1/2 of the empaths level. The warrior will only obey the
commands of the empath who has summoned him into service. Base
chance to hit: 80%.
Death Vision
Generation Time: 1 sec
Range: 100m
Boost: None
Duration: Special
SMR: Mental
Area of Effect: Target
Death Vision is a powerful Chatilian matrix. The empath creates a
nightmarish image of horrific proportions. The victim sees his own
death in the most violent and feared fashion of his dreams. He has a
massive coronary and dies on the spot. The matrix is so strong that victims save at a -10 to SMRs. Those who save are shaken, but realize that
the vision isnt real. They do, however, function at a -40 when performing any type of task for the next 4-40 minutes. SMRs are further reduced
by 04% per level of the MC above 13th.
Dimension Travel
Generation Time: 1 min
Range: Self
Boost: 5 min/point
Duration: 1 hr
SMR: None
Area of Effect: Self
When an empath generates this matrix, he or she is able to travel to
the fourth dimension and speak with entities there. The empath temporarily leaves his body behind. The type of spirits encountered
depends on the location of the out-of-body experience.
ble of hearing, smelling, etc. The empath is able to view events, while in
this out-of-body state, but can not interact. Walls and solid barriers have
no effect on his movement, since he exists merely as energy. The duration of the matrix can be increased by expending 1 power point per
additional 5 minutes of the out of body experience.
Permanent Illusion
Range: 100m
Generation Time: 10 min
Boost: None
Duration: Permanent
SMR: Special
Area of Effect: 100 cubic m
A powerful empath is able to create a stationary illusion that is permanent. The illusion will only have visual form, but remains forever,
unless it is eradicated. Individuals encountering the illusion believe it to
be real, unless the illusion is grossly out of place, in which case they
receive an SMR vs mental attack forms. Those who are immune to the
effects of illusions automatically see things as they truly are.
Summoning 2
Generation Time: 3 sec
Range: Self
Boost: None
Duration: 5 min
SMR: Special
Area of Effect: 400m radius
Same as the basic summoning 1 ability, but creatures under 50 I.Q.
automatically answer the summoning. 5-30 creatures are affected.
6 Power Points
Focus
Generation Time: 1 min
Range: Touch
Boost: 10 min/point
Duration: 1 hr
SMR: None
Area of Effect: Target
Focus blocks out all extraneous noise and distractions.
Individuals gain a +100 to all skill tasks and +35 for weapons tasks
while the matrix lasts.
Haunt
Generation Time: 30 min
Range: 10 km
Boost: None
Duration: 7 days
SMR: None
Area of Effect: Target
This matrix is utilized to summon an evil, minor entity from the
fourth dimension. The spirit responds to the summoning and does the
bidding of the empath. The entity will haunt the intended victim for 7
days and nights. It will torture the dreams of the victim. During the day,
the victim will believe that he is constantly being watched, and will
become more and more convinced that he is going to die at the hands
of the spirit. The victims physical condition will deteriorate over time.
There is 10% cumulative chance per night that the victim will suffer a
cardiac arrest and die. The haunt can be slain by normal means (40
body points). It is visible in the ultraviolet spectrum.
Link
Mind Projection
Generation Time: 1 min
Range: Self
Boost: 5 min/point
Duration: 1 hour
SMR: None
Area of Effect: Special
This requires an enormous amount of inner strength. The empath
temporarily leaves his body and travels to some desired place, which
must be within 2 km. The empaths mind exists as energy, yet he is capa-
164
BATTLELORDS
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TWENTY-THIRD CENTURY
EMPATH MATRICES 7 PP
matrix of higher level then the empath can normally generate, there is
a 05% chance per level of difference between the two that the matrices
will overload and backfire. The other MC takes 4-24 points of damage,
and the empaths head detonates, splattering goop everywhere!
Mass Paralysis
Generation Time: 2 sec
Range: 1,000m
Duration: Permanent
Boost: None
SMR: Mental
Area of Effect: 100m radius
One of the most useful and deadly matrices. The empath permanently disrupts the motor neurons of all targets within the area of effect.
Those who fail their SMRs are paralyzed for life, unless the condition is
dispelled. (The paralysis is from fear, and is not complete. It is only
from the eyeballs down).
Resonant Structure
Generation Time: 5 sec
Range: 200m
Boost: None
Duration: 10 sec
SMR: Special
Area of Effect: 10m radius
The empath creates a resonant wave inside the skulls of all creatures within the targeted area. The wave resonates up to the harmonic
frequency of the skull. The skulls explode. There is no normal SMR, but
those targets wearing full face helmets have a 50% chance to negate the
matrix. Sonic protection is also effective against this attack. Add any
SMR bonus vs sonics to the chance to negate the matrix. Targets without helmets have a 0% base chance to negate the matrix.
Soul Binder
Generation Time: 10 sec
Range: Touch
Boost: 30 min/point
Duration: 4 hr
SMR: None
Area of Effect: Target
This matrix temporarily keeps a victims dying soul in his body. If
medical treatment can be offered within 4 hours, the victim will live.
After this time something must be done to keep the body from decaying
for this matrix to succeed. The empath can increase the duration of the
matrix by adding 1 power point per additional 30 minutes needed.
Soul Search
Generation Time: 10 min
Range: Self
Boost: 1 hr/point
Duration: 1 day
SMR: Mental
Area of Effect: Self
The empaths mind enters and moves about in the 4th dimension.
While in the 4th dimension, the MC acts as a homing beacon for the
soul that he is seeking out. The soul must make an SMR vs Mental
attacks or answer the beacon. The MC may move freely for the duration
of the matrix.
Summoning 3
Generation Time: 1 hr
Range: 100m
Boost: None
Duration: Instantaneous
SMR: None
Area of Effect: One being
This matrix allows the empath to summon minor entities from the
4th dimension. The type of being that responds to the summoning is
random. (Editors Note: If you ever get this power, tell your BM that he
has to make these creatures up. It says so in the rules).
ROLL
ENTITY
01-30
Masug
31-50
Demon Morg
51-70
Bashik
71-80
Thorgon Monster
81-100
Tabak
Vanquish
Generation Time: 15 sec
Range: 100m
Boost: None
Duration: Instantaneous
SMR: Special
Area of Effect: Target
The Chatilian generates this matrix to send an entity back to the
fourth dimension. The base chance of success is 85% for a minor entity and 50% for a major entity. This increases 04% per level of experience above 16th.
7 Power Points
Astral Travel
Generation Time: 1 sec
Range: Self
Boost: 1 parsec/3 points
Duration: Instantaneous
SMR: None
Area of Effect: Special
When an empath reaches the 7th bracket of energy control, he
becomes vastly more powerful. In dire situations, he may have need to
transport himself to safety with little notice. The astral travel matrix
allows the MC to cross over into a parallel universe and travel instantly
to a place, then cross back into his own universe. He can cross 20 parsecs of space instantly. This matrix drains 5 constitution points permanently.
Body Switch
Generation Time: 30 sec
Range: Touch
Boost: None
Duration: 2 days
SMR: None
Area of Effect: 1 Soul
The empath is able to hold an individuals dying soul until the soul
can be placed into another body. The empath links with the soul and
then must set out to find another body. If the empath can find a body
within 2 days, he can save the soul by creating a mental conduit for the
soul to cross into the body. Otherwise the soul departs.
Disciple
Generation Time: 1 hr
Range: Touch
Boost: None
Duration: Special
SMR: None
Area of Effect: Target
In the event of his untimely death, a powerful empath may wish to
empower a disciple to take his place. He can implant any or all of his
known powers into the subconscious mind of his student and can then
set a biological clock or some other mechanism to trigger the knowledge. Once triggered, the young MC has complete understanding of the
matrices.
Scry
Generation Time: 1 min
Range: 10 parsecs
Boost: 2 parsec/point
Duration: 5 min
SMR: Special
Area of Effect: Special
This matrix allows the empath to observe another from a great distance. The chance for success depends on how well the empath knows
BATTLELORDS
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165
8 MATRICES
the one he seeks to observe.
The chance for success is also increased by 04% per level of the
controller above 19th.
RELATION
CHANCE
Unknown
05%
Acquainted
20%
Familiar
50%
Close
75%
Intimate
90%
Vision Quest
Generation Time: 5 sec
Range: Self
Boost: None
Duration: Special
SMR: None
Area of Effect: Self
The empath is empowered to look back through time and observe
events. He may not participate or affect them in any way. The empath
must be familiar with the location and time of the occurrence.
The chance for success is increased by 04% per level of the controller above 19th.
FAMILIARITY
CHANCE
Unknown
00%
Unfamiliar
10%
Familiar
25%
Well Informed
40%
Expert
50%
8 Power Points
Future Shock
Range: Self
Generation Time: 1 min
Boost: None
Duration: 10 min
SMR: None
Area of Effect: Self
This matrix allows the MC to get a 10 minute glimpse of a possible
future. The base chance for success equals 100%. For every week into
the future, the chance is reduced by 01%. That which is observed is
25% likely to be correct. The empath is able to observe the events of a
possible future, but he can in no way affect it during the viewing.
Psychic Force
Generation Time: 1 min
Range: 10,000 km
Boost: None
Duration: Instantaneous
SMR: None
Area of Effect: Target
The empath can create a psychic blast of incredible proportions. It
does 1,000 - 4,000HP of damage. A high level empath on the bridge of
a spaceship can thus wreck an enemy vessel. The matrix has an accuracy of 80%. Threshold does not apply.
Steal Soul
Generation Time: 1 sec
Range: Special
Boost: None
Duration: Permanent
SMR: Special
Area of Effect: Target
Steal Soul enables the empath to absorb the soul of another into his
own being. The soul is absorbed into the subconscious. The empath has
access to all of the souls memories and mental abilities. The soul can
EMPATH ADVANCEMENT
LEVEL
166
X.P.
0-1,000
1,001-3,000
3
4
5
8,001-12,000
POWER CRYSTAL
POWER POINTS
TITLE
COST
Receiver
1,000
Sender
1,000
3,001-5,000
Communicator
1,000
5,001-8,000
Telepath
2,000
Psychic
2,000
12,001-18,000
Mentalist
2,000
18,001-28,000
Visionary
5,000
28,001-40,000
Seer
5,000
40,001-60,000
Empath
5,000
10
60,001-90,000
10,000
11
90,001-150,000
10,000
12
150,001-240,000
10,000
13
240,001-420,000
25,000
14
420,001-700,000
25,000
15
700,001-1.1M
25,000
16
1.1M-2.0M
50,000
17
2.0M-3.5M
50,000
18
3.5M-6.0M
19
6.0M-8.5M
Lord of Vision
20
8.5M-11.0M
Lord of Empathy
1,000,000
21
11.0M-13.5M
Lord of Power
1,000,000
22
13.5M-16.0M
Lord of Might
5,000,000
23
16.0M-20.0M
Lord of Mind
5,000,000
24
20.0M-25.0M
Illuminary Lord
5,000,000
BATTLELORDS
Tigers Eye
Bloodstone
Zircon
Amber
Topaz
Sapphire
Emerald
OF THE
Ruby
TWENTY-THIRD CENTURY
50,000
100,000
9 Power Points
Supreme Resonance
Generation Time: 1 min
Range: 1 parsec
Boost: None
Duration: Instantaneous
SMR: Special
Area of Effect: Target
The most powerful of all empathic matrices. Supreme resonance
turns the empath into a huge sonic receptor/gun. All vibrational energy
is absorbed by the empath during the generation time. The resonance
increases until it reaches uncontrollable levels. The power released is
sufficient to destroy a planet. There is a 25% chance that the release of
such tremendous amounts of energy will kill the empath.
Oh, by the way . . . Destroying planets is highly illegal (Editors Note:
We find this to be much fun for PCs).
2 POWER POINTS
3 POWER POINTS
Chilled Veins
Battery
Activation Energy
Darkness
Bypass
Displacement
Electrical Discharge
Continuous Light
Fire Blast
Finger Laser
Drain
Fly
Glue
Ground Sparks
Frequency Scanner
Invisibility
Optical Reduction
Light
Jam
Sonic Concussion
Metal Detection
Magnetize
Sonic Immunity
Pyrotechnics
Polymizer
Transmission Boost
Separation
Short Circuit
Transmission Jammer
Shadow Boxer
Ultra-Vision
Transmission
Scrambler
Shatter
Warp Metal
Spot Weld
Temperature
Manipulation
4 POWER POINTS
5 POWER POINTS
6 POWER POINTS
Cellular Disruption
Combination (minor)
Anti-Gravity
Cellular Immunity
Dimension Travel
Energy Negation
Energy Manipulation
Fire Wall
Kashonas
Explosive Lattices
Flux Shield
Life Shield
Plasma Pulse
Ice Wall
Solar Sail
Plasma Reduction
Kinetic Immunity
Space Walk
Power Reservoir
Molecular Dispersion
Time Slow
Psionic Immunity
Molecular Disruption
Shape
Omega Pulse
X-Ray Vision
Power Port
Radiation Shield
Teleport
7 POWER POINTS
8 POWER POINTS
9 POWER POINTS
Attraction/Repulsion
Bind
Combination (major)
Cancellation
Cataclysm
Space Fold
Energy Cloud
Gravity Wave
Time Travel
Mass Teleport
Nova
Permanency
Worm Hole
OF THE
Range: Self
Duration: 1 min
Area of Effect: 20m radius
TWENTY-THIRD CENTURY
167
8 MATRICES
The power of darkness acts as an invisible mirror, refracting all
incoming light entering within a 20m radius of the Mutzachan. When
generated, the area around the controller is immediately cast into darkness. Normal sources of light will not function while the matrix is active.
It can be counteracted by a light matrix. This power does not stop high
intensity lasers. The darkness does not inhibit the sight of the MC generating the matrix.
Electrical Discharge
Generation Time: 2 sec
Range: 50m
Boost: 2 damage/point
Duration: Instantaneous
SMR: Electrical
Area of Effect: Target
The controller acts like a huge capacitor by storing up the static
electricity in the surrounding area, which he then discharges through
his fingers. The target takes 1-4 points of body damage from electrical
shock. Individuals who are not electrically grounded take no damage
from this power. For every extra point of power expended, the damage
done by the discharge increases by 2 points. The charge has an 80%
chance to hit at range bracket 1. This decreases 15% per range bracket. Any attack that does more damage than the threshold of a suit of
armor forces a critical check to determine whether or not the suits systems are affected.
Finger Laser
Generation Time: 2 sec
Range: 100m
Boost: 1 damage/point
Duration: Instantaneous
SMR: None
Area of Effect: Target
The energy controller generates and fires a laser beam. The beam
has a 80% chance to hit at range bracket 1 and does 2 points of damage. Accuracy is reduced by 15 points beyond the 1st bracket. Each
point of boost increases damage by 1 point.
Glue
Generation Time: 1 sec
Range: 20m
Boost: 1 min/point
Duration: 1 min
SMR: None
Area of Effect: 5m radius
Glue instantly increases the coefficient of friction between objects,
causing them to stick together. The matrix has a 30% base chance to
cause objects to stick together, plus 03% chance per level of the MC
above 1st .
Kinetic Energy Barrier
Generation Time: 1 sec
Range: Touch
Boost: 2 min/1 point
Duration: 2 min
SMR: None
Area of Effect: Target
A kinetic energy barrier is a blue-green force field that surrounds
the target. The force field reduces the effects of kinetic weapons entering the barrier, draining them of inertia. The barrier reduces damage
by 6 + 2 points per additional power point expended. Kinetic weapons
include archaic powder, archaic hand, and grenade or mine fragments.
Light
Generation Time: 1 sec
Range: Self
Boost: 1 min/point
Duration: 1 min
SMR: None
Area of Effect: 20m radius
This matrix functions exactly the opposite of the darkness matrix.
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2 Power Points
Battery
Generation Time: 5 sec
Range: Self
Boost: 10 hr/point
Duration: 30 hr
SMR: None
Area of Effect: Self
The energy controller can store energy inside his body. He can store
up to 500 units of power. The controller can not alter the form of the
energy. That is, he cant turn electricity into plasma energy. The
Mutzachan can increase the duration of the matrix by using more
power points. The Mutzachan may release the energy at will or convert
it to power points. Each 50 units of power may be converted into 1
power point. However, the Mutzachan may never have more power
points than his PPC.
Bypass
Generation Time: 3 sec
Range: Touch
Boost: None
Duration: Instantaneous
SMR: None
Area of Effect: Target
Allows the matrix user to circumvent protective measures built into
a security system. The chance for success equals the level of the MC
times 10. Penalty modifiers are still applied.
Continuous Light
Generation Time: 1 min
Range: Touch
Boost: None
Duration: 50 years
SMR: None
Area of Effect: Item/20m rad
The controller generates a form of a light matrix on an object. The
object holds the light charge until its matrix is disrupted, or deteriorates from extreme age.
Drain
Generation Time: 1 sec
Range: Touch
Boost: 5 power units/point
Duration: Instantaneous
SMR: None
Area of Effect: Target
This matrix gives an energy controller the power to drain energy
packs or other energy sources. The controller acts as a ground, draining up to 100 power units into his body, where the energy dissipates
quickly. Each 25 units of power provides the Melon Head with 1 power
point. This matrix can never cause the Melon Head to have more power
points than his PPC.
Example: Henry generates a Drain matrix and sticks his finger in a light bulb
socket. He pulls 100 power units from the buildings power supply. This provides
him with 4 power points, but generating the matrix cost him 2 points. Henry has
a net gain of 2 power points.
Ground Sparks
Range: 20m
Generation Time: 1 sec
Boost: None
Duration: 10 sec
Area of Effect: 10m radius
SMR: None
By agitating molecules in the ground, the controller is able to create ground sparks. These sparks are bright and do no damage, but they
can distract individuals. They really mess with a Ram Pythons head!
Invisibility
Generation Time: 1 sec
Range: Touch
Boost: 2 min/point
Duration: 10 min
SMR: None
Area of Effect: Target
The Mutzachan makes the target and everything on his person invisible by a bending of visible light when he generates this matrix. He cannot be seen, but he is detectable by infrared and other detection capabilities.
Jam
Generation Time: 1 sec
Range: 100m
Boost: None
Duration: Special
SMR: Special
Area of Effect: 1 Weapon
The energy controller can cause a weapon to malfunction. The
chance for success equals 40% plus 03% per level of the MC above 4th.
The owner of the weapon must clear the malfunction before resuming
fire with the weapon.
Magnetize
Generation Time: 2 sec
Range: 20m
Boost: 1 min/point
Duration: 1 min
SMR: None
Area of Effect: 10 sq. m
This matrix magnetizes or demagnetizes the surface of objects. It
covers a 10 square meter surface area. Magnetization requires a 100+
strength to break the force.
Polymizer
Generation Time: 2 sec
Range: Touch
Boost: 2/1 point
Duration: 1-4 hours
SMR: None
Area of Effect: Target
Polymizer is one of the most useful low level energy controller
matrices. The controller pours energy into the polymer lining of armor.
The effect is to repair two points of absorption per power point expended. However, there must be at least one point of absorption left in the
liner. The absorption cannot be increased beyond original specifications. The polymers last for the duration of the matrix.
Short Circuit
Generation Time: 2 sec
Range: Touch
Boost: None
Duration: Instantaneous
SMR: None
Area of Effect: Target
The controllers body acts as a conductor to short out circuits.
However, there is some danger involved. The controller must know how
much current is flowing through the circuitry. He can absorb up to 10
amperes without being injured. Melon Heads can handle an additional
2 amps per level of experience above 4th.
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8 MATRICES
Ultra-Vision
Range: Self
Generation Time: 1 sec
Boost: 1 min/point
Duration: 2 min
Area of Effect: Line of sight
SMR: None
This matrix allows the Mutzachan to see into the ultra-violet portion
of the spectrum. He can detect the presence of flux shields when
employing this power. +25 to Vision checks at night.
Warp Metal
Generation Time: 2 sec
Range: Touch
Boost: 5kg/point
Duration: Permanent
SMR: None
Area of Effect: 5kg/level
The Mutzachan attempts to warp the metal of an object. His chance
for success equals 70% plus 05% for each level above the 4th.
3 Power Points
Activation Energy
Generation Time: 5 sec
Range: Touch
Boost: None
Duration: Instantaneous
SMR: None
Area of Effect: Target
Certain devices require an activation energy in order to function.
The activation matrix allows the Mutzachan to activate the device without having any previous knowledge of the code. It is also useful in causing mines which are frequency activated to detonate, or to start robots.
Displacement
Generation Time: 1 sec
Range: 20m
Boost: None
Duration: Instantaneous
SMR: None
Area of Effect: Self
When this matrix is generated, the Mutzachan displaces himself up
to 20m from his current location. He has a base chance of 50% to end
up where he desires. This increases 05% per level of the 7th. Failure
indicates that the MC has made an errant jump. To determine where he
ends up, roll a d12. The result equals to the clockwise direction that he
is transported. A d20 is then rolled to determine the distance. The
matrix is designed to prevent the controller from ending up in a solid
object.
Fire Blast
Generation Time: 1 sec
Range: 50m
Boost: 1/2 points
Duration: Instantaneous
SMR: Special
Area of Effect: 10m radius
A fire blast does 2-12 points of damage. The Mutzachan can generate the matrix up to 50m from himself. All personnel standing within a
10m blast radius are affected, yet receive an SMR vs fire based attacks.
Success halves the damage. The MC can increase the damage yield by
adding 2 points of power for every additional point of damage.
Fly
Generation Time: 5 sec
Range: Self
Boost: 5 min/point
Duration: 10 min
SMR: None
Area of Effect: Self
This matrix provides the Mutzachan with the ability to fly. He can fly
for 10 minutes, plus 5 minutes per additional point of boost, at up to
50kph. The matrix controller can transport no more than his weight
plus an additional 200 kg.
170
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Frequency Scanner
Range: Self
Generation Time: 10 sec
Boost: 500m/point
Duration: 10 min
Area of Effect: 10km radius
SMR: None
The Mutzachan acts as a frequency scanner, automatically detecting
any radio signals that pass within 10km of his person. He knows the frequency and the general direction of the wave propagation. He doesnt
necessarily understand what he hears.
Optical Reduction
Generation Time: 1 sec
Range: Self
Boost: 1 damage/point
Duration: 5 min
SMR: None
Area of Effect: Self
The Mutzachans body diffracts laser beams. The matrix initially diffuses 5 points of high intensity light energy. Further reduction is on a
point for point basis.
Sonic Concussion
Generation Time: 1 sec
Range: Self
Boost: 2/1 points
Duration: Instantaneous
SMR: Special
Area of Effect: 10m radius
The matrix controller creates a sonic concussion wave that propagates outward from his body. The wave does 3-12 points of damage,
plus 2 additional points per 1 point of boost. All individuals wearing
body armor gain an SMR vs sonic attack forms. Success negates the
attack.
Sonic Immunity
Generation Time: 3 sec
Range: Touch
Boost: 2 min/point
Duration: 5 min
SMR: None
Area of Effect: Target
This matrix protects the target from the effects of all sonic based
attack forms for the duration of the power.
Transmission Boost
Generation Time: 2 sec
Range: Touch
Boost: 2 min/point
Duration: 5 min
SMR: None
Area of Effect: 1 Device
This is a useful power. The matrix is designed to boost the output
range of a communications device by 25%. The duration can be extended by adding 2 points of power per additional minute.
Transmission Jammer
Generation Time: 1 sec
Range: Self
Boost: 2 min/point
Duration: 5 min
SMR: None
Area of Effect: 10km radius
Another useful matrix. When this matrix is generated, the controller
transmits a powerful interference pulse. All transmissions that pass
through the area of effect are jammed at a 50% rating, plus 05% per
level of the MC above 7th.
Transmission Scrambler
Generation Time: 1 min
Range: Touch
Boost: +05%/point
Duration: 5 min
SMR: None
Area of Effect: 1 Device
The scrambler matrix allows the matrix controller to encode an
4 Power Points
Cellular Disruption
Generation Time: 1 sec
Range: 50m
Boost: 5m/point
Duration: Instantaneous
SMR: Biological
Area of Effect: Target
This nasty matrix can trash the enemy in short order. The cellular
disruption does 4-16 points of damage to the target. Targets receive an
SMR vs biological attack forms. This matrix doesnt penetrate armor.
Cellular Immunity
Generation Time: 1 sec
Range: Self
Boost: None
Duration: 5 min
SMR: None
Area of Effect: Self
Protects the Mutzachan from the harmful effects of cellular disruption.
Energy Manipulation
Generation Time: 30 sec
Range: Touch
Boost: None
Duration: Instantaneous
SMR: None
Area of Effect: Target
A powerful Mutzachan is able to redefine the matrices of various
energy forms. For example, he can change plasma energy into electrical energy or vice versa. He can change up to 5,000 energy units.
Explosive Lattices
Generation Time: 5 sec
Range: 50m
Boost: None
Duration: Instantaneous
SMR: None
Area of Effect: Target
Certain rocks and crystals have lattice structures - that is their molecules are arranged in a specific pattern throughout the object. The
matrix controller acts as a harmonic tuning fork which causes the lattices to explode. Exploding rocks do 2-8 points of concussion damage
and strike the target with 8 fragments. Each fragment does 2-8 points
of damage (treat as a grenade).
Plasma Pulse
Generation Time: 5 sec
Range: 50m
Boost: 2m/point
Duration: Instantaneous
SMR: None
Area of Effect: Target
The plasma pulse matrix does 4-24 points of damage at a specific
target. The Mutzachan has a 75% chance to hit at range bracket 1.
Accuracy drops off 15% per range bracket beyond the 1st. Accuracy,
however, is increased 04% per level of the controller above 10th.
Plasma Reduction
Generation Time: 2 sec
Range: Self
Boost: 1 min/point
Duration: 2 min
SMR: None
Area of Effect: Self
Plasma reduction disrupts that magnetic envelope that incoming
plasma is encased in. All damage to the Mutzachan from plasma
weapons is halved. It has the same effect on Omega weapons, and all
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8 MATRICES
other weapons employing magnetic bottle technology.
Power Reservoir
Range: Self
Generation Time: 10 min
Boost: None
Duration: 5 Days
SMR: None
Area of Effect: Target
This matrix confers upon the energy controller the ability to store
large quantities of energy. The Mutzachan meditates and drops off into
a state of semi-consciousness. He shouldnt, under any circumstances,
be distracted during the generation of this matrix. and is quite vulnerable during the process. Any distraction has a 10% chance to disrupt the
Mutzachans neural signal synapses, resulting in brain damage (lose 424 point of I.Q. permanently). Once the matrix is generated, the energy controller can store up to 10,000 units of energy. He is free to convert the energy from one form to another and can store it for up to 5
days.
Psionic Immunity
Generation Time: 10 sec
Range: Self
Boost: 2 min/point
Duration: 10 min
SMR: None
Area of Effect: Self
The Mutzachan creates an energy field that surrounds his mind and
protects him from any and all mental attack forms.
Shape
Generation Time: 5 min
Range: Touch
Boost: 30 sec/point
Duration: 5 min
SMR: None
Area of Effect: Target
The energy controller is able to manipulate the intermolecular
bonding between atoms. One application is changing the shape of an
object. The amount of time that it takes to change the appearance
depends on the item and is determined by the BM.
X-Ray Vision
Generation Time: 2 sec
Range: Self
Boost: 30 sec/point
Duration: 2 min
SMR: None
Area of Effect: Special
Enables the Mutzachan to see through 500cm of rock, 10cm of
steel, or 2.5cm of lead. The obstruction to be seen through must be
within 20m.
5 Power Points
Combination (minor)
Generation Time: 1 min
Range: Self
Boost: None
Duration: Special
SMR: None
Area of Effect: Self
Combination matrix allows Mutzachans to combine the effects of
any two lower energy bracket powers. The Mutzachan must know these
powers and generate them immediately following the combination
matrix. However, the generation time of each of the matrices is halved.
The combined effect takes place following the completion of the second
matrix.
Dimension Travel
Generation Time: 2 hours
Boost: None
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BATTLELORDS
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Range: Self
Duration: 6 hours
TWENTY-THIRD CENTURY
SMR: None
Area of Effect: Self
The dimension travel matrix bestows upon the Mutzachans soul the
ability to travel and operate in the fourth dimension.
Fire Wall
Generation Time: 2 sec
Range: 100m
Boost: None
Duration: 2 min
Area of Effect: 25mx2mx5m
SMR: None
This matrix creates a curtain of fire, 25m long, 2m wide, and 5m
high. Anyone who crosses the curtain takes 4-24 points of fire damage,
2-8 points if they are wearing body armor.
Flux Shield
Generation Time: 10 min
Range: Self
Boost: 10 min/point
Duration: 1 hr
SMR: None
Area of Effect: 1m radius
This powerful matrix produces a 2 Heavy Point flux shield that surrounds the Mutzachan and spreads out 1m from his body. All personal
kinetic based weapons do no damage to the shield. Lasers do half damage while pulse and Omega weapons do full damage to field integrity, as
do all anti-tank or vehicular weapons.
Ice Wall
Generation Time: 10 sec
Range: 100m
Boost: None
Duration: 5 min
SMR: None
Area of Effect: 25mx2mx5m
Creates a 25m long, 2m wide, and 5m high solid wall of ice. The
Mutzachan can generate the wall up to 100m from his person.
Kinetic Immunity
Generation Time: 10 min
Range: Self
Boost: 10 min/point
Duration: 1hr
SMR: None
Area of Effect: 10m radius
Produces a powerful kinetic barrier that surrounds the controller.
The effects of all non HP kinetic based attacks against the field are nullified.
Molecular Dispersion
Generation Time: 1 min
Range: Touch
Boost: 2 min/point
Duration: 15 min
SMR: None
Area of Effect: 25 cubic m
The Mutzachan can temporarily open a hole through a solid object
by dispersing the molecules in the object. The controller can disperse
up to 25 cubic meters of matter. This matrix can never be used on living creatures.
Molecular Disruption
Generation Time: 2 sec
Range: 50m
Boost: None
Duration: Instantaneous
SMR: Chemical
Area of Effect: Target
The molecular disruption matrix disrupts the bonding of all molecular structures. It affects body tissue as well as body armor. It reduces
armor integrity on a point for point basis. The matrix does 6-36 points
of damage. Skin and body armor both receive an SMR vs chemical
attack forms. Success indicates that the damage has been halved.
Kashonas
Range: 5 parsecs
Generation Time: 2 sec
Boost: None
Duration: 2 min
Area of Effect: Special
SMR: None
This matrix is designed to rescue a stranded Mutzachan. The
Mutzachan can send a message up to 5 parsecs. Once the matrix is
completed, the energy controller must sleep undisturbed for 20 hours
(this power is a little strange. You have to send a dire message, then
afterwards, you take a nap).
Life Shield
Generation Time: 1 sec
Range: Self
Boost: 1 min/point
Duration: 1 hr
SMR: None
Area of Effect: Self
This powerful matrix creates a field that surrounds the energy controller. No external forces can act against him while he is inside. His
actions will not affect the external environment. He can breathe normally and is able to drop the shield at any time. Works in space.
Solar Sail
Generation Time: 10 min
Range: Special
Boost: None
Duration: Special
SMR: None
Area of Effect: Special
In a desperate situation, a Mutzachan may need to power a vessel
that has lost the means to power itself. The Mutzachan acts as a solar
sail, collecting the energy of the universe, then transferring the power
to the ships engines. The matrix controller retreats into the deepest of
trances when this matrix is employed. The vessel can travel at
4,000,000km per day. For each day that the Mutzachan pushes the ship,
there is a 05% cumulative chance that he will never awaken.
6 Power Points
Space Walk
Generation Time: 1 min
Range: Self
Boost: 20 min/point
Duration: 1 hr
SMR: None
Area of Effect: Self
Allows the matrix controller to spacewalk. He is encapsulated in a
sealed energy sphere that travels 500m per minute in any direction that
the Mutzachan wishes.
Anti-Gravity
Generation Time: 1 sec
Range: Self
Boost: 1 min/point
Duration: 2 min
SMR: None
Area of Effect: 5m radius
This matrix creates an anti-gravity field around the matrix controller. Any object that happens to be contained within the field is subject to the effects of anti-gravity: objects within this zone have no weight,
only mass.
Time Slow
Generation Time: 1 sec
Range: Self
Boost: 10 sec/point
Duration: 30 sec
SMR: None
Area of Effect: 10m radius
All persons within the area of effect are slowed and actions require
twice the normal time to perform. Only the controllers actions occur at
normal speed.
Energy Negation
Generation Time: 1 sec
Range: 100m
Boost: 1 min/point
Duration: 2 min
SMR: None
Area of Effect: Target
Negates the effects of any force field for the duration of the matrix.
7 Power Points
Attraction/Repulsion
Generation Time: 1 sec
Range: 100,000km
Boost: 10,000km/point
Duration: Instantaneous
SMR: Special
Area of Effect: Target
The Mutzachan creates a powerful alternating attraction/repulsion
beam. The target suffers 100-1,000HP points of damage.
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Cancellation
Range: Special
Generation Time: 10 sec
Boost: None
Duration: Special
Area of Effect: Special
SMR: None
The cancellation matrix voids a permanency matrix.
Permanency
Range: Special
Generation Time: 1 hr
Boost: None
Duration: Permanent
Area of Effect: Special
SMR: None
The energy controller is able to make the effects of another matrix
permanent.
Energy Cloud
Range: Self
Generation Time: 2 sec
Boost: 1 HP/2 points
Duration: 20 sec
SMR: None
Area of Effect: 1,000m rad
The Mutzachan unleashes a potent energy cloud. All objects within
the area of effect (not the MC) receive 4-24HP of damage. The cloud
moves at 50m/sec outward from the energy controllers body.
Example: Henry the Mutzachan could create a permanent worm hole by generating a worm hole matrix, then generate a permanency matrix on the worm
hole matrix.
Mass Teleport
Generation Time: 10 min
Range: 100km
Boost: Special
Duration: Instantaneous
SMR: None
Area of Effect: Special
The energy controller is able to transport himself and a maximum
of 10 persons within a 10m radius up to 100km from his current position. For each 10 points of additional energy that he spends, the MC can
transport 1 other person.
8 Power Points
Bind
Generation Time: 1 hr
Range: 1 parsec
Boost: None
Duration: Permanent
SMR: None
Area of Effect: 1 Planet
The energy controller brings together cosmic matter. The binding
matrix forms planetary bodies. The matrix ages the Mutzachan by
100yrs. The planet requires one year to form.
174
X.P.
0-1,000
1,001-2,500
2,501-5,000
5,001-9,000
9,001-15,000
ROBE COLOR
POWER POINTS
TITLE
COST
Electron Controller
1,000
Proton Controller
1,500
Neutron Controller
2,000
Alpha Controller
4,000
Beta Controller
6,000
15,001-25,000
Gamma Controller
8,000
25,001-40,000
Meson Controller
10,000
40,001-62,500
Particle Controller
13,000
White
Yellow
Green
62,501-80,000
Light Controller
16,000
10
80,001-110,000
Magnetic Controller
20,000
11
110,001-170,000
Field Controller
25,000
12
170,001-300,000
Ion Controller
30,000
13
300,001-600,000
Radiation Controller
40,000
14
600,001-1.0M
Flux Controller
50,000
15
1.0M-1.5M
Force Controller
60,000
16
1.5M-2.5M
Power Controller
17
2.5M-5.0M
Systems Controller
100,000
18
5.0M-7.5M
High Controller
120,000
19
7.5M-10.0M
Sun Mage
140,000
20
10.0M-12.5M
Stellar mage
160,000
21
12.5M-15.0M
Solar Mage
200,000
22
15.0M-17.5M
Galactic Mage
220,000
23
17.5M-20.0M
Quadrant Mage
240,000
24
20.0M-22.5M
High Mage
260,000
25
22.5M-25.0M
280,000
26
25.0M-27.5M
300,000
27
27.5M+
500,000
BATTLELORDS
Blue
Red
Brown
OF THE
Black
Silver
Gold
TWENTY-THIRD CENTURY
80,000
9 Power Points
Combination (major)
Generation Time: 1 min
Range: Self
Boost: None
Duration: Special
SMR: None
Area of Effect: Self
Combination matrix allows the Melon Head to combine the effects
of any lower energy bracket powers. These powers must be generated
following the major combination matrix.
Cataclysm
Generation Time: 10min
Range: 10 km
Boost: None
Duration: Instantaneous
SMR: Biological (-10%)
Area Effect: 1 km radius
The cataclysm matrix randomly distributes large groups of molecules within the confines of the matrix. The effect is complete and utter
destruction. Personnel may wind up with metal sticking out of their
bodies and have limbs transported as far as two miles away. A successful SMR vs Biological attacks saves the person (equipment ,on the other
hand, might not be quite so fortunate . . . )
Space Fold
Generation Time: 10hr
Range: 100 parsecs
Boost: None
Duration: Permanent
SMR: None
Area of Effect: 100cu parsec
This is the most destructive matrix known. No Mutzachan outwardly admits to knowing this power. The Council of Timar forbids its teaching. It is not clear whether any controller knows the matrix at all. It is
a legendary power of frightening parameters. Anyone found to have
invoked it will receive a punishment worse than death. Space Fold
allows the MC to connect two distinct points by folding space. The
matrix automatically destroys anything in between! The MC ages 200
years.
Time Travel
Generation Time: 10hr
Range: Special
Boost: None
Duration: Permanent
SMR: None
Area of Effect: Special
The most powerful matrix ever created. The time travel matrix
allows individuals to be transported forward in time. There exists a barrier that prevents time travel into the past (or at least that is what they
say).
Gravity Wave
Generation Time: 10min
Range: 1 Million km
Boost: None
Duration: Instantaneous
SMR: None
Area of Effect: Special
The high level energy controller is capable of wrecking havoc on a
large scale. The gravity wave allows the MC to create a powerful standing gravity pulse that does 10,000HP of damage at the epicenter. The
wave loses 10HP of damage per 1,000km of travel.
Nova
Generation Time: 2 hrs
Range: 50 parsecs
Boost: None
Duration: Instantaneous
SMR: None
Area of Effect: 1 Star
The Mutzachan can cause a sun to go super nova. Any celestial body
within 1 parsec of the blast is automatically destroyed. Invoking this
matrix drains the Mutzachan and ages him 200 years.
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8 MATRICES
regardless of his present condition (except those slain, of course). The
individual will awaken and be coherent.
HEALER MATRICES
1 POWER POINT
2 POWER POINTS
3 POWER POINTS
Awaken
*Achilles Heel
Assizzian Palm
Benign
Benign
Burns
*Blind
Blessing
Cosmetic Surgery
Cure Disease
Blood Stoppage
*Cramps
Deaths Door
*Calcify
Geiger Counter
*Essence Drain
Clarity
Heal Plants
Identify Agent
Fear
Internal Bleeding
Mend Bones
(compound)
Mind Healing
*Pain
Methalizer
*Paralysis
Plant Sentience
Need
*Parasitic Infestation
Purification
Poison Removal
*Protein Coagulant
Ritual of Peace
Probe
Remove Paralysis
Slow Poison
*Reverse Peristalsis
Sterilize
Sterilize Environment
Sonic Immunity
White Count
*Strangulation
4 POWER POINTS
5 POWER POINTS
Alter Visage
Cryogenic Freeze
Animate Dead
Calling of Tashim
Enshrinement
*Cellular Disruption
*Cancer
Entombment
Cellular Immunity
Cure Amnesia
*Famine
*Deform
*Disembowel
Mass Healing
Divine Assistance
*Essence Transfer
Palthison
*Ectoplasm
Exorcism
Raise Dead
Embalm
*Heartless
Regenerate Limb
Heal
Mothers Milk
Heavy Sleep
Touch Subconscious
Insta-Medic
Zashmil
Mind Sheild
*Muscular Dystrophy
Radiation (lethal)
Ward of Assizza
Alter Form
Clone
Deaths Crossing
*Plague
Disciple
Implant
Reincarnate
9 POWER POINTS
Ra
Soul Savior
Temple of Healing
* Tza Zen Only!
HEALER MATRICES
Awaken
Generation Time: 5 sec
Range: Touch
Boost: None
Duration: Permanent
SMR: None
Area of Effect: Target
This matrix will restore consciousness to any living individual,
BATTLELORDS
Clarity
Generation Time: 1 sec
Range: Touch
Boost: None
Duration: 1 sec
SMR: None
Area of Effect: Target
The healer uses this matrix to know the immediate extent of the
individuals injuries and understands which injuries are most life
threatening. He can then take immediate corrective actions to aid the
victim.
Fear
1 Power Point
176
Blood Stoppage
Generation Time: 5 sec
Range: Touch
Boost: None
Duration: Instantaneous
SMR: None
Area of Effect: Target
This basic ability is one of the first that all healers learn. The healer touches the area that is bleeding and stops the blood flow. Scientists
only explain this as a psycho-kinetic function that the healer employs.
The healer can restore 1-4 points of blood loss.
* Calcify
*Leprosy
8 POWER POINTS
6 POWER POINTS
Age
7 POWER POINTS
Blessing
OF THE
TWENTY-THIRD CENTURY
HEALER MATRICES 1 PP
Mend Bones (simple)
Range: Touch
Generation Time: 2 sec
Boost: None
Duration: 1-4 min
Area of Effect: Target
SMR: None
By touching the broken bone, a healer is able to mend it. This
matrix allows the Zen to heal simple fractures. A simple fracture is any
bone damage done, that results in the loss of less than 20% of the persons body points. It takes 1-4 minutes to set the bone.
Sterilization
Range: Touch
Generation Time: 5 sec
Boost: None
Duration: Permanent
Area of Effect: Target
SMR: None
Often characters will sustain wounds which are dirty and infected.
The Zen sterilizes the affected area. All foreign bacteria are instantly
destroyed. The matrix restores 1 body point of damage to one person
only and covers an area of 500cm x 500cm. This matrix can also be
used to sterilize equipment.
Pain
Generation Time: 1 sec
Range: 50m
Boost: 1 min/point
Duration: 2 min
SMR: Biological
Area of Effect: Target
The matrix causes great discomfort to the target. His body becomes
racked with pain. He fights at a -30 to all attacks and can not generate.
He performs all other tasks at a -50 modifier. Individuals who make a
successful SMR vs biological attack forms are not affected by this matrix.
Plant Sentience
Generation Time: 2 sec
Range: Touch
Boost: 1 min/point
Duration: 5 min
SMR: None
Area of Effect: Target
This matrix allows the Zen to communicate with sentient plants. The
Zen tunes himself to the plant and senses the leaf vibrations, understanding the meaning of their pattern. He responds by sending vibrations through his fingers to the plant.
Purification
Generation Time: 2 sec
Range: Touch
Boost: Special
Duration: Permanent
SMR: None
Area of Effect: Special
Characters undoubtedly run into situations where they are in dire
need of food and water and the only sustenance available is considered
dangerous for personal consumption. This matrix allows the Zen to purify up to 10kg of food and 20 liters of water per power point expended.
Ritual of Peace
Generation Time: 10 min
Range: Self
Boost: None
Duration: 6 hr
SMR: Mental
Area of Effect: 15m radius
In dangerous situations this matrix can be used to protect the recipients from attack. The Zen cuts his finger and walks in a circle, chanting quietly to himself, while dripping blood onto the ground. All intelligent creatures who fail their SMRs will not assault anyone within the
area of the circle, seeing it as sacred ground. Anyone who ventures outside the circle voids their protection.
Slow Poison
Generation Time: 2 sec
Range: Touch
Boost: 1min/point
Duration: Permanent
SMR: None
Area of Effect: Target
When generated, this matrix allows the Zen to trace the flow of poison within the victims body. The healer is able to slow the rate of infection into the system. This takes time (1-4 min) and is quite draining.
The poison is not neutralized; it is slowed to one half its normal rate of
damage.
White Count
Generation Time: 2 sec
Range: 10m
Boost: None
Duration: 2-8 days
SMR: None
Area of Effect: Target
This matrix raises the biological SMR by +60. It can be reversed to
lower the bodys immune system by the equivalent amount.
2 Power Points
* Achilles Heel
Generation Time: 2 sec
Range: 20m
Boost: None
Duration: Special
SMR: Biological
Area of Effect: Target
The Zen can determine the most susceptible area of a individuals
body to attack. The healer locates the vital area and the type of attack
that will yield the greatest damage. The Zen, in effect, has found the
individuals Achilles Heel. He can determine the location of the
Achilles Heel even through armor. The MC has a 40% chance of successfully finding the weak point, plus 05% per level of the Zen above
4th.
Burns
Generation Time: 10 sec
Range: Touch
Boost: Special
Duration: Permanent
SMR: None
Area of Effect: Target
The Healer uses this matrix to facilitate the healing of burned victims. It is 100% effective against all burns except 3rd and 4th degree. A
third degree burn is one in which the skin has been charred and little
remains. 4th degree burns are those where the bones themselves have
been burned and no skin remains. The base chance to cure a 3rd
degree burn is 75% and 4th degree burns, 30%. The chance to heal
increases 05% per additional point of power expended and 03% per
level of the Zen above 4th. Healed wounds have little or no residual
scars.
Cosmetic Surgery
Generation Time: 5 min
Range: Touch
Boost: 03%/point
Duration: Permanent
SMR: Biological
Area of Effect: Target
Cosmetic Surgery allows the healer to touch the recipient and
change the external physical structure. The healer can remove or add
scars, change appearance, etc. There is only a 25% chance to effectively do facial or other advanced cosmetic surgeries. This chance increases 05% per level of the matrix controller above 1st.
BATTLELORDS
OF THE
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177
8 MATRICES
* Cramps
Range: 50m
Generation Time: 1 sec
Boost: None
Duration: 2-8 min
Area of Effect: Target
SMR: Biological
The Tza Zen causes severe stomach cramps. The victim doubles up
and remains prostrate for the duration of the matrix.
Geiger Counter
Generation Time: 1 sec
Boost: None
SMR: None
The Zen is able to detect harmful
duration of the matrix.
Range: Self
Duration: 10 min
Area of Effect: 400m radius
radiation within 400m for the
Heal Plants
Generation Time: 30 sec
Range: Touch
Boost: None
Duration: Permanent
SMR: None
Area of Effect: Target
This matrix enables the Zen to heal wounded plants. Through
intense concentration, the Zen locates the wounded area and is able to
heal by touch. The power heals from 2-12 points of tissue damage.
Internal Bleeding
Generation Time: 6 sec
Range: Touch
Boost: None
Duration: Permanent
SMR: None
Area of Effect: Target
Once this matrix is generated, the Zen is capable of stopping the
internal bleeding of wounded personnel. This matrix causes the body to
produce mass amounts of blood clotting agents, stopping the flow of
blood in seconds. The matrix can be used to stop the bleeding of
organs. The matrix heals 1-6 points of internal damage.
178
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
HEALER MATRICES 3 PP
3 Power Points
Assizzian Palm
Range: Touch
Generation Time: 5 sec
Boost: None
Duration: Instantaneous
SMR: None
Area of Effect: Target
Grand Tour Assizza was the greatest Healer in Zen history. Assizza
developed the Assizzian Palm which he used to instantly heal the
wounds of a victim by pain transfer techniques, absorbing all the damage that the individual suffered into his own body. The technique has
been passed down through Rigeln history. The Zen can heal up to 4
points of damage for every 1 body point he has. For every 4 points of
damage he restores, the Zen temporarily loses 1 body point. This is due
to the fact that the healer is absorbing the damage into his own body.
All body points that the healer loses are on a temporary basis. They are
restored at a rate of 5 points a day.
Generating this power can be very dangerous. There is a 02%
chance that the healer will collapse during the transfer. Fallen healers
slip into a deep coma, lasting 1-4 days, and have a 05% chance of irreversible death.
* Blind
Generation Time: 2 sec
Range: Touch
Boost: None
Duration: 10 min
SMR: Biological (+20)
Area of Effect: Target
Blind allows the Tza to cause all the blood vessels in the targets
retinas to burst, blinding the target for life. The target is allowed an SMR
vs Biological attacks at a +20 bonus. However, his chances are reduced
by 02% per level of the Tza above 7th.
Cure Disease
Generation Time: 2 sec
Range: Touch
Boost: 05%/point
Duration: Permanent
SMR: None
Area of Effect: Target
This power allows the healer to cure diseased victims. The Zen has
a 90% base chance to cure simple diseases, 50% for complex diseases,
20% for very complex diseases, and 10% for diseases of an extremely
rare or very complex nature. The Zen may opt to increase his chances
by unleashing more power. The success rate increases by 05% per extra
point of power expended and 05% per level of the Zen above 7th.
Deaths Door
Generation Time: 5 sec
Range: Touch
Boost: None
Duration: 1hr
SMR: None
Area of Effect: Target
This matrix allows the Zen to lower the point at which someone
dies. A typical person dies when they reach -10 body points. The Zen is
able to reduce the point of death by 1-4 points.
* Essence Drain
Generation Time: 3 sec
Range: 20m
Boost: 2m/point
Duration: Permanent
SMR: Biological
Area of Effect: Target
The Tza Zen uses this to drain the life force from his victims. He
drains 2-8 points of strength and constitution permanently. Potential
victims receive an SMR vs biological attack forms. Success negates the
attack.
Identify Agent
Range: Self
Generation Time: 1 sec
Boost: None
Duration: 2 min
Area of Effect: 20m radius
SMR: None
This power enables the Zen to detect the presence of a biological or
chemical agent. The agent is seen as a bright red spot to the eyes of the
Healer.
Mend Bones (skull)
Generation Time: 1 min
Range: Touch
Boost: None
Duration: 5 min
SMR: None
Area of Effect: Target
The power necessary to control the healing process of skull bones
is greater than for normal bones, due to the complex and delicate
nature of the manipulation. A powerful Zen Rigeln can heal the damage
done to bones by generating this power.
Mind Healing
Generation Time: 8 sec
Range: Touch
Boost: Special
Duration: Permanent
SMR: None
Area of Effect: Target
The Healer places his hands on the victims skull and heals any
damage done to the brain itself. The percentage chance of successfully
healing a damaged brain depends on the nature of the wound. Simple
damage 80%, moderate 50%, heavy 25%, and critical 15%. The Zen
may summon more power, and raise his chance for success by 5% per
point expended.
* Paralysis
Generation Time: 2 sec
Range: 100m
Boost: None
Duration: 1-4 days
SMR: Biological
Area of Effect: Target
The Tza attempts to paralyze his victim when generating this matrix.
Potential victims receive a SMR vs Biological attack forms.
* Parasitic Infestation
Generation Time: 2 sec
Range: 25m
Boost: None
Duration: 2-8 days
SMR: Biological
Area of Effect: Target
The Tza infests the body of his opponent with parasitic worms. The
infected individual must secure medical aid or die in 2-8 days.
* Protein Coagulant
Generation Time: 5 sec
Range: 20m
Boost: None
Duration: Permanent
SMR: Biological
Area of Effect: Target
Protein Coagulant causes protein molecules to break down and
recombine in new and interesting ways. The target must make a SMR vs
Biological attack forms or suffer 2-12 points of damage. This matrix
also breaks down absorption polymers in the targeted section and
affects them before body tissue.
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
179
8 MATRICES
Remove Paralysis
Range: Touch
Generation Time: 10 sec
Boost: None
Duration: Permanent
Area of Effect: Target
SMR: None
Reverses the effects of a paralysis matrix. It can also cure the effects
of paralysis due to disease, poison, and biological attack forms. It cannot reverse damage to nerves.
Speak With Dead
Generation Time: 5 min
Range: Self
Boost: None
Duration: 1 min
SMR: Mental
Area of Effect: 100m radius
A powerful Zen is able to sense the presence of souls. By generating
this power, the Zen calls the soul of a dead individual to him. The soul
communicates via telepathic link. The Zen can ask questions and the
soul will answer. However, the Zen must first locate the body of the soul
to be summoned. Souls generally have tendency to stay near the area
where they were killed. The chance of summoning a soul depends on the
amount of time that the individual has been dead, 100% within one day,
50% within two, and 25% within three days. The souls gain the benefit
of an SMR vs mental attack forms to determine if they wish to answer the
summoning. This power is different from the empath equivalent.
Sonic Immunity
Generation Time: 2 sec
Range: Self
Boost: 2 min/point
Duration: 2 min
SMR: None
Area of Effect: Self
The Zen summons this power to defend against forms of sonic
attacks. The effects of all sonic attack are completely negated, and no
damage is taken by the healer. The duration can be increased at a rate
of 2 minutes per additional power point expended.
an additional 5 minutes per extra point of power that the poured into
the matrix. The body is slow and clumsy, controlled much like a puppet. The zombie is totally unintelligent and will collapse if left uncontrolled.
* Cellular Disruption
Generation Time: 1 sec
Range: 50m
Duration: Instantaneous
Boost: 5m/point
SMR: Biological
Area of Effect: Target
Produces the same effects as its Mutzachan equivalent. This power
is used only by the Tza Zen.
Cellular Immunity
Generation Time: 1 sec
Range: Touch
Boost: 2 min/point
Duration: 5 min
SMR: None
Area of Effect: Target
Has the same effects as the Mutzachan equivalent.
* Deform
Generation Time: 2 min
Range: 100m
Boost: 5 pts/point
Duration: Permanent
SMR: Biological
Area of Effect: Target
Deformity causes nasty transformations which reduce all vital statistics by a total of 100 points, not including I.Q. or Intuition. For each
additional point of power, the Tza Zen can further deform the body. The
Tza dictates what type of deformities will occur, which determines
which vital statistics are affected.
The additional power points added are poured into the matrix over
a period of time. Each power point takes 10 seconds to input and further deforms the body by 5 vital statistic points.
* Strangulation
Generation Time: 10 sec
Range: 50m
Boost: 2m/point
Duration: Special
SMR: Mental
Area of Effect: Target
This matrix confers upon the Tza Zen the ability to strangle an
enemy at a distance of up to 50m. Any person who fails his SMR vs mental attack forms dies in 1-6 min.
4 Power Points
Age
Generation Time: 2 sec
Range: Touch
Boost: None
Duration: Permanent
SMR: Biological
Area of Effect: Target
The Zen causes the bodily aging process to speed up or reverse
when this power is used. The individual age will change 10-40 years in
seconds.
Animate Dead
Generation Time: 3 sec
Range: Touch
Boost: 5 min/point
Duration: 10 min
SMR: None
Area of Effect: 1 Body
The Zen generates this power to manipulate dead bodies. He can
animate or make them perform any mechanical task. The healer can
control the body for up to 10 minutes. He can control the zombie for
180
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
Divine Assistance
Generation Time: 10 sec
Range: 50m
Boost: None
Duration: 2 min
SMR: None
Area of Effect: Special
Zen mythology speaks of great spirits who protect the Good and
HEALER MATRICES 4 PP
Righteous. The spirits are called the Grue. Scientists have proven the
existence of these entities, having documented their manifestation. The
Grue manifests itself as a huge, two headed lion-like beast, with red eyes
and a deep, silver coat. When in dire need, the Zen can call on the spirit for assistance. The chance of a Grue answering a summons is 25%
per try. Only five such tries can be made, per week, without incurring
the wrath of the mighty Grue. The Grue has 200 body points and attacks
3 times per hand to hand melee segment for 2-8/2-8/3-18 with an 80%
chance to hit..
* Ectoplasm
Generation Time: 10 sec
Range: 5m
Boost: None
Duration: Permanent
SMR: Biological (+20)
Area of Effect: Target
Ectoplasm is a lovely matrix that yields wonderful results. The target must make a successful SMR vs Bio or be reduced to a quivering
gelatinous mass (i.e. Dead!). They gain a +20 to their SMR. Ectoplasm
is quite useless against Mazians.
Embalm
Generation Time: 30 min
Range: Touch
Boost: None
Duration: Permanent
SMR: None
Area of Effect: Target
At times, it is necessary to preserve the remains of an individual.
The Zen uses this power to place the victims body in stasis. The body
will not deteriorate or decompose. It takes a long time to complete this
procedure and afterward the Zen must rest for 1-4 hours. The person
can not be revived. Note that this power is only useful on dead individuals.
Heal
Generation Time: 1 min
Range: Touch
Boost: 1/point
Duration: Permanent
SMR: None
Area of Effect: Target
This powerful matrix heals 2-12 points of body damage. Each additional point added heals another point of damage.
Heavy Sleep
Generation Time: 1 min
Range: Touch
Boost: None
Duration: 60 hr
SMR: None
Area of Effect: Target
The Zen can place a willing individual into a heavy sleep by utilizing this power. While in deep sleep, the person regains body points at
three times the norm. An individual in heavy sleep can only be awakened by the Zen who performed the matrix. After 60hrs, the effects wear
off and the person automatically awakens.
Insta-Medic
Generation Time: 2 min
Range: Touch
Boost: None
Duration: 30 hr
SMR: None
Area of Effect: Target
When the Zen utilizes this energy matrix, he is able to lend some of
his power to another for a short period of time. The Zen transfers his
knowledge to the individual by implanting the pertinent information in
the others subconscious mind. The individual has 4 power points
worth of energy. The recipient is able to generate any of the 1st brack-
et powers that have been lent to him. The Zen can only transfer knowledge that he already knows. The matrix lasts for 30 hours.
* Leprosy
Generation Time: 2 sec
Range: Self
Boost: None
Duration: Permanent
SMR: Biological
Area of Effect: 100m radius
The Tza Zen inflicts anyone in the area of effect with leprosy. The
effects are permanent and the victims lose 10-60 points of charisma,
10-40 points of constitution, and 20-80 points of manual dexterity.
Leprosy occurs over 2-8 days. The disease is dry leprosy and cannot be
passed on to another person. Cure Disease cancels any further deterioration of bodily functions, but can not heal any damage already
incurred.
Mind Shield
Generation Time: 2 sec
Range: Touch
Boost: 1 min/point
Duration: 5 min
SMR: None
Area of Effect: Self
When this power is generated, the Zen closes himself off to any
forms of mental and sonic attacks. The healer submerges his consciousness and is completely aware of the events around him and can
perform any normal task. He can not, however, use any other matrix
while the mind shield is up. He can boost the shield by adding extra
power.
* Muscular Dystrophy
Generation Time: 5 sec
Range: 100m
Boost: None
Duration: Permanent
SMR: Biological
Area of Effect: Target
This matrix causes the victims muscles to atrophy. He loses 10-40
points of strength and agility in 10-40 days. This power is only used by
the Tza Zen.
Radiation (lethal)
Generation Time: 2 min
Boost: None
SMR: None
The Zen can cure individuals who
doses of radiation.
Range: Touch
Duration: Permanent
Area of Effect: Target
have been exposed to lethal
Ward of Assizza
Generation Time: 10 sec
Range: Self
Boost: 10 min/point
Duration: 1 hr
SMR: None
Area of Effect: 20m radius
The great Assizza understood the principles of creating divine
peace. He passed this knowledge to his descendants. When a Zen Rigeln
utilizes the energy matrix necessary to create a Ward of Assizza, he
brings into being a place of temporary sanctuary. He sits down and
chants the invocation of power. A tranquil peace abides as long as he
has the energy to keep up the field. No intelligent individual or creature
will attempt to harm anyone within the field of the circle. They will feel
a serene peace and tranquility emanating from within. The field lasts
only as long as the Zen chants.
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
181
8 MATRICES
5 Power Points
Alter Visage
Range: Touch
Generation Time: 7 sec
Boost: None
Duration: Permanent
SMR: None
Area of Effect: Target
This power allows the Zen to permanently alter the physical appearance of a willing individual. The change is only superficial and doesnt
involve size or genetic structure. Interrupting the matrix during the
alteration can produce ghastly results.
Calling of Tashim
Generation Time: 2 sec
Range: Self
Boost: 20m/point
Duration: 1 min
SMR: Special
Area of Effect: 400m radius
In times of great need, the Zen can send a powerful telepathic message, designed to bring assistance. All friendly, intelligent, non-hostile
creatures within 400m will answer the summons. Each creature
receives a SMR vs mental attack forms to determine if they heard the
message. A successful SMR means the message was heard.
* Cancer
Generation Time: 10 sec
Range: Touch
Boost: None
Duration: Permanent
SMR: Biological (-10)
Area of Effect: Target
This matrix causes a malignant cancer to form within the victims
body. The afflicted individual will expire within 1-12 months.
Cure Amnesia
Generation Time: 1 min
Range: Touch
Boost: Special
Duration: Permanent
SMR: None
Area of Effect: Target
A powerful healer is often trained in the skill of repairing the mind.
Many are taught this matrix to cure amnesia. The Zen places his hands
on the victims head and speaks the invocation of power. The memory
of the victim is restored. This matrix can be used by the Tza to cause
amnesia, but the victims are entitled to an SMR vs mental attack forms.
* Disembowel
Generation Time: 1 sec
Range: Touch
Boost: None
Duration: Permanent
SMR: Biological
Area of Effect: Target
An evil Tza Zen invokes this matrix by placing his hands on the target and speaking the proper words. He sucks the victims internal
organs from the body into his hands. Targets are allowed an SMR vs
Biological attack forms - fail and you are slain. Armor negates the attack.
Essence Transfer
Generation Time: 1 sec
Range: Touch
Boost: None
Duration: Permanent
SMR: Biological
Area of Effect: Target
The Tza sucks the life force out of his victim. The anti-healer gains
2-20 points of strength and constitution (up to racial maximum), along
with 1-3 body points (all non-permanent), while the target loses the
same. However, if the target makes his SMR the Tza must make a SMR
vs Bio or bite the big one. The effects to the victim are permanent.
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Exorcism
Range: 10m
Generation Time: 3 sec
Boost: None
Duration: Instantaneous
Area of Effect: 1,000m cu
SMR: Special
Once a Zen reaches the Order of the Turquoise Robe, he can exorcise entities and souls. A successful exorcism indicates that any entity
within the area of effect has fled and will not come near the Zen for 30
hours, if it returns at all. All entities with an I.Q. lower than that of the
Zen do not receive a survival matrix roll. Those entities with an I.Q.
higher than the Zen gain a survival matrix roll equal to the difference
between the two I.Q. scores.
* Heartless
Generation Time: 6 sec
Range: 50m
Boost: None
Duration: Permanent
SMR: Biological
Area of Effect: Target
The Tza Zen can tear the heart out of a person from up to 50m. The
heart is sucked out of the chest and toward the hand of the Tza at 5m
per second. Targets receive an SMR vs Biological attack forms. There is
a 02% chance that the Zen will screw the whole thing up and suck out
his own heart as well! Wouldnt that look cool!
Mothers Milk
Generation Time: 1 sec
Range: Special
Boost: None
Duration: Permanent
SMR: None
Area of Effect: Target
The Zen quest for the gem Casenstone, a rare and beautiful rock
found only on the planet Katrel (although it is sold in some
fancy/shmancy jewelry stores for 5,000 credits per 1/2 carat stone).
Casenstone has phenomenal properties associated with it. With the
proper matrix code, the stone can be placed in water, causing water
and stone to metamorphosize to form Asgillia Fatinan, Lifes Blood.
The strange, blue liquid restores up to 50 body points when consumed.
The body is replenished, all diseases are cured, and the individual feels
vibrant and alive. The stone can only be used once.
Touch Subconscious
Generation Time: 15 sec
Range: Touch
Boost: 10 sec/point
Duration: 1 min
SMR: None
Area of Effect: Target
When using this power, the Zen reaches into the subconscious of
any individual. The Zen can remove or implant knowledge or search the
subconscious for information. Searches for information have a 50%
success rate per minute.
Zashmil
Generation Time: 1 sec
Range: Self
Boost: 20 sec/point
Duration: 2 min
SMR: None
Area of Effect: Target
Zashmil was a legendary Zen Rigeln warrior during the Second Age
of Prosperity. Lore has it that Zashmil ventured far and wide, seeking
adventure and combat, something forbidden to the Zen race. He never
lost a duel, having learned to tap into his inner life force and temporarily raise his body points. When a Zen utilizes this energy matrix, his body
points are temporarily raised by 4-16 points. The duration of the matrix
can be extended by adding 3 power points per additional minute.
HEALER MATRICES 6 PP
6 Power Points
Cryogenic Freeze
Range: Touch
Generation Time: 10 sec
Boost: 2 days/point
Duration: 1 week
SMR: None
Area of Effect: Target
The high level Zen Rigeln is capable of staving off the death of the
wounded or fatally diseased by placing an individual in suspended animation. The Zen touches the individual and uses his power to slow the
vital processes to a minimal level. The person doesnt age and his condition remains suspended for up to one week. The duration of the condition may be extended by expending more power.
Enshrinement
Generation Time: 6 hr
Range: Special
Boost: None
Duration: Permanent
SMR: None
Area of Effect: 10m cubed
The Zen can create a peaceful ambience at high levels of power to
enshrine a building, hollow, or cave. The Zen begins to meditate and
affixes the matrix codes to the walls of the abode. No individual of evil
intention is able to cross into the enshrinement and any attempt to do
so results in 4-24 points of body damage from an energy discharge. The
Zen cant be blamed for directly injuring the individual.
Entombment
Generation Time: 2 sec
Range: Special
Boost: None
Duration: Permanent
SMR: None
Area of Effect: Target
The Zen sometimes detains malicious beings by creating a representation of the matrix codes on the walls of an area and luring the individual into it. He then completes the code through a verbal message and
entombs the victim. The victim receives no survival matrix roll and is
stuck in the tomb for eternity or until released by another Zen invoking
the reverse of this matrix.
* Famine
Generation Time: 1 hr
Range: Self
Boost: None
Duration: Permanent
SMR: None
Area of Effect: 20km radius
The anti-healer brings famine and pestilence to everything that
exists within the area of effect. All vegetation automatically withers from
the effects of this matrix.
Mass Healing
Generation Time: 4 sec
Range: Self
Boost: None
Duration: 4 sec
SMR: None
Area of Effect: 50m radius
When this ability is generated, the Healer can, with the slow sweeping motion of his hand, heal any individual within 10m of his person.
He restores up 500 body points in 4 seconds as the situation warrants.
Palthison
Generation Time: 1 hr
Range: Touch
Boost: None
Duration: Permanent
SMR: None
Area of Effect: Target
Palthison is the power to raise ones body points permanently. Its
use is very dangerous because the Zen actually attempts to change the
genetic makeup of the person. The process takes one hour. If at any
time, the Zens concentration is broken, the individual automatically
dies. The process is 95% successful and a roll of 96 or higher indicates
that the matrix change has failed and the individual has croaked.
Furthermore, any attempt at resurrection will be futile since DNA in the
various chromosomes has been randomly transposed. Palthison ages
the Zen by 5 years. The matrix permanently raises the recipients body
points by 2-8 points.
Raise Dead
Generation Time: 5 sec
Range: Touch
Boost: None
Duration: Permanent
SMR: Special
Area of Effect: Target
A Zen has the ability to reattach a soul to its proper body if he can
do so in a short period of time. He has 1 minute from the time of death
to reach the victim and summon the soul back to the body. Restored
individuals are 1 body point above deaths door and must be attended
to immediately or they will expire again. The energy used to restore an
individual is very taxing, draining 20 years off the Zens life. After restoring someone, the healer must sleep undisturbed for a minimum of 12
hours.
Regenerate Limb
Generation Time: 1 hr
Range: Touch
Boost: None
Duration: Permanent
SMR: None
Area of Effect: Target
Highly trained Zen are taught how to facilitate the regeneration of
body limbs. The Healer must be immersed in the deepest state of concentration to perform this feat, meditating intensely for 1 hour while the
body replicates the cells necessary to restore the limb. Using this power
drains 5 years off a Zens life. After the regeneration is complete, the
Zen must rest for a period of no less than 30 hours.
7 Power Points
Alter Form
Generation Time: 10 sec
Range: Touch
Boost: None
Duration: Permanent
SMR: None
Area of Effect: Target
When utilizing this power, the Zen can completely alter the form of
a willing individual by changing the genetic structure. Again, an interruption while the Zen is transforming the body can be disastrous.
Deaths Crossing
Generation Time: 10 min
Range: Self
Boost: 1 min/2 points
Duration: 10 min
SMR: None
Area of Effect: Special
This powerful ability is taught to only the most promising of the Red
Robes. The Zen can die temporarily, leaving his body, and move in the
4th dimension. The Zen will be able to communicate with entities there.
The Zens soul must return to his body within 10 minutes if he is to
revive himself. He can extend the time of his out of body condition by
adding more power. Damage done to the Zens soul while he is out of
body is real.
BATTLELORDS
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183
8 MATRICES
Disciple
Range: Touch
Generation Time: 10 sec
Boost: None
Duration: Permanent
Area of Effect: Target
SMR: None
When an aging Zen dies, he often wishes to pass along part or all of
his knowledge to some deserving student. The knowledge passed is
stored in the subconscious and slowly surfaces as the individual comes
to power.
Temple of Healing
Range: Special
Generation Time: 4 hr
Boost: None
Duration: 1 day
Area of Effect: 400m cubed
SMR: None
The most powerful Zen can heal wounded persons on a large scale.
The healer begins his chant, which continues for 30 hours. He may heal
up to 5,000 body points worth of damage. At the powers culmination,
the Zen is cast into a coma-like sleep for 4-16 days.
Implant
8 Power Points
Generation Time: 2 hr
Range: Touch
Boost: None
Duration: Permanent
SMR: None
Area of Effect: Target
The trained Zen can interface electronics with body tissue, and
therefore implant devices into the body. Implantation takes about 2
hours.
Soul Savior
Generation Time: 1 hour
Range: Touch
Boost: None
Duration: Permanent
SMR: None
Area of Effect: Target
The Zen are allied with many friendly entities. Powerful Zen can link
a soul or entity to physical life by melding it with a dead body. The body
must be fresh, no more than 2 days dead. The soul or entity must learn
to manipulate the body, and this takes time.
Clone
Generation Time: 2 hrs
Range: Touch
Boost: None
Duration: Permanent
SMR: None
Area of Effect: Target
One of the most powerful Zen matrices. The trained Zen can clone
an individual in a very short time. The Zen need only have a DNA sample of the individual to be cloned. Memories must be transferred in the
same way as a manufactured clone. Using this power ages the Healer by
20 years.
* Plague
Generation Time: 5 min
Range: Self
Boost: None
Duration: Permanent
SMR: Biological (-10)
Area of Effect: 100km sq
The Tza Zen can infect a huge area with the deadly Virean Plague.
All persons die within 100 days from the aerial infusion. Only a Zen of
HEALER ADVANCEMENT
LEVEL
184
X.P.
0-750
751-2,000
ROBE COLOR
POWER POINTS
TITLE
COST
Novice
500
Feeler
500
2,001-4,000
Sensor
4,001-7,000
Follower
1,500
7,001-12,000
Believer
1,500
12,001-20,000
Teacher
1,500
20,001-34,000
Of the Body
4,000
34,001-55,000
Of the Mind
4,000
55,001-85,000
Of the Soul
4,000
10
85,001-130,000
The Shaper
8,000
11
130,001-200,000
The Mender
8,000
12
200,001-310,000
Healer
8,000
13
310,001-650,000
Bishop
16,000
14
650,001-1.2M
Savior
16,000
15
1.2M-2.2M
Saint
16,000
16
2.2M-4.0M
His Grace
32,000
17
4.0M-7.0M
His Lordship
32,000
18
7.0M-9.5M
His Majesty
32,000
19
9.5M-12.0M
Hand of Assizza
64,000
20
12.0M-14.5M
Heart of Assizza
64,000
21
14.5M-16.0M
Voice of Assizza
64,000
22
16.0M-20.0M
Soul of Assizza
128,000
23
20.0M-25.0M
Mind of Assizza
128,000
24
25.0M-30.0M
Body of Assizza
128,000
25
30.0M+
Assizza
250,000
BATTLELORDS
White
Cerulean
Magenta
Turquoise
Beige
Maroon
Cyan
White
Transparent
OF THE
TWENTY-THIRD CENTURY
500
HEALER MATRICES 9 PP
level 24 or higher can cure the disease.
* The Power of the Tza
Range: Self
Generation Time: 1 sec
Boost: None
Duration: Instantaneous
SMR: Biological
Area of Effect: 50 meter rad
The Tza merely invokes this matrix and everything within 50 meters
dies instantly.
Reincarnate
Generation Time: 10hr
Range: Special
Boost: None
Duration: Permanent
SMR: None
Area of Effect: One Target
The Zen can bring back an individuals soul in a new body. The Zen
must have control of the soul, and the reincarnation takes 10 hours.
9 Power Points
Ra
Range: 1,000,000km
Generation Time: 4 day
Boost: None
Duration: Permanent
SMR: None
Area of Effect: 1 Planet
This most wonderful and horrific of the Zen powers. The Zen is
capable of creating life on a planetary basis. The matrix alters the planets makeup to create the new life. All previous structures and life-forms
on the planet are eradicated. This matrix ages the Zen by 50 years.
BATTLELORDS
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9 COMBAT
188
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
COMBAT ROUND
CHAPTER 9
Combat
Combat Round
The Battlelords combat round is three seconds long, each second being called
a segment. Characters will have the choice of either two half actions (one
segment each) or one full action (three segments. See below for more about
actions.) A typical combat round has three phases:
IN THIS CHAPTER
Combat Round
Combat Modifiers
Hit Location
Critical Hits
Grenades
Archaic Hand Weapon Combat
Multiple Weapons
Unarmed Hand-to-Hand Combat
Matrix Combat
The Survival Matrix Roll
Healing
This Eridani has gained fame around the
galaxies as one of the toughest and most
dangerous beings. Etol-idan is a Koordine, a
highly proficient Swordsaint bent on preserving honor and passing on the ideals and
skills of the warrior class to younger generations. Etol-idan has just defended the life
of an innocent human kidnapped by a group
of Phentari at the Xensaera spaceport. Etolidan stumbled upon the heavily armed
squids and curbed their appetite for human
flesh with his longsword.
Initiative Phase
At the beginning of a new round each player will roll a d10 for initiative. To this
number the PCs and NPCs initiative modifiers (from their Agility statistic) will
be added or subtracted to arrive at the modified initiative number. Other modifiers, such as being wounded, encumbered, and others could also be added at
this point. The final number for initiative will determine when characters take
action and how well they react to the events transpiring around them. The lowest initiative number acts first.
Initiative Modifiers
+1 Lightly Encumbered
+2 Moderately Encumbered
+2 Wounded
+4 Heavily Encumbered
+5 Critically Wounded (having taken a Critical Hit, or 1/4 of your body points)
Declaration Phase
In order of initiative, from highest (slowest) to lowest (quickest), players
announce actions for the round. The BM will announce the actions for the
NPCs that the players can see. PCs or NPCs announce either a full action or
two half actions for the round. In this format, players will be able to react more
directly to the actions of others.
Actions
All characters involved in combat can choose to use two half actions. These
actions are simple and do not require the characters full attention. Or they may
chose a single full action. Full actions are complex and may require a skill roll
to complete. Full actions can not be combined with any other form of actions.
Below is a general list of actions available:
Note: You cannot change declared actions after the Declaration of Action
BATTLELORDS
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9 COMBAT
Phase. You must do the actions you declared. However, you can choose
not to execute a declared action.
Full Actions
Full move (three times the sprint number in meters.)
Fire on full automatic fire (three times the weapons ROF.)
Attentive movement action (climbing, repelling, or some other movement that might require a skill roll to complete.)
Most skill checks
Engage in Melee (Archaic Hand or Hand-to-Hand) Combat.
Generate a matrix power. (see Matrix Combat below)
Aim with scope (see Establishing Aim below.)
Ready something that is not easily accessible (something in a backpack, on downed personnel, etc.)
Draw a body-mounted weapon.
Die dramatically.
Half Actions
Short move (the PCs sprint number in meters.)
Fire a single shot or burst.
Change targets.
Draw a weapon.
Ready something accessible, like a grenade or clip from web gear.
Aim without scope (see Establishing Aim below.)
Throw a grenade, or other object.
Change stance (drop to the ground, stand up, etc..)
Die quickly.
Action Phase
The Action Phase is broken up into three segments. Half actions take
place on segments one and two. The first half action is on segment one
the second half action will take place during segment two. Full actions
that require the whole round to complete, such as reloading weapons
or a skill check, will execute during the third segment. Other full
actions, such as a full move or full automatic fire, will act on all three
segments. All the actions during each segment will go in the order of
initiative from lowest (fastest) to highest (slowest).
Establishing Aim
Only John Wayne could hit a target at 150 meters, without taking time
to aim. Wish my Battle Master would let me do that! Aiming takes time
and proper aiming implies semi-automatic and burst fire only! No one
can really aim on full automatic. To ensure hitting a target, you must
sight the target, take aim, relax, and squeeze off the round. The time
it takes to aim depends primarily on the distance the person is from the
target. A person must spend one half action, plus one half action per
additional range bracket after range bracket 2-3. A player must spend
one half action to establish aim in range bracket 2-3, 2 half actions to
aim in range bracket 4, 3 half actions (full action) in range bracket 5,
4 half actions in range bracket 6, and 5 half actions in range bracket 7
(only possible with a bipod or tripod). Aimed shots are not possible in
range bracket 8 without a scope.
All lasers and archaic powder weapons that utilize scopes require a
full action to aim. This relates to the relative difficulty in focusing on the
target with a scope. Scoped weapons can never focus on a target that is
190
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
Snap Shots
Most of the time characters only get a quick glimpse of a target before
they shoot at it. This type of targeting is called a Snap Shot. Snap Shots
incur a -40 penalty to attack rolls. If aim is not established then it is
considered a Snap Shot. There is no Snap Shot penalty at 5m or less.
COMBAT MODIFIERS
CIRCUMSTANCE
MOD
CIRCUMSTANCE
MOD
Stationary Target
+10 Smoke
-30
Prostrate Target
+30 Darkness
-20
-10
11-20
-10
Size Class 1
-20
21-30
-20
Size Class 2
-10
31-40
-30
Size Class 3
-05
41-50
-50
Size Class 4
+00
51-100
-70
Size Class 5
+05
-90
Size Class 6
+10
+15
+20
1,001-2,000 (")
-10
2,001-5,000 (")
-30
Braced Shot
-90
Snap Shot
-40
Range Stakes/Finder
+05
Suppresive Fire
-20
Cover 25%
-10
Cover 50%
-25
CALLED SHOTS
Head
-50
Cover 75%
-40
Arm
-50
Cover 90%
-50
Leg
-20
Concealment 25%
-08
Chest
-15
Concealment 50%
-17
Abdomen
-20
Concealment 75%
-25
Groin
-75
Concealment 90%
-30
Hand
-60
Foot
-60
First Weapon
-10
Throat
-75
Secondary Weapon
-25
Eye
-90
Called Shots
At times, characters may wish to call out a specific shot location when
engaging a target. Any attack that is aimed at a specific location is considered a called shot. The penalty for a called shot varies from -15 to
-90.
WEAPONS DISCHARGE
Weapons Discharge
There are three types of weapons discharge: semi automatic, burst, and
full automatic. Semi-automatic fire fires only one round per segment.
Automatic fire and burst fire discharge several rounds in a single segment and are explained in detail below.
Determining a Hit
A weapon has a percentage chance to hit the target at a given range bracket (the range bracket is usually provided by the BM). Add in the operators skill level multiplied by four, Manual Dexterity ranged attack bonus,
and the size class modifier for the target to obtain the unadjusted percentage chance to hit. Then subtract the fire penalties for cover and concealment, burst mode, braced shot, etc. (see the Combat Modifiers table
at left for more information on these modifiers). ((Weapons attack number) + (skill level x 4) + (Manual Dexterity attack bonus) + (size class
modifier) - (firing penalties)) = percentage chance to hit.
Example: An M-20 Blaster pulse cannon has a 20% chance to hit a target at
range bracket 3 (16-25m). Our man Henry the Mutzachan has 5 levels of pulse
cannon skill (go figure!) and a Manual Dexterity attack bonus of +02 (82
Manual Dexterity score). He is aiming at Fredd the Python who intends to dismember poor Henry. Fredd is size class 8. The M-20 can only fire on semi-automatic mode (no penalty). Finally, it is dark. The total chance to hit Fredd equals:
( (M-20 accuracy) + (Henrys skill level multiplied by four) + (Manual dexterity attack bonus) + (size class modifier) - (darkness penalty) ) (20 + 20 + 2 +
20 - 20) = 42% chance to hit.
to the first target. Note that, all targets after the first, incur the -40 snap
shot penalty.
Exception: There is only a -20 penalty to hit on a second target if
it is within 2m of the primary target.
Note: When using spread fire there are no penalties for burst or
automatic fire, as this type of fire can only be used in these modes.
Example: A Gen Human (Manual Dexterity of 52) is firing an M-60 machine
gun at two different Python Lizards (size class 8) who are 30m away (range
bracket 4). The lizards are 2m apart. Consequently, two of the bullets are fired
in between the lizards and are lost. The M-60 as a ROF of 7. The second target
incurs a -20 penalty to hit. The Gen-Human has 6 levels of Archaic Powder
Gunnery skill. His chance to hit the first target is 40 (M-60 accuracy) + 24 (6
levels of skill) +20 (size class 8) = 84% chance to hit. His chance to hit the second target is 84- 20 = 64% chance to hit. He rolls and hits both targets. A d3 is
rolled to determine how many bullets strike the first target. A d2 is rolled to
determine how many bullets strike the second target.
Confined fire is firing a burst of more than one shot at a single target during consecutive segments. If the roll indicates a hit, then roll the
number of rounds that actually hit the target. If the roll indicates a miss,
then it is assumed that all of the bullets have missed. In the first segment
of automatic fire, only the burst fire penalty is applied (that is half of the
automatic fire penalty in case you have forgotten). The following segment incurs the full penalty. A cumulative +5 bonus is applied for each
segment of continuous fire after the second segment, while still incurring the full automatic fire penalty. It is assumed that your character is
walking the bullets towards the target. Any time you cease firing for
at least a segment, all walking in bonuses are lost.
Suppression Fire
Suppression fire is designed to prevent enemy movement or return fire
while allowing friendly troops to advance on enemy positions, rescue
wounded comrades, retrieve important supplies, etc. When laying down
suppression fire, friendlies concentrate their fire to blanket an enemy
occupied area. The enemy is immobilized, can not return fire, and must
remain under cover. Any enemy that attempts to return fire while suppressed is subject to being hit. Forces inside bunkers or other fortified
positions are not subject to the rules governing suppression fire.
A condition of suppressive fire exists when:
1. Initiative is determined.
2. The winner calls, laying down suppression fire, a full action since
suppression fire is considered automatic fire.
3. Those who lose initiative are automatically put on the defensive. They
may not attack without placing themselves in jeopardy. Friendly forces
(those working with the individual who is laying down suppressing
fire) gain +20 on attack rolls against those who try to return fire.
4. Units or individuals who attempt to return fire may return fire only
after all friendly forces have made attack rolls. Like spread fire, suppression expends large amounts of ammunition.
5. Individuals, under suppression fire who attack anyway are subject to
the rules governing spread fire detailed above.
Note: The number of friendlies that can fire on a target depends
entirely on the situation and will be determined by the Battle Master.
Note: A character tells the Battle Master how long he intends to lay
down suppression fire. Battle Masters should remember to enforce the
BATTLELORDS
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9 COMBAT
limits on the characters ammunition. Suppression fire will then continue until the character stops, runs out of ammo, or is incapacitated.
He may aim his suppression fire at enemies attempting to return fire,
but at a -40 snap shot penalty.
Note: As soon as suppression fire is aimed it ceases to be suppression fire.
equal to the weapons ROF. The result equals the amount of bullets that
hit. If there are other targets in close proximity (2m) to your priority
target then the percentage chance that they might be struck by one of
your bullets equals 20% at 01m and 10% at a 2m distance. Of course
this only applies if some of your bullets miss.
Note: Some weapons have ROFs that do not have a corresponding
die. In these cases let your BM decide what dice to roll.
Once it has been determined that you hit whatever the hell you were
aiming at, you must figure out how many rounds actually raked your
target! If you fired in semi-automatic mode, then only one round could
have possibly hit the target. (Unless of course your name is Don Stefanie
and you are always whining that more rounds should have struck the
target). Burst and automatic fire modes entail firing more than one
round per segment, which is based on the weapons ROF. Only one die
roll is made to determine how many bullets hit the target. Roll a die
Hit Location
When firing at a humanoid, it is usually convenient to know where you
hit. The Critical Hit table on the Hit Location table can be used to determine the location of the hit. For purposes of armor locations the fol-
CRITICAL HITS
01
02-03
04-05
06
07
08-10
11-13
14-15
16-17
18
19
20-21
22-23
24
25
26-28
29-31
32-33
34-35
36
37
38
39-44
45-46
47
48-49
50-51
52
53
54
55-59
192
Left Leg
Left foot shattered (-35 agility)
Left calf, clean (-15 agility)
Left shin bone shattered (-45 agility)
Left knee shattered (-60 agility, -10 permanent)
Left calf, artery (-25 agility, Bleeds 2 BP/min)
Left thigh, clean (-25 agility)
Left thigh bone shattered (-60 agility)
Left thigh, artery struck (-25 agility, Bleeds 2 BP/min)
Left hip bone chipped (-30 agility)
Left hip bone shattered (-60 agility)
Right Leg
Right foot shattered (-35 agility)
Right calf, clean (-15 agility)
Right shin bone shattered (-45 agility)
Right knee shattered (-60 agility, -10 permanent)
Right calf, artery (-25 agility, -2 BP/min)
Right thigh, clean (-25 agility)
Right thigh bone shattered (-60 agility)
Right thigh, artery struck (-25 agility, -2 BP/min)
Right hip bone chipped (-30 agility)
Right hip bone shattered (-60 agility)
Abdomen
Groin, clean (-70 agility, -20 system shock, -3 BP/min)
Groin, removed (-100 agility, -60 system shock, -4 BP/min)
Lower abdomen, clean (-35 agility, -10 system shock)
Stomach ruptured (-35 agility, -25 system shock, SMR vs poisoning or
die in 2-8 minutes, -3 BP/min)
Stomach ruptured (-35 agility, -25 system shock, SMR vs poisoning or
die in 1-4 minutes)
Liver (-4 BP/min)
Liver. You are spilling blood everywhere and making quite a puddle (6 BP/min)
Intestines (-35 agility, SMR vs poisoning, -4 BP/min)
Multiple organs (-80 agility, -80 SS, die in 1-4 min)
Lower spine. Forget walking or doing the wild thing. (-120 Agility, -50
system shock, 50% paralysis)
Chest
Lung punctured (-50 agility, -65 system shock, 4 BP/min)
Asphyxiation from drowning in blood in 1-4 minutes
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
60-61 Struck spinal cord, (-120 agility, -50 system shock, 50% chance of
paralysis)
62
Spinal cord is now in two distinct sections (instant death)
63
Heart (unconscious, -10 BP/min)
64
Blows heart apart (instant death)
65
Multiple organs struck. Internals reduced to a jelly-like mixture.
(instant death)
66-68 Ribs (-40 agility). You got lucky!
69-71 Ribs shattered (-50 agility, -30 system shock). Move and the chips
have a 50% chance of puncturing a lung or two.
72
Collar bone broken (-30 agility)
Left Arm
73
Left hand shattered (-10 agility, -60 man dex, -10 permanent)
74-76 Left arm (-10 agility, -40 manual dexterity)
77-78 Left arm, messy (-30 agility, -45 man dex, -2 BP/min)
79
Left elbow shatters (-20 agility, -60 man dex, -20 permanent)
80
Left shoulder, clean (-30 agility, -40 manual dexterity)
81
Left shoulder broken (-40 agility, -60 manual dexterity)
Right Arm
82
Right hand shattered (-10 agility, -60 man dex, -10 permanent)
83-85 Right arm (-10 agility, -40 manual dexterity)
86-87 Right arm, messy (-30 agility, -45 man dex, -2 BP/min)
88
Right elbow shattered(-20 agility, -60 man dex, -20 permanent)
89
Right shoulder, clean (-30 agility, -40 manual dexterity)
90
Right shoulder broken (-40 agility, -60 manual dexterity)
Head
91
Larynx (-25 agility, -30 SS, cant speak for 2 weeks)
92
Neck (-25 agility, -60 system shock, -3 BP/min)
93
Mouth (-1 BP per min, -10 charisma permanent)
94
Face partially removed, (unconscious, -3 BP/min, -20 charisma permanently)
95
Jaw shattered (-20 agility, -40 system shock, -3 BP/min)
96
Enters eyes and exits back of skull. (instant death)
97
Forehead (unconscious, -5 BP/min, -10 points of I.Q. and intuition
permanently).
98
Temple (concussion, -80 system shock, disoriented 2 days)
99
Top of head blown off (Youre history pal!). There is all kinds of neat
stuff oozing everywhere.
100 Head removed from the shoulders and you dont walk around
like a chicken with its head cut off. (roll up new character)
CRITICAL HITS
lowing rolls correspond to these sections.
HIT LOCATION
ROLL
LOCATION
01-18
Left Leg
19-36
Right Leg
37-54
Abdomen
55-72
Chest
73-81
Left Arm
82-90
Right Arm
91-100
Head
Critical Hits
Modern body armor provides formidable protection, and most of the
time a character wearing battle armor is safe from injury. Occasionally,
the armors absorption polymers break down completely, leaving the
wearer vulnerable. He, aware of his precarious predicament, scrambles
for cover. Too late Someone already has his number!
Body points represent the bodys ability to take damage. Any time
a person suffers damage equal to 25% or more of their current body
points, the person is assumed to have suffered a critical hit. The person must immediately make a system shock roll to remain conscious.
There is an optional chart that details the effects of critical damage (at
left). After a critical has occurred, roll a d100 and consult the table
above to determine the crits effects. If an already critically wounded
body location takes another hit, it automatically constitutes a critical
hit.
Note: When determining if a critical hit has been suffered, you must
use 25% of the characters REMAINING body points.
Example: Fredd originally had 18 body points. Henry has been using Fredd
as a laser target for several rounds and Fredd is now down to 4 body points.
Henrys next shot only does 1 point of damage, but with Fredd down to 4, thats
a critical!
The optional table is designed to accurately portray the lethal aspect
of combat in the 23rd Century. (Editors Note: We highly recommend
using this optional table. Its way too much fun. Remember: A good
Battlelords character is a mangled character!)
Note: Lasers and pulse cannons cauterize the wound when they hit
and there is no further blood loss. Disruptors and Disintegrators double the amount of blood loss that occurs. This is due to the massive
hemorrhaging that Neutron Effect Weapons cause when they hit. In the
case of laser damage to the bone, it is assumed that the beam burns
through the bone and the overall effects are the same.
Note: Often combat personnel suffer stomach or intestinal damage
as a result of being hit (critical roll 52 and 53). In the event of internal
poisoning, characters lose 1 body point per minute from poisoning.
Note: All critical hits require a system shock roll to remain conscious. Some cause a penalty to be applied to the roll. You must make
a system shock roll every minute until you fall unconscious, or are
treated by trained medical personnel.
Note: Cumulative damage accrued to an area causes a critical.
Personnel who have taken a critical hit automatically lose 1 point of
blood per minute (or more if indicated).
Note: Ignore any critical hit considered fatal rolled against an
Malfunctions
All weapons, with the exception of most archaic hand weapons, occasionally malfunction. When a weapon malfunctions, it can not be used
again until the problem has been corrected. Sometimes the weapon
actually breaks and must be repaired. Repairs can be made on the spot,
if the appropriate tools and skills are available.
A weapon malfunctions whenever an attack roll exceeds the
weapons Malfunction Number (MN). Malfunctions always occur when
a 100 is rolled. See Malfunctions on pg. 231 for a malfunctions specific effects.
Reloading
Reloading weapons takes 2 half actions for all clip or magazine fed
weapons. It takes 2 full actions for all weapons that utilize energy packs.
This is due to the fact that energy transfer coils have to be uncoupled
and the new pack hooked up.
Grenades
The percentage chance to hit an object with a grenade primarily
depends on range to the target. This is modified by the characters
throwing skill multiplied by 4. Success indicates that the grenade has
landed within 2 meters of the target. This constitutes a direct hit.
Victims are automatically struck by 8 fragments and suffer concussion
damage. A miss indicates that the throw landed some distance from the
target. To determine where the errant throw has landed, first roll a d12.
The resulting number indicates the clockwise direction for the target; a
6 is directly behind the target while a 12 is directly in front of the target. Next, the distance from the target is determined by subtracting the
basic percentage to hit from the actual dice roll. Then divide that number by 5. The final number equals the distance that the grenade has
landed from the intended target (expressed in meters). Round all fractions down. Fragmentation damage decreases with distance from the
intended target. For every meter beyond 2, subtract 1 fragment from the
maximum of 8. Concussion damage is also reduced by distance from
the target. Concussion damage is at 100% at one meter, 50% at two
meters, and 25% at 3 meters. Targets will not suffer any damage from
concussion if they are farther than three meters from where the
grenade landed. Concussion damage is not reduced by armor threshold, and is distributed evenly to all armor locations.
GRENADE THROWING
RANGE BRACKET
DISTANCE (M)
05
10
15
20
25
30
35
40
ATTACK %
80
70
50
30
20
10
00
-10
Example: Henry the Mutzachan throws a grenade at our friend Fredd the
Python. The range is 10m. The percentage chance to hit at that range is 70%.
Henry has 2 levels of throwing skill. Henry has a 78% chance to hit Fredd. Henry
rolls a 98. He misses. A 12 sided die is now rolled. The result is a 6. The grenade
landed directly behind Fredd. The distance from the grenade to Fredd equals
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(98-78)/5 or 4 meters. Fredd is struck by 6 fragments and suffers no concussion damage.
Note: All thrown grenades have a counterpart which is fired from
a grenade launcher. These launched grenades have a smaller fragment
yield (6 fragments instead of 8), but otherwise produce the same
effects.
Changing targets
Those who are firing on a given target during a round (first half action)
then switch to another target at the end of the round (second half
action), cannot normally fire their weapon during the next discharge
segment. They must use the first half action in the next round to aim.
Exception: Characters may change targets and fire on the next
combat segment if and only if they fire with a snapshot penalty.
Combat Movement
Combat movement can take place in two modes: short moves or full
moves. Short moves take only one half action and allow the person to
run their sprint number in meters. A full move is an all out run, and
permits the character to move their sprint number times three in
meters. This is handled by allowing the character to have three short
moves, one during each combat segment. Also there are some different
types of combat movement that differ from normal combat movement.
Normal combat movement implies walking or running erect. Most of
the combat movement types below reduce enemy sighting attempts and
attack rolls. Given below are some common types of combat movement
and their effects.
Crouched Run: The individual is bent forward at the waist, running in
a hunched over position. Personnel moving in this fashion only move at
1/2 their normal speed (round all fractions down) and can sustain this
mode for no more than 1/2 their constitution in segments. The character must rest for 1 minute before continuing. All enemy sighting and
attack rolls are at -15. The character can fire his weapon while moving
in this mode, although he would suffer a -15 penalty in addition to any
other penalties incurred.
High Crawl: The combatant lies on the ground, hands tucked under
his chin. He moves by shuffling forward on his belly, using his knees
and elbows to propel himself along. This technique can not be preformed with Pulse, Omega, Meson, or any other heavy weapon that utilizes an inertial-grav systems. The character can only move at 1/4 of
their normal speed (round all fractions down) when moving in this
mode. This type of movement can only be sustained for the characters
constitution in segments. Fatigued characters must rest for 30 segments
before continuing. Sighting and attack rolls against personnel moving in
this fashion incur a -25 penalty.
Low Crawl: The most difficult of all the combat maneuvers. The soldier lies on his belly with his head turned to one side and holds his
weapons by the sling. He then pulls himself along the ground by his
hands. Again, Pulse, Omega, Meson, or any other types heavy weapons
can not be carried when moving in this mode. The character can move
1/8 of their normal speed (round all fractions down) when engaging in
a low crawl. They can sustain this movement mode for 1/2 of their con-
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Number of Actions
The number of actions is the major difference between discharge combat and hand weapons combat. Archaic Hand Weapon and Hand-toHand Combat take a full action to complete any attacks. Discharge combat can occur during the first two segments (half actions) and/or the
last segment. Hand combat, armed or unarmed, utilizes all three seg-
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ments of a round. As a character gains experience he gains attacks and
speed allowing him to attack earlier in the round. Until a character
gains 4 attacks per round, he has no possibility of beating the initiative
of another player or NPC engaging in discharge combat because, up
until that point, an unarmed character has no attacks in the first segment while discharge combat can always act in the first segment. The
hand combat attack matrix below shows how multiple attacks are split
up by segment.
SEGMENT 1
SEGMENT 2
SEGMENT 3
1/2
1/3
1/4
1/6
1/12
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per round with his two handed sword: 1/4 ROF (two-handed sword) with 2 extra
attacks from 8 levels of skill lowering the ROF to 1/2, and the Eridanis bonus
attack lowering the ROF to 1 allowing him to attack with his normal 1 attack.
Example: Larry the Human is in a bar fight that just got ugly (Who would have
ever guessed!!) Larry is using nun chucks (He thinks he is the Black Bruce Lee).
Larry has 3 levels of skill (I dont think thats enough to beat that Ram Python).
Larry will get 3 attacks per round with his nun chucks. He gets two because the
nun chucks ROF is 2 and one extra attack for having 3 levels of skill.
HAND ATTACK
DAM
ADJ
PERCENT TO
DISARM
+04
05
+08
+1
10
+12
+1
15
+16
+1
20
+20
+2
25
+24
+2
30
+28
+2
35
+32
+3
40
+36
+3
45
10
+40
+3
50
11
+44
+4
55
12
+48
+4
60
13
+52
+4
65
14
+56
+5
70
15
+60
+5
75
16
+64
+5
80
17
+68
+6
85
18
+72
+6
90
19
+76
+6
95
20
+80
+7
100
21
+84
+7
105
22
+88
+7
110
23
+92
+8
115
24
+96
+8
120
25
+100
+8
125
LEVEL
HIT BONUS
1
2
NUMBER OF
ATTACKS
+0
+1
+2
+3
+4
+5
Multiple Attacks
Once a character gains multiple attacks per round, he can determine
what sort of action to take for each attack.
Example: A character in Archaic Hand Weapon Combat with 4 attacks (1 in
the first segment, 1 in the second, and 2 in the third, see Attack Matrix above),
can choose to parry for each of the first 2 attacks and then attack his opponent
with the next 2. This situation makes writing down your actions before hand
important (and a lot of fun; did you pick the right time to parry?)
Attacking
When an attacker wishes to do damage to an opponent, he merely rolls
versus his chance to hit (determined by adding the characters attack
bonus to the weapons attack number). This is modified by situation
modifiers and the opponents parry attempt (see Parrying below). If he
rolls under the resulting number, he hits. The defender may parry the
attack, but must declare it during the declaration phase. ((Hand attack
bonus) + (weapons attack number)) = base chance to hit.
Note: All references to Hand Attack or Hand-to-Hand bonus
include the Agility Bonus.
Parrying
When a combatant wishes to defend himself from an attack, he will use
a parry. A parry is an attempt to block an opponents attack with your
weapon or hands. To parry an attack, you simply subtract your attack
bonus from your opponents base chance to hit. You are essentially
using your attack skill to defend. ((Hand attack bonus) + (weapons
attack number) - (attack bonus for parrying) - (parrying number of the
defenders weapon)) = attackers adjusted chance to hit.
Note: An unarmed combatant may try to parry an armed attacker.
This is called a block. Simply use the formula above without the parrying number of the defenders weapon modifier. Parrying edged
weapons is very dangerous while unarmed. If the parry is successful,
roll a Manual Dexterity check at minus the attackers attack bonus.
Failure indicates you took the full damage of the attack even though it
was parried, i.e. you parried the wrong part of it.
Note: Parrying light swords while unarmed and unarmored leads
to rampant cybernetics use.
Disarms
Disarms are the most intricate of all hand combat actions. Only high
level hand combatants will be able to perform this maneuver. The percentage chance to succeed at a disarm is the Hand Attack Bonus/2. The
only way to prevent a disarm is to be parrying at the same time.
Feints
To feint is to fake an attack in hopes of gaining an advantage by distracting your opponent during close quarters combat. The chance to execute
Temporary damage
All damage done in hand to hand combat is considered to be temporary. Temporary damage equals 1/10 real damage. Temporary damage
heals at a rate of 1 point every 5 minutes. When temporary damage
reduces an individuals body points below zero, he has been knocked
out. Certain areas of the body are more sensitive to attacks, such as the
head and the genitalia. Any hit to these areas that does more than 1/2
the targets body points in temp damage will cause a critical.
Note: When a critical hit is rolled the character must make a System
Shock roll to stay conscious. You can receive a critical taking only temporary damage. A human with 4 body points has been wailed by an
Eridani punch. The punch does 10 points of temporary damage which
equates to 1 point of real damage, 25% of the poor humans total. Crit!
Note: Unarmed combat does not incur catastrophic damage unless
the attacker does real damage with claws, fangs, etc.
Grappling
Often combatants wish to grapple with an opponent, either to damage
or subdue him. Grappling occurs most often in bars (an arena of combat in which our friend Larry is well trained in) and areas where
weapons are not readily available. As with any other hand to hand
attack, initiative is determined, then actions are declared. The initiative
winner rolls to hit. The base chance to hit is 50% modified by hand to
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hand skill multiplied by 4 and his agility attack bonus. If a hit is rolled
then the attacker is considered to have a hold on the opponent. Once a
hold is achieved the attacker rolls initiative with a -4 bonus. In order to
break the hold the defender must win the initiative and make a strength
check with a modifier equaling the difference in strength between the
attacker and defender (if the attacker has a higher strength, the check
will be a penalty, if the attackers strength is lower it will be a bonus).
Below are some specific moves that can be made after a successful
grapple is rolled.
Grappling Moves
Arm Lock: Pins the opponents arm behind his back. The attacker has
the option of breaking the arm in the next round (full action, using all
attacks). To break the arm, the attacker must make a strength check at
-40 penalty (-90 vs Pythons).
Leg Lock: Pins the leg. The attacker can snap the knee on the following round (full action/ all attacks) by making a successful strength
check at -80 penalty (-120 against Python races).
Submission Hold: A grapple maneuver intended to knock the target
unconscious. After a submission hold is successful, damage is doubled
on all subsequent rounds the hold is maintained. Grappling damage
(temporary damage) is the basic hand attack damage plus any strength
bonus.
Head Lock: The attacker has the option to make a successful strength
check in order to snap the opponents neck in the next combat round
(full action). This hold is difficult to achieve. The attacker must make a
strength check at a -70 to snap the neck (-140 for Python races). If the
defendant doesnt break loose from a head lock, he may lose consciousness (see Submission Hold above).
Throw: The attacker must make a strength check at a -20 per size class
difference between him and the defender to throw someone. Success
indicates that the person has been thrown to the ground. The attacker
gains a -5 initiative to all kicking attacks until the person manages to get
to his feet, which takes a full action.
Trip: The attacker has the option to trip someone and must make an
agility check at a penalty equal to the difference between his agility and
the defenders. Success indicates that the defender has been knocked to
the ground and suffers the same penalties as being thrown.
Defender Options
The defender has some options, depending on the hold he is in. He can
make one or multiple attacks, foot or hand as detailed in the table
below:
DEFENDER OPTIONS
SITUATION
HAND
LEG
In Arm Lock
1 (-20)
2 (-40)
In Leg Lock
2 (-10)
1 (-60)
In Head Lock
2 (-50)
2 (-50)
Foot Stomp: The defender stomps on the instep which does 1 point of
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temporary damage.
Elbow Smash: The defender is facing with his back to the attacker who
holds him usually in a head lock. The defender makes a hand attack at
a -40. Success does 1 point of temporary damage to the ribs.
Head Butt: The Mutzachans favorite tactic. The defender attacks the
attackers head at a -20. This attack does 2 points of temporary damage
(1-3 for Mutzachans).
Bite: A nasty and dishonorable tactic that doesnt work especially well
against Python Lizards. The defender must roll to hit at -20 and this
attack has a 50% chance to do one point of real damage (if roll fails it
does 1 point of temporary damage). Biting someone while in a head
lock is done at a -40. All races with a listed bite attack do the usual
damage.
Tail Swipe: Only applicable to Python types. The Python is facing with
his back to the attacker. He swipes the feet out from under the attacker. He attacks at a -30. Affected persons must make an agility check at
a -80 or be knocked over. They also suffer 1/2 real damage.
Called Shots: Characters may grapple or strike specific areas and
incur the same called shot penalties as with other types of combat.
The BM may add any other attack type that he sees fit and has final
say over grapple combat. These rules are guidelines to follow and
should be adjusted on a case by case basis. For example, anyone trying
to grapple a Mazian is an idiot!
Berserking
Characters with aggression scores over 80 have a chance to berserk
when engaged in any form of combat. For every point of aggression
higher than 80, the character has a 01% chance of berserking.
Berserkers gain a +15 to attack rolls, and +3 to damage when using
any close quarter combat weapon or unarmed combat. He attacks at a
-15 modifier when using ranged weapons and suffers -25 to parry
attempts. He gains double his normal attacks per hand to hand round
and fights into the negative body points. A berserk character remains
conscious from -1 to -6 body points before collapsing. Roll a d6 to
determine the point of collapse.
Suicidal Rage
Any character with an aggression score of 105 or greater may turn suicidal. Suicidal characters attack without thought of injury or death. The
percentage chance to turn suicidal equals 01% per point of aggression
above 105. They gain double their normal attacks per round, add +25
to all attack rolls, and add +5 to damage when using archaic hand
weapons. They attack at a -30 modifier with any discharge weapon, and
will not parry or defend in any way. Suicidal berserkers think of nothing but the destruction of their opponents. Suicidal maniacs fight up to
the point where they die (i.e. they remain conscious till their body
points reach their deaths door rating and they are dead). Characters
either berserk or become suicidal, but not both.
MATRIX COMBAT
Matrix combat functions similarly to normal combat, but there are
some differences. Matrices have a certain generation time, which represents the number of seconds the matrix controller must concentrate
in order to generate. During this time, the matrix controller (MC) must
remain still and focus; thus he is vulnerable to attack. Any attack that
strikes the MC (or penetrates his armor) while he is generating voids
the matrix and the energy needed to generate it.
Note: Some attacks may not penetrate the MCs armor but should
still negate the power. For example a size class 2 Mutzachan is hit with
an Omega Cannon while in heavy armor. The armor repels the attack
but the explosion knocks over the Mutzachan, breaking his concentration. (BMs, use your discretion here).
Most matrices allow a Survival Matrix Roll (SMR) of some type to
resist the attack. The SMR allowed for each matrix is listed with its
description. For full details of matrices and the SMRs for each matrix
see Matrices.
There are three types of matrix combat, Matrix vs Matrix, Matrix vs
Hand, and Matrix vs Discharge. Under Matrix vs Matrix combat, initiative is determined normally; then the players declare what matrix they
are generating, and Matrix vs. Matrix combat takes place in accordance
with the time that it takes to generate.
Note: Initiative in Matrix vs. Matrix combat will only apply if the
powers being used have the same generation time. If not, the faster
power will always go first. Of course it might not work and the other guy
will get a free shot, but hey, thats life...
Matrix powers will always be slower than other forms of combat.
The generation time represents the creation of the power, then another
action is needed to release it. Thus, the minimum a matrix takes to generate is two half actions. A matrix with a 1 second generation time takes
2 half actions to complete (one half action to generate, the other to
direct the energy). A matrix with a generation time of 2 seconds takes
a full action (two half actions to generate, then the third segment, or full
action to direct the matrix). See the table below to determine how long
it takes to generate a given matrix.
Should the Hand-to-hand combatant strike first and roll a hit against the
matrix controller, the matrix is voided along with the power points that
were used to generate it.
Example: Fredd the Python and Henry the Mutzachan are involved in the
final show down. No guts, no glory! Henry attempts to generate a Fire Blast
matrix. Henry rolls initiative and gets a 3. This power takes 1 seconds to manipulate (2 half actions to complete). Fredd, with 4 attacks, rolls a 7 on a d10.
Henry wins! However all Henry is able to do is complete the half action of generating the power. With 4 attacks, Fredd is able to strike with his two-handed
sword in his first half action. He scores a hit. Henry takes damage to his armor.
Henry cant complete the Fire Blast because his concentration has just been broken. Fredd reaches out and cuts Henrys throat. Henry should have realized that
you cant generate most matrices under close combat situations.
Matrix vs Discharge: Simple! Discharge goes first.
Example: Henry the Mutzachan and Ernie the Empath are rumbling. They roll
initiative; Ernie rolls a 3 and Henry has a 5. Ernie goes first (sort of... see what
happens next)! They declare actions; Ernie generates Pain (2 sec) and Henry
generates Fire Blast (1 sec). Uh-oh. Even though Ernie won initiative his matrix
will take longer to generate (a full action for 2 sec) than Henrys (2 half actions
for 1 sec). Henry fires and reduces Ernie to a greasy mound of ash.
Matrix vs Hand combat is determined as follows. During the declaration phase, the matrix controller designates which matrix he intends
to generate. Initiative is rolled. Use the generation time table and the
Hand Attack Matrix as described above. The lower number strikes first.
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Mortality
surgical procedures.
Biological: Represents the ability of the body to defend itself from the
effects of invading viruses and bacteria. Certain biological attacks cause
damage to the body. The amount and severity will be determined by the
Battle Master.
Mental: Attack forms employed by empaths. The effects depend on the
type of matrix used.
Poison: Another special chemical form. Poisons are ingestive, insinuative, inhalable, or contact. Victims usually make a successful SMR or
die, although some poisons only cause damage. Modifiers are applied
to the SMR depending on the strength of the poison.
Sonic: Powerful sound or concussive waves damage the body at a varying rate. The damage depends entirely on the severity of the blast.
Victims are often stunned and/or deafened.
Electrical: The amount of damage sustained depends on the amount
of current. A low line shock does 2-8 points of temporary damage,
whereas a powerful shock might do 3-12 points of real damage. The
damage sustained depends on amperage, not volts.
Fire: Fire is one of the most damaging attack forms when dealing with
live tissue. Persons can suffer anywhere from mild 1st degree burns
(like sunburn) all the way up to 4th degree (where even the bones
themselves are charred and destroyed). Damage depends on temperature and duration.
Acid: A special chemical attack. Acid burns the body and leaves horrible scars. A typical splash does 1-4 points of body damage. Facial burns
reduce charisma by 03% per point of damage received. All effects are
permanent.
Cold: Severe cold tends to shut the body down. Frostbite often causes
loss of fingers, toes, or worse depending on the exposure.
HEALING
Undoubtedly, characters will suffer body damage during combat. It is
inevitable. Theyll need emergency medical treatment. Afterward, they
may spend long periods of time convalescing before returning to combat. Sometimes they just croak. Wounds heal according to the severity
and type of wound. Healing can be expedited by obtaining immediate
medical care. Critically wounded individuals shouldnt be moved.
Moving a critically injured person often results in the demise of many a
good warrior. Characters should take immediate measures to help
speed up the recovery process, such as splinting fractures and stopping
the loss of blood.
Note: Blood transfusions restore 2 body point each (blood loss
only). Body Rehabilitation Injections speed up the recovery process at
an incredible rate! Characters should purchase BRIs in large quantities.
The Zen Rigeln possess special powers that can also be used to heal
wounded individuals. Adventuring PCs are strongly advised to bring a
Healer along for the ride.
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HEALING
powerful Chatilian Empath and a Zen Rigeln Healer at the same time.
Good luck! The typical medical cost to have someone revived is
250,000cr, give or take 10cr. Most players are not able to afford this.
Dont fret. The sponsor corporation typically covers the bill, extending
your contract five to ten more years to cover costs and expenses,
assuming that you are worth an investment of such proportion.
Warriors on the futuristic battlefields can be placed into deep freeze
if they are given a Cryo-injection. Casualties are also stored in freeze
chambers until proper medical treatment is secured in the rear. The
Body Cart is a portable chamber, complete with built in inertial-grav
system for easy transportation of wounded or expired personnel.
Wound Recovery
The wound recovery table is designed to depict the effects of wounds on
combat personnel. The recovery period is expressed in days and the
associated problems are listed. The associated problems are given as a
guideline to the BM. The rest period lists the number of body points
received per number of days rested.
WOUND RECOVERY
TYPE
Surface
ASSOCIATED
PROBLEMS
MEDICAL
TREATMENT
REST
PERIOD
none
suture
1/2
Puncture(clean)
infection
suture
1/4
Fracture(simple)
none
cast
1/6
Fracture(compound)
none
cast
1/10
none
ointment
1/2
infection
hospital
1/10
Genitals
blood loss
hospital
1/10
Spleen
blood loss
surgery
1/10
Kidneys
internal poisoning
surgery
1/15
Intestines(large)
internal poisoning
surgery
1/10
Intestines(small)
internal poisoning
surgery
1/12
Lungs
drowning in blood
surgery
1/20
Heart
surgery
1/30
peritonitis
surgery
1/15
surgery
Stomach
Liver
blood loss
infection
Throat
suffocation
tracheotomy
1/8
brain damage
surgery
1/30
Skull
Example: Fredd stabs Henry in the throat. If Henry receives prompt medical
attention, he will not suffocate. However, he will only get back 1 body point per
8 full days of rest. Henry is out of action for awhile, unless he has some BRIs.
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THE ALLIANCE
CHAPTER 10
10
IN THIS CHAPTER
The Galactic Forces
Corporations
The Rebels
The Arachnid Presence
Mercenary Groups
Bounty Hunters
Spies
The Black Market
Vehicles
Galactic Phenomena
Tech Levels
Survival in the City
Smuggling
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Gen-Human, 22% Human, and 05% other. Attrition Rate: 24%. The base
pay is 35,000cr.
Galactic Control: An espionage group. Its responsibilities include the
monitoring of subject nations, infiltration of rebel forces, government
security, the monitoring of corporate structures, and the assassination
of unfriendlies. Galactic Control recruits 40% Mazian, 30% Chatilian,
15% Gen-Human, 10% Human, and 05% other to carry out its clandestine operations. Attrition Rate: Confidential. Base Pay: 30,000cr.
Galactic X: The top secret, enforcer Unit. Responsibilities:
Preservation of Alliance integrity at any cost. Composition: As needed.
Attrition Rate: Confidential. Base Pay: Flexible, normally around
50,000cr.
Lets talk about joining the services. Well, it makes about as much
sense as trying to rape a rhinoceros! Most of you end up as bullet or
plasma catchers. There are great advantages, but there are tremendous
disadvantages (like being asked to stay behind to slow down 100, 4m
tall Star Trolls with your two-handed sword).
CORPORATIONS
If you ask any informed person, Who really runs the universe? He will
inevitably reply, What are you? A moron? Corporations run everything.
Youre playing Battlelords of the 23rd Century. This is when you reach
out and smack him upside his head.
Governments may topple, but the mega-corporations survive. They
are vastly complex organizations that wield incredible amounts of
power. Corporations engage in every type of business imaginable, legal
and illegal. Their illegal activities include stealing information, dealing
in drugs, and hiring assassins. The mega-corporations buy and sell
votes, control political parties, and appoint politicians. The list goes on
and on. They may very well be evil, but it is probably a corporation who
makes out and signs your paycheck.
Company Guys
So you want to climb the corporate ladder of success, hoping to one day
run the whole scene from behind a mahogany desk, squeezing your
secretary, teeing off on the 14th green of the 1,200 yard par 4 at the
Moon River Canyon, and making a cool six digits a year by jeopardizing
the lives of others, instead of yourself. Well, there are a variety of company men that you will have to deal with on your ascent to management.
Deal with them as you see fit.
The Brown Noser: Someone please kill this guy. He spends his whole
life cheesing up to the boss. The way I see it, he is sniffing out where
the boss is going to go next and if the boss stops abruptly, he will probably break his neck! The Brown Noser courts favor by constantly praising his majesty and doing pathetic things to gain the bosss attention.
But the Brown Noser does something else: he subverts any move you
might make to get ahead. He undermines your actions by lying, losing
your reports, and attempting to convince the boss you are no good one
way or another.
If you catch a Brown Noser in your stuff, put on your battle gear,
whip out a plasma grenade, and stuff it down his throat!
CORPORATIONS
The Straight: This guy is the most uptight, anal retentive person in the
world! He does everything by the book. He uses the company manual
when he goes to the john. Dont bend the rules or take any short cuts
around this guy. He will surely turn you in. The Straight is a stickler for
conformity and never deviates from the path laid before him. He will
either like you or hate you, depending on what your angle is on things.
The Straight does have some redeeming values though. He is super
loyal. He has it all conjured up in his head that the company is greater
than the self. Some think he is a couple of bricks shy of a full load.
Lastly, the Straight doesnt have a problem with jumping on plasma
grenades and silly stuff like that. He will always cover your back in a
retreat. He will always go back for the wounded. All in all, he isnt a bad
guy, he just gets in the way a lot.
Slick: The greasy bum is always trying to get over. He is the ultimate
schemer. He has a plan for everything, never carries through with anything and wrote the book on short cuts. He is ultra-dangerous, because
his ego writes checks that his behind cant possibly cash. He always
overlooks the obvious. His supreme confidence in himself gets him and
everyone around him in trouble.
The Slick can come up with a great idea in the nick of time. He may
get everyone killed, but it wont be because he lost his nerve in a firefight. Check his power and you have him under control.
Slimeball: My advice to you when you uncover a slimeball is simple:
frag him! No matter what, he is using you to attain his own gains and
will do you in a second. So send him off to meet the Maker. He already
sold his mother and is offering a good price on you. The problem is that
he wears his colors well. It is hard to detect his machinations.
Skate: This is the most together guy of them all. He just does what is
necessary to get by. He does what he has to and thats it.
Corporate Affairs
Shadow Talk: It happens in the corners of dimly lit cafes, in dark billiard rooms, and in the privacy of quaint suburban homes. It is as ubiquitous as it is dangerous. It is called Shadow Talk. Shadow Talk is colloquial for whats happening on the street between the mega-corps,
what operative got whacked where, who is looking for what information, and what is going to happen if he finds it. The city is a vast pool of
information that the corporate merc feeds upon, sucking and bleeding
it for knowledge. Everyone has his own informants. Every operative
keeps his street friends happy around payday. They are his eyes, his
ears, for the people on the street often know whats gonna happen long
before it ever does. But you have got to have money, or youll never be
given the word. See, the people of the street know the real deal, and
without them . . . well, youre just a corpse waiting to happen!
Buying a Meal: It is street talk for paying off the cops. Most mercs and
spies do it. Why? Because it makes good sense. If you work the same
turf long enough, youre going to need a favor. You are going to need
someone to look the other way while you do your dirty deed. Most cops
walking the beat put their lives on the line, and for what? To be a drunk
at fifty, and dead from suicide at sixty, long before you pick up a lousy
pension from your lousy honest paying job. So why be honest in the first
place? Thats the prevailing mindset. Put away all the real scum and
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butt from the federal police by dragging you out of the bar where you
had just hammered some guys face into putty. Now you are supposed
to line him up in your sights at 50m and pull the trigger. Its that or face
20 years in prison, which is the maximum penalty that can be administered to a mercenary who refuses to follow orders.
So most mercs try to find a way out of killing each other, no matter
what it is. Many will simply inform the other that he is a target and
marked for death. They will then report to sick call, day after day, until
someone else is assigned to do the dirty work. Honorable warriors will
flat out refuse to kill a friend, something that has landed many a merc
on the planet Misery or worse yet, sent to Darmel Prison on Ophea.
THE REBELS
The Rebels are the social dissidents of the Galactic Alliance. They are
insurgents, well trained in the art of guerrilla warfare. Most are Humans
or Zen Rigeln who actively or passively attempt to subvert the ruling
government/establishment.
The Galactic Alliance is a dictatorship bent on the improvement of life for only a select few. Something must be done
to check the uncontested powers held by the corrupt. These
Gen-Humans are war mongers and run the galaxy with the
aid of their puppets, the Mutzachans. The masses are
enslaved by their decadent values and are deprived of their
basic constitutional liberties. The Gen-Humans dictate policy in accordance with the wishes of the powerful interstellar corporations. We must subvert the Evil Empire by educating the masses.
Darnel Tram, Rebel Commander
The Rebels often conduct raids against galactic supply depots in
order to disrupt the flow of arms to warring nations. They occasionally
starjack vessels, blow up factories, or start uprisings. Usually, Rebel
forces provide military aid to uncolonized worlds. The Rebels have
many military bases spread across the galaxy. These bases are mobile
and can be moved quickly in the event of a Galactic Forces attack. The
Rebels are mostly armed with second generation weapons, but some
units have state of the art equipment stolen from depots. A Rebel space
fleet exists and is quite formidable (some 150 ships.)
Any player may choose to be a Rebel. A character seeking to
become a Rebel should travel to Katrel or Mars and make his intentions
quietly known. You have to be low key and find someone in the resistance movement to take you in. Rebels stick together; a corporation
would be more likely to stab you in the back than these guys.
Furthermore, Rebels will generally arm agents for free. No they arent
going to give you a Devastator Omega cannon and Dreadnought armor!
But they will hook you up as best as they can. Maybe the best thing
about being a Rebel is that you arent part of the problem, you are part
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MERCENARY GROUPS
For information regarding the morale and loyalty of hirelings see
Loyalty Of Hirelings in the Battle Masters section.
Angus Core and the Merchants of Doom: Maybe the Ram Guards
are more famous, just maybe. But not by much. Angus Core and his 9
Disciples of the Faith are living legends. This friendly and amicable
bunch is composed exclusively of Humans and Orions Rogues, with the
exception of Cushira the Cizerack cat. The Merchants of Doom have
gone up against the Arachnids 5 times successfully, and didnt even take
a single hit on two of the occasions. This seedy looking group has also
survived three Rift runs and single-handedly put down a coup against
the King of Morokania after his daughter was brutally murdered. The
group has amassed over 45,000 confirmed kills to its name, at the loss
of only one Disciple, (Codil Canthral the Orion who tried to do single
handed combat with a Sau-Bau while butt naked, stumbling drunk, and
armed only with a chicken bone and a Savage-B laser pistol). The group
is known for its raucous party antics, its less than proper manners, and
its wonderful story telling. Angus Core and his Merchants of Doom are
a favorite at the Council of Timar and rumored to be drinking buddies
with the current President.
The Arachnid Suppression Guild: Do you have undesirable pests
in your neighborhood (star system)? Are you constantly being plagued
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with large spiders wandering around killing and eating your friends and
children? Well, if so call us. We would like nothing more than to eradicate all those nasty bugs.
The Arachnid Suppression Guild is the only organization that actively seeks out the destruction of Arachnid spiders and their pals, the
Demonant, Sau-Bau, and Warlockin. Expect to pay 200,000cr minimum
per day to render the services of any one mercenary from this prestigious guild. But if any independent group can take care of Arachnids, it
is these guys. They pack state of the art equipment such as Mechanized
Battle Armor and Target Independent Engagement Systems. Warning!
The Guild takes no responsibility for any damage that may be done to
places within the fire zone.
The Battlefield Janitorial Service: When it is all said and done a
janitor is always sent in to clean up the mess. We Zen believe that a
happy person is a living person. We stand by our motto with some
35,000 surviving clients. Remember, life is too precious a commodity to
waste, especially if it is your own.
This company hires out combat medics. The cost is based on a
weekly rate and the experience of the Zen. The base cost is 5,000cr per
week plus an additional 2,000cr per level of the Healer above 1st.
The Chatilian Interest Firm: Strictly an espionage/counterespionage
service. The Interest Firm is a reputable group composed largely of
Chatilian Empaths. This small corporation of 55,000 hires out its personnel for espionage and counter espionage missions at a reasonable
rate. The cost depends on the complexity of the mission and whether or
not the agent must go into crowded areas. Rates start out at 500cr per
day, plus 1,000cr per level of the empath above 1st. All rates are immediately doubled if the empath is forced to work in an urban area.
The Computer Connection: Hack! Hack! Hack! Now just stand back
while we crack that main frame stack. We sell computers. We buy computers! But most of all we break the security codes on computers.
These are the guys you go to when you need to access a system that
looks impervious. They have amassed an excellent record of 4,513
breakthroughs, 110 failures, only 65 dead, 123 wounded, and 14 captured over the last 10 years. The services of a computer hacker cost
1,000cr per difficulty level of the computer. Double that if the hacker is
exposed to danger. (Oh, by the way, police are considered dangerous.)
If the hacker is captured, he will take all of the blame. Payment for the
services to be rendered is made up front and is based on the type of unit
or program to be cracked. They employ 850,000.
Cyberdome Unlimited: This large firm rents out the services of its
Cyborgs at an exclusive 10,000cr per day base rate. Cyborgs are quite
useful in urban combat and this small company of 200 people boasts
that it produces the most formidable combat Borgs available. The
results arent in yet on this company which was founded only a year ago.
Patrons are entitled to a 10-40% discount on all cybernetic limbs and
implants.
The Dead Man Replenishment Fund: So every time you go out, a
couple of your buddies dont return. Too many people returning mangled from combat? Cant seem to find any other sucker to join up with
your group? Well dont fret. Come see us, the Dead Man Replenishment
MERCENARY GROUPS
Fund. We are located on some 200 planets universe wide, with some
40,000 personnel available and at your service. Open 30 hours a day!
Call anytime at 231-444-777-898-IDIOT.
The Replenishment Fund rents out mercenaries cheap, with daily or
weekly rates. Their mercenaries have a Personal Loyalty Rating of 55%
which is kind of low. It is best to hire out their personnel for low risk
areas.
The Energy Advisement Council: Rents out the services of
Mutzachan energy controllers for whatever purposes the client has in
mind. Fees range from 1,000cr per day for a first level controller to
500,000cr per day for 20th level controllers. The company does not
employ any controller above the 20th level due to federal law.
Hazardous duty contracts double the cost for melon head rentals. The
company emblem is that of a huge earth style watermelon.
Fun Loving Axe Murderers: Notorious for leaving the blade of an axe
buried in the head of the victim. These mercenaries are tough, and
come equipped with a wide variety of heavy weapons. There are some
10,000 Axe Murderers universe wide. If you are looking for finesse, get
somebody else. If you are looking for results, you might want to drop
them a line. The group is mostly composed of Cizerack, Phentari, and
Humans who have gone awry in the eyes of society. Rates vary from
500cr per day and up. If you have a tight budget, consider the Fun
Loving Axe Murderers. Fail to pay up and there is a blade with your
name on it. Loyalty base 70%.
Jim Jones and the Bad Boys From Guyana: This mercenary group
originates on the planet Guyana in the Carina Galaxy. The owner Wilford
Nash, a noted historian who became disenchanted with the idea of
pouring over boring text for the rest of his life, changed his name to Jim
Jones after the Ancient Earth cult Leader of the same name. Shortly
thereafter, he founded his own mercenary group. His motto is spill a
lot of blood. The Bad Boys are fairly cheap for the money. They wear
Bear armor, but carry a variety of weaponry. They can be rented out for
as little as 300cr per day, but cost 3 to 7 times that much for combat
missions. There are 400 Bad Boys. Easily picked out by the fact that they
always wear jungle fatigues.
The Knights of Discipline: The Knights of Discipline are a renowned
group of Eridani Swordsaints who make their living correcting the
wrongdoing of others. The 10 Knights make their home on the ringed
world Eridine and pay their own way to the battlefield. The Knights of
Discipline are staunch believers in Galactic Law and run a full police
screen on perspective clients. The group is headed by Ermithar-ican, a
fanatic who is bent on the obliteration of the Phentari race.
If someone has done a grievous wrong to you and you cant afford
to hire out a group to gain restitution, call on the Knights of Discipline.
The Phentari Selection Firm: The largest independent bounty hunter
organization of its kind anywhere in the galaxies. If you want someone
hunted down, then call this merc group. The Selection Firm licenses
some 900,000 bounty hunters. Hiring fees depend on the Class of
Bounty Hunter desired, but ranges from 50,000cr and up.
Picket Fence: It is part of the Black Market and exercises its pro-
BOUNTY HUNTERS
Bounty hunters are a common element of society in the 23rd Century.
They are cold, ruthless, combat types who get paid handsome amounts
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An Orion container ship leaving AMC Mine Installation F224 with a load of Di-tritium
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SPIES
The question seems to be, Who isnt a spy? There are thousands upon
thousands of them working for the various networks. It is a profession
that pays well to those who are bright and intelligent. It is also quite
ruthless. Many a spy has awakened with a large hole neatly piercing the
space between his eyes. Spies gather information, monitor the transmissions of unfriendlies, assassinate unwanteds, etc. There are two
basic facets of any spy network: espionage and counter espionage.
Espionage includes intelligence gathering, infiltration of enemy positions, sabotage, and disruptive acts. Espionage agents are usually
Mazian, because a Changeling is difficult to detect. The Mazians archnemesis is the Chatilian Empath. Empaths are capable of detecting elu-
VEHICLES
sive intruders through the use of their inherent mental powers.
Spies work for either the government, a corporation, or the Rebels.
All government contracted spies work for Galactic Control. Government
spies have a base salary of around 35,000cr. Any character who has not
been convicted of a felony can apply for a government espionage position.
Corporate spying is by far the most prevalent of the networks.
Corporate spies engage in activities against competitive firms, carrying
out assignments such as the theft of an adversarys product. Corporate
spies earn an average base salary of 45,000cr per year.
The only other major network is the Rebel SCRAP, Surveillance/
Counter Response Action Program. Working for SCRAP is very dangerous. These spies are employed to work directly against Galactic Control
agents. The government agents have better equipment, facilities, and
power. The starting pay for new Rebel spies varies, but it is around
20,000cr. Any player can choose to be a spy, but only a few will live to
be legendary ones!
Now, if you are a spy, then you are the coolest. You never walk fast.
You squint with the best of them and you always have that self satisfied
smirk written all over you face. You wear raincoats, even if its sunny
out, always making sure to keep the collar turned up. Of course none
of this applies to Mazians, but who cares. See, being a spy means that
you get to go around sneaking, looking unimportant when you really
are. You know stuff that nobody else knows. You think stuff that nobody
else thinks and, most of all, you might very well have a secret decoder
ring!
Movement
Vehicles come under the same guidelines as other skills. The operator
attempts to perform maneuvers and the BM assigns difficulty ratings as
appropriate. Given below are some basic maneuvers and the difficulty
rating assigned to them.
LEVEL
GROUND VEHICLES
Emergency stop
10
Bootlegger reverse
12
Chnage lanes
-1
360 pivot
Jump
7-25
20
AIR/SPACE VEHICLES
Land
Take off
Evasive manuevers!
10-25
13
One can purchase just about anything on the Black Market. The cost
depends on the item sought. Most black market items cost three times
the retail cost. Characters can also fence goods through the Black
Market. The Black Market is an underground enterprise that keeps
close ties to the Rebels, who obtain much of their equipment there.
Black Marketeers are Deadly. They will cut your heart out and stuff
it up your $@#% in a second! Therefore, you shouldnt try playing Con
Man or some other foolish game with them.
Vehicle Types
BIG BROTHER
Big Brother is out there and he is definitely watching! If the government
wants to know anything about you, it can access it in a second. Huge
databases have been set up to track the activities of mercenaries and
prominent public officials across the galaxies. This is called a Historical
Background Compliance checks, or simply HBC. Under the Stimson Act
of 2268, all persons working for mega-corporations as combat or espionage operatives forgo the right to privacy, in order to ensure compliance with galactic law. In short, Big Brother has a right to go to the
bathroom and watch you pee!
VEHICLES
The following section deals briefly with the different types of vehicles
characters may run into or use while adventuring. The descriptions
below will merely describe the different types of vehicles and their average features and stats. Detailed descriptions of specific vehicles, both
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Hoppers: Next to the skimmer, the most common pleasure craft available in the 23rd Century is the hopper. It is a low to medium altitude
vehicle, capable of traveling long distances. Most Hoppers are atmospheric contained and attain speeds of 200kph. They often mount
onboard weapons systems. Besides, they are nice for the family who
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Spacecraft
Like ground and atmospheric vehicles, spacecraft come in a bewildering array of designs and functions, from the 1-man escape pod to the
thousand year old, 4000 crew, 2km long, Emperor class Eridani battleship Harm. Below you will find some information common to all vessels and common propulsion technologies of the Alliance.
In the 23rd century all Alliance produced vessels maintain artificial
gravity and are powered by either hyperspace or warp engines.
Mutzachan ships, however, travel through the use of what they call
smooth space allowing them to move instantaneously to any point in
a galaxy.
Hyperspace, the most common and cheapest FTL technology,
involves traveling in a region of space where the speed of light (c)
becomes flexible. Once a vessels specific jump speed has been
reached, a hyperspace field can be generated around the ships hull,
allowing it to slip into hyperspace. An average ship can travel at 600
times the speed of light (600c) a theoretical maximum being 1810c.
Hyperspace reactors are fueled by di-tritium.
Warp capable ships can attain much higher speeds than hyperspace
Alliance salvage laws are numerous and convoluted, but out on the frontier, what you find and what you do with it is generally your own business
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GALACTIC PHENOMENA
Travelers risk danger from other things besides the Arachnids, Rebels,
and Pirates. There are many natural dangers that warrant attention.
These are called galactic phenomena. Most galactic phenomena have
been charted and are located on maps. Ship captains steer clear of
these potential dangers, but exploration ships are not always as fortunate. The jump to hyperspace is precalculated. To some degree, it is a
blind jump. One can avoid planetary obstacles and asteroids. However,
a captain is blind to certain phenomena which are difficult to detect
with long range scanners. The result of jumping into the wrong location
can be disastrous.
Black Holes: A collapsed star. This most dangerous of phenomena has
such a strong field of gravity that even light can not escape its grasp. Any
ship that approaches within 1 parsec of a black hole risks being sucked
into the body. The risk of being sucked into a black hole depends on
the weight to thrust ratio of the spacecraft.
Dust Clouds: These clouds cover huge distances of space. They can be
devastating to the unwary ship that blunders into them. Dust clouds are
composed of tiny finite particles of matter, held together by intermolecular and electrostatic forces. For each point of vehicle speed, up to
10HP of damage is done to the ship. The effects are determined every
minute.
Ion Storms: A common feature of the universe. Intense amounts of
electromagnetic radiation act to render a ships flux shields useless.
Scanners dont work and sensors suffer a -50 modifier to detection
rolls. ECM and ECCM are useless when operating in an ion storm. All
energy based weapons have their effects halved. Like dust clouds, ion
storms cover huge expanses of space. They are by far the most prevalent phenomenon.
Pressure Ridges: This unexplained phenomena has scientists completely baffled. High gravitational fields build up in the complete emptiness of space. These steep pressure gradients can completely destroy a
ship. For each point of speed, 10-40HP of damage is done to the vessel.
Pulsars: Produce powerful gravity waves. The standing wave is
1,000HP strong at the epicenter. The wave sweeps outward, losing
10HP of strength per 500,000 km. Pulsars emit pulses every 10-40 min.
Quasars: Quasars emit powerful radio waves. Vessels that approach
within 1,000,000km of a quasar are subject to its effects.
Communications capacity is reduced by 02% per 10,000 km of closure.
Radiation Belts: Quite deadly. Flux shields are useless. Sensors lock
on at a -20 penalty and scanners function at a -30 modifier to detection
rolls. Gamma radiation penetrates the hull. Characters must roll SMRs
vs radiation at a +30 bonus to dice rolls. Neither transporters nor tractor beams function in a radiation belt. This phenomena is found predominantly around stars, but may be located anywhere.
Sunspots: The mixture of slightly cooler materials coming in contact
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TECH LEVELS
Not every place in the galaxy evolves at the same rate. Many places are
behind the rest of the galaxy in technological advancements. This brings
up the problem of deciding how advanced any particular planet is. Thus
we have created tech levels. Tech levels (TL) are the Alliances means
of determining how advanced a planet is.
Level 0: These planets are below what most people consider civilized.
Inhabitants have not reached the Urban Revolution and are mostly
hunters and gatherers. (Prehistoric)
Level 1: These planets have reached the age at which they can call
themselves civilized. Inhabitants generally live in cities. There exist arts
and crafts and the people have time for activities that are not pertinent
GALACTIC PHENOMENA
to survival. (Earth from Egyptian Civilization to 1850)
Level 2: Planets that have reached Tech Level 2 have become industrialized. Machines are now used regularly to ease the work of the people.
(Earth 1850-1969).
All that we will say on the subject is look at the cost per call, per minute.
Oh by the way, intergalactic communication is managed by punching a
worm hole through space/time and then stabilizing it and holding it
open. You can avoid on-planet costs by reconfiguring your body computer.
The cost for intra-planetary phone service is comparable to that on
the planet Earth during the latter part of the 20th Century.
Level 3: Space Age: These planets are beginning to explore space. They
have explored their own solar system and may have contact with the
Alliance for trade purposes. (Earth 1969-2049)
Level 4: Interstellar Age: These planets have achieved Interstellar
travel and move freely about the galaxy. Most races that have achieved
this level are engaged in space colonization.
Level 5: Galactic Age: These planets have made it to the point of being
able to travel anywhere in the known galaxy. They are usually annexed
or brought into the Alliance.
COMM COSTS
RANGE
Interplanetary
100
Interstellar
1000
Intergalactic
2500
MAIL SERVICE
Mail service is just as important, if not more so, than it was on Earth in
the late 20th Century. It costs about the same to mail items on planet.
But the cost of mailing a parcel from planet to planet, star to star, or
even galaxy to galaxy can be expensive indeed. The mail is transported
on warships, usually light cruisers with modified defense and weapons
systems. A planet to planet parcel weighing 28 grams costs 1-6cr to
deliver and takes 1-3 days.
Interstellar mail service takes anywhere from 3-7 days and costs
anywhere from 10-40cr. Intergalactic mail service takes 1-4 weeks and
costs 40-240cr just to deliver a letter! Interstellar and Intergalactic mail
is heavily guarded. Normally a heavy cruiser with a convoy of police
cruiser escorts accompany the postman.
Galactic Express boasts that it can get a letter anywhere in
Civilization in less than 2 days. False advertisement! The operative word
here is Civilization!
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siders by levying huge immigration taxes on anyone entering their private domains.
Orbiting almost all Tech Level 4 and higher planets are space stations called starbases. Starbases are large military platforms that serve
as fueling and repair stations for freighters and the great galactic warships. Their populace is predominately composed of scientists, military
personnel, and salvage crews. Starbases are the launching point for all
types of deep space travel. However, tourists en route to some distant
location can secure lodging here. All starbases possess artificial gravity
systems and utilize the most sophisticated technology and machinery. A
typical starbase contains enough facilities to house 10,000 individuals.
The final type of city is the base station. These small platforms are
usually located in the middle of deep space, far from the comforts of the
Core Worlds. They possess a limited capacity to house personnel, typically around 500. Base stations are designed to carry out military and
scientific operations or act as repair facilities. Base stations are so isolated that they are only resupplied every six months. Crew changes are
made every year, with most of the inhabitants fighting the war against
isolation-induced depression. Base stations do not encourage outside
visitors. Characters may only dock at base stations under extreme circumstances.
Spaceports
When one lands at any Alliance controlled installation, city, or base he
must land at the spaceport. You can try to beat the police cruiser, but
thats another story altogether. Spacecraft with landing clearance are
locked onto by a gravitational track system and brought to the planet
surface. Spaceports exist as a regulating force that control the influx of
personnel onto and off the planet. They utilize sophisticated electronic
equipment and military personnel to control all activities. Most spaceports possess excellent sleeping accommodations, dining, and recreational facilities. The vast communications network is at the disposal of
the visiting traveler. Spaceport personnel are polite and always attempt
to aid any individual to the best of their ability. Galactic Law is followed
to the letter at all spaceports.
When a person first enters a spaceport, he must pass through quarantine. Afterward, he must get through Customs. All weapons must
either be checked in or be taxed before they are brought on planet.
Many a foolish individual has tried to smuggle weapons or drugs past
Customs, only to wind up doing time in New Leavenworth Prison. It isnt
suggested that one try to sneak past Customs, yet some enterprising
individuals manage to. Bribes are a common method of getting something past Customs.
Customs
All Alliance personnel are required to pass through customs before
landing on any Alliance territory. This statute applies to planetoids,
asteroids, base stations, starbases, battle stations, etc. Independent
planets have their own mandates concerning passage onto and off their
worlds. Furthermore, in any war zone, personnel are required to carry
special operations licenses which allow them to move freely about that
zone only. Finally, personnel who have entered the atmosphere of any
unexplored world are subject to a multitude of constraints. First, they
are automatically incarcerated for a period of no less than one month
to insure that they do not harbor any hazardous life-forms or materials
nology for sale on the Black Market. The penalty for these infractions
ranges anywhere from 6 months to 25 years imprisonment.
In processing: Customs agents create a personnel file, recording all
pertinent information. Personnel are fingerprinted and have their arrest
records posted. All personnel are issued travel documents of some
kind, typically a plastic identification card. Personnel with arrest
records or other federal problems have their IDs stamped. Special
weapons permits are issued at this time. Galactic Bank statements are
taken to determine the persons credit history. Individuals with outstanding debts may have their monies appropriately secured, or occasionally face arrest.
Cultural Assimilation: Incoming personnel are briefed on the social
mores and rules followed by the culture in question. The lecture speaks
of the Dos and Donts of those people entering the mainstream populace. The disposition of dangerous life-forms is provided during this
part of the induction phase. Finally, the status of prevailing governments
is confirmed.
Entrance into the Culture: Personnel are provided with transportation to various debarkation points. Living accommodations can be
secured along with other necessities like body guards.
Defense Nets
All Alliance territories are guarded by a variety of defenses to prohibit
illegal entrance or departure from the place in question. These interactive defense networks are called the Defense Nets. Violators of the Free
Space Constraint Acts are subject to punishment under Galactic Law.
Potential criminals should be forewarned: Certain criminal actions
Umbilical from the Titan Spaceport to the Danstel liner Olympus Sun, on a quick commuter run to Tranquility City on Earths moon.
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Weapons Control
The import of weapons onto any planet is severely restricted. Most
Customs Controls allow weapons to be carried, but only with a permit.
Any person bringing weapons into a spaceport must pay an import tax.
This tax is levied without question. Most planets dont permit weapons
technology greater than that of their own culture. Characters should
always carry some extra cash to pay for taxes or permits when bringing
arms planetside.
The technical development of any colony planet for commercial
profit is strictly regulated by the Galactic Development Administration
(GDA). The amount and type of technology that can be sold to any particular planet is subject to a multitude of governmental constraints. The
Hickerson Report, a controversial document written on the evolution of
colony planets, prefaces that all species evolve technically at an accelerated rate compared to their emotional progression when subjected to
outside influence. The paper focuses on the progression of those societies who were provided superior technology to advance their civilizations, as opposed to those societies that were left to evolve on their own.
The project scientists concluded that the vast majority of cultures
who receive outside interference during their natural evolutionary
processes were much more likely to commit genocide within their own
species. These cultures were ten times more likely to use the provided
technology for the purpose of war and other atrocities.
The GDA sets up the regulations to prevent the exploitation of
colony worlds by the mega-corporations. Any attempt to import materials not specifically sanctioned by the Galactic Development
Administration may result in fines or imprisonment. Consequently,
many civilizations in the galaxy reap the fruits of technological advancement while others remain entrenched in the Stone Age.
Smuggling
There are ways to smuggle items on planet. Characters can pay to have
their equipment smuggled in. This can be dangerous. It depends on the
circumstances, the goods to be smuggled in, and the amount of money
that individuals are willing to pay to have their stuff handy! There is
always a chance that the goods will be confiscated, due to no fault of the
Customs agent. Occasionally, the party faces being set up. It all depends
on the situation. Given below are the constraints to smuggling illegal
contraband, along with the costs.
The base chance of detection represents the likelihood that the particular item will be detected and then confiscated. The cost represents
the amount of money that one must pay before a Customs agent
attempts to smuggle each item in. Each item has a Tech Level assigned
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to it. The incremental difference between the items Tech level and that
of the planet dictates how much extra must be paid to smuggle in an
item to a planet of a Tech Level below it. Thus if you were smuggling
something from a Tech Level 5 Omega Cannon (heavy) onto a Tech
Level 2 planet, you would be required to pay (3 x 40,000) = 120,000cr.
Expensive!
DETECTION = % chance of detection
COST = base cost to attempt smuggling
SMUGGLING
ITEM
DETECTION
COST
Armor
20
5,000
Helmet
07
1,000
Grenade
05
1,000
Plas Grenade
05
2,000
Omegaton Grenade
05
2,000
05
50
Pistol (archaic)
15
100
Gun/Carbine
10
500
Shotgun
10
500
Machine gun
15
1,000
Laser Pistol
10
1,000
Laser Carbine
10
2,000
Laser (heavy)
15
15,000
Pulse Cannon
17
7,000
Pulse (heavy)
20
30,000
Omega Cannon
20
15,000
20
40,000
Mag Gun
10
5,000
Disintegrator
12
10,000
Disruptor
12
7,000
Metal Gun
10
2,500
Flamethrower
20
10,000
Anti-Tank
20
25,000
Syringe
02
100
Medical (small)
03
50+
Medical (large)
05
150+
Miscellaneous Items
SMUGGLING
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ical bar might just require that the individual agree to a search and
electronic scan before entering. The majority of places only enforce the
no weapons policy.
Police Activities
Its a nasty job, but some Python has got to do it. The futuristic police
carry out the same routines as their 20th Century counterparts. They
investigate crimes, protect the people, and of course, direct traffic. The
futuristic police forces have a wide variety of problems to deal with and
employ the most sophisticated equipment to tackle them. Most metropolitan police forces use robots to facilitate their work. They field two
basic types, Secure-bots and I-bots. Secure-bots possess artificial intelligence and are capable of making a multitude of crisis decisions. They
are smart, uncaring, and ruthless. Secure-bots are built on tough combat chassis and carry a variety of weapon systems and detection devices.
Some models are capable of flight.
The second type of robot used as an integral part of the police force
is the I-bot. I-bot stands for investigation robot. It is an android programmed with advanced mathematical and science functions, holding a
memory storage capacity in excess of 5,000 CC. I-bots look just like
ordinary people and are deployed among the masses. They possess artificial personalities with Magna Enhanced 4 speech coils. There is no
way to tell an I-bot from an ordinary being, short of a medical examination or electronic analysis.
Money
Most folks dont use monetary currency. It simply isnt practical. All
Tech Level 4 planets and above have forsaken cash for cash chits and
out as much information about the prospective hireling, for mercenaries tend to be only as loyal as the amount of money that they are paid.
The Duel is a lawful, sanctioned event under Galactic Law. It is considered a just method of combat. Anyone may challenge another to a Duel.
The restrictions on such an act are as follows:
Characters should purchase groceries at least once a month. The average humanoid consumes about 25cr worth of food a week, thrice that
cost for the Phentari and Cizerack races. Pythons pay five times as much
as a normal human being. Most localities have their own planetary food
chains. All space-based food distributors are subsidiaries of the
Galactic Grocery Company. All stores are open around the clock, so
hungry characters can trot down to one and get something to eat.
The grocery chain utilizes the best in food service. No longer is food
stored on shelves or in freezers. It is kept in environmentally sanitized
protection banks. One merely walks up and down the aisles. Viewing
three-dimensional holographic food images lining the displays. The
person plugs his cash card in the receptacle slot and punches in the
quantity of the item desired. A characters may choose as many different
items as his credit allowance permits. The main computer tabulates the
amount owed and instructs retrieve-bots to get the food. The buyer
merely goes to the check-out counter when he is finished shopping. The
food is usually there before he is.
Cyball
So you want to be a famous Cyball player. So what! It is the dream of
every other adolescent. The fame, the money, and the glory. Cyball is
short for Cylinder Ball. It is the number one sport in the four populated galaxies. The 6,571 different teams are watched by some 100 billion
viewers weekly.
What is it exactly? Cyball is a cross between Earth style lacrosse,
rollerball, and football. It is played in a 200m long, 50m diameter cylinder with the idea being to move the 2kg titanium steel ball from one end
of the cylinder to the other and place it in your opponents goal. Players
wear magnetic boots that allow them to maneuver freely about the surface. They are governed by rules, some players remaining on the ceiling of the cylinder at all times, others riding 300cc motocross vehicles.
It is hyper-violent with some 1,500 players killed every year while
35,000 are injured. Currently the Rigel Death Knights are the reigning
six year champions, amassing some 23 kills, 6385 goals, and a record
of 1129/40/8 over the last 5 years.
The Duel
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CHAPTER 11
11
ts a brutal job, but someone has to do it. This section deals with
being the Battle Master. He alone controls the entire universe.
Being a Battle Master (BM) isnt easy. Unlike the players, you are
responsible for a vast body of knowledge and must stay on the ball
all the time. You play all the non-player aspects of the game. You
are the killer attack robot. You are the tiny paramecium. You are,
in fact, everything that isnt a player character. Now the good thing about being
the Battle Master is that you get to set up everything that happens.
I personally prefer being in charge and I was a game master for the better
part of 8 years. Sometimes I created excellent scenarios, other times I bored
my players out their minds. Its all part of the job. Whatever the case, the Battle
Master is the single most important aspect of the game. If he is good, then the
game will be good. It all depends on how he runs the show. A terrible system
can be great, if the right person is behind the scenes. A good system can be
made even better, if the BM sets up the right scenario. I am not going to give
you an entire discourse on how to run the game. You dont need it. Ill provide
all the basics and highlight the fine points of running a good system.
IN THIS CHAPTER
Monty Haul: This dude is almost as bad as the Funneller. Maybe they are
cousins. Who knows? Now dont get me wrong, Monty Haul means well. He is
a nice guy. Thats the big problem. Hes too nice! You kill 2 Arterian swamp rats
and he rewards you with 5 M-80 pulse rifles, 7 M-16L lasers, 200,000cr, and
20,000 experience points. Monty Haul gives you just too much stuff! After about
two months of play you own four powerful mega-corporations and your own
battle fleet. When you spot a Monty Haul, put a stop to him.
The Ad-Libber: He can be either a great BM, or a terrible one. Its that simple. An Ad-libber merely outlines the particular scenario to be played. Most of
the information, he keeps in his head. He generally sets up the parameters to
be followed and reacts to events as they occur. To be a good ad-libber, you must
be able to react continuously to a stream of events as they unfold. You must be
able to function within the basic guidelines that youve set up. The key to running this type of game is to be able to keep track of events and decisions after
they occur. If you fail to do this, your players will be screaming at you, I wasnt there when that happened. I wasnt even born when Fredd dropped that
The Funneller: This guy only sets up a few different possible scenarios. He
takes away all the partys options and makes them follow a specified path. The
players have little choice in the determination of their own fate. It is already
predestined for them. They are merely funneled into acting it out. The
Funneller must be stopped at all costs. This guy gets the worst rating as a BM.
He is terrible and should be relieved of his duties immediately.
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monger. Every once in a while you will probably have to knock him
down a notch or two.
Non-Player Characters
Non-player characters, or NPCs, are an essential part of any roleplaying
system. To the Ad-Libber, they are his bread and butter. NPCs are those
characters who interact with the party. They have their own personalities. As the Battle Master, it is your responsibility to roleplay the NPCs.
Give them their own distinct personalities.
The type of NPCs that the party encounters depends on the situation.
The table below lists the types of NPCs generally encountered. To determine the response of a NPC to a PC, take the characters charisma score
and subtract the reaction modifiers as applicable. The Reaction
Modifier (RM) denotes how the NPC type generally responds to information probes. The chance for the NPC to possess any vital information
is denoted by (SK).
NON-PLAYER CHARACTERS
ROLL
RM
SK
01-30
Sedentary Male
-05
10
31-50
Sedentary Female
+05
15
51-55
Military (enlisted)
-50
17
56-60
Military (officer)
-70
22
61-70
Club Employee
-20
30
71-75
Combat Type
-30
50
76-80
Police
-80
70
81-85
Bounty Hunter
-60
45
86-90
Slave
+10
05
Merchant
-15
65
91-100
INDIVIDUAL TYPES
SITUATIONAL MODIFIERS
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SITUATION
MODIFIER
-10
-25
-60
Slightly Intoxicated
+15
Drunk
+30
+10
Drugged
+40
Captured
+90
Tortured
+125
Afraid
+50
Poor Roleplaying
-20
Fair Roleplaying
00
Good Roleplaying
+10
Excellent Roleplaying
+25
RANDOM ENCOUNTERS
LEVEL OF INFORMATION
ROLL
AMOUNT OF INFORMATION
01-30
No Information
31-50
False Information
51-75
76-95
96-100
44-50
Major Information
51-57
58
59-60
Random Encounters
There are a variety of people that adventuring parties can run into at the
spaceport or local city. Of course, what type of person you run into also
depends on the planet you are on. Below is given a table for a typical
planet, where all sorts of Alliance subjects would be present.
01-05
06-08
09-14
15-17
18-20
21-25
26-30
31
32-40
41-42
43
61-67
68-70
71-72
73
74-85
86
87-92
93-96
97-100
Loyalty of Hirelings
To determine the base loyalty of hirelings add the NPCs personal loyalty rating to the PCs loyalty base as determined by his Charisma score.
The typical NPC has a personal loyalty rating of 50%. The loyalty of an
NPC determines whether or not he will obey an order under stressful
circumstances. The BM may impose penalties to the check as he sees
fit.
Example: Henry the Mutzachan has a Charisma of 78 giving him a loyalty
base of 70%. He hires a lackey with a personal loyalty rating of 50%. This gives
a total loyalty score of 120%. Normally, Henrys lackey follows him faithfully.
However, when Fredd the Ram Python comes to eat Henry, the BM imposes a 60 check to see if the lackey will flee in terror. Henry rolls an 80 and his lackey
says Im out of here.
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travel in labyrinthine passages. Its great when youre down in some god
forsaken place without a clue where to go next. Another thing about
maps is that they help the BM to control the game. The crme de la
crme is that when you make a good map you get to place traps!
There are three basic types of maps: general maps, local maps, and
building priority maps. General maps give the basic layout of a large
area such as a country or continent. They display mountainous regions,
coastal areas, etc. Localized maps are generally somewhere between 50
and 100 square kilometers in size. Localized maps show the disposition
of towns, buildings, fields, forests, etc. These are good if you are designing a module. The last type of map is the building priority map. These
maps are intricate in their design, showing the exact position of rooms,
staircases, traps, and the like. This map is the most often used in any
roleplaying system. To design a good building priority map, I suggest
that you first draw the general layout, and then focus on putting in the
doors, passageways, creatures, and traps afterward. Make sure to take
into consideration building design when laying out the blueprints.
Experience Points
Battlelords of the 23rd Century is designed with a natural progression
of power. Most games give out more and more experience points as you
advance in levels of power. The same is true of this game. Be careful not
to give out too many experience points. If player characters become too
powerful too soon, things get out of hand. I generally give more experience points for coming up with innovative strategies and roleplaying
than I do for killing things. Why? Because it takes more thinking. Again,
just use discretion when handing out XPs.
Most players prefer to receive experience points at the end of every
session. This allows them to monitor their characters progression. I
suggest that you do this. Some BMs prefer to give them out at the end
of every adventure. My players always wanted them at the end of the
night though. Experience points should be given out for the following
reasons: excellent roleplaying, task performance, for killing creatures,
efficiency, and for well though-out strategies.
Task Performance: Each skill task is assigned a difficulty rating. If the
character performs the task he is rewarded. Multiply the Difficulty rating by 10. The result obtained is how many experience points that the
character earns.
Roleplaying: Whenever the player acts in character, above and beyond
the call of duty, award him extra experience points. Assign a roleplaying rating from 1-25, just as you would assign a task difficulty rating. If
he plays out a scenario that is difficult to do, assign a roleplaying rating
of 10, for super-difficult roleplaying, maybe assign a rating of 15-18,
and so on. Figure out the roleplaying rating at the end of every game
session. Multiply the rating by 100 and that is how much experience the
player should receive.
Killing Creatures: This area is very subjective. You must figure out
how difficult it is to slay the enemy, based on the technology employed
by the party. If it is relatively easy to wax the creature, assign a kill rating of 1-3, difficult: 10-13, suicidal: 18-25, etc. Multiply the rating by
50 and the result obtained is the amount of experience that the party
receives as a group.
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Strength
Strength checks are made every time a character tries to lift or move a
large object, to batter down a door, to bend metal, etc. A Strength check
is not necessary to pick up a normal backpack, but if you wanted to try
to flip Fredd the Python head over heels, you would need to make a
Strength check at a large penalty.
Manual Dexterity
A very important stat. All tasks involving intricate work with ones hands
require a Manual Dexterity check. Tying ones shoes may be a level -5
difficulty task, but close quarters soldering while hurried and wounded
is at least a level 12 check.
I.Q.
Century, but I.Q. checks arent that common. Knowledge about certain
things usually involves an Terrestrial Knowledge, General Knowledge or
other skill check. Decisions about the best course to take call for
Intuition checks. The most frequent use for I.Q. checks is policing player ideas. If a particular character is supposed to be dumb as a rock,
then dont let them act like Albert Einstein. Have the player roll an I.Q.
check to see if the character really does have that great idea. On the
other side, a player with a brilliant character may have a vapor lock.
You can ask for an I.Q. check, and if its successful, reveal a hint or
sketch out a plan that the character comes up with.
Agility
This stat measures overall body dexterity. A character should make an
Agility check whenever a task requires balance, dodging, leaping or
rolling.
Constitution
The Constitution statistic gives us an idea of how hardy a character is.
It represents relative toughness and durability. Constitution checks are
made against infection, for holding ones breath, and for resistance to
torture, deprivation or the elements.
Aggression
Unwounded characters in a tense or combat situation roll Aggression
checks only if they are the type to panic or berserk. Another check is
made after every wound. Once a character is down to 10% body points,
an Aggression check is made no matter what the stat score. Failure indicates a healthy desire to withdrawal. These characters will leave the battle unless a Military Leader type forces them to stay.
Intuition
Make PCs roll an Intuition check every time that they dont know what
to do next. Take the highest Intuition score in the group and make the
check secretly. Dont let the players see the roll. Apply situational modifiers as you see fit. If the Intuition check succeeds, give the poor dolts
a clue. If the check fails by only a few percentage points, give them a
relatively obscure clue. Failure by 20 points or so results in false information. A really bad roll leaves them where you found them, totally
clueless. Dont just give the players the answers. This roll is just to see
if they can find clues that are available. What they do with the clues is
up to them.
Charisma
This stat gives an indication of how NPCs will generally react to the individual. A Charisma check is rarely used. The raw stat will give a good
indication how the masses will react upon seeing the character.
Whenever characters are in crowded places such as bars, stores, etc.,
the Charisma stat is consulted. Remember that company uniforms and
awards can adjust effective Charisma scores.
The Reaction Modifier and Loyalty Base numbers of the Charisma
Table in Vital Statistics are used in Reaction checks and Loyalty checks.
First-time interactions with NPCs are handled with Reaction checks.
Interactions with hirelings employ Loyalty checks.
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out. The player of the leader rolls for that character. You roll for the
opposition. Whoever rolls the most below their Military Leadership stat
wins. The difference between the needed and actual roll gives the
degree of victory. You may want to modify the two rolls by terrain, numbers or equipment advantages. If neither side rolls under their Military
Leadership rolls, the battle is a draw.
The most common use for the Military Leadership stat is controlling
certain characters. High Aggression characters berserk or become suicidal. Low Aggression characters panic. A nearby character may spend
a full round doing nothing but attempting to control the crazed sentient.
If the calming character rolls below his or her Military Leadership
(modified as you see fit), the rage/panic subsides.
RACIAL TOLERANCE
Preferred (P)
75
Tolerant (T)
60
Mistrust (M)
50
Persuasion
Dislike (D)
40
Enmity (E)
25
NPC REACTION
CHECK
REACTION
MODIFIER
Preferred Race
+5
Tolerant Race
No Modifier
Mistrust Race
-5
Dislike Race
-10
Fails by 40+
Fails by 21-40
Fails by 01-20
-10
-25
Succeeds by 01-20
-60
+15
Succeeds by 21-40
NPC Drunk/Drugged
+30
Succeeds by 40+
NPC Afraid
+50
Enmity Race
-20
-50 to +50
NPC Captured
+90
Terrestrial Knowledge
NPC Tortured
+125
Poor Roleplaying
Military Leadership
If the party is working together and acting intelligently, they sometimes
find they have a chance to plan for combat. Let them discuss their strategy. A good plan should be given every opportunity to succeed (unless
the story you are telling requires them to lose this particular combat).
Bad or unaware planning can be nudged in the right direction if a party
member succeeds at a Military Leadership check.
Military Leadership can also be used as a quick way to determine
the outcome of a battle which, for some reason, you dont want to play
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-20
Fair Roleplaying
00
Good Roleplaying
+10
Excellent Roleplaying
+25
NPC PERSUASION
CHECK
RESULT
Fails by 40+
Fails by 21-40
Fails by 01-20
Succeeds by 01-20
Succeeds by 21-40
Succeeds by 40+
PERCEPTION CHECKS
Bargaining
The following are quick and dirty rules for bargaining rolls. First, find
the base cost of the product. A used items base cost is 25% of the retail
cost. The base cost is adjusted according to the results of competing
bargaining stat rolls. The player makes a bargaining roll for the character. The Battle Master makes a bargaining roll for the opponent. For
each point that the player rolls under the characters bargaining stat,
the price increases (if selling) or decreases (if buying) by 1%. A similar, but opposite result occurs due to the BMs roll. If neither side succeeds, the base price is unchanged.
For most races, a price will not change by more than 40%. GenHumans are able to bargain a change in price of up to 65%, whereas
Orions and Humans are able to get up to a 75% change.
Example: Henry the Mutzachan (Bargaining 47) wants to purchase a new
fancy robe (base price 200cr). The BM rolls the shopkeepers bargaining stat
(76) check and gets an 80. Henry rolls a 23. The shopkeeper failed his roll and
no increase in price occurs. Henry talked some serious mumbo-jumbo and the
price dropped by 24%, or 48cr. (Dont worry, as mark-up is at least 50%, the
shopkeeper is still making a profit.)
Perception Checks
All perception checks are run similarly. First, decide which sense
(vision, hearing or smell) is involved. Then set a base percentage
according to range and situational factors, such a smoke, rain, size of
object, etc. Ask the sensing character for his or her perception modifier, or determine the sensing non-player characters modifier. The character must roll under the sum of the base chance, the situational modifier and the character modifier.
CHANCE
05%
10%
15%
80%
30%
20%
05%
35%
40%
DIFFICULTY LEVELS
The difficulty level rating denotes the modifier to a characters UPS.
Difficulty levels vary from -5 to 25; modifiers thus vary from +50 to -250.
Below are general descriptions of the levels of difficulty.
Difficulty levels vary widely according to the task attempted and skill
used. Keep in mind the Skill Cost of the applicable skill. The Skill Cost
reflects the difficulty of the concepts which must be mastered for skill
proficiency. A bone-head with a little time and effort can get pretty
skilled in a SC 1 skill (like Climbing, Concealment or Identify). Decent
proficiency in a SC 5 skill (like Cybernetics Installation, Business
Administration, or EDC) is another matter. So an average Climbing task
should be roughly five times as easy as an average EDC task.
The following example may help. A specialist in Detect Concealment
has 25 levels of that skill. This ace has a fifty-fifty chance to succeed at
superhuman detection tasks, not counting PS modifiers. A specialist in
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LEVEL
SAMPLE
LEVEL
MODIFIER
-2
+20
-10
-30
Routine action.
-50
-70
Difficult attempt.
10
15
20
25
DESCRIPTION
-100
-150
-200
-250
Cybernetics Installation is only 5th level. An attempt at an average difficulty task will fail 50% of the time, not counting PS modifiers. So, when
assigning difficulty levels, a Detect Concealment task should be rated
average much sooner than a Cybernetics Installation task.
Equipment can be assigned levels to denote how easy it is to manipulate. A level 2 lock (Pick Locks) and a level 5 motion detector
(Bypass/Defeat Security) might guard a level 3 computer (Operations)
6
8
10
15
20
Non-proficiency
A character may attempt a task without the necessary skill. They do so
at a -40 penalty to their base chance.
Some skills may not be performed without training. These skills are
marked with a in the Skills Table.
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WEAPON MALFUNCTIONS
WEAPON MALFUNCTIONS
All weapons malfunction from time to time. It has to happen eventually
(besides, we Battle Masters like it that way). Now the question seems to
be, What happens to the weapon when it malfunctions? The answer:
it depends on the weapon type and how seriously it is messed up. Below
are listed the various problems that can arise when PCs roll a malfunction. Just roll on the appropriate table, based on the type of weapon that
they were using.
MEASUREMENTS
Power Units
Power units are an arbitrary measure of energy for use in the game.
Devices use power units up at set rates, depending on the device. As a
general rule each unit would power a normal appliance for one minute.
Here is a list of power units as they relate to charges for various devices:
POWER UNITS
Beam Weapons
01-50
51-70
71-85
86-88
89-91
92
93
94
95
96
97
98
99
100
SOURCE
Fire (camp)
POWER UNITS
1/10 per min
1 per min
100 units
200 per hr
Laser Weapons
1 per shot
Pulse Weapons
8 per shot
Omega Weapons
20 per shot
Disruptors
15 per shot
Disintegrators
25 per shot
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Food
Individuals must eat to stay alive. Food is expressed in units as an arbitrary frame of reference. A food unit weighs 1 Encumbrance unit.
Pythons and Cizerack require 6 units of food a day, Phentari 5, all other
Humanoid types 3. Eridani and Mazian need only consume 1 unit per
day. Failure to eat the required amount may result in quick fatigue, malnutrition, and death. Assume that characters must stop to eat every 10
hours. Pythons can go 10 days without food, yet suffer no adverse
effects. Cizerack, on the other hand, must eat every day. Any Cizerack
who doesnt eat must double all penalties that are applied to vital statistics.
Characters may ration food. This means eating less than ones normal eating allowance. Humanoid types must then eat a minimum of 2
units per day, Pythons and Cizerack 5, Phentari 4, and Eridani/Mazian
.75. Characters who ration food subtract 10 points from all vital statistics as long as they are rationing, except I.Q. and Charisma.
Sometimes characters wont be able to eat anything and will be
forced to go long periods of time without food. This is dangerous and
can result in the party rolling up new characters. An individual must
make a successful check against his constitution after he has gone three
days without meeting the minimal daily food requirements. A successful roll indicates that he remains healthy. Failure indicates that the person has become malnourished. All vital statistics are immediately
reduced by 10 points (except I.Q. and Charisma). The effects of not eating are cumulative. Vital statistics continue to drop at a rate of 03 points
per day until he is fed. Whenever a PC loses more than 2/3 of his total
constitution, he collapses and cant move. When constitution reaches
zero, the person expires.
Water
All living things in the universe need the life giving touch of water to survive. Nothing can live without it. Like food, water is expressed in units.
A water unit weighs 1 Encumbrance unit. All Humanoid types must consume 3 units of water a day. Pythons and Mazians must consume 12.
These requirements may be increased as required by climatic conditions. Water may be rationed like food. When rationing, humanoids
must drink 2 units, Pythons and Mazians must ingest 8. At any time that
a character doesnt drink the minimum requirements for rationing, he
or she must make a constitution check. Failure indicates that the character has become dehydrated. Dehydrated individuals immediately
reduce all vital statistics by 10 points. Each day that an individual goes
without drinking, his vital statistics are reduced by another 05 points.
The effects are cumulative and treated exactly as with food requirements above.
Sleep
Make them sleep. And a lot too. I can go 3 days on four hours sleep
is total garbage! All humanoid types require a minimum of 6 hours of
good sleep per solar day. Pythons, Phentari, Eridani, and Mutzachan
races need only 4 hours. Good sleep is defined as uninterrupted sleep
in some comfortable position. An additional 2 hours is added to the
required time if the individual is wearing any type of armor or has his
232
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
MOVEMENT
sleep continually interrupted. If an individual doesnt get good sleep, he
adds +1 to die rolls when determining initiative and reaction time. Each
day that an individual doesnt get good sleep, another +1 is added to
the rolls. In order to recover from lack of sleep, a character must sleep
for an uninterrupted 10 hours.
A character may attempt to stay awake indefinitely. The only problem is that it wont work. Humanoids can go 40 hours without sleep
under normal conditions, Python and Phentari 60 hours. Eridani are
just too stubborn and can go 72 hours without rest. For every hour past
the allowed limits, there is a 5% cumulative chance of the stressed out
individual passing out.
Light
Players often find the need to move around in the dark and need light
sources to aid them. They may wish to map out underground areas or
simply look for some lost item. Cizerack have the natural ability to see
clearly in the dark. The cats see by light amplification, or what is known
as night vision. The Eridani and Python races can spot heat-emitting
sources in the dark. This ability is called infravision.
Light generating devices function for a certain period of time before
they run out of fuel. Using light sources at night can be perilous. The
following table provides information about various light sources. The
table lists the radius of illumination, duration of the light source, and
the modifier applied to sighting checks when operating in normal darkness.
LIGHT
SOURCE
ILLUMINATION
TIME
MOD
25m line
6hr
+08
100m line
8hr
+02
Lantern
15m rad
4hr
+15
Lantern (bullseye)
20m line
4hr
+05
Torch
8m rad
2hr
+15
Fire (small)
10m rad
var
+30
Fire (large)
27m rad
var
+60
Glowbar
3m rad
1hr
+01
Light Sword
6m rad
1hr
+12
Light Matrix
13m rad
5min
+18
Flashlight
Flashlight (Threader)
Infravision
Infravision is the ability to see the infrared portion of the electromagnetic spectrum. All living objects radiate heat. The relative differences
in temperature between objects can be readily discerned. Objects that
radiate high ambient temperatures appear brighter than those of lower
temperature. Hot objects are seen as white or red, while cold objects
appear blue or black. Cold blooded creatures radiate very little heat
since their body remains at the same temperature as their surroundings.
Note: Characters often mask their body so as to not be detectable.
This is done by covering oneself with something that radiates no heat.
Example: A character in a swamp could cover himself with mud, in order to
avoid infrared detection.
Infrared sighted races may be temporarily blinded by extremely hot
sources. Stumbling upon a campfire at night will temporarily blind an
infravision user. The effect is like looking directly into the sun. The normal range for infravision is 50m.
Night Vision
Individuals with night vision are able to see normally in night as well as
daylight. Persons with night vision amplify existing ambient light
sources so they can see. The normal range of night vision is about 50m.
This does not allow you to see in total darkness.
Ultra-Vision
Ultra-Violet sighting devices can allow an individual to see during the
night time. Reason: There is a continuous stream of incoming ultra-violet radiation at all times. Ultra-Vision devices amplify this existing ambient light source and convert it into a visible image so the user can see.
The normal range of ultra-vision is 20m. Ultra-vision does not allow you
to see indoors or in other areas where ultraviolet radiation is not found.
MOVEMENT
The movement rate for a character is given under the vital statistics section of the character sheet. There are three different numbers shown.
The first number represents the distance that a character can run in a
second. He can do so for up to 60 seconds, without incurring a fatigue
penalty. The second number represents the number of kilometers that
the individual can walk in an hour at a normal pace. Again, most characters wont need to walk continuously longer than an hour. Should
someone need to walk for extended periods of time, he can do so continuously for up to four hours without incurring any fatigue penalties.
The third number represents the distance that a character can walk
in a day. An individual can force march beyond the distance that his
normal movement rate allows, up to 50% further, incurring a fatigue
penalty of -20 to constitution, strength, and agility, until constitution
reaches zero.
There are certain modifiers that restrict or facilitate movement,
such as terrain features, weather, or encumbrance. Players should be
aware of these problems, so as to avoid potentially dangerous situations
arising from the inability to move about freely.
Note: The effects of these modifiers are cumulative.
MOVEMENT MODIFIERS
METHOD OF MOVEMENT
MODIFIER
Paved Road
+50
Foot Path
+25
Heavy Foliage
-50
Hills
-25
Mountains
-50
Moderate Rain
-25
Heavy Rain
-50
-25
-50
-75
At your own risk
Light Encumbrance
-10
Moderate Encumbrance
-33
Severe Encumbrance
-66
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
233
ENCUMBRANCE
Player characters usually have a pressing need to carry large amounts
of equipment on their person when adventuring. Everything carried has
weight and most things have substantial volume. Encumbrance measures the amount of equipment that one can carry relative to his or her
strength score. Too much equipment can severely restrict movement.
Something need not necessarily be heavy to be cumbersome. Large,
bulky objects are difficult to carry and also restrict movement.
Encumbrance has a pronounced effect on initiative and reaction
modifiers. Lightly encumbered individuals suffer a penalty modifier of
+1 to initiative rolls, moderately encumbered +2, and heavily encumbered, +4. The effects of encumbrance on movement are -10%, -33%,
and -66% to light, moderate, and heavy encumbrance, respectively.
Example: Henry the Mutzachan has a strength of 49. Henry can carry up to
12.5lbs without being encumbered. He becomes lightly encumbered if he carries
12.5-25lbs, moderately encumbered carrying 25-60lb, and heavily encumbered
carrying anything between 60-100lbs. Again, bulk also affects encumbrance.
SPONSOR
The Sponsor is the charter company for whom the character works.
Normally, a character signs a hazardous duty contract when first obtaining full time employment. The contract obligates the hireling to serve
the company for a specific length of time, usually 2-8 years. Most characters start out working for a company before they act as independents.
The company that one works for has a direct effect on the type of missions the character will be sent on. It is important to mention that companies subcontract out work to others. Just because a company picks
someone up on a charter, doesnt mean that all their missions will be
confined to that companys priority field of endeavors.
Note: Most companies insist that employees wear the corporate
crest when in the field. Ones insignia has an effect on how others treat
him, increasing or decreasing prestige and charisma. Given below are
the top ten money grossing corporations along with some pertinent
information about each of them.
Battle Masters, feel free to assign the Sponsor as you desire. You are
also encouraged to make up your own companies as you wish.
1. Telydyne Syndicates: Telydyne is the most powerful mega-corporation in the galaxies. It employs over 4 million people, with a GCP (Gross
Corporate Profit) of 450 trillion credits per year. Telydyne has expanded
its operations into the Fornax, Sculptor, and Andromeda galaxies. The
company carries out every type of activity imaginable, specializing in
deep space construction, exploration and espionage. Characters who
work for Telydyne are entitled to a starting salary which is 10,000cr
above the industry norm. The Telydyne insignia is a screaming eagle
pierced by a lightning bolt. Charisma increase when in uniform: +10.
234
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
SPONSOR
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
235
236
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
deep space materials. This mega-corporation is currently under indictment for fraud. It carries out a multitude of unscrupulous activities and
is reputed to hire any bum off the street. Erectus does offer 30 skill
points worth of training for free in an intensive 2 year training program.
Their motto is Buildings Without Bolts Fall Down. Erectus is
renowned for its competent graduates. Erectus insists that prospective
employees sign on for a 2 year term. Charisma increase when in uniform: -10.
10. Cyber Research Institute (CRI): The largest producer of cybernetic equipment in the Alliance. It hires out mercenaries to bring in
additional revenue. CRI promises to provide cybernetic replacement
parts to all individuals who lose their natural limbs (due to hazardous
duty) for free. All newly hired personnel may purchase 200,000cr
worth of cybernetic equipment at no cost. The company only rosters
50,000 mercs and duty normally has a 50% attrition over the 5 year
contract period. The insignia is a highly stylized Cyborg. Charisma
increase in uniform: +15.
Regional Offices
Company infrastructure is quite important to characters whose lives
often depend on the mother company in times of peril. Company policies can have a severe impact on character advancement as well. Each
company is broken down into regional, sector, and quadrant offices. It
is assumed that beginning characters work for regional offices. A megacorporation may have an overall operation policy that it employs.
However, on a regional level, the local office dictates policy. Thus, operation procedures within a given company may differ drastically from
one branch to another. Below are tables designed to provide information on regional office policies.
RESULT
01-50
51-80
Dual Reporting
81-100
RESULT
01-10
01-10 Points
11-20
11-20 points
21-70
Situation Dependent
71-100
No Pre-mission training
EMPLOYER
QUARTERLY TRAINING POLICY
RESULT
ROLL
RESULT
01-65
01-10
66-80
11-50
81-90
51-70
91-100
No Extra training
71-75
76-80
81-85
ROLL
86-100
PAYROLL POLICY
ROLL
RESULT
01-50
Monthly
51-70
Bi-Weekly
71-95
Weekly
96-100
PAYROLL POLICY 2
No Assistance
RESULT
01-20
21-40
41-100
The Boss
ROLL
RESULT
01-70
71-85
86-100
No Advance
This guy can make you or break you. If the boss is cool than your life
will be O.K. But if he is an @*!?#%, then your life might very well be
short and miserable at the same time. Roll on the table below to determine the type of supervisor that the party must report to.
EMPLOYER RACE
VACATION POLICY
RESULT
ROLL
RESULT
01-30
01-40
Gen-Human
31-80
41-60
Human
81-95
61-70
Eridani
96-100
No Vacation
71-80
Phentari
81-88
Python Lizard
89-93
Ram Python
94-98
Mutzachan
99-100
Other
ROLL
VACATION POLICY 2
ROLL
RESULT
01-70
Paid Vacation
71-100
No Pay Vacation
RESULT
RESULT
01-50
Disciplinarian
Flexible
66-80
Average
81-90
Easy Going
91-100
Lax
51-60
61-70
71-80
RESULT
01-40
41-50
51-60
61-70
71-100
ROLL
51-65
01-50
81-100
EMPLOYER PERSONALITY 1
EMPLOYER PERSONALITY 2
ROLL
RESULT
01-70
Objective
71-100
Plays Favorites
No Replacement
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
237
RESULT
01-25
Above Reproach
26-35
Takes Bribes
36-40
Drinking Problem
41-60
Womanizer
61-70
71-75
Gambler
76-77
Rebel Spy
78-79
Arachnid Implant
80-81
Corporate Implant
82-85
86-100
Nothing Special
MERCENARY
Rank
Most Battlelords dont work directly for the government. They are typically employed by one of the 5,000+ mega-corporations. Working for
a specific corporation doesnt mean that they are only employed by that
company either. Often, the rival companies hire out each others personnel to perform certain tasks that the particular company isnt set up
to handle. If PCs work for the Space Systems Development Corporation
as a mercenary, the company might loan them out to the Asteroid
Mining Consortium to guard a mine site. Up until recently, there was a
problem with rank structure, the difficulty being that any one company
had its own paramilitary ranks, based on its own criteria. Problems
arose in determining pay scale, based on time and grade. Worse yet, on
those occasions where two companies fielded a unit composed of personnel from both corporations, there were always hassles in figuring
out just who was in charge of who.
Finally, the Council passed into law the Workmanship Acts that set
up an arbitrary unit of measure for determining rank. Now of course,
one group refused to play ball and lost all government business subsidies and grants. The Eridani steadfastly refused to adhere to a rank
structure that did not use the terminology that they preferred. EridiCorp, one of the Alliances top 10 money making companies, lost some
10 trillion dollars in weapons research grants for its refusal to setup an
arbitrary rank structure. All promotion in Eridi-Corp is by recommendation only.
Only mercenary ground and naval units possess officer corps.
Officers must possess two primary occupations and have a military
leadership of no less than 65. Before an officer is eligible for promotion, he must have enough points in both his primary and secondary
skills. Upper level officers are appointed to their post. as well as some
non-commissioned officers, such as the Surgeon General.
In addition, only mercenary and naval types can command troops.
The eligible rank for command is Corporal or Chief Petty Officer 3rd
Class. Starting mercenary units almost never have soldiers who hold the
credentials for the rank required to be in charge. In that event, the
highest ranking person is given Acting Jack stripes. That is he is given
the temporary rank of the grade necessary to lead, but not the pay.
Acting Jack is a temporary status. A Corporal is given command before
a Petty Officer is.
Given below are the paramilitary rank structures used by the various combat types, based on their primary field of endeavor. PCs are
238
promoted to higher levels when they attain a certain amount of experience in the field or when they perform so admirably that the situation
warrants promotion. Black marks and accommodations figure heavily
into whether or not a particular individual is promoted or demoted.
The primary experience point value indicates how many points a character must have expended in his primary field to be promoted to the
next rank. The Secondary Experience number denotes how much he
must have expended in a secondary field, in addition to those requirements in his primary occupational field.
As Battle Master, you alone determine when a PC is promoted.
Sometimes they have the points necessary for advancement, but the
company doesnt have the slots open. Sometimes the company may
waive the point schedule based on need or achievement.
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
PRIMARY
SECONDARY
Ensign
RANK
01-35
None
Private
36-40
None
41-50
None
51-60
None
Corporal
61-70
None
Sergeant
71-90
10-25
Staff Sergeant
91-125
26-40
126-170
41-70
Force Sergeant
171-240
71-100
Master Sergeant
241-300
101-120
1st Sergeant
241-300
121-200
Sergeant Major
301-400
201-300
Force Controller
401-500
301-400
501-600+
401+
Ground Controller
MERCENARY OFFICER
RANK
PRIMARY
SECONDARY
2nd Lieutenant
25-45
None
1st Lieutenant
46-65
None
Captain
66-100
None
Major
101-150
None
Lieutenant Colonel
151-250
None
Colonel
251-300
10-25
Brigadier General
301-350
26-40
Lieutenant General
351-400
41-70
General
401-450
71-100
Sector Commander
451-500
101-120
501-550
121-200
551-600+
201-300
Quadrant Commander
Forces Commander
Lord
appoint
301+
Battlelord
appoint
appoint
RANK
NAVY
RANK
TECHNICAL OFFICER
PRIMARY
SECONDARY
Narc
01-35
None
Spaceman
36-40
None
41-50
RANK
PRIMARY
SECONDARY
Operative
01-40
None
41-50
None
None
51-65
None
51-60
None
Primary Operative
66-80
None
61-70
None
81-100
None
71-90
10-25
101-120
10-25
Petty Officer
91-125
26-40
121-145
26-40
126-170
41-70
Chief Operative
146-170
41-70
Master Chief
171-240
71-100
Junior Commander
171-240
71-100
Warrant Officer 1
241-300
101-120
Senior Commander
241-300
101-120
Warrant Officer 2
241-300
121-200
Operations Commander
301-400
121-200
301-400
201-300
Systems Analyzer
401-450
201-300
Force Controller
401-500
301-400
Systems Master
451-500+
301+
Space Controller
501-600+
401+
Systems Controller
appointed
appointed
NAVAL OFFICER
RANK
MEDICAL OFFICER
PRIMARY
SECONDARY
PRIMARY
SECONDARY
Officer Initiate
25-45
None
Intern
01-40
None
2nd Lieutenant
46-65
None
41-50
None
1st Lieutenant
66-100
None
51-65
None
Junior Commander
101-150
None
Medic Technician
66-80
None
Commander
151-250
None
Medical Specialist 1
81-100
None
Captain
251-300
10-25
Medical Specialist 2
101-120
10-25
Rear Admiral
301-350
26-40
Medical Specialist 3
121-145
26-40
Vice Admiral
351-400
41-70
Doctor
146-170
41-70
Admiral
401-450
71-100
Zen
171-240
71-120
Sector Commander
451-500
101-120
Surgeon
241-300
121-200
Quadrant Commander
501-550
121-200
Chief of Surgery
301-400+
201+
551-600+
201-300
Operations Commander
appointed
appointed
Surgeon General
appointed
appointed
Forces Commander
Lord
appoint
301+
Battlelord
appoint
appoint
RANK
ESPIONAGE OFFICER
SCIENCE OFFICER
RANK
Tester
Tester 2nd Class
Primary Tester
PRIMARY
SECONDARY
Initiate
RANK
01-40
None
None
41-50
None
None
51-65
None
51-65
None
Spy
66-80
None
PRIMARY
SECONDARY
01-40
41-50
66-80
None
Infiltrator
81-100
None
81-100
None
Intelligence Officer 1
101-120
10-25
101-120
10-25
Intelligence Officer 2
121-145
26-40
26-40
146-170
41-70
Network Operative
171-240
71-100
Surveyor
Science Officer
121-145
146-170
41-70
Field Leader
171-240
71-100
241-300
101-120
Science Specialist 1
241-300
101-120
Intelligence Analyzer
301-350
121-200
Science Specialist 2
241-300
121-200
Commander
351-400+
201+
appointed
appointed
appointed
appointed
Chief Scientist
301-350
201-300
Operations Commander
Master Scientist
351-400
301-400
Operations Controller
401+
401+
Field Commander
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
239
PRIMARY
SECONDARY
01-40
None
41-50
None
51-65
None
66-80
None
Systems Operator
81-100
None
Functions Operator
101-120
10-25
Operations Chief
121-145
26-40
Sector Controller
146-170
41-70
Quadrant Controller
171-240
71-100
Company Controller
241-300
101+
BLACK MARKS
Officers
In order to qualify as an officer a character must have two primary
occupations and a Military Leadership score of at least 65.
Officers automatically earn an extra 04% increase in military leadership each time they are promoted. The highest ranking officer leads
the group. Award them experience points based on how well they lead
their troops. Assign them an efficiency rating from 1-25 and multiply
the result by 50 at the end of every session.
THEIR ACTION
Per 250000cr company loss (no intent)
OF THE
TWENTY-THIRD CENTURY
MARKS
1
2-4
3-6
1-3
Salary vs Rank
240
5-10
10-25
3-7
7-20
3-10
11-20
1-3
4-10
PLAY EXAMPLE
PLAY EXAMPLE
BM: The Swordsaint snatches the bottle away from you and pours it on
the floor. What are you doing?
BM: The corridor extends some 15 meters further, then turns right.
There are two doors, one on either side of the hallway between where
you are standing and where the hallway turns.
Orion Rogue: Can I see what is labeled on either door?
BM: Roll a sighting check at 55% plus modifiers.
Orion Rogue: I have no sighting modifiers, so I guess I only have a
55% chance off success. I roll a 27. Cool!
BM: The door on the right says janitorial closet. The left one reads
Laboratories: Secure Area! There is a keypad just above the doorknob
on the left hand side of the door.
Eridani: OK. Ram, you stand guard at the corner. Chatilian, you guard
the rear. The Orion will try to pick the lock and I will stand guard.
Chatilian: Why do I have to guard the rear? I always get stuck guarding someones rear. Furthermore, my superior intellect is better suited
to determining what we are up against, once we gain access to the laboratories.
Orion Rogue: I pull out my flask of Scotch and take a drink to piss off
the Swordsaint, staring at him while I take a nip. Afterwards, I pull out
my electronic lock picks. I have 6 levels of defeat security. The lock
picks give me an additional +35 bonus.
Eridani: I snatch the bottle of liquor from the Orion and dispose of it.
Chatilian: Thats it. I use a Stun matrix to knock out the Ram.
BM: The Ram Python is eating the doorknob to the janitors closet!
Ram Python: Come on! I hate playing with you, Mike. You always
screw with my characters. My SMR vs mental attacks is a 08. I rolled a
86 and fail. Dude, youre full of Dujack!
BM: The Ram collapses forward, falling into and through the secured
door. This makes a huge racket, which echoes down the hallway. All of
a sudden, an alarm klaxon starts ringing. What are you doing?
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
241
sounds like the person will reach your position in a few seconds.
Orion: I pull out a plasma grenade and prepare to throw it.
BM: Roll a sighting check at 15%. Since you have a +18 to sighting
checks, that gives you a total chance of 33% to spot the gun.
Eridani: 02. Got it! Where is it?
BM: Something that resembles a weapon is lying at the lab table directly in front of you.
BM: You realize that there is something missing. Not all of the gun is
there. It is only partially assembled.
BM: Four points is subtracted from the damage because of the armors
threshold. He isnt wearing any ablative liner. So the first shot penetrates
and the second bounces because it didnt do more damage than the
threshold. Now Ill roll for location. 65. Four points penetrate the chest
section of the guards armor. He only has 10 body points so thats a critical hit. Multiple organs struck and reduced to jelly!
Chatilian: Is he dead?
Eridani: Yeah.
BM: What? Are you stupid? Of course hes dead!
BM: Make a level -1 check in your favor.
Chatilian: Cool!
Eridani: Well, Ive got 4 levels of skill. Ive got a 50% base chance plus
10% per level of skill, plus 10% more because of the -1 skill check. My
I.Q. is 50, so I dont get any skill bonuses. 50 + 40 + 10 = 100. Roll
under a 100. Easy. Rolling. Got a 45.
BM: You realize that the firing mechanism is missing. It is a small
microchip.
Orion Rogue: Hey, Larry. Am I ever going to play this dumb game?
BM: Hold on. I had to finish his combat! Roll to hit with the grenade.
Orion Rogue: I step around the corner. What do I see?
BM: A lab technician running your way. He isnt wearing any armor.
242
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
PLAY EXAMPLE
Eridani: Why are you throwing a plasma grenade at a guy who isnt
wearing armor? Its a waste of firepower.
Orion Rogue: Because Im an Orion and I like explosions! Plus, my
favorite color is red, and Im into creative art! I want to see what kind
of mosaic this guy makes when I splatter him all over the walls!
BM: Hes at range bracket 3. That gives you a base chance to hit of 50%,
plus 06% because of your strength bonus, and another 16% because of
skill. Remember, grenades are weapons skills and only give you a +04
per level of skill. Your total to hit is 50 + 6 + 16 = 62.
Orion Rogue: I roll an 82.
BM: You miss by 20. We divide 20 by 5 to find out how far the grenade
landed from him. It landed 4m away. Plasma grenades do 8 fragments
out to 2m. Subtract one per additional meter beyond two and we get six.
The technician is hit with six frags which do 4-16 apiece. He suffers 318 points of concussion damage. Roll to hit.
Ram Python: I continue drooling all over the floor.
Orion Rogue: I do 14 points of concussion damage, which is spread
equally across all seven sections of the body. Right?
BM: Yep. Now roll for each fragment and Ill roll location.
Orion Rogue: Do I have to?
BM: Not really. There isnt going to be enough left of him to scoop into
a jar!
Evidence of ancient human cultures has turned up on many planets all over the Milky Way and Andromeda galaxies giving much support to the theories of the existence of an Atlantean civilization
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
243
244
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
HELLS POINT
CHAPTER 12
IN THIS CHAPTER
Hells Point Map
Places of Interest
Hells Point NPCs
The Flexsteel Jungle
Player Character Archetypes
12
Ice Sector
The technological achievements evident when one sees Hells Point for the
first time leave many in awe. It takes a
long time for new residents to forget
they are on a floating construction, thousands of meters above the surface.
Some 250,000 Eridani make their home in the Ice Sector, a walled off world of
steel pyramids, methane rivers, geothermal hot zones, battlefield monuments,
and ice. Meters and meters of ice! The areas climate control was developed by
the Mutzachans in an effort to replicate the environment on Eridine itself.
Invisible wind sheers prevent the methane from spewing over into and poisoning the surrounding the city. You enter Ice Sector through any of the three different check points, heavily guarded bunkers which are armed with state of the
art weaponry, manned by the elite Eridani Cold Stream Guards. The citizens of
Arkash, as the sector is called, are industrious and all too serious. There is little time for play and most people walk with purpose. The outskirts of Arkash
contain low level housing projects for Mudig, who have been issued temporary
living permits. Even here, amongst people whose deaths are on temporary
hold, Eridani live in spartan yet immaculate homes. Special Nigalan Police
patrol the projects and city walls to prevent uprisings, intrusions, and escape.
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
245
246
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
ues and ask for judgement by their heroes, now carved in history. They
come to kneel before their chosen idol and seek his judgment. If the
encounter makes the Buddon feel unworthy, then he will simply walk to
the nearest disintegration chamber, (Altar of Cleansing) and destroy
himself.
Most people travel to the Crystal Citadel to feel its power, to bask in
its glory, to walk among the greatest warriors of the universe! Yet others come here to get a good buy on weapons and armor, usually at a
25% discount. But be careful, this is considered sacred ground. The
customs of Eridine must be obeyed at all costs. Be careful not to offend
anyone here, lest you find yourself squared off with a Buddon warrior.
Ill tell you this from experience. If you are challenged to a duel in the
citadel and refuse, a Koordine who has witnessed the incident can override your refusal and force you to defend your honor anyway.
The Jungle
I slung my carbine over my shoulder, grabbed hold of the
vine, and hoisted myself up onto the stream bank. The jungle was so thick and the ground so muddy that I continued
to pull myself through the foliage by the vine, praying to
Baraxas that I didnt run into anything while my weapon
was slung on my back. The jungle swallowed me up as I
went, leaving no trace of my passing. I had advanced 50m
meters when I stumbled upon the strangest thing. Actually,
I stepped on it. It was a beautiful block of marble, engraved
with strange runes, sunken into the ground. It had rained
heavily for the last five days, yet the stone was completely
clear of mud or debris. Instinctively, I let go of the vine and
readied my weapon. Whoever or whatever originally put the
stone here had been by recently to clean it. I knelt to get a
better view of the runes, still wary of any potential aggressor. The marble was approximately 2m square, white, and
smooth to the touch. It wasnt until I ran my hand across
the writings that I discovered that there were more stones,
neatly aligned, extending further into the jungle. The distance between each stone appeared to be two meters, the
exact size of each marble block. The ground in between the
marble had been neatly trimmed.
Curiosity killed the Furbl, so I set out to unravel the mystery
of the Yellow Brick Road, to quote a silly Human phrase. I
was excited at the chance to find the origins and makers of
the stones, and yet ready to blow anything I came across to
bits when I did. To my surprise, the going was quick, much
easier than slagging my way through the undergrowth with
a dull machete, as I had done for the last 10 hours since
entering the jungle.
I soon found myself strolling along as if on an afternoon
walk, weapon half at the ready. The marble path wound
smoothly around huge trees and roots, over the otherwise
brutal terrain. Occasionally, I stopped to listen, but heard
little, except the strange noises of unseen creatures
wrestling with the bush. I came across a single red marble
stone, and wondered what its relationship was to the white
ones. Again, I examined it and uncovered no clues as to its
11
dan
Dr.
Ave
.
Runk Kor
nral
THE JUNGLE
Kilmay
18
lm
Ki
19
33
Ph e
r
ive
yR
NORTH YOURK
U
Kroglodytes
T
T
BAYHURST
20
Colum
bus A
ve.
Lakeshore Blvd.
She
ri
d.
35
38
24
Breathurst
21
B lv
34
GLITTER TOWN
s
e tu
er
32
29
31
SAN DIEGO
CALAMAKA
ISLAND
12
IRON SEA
T
T
23
EAST YOURK
15
22
HIGH
PARK
U
U
13
27
37
T
D
17
26
Sword St.
REMNANTS
D
D
ICE SECTOR
(Arkash)
Hallia
28
30
10
16
THE ZONE
9
.
t Blvd
hurs
Park
14
25
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
247
Surface Sectors:
Ice Sector, The Jungle,
Glitter Town, etc.
Small Ship
Landing Platforms
Calamaka Island
Nether
Regions
Denubian
Launchsite
Maneuvering
Thrusters,
Stabilizer Air-rams
Processing Plants
Engineering/Facilities
Power Plants
BATTLELORDS
Ram Pythons leave the Ruck when they have reached Nabu,
the Age of Battle. This occurs shortly after each lizards 10th
year of awareness. A tree fort is built by the clan in support
of the warrior. His home is kept clean and tidy until he
returns from his travels. The Ram leaves the comforts of his
tree fort for the danger and chaos of the battlefield. Most
join the Galactic forces or become mercenaries for the
mega-corporations. It is not cowardice to forgo a life of violence, but one can never become the Tomud (High Chief)
unless he has done so.
The Ram warrior travels the galaxy seeking out conflict.
Each time he commits an act of bravery, he brings honor to
the Ruck and is awarded a block of white marble from the
high chief. This is quite prestigious and recognized by
members of the opposite sex for mating purposes. The
blocks are placed at the base of the Rams tree fort each
time he is recognized for courage and valor. The event for
which he has been honored is recorded and carved into the
marble stone. Those blocks closest to the tree represent the
earliest chapters of his warrior life. More and more blocks
are added to the walk. The chronicle of blocks signify ones
value to the clan.
On the rarest of occasions, a Ram does something so courageous that he is awarded a red marble stone. The Tomud
calls a Cadai (Great Meeting) and all lizards from the clan
and from surrounding friendly clans attend. The ceremony
is greeted with great celebration. There is drinking,
wrestling, and much dancing. Eventually, the Tomud calls
for silence. The Rams gather around the fire at the base of
the warriors fort and listen to the Tomud recant the Story
of Telling, as his warrior proudly stands in the center of the
circle, in full battle armor. In the end, the prettiest females
of the Ruck bring forth a single, red, marble stone and set it
in the ground. The Ram then chooses one of the females to
mate and takes her up to his fort to produce a child. This is
always followed by raucous applause for it is important to
conceive a child while the valor still burns in the warriors
blood.
More often then not, a Rams life ends in sudden tragedy,
and the death of a warrior is greeted with great sadness by
248
OF THE
TWENTY-THIRD CENTURY
GLITTER TOWN
the clan. A Jant Du Kie is held (Ceremony of Passing) and
all male warriors are recalled to the planet. Those who are
able must return home as the Ruck forms and marches to
the nearest volcano, on a journey that will last weeks.
Traditionally, the male warriors risk peril and climb down
into the volcano to extract a slab of black obsidian. Those
females who have bedded with the fallen warrior then carve
a smooth slab from the rock, which is then carried back to
the Cas and placed at the furthest point away from the fallen warriors tree fort. The body is buried beneath the final
stone. Such ends the Walk Of Life.
Run in the East. Runk Kor are more social than Kroglodytes, yet less
educated than Kilmay. Many are employed by the city police as roving
patrolmen, a fact that they are extremely proud of, if not arrogant about.
Kilmay live in the West and are educated. They are non-violent and
follow the precepts of the Mense. Actually, they are a Mense offshoot
that emigrated to Harpers World to start a new sect. Kilmay live in modern conditions. Most own their own homes, wear clothes, drive vehicles, and maintain buildings within their territorial boundaries. They
are considered more civilized than their other cousins and many are
employed with business firms all over the city. This species of Ram has
reddish splotches underneath its belly and is easily distinguished from
its cousins by its diminutive size. (I should qualify this by saying the
diminutive means that they are only 2.5 meters tall!).
The forests of the Jungle are massive and dangerous. The lizards
have imported numerous species of hostile creatures from across the
galaxy to ensure that their sovereignty is maintained. The presence of
dangerous life-forms also provides something to kill on a boring
Saturday night!
Glitter Town
All people who arrive legally on Harpers World land at Spaceport
Stratus, then transfer to shuttles which take them to their final destinations. Planetside trips run about 100cr and it takes approximately 20
minutes to reach the surface below. Affluent travelers can use Public
Transport Conduits, or PTCs to instantaneously transport themselves
wherever they wish (400cr).
Many corporations have transferred their business headquarters to
Harpers World. Most notable is Averon Corporation, the largest manufacturer of personal warcruisers in the galaxies. Averon makes its home
office on the banks of the Kilmay River. Space System Development
Corporations subsidiary Xplore Incorporated is located uptown and is
currently competing with Averon for mining rights of a nearby moon,
Casal. Recently, a street war erupted between operatives of both companies over the moons commercial drilling rights, which are valued in
the billions!
Moguls from all over the sector come for lunch at the Imperial
Chalet and sign deals worth billions. If you are anyone who is ever going
to be anyone, then you stop at this five star restaurant for lunch.
Afterward, you hang your hat at the Danstel Resort across the street,
then hit the town for some action!
The best place to cruise in Glitter Town is the Sunset Strip. This 20
block long stretch of buildings is filled with bars, eateries, dance clubs,
and theaters. Most places are expensive to get into and the drinks cost
a fortune. So dont bring a date down here unless you are willing to
drop some serious cash in order to get some later! There is transicruiser parking as well, something I find a must. I refuse to sit in traffic in some archaic piece of junk called a car.
Glitter Town is where all the rich people hang out and hob knob
with each other over sushi and a bottle of Kalginyar Savignon! GT is the
business district of Hells Point. Overall though, Glitter Town is not a
place to pack heat, because there are as many police as there are
bars. The police employ I-Bots, Iron Maidens, several Cyclops Eyes, and
a Masher!
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
249
San Diego
San Diego is a working class suburb of Hells Point whose solid middle
class residents commute into the city everyday from quaint, three bedroom homes with fine trimmed lawns. Humans and Gen-Humans live
here and are openly racist toward other species who are not welcome
in this part of town. The San Diego police will pull your skimmer over
just because you are an alien, something that infuriates other members of the Alliance. The people of San Diego accept the Orions because
they are different than those others! San Diego is quiet and the very
visible police like to keep it that way. People still sleep with their doors
unlocked at night, and leave keys in the car. If you want to raise a family, and you are the appropriate race, then the place to move to is San
Diego.
Recent indictments against the Bio-Cyberdyne Corporation for
stealing SSDC technical secrets on a new ore processor and then selling them to Averon Corporation have resulted in a rash of violence in
this normally quiet suburb. Bio-Cyberdyne apparently gained access to
Space System Development Corporation documents by illegally entering
the company office through some hightech computer hacking.
Operatives are accused of photographing sensitive information on a
new ore processor designed to separate and extract Ti-tritium from
bedrock. San Diego residents are screaming for protection after two
men were gunned down at the Kingston Mall while eating dinner.
Another female Bio-Cyberdyne employee is missing and presumed dead
after she was kidnapped while walking her pet Creebit.
North Yourk
North Yourk is primarily a farm commune that raises grain and fruit for
the citys 3,000,000 inhabitants. Farm communes employ migrant
workers to harvest crops that grow year-round in the climate-controlled
environment both aboveground and below. Each commune maintains
its own offices and farms. The twelve farm conglomerates produce
almost 13% of the planets entire grain supply and double that in fruit.
Cargo transports depart on the hour from launch platforms at Koli.
The Alliance maintains a small naval station at Siler Stream to support Battle Station Sunrise in high orbit.
East Yourk
East Yourk is the industrial pit of stench and grime where blue collar
250
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
workers hammer out materials to make the city go round. This sector
is filled with long, soot covered buildings that stretch for blocks in any
direction, and whose sole purpose is to manufacture goods for later
shipping to the surface below. Averon Corporations fully automated
Thunder Point Shipyard turns out one new personal warcruiser every
34 hours!
East Yourk is poor, and people there live among the dirt and chemical spills, trying to make a living, hoping to one day move up town to
Bayhurst or possibly even to Glitter Town. They are a mixture of blue
collar workers and impoverished welfare recipients. Most work
Monday through Friday, drink on Saturday, and watch the local Cyball
team on Sunday. So the cycle goes on and on into eternity.
Remnants
Remnants is a sealed-off area of burnt out and abandoned buildings
near what used to be the center of town before the Great Fire of 69. A
heat sub-station beneath the city exploded when an overworked
Mutzachan fell asleep at his control station and did not monitor a power
spike in the control grid. The ensuing fire destroyed 200 city blocks and
killed 11,000 people.
Remnants has been walled off and converted for use as a Survival
Warrior stadium. Bleachers run along the complete length of the outside wall and huge, flex-glass barriers have been erected to prevent fans
from being injured while watching the battles.
The Zone
Most cities have one section of town where anyone is welcomed, no
matter what ones race, no matter how much money one makes. Most
are called the Zone. This is my favorite part of town because everyone
who comes here is on equal footing. The Zone is a melting pot of
Eridani antique shops, Orion clothing stores, Human restaurants, a
mosaic of cultures and life-styles. It is an area where the people are not
treated by race or creed, but by the merits of their actions. This part of
town never stops going and there is action at 1:00 in the afternoon, as
well 4:00 in the morning! I must admit that there is a true danger in
hanging out here, because you might never want to leave, and end up
dead because of over-eating at a Grease Pit rotisserie. Truthfully though,
you have to watch your back here. There is a real underworld that operates in the Zone, preying on the tourists. Its as easy to get shot in the
zone as it is to get a good bottle of Yutabahn Scotch!
If you are an underworld type and are in need of some serious firepower, then I recommend coming here and making it known. A Black
Marketeer will have you checked out, and if you are clean, will offer just
about anything you want! If you need a good pilot, someone who wont
ask too many questions, then head for the Wild Stallion Bar and
Butchery on Merek St. Its all here, everything. You just have to know
where to look for it, and to be careful who you ask to get it.
Anything can be had in The Zone. Most mercenaries that visit Hells Point flock to this sector like
flies to a corpse. Its the place to get anything you
need: entertainment, information, work, illicit goods;
anything. Have your buddies watch your back.
THE ZONE
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
251
Calamaka Island
It is home to 5,000 Python Lizards of the Calamaka clan. This artificial
salt marsh has been constructed to replicate the vast salt oceans of
Pythos. It is connected to the mainland via the The Lake Shore
Causeway. Calamaka Harbor is home to the citys fishing fleet, and every
morning you can see the Python Lizards smiling and waving as the silly
people go out in their big boats to catch food for the city!
Calamaka Island should be avoided. The Python lizards have
stocked its marshes with crocodiles for pets who are more than willing
to take a chomp out of anyone who is found lurking about. I myself was
turned down for an interview by the lizards, who bluntly told me that I
would wind up some crocs dinner if I was caught snooping around.
Bayhurst
Bayhurst is the affluent section of Hells Point where the rich businessmen and corporate executives live. It is as snobby as it is wealthy, maintaining the most modern suburban features. Each citizen of Bayhurst
carries a special identification card which allows him to use the local
transporters. This luxury mode of travel is not available to non-residents within Bayhurst city limits. The traveler merely goes to the nearest PTC, plugs in his card, waits for the retinal scan to finish verifying
his ID, then punches in the coordinates of his destination, and voila,
instant transport! He may travel just about anywhere in Bayhurst itself
and to several prominent locations Downtown. There are transport
pads at the spaceport, the Imperial Chalet, as well as at Averon
Corporation, just to name a few.
The rich of Bayhurst drive only the best. No one would be caught
driving an automobile. They ride in the luxury of skimmers and hoppers. The wealthiest even keep launch pads for transicruisers on their
rooftops or in backyards. A special entrance to the Denubian Launch
Site on Sheridan Drive is available for transport to neighboring stars.
This facility maintains over twenty public spaceliners at four launch
sites. Private ships are kept at the Jersha Holding Center. This minispaceport is open year round and the facility is reserved for people who
are citizens of Bayhurst. All non-citizens must be in the company of
someone who lives here to utilize the facilities.
Bayhurst is intolerant of outsiders, with the exception of matrix
controllers, who often stay at the Achemal Resort, just off of Pine Crest
Blvd. The Rasculon Archives is located just across the street at the far
end of the Cranius Mall and Observatory.
252
BATTLELORDS
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Places of Interest
The following places deserve mention in Hells Point and are listed on
the map by number location.
1) Achemal Resorts: Caters to the needs of matrix controllers who
can rent long term housing here for reasonable prices. No formal
matrix training, but clients are welcome to learn if a Mentor is available.
2) Averon Corporation: Sector headquarters for the Averon
Corporation is located here. Averon is the largest manufacturer of
PLACES OF INTEREST
spacecraft in the galaxies.
3) Bio-Cyberdyne: This top secret installation is believed to be carrying out experiments in bio-armor plating, (known as Tough Skin, 4
point body threshold).
4) Cerebrum Park: A meeting place for Yontacha, a cult that staunchly believes that mercenaries are the cause of all evil, and should be
exterminated so that peace will endure throughout the Alliance. Rallies
and talks held weekly. Police guard the right to freedom of speech.
5) Crocodile Point: Reputed to be a Black Market drop zone. Ships
come here from Platform Dallas and drop off arms shipments.
6) Cyball Stadium: Home to the subsector champ Chariots of Doom
Cyball team. Games held every Wednesday and Sunday nights.
7) Danstel Resorts: The posh Danstel Resorts offer the most luxury
and service for any travelers money. Personal valets wait on patrons
hand, tentacle, and foot. Every whim will be attended to by your personal servant. A Danstel Resort is not a hotel, its a self sustaining city
with thousands of employees to ensure customer satisfaction!
8) Esquinars Armory Emporium: Esquinar produces the finest customized armor anywhere on the platform and his costs are reasonable
too. The turn around time on specialized armor varies from 1-4 weeks.
9) Happy Jacks: This four story night club caters to Humans in every
way, and is the best meat market on the platform. 20cr cover charge.
Valet parking for skimmers, hopper, and transicruisers. White shirt and
tie. 2275 Parkhurst Blvd.
10) Iron Palace: The home of Eriskanar, ruler of the 248th house of
Eridine. Daily tours run 50cr.
11) Jakes War Machine: Jake Johansen is one of but a handful of
federally authorized gun dealers outside of the spaceport. Jakes is on
Seretus Blvd. Weapons repair. He will buy and sell used equipment at
up to 40% of its value.
12) Jobark Point Hospital: A substandard facility where patients
often must wait for hours to be treated. Health care is cheap here.
13) Jumping Daves Eridani Eatery: Swordsaints come here to taste
our fine cuisine. Choose from over 100 live dishes. Hunt them down in
any of our 5 wild setting rooms and make your kill fresh and better
for the palate.
14) Kinkees Pleasure Palace: You get anything you want at the
Palace, along with a whole bunch of things you dont want! Orions often
frequent this place, which is on the corner of Jobine and Kinthgor
Avenues. This 12 story building is easily recognizable for its fluorescent
green exterior. A great place to pick up on the latest Shadow Talk.
15) Melbourne Hospital: Treats nearly 40% of all trauma victims that
come in from the Zone and surrounding areas. Doctors can instanta-
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
253
22) Rasculon Archives: Collects artifacts from all over the subsector.
Owned by Madd Mike Kantrel, creator of Madd Mikes Mercenary
Brochure. Caters to the needs of mercenaries.
23) Rock Quarry: Once used as a training facility for planetary mining. It has been filled with water so that Rams can come here and practice killing robot Python Lizards.
24) Rothmar Point: Its the departure point for land freighters to the
surface below. Taxi service to other cloud cities and to the surface.
Cheap fares. Miners and other tough guys.
25) Statue of Bies: This 40m tall white gold statue of the Father of
Eridine stands in Swordsaint Square. Bies-Viceroy to Eridani still fights
the Saint of Molten Night on the slopes of Mt. Tias. Tours run daily from
all over the sector.
26) Thunder Point Shipyards: Produces personal warcruisers
(spacecraft) at discount prices.
27) The Creators: This medical facility in the Farpoint Mall specializes in clonic reproduction. Patrons save 25% on all skin jobs (body
replication only), and up to 10% on mental packages.
28) The Wellington Project: Free-lance opportunities to more than
50 different hotspots across the sector! Make more money in one week
than you do in two months, and have great fun doing it. Government
authorized mercenary services. Were located in the Coonstown Plaza.
29) The Spaceport: Offers numerous services to the weary travelers,
including an armor repair station, weapons shop, and cybernetics station. Access to the Denubian Launch Site.
30) The Grease Pit: No food replicators here. The Grease Pit makes
its hamburgers, chicken wings, speidies, subs, tacos, and pizza from natural ingredients. Drive through service. Open 30 hours round the clock!
31) Todon Square: A meeting place for young people who come to
hang out and play games at the 50,000 square foot video arcade.
Mercenaries often come by here to sign autographs and find kids willing to do a little leg work without asking too many questions. Located
on Breathurst.
32) Transworld Hotels: Supports facilities for all races.
33) Xplore Inc.: The subsidiary to Space System Development
Corporation.
34) Siler Stream: Deep space launch facility.
35) Wewh Land: A small environmentally controlled farm that maintains Wewh caves for Cizerack.
36) Denubian Launch Site: The main deep space launch terminal on
the platform.
254
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
hoods. No leads.
4) Police are looking for mercenaries to help stop Black Market trade
entering Hells Point from Dallas through Crocodile point.
5) There is a 100,000cr reward posted for the return of the Pojakut
Vase, stolen from the temple of Acazza-idans, Steward of the 112th
House of Eridine. Indications point to Phentari in the Phena Resort
facility, working in cooperation with Orion thugs from High Park.
6) Police have yet to solve the apparent murder of five miners on the
planet surface at the Chendermont and Accila stations between the
months of 2/2277 and 8/2279. Officials believe the murders to be in
retaliation for the Miners Unions continual boycott of Averon
Corporation, once the chief freight delivery company for ore shipments.
Xplore Inc. is now responsible for the majority of outgoing ore shipments.
7) Police are looking for leads into the rash of grave robbing in South
Hells Point.
8) The investigation continues into the theft of information by BioCyberdyne from Xplore Inc. B-C is accused of illegally accessing the San
Diego transmission grid to copy top secret documents on a new ore
processor. No indictments are pending.
9) Three personal warcruisers have been stolen from Thunder point
Shipyard in the last year. Rebels appear to be involved and there is some
credence to the argument that they are using the uninhabited world of
Hedas as a base of operation. Police believe that it is an inside job.
10) Police have traced illegal funding to the Xarian confederacy, known
Arachnid sympathizers, to the Hell Point Federal Bank. A ten month
probe into the violations collapsed when the banks night manager, who
was suspect in the funding, shot himself.
The following are a list of unsolved mysteries and crimes that may be of
interest to adventuring mercenaries.
3) Reports of a strange creature that is half man, half Ram Python has
been killing people in High Park since 12/2278. Fourteen bodies have
been found mutilated within the park limits and surrounding neighborBATTLELORDS
OF THE
TWENTY-THIRD CENTURY
255
Body Vendor
I will fix you up for a price. Cut, shot, disintegrated. Doesnt matter to me, so long as you have a
pulse.
Notable Statements
My job is to keep people alive. I dont
need fancy hospital rooms to do it. I
work the street because the street
knows.
SKILLS
Laser: 3
Throwing: 5
Street Smarts: 12
Escape: 2
Bribery: 5
Pick Locks: 7
Pick Pockets: 7
Forgery: 3
General Knowledge: 5
SKILLS
Paramedic: 7
Poisons: 6
Surgery: 4
Basic Medical: 14
Street Smarts: 8
VITAL STATISTICS
Body Points: 21
Strength: 52
Agility: 71
I.Q.: 90
Manual Dexterity: 115
Constitution: 80
Aggression: 95
Charisma: -13
Intuition: 97
SKILLS
Laser: 7
Pulse Cannon: 5
Demolitions: 4
Intelligence: 4
Tracking: 6
Street Smarts: 5
Pick Locks: 3
Poisons: 4
Basic Med: 7
Bounty Hunter
I dont care who you are or where you come from.
Its my job to bring you in dead or alive. I prefer
the latter case because it gives me a chance to get
a little practice in with my laser.
Notable Statements
I get paid by the body, not by the hour.
If he wasnt guilty, then he wouldnt be
dead right now!
The Low Down
The Bounty Hunter sees life through the sight on
his gun. Everything is in black and white. Simple:
You are either part of his solution or you have chosen to be part of his problem.
256
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
VITAL STATISTICS
Body Points: 4
Strength: 38
Agility: 39
I.Q.: 56
Manual Dexterity: 31
Constitution: 40
Aggression: 41
Charisma: 12
Intuition: 68
SKILLS
Pick Garbage: 6
Street Smarts: 15
Concealment: 3
The Competition
Kenji, you and I have been friends for years. You
have always been honorable. Nothing personal,
but I was issued an order to take you out today. I
just thought Id warn you. Everything will be fine
until next week. Then Im going to come after you.
Notable Statements
I work for the company and the company works for me.
I dont hold any personal grudges
against their workers. Their bosses tell
them to kill us and we are ordered to
kill them. It sucks, if you ask me.
Dronk
SKILLS
Archaic Hand: 3
Stealth: 8
Bribery: 5
Disguise: 8
Det. Concealment: 5
Escape: 3
Intelligence: 5
Infiltration: 5
VITAL STATISTICS
Body Points: 41
Strength: 137
Agility: 81
I.Q.: 45
Manual Dexterity: 38
Constitution: 112
Aggression: 120
Charisma: 60
Intuition: 38
SKILLS
Pulse Cannon: 6
Throwing: 5
HTH: 5
Body Points: 4
Tracking: 6
Det. Concealment: 8
Basic Medical: 7
Paramedic: 2
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
257
Serial Killer
The universe is overpopulated as it is. It is a festering pool of evil. Just look at the streets. Theyre
filled with walking, talking trash, pimps, and gun
runners. Im just population control, where it
counts. Truth: Its the way they squeal just before I
kill them that gives me a rush!
Notable Statements
Your days of selling it for money are
over, girl. Just lay there and bleed a
while.
You arent so tough now, are you, with
that ice pick sticking out of your forehead!
The Smuggler
Im gonna be returning from Argehn 4 in about
two weeks. I can get by the Snoops no problem.
Bring in anything you want. But its gonna cost you
good.
Notable Statements
She might look like a piece of junk but
she has it where it counts.
Im just like a pizza delivery man.
Someone orders and I deliver. So long
as they tip me.
The Low Down
Most smugglers are as loyal as the bribe money
you pay them to transport the goods. Larger smug-
258
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
SKILLS
Laser: 5
Pulse Cannon: 2
Demolitions: 4
Intelligence: 2
Concealment: 3
Forgery: 3
Operate Security: 6
Defeat Security: 4
SKILLS
Laser: 7
HTH: 5
Concealment: 9
Streets Smarts: 8
Etiquette: 5
SKILLS
Laser: 5
Gunnery (laser): 8
Demolitions: 4
Escape: 8
Forgery: 5
Detect Security: 8
Stealth: 7
Pilot Spacecraft: 9
Pilot Hopper: 6
Pilot Skimmer: 5
ID Vessels: 15
Suit
My job is to see that this company makes money. I
do not roll around in the mud and try to play hero.
If you want something important done, you call
me. My department made 12,000,000cr last quarter.
Notable Statements
I fly a Windjammer and make
120,000cr a year, baby. So do you want
to go out on a date or what? Its your
loss, not mine.
I play with mercenary pukes. If I dont
want them to live, I send them on a
mission where they will surely die.
Traveler
Isnt the universe a wonderful place, a collection
of physical bodies to be explored and harvested
for knowledge like a field of Shukaran corn. It is a
place of beauty, bound and balanced to perfection.
Me, Ive taken leave of my job to see the galaxy
while Im still young. After all, I have yet to reach
my 483rd birthday!
Notable Statements
The symmetry of this city is something
to be admired. I should take a hologram of it.
SKILLS
Arch. Hand: 4
Arch. Powder: 5
Street Smarts: 11
Detect Concealment: 4
Concealment: 4
Pick Pockets: 6
SKILLS
Brown Nose: 8
Accounting: 7
Management: 10
Etiquette: 7
Diplomacy: 5
Automobile: 6
Hopper: 8
SKILLS
Ele. Engineering: 9
Ion. Engineering: 5
Physics: 11
Prog. Basic/Coding: 10
Operate Computers: 15
Poetry: 4
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
259
Introduction
Harpers World is a fast growing industrial world on the Frontier of the Alliance.
It is the center of trade in the Plains of Desolation subsector, Quadrant 1, Sector
3, in Fornax. Hi-tech is the name of the game, and on this particular world you
can find the latest in the development of artificial intelligence, propulsion systems, and other state of the art technologies.
One of the most impressive sights on Harpers World (or should we say
over Harpers World) is the cloud city known as Hells Point. Immense and
imposing, casting a large shadow over the surface of the ocean below, it hovers
in inspiring silence. Hells Point is also of interest because it is the sector HQ of
the Averon Corporation, and the home of the Chariots of Doom Cyball team. All
of the known races may by found walking, or stalking, the streets of Hells Point.
People visit here for various reasons. They come from all over the galaxy, if not
the universe.
Beneath the gleam of ever-reflecting flexsteel, there exists a world of subtle
yet powerful darkness. The Black Market runs the streets and rumors of
Arachnid spies permeate the underground. Corporations carry out secret wars
and espionage raids on each other, all the while smiling to the publics face.
Intrepids, die hard fans of the heroes of the far future, crowd the bars and starports, lookin for a piece of the actionand getting in everyones way. Phentari
and Eridani exchange looks of contempt and hatred as they pass each other on
the street. Duels take place regularly. Rams wander around with their typical
slack-eyed look, wondering where all the big, shiny trees came from. Deals are
made, information is exchanged, and tension is always high.
The Battle Station Partison, a faint gleam in the night sky, is a constant
reminder that at any second Arachnid ships might show up and blow off a little
steamall over the people of Harpers World. Intergalactic core worlds technology and development; all far out in the dangerous Frontier.
Plot Synopsis
The characters are a newly trained security trouble-shooter team for Averon
Corporation, a company which specializes in the production of starships and
other goods. Yeah, you could say theyre pretty darn big. Having arrived individually over the last couple of days, the characters have been introduced to
each other and briefed on the rather routine duties of dealing with minor security problems for the company.
Unfortunately, they will have something much less routine to deal with than
they could ever have imagined.
Averon Corporation has been keeping close tabs on a potentially threatening and locally growing rival, Gythalan Drives. Gythalan specializes in warp drives, and has been making a name for itself in the sector. Averon officials have
determined that it would be prudent if the player character team tried to dig up
some muck on Gythalan, or at the very least keep tabs on what they are up to.
Unbeknownst to anyone, Gythalan is actually a front corporation for some
very powerful members of the Doltharians. The Doltharians are Arachnid sympathizers, spies and agents. They commit acts of sabotage and espionage at the
behest of their spidery masters. No one is sure how it is done, but it is believed
that these agents are mind-controlled and even physically altered by the
Arachnids in order to be more dangerous, loyal, and difficult to detect.
Empathic mindscans dont work on them, and in a couple cases apparently normal people have withstood more firepower than should have been possible.
Some theorize that the Arachnids are somehow able to transfer a portion of
their genetic strength and endurance to their agents. The whole thing is just too
260
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
Wrap-up
The characters should have won, whether with the help of the strike team or
without. Either way, they should gain some recognition and a little financial
bonus (say 5,000 credits each). Maybe the big fish escaped or maybe they didnt. Depends on what the players did to prove this. Try not to get them killed in
this one. The idea here is to give them a beginning in which they feel like they
accomplished something on a large scale. Make them feel like everyone owes
them for saving their lives. They were successful. Kill em later so it hurts more.
You know what they say about a long fall . . .
Oh yeah, by the way, the Alliance will definitely move in to investigate. Have
mysterious agents flashing pretty badges with big Xs on them ask lots of
freaky questions. Make them wonder just what the heck theyve gotten into.
Make em wait to find out.
NPC STATS
Abbreviations
AI: Armor Integrity.
AR: Absorption Rating.
THR: Threshold.
CLD: Armors Cold SMR
ELE: Armors Electrical SMR
EMP: Armors Electromagnetic Pulse SMR
FIR: Armors Fire SMR
IM: Initiative Modifier.
Mr. Muscatini
Race: Human; IM: 0; COH: 20-120cr
Skills
Level
UPS
Vital Statistics
Body Points: 7
Administration
7
130
Strength: 58
Accounting
4
90
Agility: 86
Etiquette
6
115
I.Q.: 74
Business Mngmt.
5
100
Man Dex: 83
Archaic powder
2
By Weap
Constitution: 73
Aggression: 47
Intuition: 55
Charisma: 78
Weapons:
Derringer .44 Cal.: ROF: 1; D/A: 2-8; Q: 2 - UAN: 78/65/50/15/-20
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
261
Thanir-ican
Race: Eridani; IM: -1; COH: 10-100cr
Skills
Level
UPS
Vital Statistics
Body Points: 20
Stealth
6
116
Strength: 110
Camouflage
5
100
Agility: 91
AHW
13
By Weap
I.Q.: 51
Man dex: 75
Constitution: 40
Aggression: 30
Intuition: 25
Charisma: 10
Weapon:
Long Sword: N/A: 6/3, D/A: 7-14 (d8+6) - UAN: 127, Parry: 95, Disarm: 65
262
BATTLELORDS
OF THE
Level
10
7
6
8
7
4
12
UPS
162
130
120
142
132
By Weap
By Weap
TWENTY-THIRD CENTURY
Weapons:
BS-2: ROF: 2; D/A: 2-7; Q: 10 - UAN: 96/86/78/63/38
Short Sword: N/A: 7/3, D/A: 8-13 (d6+7) - UAN: 112, Parry: 82, Disarm: 60
Armor: AKMB: THR: 4 EMP: 30, FIR: 60, CLD: 60
AI: CHEST: 36, ABDOMEN: 36, ARMS: 18, LEGS: 36
AR: CHEST: 8, ABDOMEN: 8, ARMS: 4, LEGS: 8
Doltharians (4)
Chief Operative:
Race: Human; IM: 0; COH: 20-120cr
Skills
Level
UPS
Vital Statistics
Body Points: 25
Infiltration
6
120
Strength: 140
Interrogation
5
110
Agility: 65
Concealment
6
120
I.Q.: 80
Impersonation
5
110
Manual Dexterity: 90 Intelligence
5
110
Constitution: 100
Beam
3
By Weap
Aggression: 100
Intuition: 70
Charisma: 70
Weapon:
Savage-B: ROF: 3; D/A: 2-8; Q: 15 - UAN: 89/87/84/74/59/29/-06
Armor: Street 2: THR: 4 FIR: 40, CLD: 40
AI: CHEST: 8, ABDOMEN: 8, ARMS: 4, LEGS: 8
AR: CHEST: 8, ABDOMEN: 8, ARMS: 4, LEGS: 8
Regular Agents:
Race: Human; Body Points:20; IM: 0; COH: 20-120cr
Vital Statistics: All Vital Statistics are an average of 70.
Level
UPS
Skills
Infiltration
4
95
Concealment
6
115
Impersonation
3
85
Intelligence
4
95
Archaic Powder
3
By Weapon
Weapons:
2 carry:
Beretta 9mm: ROF: 3; D/A: 1-6; Q: 15+1 - UAN: 90/80/72/47/37/-03
1 carries:
MP5: ROF: 4; D/A: 1-6; Q: 30 - UAN: 87/77/67/52/32/17/-08
Armor: Street 2: THR: 4 FIR: 40, CLD: 40
AI: CHEST: 8, ABDOMEN: 8, ARMS: 4, LEGS: 8
AR: CHEST: 8, ABDOMEN: 8, ARMS: 4, LEGS: 8
CHATILIAN ARCHETYPE
GEMMENRYTH
Skills
Name
Level
Stealth
5
Concealment
4
Pick Pockets
5
3
Pick Locks
Escape
3
Bypass Security
3
Gambling
1
Archaic Powder Weapon 2
Body Points
2
Singing
5
Chatilian Empath
Modifier
+00
+30
+05
+05
+00
+05
+10
+00
-
Armor/Helmet (Threshold)
Kodiak/Shalkon (6/10)
Options: Environmental Containment, Corrosive
Protection, QSU, Rad Liner
Vital Statistics
41
73
118
67
52
101
107
78
Strength
Manual Dexterity
I.Q.
Agility
Constitution
Aggression
Intuition
Charisma
Secondary Statistics
28
70
39
14
Terrestrial Knowledge
Military Leadership
Persuasion
Bargaining
SMRS
Chemical: 22
Radiation: 19
Biological: 12
ABSORPTION
8
15 30 15
30
30 30
Mental: 90
Weapons (Ammo)
Poison: 22
Sonic: 74
Electrical: 32
ABLATIVE
5
5 5 5
5
5 5
Fire: 17
Acid: 17
Cold: 37
Characteristics
Height: 4 11
Weight: 90lbs
Size Class: 2
Total Body Points: 4
Movement: 7/8/56
# Attacks: 2 punches
Damage/Attack: 1(temp)
Vision Mod: -10
INTEGRITY
5
7 15 7
15
15 15
Primary/Secondary Occupation
Equipment/Cash
1 MBRI
3 BRIs
Emergency Transmitter
Ear Transceiver
Web Gear
Backpack
Matrices
Stun
Telepathy (Plant)
Telepathy
Clairvoyance
Enrage
Concentration
Fear
Psycho-Kinesis
Image Projection
Trust
Espionage Psionicist
BATTLELORDS
General
Gemmenryth is employed by SSDC for covert missions which require a more direct approach
than simple infiltration. The Chatilian is used when
the team is required to neutralize some opposition
before stealing some important person, object, or
data. Gemmenryth is well suited for this role, since
he is capable of taking care of himself under combat conditions. In fact, the Empath is so aggressive
that he begins losing it at almost any provocation. This tends to distract Gemmenryth and keep
him from concentrating on matrices during combat. In most cases, the Chatilian just unloads on
the enemy with his Uzi on full auto.
History
Gemmenryth was a singer before becoming a mercenary. The Empath was part of a quintet which
played classical Chatilian songs. However,
Gemmenryths career came to an untimely end
when he became enraged at a heckler one night.
Gemmenryth went berserk and began beating the
hapless audience with his microphone, mildly
injuring two people. He was arrested and imprisoned for 30 days. The victims then sued
Gemmenryth, winning a judgement that left him
destitute. With no future in singing and a criminal
record, the Chatilian had little choice but to join
SSDC as a mercenary. SSDC trained Gemmenryth in
the basics of infiltration, and the Chatilian adapted
quickly to the rough lifestyle of a Battlelord. The
company was especially pleased by his aggressive
temperament which made him well suited to combat missions. Most matrix controllers tend to shy
away from combat, but Gemmenryth reveled in
carnage and destruction. Gemmenryths first mission was a very difficult assignment; the team was
sent to hijack a shipment of weapons grade plutonium on Nefrean. Everything was proceeding as
planned until the mercenaries ambushed the vehicles carrying the plutonium. SSDC had informed
the mercenary team that the shipment would be
lightly guarded by a squad of six Human soldiers.
However, intelligence was in error, and the AMC
guards consisted of ten Humans and four Eridani
warriors! Gemmenryth used an Enrage matrix on
the teams Ram Python, who promptly ran off to
tear the enemy limb from limb. Confronted by this
enemy, the Eridani moved as a unit to dismember
the Ram. This was an error, as the partys Phentari
gleefully tossed a Super Plas grenade at the melee,
killing all four Eridani and the unfortunate Ram
Python. The SSDC team defeated the rest of the
guards in a pitched battle, but was unable to
escape with the shipment of plutonium.
Gemmenryth and the others barely escaped with
their lives following the arrival of AMC search
teams. Since then, Gemmenryth has been serving
on various minor errands and missions, achieving
a total of 9 confirmed kills.
OF THE
TWENTY-THIRD CENTURY
263
CIZERACK ARCHETYPE
SHAK TAI
Skills
Cizerack
Vital Statistics
106
58
77
128
108
86
70
52
SMRS
Strength
Manual Dexterity
I.Q.
Agility
Constitution
Aggression
Intuition
Charisma
Chemical: 37
Radiation: 32
Biological: 37
Mental: 33
Poison: 37
Sonic: 19
Electrical: 38
Secondary Statistics
11
80
33
18
Terrestrial Knowledge
Military Leadership
Persuasion
Bargaining
Fire: 42
Acid: 32
Cold: 60
Modifier
+05
+16
+00
+15
+10
+10
+16
+16
+05
+16
+16
+16
+10
+10
+10
+16
+10
+16
Armor/Helmet (Threshold)
Flex/AKMH (5/7)
Options: BMH, 4pts. Abs. Arms, 10pts. Abs. Chest, Abd,
Legs, Env. Containment, Rad Liner, O2 Supply
INTEGRITY
14
37 74 37
74
74 74
ABSORPTION
6
13 28 13
28
28 28
ABLATIVE
2
- 4 - -
Primary/Secondary Occupation
Equipment/Cash
2 Satchels
Web Gear
Ear Transceiver
Food & Water
Purify tablets
Magnetic Compass
GM-7 Gas Mask
Chemical Alarm
3 BRAs
Military/Physical Scout
264
Level
5
5
6
4
2
2
4
3
1
2
4
2
1
5
1
1
1
1
4
2
5
4
Weapons (Ammo)
Characteristics
Height: 4 6
Weight: 380lbs
Size Class: 7
Total Body Points: 20
Movement: 20/13/104
# Attacks: 3
Dam/Atk: 1-2/1-2/1-3
Vision Mod: +77
Name
Scouting
Stealth
Beam Weapon
Throwing
Concealment
Military Leadership
Infiltration
Sighting
Escape
Mountaineering
Tracking
Acrobatics
Alertness
Hand-to-hand Combat
Swimming
Climbing
General Knowledge
Computer Operation
Basic Medical
Skiing
EDC
EVM
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
General
Shak Tai is an expert scout and efficient warrior. She is highly capable in almost any
wilderness environment, and lethal with her
RKM laser rifle. However, Shak Tai expects all
of her teammates to perform their duties quietly and efficiently. The cat becomes highly
impatient with anyone that strays from the
objective in the slightest. This often causes
conflict between her and Orion Rogues with
whom she is forced to work. Additionally,
Shak Tai, like most Cizerack, considers males
to be inferior and will often berate her male
co-workers whenever they screw up in the
slightest. She strives to perform her missions
perfectly in order to prove the superiority of
her gender.
History
Shak Tai was raised in a warrior clan, training from youth as a hunter and scout. Like
many of her maternal ancestors, she idealized
the mercenary lifestyle. Shak Tai dreamed of
roaming free on the plains of alien worlds,
stalking and killing her enemies. She joined
SSDC at the young age of 21, with little knowledge of the real nature of mercenary work.
The frequent drudgery and missions in dirty,
confined spaces irritated the cat. She longed
to fight in glorious battles, smiting her foes
with deadly accurate fire from long range.
Instead, Shak Tai found herself on barren ice
worlds battling non-sentient hostile alien lifeforms. Despite the undesirable missions, the
Cizerack continually strives to prove her
worth as a warrior. During her fourth mission, her alertness saved the party from a
Rebel ambush. Shak Tai warned the rest of
the group, and the team ambushed the unsuspecting Rebels, killing 13 soldiers and capturing two. For excellent mission performance, Shak Tai was rewarded with a promotion to 1st Lieutenant, as well as a 5,000cr
bonus. Shak Tai has compiled a record of 5
successful missions, accumulating 10 confirmed kills along the way.
ERIDANI ARCHETYPE
ASHAK-IDAN
Skills
Name
AHW (sword)
Beam Weapon
Pulse Weapon
Camouflage
Throwing
Chemistry
EVM
Body Equilibrium
Stealth
Swimming
Hand Radio
Body Points
Eridani
Level
8
3
3
3
2
2
2
4
3
1
2
3
Modifier
+14
+05
+00
+10
+12
+10
+12
+12
+10
+10
-
Armor/Helmet (Threshold)
Vital Statistics
93
70
73
113
93
106
43
34
Strength
Manual Dexterity
I.Q.
Agility
Constitution
Aggression
Intuition
Charisma
Secondary Statistics
16
76
31
16
Terrestrial Knowledge
Military Leadership
Persuasion
Bargaining
SMRS
Chemical: 55
Radiation: 33
Biological: 45
Mental: 60
Poison: 55
Sonic: 25
Electrical: 60
Fire: 20
INTEGRITY
15
15 30 15
30
30 30
ABSORPTION
8
13 26 13
26
26 26
ABLATIVE
1
1 2 1
2
1 1
Weapons (Ammo)
M-20 Blaster (1 clip)
Savage-B (4 clips)
Long Sword
Acid: 25
Cold: 109
3 M-75
1 M-85
Characteristics
Height: 66
Weight: 295lbs
Size Class: 6
Total Body Points: 21
Movement: 10/8/96
# Attacks: 3 punches
Damage/Attack: 1(temp)
Vision Mod: +05
Bear/Shalkon (5/10)
Options: Camo Unit, Environmental Containment, QSU,
Skalers
Equipment/Cash
Smell Mod. +00
Hearing Mod: +15
Social Class: Middle
Sponsor: SSDC
Hair Color: Black
Eye Color: Gold
Age: 26
Sex: Male
Web Gear
2 MBRIs
Threader Flashlight
Ear Transceiver
Binoculars
UV Flares
backpack
250cr
General
Ashak-idan is a Budaish on the path to truth. A
minor member of the 198th royal house of
Eridine, Ashak-idan has signed on with SSDC as his
first step on the warriors journey. He seeks to
engage in honorable combat to refine his skills.
His only significant role on missions is to eliminate
the enemy. Since the enemy is naturally inferior,
Ashak-idan accepts this role willingly. He terminates many of his opponents using his laser, as dishonorable opponents do not deserve to be slain by
his sword. Ashak-idan is very talkative for an
Eridani. He enjoys discussing current events and
speculating on philosophy. Ashak-idan does not
find Mutzachans annoying, although he can
become impatient with their long-winded explanations of one subject. However, his talkative nature
is extremely disturbing to Cizerack and Phentari,
who would really like him to shut up.
History
Ashak-Idan is a Mokaba Datu, an Eridani noble
warrior. As such, his life has been spent in pursuit
of perfection in battle. He spent the traditional 24
years in training as a Kimakasous, and passed the
Right of the Initiate only 5 months ago. The master
of the temple then bade him go forth and seek the
path to truth out amongst the stars. Ashak dutifully obeyed, travelling to the Fornax Galaxy, where
danger awaited. He believed that the Frontier was
the only place where his mettle could truly be tested, and the answer to silent peace found. Upon
arrival at Naxtar, Ashak signed on with SSDC
because the attrition rate was higher than any
other company. The Eridani reasoned that he must
maximize the danger he faced in order to reach
the highest levels of being. So far, the amount of
danger has been more than satisfying to Ashakidan. On the teams first mission, the group was
instructed to terminate an ARM outpost. The outpost proved to be defended by three times as many
guards as intelligence had reported. Ashak-idan
welcomed the challenge, and achieved seven confirmed kills against the ARM soldiers, as well as
slaying several genetically engineered monstrosities. The raid was a complete success as the
groups demolitions expert planted charges and
the base was destroyed. Ashak-idan has now completed three missions, all successfully, while compiling a record of 19 total confirmed kills. His current goal is to begin the study of hand to hand
combat and achieve the rank of Budaish Thralek.
Primary/Secondary Occupation
Military Warrior
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
265
GEN-HUMAN ARCHETYPE
JESSICA 012236/AA7
Name
Level
Computer Operation
4
Computer Bypass Security 2
Comp. Prog. Basic/Coding 2
Computer Repair Systems 1
Defeat Security
3
Activate/Deactivate Sec. 2
Detect Security
1
Operate Security
1
Remote Piloting
4
Electronics
1
Automobile
2
Direct Fire Weapon
2
Archaic Powder Weapon 2
Basic Medical
2
Body Points
2
Gen-Human
Vital Statistics
53
100
107
77
51
39
81
77
SMRS
Strength
Manual Dexterity
I.Q.
Agility
Constitution
Aggression
Intuition
Charisma
Chemical: 23
Radiation: 21
Biological: 21
Mental: 65
Poison: 23
Sonic: 31
Electrical: 46
Secondary Statistics
44
62
71
66
Terrestrial Knowledge
Military Leadership
Persuasion
Bargaining
OF THE
ABLATIVE
2
- 2 2
- -
Cold: 48
Primary/Secondary Occupation
BATTLELORDS
ABSORPTION
13
18 31 18
31
31 31
MP-5 (6 clips)
Grenade Launcher
266
INTEGRITY
10
10 20 10
20
20 20
Acid: 26
Bear/Shalkon (5/10)
Options: Jump Pads, 5pts. Abs. Chest, Abd., Legs, Arms,
Helmet, Grenade Launcher, Camo Unit, QSU,
Environmental Containment
Weapons (Ammo)
Computers/Security Hacker
Modifier
+25
+25
+25
+15
+25
+15
+25
+25
+25
+25
+15
+04
+04
+25
-
Armor/Helmet (Threshold)
Fire: 26
Characteristics
Height: 55
Weight: 120lbs
Size Class: 4
Total Body Points: 12
Movement: 9/8/64
# Attacks: 2 punches
Damage/Attack: 1(temp)
Vision Mod: +20
Skills
6 M202
3 CS-7 (grenade launcher)
3 M-80 Smoke
Equipment/Cash
Bug Finder
Electronic Toolkit
Ear Transceiver
GM-7 Gas Mask
Flashlight
Backpack
Web Gear
Emergency Transmitter
Purification Tablets
Arctic Sleeping Bag
4 BRIs
1 MBRI
1 CRA
TWENTY-THIRD CENTURY
1 BRA
Mood Discriminator
IR Goggles
Mega Glue
Poncho
Pocket Signal Detector
549cr
General
Jessica 012236/AA7 is employed by SSDC as a
field-level computer specialist. Many missions
require more than simple killers. Computers must
be operated and data retrieved. It is also a fact that
these computers usually do not belong to SSDC
and as a result, a knowledgeable operative must
bypass any security measures in order to complete
the mission. Since the typical Ram or Eridani is
simply not capable of such tasks, SSDC employs
specialists like Jessica to get the job done.
History
Jessica 012236/AA7 was the spoiled child of
wealthy Gen parents. She lived in an upper-class
neighborhood where the common folk were not
allowed. Servants catered to her every need.
Jessica spent most of her free time at home, on the
computer. Her parents spoiled her excessively, and
even had her cloned without her knowledge, just
in case something happened to their little girl.
Jessica grew into a socially dysfunctional, spoiled
teenager. Her main hobby was breaking into other
peoples computers merely to play spiteful tricks.
She also engaged in far too much virtual gaming
over the hyper-net, resulting in poor sleep habits.
Jessica had very little human contact outside her
family; they even traveled by transporter in order
to avoid the masses.
It was a very rude shock to Jessica when her
father lost his entire portfolio due to risky trading
in 2275. Almost all of the family possessions were
lost in the ensuing bankruptcy. Although the family was not completely impoverished, Jessica was
forced to take her first job in 2276. She bounced
from employer to employer, because her abrasive
personality tended to cause problems with most
positions. Finally, Jessica signed on with SSDC for
a computer job. SSDC decided that her personality
profile did not fit the role of a typical office worker. Instead, they assigned Jessica to field operations, with the reasoning that most Battlelords
were socially maladjusted in one way or another,
so she would fit right in with the mercenaries.
Jessica was not happy with this turn of events, but
discovered that she was locked in for the standard
10-year term due to a hidden clause in the contract she signed. She has actually begun to adjust
to the real world in her first year with SSDC, and
has learned the basics of weapons and driving.
However, she still has trouble getting along with
her teammates, and it will be a long time (if ever)
before Jessica learns to have normal social relationships.
HUMAN ARCHETYPE
LANCE GOODFELLOW
Skills
Human
Vital Statistics
63
100
81
98
77
36
90
32
Strength
Manual Dexterity
I.Q.
Agility
Constitution
Aggression
Intuition
Charisma
Secondary Statistics
25
52
53
63
Terrestrial Knowledge
Military Leadership
Persuasion
Bargaining
SMRS
Modifier
+20
+20
+20
+09
+09
+08
+09
+20
+20
+20
+20
+20
+20
+15
+15
Chemical: 17
Armor/Helmet (Threshold)
Radiation: 15
Bear/AKMH (5/7)
Options: 8pts. Abs. in Helmet, 6pts. Abs. in Chest, 4pts.
Abs. in Abd. and Legs, Corrosive Protection, Env.
Containment, QSU, Rad Liner
Biological: 12
Mental: 45
Poison: 17
Sonic: 20
Electrical: 40
Fire: 20
INTEGRITY
10
12 25 12
ABSORPTION
14
13 32 13
ABLATIVE
- 2 -
25
25 25
30
30 30
Acid: 20
Weapons (Ammo)
Cold: 40
BS-2 (3 clips)
H&K CAWS (4 mags)
Characteristics
Height: 6
Weight: 160lbs
Size Class: 5
Total Body Points: 11
Movement: 8/8/64
# Attacks: 2 punches
Damage/Attack: 1(temp)
Vision Mod: +27
Name
Level
Automobile
9
Skimmer
8
Hopper
2
Archaic Powder Weapon 4
Beam Weapon
4
Throwing
5
Gunnery (Archaic Powder) 1
Infiltration
2
Navigation (Land)
2
Basic Medical
2
Welder
1
Computer Operation
2
Hand Radio
1
Strength
2
Body Points
2
Swimming
1
Hand-to-hand Combat
5
General
Lance Goodfellow is an experienced pilot who is
only interested in getting the mission accomplished. He doesnt particularly care about his
mercenary comrades; in fact, he never associates
with any of his co-workers on his off time. This is
due to the fact that deep down, Lance believes that
Humans are superior to the various alien races. He
finds the Mazians particularly pathetic. Despite his
glaring character flaws, SSDC picked up Lance
because of his methodical and efficient service
record in contract work.
Primary/Secondary Occupation
Vehicles/Military Wheel Man
1 Plasma Grenade
3 M-95
2 M-80 Smoke
Equipment/Cash
Long Range Binoculars
IR Goggles
Backpack
Digital Compass
Mega Glue
20m Flex Rope
Toolkit
Ear Transceiver
2 BRAs
Sleeping Bag
2 MBRIs
5 BRIs
1 CRA
GM-7 Gas Mask
Chemical Alarm
246cr
BATTLELORDS
History
Lance grew up on Kresh, a backwater human planet in Andromeda. Bored by the mundane life of
logging which awaited him when he was old
enough, he stowed away on a freighter at the age of
15. Goodfellow signed on with Morgs Maulers, a
mercenary army which was assisting in a planetary
rebellion on Bereh 2. It was there that Lance found
his niche; he was an excellent driver and a crack
shot. Goodfellow was assigned as a skimmer pilot,
and he was known for terrorizing the populace
with strafing runs over civilian targets. After the
war, Lance was picked up by SSDC. He quickly
became bored with the mundane shipping duties
he was initially assigned, and blatantly ran through
a crowded crosswalk in his beverage truck. The
resulting carnage was enough to earn Lance a ticket straight to the most dangerous, least rewarding
missions that SSDC had to offer.
Shortly after the skimmer incident, Pvt.
Goodfellow found himself pinned down by enemy
fire on Agnett, in the Hells Kitchen subsector. His
team had been sent to assault an ARM field laboratory, eliminate all ARM operatives, and retrieve
any ARM research they discovered. All had proceeded well in the first phase of the operation: the
sniper had snuffed seven guards unnoticed, and
the demolitions expert had destroyed all of the
enemy vehicles in the garage. Unfortunately, the
blast released some unknown specimens from
inside the compound, and Lance watched as three
of his teammates were devoured by tentacled monstrosities. When the teams Python went berserk,
Lance used the diversion to enter the compound
itself. He discovered vials of a newly developed
genetic accelerator. Seizing the vials and accompanying lab notebooks, Lance escaped the compound in a running gun battle with the remaining
guards. Goodfellow returned to the skimmer and
promptly flew out, leaving the Python and the
Phentari sniper to their fate. SSDC was so pleased
with his retrieval of the valuable scientific data that
his black marks were removed and the abandonment of his comrades overlooked. He was let off
with a stern warning, which he has completely disregarded. His only interest in any mission will be
to complete the objectives and get out, with no
concern for his teammates or innocent bystanders.
OF THE
TWENTY-THIRD CENTURY
267
MAZIAN ARCHETYPE
DROOPY
Skills
Name
Level
Concealment
3
Disguise
3
Infiltration
3
3
Pick Locks
Activate/Deactivate Sec. 1
Operate Security
3
Stealth
3
Escape
5
Shape Change
7
Swimming
6
Climbing
3
Throwing
4
Demolitions
2
Chemical Weapons
2
Mazian
Vital Statistics
43
29
100
38
42
46
71
64
SMRS
Strength
Manual Dexterity
I.Q.
Agility
Constitution
Aggression
Intuition
Charisma
Chemical: 55
Radiation: 20
Biological: 95
Mental: 34
Poison: 75
Sonic: 05
Electrical: 05
Secondary Statistics
08
35
45
30
Terrestrial Knowledge
Military Leadership
Persuasion
Bargaining
Fire: 12
Characteristics
Height: var
Weight: 40lbs
Size Class: 1
Total Body Points: 6
Movement: 2/1/12
# Attacks: 1 ooze
Damage/Attack: 1(temp)
Vision Mod: -
Primary/Secondary Occupation
Espionage Infiltrator
Armor/Helmet (Threshold)
Reflection/- (4/8/-)
Options: Camo Unit, Grappling Hoist, Corrosive
Protection, Rad Liner, Env. Containment, IR Dampener,
Cover PDS: 20pts
INTEGRITY
- 32 -
ABSORPTION
- 50 -
ABLATIVE
- 10 -
BATTLELORDS
OF THE
Weapons (Ammo)
A-2 Flamethrower (2 charges)
Equipment/Cash
Ear Transceiver
Emergency Transmitter
3 BRIs
IFN (+20)
Mini Camera
Voice Emitter
Acidizer
Electronic Lockpicks
Reflex Tablet
707cr
268
Modifier
+20
+20
+20
-25
-25
+20
-25
-25
-25
-25
+10
-10
Acid: 05
Cold: 20
General
Droopy was hired by SSDC as a spy. However,
he has not been a stunning success in that
role, since his personality is not well suited to
undercover work. Although Droopy is skilled
at shape changing and infiltration, he has
acquired a reputation as a screw-up. Droopy
often gets caught in the course of his assignment, but manages to escape with the combination of stealth and generous applications of
his flamethrower. Droopy is a nickname
given to him by his employers. His real name
is a series of thumps and undulations.
TWENTY-THIRD CENTURY
History
Droopy lived on Karas, oozing around like
many other Mazians. He moved from place to
place, encountering every different experience he could find. However, life on Karas
was not exciting enough for him. Droopys
existence mainly consisted of hanging out in
puddles. Eventually he decided that there was
more to be sensed elsewhere in the universe,
and oozed his way into the local spaceport.
Since he had no money, Droopy needed
employment with a company that would train
and equip him. SSDC offered him a 20,000cr
signing bonus, so he joined up as an infiltrator. Droopy had no real interest in espionage
work, but was hungry for the chance to experience new sensations and converse with
alien lifeforms. His lack of dedication has
proved nearly fatal on each of his missions.
Droopy has made critical mistakes during
several infiltrations, resulting in the enemy
discovering his presence. In one case,
Droopy found himself facing four angry
cyborgs, who were ready to shred the Mazian
into pieces. Droopy escaped by setting the
room on fire and oozing down into the ventilation system of the building. On three other
occasions, Droopy has been forced to float
through sewage in order to escape the police.
These experiences were not the kind that the
Mazian had initially been looking for, but they
still beat hanging out in a puddle.
MUTZACHAN ARCHETYPE
FROLISH
Skills
Name
Level
Physics
2
Mechanical Engineering 2
Robotics
2
6
Computer Operation
Comp. Prg. Basic/Coding 5
Gambling
2
Administration
1
Persuasion
2
Beam Weapon
4
Body Points
2
Chemical Weapons
2
Mutzachan
Modifier
+35
+35
+35
+35
+35
+35
+35
+25
+00
+00
Armor/Helmet (Threshold)
Vital Statistics
53
51
126
61
58
54
114
94
Strength
Manual Dexterity
I.Q.
Agility
Constitution
Aggression
Intuition
Charisma
Secondary Statistics
32
68
73
58
Terrestrial Knowledge
Military Leadership
Persuasion
Bargaining
SMRS
Chemical: 09
Radiation: 99
Biological: 05
Mental: 95
Sonic: 22
ABLATIVE
2
1 2 1
2
1 1
Electrical: 62
Fire: 62
Acid: 12
Cold: 37
Primary/Secondary Occupation
Total Experience: 20,000
ABSORPTION
10
13 26 13
26
26 26
Weapons (Ammo)
INTEGRITY
13
5 10 5
10
10 10
Poison: 09
Characteristics
Height: 45
Weight: 84lbs
Size Class: 2
Total Body Points: 7
Movement: 6/8/56
# Attacks: 2 punches
Damage/Attack: 1(temp)
Vision Mod: -10
Bear/DH-2 (5/7)
Options: 5pts. Abs. Helmet, IR Dampener, Camo Unit,
Auto Doc, Corrosive Protection, QSU, Search Light
4 BRIs
GM-7 Gas Mask
Sleeping Bag
Ear Transceiver
CS-7 Chemical Suit
Geiger Counter
356cr
Matrices
Finger Laser
Light
Drain
Spot Weld
Shatter
KE Barrier
Darkness
Glue
Invisibility
BATTLELORDS
General
Frolish is a young Mutzachan who has signed
on with SSDC in search of knowledge. He
expected to learn much about the universe in
his travels. He is very social and enjoys interacting with other races in order to observe
their behavior and habits. His computer skills
make him useful in urban-type missions.
However, he has always been the indoor type
and does not hold up well in the field. At the
first discomfort, he begins whining. This
tends to make him rather unpopular with his
team members.
History
Frolish was nearly crippled when, at an early
age, he was involved in a skimmer accident.
He spent 2 years in rehabilitation for his
injuries. Despite the best efforts of the medical teams, Frolish never fully recovered his
vision. After the rehabilitation, Frolish
worked as a clerk in the central library on
Trishmag. He found the work boring, but
spent the time studying the intricacies of
matrix generation. After a few decades spent
in study, Frolish was ready for some adventure. He joined SSDC as a computer network
analyst, but when his superiors discovered
his skill with matrices, he was transferred to
the active operations (i.e. mercenary) division. Frolish was happy with this turn of
events, as it allowed him more opportunities
to see the galaxies. After a quick course in
weapons use, he was sent with a team to infiltrate an Erectus robotics development site on
Kermadec. The team successfully entered the
Erectus facility, bypassing the built-in security, and Frolish began downloading the data
which they had been sent to retrieve.
Suddenly, alarms sounded and all hell broke
loose. Frolish and two other members of the
group barely escaped with their lives-and the
blueprints for a new security I-Bot. SSDC was
extremely pleased and Frolish has been
rewarded with relatively soft duty assignments since.
OF THE
TWENTY-THIRD CENTURY
269
VLAD MCSWEEN
Skills
Orion Rogue
Vital Statistics
70
118
72
103
88
27
107
96
SMRS
Strength
Manual Dexterity
I.Q.
Agility
Constitution
Aggression
Intuition
Charisma
Chemical: 32
Radiation: 27
Biological: 27
Mental: 60
Poison: 32
Sonic: 37
Electrical: 48
Secondary Statistics
59
67
71
76
Terrestrial Knowledge
Military Leadership
Persuasion
Bargaining
Fire: 32
Acid: 27
Cold: 52
Primary/Secondary Occupation
Espionage/Military Infiltrator
270
Modifier
+10
+25
+10
+10
+10
+8
+8
+25
+25
+3
+10
+25
+25
+10
+25
+12
+10
+10
+10
+10
+10
Armor/Helmet (Threshold)
Infiltrator/AKMH (4/7)
Options: Camo Unit, IR Dampener, Rad Liner, 4pts. Abs.
Helmet, Chest, Abdomen (each)
INTEGRITY
13
11 19 11
19
19 19
ABSORPTION
10
8 20 8
20
20 20
ABLATIVE
2
- 2 2
- -
Weapons (Ammo)
Characteristics
Height: 510
Weight: 220lbs
Size Class: 5
Total Body Points: 8
Movement: 8/8/64
# Attacks: 2 punches
Damage/Attack: 1(temp)
Vision Mod: +25
Name
Level
Stealth
8
Pick Pockets
3
Infiltration
4
2
Escape
Detect Concealment
2
Archaic Powder Weapon 4
Archaic powder Gunnery 4
Demolitions
3
Set Traps
3
Throwing
2
Land Navigation
5
Street Smarts
3
Bypass Security
1
Detect Security
1
Body Points
2
Armor Repair
7
Hand-to-hand Combat
1
Climbing
1
Computer Operation
1
Computer Defeat Security 1
Electronics
2
Welding
2
BATTLELORDS
OF THE
Equipment/Cash
IR Goggles
UV Goggles
Sonic Amplifier
Acidizer
Handcuffs
Backpack
Web Gear
Lock Picks (professional)
TWENTY-THIRD CENTURY
Power Shunt
Wire Cutters
GM-7 Gas Mask
3 BRIs
Ear Transceiver
Toolkit
Whistle
Cash: 112cr
General Information
Vlad McSween is one of SSDCs many covert agents.
He is a typical Orion in most respects, spending his
time in search of new thrills. McSween is capable
of infiltrating lightly secured areas, but has not yet
gained the skills necessary to be an expert. This is
exactly the stage at which SSDC loses the most
operatives; mercenaries tend to become overconfident and wind up very, very dead. Vlads only
other outstanding characteristic is his insistence
on cleanliness. He is especially concerned with the
condition of his armor, and spends much of his
free time fixing every nick or scratch. His neurotic
behavior and insecurities can often get on the
nerves of his teammates. However, SSDC believes
that he shows promise as an infiltrator, provided
that he survives.
History
Vlad McSween was orphaned at an early age when
his parents were eaten by Arachnids. Vlad had
been sent off-planet for his safety just prior to the
Arachnid incursion. He was adopted by a human
family living on Krytea. However, the primarily
human community treated young Vlad as an outsider. Other children were warned to stay away
from that Orion, he is a bad influence. Without a
normal social structure to support him, Vlad
turned into a petty thief and juvenile delinquent.
He was sent to a reform school, which failed to
reform him. When Vlad turned 18, he hopped a
ride on a passing spaceliner. For the next 3 years,
he moved from planet to planet, living on whatever money he could steal. His habits eventually
landed Vlad in jail on New Hope, for a 5 month
prison stay. During his time in prison, he made
contacts with the Black Market. After he was
paroled, McSween took on the role of a mule for
illicit goods. While the pay was good, Vlad became
increasingly nervous about the threat of being
caught by the authorities. Eventually, he left New
Hope and traveled to Naxtar, where he signed on
with Xplore. The pay wasnt as good as working for
the Black Market, but McSween hoped that the
company could shield him from the law. He
worked for Xplore for 2 years before earning a
berth with SSDC. Vlad has proved to be more disciplined than most Orion employees, and his superiors have a positive attitude towards him. He has
even managed to go on 2 missions and avoid having a complaint filed against him by the groups
Eridani! Vlad prefers to keep a low profile during
missions, and have his fun during off periods.
PHENTARI ARCHETYPE
SLURPISSARIOUS PHENTARI
Phentari
Vital Statistics
71
124
61
96
77
99
53
-04
Strength
Manual Dexterity
I.Q.
Agility
Constitution
Aggression
Intuition
Charisma
Secondary Statistics
15
78
-01
-21
Terrestrial Knowledge
Military Leadership
Persuasion
Bargaining
SMRS
Chemical: 76
Biological: 56
Bear/Shalkon (5/10)
Options: Camo Unit, Skalers
Mental: 40
Poison: 76
Sonic: 26
Electrical: 51
INTEGRITY
15
15 30 15
30
30 30
ABSORPTION
8
13 26 13
26
26 26
ABLATIVE
- - - -
Fire: 16
Acid: 41
Cold: 105
Primary/Secondary Occupation
Total Experience: 20,000
Modifier
+10
+05
+00
+05
+05
+05
+10
+10
+05
+08
+30
+05
+08
+08
+05
+05
+05
Armor/Helmet (Threshold)
Military/Infiltration Sleazoid
Name
Level
Beam Weapon
3
Interrogation
1
Tracking
5
2
Camouflage
Concealment
2
Detect Concealment
2
Sighting
3
Archaic Powder Weapon 1
Pulse Weapon
1
Infiltration
3
Escape
1
Pottery
3
Archaeology
4
Climbing
1
Chemistry
1
Biology
1
Computer Operation
1
Basic Medical
2
Radiation: 36
Characteristics
Height: 67
Weight: 290lbs
Size Class: 6
Total Body Points: 15
Movement: 12/10/80
# Attacks: 2 punch/1 bite
Dam/Atk: 1-2/1-2/1-3
Vision Mod: +27
Skills
Weapons (Ammo)
2 BS-2s (6 clips)
M-18L (3 magazines)
LAW Rocket
Pneumatic Saw
BATTLELORDS
General
Slurpissarious is a promising young enforcer who
seems destined for greatness. He is irritable and
does not take orders well, but is a formidable
combatant. Slurpissarious is cunning even by
Phentari standards; he often improvises in battle,
usually with devastating results for the enemy. He
takes great care to plan his operations carefully,
and is especially skilled at reacting to unforeseen
circumstances. However, he does not manage his
money well, so Slurpissarious is often the first to
volunteer for hazardous duty. He needs the extra
hazard pay to maintain his lavish lifestyle. When
off-duty, he enjoys the company of Orions, as long
as he can avoid being seen by fellow mercenaries.
Slurpissarious keeps a low profile when relaxing
so that his enemies will continue to respect and
fear him.
History
Slurpissarious left home at an early age to work for
the Silk Lambs. He was hired by an Orion businessman who had a penchant for collecting exotic objects. Slurpissarious was often given the task
of silencing the former owners of these objects.
During this period, the Phentari became acquainted with relics and devices from ancient cultures,
and he now practices pottery on his off time. Of
course, he would never allow himself to be caught
sculpting a clay vase! It is not good for an
enforcers reputation as a tough guy. After his
Orion employer mysteriously vanished,
Slurpissarious decided it would be wise to leave
the area. The Phentari proceeded to move all the
way to the Fornax Galaxy. There he spent a brief
period as a thug for hire on Erics Place. He quickly tired of the routine job. Every day was just the
same old story - rub someone out before breakfast, drop by the merchants to collect extortion
money in the afternoon, and spend the night stalking tomorrows victim. These tasks were not challenging enough for the talented Phentari. When
SSDC came around looking for recruits, he was
eager to join up. To assure his position, he hired
some of the other local goons to kill anyone else
who was seeking a job. After a couple of his competitors died in their beds, Slurpissarious had no
trouble getting hired on with SSDC. So far, his
record has been mixed. Slurpissarious has not
taken well to the more regimented corporate
structure, and is often threatened with black
marks for insubordination. However, his combat
record has been undeniably efficient. He has
already obtained 17 confirmed kills, and only his
poor attitude has held him back from assuming a
squadron command.
OF THE
TWENTY-THIRD CENTURY
271
TOMOKK
Skills
Name
Hand-to-Hand Combat
Pulse Weapon
Demolitions
Survival (jungle)
Deep Sleep
Agility
Strength
Body Points
Swimming
Cooking
Throwing
Python Lizard
Level
5
3
5
2
2
1
3
6
8
5
1
General
SSDC views Tomokk as the ideal soldier. He is
completely dedicated to his job, loyal to a
fault, and not sharp enough to catch on when
the company screws him! Python Lizards are
highly valued for their skills in combat.
Furthermore, they arent as dumb as Rams,
and not as prone to causing carnage as an
Eridani. Tomokk is also a competent demolitions expert, adding to his value as an operative. However, he is not well suited to more
subtle missions such as infiltration.
Modifier
+06
-05
+00
-05
+12
-05
+21
Armor/Helmet (Threshold)
Vital Statistics
123
36
45
80
109
116
45
34
SMRS
Strength
Manual Dexterity
I.Q.
Agility
Constitution
Aggression
Intuition
Charisma
Chemical: 70
Radiation: 55
Biological: 55
01
67
22
07
ABSORPTION
6
13 26 13
ABLATIVE
- - -
40
40 40
26
26 26
Weapons (Ammo)
Poison: 70
Electrical: 80
Terrestrial Knowledge
Military Leadership
Persuasion
Bargaining
Acid: 70
Cold: 45
8 M-85 Grenades
Equipment/Cash
Ear Transceiver
Web Gear
Emergency Transmitter
3 blocks C-4
3 Electronic timers
Flashlight
Handcuffs
Cooking Pot
Large wooden spoon
2490cr
Primary/Secondary Occupation
Military/Physical Warrior
272
BATTLELORDS
OF THE
Fire: 38
Characteristics
Height: 84
Weight: 550lbs
Size Class: 8
Total Body Points: 45
Movement: 7/13/120
# Attacks: 3
Dam/Atk: 1-2/1-4/1-3
Vision Mod: -65
INTEGRITY
16
20 40 20
Mental: 05
Sonic: 115
Secondary Statistics
Bear/AKMH (5/7)
Options: Camo Unit, Environmental Containment,
Skalers, IR Dampener
TWENTY-THIRD CENTURY
History
Tomokk grew up on Pythos, swimming the
deep sea and learning the ways of combat. He
often made excursions away from his aquatic
home, into the jungle to get into a fight with
Ram Pythons. Although smaller than the
Rams, Tomokk was skilled and agile in hand
to hand combat, and managed to win most of
the time. Tomokk also enjoyed sampling the
land-based meat which the Rams ate, and
learned to cook a variety of dishes. The
Python Lizard was always interested in the
strange worlds other than Pythos, and signed
up with SSDC during the annual Python
recruitment fair in 2277. SSDC trained
Tomokk in the use of pulse cannons and
explosives, and assigned him to a corporate
assault squad. Tomokks first mission was a
revenge assault against a group of Yontacha.
The mercenaries demolished the Yontacha
compound and killed all 27 of the fanatics, in
retaliation for the purification of an SSDC
base two months earlier. Tomokks second
mission was not as successful. During a routine search and destroy mission on Makin, a
team of mercenaries from AMC ambushed the
SSDC team. Four out of the six mercenaries in
Tomokks group were killed in the rain of
laser fire. Tomokk personally killed three of
the AMC assassins and carried his wounded
comrade, a Gen-Human, back to the SSDC
base.
MR. BOB
Skills
Name
Level
Pulse Weapon
3
Archaic Powder Weapon 4
Archaic Hand Weapon
4
3
Concealment
Detect Concealment
2
Hand-to-Hand Combat
3
Stealth
5
Camouflage
4
Throwing
1
Body Points
3
Climbing
3
Swimming
3
Alertness
1
Tracking
3
Street Smarts
3
Ram Python
Vital Statistics
122
65
41
74
97
104
50
34
Strength
Manual Dexterity
I.Q.
Agility
Constitution
Aggression
Intuition
Charisma
Secondary Statistics
03
69
25
10
Terrestrial Knowledge
Military Leadership
Persuasion
Bargaining
SMRS
Chemical: 40
Modifier
+00
+00
+02
+00
+00
+04
+02
+00
+21
+02
+10
+00
+00
Armor/Helmet (Threshold)
Bear/AKMH (5/7)
Options: Camo Unit, Environmental Containment, QSU
Radiation: 27
Biological: 40
Mental: 08
Poison: 40
INTEGRITY
16
20 40 20
40
40 40
ABSORPTION
6
13 26 13
26
26 26
ABLATIVE
- - - -
Sonic: 85
Electrical: 50
Fire: 12
Acid: 40
Cold: 20
Weapons (Ammo)
M-60 (500 rds)
PC-3 (1 clip)
Thwack Em Stick
Toma
3 M-95s
2 Plasma Grenades
Equipment/Cash
3 MBRIs
3 BRIs
Web Gear
Digital Compass
Flashlight
Shiny Things
52cr
General
Mr. Bob is a violent-tempered, overly aggressive Ram Python. He actively enjoys bashing
things into a pulp. This personality trait made
him ideal for mercenary work. Bob is
employed as a living tank. He is willing to follow orders, as long as he gets to kill things.
He is especially fond of the effect caused by a
pulse cannon striking flesh, and has even
gone so far as to purchase a PC-3. Bobs team
members have wisely chosen to keep their
distance, in anticipation of the day the Ram
buys it in a storm of plasma.
History
Mr. Bob grew up on Korg, an isolated mining
world in the Andromeda Galaxy. Korg was primarily populated by Orions, and Bob fell in
with street gangs as a youngster. His earliest
years were spent battering and maiming his
much smaller gang rivals. It was during his
misspent youth that Bob acquired his nasty
habit of taking things which dont belong to
him. If he sees a shiny thing he wants, Bob
simply steals it. He will only return the object
if asked nicely by the owner. If threatened, the
Ram simply flies into the usual blind rage.
Bob is also known for being a heavy drinker,
and has received numerous reprimands for
reporting to duty drunk. By the age of 17, Bob
had a lengthy criminal record consisting of 6
assaults with a deadly weapon, 11 convictions
for battery, 4 counts of petty larceny, 16
arrests for disorderly conduct, and 1 count of
public lewdness. The Ram was rejected for a
police job, so he had no choice other than
joining a corporation as a mercenary. Bob
was simply not cut out for menial labor he
wanted to abuse people. SSDC was glad to
have another warm body in its forces and
signed Bob to a standard 10-year contract.
Mr. Bob has only been assigned one mission,
but during that one bloody incident the Ram
managed to slay, dismember, mutilate, or otherwise render dead 17 sentients. SSDC only
gave Bob credit for 13 confirmed kills, as
four victims were merely innocent bystanders
who were caught in the blast of a poorly
thrown plasma grenade.
Primary/Secondary Occupation
Military/Physical Wrecking Crew
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
273
ASHLIDENE
Skills
Name
Basic Medical
Infections
Poisons
Decontaminate
Disease Control
Disease Diagnosis
Radiation
Etiquette
Throwing
Computer Operation
Energy Weapons
Zen Rigeln
Level
10
6
6
3
3
3
2
2
5
4
3
Modifier
+25
+25
+25
+25
+25
+25
+25
+25
+00
+25
+01
Armor/Helmet (Threshold)
Vital Statistics
51
73
104
55
91
43
39
103
SMRS
Strength
Manual Dexterity
I.Q.
Agility
Constitution
Aggression
Intuition
Charisma
Chemical: 17
Radiation: 15
Biological: 12
Mental: 45
Weapons (Ammo)
Sonic: 20
BC-Render (1 clip)
Taser
Fire: 20
Acid: 20
Cold: 40
Characteristics
Smell Mod. +10
Hearing Mod: -10
Social Class: Upper Mid
Sponsor: SSDC
Hair Color: None
Eye Color: Blue
Age: 48
Sex: Male
Primary/Secondary Occupation
Medical Medic
BATTLELORDS
ABLATIVE
2
1 2 1
2
1 1
Matrices
Plant Sentience
Blood Stoppage
Ritual of Peace
Mend Bones (simple)
Internal Bleeding
Sterilize
Burns
274
ABSORPTION
8
13 26 13
26
26 26
Poison: 17
Terrestrial Knowledge
Military Leadership
Persuasion
Bargaining
Height: 76
Weight: 170lbs
Size Class: 6
Total Body Points: 11
Movement: 8/8/72
# Attacks: 2 punches
Damage/Attack: 1(temp)
Vision Mod: +10
INTEGRITY
15
15 30 15
30
30 30
Electrical: 40
Secondary Statistics
13
37
79
64
Bear/Shalkon (5/10)
Options: Camo Unit, Auto Injector, Environmental
Containment, Search Light
OF THE
TWENTY-THIRD CENTURY
Serum
Chemical Alarm
Mega Glue
Satchels
Bio-Scanner
Chemical Goggles
Reflex Tablet
Geiger Counter
General
Ashlidene is a Zen Medic working for SSDC as
a field doctor. Ashlidene is known for being
extremely pleasant to everyone, even more
than the average Zen. He abhors violence of
all kinds, but carries a disruptor for use
against non-sentient beasts and robots.
Ashlidene steadfastly adheres to the Zen doctrine of non-violence against sentient creatures and would never willingly harm another
sentient. However, he is very useful in patching up the mercenary team to which he is
assigned. Ashlidene is an expert at treating
most battlefield injuries, but is not yet qualified for surgery.
History
Ashlidene spent his youth studying the teachings of Assizza, as was considered proper.
Ashlidene trained in the basics of medicine,
but needed to get a job to pay for further
schooling. The Zen believed that traveling
with a mercenary unit would provide him
ample opportunity to gain field experience
with medicine. His first three missions have
not disappointed him, as he has treated a
variety of broken bones, amputated legs, and
sucking chest wounds. Ashlidene has not yet
lost any of his patients, and the members of
his squadron hold his skills in high regard.
Ashlidene, however, is looking forward to
training as a paramedic and surgeon, since
he has not yet received formal schooling in
those areas. The Zen is also saving his money
to learn more healing matrices with which he
can ease the pain of others.
KRONOTH
Skills
Name
Basic Medical
Poisons
Infections
Disease Diagnosis
Paramedic
Disease Control
Chemistry
Biology
Computer Operation
Energy Weapon
Decontaminate
Identify Vessels
Cooking
Level
9
2
2
2
2
1
3
2
4
3
2
1
2
Modifier
+35
+35
+35
+35
+00
+35
+35
+35
+35
+00
+35
+35
+20
Armor/Helmet (Threshold)
Vital Statistics
83
62
123
79
56
71
96
67
Strength
Manual Dexterity
I.Q.
Agility
Constitution
Aggression
Intuition
Charisma
Secondary Statistics
01
63
73
58
Terrestrial Knowledge
Military Leadership
Persuasion
Bargaining
SMRS
Chemical: 20
Radiation: 25
Poison: 20
INTEGRITY
18
36 73 36
72
72 72
Sonic: 37
Weapons (Ammo)
Biological: 47
Mental: 50
Electrical: 42
Fire: 22
Acid: 17
Cold: 62
ABSORPTION
10
7 12 7
12
12 12
ABLATIVE
- - - -
Neutralizer (1 clip)
Equipment
Characteristics
Height: 8
Weight: 210lbs
Size Class: 7
Total Body Points: 11
Movement: 8/8/72
# Attacks: 2 punches
Damage/Attack: 1(temp)
Vision Mod: +10
Flex/Shalkon (5/10)
Options: Rad Liner, Environmental Containment, Search
Light
Primary/Secondary Occupation
Medical/Science Decontaminator
Web Gear
Satchel
Cloak
2 MBRIs
2 BRIs
Bio-Scanner
1 Cryo Injection
Matrices
General
Kronoth is employed by SSDC despite the Zen laws
against the infliction of pain. Kronoth wears his
power colors, but is openly violent at times. This
makes him an outcast and traitor in the eyes of the
Zen people. SSDC doesnt care, as long as Kronoth
obeys orders. Kronoth is still a proficient medic,
and his willingness to commit violence only makes
him more useful to a combat team. The other mercenaries on the team are not eager to be treated by
a Tza Zen, but if someone blows your leg off, you
generally dont have time to choose a health care
provider!
History
Kronoth became disenchanted with Zen society at
an early age. The culture preached non-violence,
but imposed the death penalty on any Zen who disagreed with the official government teachings. This
hypocrisy irritated Kronoth, who believed that
power should be used, not restricted. At age 50,
Kronoth finally gave up on the Zen lifestyle and left
Katrel, renouncing non-violence forever. Kronoth
sought out a Tza mentor and learned matrices
designed to harm, not help, others. For this act,
Kronoth was declared a traitor and could never
return to any Zen world. Kronoth decided that he
would take an active role in destroying those life
forms who were negative influences in the universe. Kronoth doesnt enjoy torturing or harming
others, he simply feels that certain life forms
should be destroyed because they disturb the harmony of life. As such, he does not murder and slay
randomly, but chooses to destroy only those who
oppose his goals. Kronoth signed up with SSDC
because he viewed the mercenary life as a good
way to begin his path of eliminating the non-desirable life forms from the universe. He is willing to
perform healing as well, and so has been assigned
as a combat medic to an SSDC ARSAP team.
Kronoth has decided that he intensely dislikes certain other races, especially the Eridani. While he
will not actively attempt to harm members of his
mercenary unit, Kronoth will undoubtedly delay
treatment of these lesser races. He prefers the
company of matrix controllers, and considers
them to be more evolved than the non-psychic
races. His service with SSDC has been without any
major incidents so far, and his team is becoming
more accustomed to the idea of a Tza Zen serving
as a combat medic.
Sterilize
Slow Poison
Mend Bones (simple)
Fear
Pain
Blood Stoppage
Reverse Peristalsis
Poison Removal
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
275
This star map represents the Core Worlds general relationship to each other in the Milky Way
Galaxy and their approximate distances from
Earth in light years. All of these systems have at
least one commercial stargate in operation. Stars
falling below the galactic plane of Earth are represented with dotted lines.
Germinga 100ly
Mutzachans
Sol Humans
Fomalhaut 25.07ly
Chatilians
BATTLELORDS
OF THE
61 Virginis 27.8ly
Cizerack
Mu Virginis 60.92ly
Pythons
276
TWENTY-THIRD CENTURY
26
14
25
17
15
32
12
21
23
20
13
22
# Name
Distance
(distance is from the Milky Way and
is given in millions of light years)
1 WLM
.2
2 IC 10
2.8
3 IC 147
2
4 AND 3
1.3
5 NGC 185
1.9
6 M 110
2.5
7 M32
2.5
8 Andromeda (M31)
2.5
9 AND 1
1.1
10 Small Megallanic Cloud
.1
11 Sculptor
.35
12 LGSa3
1
13 IC 1613
2.4
14 AND 2
2.4
15 M33
3.5
16 Fornax
.4
17 UGC-A86
2
18 Large Megallanic Cloud .175
19 Carina
.275
20 Leo A
5.2
21 Leo 1
.75
22 Sextans
.275
23 Leo 2
.75
24
24 GR8
3.25
25 Ursa Minor
.2
26 Draco
.25
27 Sagittarious
.11
28 NGC 6822
2
29 Aquarrious
.3
30 IC 5152
4.9
31 Tucana
1
32 Pegasus
5.5
33 Cetus
2.5
28
1
29
33
30
27
11
31
16
19
10
18
Each ring out from the center represents approximately 300,000 light years from the Milky Way
galaxy. Those galaxies that fall below the galactic
plane of the Milky Way are shown at the end of a
dotted line. Spheres with a dark outline represent
galaxies that have stable commercial stargates
available.
This map is distorted for clarity.
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
277
COMBAT MODIFIERS
HAND-TO-HAND COMBAT
A. Determine initiative based on initiative modifier and circumstance.
B. PCs and NPCs secretly declare actions (whether they are attacking,
parrying, playing the bagpipes or whatever).
C. Determine results. If you are attacking when you should have been
HAND-TO-HAND SKILL
LEVEL
HIT BONUS
DAM
ADJ
+04
05
+08
+1
10
+12
+1
15
+16
+1
20
+20
+2
25
+24
+2
30
+28
+2
35
+32
+3
40
+36
+3
45
10
+40
+3
50
11
+44
+4
55
12
+48
+4
60
13
+52
+4
65
14
+56
+5
70
15
+60
+5
75
16
+64
+5
80
17
+68
+6
85
18
+72
+6
90
19
+76
+6
95
20
+80
+7
100
21
+84
+7
105
22
+88
+7
110
23
+92
+8
115
24
+96
+8
120
25
+100
+8
125
278
BATTLELORDS
OF THE
PERCENT TO
DISARM
NUMBER OF
ATTACKS
TWENTY-THIRD CENTURY
+0
+1
+2
+3
+4
+5
CIRCUMSTANCE
MOD
CIRCUMSTANCE
MOD
Stationary Target
+10 Smoke
-30
Prostrate Target
+30 Darkness
-20
-10
11-20
-10
Size Class 1
-20
21-30
-20
Size Class 2
-10
31-40
-30
Size Class 3
-05
41-50
-50
Size Class 4
+00
51-100
-70
Size Class 5
+05
-90
Size Class 6
+10
+15
+20
1,001-2,000 (")
-10
2,001-5,000 (")
-30
Braced Shot
-90
Snap Shot
-40
Range Stakes/Finder
+05
Suppresive Fire
-20
Cover 25%
-10
Cover 50%
-25
Head
-50
Cover 75%
-40
Arm
-50
Cover 90%
-50
Leg
-20
Concealment 25%
-08
Chest
-15
Concealment 50%
-17
Abdomen
-20
Concealment 75%
-25
Groin
-75
Concealment 90%
-30
Hand
-60
Foot
-60
First Weapon
-10
Throat
-75
Secondary Weapon
-25
Eye
-90
CALLED SHOTS
ARMOR
HAND WEAPONS
1. 1 half action to establish aim at range bracket 2-3 without a scope.
One additional half action needed per range bracket up to range
bracket 7. Aimed shots are not possible at range bracket 8 without
a scope.
2. 1 full action to establish aim with a scope at range bracket 4. 1 additional for bracket 5-6, 1 additional for bracket 6-8.
3. Fire segment (half action) equals 1 second.
4. It takes 1 half action to draw a non-heavy weapon. Pulse cannons,
Omega Cannons and disintegrators require a full action to draw.
5. Archaic powder weapons incur a -40 penalty for automatic fire.
6. Lasers suffer no penalty for auto fire because theres no kick.
7. Pulse cannons suffer a -50 penalty on automatic.
INTEGRITY REDUCTION
WEAPON
GRENADES
INTEGRITY REDUCTION
Omega cannon
Standard bullet
Grenade fragment
Laser
Phosphorus
Incendiary round
Machine gun
Acid
Plasma fragment
Pulse cannon
Arm Rockets
10
Reflex missiles
25
50
100
1.
2.
3.
4.
5.
6.
GRENADE THROWING
RANGE BRACKET
DISTANCE (M)
05
10
15
20
25
30
35
40
ATTACK %
80
70
50
30
20
10
00
-10
COMBAT
By weapon type
Disruptors, Disintegrators
Metal guns
1. Falling does 1-3 points of damage per 3m over the first 2m. Damage
is concussive divided among 3 sections. Heavy armor is affected.
2. Phentari or Mazians can use 2 weapons without a penalty to hit. A
third weapon has a -10 penalty, a fourth a -25.
3. Machine guns have no burst or automatic fire penalty.
4. When an arm hit is rolled on a Phentari, roll a 4 to determine which
is hit: 1-2 upper, 3-4 lower.
RANGE BRACKETS
HAND AND DISCHARGE WEAPON RANGE BRACKETS
RANGE BRACKET
Distance (m)
00-05
06-15
16-25
26-50
51-150
151-300
301-750
751+
Distance (m)
01-50
51-150
501-1000
1001-2000
2001-3500
3501+
251-500
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
279
55-59
Left Leg
Left foot shattered (-35 agility)
Left calf, clean (-15 agility)
Left shin bone shattered (-45 agility)
Left knee shattered (-60 agility, -10 permanent)
Left calf, artery (-25 agility, Bleeds 2 BP/min)
Left thigh, clean (-25 agility)
Left thigh bone shattered (-60 agility)
Left thigh, artery struck (-25 agility, Bleeds 2 BP/min)
Left hip bone chipped (-30 agility)
Left hip bone shattered (-60 agility)
Right Leg
Right foot shattered (-35 agility)
Right calf, clean (-15 agility)
Right shin bone shattered (-45 agility)
Right knee shattered (-60 agility, -10 permanent)
Right calf, artery (-25 agility, -2 BP/min)
Right thigh, clean (-25 agility)
Right thigh bone shattered (-60 agility)
Right thigh, artery struck (-25 agility, -2 BP/min)
Right hip bone chipped (-30 agility)
Right hip bone shattered (-60 agility)
Abdomen
Groin, clean (-70 agility, -20 system shock, -3 BP/min)
Groin, removed (-100 agility, -60 system shock, -4 BP/min)
Lower abdomen, clean (-35 agility, -10 system shock)
Stomach ruptured (-35 agility, -25 system shock, SMR vs poisoning or
die in 2-8 minutes, -3 BP/min)
Stomach ruptured (-35 agility, -25 system shock, SMR vs poisoning or
die in 1-4 minutes)
Liver (-4 BP/min)
Liver. You are spilling blood everywhere and making quite a puddle (6 BP/min)
Intestines (-35 agility, SMR vs poisoning, -4 BP/min)
Multiple organs (-80 agility, -80 SS, die in 1-4 min)
Lower spine. Forget walking or doing the wild thing. (-120 Agility, -50
system shock, 50% paralysis)
Chest
Lung punctured (-50 agility, -65 system shock, 4 BP/min)
Asphyxiation from drowning in blood in 1-4 minutes
MEDICAL
HIT LOCATION
1. All injuries must be properly administered to before injecting a person with a BRI, or they heal all screwed up.
2. BRI heals 1-8 points of damage at 1 point every 2 minutes.
3. Catastrophic damage: Three times the victims Death Door.
4. An MBRI heals 3-18 points at 1 point per minute.
5. A person must rest for one day per point of damage that their body
points fall below zero.
6. A person must rest for two days per point of damage that their body
points fall below -5.
7. A person must rest for three days per point of damage that their
body points fall below -10.
8. Persons may not use more than 1 BRI per day without risking addiction.
9. There is a 10% chance per each additional BRI administered that
280
60-61 Struck spinal cord, (-120 agility, -50 system shock, 50% chance of
paralysis)
62
Spinal cord is now in two distinct sections (instant death)
63
Heart (unconscious, -10 BP/min)
64
Blows heart apart (instant death)
65
Multiple organs struck. Internals reduced to a jelly-like mixture.
(instant death)
66-68 Ribs (-40 agility). You got lucky!
69-71 Ribs shattered (-50 agility, -30 system shock). Move and the chips
have a 50% chance of puncturing a lung or two.
72
Collar bone broken (-30 agility)
Left Arm
73
Left hand shattered (-10 agility, -60 man dex, -10 perm)
74-76 Left arm (-10 agility, -40 manual dexterity)
77-78 Left arm, messy (-30 agility, -45 man dex, -2 BP/min)
79
Left elbow shatters (-20 agility, -60 man dex, -20 perm)
80
Left shoulder, clean (-30 agility, -40 manual dexterity)
81
Left shoulder broken (-40 agility, -60 manual dexterity)
Right Arm
82
Right hand shattered (-10 agility, -60 man dex, -10 perm)
83-85 Right arm (-10 agility, -40 manual dexterity)
86-87 Right arm, messy (-30 agility, -45 man dex, -2 BP/min)
88
Right elbow shattered(-20 agility, -60 man dex, -20 perm)
89
Right shoulder, clean (-30 agility, -40 manual dexterity)
90
Right shoulder broken (-40 agility, -60 manual dexterity)
Head
91
Larynx (-25 agility, -30 SS, cant speak for 2 weeks)
92
Neck (-25 agility, -60 system shock, -3 BP/min)
93
Mouth (-1 BP per min, -10 charisma permanent)
94
Face partially removed, (unconscious, -3 BP/min, -20 charisma permanently)
95
Jaw shattered (-20 agility, -40 system shock, -3 BP/min)
96
Enters eyes and exits back of skull. (instant death)
97
Forehead (unconscious, -5 BP/min, -10 points of I.Q. and intuition
permanently).
98
Temple (concussion, -80 system shock, disoriented 2 days)
99
Top of head blown off (Youre history pal!). There is all kinds of neat
stuff oozing everywhere.
100 Head removed from the shoulders and you dont walk around
like a chicken with its head cut off. (roll up new character)
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
ROLL
LOCATION
01-18
Left Leg
19-36
Right Leg
37-54
Abdomen
55-72
Chest
73-81
Left Arm
82-90
Right Arm
91-100
Head
2.
3.
4.
5.
VITAL STATISTICS
1. Manual Dexterity affects discharge combat.
2. Agility affects Hand to Hand combat as well as Archaic Hand combat.
3. Every time a character suffers a critical hit, he must roll under his
System Shock number or pass out.
4. Each time a person dies, Constitution is decreased by 10 points permanently.
5. A person dies when his body points drop below his Deaths Door.
6. A person who dies must roll beneath his resurrection number to be
revived.
7. The base chance for a person to go berserk equals 1 percent per
point of aggression above 80.
8. The base chance for a person to become suicidal equals 1 percent
per point of aggression above 105.
9. To determine the Terrestrial Knowledge score, roll percentile dice
and divide the number by three. Add the racial modifier.
10.To determine an individuals military leadership qualifications, add
intelligence, aggression, and intuition scores, then and divide by 4.
11.Military leadership increases at a rate of +03 per mission completed for the leader.
12.Subordinates have their military leadership scores increase by +01
per mission completed.
13.Persuasion equals I.Q. + Charisma divided by three. Modifiers are
then applied.
14.Bargaining equals Persuasion -15 points. Modifiers are then applied.
15. Perception Checks. The BM assigns a base chance to perceive
something (vision, smell, hearing) and modifiers are added. The
average is a base 50.
RACE
POINTS RACE
POINTS
Chatilian
35
Mutzachan
35
Cizerack
50
Orion Rogue
60
Eridani
40
Phentari
40
Gen-Human
55
Python Lizard
50
Human
70
Ram Python
50
Mazian
50
Zen Rigeln
40
SAMPLE
Picking a lock you have already picked (Pick Locks)
Shape changing into a rock (Shape Changing)
Bandaging a scrape (Basic Med)
-2
OCCUPATIONAL SKILLS
1. Maximum of 3 levels of any starting skill above any levels that the
LEVELS OF DIFFICULTY
LEVEL
MODIFIER
EXAMPLE
-10
-30
Routine operations
-50
Average difficulty.
-70
10
-100
12
-120
15
-150
Wow am I good!
17
-170
18
-180
20
-200
22
-220
24
-240
25
-250
10
15
20
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
281
3. For every module or construct a computer is running it must allocate CC equal to the level of the module/construct times ten.
4. For every 10CC extra you allocate to a task you gain a +1 bonus.
5. For every 5 levels of a module/construct the operator must make a
level 1 Operations check to activate it correctly.
6. All computers operate in Galactic Standard unless otherwise noted
by the BM. Computer Operations (Operate by Race) defaults to
Galactic Standard.
7. Chance to succeed in a computer check: ON + (skill level of module/construct x 10) - (MQ). Ignore MQ if running a construct.
MATRICES
1. Begin with 2-5 1st level powers and 1 second level power.
2. Chance to find Mentor: (70% + 05% level of controller - 20% per
level of energy bracket).
3. Experience points are divided in half when determining advancement.
4. Latent extraction costs 15 points to become a Healer, 25 to become
an empath, and 35 to become an Energy Controller.
MODIFIER
Preferred Race
+5
Tolerant Race
No Modifier
Mistrust Race
-5
Dislike Race
-10
Enmity Race
-20
-10
-25
-50 to +50
-60
+15
NPC Drunk/Drugged
+30
NPC Afraid
+50
NPC Captured
+90
NPC Tortured
+125
Poor Roleplaying
-20
Fair Roleplaying
00
Good Roleplaying
+10
Excellent Roleplaying
+25
282
BATTLELORDS
OF THE
TWENTY-THIRD CENTURY
CHANCE
05%
10%
15%
80%
30%
20%
05%
35%
40%
INDEX
Appendix C - Index
A
Absorption 279
Ad-Libber 223
Addiction 280
Aggression 74, 227
Agility 73, 227
Alien Tech 93
AMC 13
Ammunition/Accessories 135
00 Buck Shot 135
Arrow (armor piercing) 135
Arrow (explosive tipped) 135
Arrow (normal) 135
Bipod 135
Birdshot 135
Bolt (armor piecing) 135
Bolt (explosive tipped) 135
Bolt (normal) 135
Hollow Point 135
Incendiary Round 135
Mercuric Rounds 135
Silencer 135
Solid Slug 135
Ammunition/Accessories 122
Ammunition/Accessories135
Anti-Tank Weapons 131
Bazooka 131
Bonoir 131
Figlini 131
HAW-4 131
LAW 131
RPG-7B 131
TOW 131
Anti-Tank Weapons 121
Anti-Tank Weapons 131
Arachnid Invasion 203
Arachnids 208
Archaic Hand Weapons 122
Axe (hand): 122
Axe (throwing): 122
Bow (compound) 122
Bow (long): 122
Bow (short) 122
Club: 122
Crossbow (heavy) 122
Crossbow (light) 122
Dagger 122
Dagger (throwing) 122
Doka 123
Dossien 123
Flail: 123
Ioken 123
Muadirg 123
Ptfaang 123
Quabal 123
Skil 123
Spear 123
Sword (broad) 123
Sword (long) 123
Sword (short) 123
Sword (two-handed) 123
Toma 123
Archaic Hand Weapons 118
Archaic Hand Weapons 122
Archaic Hand Weapons Combat 194, 279
Adding Attacks for Slow Weapons 196
Archaic Hand Weapon Bonus 196
Attacking 197
Defensive Modifier 197
Disarms 197
Feints 197
Hand Attack Matrix 196
Multiple Attacks 196
Multiple Weapons 197
Number of Actions 194
Parrying 197
ROF 196
Archaic Powder Weapons (APWs) 124
APWs - Machine Guns 119, 125
LTX-311 125
M-60 125
PK 125
APWs - Pistols 118, 124
B
Baggage Inspection 217
Balshrom Science Corporation 13, 234
Bargaining 76, 229, 281
Base Chances 282
Base Reaction Number 228
Battle Master 223
Beam Weapons 126
Beam Weapons - Laser Pistols 119, 126
BS-2 126
Mirchaum SSLU 126
OLC 126
Savage-B 126
Beam Weapons - Laser Rifles 119, 126
Alpha 2 126
Arrow LOSN 126
Beta 3 126
Calsham 4 126
Falcon XR-7 126
M16-L 126
M18-L 126
RKM 126
Shalkon Carbine 126
Tagert-6 126
Berserking 198
Big Brother 211
Bio-Cyberdyne 13, 236
Black Eridani 261-262
Black Holes 214
Black Market 211
Black Marks 79, 240
Blood Rage 246
BM 223
Body Armor 106, 108
AKM Body Suit 108
AKMB Improved Body Suit 108
Bear 109
BP-1 108
BP-2 108
Chain Mail 108
Cub 108
D2 109
Flex Suit 109
Guisarme Jump Suit 108
Kodiak 109
Leather Armor 108
Plate Mail 108
Reflection Suit 108
Street 1 108
Street 3 109
Streetwise 109
Body Points 74, 77
Bonskirka 25
Bonus Power Points 73
Boss 237
Bounty Hunters 209
Brain Scratcher 25
BRI 200-201
Buddon Priests 31
Buying a Meal 205
C
Called Shots 190
Campaign 226
Cash chit 221
Catastrophic damage 200, 280
Charisma 74, 227
Chatilian Empath 23
Chatilian Interest Firm 236
Chunga 65
Cizerack 27
Cizerack/Python War 28
Clonic Production 155
Combat 189, 279
Action Phase 189-190
Actions 189
Changing targets 194
Combat Movement 194
Combat Round 189
Crawl 194
Critical Hits 193
Crouched Run 194
Declaration Phase 189
Determining a Hit 191
Establishing Aim 190
Full Action 189-190
Half Action 189-190
High Crawl 194
Hit Location 192
Initiative Phase 189
Low Crawl 194
Weapons Discharge 191
Combat Modifiers 190, 278
Combat Round 278
Combat Skill Checks 17
Common Languages 96
Communication 215
Communications Equipment 136, 141
Ear Transceiver 141
Radio (base) 142
Radio (field) 141
Radio (hand) 141
Radio (interplanetary) 142
Radio (Interstellar Com-Link) 142
Radio (long range) 142
Radio (traveler) 141
Watch Phone 142
Communications Skills 93
Base Station 93
Hand Radio 93
Interplanetary Com-Link 93
Interstellar Com-Link 93
Repair 93
Repair (space) 93
Company Guys 204
Brown Noser 204
Skate 205
Slick 205
Slimeball 205
Straight 205
Competition 206
Computer Accessories 148
Computer Equipment 137
Computer Skills 94
Archive/History 94
Basic/Coding Programming 94
Bypass Security 93
Computer Organization 94
BATTLELORDS
OF THE
Data Transfer/Management 93
Defeat Security 94
Defend 94
Encrypt/Decrypt 94
MOD Construction/Repair 94
MOD Installation 94
Operation (by race) 93
OS/AI Programming 94
Repair Systems 94
Reroute 94
Trace 94
Wafer Design 94
Computer Systems 93, 137, 144, 282
AI 144
Available Module Skills 146
Body Computers 148
Completion Time 148
Computer Accessories 148
CC Upgrade 148
Hyper-net Uplink (TL 5) 148
Hyper-net Uplink (TL 6) 148
Mrs. Fusion Adapter 148
Multi-port Reader 148
Storage Module 148
Tech Adapter 148
Computers in Game Play 147
Computing Capacity 144-145
Connectivity 148
Constructs 144, 146
Cracker 148
Data cube 145
Data strip 145
Data Transmission 146
Data wafer 145
Data-mining 145
Encryption Constructs 147
Executive PCD 148
Genie 148
Hard Data Storage 145
Hyper-net 144, 146
Hyper-wave 146
Input 145
MODs 144
Modules 144, 146
Non-function number 147
Operating systems 144
Operation number 147
Outback PCD 148
Para-artificial intelligence 144
Personal Computing Devices 148
Security 147
Security Constructs 147
Skill Checks 147
Sky systems 145
Sport2 PCD 148
StrikeForce 148
Tech level 144
Watch Dog pAI Constructs 147
Concussion damage 193
Confined fire 191
Constitution 73, 227
Contrax Mercenary Company 13
Core Worlds 213, 276
Corporate Affairs 205
Corporate Merc 12
Corporations 204
Council of Timar 48, 203
Cover and Concealment 194
Cream Puff Boys 14
Creating A Character 71
Credit cards 221, 237
Criminal Assistance Policy 237
Critical Hits 192, 280
Cryo-injection 201
Cultural Assimilation 217
Customs 216
Cyball 221
Cyber Research Institute 13. 236
Cybernetic Assistance Firm 13
Cybernetic Assistance Policy 237
Cybernetics 117, 149
Allocation of Space 149
Body Enhancement Units 153
Flux Shield Generator 154
TWENTY-THIRD CENTURY
283
INDEX
Gas Filtration System 153
Lang. Analyzer/Modulator 154
Oxygen Supply 153
Reinforced Rib Cage 153
Sound Amplifier 154
Spinal Cage 154
Toxin Neutralizer 153
Computer Interface Joints 153
Constitution Loss 149
Construction Budget 149
Cyber. Cost & Space Allocation 150
Damaging Cybernetics 150
Detection Equipment 152
Ear Implants 150
Hearing Amplifier 150
Signal Detector 150
Transceiver 150
Effects on Constitution 149
EMP 149
Foot Implants 152
Climbing Claws 152
Electromagnetic Boots 152
Hover Jets 152
Metal Detector 152
Smoke Screen Generator 152
Hand and Arm Weapons 153
Chemical Spray 153
Electrical Discharge Unit 153
Finger Gun 153
Finger Laser 153
Flamethrower 153
Wrist Launcher 153
Wrist Pulse Unit 153
Wrist Rocket 153
Hand Implants 152
Climbing Claws 152
Computer Interface Joints 152
Glue Gun 152
Laser Welding Torch 152
Power Drill 152
Power Saw 152
Talons 152
Web Caster Generator 153
Optical Implants 150
Infrared Detection 152
Night Vision 152
Optical Laser Unit 150
Target Acquisition Computer 152
Ultraviolet Detection 152
Video Camera 152
X-Ray Vision 152
Zoom Telescopic Vision 152
Sensory Units 152
Skull Enhancement Units 154
Bionic Skull 154
Mind Screen 154
Neural-Toxin Neutralizer 154
Oxygen Supply 154
Sonic Suppressor 154
System Enhancement 150
Cosmetic Surgery 150
Electrical Insulation 150
EMP Insulation 150
Increased Reflexes 150
Increased Speed 150
Increased Strength 150
Microwave Insulation 150
Cybernetics Skills 94
Cybernetic Engineering 94
Installation 94
Manufacturing 94
Repair 94
Cyborgs 149
D
DAM 117
Damage Adjustment 72
Damage per Attack 77
Deaths Door 74, 200, 281
Decontamination and Quarantine 217
Deep Space Operations Skills 94
Astrocartography 94
Construction (space) 94
Decontaminate 95
Emergency Damage Control 95
EVM 95
Identify Vessels 95
Mining (Asteroids) 95
Navigation 95
Remote Piloting 95
Salvage (Deep Space) 95
284
BATTLELORDS
Surveyor 95
Traffic Controller 95
Defense Nets 217
Defensive modifier 73
Detection Equipment 136, 138
Binoculars 138
Binoculars (infrared) 138
Binoculars (long range) 138
Binoculars (night vision) 138
Bio-Scanner 138
Bug Finder 138
DD-48 Vaporizer 138
Goggles (Infrared) 138
Goggles (Ultraviolet) 138
Infrared Spotlight 138
Metal Detector 138
Mood Discriminator 138
Motion Detector 138
Plastic Explosive Detector 138
Pocket Jammer Detector 138
Radar Detector 138
Sonic Amplifier 138
Sonic Discriminator 138
Transmission Jammer(portable) 138
UV Flare 138
Vibro Rod 138
Detonators 122, 134
Electric Timer 134
Fuse 134
Multi-step 134
Pressure 134
Radio 134
Sonic 134
Tripwire 134
Dice 16
Difficulty Levels 229-230, 281
Difficulty Levels Descriptions 230
Disintegration chamber 255
DNA Masking 155
Doltharian 261
Duel 221
Dust Clouds 214
E
Efficiency 227
Employer Personality Table 237-238
Employer Race 237
Encumbrance 234
Engineering Skills 95
Architectural 95
Civil Engineering 95
Cybernetic Engineering 95
Electrical Engineering 95
Hydraulic Engineering 95
Ionization Engineering 95
Mechanical Engineering 95
Nuclear Engineering 95
Robotic Engineering 95
Entrance into the Culture 217
Environmental Hazard Gear 136, 140
Chem Goggles 141
Chemical Alarm 140
CS-4 Chemical Suit 141
CS-7 Chemical Suit 141
Decon Kit 141
E-Tent 141
Filter Mask 141
Geiger Counter 141
Gloves (protective) 141
GM-4 Gas Mask 141
GM-7 Gas Mask 141
I.D. Tape 141
Equipment 117
Equipment Repair Policy 237
Erectus 13, 236
Eridani Swordsaint 31
Eridi-Corp 13, 234
Espionage Equipment 136, 138
Acidizer: 138
Blow Torch 139
Cam Flybot 139
Camera (digital) 139
Contact Microphone 139
Electronic Tracer Device 139
Jump Pads 139
Lock Pick Set (basic) 139
Lock Pick Set (electronic) 139
Lock Pick Set (professional) 139
Mini Scanner 139
OF THE
F
F.U.R.I.E.S. 13
Falling 279
Feint 279
Fickle Finger of Fate 80, 282
Flamethrowers 121, 131
A-2 131
ME2E1-9 131
ME2E1-9B 131
The Blazer 131
Flexsteel Jungle 260
Food 232
Fornax Collective 13
Funneller 223
G
Galactic Alliance 203
Galactic Control 204
Galactic Development Administration 218
Galactic Fighter Corp 204
Galactic Forces 204
Galactic Grocery Store 221
Galactic Marines 204
Galactic Navy 204
Galactic Phenomena 214
Galactic Police Force 203
Galactic Reconnaissance Force 204
Galactic Storm Troopers 204
Galactic Timetable 20
Galactic X 204
Gen-Human 35
Gen-Human (spy class) 37
Gen-Human (warrior class) 37
Getting Around the Galaxy 213
Good ideas 227
Grenade Launchers 121, 133
M-203 133
M-75 Auto 133
M-L50 133
Turbo Plus 133
Grenade Throwing 193, 279
Grenades 121, 132, 193, 279
CS-7 133
M-200 series 133
M-75 132
M-80 Smoke 133
M-85 132
M-90 Concussion 133
M-95 132
Omegaton 133
P-4 132
Plasma Grenade 132
TWENTY-THIRD CENTURY
H
Hack and Slasher 224
Hand-to-Hand Combat 278
Hand-to-Hand Skill 278
Handling Player Characters 224
Harpers World 245, 260
Healing 200
Hearing 78
Heavy Armor 106, 109
CD 2 Commando 109
Gladiator 109
Mesh Suit 109
MX-4 109
Tri-Mesh 109
Height 77
Hells Point 245
Bayhurst 252
Calamaka Island 252
Crystal Citadel 246
East Yourk 250
Glitter Town 249
Hallia 246
Hells Deep 252
High Park 250
Ice Sector 245
Jungle 246
Mysteries of Hells Point 255
North Yourk 250
NPCs 255
Places of Interest 252
Remnants 250
San Diego 250
Zone 250
Helmets 107, 110
AKMH 110
AKMS 110
Defender 112
Deshard 110
Deshard S 110
DH-1 110
DH-2 Shock Helmet 110
Goliath 112
Jousen 3 112
Kevlar 3 110
MBA 112
Shalkon 110
Shalkon MS 110
TDA 110
Tri Mesh 112
Hierarchical Company Structure Table 236
Hit Location 193, 280
Human 39
Hyperspace 212
I
I Was Just Growing Up 79
I.Q. 73, 227
Illuminaries 24
Illusionary Inc. 13
Implants 154
Adrenal Implant 154
Bio-Implant 154
Electro-Implant 154
Needler Implant 154
Neural-Implant 154
Sonic Implant 155
In processing 217
Infravision 233
Initiative 278
Initiative Modifiers 73, 189
Integrity 279
Integrity Reduction 105, 279
Intergalactic Defense Group 203
Interstellar Combat Directory 13
Intuition 74, 227
Ion Storms 214
IR 117
J
Journeyman Skills 96
Bartering 96
Carpentry 96
Cooking 96
Electrician 96
Electronics 96
Holo Installer 96
Mining (Planetary) 96
Welder 96
Kwashime Alliance 52
L
Lancer 12
Languages 96
Aziam 96
Benjari 96
Cashou 96
Fott 96
Hemarean 97
Madusiam 97
Povonixza 97
Sarand 97
Tasirine 97
Vissu 97
Wakon 97
Washiran 97
Xarian 97
Zendarean 97
Level of Information Table 225
Levels of Difficulty 87, 281
Light 233
Living In The Future 203
Local Group 277
Loyalty Base 75
Loyalty of Hirelings 225
M
Madd Mikes Mercenary Brochure 221
Mag Gun Munitions 129
Absorption Destroyer 129
Acid 129
Audio/Visual Broadcast 130
Dummy Round 130
Infrared Strobe 130
Position Broadcast 130
Radar Enhancement 130
Shaped Charge 130
Smoke Generator 130
Super Sonic Pulse 130
UV Strobe 130
Mag Guns 120, 129
Carousel 129
Deliverance 129
Magnatron 129
Stick Gun 129
Mail Service 215
Malfunctions 193
Manual Dexterity 72, 227
Maps 226
Masnrock Generator 215
Mastery in a Field 86
Matrices 157, 282
Colors and Titles 158
Empath Advancement 166
Empath Matrices 159
Astral Travel 165
Berserk 160
Body Switch 165
Chaos 164
Clairaudience 159
Clairvoyance 159
Communique 162
Comprehend Languages 159
Concentration 159
Confusion 160
Croms Warrior 164
Death Vision 164
Dimension Travel 164
Disciple 165
Disposition 161
Distance Illusion 161
Ego Smash 162
INDEX
Ego Whip 161
Enrage 159
ESP 159
Fear 159
Feign Death 161
Focus 164
Future Shock 166
Haunt 164
Hypnotic Trance 163
Image Creation (minor) 162
Image Projection 161
Invisibility 162
Link 164
Mass Fear 163
Mass Friendship 163
Mass Paralysis 165
Memory Storage 162
Mind Blank 162
Mind Dive 161
Mind Projection 164
Mind Strangle 162
Negation 163
Offering 159
Pain 162
Pass Unnoticed 163
Patience 160
Permanent Illusion 164
Prisoner 161
Psychic Emulsion 163
Psychic Force 166
Psycho-Kinesis 160
Psychometry 161
Resonant Structure 165
Scry 165
Sleep/Alert 161
Sonic Immunity 162
Soul Binder 165
Soul Search 165
Speak With Dead 163
Steal Soul 166
Strength 161
Stun 160
Subliminal Implant 161
Summoning 1 160
Summoning 2 164
Summoning 3 165
Supreme Resonance 167
Telepathy 160
Telepathy (plant) 160
Trade Minds 163
Trioks Invulnerability 163
True Sight 162
Trust 161
Vanquish 165
Vision Quest 166
Energy Brackets 157
Energy Controller Advancement 174
Energy Controller Matrices 167
Activation Energy 170
Anti-Gravity 173
Attraction/Repulsion 173
Battery 169
Bind 174
Bypass 169
Cancellation 174
Cataclysm 175
Cellular Disruption 171
Cellular Immunity 171
Chilled Veins 167
Combination (major) 175
Combination (minor) 172
Continuous Light 169
Darkness 167
Dimension Travel 172
Displacement 170
Drain 169
Electrical Discharge 168
Energy Cloud 174
Energy Manipulation 171
Energy Negation 173
Explosive Lattices 171
Finger Laser 168
Fire Blast 170
Fire Wall 172
Flux Shield 172
Fly 170
Frequency Scanner 170
Glue 168
Gravity Wave 175
Ground Sparks 169
Ice Wall 172
Invisibility 169
Jam 169
Kashonas 173
Radiation 98
Surgery 98
Medical Skills 97
Mega-corporations 204
Mense 249
Mental Bonus 74
Mercenary Groups 208
Angus Core and the Merchants of Doom 208
Arachnid Suppression Guild 208
Battlefield Janitorial Service 208
Chatilian Interest Firm 208
Computer Connection 208
Cyberdome Unlimited 208
Dead Man Replenishment Fund 208
Energy Advisement Council 209
Fun Loving Axe Murderers 209
Jim Jones and the Bad Boys From Guyana 209
Knights of Discipline 209
Phentari Selection Firm 209
Picket Fence 209
Underground Assistance Firm 209
N
Name 77
Night Vision 233
Nog 32
Non-Combat Skill Checks 16
Non-combat type 224
Non-Player Characters 224
Non-proficiency 230
Novas 214
NPC Persuasion Table 228
NPCs 224
BATTLELORDS
OF THE
209
Nub 60
Nuclear Effect Weapons (NEWs) 130
NEWs - Disintegrators 120, 130
Balshrom Duster 130
Gashil: 130
Rommel: 130
The Americas 130
NEWs - Disruptors 120, 130
K-4 Proton Cannon 130
Majestic 130
Majestic 2 130
Neutralizer 130
Number of Attacks 77
O
Occupational Proficiency 85
Occupational Skill Descriptions 93
Occupational Skills 281
Occupational Skills Table 88
Officers 240
Omega Cannons 120, 128
Able 3 128
Balshrom Flux Cannon 128
Cobra XM2 128
Devastator 129
OC-1 128
Python XM3 129
Valley Green OX 128
Viper XM1 128
Omega Principle 128
Orion Rogue 51
Orionus Konglomerates 13, 236
P
Paramilitary rank structures 238
Parry Number 117
Parrying 278
Payroll Policy 237
Perception Chance 229
Perception Checks 229
Personal Equipment 137, 142
Atmospheric Processor 142
Backpack 142
Bagpipes 142
Blood Salt 142
Blue cocaine 142
Brain Scratcher 142
Bwal 142
Case (magnetic proof) 142
Case (shock proof) 142
Case (super) 142
Case (waterproof) 142
Chem Lab 142
Climbing Kit 142
Compass 142
Compass (digital) 142
Compass (magnetic) 142
Corang 142
Dummy (practice) 142
Dward 142
Emergency Transmitter 142
Flare Gun 142
Flashlight (normal): 142
Flashlight (threader) 143
Grapple Gun 143
Grappling Hook 143
Grenade Scoop 143
IFN 143
Korilium-312 143
Krosh Fork 143
Mega Glue 143
Mood Synthesizer 143
Nub 143
P-Cabin 143
Parachute (military) 143
Parachute (professional) 143
Phent Morsels 143
Phio-Sodium Augurate 143
Pneumatic Saw 143
Polymizer (portable) 143
Purification Tablets (food) 143
Purification Tablets (water) 143
Raft (2) 143
Raft (4) 143
TWENTY-THIRD CENTURY
285
INDEX
Raft (6) 143
Range Finder 143
Refrigerator (portable) 143
Repellent (bug) 143
Rope (flex) 143
Rope (standard) 143
Satchel 143
SCUBA Equipment 143
Skinsuit 143
Sleeping Bag 143
Sleeping Bag (arctic) 143
Sleeping Bag (methane) 144
Still (portable) 144
Stove (portable) 144
Tablets (protein) 144
Tablets (salt) 144
Tent (2 man) 144
Tent (4 man) 144
Tent (8 man) 144
Thwackem Stick 144
Tool Kit 144
Tool Kit (electronic) 144
Tool Kit (ionization engineer) 144
Voice Emitter 144
Web Gear 144
Persuasion 76, 228, 281
Persuasion Modifiers 228
Phentari 55
Phentari (Dakzal) 57
Physical Skill Descriptions 90
Physical Skills 90
Acrobatics 90
Agility 90
Alertness 91
Archaic Hand Weapons 92
Body Equilibrium 91
Body Points 91
Breathing 91
Climbing 92
Deep Sleep 92
Hand to Hand Combat 92
Stealth 92
Strength 92
Swimming 92
Plastic Surgery 155
Play Example 241
Police 220, 252
Power Monger 224
Power Units 231
Pre-Mission Training Table 236
Pressure Ridges 214
Primary Occupation 78
Primary Occupational Skills 86
Proficiency Cost 87
Promotion Points 240
Public Transportation Conduits 255
Pulsars 214
Pulse Cannons 119
Pulse Weapons 127
BC-Terminator 128
M-20 127
M-80 Defender 128
Mentar 127
Mentar-A3L 128
PC-3 127
PC-6 127
RP-4 Masher 127
Vector 1 128
Vector 4 128
Python Lizard 59
Q
Q 117
Quarterly Training Policy 237
Quasars 214
Quick Reference 278
R
Race 77
Racial Preference 76
Racial Size Comparison 76
Radiation Belts 214
Ram Python 63
Random Encounters 225
286
BATTLELORDS
Range 158
Range Brackets 117, 279
Rank 79, 238, 240
Espionage Officer 239
Medical Officer 239
Mercenary 238
Mercenary Officer 238
Naval Officer 239
Navy 239
Science Officer 239
Technical Officer 239
Rationing 232
Reaction Checks 228
Reaction Modifier 75, 224
Reaction Table 228
Rebels 206
Regeneration serum 201
Regional Offices 236
Reloading 193
Rent-A-Skill 155
Replacing Missing Limbs 201
Resurrection Percentage 74, 200
Right to Say No 220
Ritual of Cleansing 49
Robotics Skills 99
Activate/Deactivate 99
Function Alteration 99
Identification 99
Modification 99
Repair 99
Robotic Engineering 99
Rod and Gun Club 13
ROF 117
Roleplaying 12, 19, 226
Running your own campaign 226
S
Salary 78, 240
Science Skills 99
Anthropology 99
Archaeology 99
Biology 99
Botany 99
Chemistry 99
Cryptography 99
Forensics 99
Gemology 99
Geology 99
Physics 99
Theology 99
SCRAP 211
Secondary Occupation 78
Secondary Occupational Skills 86
Secondary Statistics 75
Secondary Statistics Checks 16, 227
Secondary Statistics Comparison 76
Security Systems Skills 99
Bypass 99
Defeat 99
Detect 99
Operate 99
Pick Locks 99
Systems Design 100
Shadow Talk 205
Sighting 229
Sighting check 241
Situational Modifiers 224, 282
Size Class 77
Skills 85
Skills Checks 229
Sleep 232
Smell 78
Smooth space 212
Smuggling 218
Snap Shots 190
Social Status 78
Social/Miscellaneous Skills 100
Accounting 100
Administration 100
Business Management 100
Etiquette 100
Gambling 100
General Knowledge 100
Law 100
Linguistics 100
LMM 100
Matrix Manipulation 100
Mazian Shape Change 100
OF THE
Persuasion 100
Street Smart 100
Survival (urban) 100
SSDC 13, 234
Spacecraft 212
Spaceports 216
Specialized Armor 107, 110
BES 110
ES-3 110
EVM-1 110
Mazian Armor 110
Specialized Weaponry 120, 132
Energy Mace 132
Light Sword 132
Taser 132
Spies 210
Sponsor 234
Spread fire 191
Spy Fortune Table 83
SS 117
Star Maps 276
Starting Proficiency Points 281
Strength 72, 227
Strength Limitations 72
Strict Battle Master 224
Suicidal 198
Suits 14
Sunspots 214
Suppression Fire 191
Survival in the City 216
Survival Matrix Roll 17, 79, 199
Acid 200
Biological 200
Chemical 199
Cold 200
Electrical 200
Fire 200
Mental 200
Poison 200
Radiation 199
Sonic 200
Survival Matrix Roll adjustment 74
System Shock 74, 193
T
Task Performance 226
Tech Levels 214
Telydyne Syndicates 13, 234
Terrestrial Knowledge 75, 228
The Chatilian Interest Firm 13
Threshold 279
Time 232
Tolude 32
Traders Guild 13
Travel 213
Trolling 206
Tza Zen (Skaraike) 69
Tza Zen Rigeln 67
V
Vacation Policy 237
Vax 32
Vehicle Skills 100
Automobile 100
Fighters 100
Fighters (deep space) 100
Hoppers 100
Remote Piloting 100
Skimmers 100
Spacecraft 100
Tanks 100
Transicruiser 100
Vehicles 211
Automobiles 212
Hoppers 212
Movement 211
Piloting Skill Check Examples 211
Skimmers 212
Transicruisers 212
Vision 78
Vital Statistics 72, 281
Vital Statistics Checks 16, 227
Vital Statistics Comparison 76
Vital Statistics Generation 71
W
Walk of Life 249
Warp 212
Warrior Fortune Table 82
Water 232
Weapon Malfunctions 231
Weapons 117
Weapons Control 218
Weapons Skills 101
Archaic Hand Weapons 101
Archaic Powder Weapons 101
Beam Weapons 101
Chemical Weapons 101
Direct Fire Weapons 101
Energy Weapons 101
Indirect Fire Weapons 101
Omega Weapons 101
Pulse Weapons 101
Repair (armor) 101
Repair (weapon) 101
Throwing 101
Weapons Table Key 117
Weapons-Gunnery Skills 101
Weight 77
Wound Recovery 201
X
Xplore Inc 13
U
Ultra-Vision 233
Unarmed Hand-to-Hand Combat 197
Arm Lock 198
Bite 198
Called Shots 198
Defender Options 198
Elbow Smash 198
Foot Stomp 198
Grappling 197
Hand Attack Table 196
Head Butt 198
Head Lock 198
Leg Lock 198
Submission Hold 198
Tail Swipe 198
Temporary damage 197
Throw 198
Trip 198
TWENTY-THIRD CENTURY
Z
Zen Rigeln 67
Zones of Control 220
3. Name
Encumbrance
Damage Bonus
Manual Dexterity
4. Race
Skills
Skill Bonus
Primary
Secondary
Skill Name
Level Mod.
Skill Name
Level Mod.
Skill Bonus
I.Q.
Power Points
Skill Bonus
Maximum Languages
Agility
Constitution
Initiative Modifier
Defensive Modifier
Skill Bonus
System Shock
Ressurection
Death's Door
Aggression
SMR Modifier
Body Points
Chance to Berzerk
Chance to go Suicidal
Intuition
Mental Bonus
Skill Bonus
Reaction Modifier
Loyalty Base
2. Secondary Statistics
Terrestrial
Knowledge
Military
Leadership
Persuasion
5. Height
6. Weight
7. Size Class
8. Body Points
Bargaining
23.SMRs
Chemical
9. Movement
Radiation
10. Number of Attacks
12. Vision Modifier
11. Damage/Attack
13. Smell Modifier
Biological
Poison
20. Salary
21. Rank
Awards
Hair Color
Eye Color
Age
Sex
Sonic
Fire
Acid
Power Points
Matrix Name
Electrical
Languages
MC Experience
Cold
Matrix Type
Level
Robe/Crystal
PP
Matrix Name
Title
Mentor
PP
Matrix Name
PP
Integrity
Right Arm
Helmet
Chest
Left Arm
Right Arm
Ablative
Liner
Helmet
Absorption
Chest
Right Arm
Left Arm
Helmet
Chest
Armor Type
Threshold
Helmet Type
Threshold
Left Arm
Armor Options
Abdomen
Body Threshold
Abdomen
Abdomen
Total Encumbrance
Left Leg
Favorite Weapon
Right Leg
Right Leg
Left Leg
Left Leg
Favorite Grenade
Wounds/Criticals
RANGED WEAPONS
R
WEAPON NAME
ENC
BONUS
MN
SS
ROF
DAMAGE
Cybernetics
HAND WEAPONS
WEAPON NAME
Hand-to-Hand Combat
SS
1st
A C T I O N S
2nd
DAMAGE/NOTES
3rd
N/A
EQUIPMENT
NAME
ENC
Ammunition
HISTORY
NAME
ENC
Personal Description
Corporate Background
Grenades/Missiles
Planets Visited
COMPUTERS
COMPUTER TYPE
Modules
CC
MC
ON
Defensive Modifier
ssdc.com
SSDC101E
ISBN 978-0-9679400-0-7