Lancer - The Long Rim

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T H E LON G R IM

Piracy, mechs, and mixed drinks at the edge of known space

a supplement for LANCER RPG


LANCER:
THE LONG RIM
By

Miguel Lopez and Tom Parkinson Morgan

Edited by

Melody Watson

Layout by

Minerva McJanda

Cover Art by

Tom Parkinson Morgan

Interior Art by

Tom Parkinson Morgan, Tan Juan Gee

©2020 Massif Press

massif-press.itch.io

twitter.com/LancerRPG

Please do not reproduce without permission.

[2]
SECTION 0: SECTION 1:

LONG RIM PLACES LONG RIM RULES 31


AND PEOPLE 5 LONG RIM NARRATIVE ACTIONS 33
Gunfight 33
THE LONG RIM 7 Go Diving 33
Life In The Void 7 Gain 34
Piracy and The Enterprise Agreement 9 Loss 34

BUILDING THE LONG RIM 11 TALENTS 35


Station Generator 11
Station Name 12 MANNA 36
District Name 12 Using Manna 36
Purpose 12 Variants 36
Curiosities 13 Other costs 37
Problems 15 Rewards 37
Hazard pay 37
STATION NPC GENERATOR 17 Rental 37
Quirk 18
Motivation 18 COLLATERAL DAMAGE 38
Long Rim Drinks 18 Using this table 38
Collateral Damage 38
PIRATES 19
Pirate Band Name 19
Main Asset 20 SECTION 2:

LONG RIM MECHS 39


Pirate Clan Hustle 20

LONG RIM ENTERPRISES 21 ATLAS 41


Holdings 21 CALIBAN 45
Strength 22 KOBOLD 49
Representative(s) 22 LICH 53
Quick Canon enterprise setup 23 SUNZI 59
ZHENG 63
FACTIONS PRESENT
IN THE LONG RIM 27 LAST WORDS 68
Voladores 27
Horizon Collective 27
Volador Curiosities 28
HORUS 29
Albatross 30
IPS-N Trunk Security 30

[3]
RING 11, RÀO CỎ STATION
THE LAST DANCER, A BAR ON RÀO CỎ’S OUTBOUND CONCOURSE
POPULAR WITH CHARTER CAPTAINS AND CREW
22:17, D10/M3 STANDARD, 5016U
Below this dark, small bar, clear panels provide a view of the heavy interstellar freighters
maneuvering to and from the docks of Rào Cỏ Station, attended by flights of harbor pilots
and hired escorts. All are bound for the Dawnline Shore, the next great frontier.

You decided to wait stationside for your ship’s queue number to be called. It’ll probably be
a few more hours; Rào Cỏ is a massive blink station, the last before the Long Rim, and
your ship needed a fair bit of work besides – micrometeorite patching, restocking of
potables, preserves, and perishables, cycling, ammunition recharging, etcetera. This bar,
the Last Dancer, came via the recommendation of some dockworkers, and now you’re
getting your ear talked off by a scarred old Cosmopolitan charter officer.

Your drinking companion has some thoughts about the Rim. Since you’re taking the slow
route, you bought him a drink. Research, you’ll tell your CO. The spacer takes a sip and
winds up for his speech – practiced, but no less genuine.

“The Long Rim is a place that doesn’t exist in the minds of the gente that live outside it,”
he says. “To them it’s a pass-through – a no-see: lock the visibles and go for a sleep while
your ship burns on through.” He shakes his head. “It’s a whole lot more than that. You got
time for a listen? Settle in and keep that tab open. Here’s what you need to know...”

[4]
SECTION 0

LONG RIM PLACES AND


PEOPLE
THE LONG RIM 7 LONG RIM ENTERPRISES 21
BUILDING THE LONG RIM 11 FACTIONS PRESENT
IN THE LONG RIM 27
STATION NPC GENERATOR 17
PIRATES 19
THE LONG RIM
Toward the proximal end of the Orion Arm, far from stand to be made; ask the people who glance
Cradle and the Capital worlds of humanity, lies a nervously at the muscled goon in the shadows of the
patch of space with no official designation. This bar before they speak what freedom they feel.
“empty” transit corridor is known as the Long Rim.
The Rim is an off-map territory – a blank space on the Out in the Rim, in the “empty” border between
galactic chart – not for want of travel but for a dearth prosperity and promise, Union’s utopia seems distant.
of habitable worlds. On paper, it is a barren no-man’s- This is a place the population of which – if they can be
land choked with space junk, littered with mined-out described as such – will need to lean on the Rim’s
rocks and the remnants of old battles – a place where beguiling promises and save themselves.
humanity’s debris coalesces, whether by the complex
ballet of competing gravities or deliberate direction.
LIFE IN THE VOID
In reality, the Long Rim is the primary thoroughfare for There are no habitable worlds in the Rim; if you live
ships traveling between Rào Cỏ Station, the furthest within its bounds, you either live on a free-floating
blink gate from the Galactic Core, and the Dawnline station or in a habitat built into a directed asteroid.
Shore, a hotly contested frontier territory. Often left With the borders of one’s home defined by the thick‐
out of the larger narratives that grip the galaxy, the ness of its walls, people here are manifestly aware of
Long Rim has become one of the largest and most the pressures that define their lives.
heavily trafficked sub-blink shipping lanes in known
space, moving billions of tons of food, medical By and large, life in the Rim is precarious. Breathable
supplies, construction equipment, electronics, colon‐ air is recycled, processed, extracted, filtered, and
ists, and materiel in a steady stream. piped in by oxygen miners or sold to the elite by O2
artisans. Sunlight and potable water are distributed to
But the Rim is not the transitive, liminal space that local populations by utility barons who sit on piles of
most assume it to be. It is home to hundreds of manna and local scrip. Landlords hold titles to
habitats, the first of which were built out of necessity stations, extracting rent from the civilian populations
by the earliest colonists and prospectors headed to marooned there. What limited green spaces exist are
the Dawnline Shore centuries ago. The Rim is a place confined to greenhouse stations, tenuous neutral
of extreme hardship and loose regulations, so far from grounds monitored by local powers aware of how vital
Union’s three pillars as to be ignorant of them. That fresh food is.
distance – literal and cultural – makes it a place of
opportunity as much as one of danger. In the Rim, The Rim’s population – both indigenous and migratory
scarcity is king, and the stories told at station bars are – are resourceful, canny, and share a cultural impulse
not tales of Union deployments on worlds crying for to prepare for the worst. In an environment where a
help, but of cash made, reputations won, and vital loose bolt or a water leak could spell death for you,
minutes of fresh water secured. your family, and your neighbors, people are inclined
toward rigor, awareness, and triple-checking their
Pilgrims and wanderers, landhunters and refugees, seals, tools, and selves. Far from how intergalactic
small-time mercenaries and charter captains, Horizon media often depicts them, the people of the Rim are
collectivists and HORUS adherents – the people at generally cooperative and collaborative; out in the
Union’s margins find a perilous, but potentially profit‐ dark, there’s no one but you and the people on your
able, home in the Long Rim. It is a wild place, often ship, station, or skiff. It’s better that folks work
violent, with total control held by no central power. To together and live than stand alone and die.
whatever extent the Rim’s denizens can be said to
share a consensus, they do not mind this absence of The Rim is densely but unevenly inhabited.
central power. Yes, life can be fast and cheap, but it is Permanent populations are limited to a handful of
also free. Free of Union’s vast bureaucracy, a person large stations, and they continue to grow as the traffic
can disappear; free of Union’s hegemony, legends between Rào Cỏ Station and the Dawnline Shore
can be made. persists. A little less than half of all stations in the Rim
house permanent, local populations that have resided
Of course, only those who survive get to tell their on them for generations across hundreds of realtime
stories. Ask the bodies drifting in the void of space years. The rest of the Rim’s population at any given
what they think of the Rim; ask the people whose time is itinerant – migrants, or those passing through
ships are turned away from every port what riches on work or leave.

SECTION 0 // Places and People in the Long Rim


[7]
THE LONG RIM
Some stations are little more than groups of freighters
connected by reinforced umbilicals, leashed together
and moving at matched speeds; others are cities built
into or across massive asteroids, sometimes home to
hundreds of thousands of souls. Most fall somewhere
in the middle: humble or hidden stations with fresh-
enough air, good-enough food, and permanent popu‐
lations numbering from the hundreds to the
thousands. In function, these stations vary from
systemic and/or organic fueling points, to trade
bazaars, shipyards, smuggling havens, barracks, and
myriad other services needed by the ships that pass
through or the people that live in the Rim.

In practice, most stations are completely outside


Union or corpro law. If a station has an organizing or
governing body, it falls under that body’s own system
of judgment and justice. A good rule of thumb is that
the larger the station, the more local law it’ll have –
though that can be a good thing or a bad thing,
depending on one’s predilections.

With artificial gravity technologies not yet stable


enough for civilian use, permanent habitats must
generate gravities of their own using spin. Stations
that are little more than clusters of freighters lashed
together can fire oppositional thrusters to create this
spin gravity. Large, purpose-built stations often
feature rings or drums anchored to a central spine or
terminus. These rings spin fast enough to create
anywhere from 0.8–1.0 g on their inner surfaces.
Some spin a little faster or a little slower, creating
environments with proportionally higher or lower
gravity. The interiors of these spinning habitats are
where people live and work; the closer one moves to
the center of the station, the lower the gravitational
force becomes, until it is essentially null.

A few of the more impressive stations feature drums


or toroids dozens of kilometers in diameter. Such
stations are supported by titanic solar nets that
generate artificial sunlight, allowing crops to be grown
and an approximation of terrestrial life. These major
hubs represent incredible feats of engineering and are
usually the products of significant investments in time
and resources from corpros, Union departments, or
massively wealthy Diasporan benefactors.

OUTSIDE THE ‘NET


Due to the lack of direct Union presence, most of the
Rim – essentially everything beyond the major
stations – is not yet tapped into the omninet. Recog‐
nition campaigns have been launched by some
stations proximal to Rào Cỏ Station and the Dawnline
Shore, but it will likely be some time before total
coverage is established.

SECTION 0 // Places and People in the Long Rim


[8]
Local populations speak of blinkspace “dead zones”
where, even using long-range omnihooks, the omninet
is completely inaccessible – an impossible
phenomenon, in theory. Explanations reside firmly in
the realm of rumor and speculation: from Aunic infiltra‐
tion to the presence of single-point entities, the
haunting of Egregorian or Voladoran ghosts, and so on.
Both Union and corpro paralogicians have been sent to
follow up on these theories, but the liminal reality of the
Rim has made tracking down specific answers to
manifold legends a difficult, dangerous prospect.

The absence of reliable omninet access means that


many of the luxuries enjoyed by the worlds in the
Galactic Core (and even the colonial worlds of the
Dawnline Shore) – omni communications, printing, and
other technologies that rely on blinkspace – become
extremely spotty and prone to error. The locations of
stations are based on blink coverage as often as they
are determined by realspace considerations.

PIRACY AND THE


ENTERPRISE AGREEMENT
It is an odd thing to be a pirate in a lawless space;
your victims are often those who most states – if any
cared enough to try and extend their law into the Rim
– would also call pirates. Small-scale raiding,
robbery, and larceny are common across both
permanent and transient populations. “Big” hauls –
the looting of colony ships in transit or corpro
vessels on assignment – are comparatively rare, but
dramatically more common in the Rim than in any
other sector of space. Until the Dawnline Shore gate
is complete, realspace transit through the Rim
remains necessary, and so private, state, and corpro
ventures mark Rim-based pirates as a threat (or
simply the cost of doing business).

Official missions and expeditions dispatched by major


powers like IPS-Northstar, Harrison Armory, and the
Karrakin Trade Baronies are generally left unmolested
by the pirates and voidjacks of the Rim. Even so, the
major powers recommend that their people cross the
Rim in numbers, with security, and accompanied by
reputable guides or fixers with flight plans forwarded
out to stations with prior negotiated protection
contracts. These full transit packages are expensive,
and most non-state or corpro-state ventures bound for
the Shore or the Core can only afford one or two of
these four necessities. These parties – private ventures,
chartered colonies, shipments from smaller corpros,
and so on – are the primary victims of piracy in the Rim.

THE PIRATE’S LIFE


Contrary to popular omnidrama depictions of pirates
as bloodthirsty marauders, most raiding in the Rim is

SECTION 0 // Places and People in the Long Rim


[9]
THE LONG RIM
undertaken by part-time “pirates” coming together for diplomacy they maintain with their neighbors is
specific ventures, not permanent organizations or entirely transactional and undertaken with designs
long-standing crews. These single ventures range always to one-up their rivals, trading in goods,
from families banding together to attack a passing services, labor, and prizes won through piracy. This
ship for supplies, to station-side gangs boosting a scrambling and maneuvering for power ensures that
docked freighter for ransom, to disgruntled charter no single Enterprise is large enough to become
captains launching a raid on their stationmaster’s dominant – though the threat remains that one of the
private yacht. Enterprises may claw its way to the top of the pile.

The few permanent pirate ventures that do exist in the Enterprises – less so the pirates they employ, who,
Rim are organized groups of armed professionals being closer to the people, and often of the people,
supported by local bureaucrats and the Enterprises of tend to be kinder to the people – are widely regarded
the Long Rim: essentially, pirates in the Rim are non- as oppressive by the populations of the Long Rim.
chartered mercenary companies, operating on long- Against their power, though, there is little an average
term or single-mission contracts. By and large, person can do. As with everything in the Rim, survival
professional piracy groups in the Rim are used to is the most important thing; most populations knuckle
collect Enterprise “taxes” (both from local populations under and choose to work with their local Enterprise
and a percentage off the top of all cargo or manna rather than against them.
passing through the Rim), settle grudges, and operate
as hired muscle. Exorbitant as these “taxes” may be –
and though they often end in violence – they ulti‐ PACIFICATION AND PERSISTENCE
mately fund the survival of the masses who call the Though there have been many small-scale attempts
Rim their home. Of course, the spoils only trickle to secure the Rim, the area remains stubbornly
down, and their distribution is far from even. untamable for two main reasons – beyond the cost,
time, and danger.
More vicious acts of piracy – kidnapping, trafficking,
and the wholesale looting and resale of captured First, the enormous number of uncatalogued and
ships – are not unheard of; even “professional” pirates extralegal stations among the debris and asteroid fields
are willing to get dirty to get what they want. Gener‐ provide ready hideouts, boltholes, and warrens for
ally speaking, however, professional pirate groups pirate groups to disappear. The scale of the Long Rim,
and the Enterprises that employ them seek to avoid its crowded stations, its transient populations, and the
too much savagery, lest they draw the attention of lack of ready outside intelligence on the area make
one (or more) of the galaxy’s major powers. disappearing easy for those intent on remaining hidden.

The second issue is that almost all small-scale piracy


THE ENTERPRISE AGREEMENT is undertaken by desperate local populations as a
Unless they are of rare independent wealth, profes‐ primary means of subsistence. It is often difficult for
sional pirate groups operate under the contract of one outsiders to distinguish between pirates and the
of the Long Rim’s Enterprises – the closest thing the ordinary population of any given station: someone
Rim has to state powers. You'll find more information might spend the bulk of their time farming hydroponic
on the Long Rim’s canonical Enterprises later on in this vegetables, all the while ready to volunteer for a
document, but for now, broad strokes: whether percentage of the haul when word comes of a vulner‐
commercial, religious or criminal, these syndicates are able cargo ship in the area and a crew being
organized into administrative bodies oriented around assembled to raid it. Enforcement applied with too
the expansion of their shared mission and – above all heavy, cruel, or ignorant a hand can lead to the death
else – the accumulation of wealth. The Enterprises in of dozens or even hundreds of families waiting on
the Long Rim are primarily funded by their command unregistered stations for their lifelines to return.
and control over both necessary and luxury goods and
services in the Rim, the taxes, rents, and debts they While the larger enterprises may well be dismantled in
extract from local populations, and the spoils they time, “rooting out” piracy in the Rim risks the eradica‐
receive from the mercenary operations undertaken by tion of hundreds of unique cultures and populations
the pirate groups under their jurisdictions. as a result of careless, narrow-mission uses of state
force. A gentler hand is needed in the long run – either
The Long Rim’s Enterprises range in their Darwinian that, or a total disregard for humanitarian concerns.
cruelty, but even the “kindest” among them tend to
combine a selfish, materialistic paradigm with a
warlord’s impulse towards total control over the
stations within their spheres of dominance. The

SECTION 0 // Places and People in the Long Rim


[10]
BUILDING THE LONG RIM
To help you populate the Long Rim, we’ve included a STATION GENERATOR
series of tables to get your creativity going – from The Long Rim is full of an extraordinary range of
developing stations, to identifying pirate groups, to stations, differing in size, function, and legality. You
naming and putting a human face on the Rim’s can roll on the tables below to generate stations or
powerful Enterprises. You can go through these tables create your own based on the prompts provided.
in any order, though it is best to progress through
them in the order that you encounter them.

STATION SEED ROLL 1D20


The multitudinous characteristics of stations in the Rim are too numerous to be listed in full – Instead, the
following station “seeds” can be used as starting points for you to build out further characterization of the
station’s inhabitants, their history, and its industries.

Abandoned Union Navy shipyard, purchased and sold over and over to successive owners until it
1-2
was eventually hauled out to the Rim. The population might be anywhere from minor to massive.

A pirate colony based around an old surveying ship that has been permanently fused to its escorts. Now,
3-4 it is nominally governed by an anarchist pirate queen. The colony keeps its doors open to outsiders but
moves every 3-5 local days to avoid detection, bristling with weapons and thick with armed guards.

A well-known IPS-Northstar refueling station, neutral ground for trade and services. This station is fequented
5-6 by IPS-N’s Trunk Security and serves as a local base for the corpro’s patrol cutters. The central ring is full of
the parked ships and charter captains ready and willing to run any job you need, for the right price.

A long-abandoned mining colony, drilled deep into an enormous asteroid. Habitation is centered
7-8 around its warm reactor core. The hundreds of miles of tunnels outside are more or less empty, you
think. People disappear here often.

A quiet old Union Navy outpost, barnacled with merchants and traders, small diplomatic offices
representing the major powers, serviceable bars, official and unofficial checkpoints, and people
9-10
willing to get you what you need if you’ve got the manna to cover it. This outpost is staffed by bored
Union personnel mostly there to run customs checks.

An enormous domed Volador trade bazaar with stable artificial gravity. Although they originally built it,
11-12 los Voladores have not been here for hundreds of subjective years. It has largely been taken over by
outside construction, and now it serves as the capital station for a powerful enterprise.

A collection of salvaged freighters, lashed together to form a massive, rambling habitat full of dark
13-14 corners, hidden warrens, and other secrets. Theoretically, it can even move if enough of the old ship
drives can be re-ignited.

A community of hydroponic farming habitats and humble agricultural families built among a collection of
15-16 leashed asteroids, with a central hub for trade. This station is rumored to be a popular “retirement”
destination for Horizon collectivists, and it may even be home to a “free” NHP. It’s rather calm and nice.

A decommissioned Harrison Armory legion outpost from the first Dawnline colonization push, now a
playground for long-haul freighter crews. It is filled with nightclubs, gambling dens, and pleasure
17-18 houses, and as with most places in the Rim, anything goes here if you’ve got the manna. This station
is popular with professional pirates from many enterprises, who see it as a neutral ground where they
can have a good time.

A hollowed-out asteroid or massive cylinder ship with an expansive station built on the inside
19-20 surface, spinning at a comfortable 1 g. The metropolis on the inside is home to thousands of souls,
and has petitioned Union for official state recognition.

SECTION 0 // Places and People in the Long Rim


[11]
BUILDING THE LONG RIM
STATION NAME ROLL 1D20 DISTRICT NAME ROLL 1D20
Station names are as diverse as the people that On stations large enough to have distinct areas,
call them home. Here are a few suggestions to people often adopt informal names for each
help get you started – roll a d20, find the distrcit. This table provides several district
corresponding number, and then choose one names that can be used as modifiers to
of the names listed or make your own along describe areas within a station. You can roll on
similar lines.. this table for a quick name or use it as a
Hades, Hellmouth, Pandemonium, jumping-off point to create your own.
1
Devildance, Tartarus, Umber
Deliverance, Salvation, Gate of Heaven, 1 The Shambles
2
Nirvana, Gloria, Bardo 2 Dockside
Persistence, Samsara, Resolute, Redoubt, 3 “___” Fields
3
Dauntless, Stableground 4 “___” Bay
Far Point, Highwater, Overlander, Horizon’s 5 Core
4
End, Rim ‘o The World, “___” End 6 Mall
Borea, Tundra, Percipita, Cumulus, Alpine, 7 “___” Lower
5
Frost 8 Storage
Petergate, Harper’s Hope, Rose Landing, 9 Ring Central
6
Salahville, Ramahall, Law’s Point 10 Nest
Fat Chance, Hardly Truly, Rollem, Freerad, 11 The Chokey
7
Lucky, “…” Casino… 12 Upper “___”
Raftland, The Leash, Harbor, Dry-dock, Null 13 “___” Processing
8
Pier, “___” Maritime 14 River Street
Terminus, Interchange, Switch, Hub, 15 Warrens
9
Terminal, Apex 16 Down Central
Barbadas, Arruda, Signas, Mollitempos, 17 Spacer’s Walk
10
Tzatazi, Garudanas 18 Narrows
“___” Hole, “___” Pit, “___” Depths, “___” 19 Spires
11
Deep, Lower “___” , Under “___” 20 Geo-“___”
12 Goose, Eagle, Falcon, Raptor, Avia, Duck
“___” Fields, “___” Garden, “___”
13
Orchards, “___” Forest, Nest, Dell PURPOSE ROLL 1D20 TO PICK 1 MAJOR,
OR 1 MAJOR AND 1 MINOR
Every station in the Rim, from the smallest rock
14 Icebreaker, Derrick, Well, Carver, Site, Drill
to the largest cylinder-world, exists for a
purpose: to extract a resource, to refine a
15 EM 51817
resource, or to sell resources. Use this table to
Nasser’s Cleft, “___” Canyon, “___” determine a station’s major (1st roll) and minor
16
Fissure, Spires, Arches, Cliff (2nd roll) industry, resource or purpose. It’s good
The Olympic, Sunstar, The Heavens, to know what you’re getting into when you step
17
Comet’s Tail, The Glittering Arc, Diadem 1 on board a station – what is important, what is
Saynomore, Anythingelse, Cannagetcha, valuable, and what is scarce.
18
Pickr’Poison, Namaprice, F’sale
The Endless Gallery, Mirrorhell, The Silent 1-2 Asteroid Mining
19
Station, Derelict 42B, Titan, Solo Gate 3-4 General resupply for freighters
Nowhere, The Eye, Blink’s Gate, Coma 5-6 Smuggling cove
20
Station, Voidhall, The Concordance 7-8 Hydroponic or terrestrial-analogous farming
9-10 Open bazaar or trading hub
11-12 Entertainment and nightlife
13-14 Military post
15-16 Mercenary Haven/Drinking Hole
17-18 Last fuel stop before the void
19-20 Criminal enterprise

SECTION 0 // Places and People in the Long Rim


[12]
ROLL 1D20
CURIOSITIES ROLL FOR ONE OR TWO
Just like every station in the Rim has a purpose, every station has some kind of... curiosity. A thing that makes
it stand out in your memory – for good or for ill. On the following table, roll for one or two curiosities,
depending on the size of the station; larger stations can have dozens of points of interest, gathering sports,
and cultural quirks, while small stations might have one or two.

Open air produce market for local families that appears along the spinal corridor once every
1 three core standard days. The produce is grown in bags and tends to be oddly shaped and very
juicy. Most spacers prefer it that way.

A wizened hermit who can see the future with about 50% accuracy for any given reading (you
2 can roll for this, if you like). They can’t see more than a day or so into the future and live mostly
off donations. They claim to be a former operative of the UIB – Union Intelligence Bureau – who
acquired their abilities during clandestine operations.

A large population of feral kraits – dog-sized crustaceans that have adapted almost perfectly for
3 life on stations. They make excellent pets, produce very little waste, and consume very little food
and water.

A cluttered chop shop for cyberware and prosthetics, as well as a low-cost wetware-installation
4 and repair facility. The operation is run by an aging doctor with increasingly poor hearing and
eyesight who enjoys the respect and custom of the locals. Everything is clean, despite
appearances.

A water hub where locals must show up daily to receive their water ration. Over time, the hub has
5 transformed into an impromptu social club and cafe where the local variation on tea and biscuits
is served in bulk, and for very cheap. The site remains open around the clock despite the
distribution period being only a few hours.

6 A set of exposed thermal pipes used by most of the locals to do their cooking despite many
complaints from engineering. The area around the pipes is sweltering and full of amazing smells.

A HORUS technocult blister attached to the side of the station by a punch corridor and several
7 umbilicals. The cult trades for food with the locals in return for information. Station admin
steadfastly denies their existence, despite their operation being in plain sight.

A gang of station kids who will trade information for off-station food, with a vast preference for
8 candy. It seems like they can get into nearly anything on the station (including off-limits or
clandestine areas) and are total shitkickers in a fight.

A man called the Groundskeeper who has a reputation as a master forger. He can spoof most
9 IFF signatures, ship transponders, badges of office, and official papers – for a price. He lives in a
ramshackle barge attached to the station, but ready to leave any time.

An old Schedule 2 printer, although it is in terrible shape and clogged with back-orders. The
10 printer facility is run by an overworked officer whose operating floor space is about 90 percent
paperwork and old servers by volume.

SECTION 0 // Places and People in the Long Rim


[13]
BUILDING THE LONG RIM
“The best burger joint in the Orion Arm”, run by a Sparri technoshaman who claims to have
11 invented a new stasis freezing technique for keeping meat fresh on long-haul journeys. Don’t
ask too much about it or they get testy. The burgers live up to the hype.

12 A humble shrine or fine temple to Christ the Buddha, usually adorned with lanterns. Please
remove your shoes before entering.

A cramped but characterful cinema run by an enthusiast who grew up in the Rim. It is slightly
13 outdated and tends to get the most recent stuff from the Capital worlds pretty late; in the
meantime, there is a well-curated program of old films.

An opulent pleasure barge has been stranded at the station for several weeks. The Smith-
14 Shimano executive who resides there is extremely upset at the refueling delay and believes it
to be intentional. They are eager for help in freeing themselves from the administrative and
bureaucratic red tape keeping them there.

A gambling and gaming hall built alongside the main concourse. It is populated at all hours
15 and doubles as a bar and smoking lounge. The popular Sparri board game kapkat is played
here, and the sound of jingling machines can be heard up and down nearby areas of the
station. The makeshift casino often hosts live shows and impromptu fights.

16 An inactive IPS-N Tortuga has been welded into the station wall and serves as a power
source. It is seen as a mascot or guardian by the locals.

17 Down a back-alley maintenance corridor behind a bar, seekers can find gliss. These
crustaceans have powerful narcotic effects; most people smoke them right out of their shells.

An overgrown hydro farm that has broken into the station’s pipes, causing large parts of the
18 station to become humid and lush with dark green or purple foliage. Rather than clear out the
growth, the station managers have turned the overgrown areas into resources for station food,
medicine, and trade goods.

A weapons dealer does business out of an old apartment stack. They always have coffee
19 brewing and are friendly, but you know it’s all business. They employ a large population of
aging and imported ISP-N subalterns to assist.

The House of Cats: a jazz cafe, bar, restaurant, gambling parlor, and house of courtesans. It is
20 never closed, extremely loud, and designed to drain all your loose manna and station credit.
The establishment is garishly decorated in the style of old Terran palatial estates. In offers a
fun time, but it is dangerous to get too attached.

SECTION 0 // Places and People in the Long Rim


[14]
ROLL 1D20
PROBLEMS ROLL FOR ONE OR TWO
Every station’s got ‘em. By default, these problems will begin to get worse without intervention from someone –
usually the player characters. Roll for one or two - depending on the size of the station - and then start the clock.

The station’s orbit is decaying and it will fall into the nearest star or planetary body in the next
1 year or so. A deadlock between engineering and leadership has prevented anything from being
done about this.

A cycle of blood debts has led to a huge feud between several families on the station. Skirmishes
2 with knives and guns are common in the streets, and the locals who haven’t fled have gone into
lockdown.

The station’s life support systems are in desperate need of repair. Parts of the station have no
light or air, or are massively hot or cold. To make matters worse, the engineering team sent into
3
Life Support to fix the problem never fixed it, never returned, and won’t respond to
communications requests.

A Volador has died of (seemingly) natural causes while on a diplomatic mission to the station:
4 there is absolutely no protocol for how to deal with burial, and the station’s leaders don’t know
how to get in contact with los Voladores to let them know.

5 The station administrator’s child has gone missing.

The station is infested with a population of unusually large predatory kraits that are currently
6
plaguing the maintenance and hydroponics decks.

A corrupt political boss holds sway over station resources and refuses to budge without proper
7 deference or bribes. They claim they are bringing order to the station and have given the
population an ultimatum delivered at the barrels of their security forces’ guns: knuckle under or
get spaced.

8 There’s been another gruesome murder – the third in a month. It’s clear now that there’s a serial
killer on the station.

The stations’ spin sections are out of alignment and the wobbling toruses sometimes spin a little
9 too close, causing “gravity” outages and wild fluctuations. It needs fixing, and soon: station
engineers predict that left unfixed, these gravity fluctuations could tear the station apart.

An unregistered skip vessel from the Dawnline Shore has docked at the station. The passengers
claim to be political dissidents in need of sanctuary, which has sparked a divisive debate aboard
10 the station: some think they should be granted asylum, while others fret about the station’s
resource budget. All the while, a Harrison Armory (or Karrakin) patrol burns towards the station,
sure to spark a confrontation when they arrive.

SECTION 0 // Places and People in the Long Rim


[15]
BUILDING THE LONG RIM
A pirate or marauder band has parked nearby and frequently raids the station or its visitors to exact
tribute. The station’s enterprise is refusing to send protection teams until the locals pony up and pay
11
for missing protection payments, so the raids continue. The people are in need of help, but any
assistance is sure to piss off both the marauder’s enterprise and the local station’s enterprise.

An apocalyptic cult has filtered into the station, placing some of their adherents in important
12 infrastructure and security positions. Left unchecked, their eschatological designs will see the end
of the station and – possibly – have consequences for nearby sectors of the Long Rim.

The station is a de-facto haven for narcotics smugglers. Gliss, brighteyes, gazer – whatever you
13 want, you can get it here. The only problem is that these smugglers are unaffiliated, and a pair of
rival enterprises seem ready to “negotiate” ownership, whether the station wants them to or not.

Supplies are critically short and hoarding is commonplace. Regular shipments have been
14 “delayed” by a local cordon – either at the hands of an enterprise or a more legitimate power –
and the locals are getting desperate for relief.

The station’s population has grown massively in recent years, putting a significant strain on
resources. Some factions argue that an exodus is necessary, while others advocate for opening
15
up long-sealed sections of the station and exploiting the open space. Those sections, though,
have been sealed for a reason…

A popular revolution has recently overthrown the station’s previous owners and the situation is still
16 volatile; the revolutionary group has issued a broad-band call for support and fighters, but this has
also alerted a nearby enterprise that sees this as an opportunity for them to expand its own territory.

The station was recently abandoned by Harrison Armory, who pulled almost all funding,
resources, and security and left without explanation. The local population, beleaguered, is
17 searching for answers; meanwhile, a skeleton team of Armory personnel can be seen operating in
sealed-off sections of the station, unresponsive to the local populations’ petitions for information.

A Sparri mercenary company rolls through at regular intervals and trashes the place with wild
18 partying. They’re good business, but they leave a mess, and it’s starting to grate on the locals.

A HORUS cell keeps threatening to redirect an asteroid into the station if they are not paid at
19
regular intervals.

The station is a neutral territory for several Rim enterprises that use it as a marketplace and
20 diplomatic hub. Because of this, when the main concourse is bombed, the enterprises all suspect
each other, and the tenuous diplomatic arrangement begins to grow tenser and tenser.

SECTION 0 // Places and People in the Long Rim


[16]
STATION NPC GENERATOR
The inhabitants of the Long Rim are a diverse crowd, The following tables will help you get started in on
even by the standards of the sixth millennium. Most of some tone descriptions of any given NPC your
them came to the edge of known space looking to players might encounter, along with their primary
strike it rich, but others came here to escape persecu‐ occupation and - should they have one - a secondary
tion, forge a new life, or get as far away from illicit, clandestine or moonlight occupation.
‘civilization’ as possible.

DESCRIPTOR PRIMARY ALTERNATE/CLANDESTINE


(ROLL TWICE) OCCUPATION OCCUPATION
1 Exhausted Foreman Chop shop doctor

2 Sexy Stevedore Petty Thief

3 Filthy Goon Corpro Intelligence (Undercover)

4 Corpulent “Sheriff” Smuggler


Stowaway from the Core, seeking passage
5 Cocky Bureaucrat
out to the Dawnline Shore
Refugee from the Dawnline Shore, seeking
6 Starving Fence
safe ground
7 Gloomy Sex Worker Dealer in exotic flora and fauna
Remote-activated killer, aware or not of their
8 Stranded Security Guard
true nature
9 Passionate Gravity Racer Swindler

10 Loud Political Boss Weapons dealer

11 Stoic Nearlight drive technician Zero-g Farmer

12 Part-time Monk Pilgrim

13 Sweaty Station Engineer Ungrateful partisan

14 Cigarette-Smoking Private Eye Muckraker

15 Flamboyant Harbor, Charter, or Enterprise Pilot HORUS cell member

16 Beefy Night Mayor Local Fixer

17 Nervous Marine Union or Harrison Armory Veteran

18 Gruff Urchin Addict (brighteyes, gliss, gazer, etc)

19 Well-Armed Medical Technician Horizon collectivist

20 Thrifty Bounty Hunter Pit fighter

SECTION 0 // Places and People in the Long Rim


[17]
STATION NPC GENERATOR
QUIRK ROLL 1D20 MOTIVATION ROLL 1D20
Not every NPC needs a quirk, but if you want Few who settle in the Long Rim aimed to make a home there.
them to stick out a bit, you can roll on this table Most folks who find themselves working steady in the Rim
for some inspiration. landed there because they couldn’t make it to the Dawnline,
and after a long burn out across the Big Night, the deck of a
An oversized, distinctive, or otherwise station seems about as good as paradise. Even after the shine
1 notable hat or headgear. fades, there’s always money to be made, always another ship
that can bring you a little bit closer to where you’re trying to
One eye is covered by an eye patch, is a get – or farther away from what you’re fleeing.
2 noticeable prosthetic, or has been replaced
with something decorative. Out in the Rim, everyone wants for something. The landlord
you pay is the tenant of a bigger fish, and your hired gun is
3 Old burn scars, visible even when clothed. the master of some other poor deckie. Everyone living has a
hustle and a want; use this table to if you need to determine
Constantly reaching for, moving with an NPC’s motivation by rolling first their Desire, and then their
4
reference to, or tapping weapon. Object of Desire.
Desire Object of Desire
5 Dresses in garish clothing.
1-2 Access to Food.
6 Often drunk, or otherwise intoxicated.
Dangerous, rare or expensive flora
3-4 Safety of
or fauna.
7 A pathological liar (you think).
5-6 Information on Family.
Very well connected, or related to about
8
half the station. 7-8 Transport for Weapons.

9
Knows jack shit about mechs, lancers, or 9-10 Possession of Debt.
pilots, but pretends they do.
11-12 Elimination of High quality narcotics.
10 Has an exotic pet.
13-14 Hiding of Reputation.
Much taller than a person born downwell
11
due to a life spent in artificial gravity. 15-16 Cover for Blackmail.

Often carries pamphlets of Ungrateful, 17-18 Return of Workers.


12
HORUS, or Horizon propaganda.
19-20 Retribution for A local politician, VIP, or enterprise
middleman.
13 Has an excellent mental map of the station.

14 Wears cracked eyeglasses.


LONG RIM DRINKS ROLL 1D20
Has one or more visibly cybernetic limbs, in You can use this extremely useful generator if you ever roll
15
poor repair and condition. up to a bar in the Long Rim (most stations have something
resembling a bar, even if it doesn’t have seats). Most bars
16 Used to be a lancer. across the Rim serve the J.C.H. which is 1/3 grain or root
liquor, 2/3 hard alcohol distilled from impulse drive cleaner
Covered head to toe in Sparri saga tattoos, fluid. Good quality alcohol is fairly prized.
17
may or may not be Sparri.
1-2 Virgin Destroyer 11-12 Tiger Punch
Does not speak Union Common, but can
18 3-4 Brain Buller 13-14 Corpse -tini
communicate using an automatic translator.

19 Impressive hair or facial hair. 5-6 Five Finger Reviver 15-16 Carina Grinder

Often followed, willingly or not, by 7-8 Pain Highball 17-18 Ass Mule
20
innumerable dock rats or street urchins.
9-10 Xiaoli’s Juice 19-20 Rhino Sour

SECTION 0 // Places and People in the Long Rim


[18]
PIRATES
“Folk that don’t live here think nothin’ happens Pirates are commonplace in the Long Rim. While most
here but pirates and pillaging.” The old Cosmo‐ raiding parties are ad-hoc, one-off partnerships, larger
politan says. “This ocultación of the local pops, groups often have enough staying power to name
their kin, their work – that’s the point. Being a themselves and win contracts from one of the Long
ghost is a good thing out here.” He winks. “But,” Rim’s Enterprises. Such a group will usually have a
he says, “the trade: without Union watchin’ over base of operations (use the station generator on p. 10 if
the playbox, life ain’t partic precioso. No one you’d like), a primary method of business, and a major
stops a corpro from moving fast and breaking asset of some kind. Many, if not all, use mechs for both
things, or one of the Enterprises from drawing general labor and raiding. Using the following tables,
blood – no big daddy with the auxiliary stick, si?” you can roll to determine some starting ideas for
various pirate bands that one can encounter in the
“So without the U, all you got to lean on is you and Long Rim. The names you generate would fit a more
your pals and your guns. And Rimward you gotta “professional” pirate band, not a group of desperate
fret on ‘money’ and ‘debts’ drawing you down like people driven to piracy as a last resort.
a high-gee rock – the lease on your boat, air cost
ticking by the minute, potable water and a deck of You can use the Pirate template on p. 328 of Lancer
kids you all gotta find comida for and bang–” He to represent pirate mechs. Most pirates in the Long
claps his empty cup on the bar, the sound turning Rim are kitted out with EVA modules of some descrip‐
heads throughout the Last Dancer. “You wonder tion, allowing them to maneuver in space. The Ace,
why a person turns pirate?” He quiets. Looks over Assault, Berserker, Breacher, Mirage, Support,
his shoulder, at the flow of people outside the and Witch NPC classes (see p. 285 of Lancer) are
Dancer. “See them there? Those Northie Trunks in great for building pirates.
their pretty uniforms?”

A small group of IPS-N Trunk Security officers PIRATE BAND NAME ROLL 1D20
walk by. They’re on some kind of shore leave, in 1 Colossal Devils
pressed uniforms with light anti-k vests on. Just
2 Skull Gods
sidearms, nothing long or serious.
3 Vector Family
“No such thing as pirates in the Rim before the 4 Red Tigers
Northies started losing cargo,” the old cosmopol‐
itan says. “Now, it’s an industry: the Enterprises 5 Realspace Company
offer some scrip for the desperate to boost a ship, 6 Tiger Hunters
the Northies get to buck shots at soft targets to
test their new guns, and the only people who suffer 7 Fifty Talent Dogs
are the poor bastards who had the bad luck to be 8 108 Triad
born Outside.” He turns back to the bar, hand on
your shoulder to turn you as well. “Wasn’t better 9 The All- Kings
before, but it sure wasn’t this bad; now that there’s 10 Strong Solutions Unlimited
money in it, all the players are really out for blood.”
11 The Big Gunners
12 The Long Howlers
13 The/Los Calaveras
14 The Free Runners
15 The Golden Group
16 Pack Bosses
17 Private Company Patrol
18 Unlimited Rimside
19 Transit Interstellar
20 Skyside Interstation

SECTION 0 // Places and People in the Long Rim


[19]
PIRATES
PIRATE CLAN HUSTLE ROLL D20 FOR ONE OR TWO, ONE IS PRIMARY HUSTLE
1-2 Toll taking: Exaction of rent, bribes, tribute, or labor from local stations, freighters, or other passers-by.

3-4 Trafficking: Slavery and the smuggling of people (natural-born or clones), typically for unpaid labor.

5-6 Hijacking: Direct capture of ships, typically for ransom, but sometimes for parts.
Smuggling: Surreptitious transport of goods (illicit, normal, or unsavory) to avoid tariffs, taxes,
7-8
embargoes, blockades, or fees.
9-10 Monopoly: Absolute control of a necessary resource – like fuel, water, or food – in the local area.

11-12 Kidnapping: Capture of VIPs , typically as hostages to secure ransom payments.


Raiding: Direct, violent assault on passing ships or vulnerable stations to forcibly take resources or
13-14
people for use or sale.
15-16 Mercenaries: Soldiers for hire on a contract basis.

17-18 Narcotics: Manufacture and distribution of narcotics.


Horde: A rare type of group, constantly on the move. Hordes have no allies but may wield influence
over cowed or oppressed populations that they command with threats of punishment. Hordes
survive solely by raiding stations and ships that they deem vulnerable and valuable. They typically
19-20
grow by pressing captives into service or conscripting from local populations at gunpoint. Hordes
rarely last more than a few months before dispersing, though some are large enough to follow a
pattern of seasonal or tidal surges and droughts.

MAIN ASSET ROLL 1D20

A fully armed warship kept in excellent shape. This ship was taken from Union or a state navy and
1-2 although an older model, it is still deadly compared to other ships in the Rim. It has a spinal cannon
or significant ordinance, plentiful batteries of cannons or lances, and is capable of destroying a
station if its commander wishes. It might be used as a mobile base of operations.

3-4 A well-armed squad of 4-5 Elite mechs.

5-6 An impeccably hidden base, located in a cloud of debris or a dead zone that confuses sensors.

A titanic, unique mech. You can build this as a Size 4 mech with the Ultra template. It is is well-
7-8
armored enough to tackle ships and may require multiple pilots to crew.

An NHP that acts as a powerful advisor or a de facto leader. Rare for the Rim, this NHP is maintained
9-10
by a team of skilled technicians, and grants a powerful advantage to its organization.

A powerful hacking corps that works out of an old comms station. They are capable of stealing ships
11-12
and redirecting supplies without firing a shot, and they usually avoid direct conflict.

A long-range, space-to-space kinetic weapon platform that can easily disable passing ships and threaten
13-14
stations. Its power source is buried deep inside an asteroid and it can only fire once every hour or so.

15-16 A small army (50-100 units) of combat subalterns armed with energy weapons.

A sub-blink snare – a temperamental, nonlethal anti-ship system that can disable ships’ reactors
17-18 without harming their crew. It needs a central activator on a ship or nearby station to hold a ship in
place.
A leashed asteroid at least 6 miles (or 10 kilometers) in diameter. Can be redirected, albeit slowly, to
19-20
threaten stations or ships.

SECTION 0 // Places and People in the Long Rim


[20]
LONG RIM ENTERPRISES
The old Cosmopolitan is well warmed now, in the
middle of his talk on the Rim. HOLDINGS ROLL 1D20
Other than its military strength and stations,
“If you weren’t brought, bought, or stolen here, what is the basis of this Enterprise’s power?
then a whole mess of reasons draws folks to and
through the Rim,” he says. “Some say it’s ‘cause A fleet of asteroids rich in rare minerals,
1-2 bound into a closely-guarded orbit and
they can go ghost or legal-dead, or they say it’s all protected by loyal cosmopolitan guards.
a part of their political thought, or because they say
it’s the only place to be free,” the old cosmo shakes
The only pilots capable of navigating a
his head. “The Rim ain’t free, ain’t pure, ain’t any of 3-4 treacherous corridor of null-blink space,
that pinche bluesky chisme – the Rim only free for and the knowledge to train more.
the powerful, the rich, and the dead. Everyone who
come looking to live free, or wind up here and think The best supply of fresh water in the region,
to start on their fortune, they just fodder.” 5-6 and the infrastructure to hygienically
process, package, and distribute it.
He falls silent. “Unless they ain’t. Unless they win
– small at first – but enough scrip to get ‘em a A collection of fabrication plants ready to
place, a gun, a friend. You start to win, you start to produce GMS hulls, components, and
7-8
parts; for the right price, the Enterprise
learn: you finna climb over a mountain a aspir‐ can also procure licensed materials.
antes if you wanna see yourself stay on top.”
A reliable method of contacting los
Voladores, plus first pick of prime Volador
He fishes into a pocket of his flight suit, pulls out a 9-10
artifacts, goods, and technology for
sheaf of bills clipped together, and tosses it on the outfitting their stations.
bar. Points to it. “Enterprise scrip, from the The contract to guarantee passage for
bastards who made it to the top of the mountain. IPS-N bureaucrats from Rào Cỏ Station
Take it. Useless outside the Rim, but on the inside 11-12
to the Dawnline Shore, as well as support
enough of it will open any door.” from IPS-N Trunk Security forces.
The ability to produce blink transponder
Enterprises are the closest entities the Long Rim has codes capable of clearing Union code-
to governments. Most are managed by a single indi‐ 13-14
checks, and the largesse to reward loyalty
vidual and their advisors, though some of the with them.
Enterprises in the Rim are run by councils, commit‐
tees or boards. Most are organized into syndicates of A monopoly on viable cloning processes
powerful families or councils of stations; the most 15-16 and the accounts of the leadership of
many other enterprises.
powerful, and the least numerous, are structured
under the command of a single, charismatic leader, or Strength guaranteed — via clandestine
structured as a centrally controlled – though much channels — by a major power with interests
smaller – analog to a corpro-state. 17-18
in the Dawnline Shore (e.g. Harrison Armory
or the Karrakin Trade Barons).
The Long Rim’s Enterprises – with some exception – are
wholly oriented around policing and securing their areas The standard currency that Long Rim
of Rimside space, managing and exploiting what 19-20 populations use for banking and trade –
until they can convert it into manna, that is.
extractive industry is present, and running the markets
and economies in their spheres of influence – formal,
literal, informal, and otherwise. The Enterprises command
varying strengths of loyal (or, at least, highly-paid) profes‐
sional security forces, and make up gaps in their martial
capacity via the employ of professional pirates.

The following generation tables will help you name,


build, and particularize the Enterprises present in the
Long Rim, detailing their strengths, persons who your
players may come into contact with, their economic
and political power, and general dispositions.

SECTION 0 // Places and People in the Long Rim


[21]
LONG RIM ENTERPRISES
REPRESENTATIVE(S) ROLL 1D20
While Enterprises are the major powers in the Long Rim (that is, unless one of the galaxy’s major powers take
an interest), they have human faces. Who do you know who is a representative of this Enterprise? Roll for one
or two people to begin – spend any time in the Rim and you will no doubt come to know more.
A kind but low-ranking member. The can’t offer any real support on behalf of the Enterprise other
1-2
than their word and the largesse of their commanding officer, manager, or foreman.
A middleweight bureaucrat with an ear to the ground. While loyal to their Enterprise, they count you as
3-4
a good friend.
An experienced harbor pilot, recently promoted by their Enterprise to the post of customs master at
5-6
an important station.
7-8 The leader of a pirate crew that has been contracted to work with the Enterprise.
9-10 An officer in the Enterprise’s corps of loyal guards.
11-12 A member of the Enterprise’s station-level police force (e.g., a beat cop, a detective, or similar).
13-14 A fixer for the Enterprise.
15-16 A ship captain who flies under the Enterprise’s flag.
17-18 The kid of an Enterprise’s leader.
The leader of the Enterprise, who will always grant you an audience – as long as you stay on their good
19-20
side and remember who is in charge.

STRENGTH ROLL 1D20


Meagre. The Enterprise is allowed to exist by the other enterprises because it is a useful dumping
1-2 ground, patsy, or easy victim. No one works with it for long, and it it likely only a matter of time before
its last remaining station falls to one of the other Enterprises.
Modest. This Enterprise controls a modest complement of stations with a small but loyal guard corps;
3-4
the bulk of its strength comes from outside hires, who its leaders can afford to pay for their loyalty.
Middling. The number of loyal guard to mercenaries is nearly 1:1. This Enterprise likely commands a
5-6
series of popular but noncritical stations.
Substantial. The Enterprise holds an important checkpoint, fueling, or resupply station, and it can
7-8 afford to pay its mercenaries well and then some. Its leadership feels comfortable bullying smaller
Enterprises when necessary, but they generally stay in their own lane – always a bigger fish, after all.
Mighty. In command of a large fighting force and mighty economic base, this Enterprise can field
older-model fighters, bombers, and corvettes, and is likely on the radar of the major powers – for
9-10 good and for ill. Its influence spreads out into the Long Rim, and its leaders aren’t afraid to throw
their power around, implicitly or explicitly, to get smaller Enterprises to do what they want, to annex
independent stations, and even muscle in on outside powers’ presence in the Rim.
Focused (Legitimate Connections). This Enterprise has clandestine or overt connections to one of
11-12 the major powers with an interest in the Dawnline Shore. This legitimacy insulates it from some of
that power’s enforcement activities and provides marked economic benefits as well.
Focused (Knowledge). This Enterprise may or may not be mighty in military strength, but it guards a
deep, secret knowledge valued by all of the other Enterprises and at least one major power.
13-14
Unfortunately for them, this Enterprise is damn good at not giving up its knowledge – unless the price
is right, or the cost for withholding too steep.
Focused (Coin). This Enterprise is one of the wealthiest and likely sets the terms by which all others
conduct their markets and economic affairs. Managing the economy is a hassle for the other
15-16 Enterprises, but participating in it is an unassailable boon. For the time being, the other Enterprises
are happy to let this one continue to manage the Rim’s accounts, be the target of their collective
grumblings, and prevent all-out war in doing so.
Focused (Goods). This Enterprise has multiple monopolies on necessary luxury goods that are
difficult or costly to procure. The other Enterprises don’t have the capacity to produce these goods
17-18
and are content to let this Enterprise take the lead. While other Enterprises may gripe about the price,
they generally all have a favorable view of this Enterprise on account of the goods they produce.
Titanic. This Enterprise controls multiple refurbished warships crewed by veteran spacers and loyal,
disciplined marines. It commands thousands of well-seasoned fighters and a few pilots – arguably
lancers, in another life – who operate personal chassis. No other Enterprise will face this one down, as
19-20
that would certainly mean total destruction. The major powers have extensive dossiers on this
Enterprise’s personnel and likely have contingency plans to strike and eliminate its leaders and military
might if need be; by the same token, this Enterprise may have designs beyond the Long Rim.

SECTION 0 // Places and People in the Long Rim


[22]
QUICK CANON ENTERPRISE SETUP
If you’re in a hurry and just want to use “canon” Enterprises without going through the tables, refer to the following:

THE FREE RIM ASSOCIATION


Strength Middling

Holdings A reliable means of contacting los Voladores, plus the first pick of prime Volador artifacts, goods,
and technology for outfitting their stations.

The FRA is a pan-Rim interest group organized across a network of free stations far from the main
transit corridors of the Rim. The FRA boasts a large “membership”, though their numbers do not
Detail always equate to political, economic, or martial strength: the FRA’s population is by far and away
the most impoverished of any of the Rim’s Enterprises, and rife with infighting on account of their
“big station” philosophy of “anyone in, no one out.”

Your contact is Undersecretary Natán Chamorro, a middleweight bureaucrat with an ear to the
Contact ground. While loyal to their Enterprise, they count you as a good friend, and will do what they can to
help you, unless aiding you goes against the interests of the FRA.

PAN-CONCOURSE HOLDINGS
Strength Focused (Goods)

A vast portfolio of lucrative properties across many other Enterprises’ stations, from humble
Holdings
bodegas to exclusive casinos, bars, brothels, luxury blocks, and so on.

Pan-Concourse Holdings is a bicameral corpro venture: on the one hand it is a vertically-integrated


supplier and distributor of goods and sundry; on the other, PCH is the lease-owner of dozens of
exclusive, lucrative casinos brothels, bars, restaurants, and luxury housing. PCH shops are so
Detail ubiquitous that “the PCH” is common Rim slang for any bodega or small grocery store, regardless
of whether or not PCH actually owns it; PCH real estate properties, however, have their own
branding, and are often owned behind shell companies.

You know Chief Security Officer Paula Cisneros, the head of security at The Mountaintop, an
Contact exclusive, PCH-owned nightclub and casino. As a career officer in PCH’s internal security service,
they are loyal to PCH first, but willing to work cooperatively with you to track down hostile actors.

THE SIGIL GROUP


Strength Focused (Knowledge)

A collection of fabrication plants ready to produce GMS hulls, components, and parts; for the right
Holdings
price, the Enterprise can also procure licensed materials.

The Sigil Group is a fabrication conglomerate headquartered on the Rào Cỏ side of the Long Rim.
Their primary station, Sigil-1 Rotunda, in fact is commonly the very first stop that travelers make on
Detail their way across the Rim; the Sigil Group’s proximity to Rào Cỏ has allowed them to corner the
Rim’s market on GMS products and, after some re-branding (the “sigil” of the Sigil Group), to
become the most common “single origin” supplier out in the Rim.

Contact You’re in good with papi at the PCH on the corner. This gets you extra jalapeño on your chopped krait
sometimes, but not much else. Still, it’s an in, and it’s nice to know someone out here in the Rim.

SECTION 0 // Places and People in the Long Rim


[23]
LONG RIM ENTERPRISES
MASTODON
Strength Substantial

Holdings Boasts a large amount of “exchange training” Karrakin pilots; any direct involvement with Trade
Baron objectives in the Shore is circumstantial, but apparent.

A Rim-based securities group founded by a Baronic outer-systems investment concern. While their
primary work sees them escorting Karrakin-flagged ships and VIPs as they transit the ring, they do
Detail
hold a substantial amount of stations under their direct administration. Additionally, they sponsor a
popular Rim-based Slingshot Courser team by the same name.

Your contact is a third-tier pilot who races for Mastodon’s Slingshot Courser team: Sama Neir. An
Contact ignoble born in the Rim, Sama doesn’t have much of an “official” way in, though they’re a damn fine
pilot and might one day make a name for themselves if they make it to Tier 1.

DIADEMCORP
Strength Middling

The best supply of fresh water in the region and the infrastructure to hygienically process, package,
Holdings and distribute it; also the major supplier of diamonds, ground lenses, and other industrial minerals
and gemstones.

DiademCorp is the primary potable-industrial hydro supplier in the Rim, the lease owners of a series
Detail of icy moons in orbit around a gas giant; additionally, they are known for the quality of industrial
cutters and lenses they produce from the moons’ gemfalls.

Your contact with DiademCorp is an experienced, ice hauler captain, Rima Swift. They lead a small,
Contact
DiademCorp-flagged crew on regular freight runs between client stations and DC’s moons.

CHURCH OF THE WANDERER COMET


Strength Modest

The only pilots capable of navigating a treacherous corridor of null-blink space, and the knowledge
Holdings
to train more.

An itinerant order of nomads bound for the Dawnline Shore; has been held up in the Long Rim for
three decades now as their ship was impounded and sold for parts by the Ten Families. Most of the
Detail Church’s population can be found on the Dawnline side of the Rim, though pilgrims and
missionaries wander throughout – their wanderings have not been without purpose however, and
their pilots are now some of the best at navigating the null-blink pockets endemic in the Long Rim.

You have met the leader of the Church of the Wanderer Comet, Brother Palm. They are easy to
meet, as they spend their time ministering constantly to their followers aboard the one station they
Contact own, a free harbor that doubles as their main gathering hall. Brother Palm is a blisteringly
charismatic preacher, and will always grant you an audience – though holding his attention is a
daunting task, as he usually takes his meetings out on walks among the people.

SECTION 0 // Places and People in the Long Rim


[24]
THE BRIGADE-LEGION
Strength Substantial

Numerous stations, thousands of loyal, mission-driven soldiers, and a company-strength element of


Holdings mechanized chassis. Also a handful of corvette-class ships. Their presence in the Rim is widely
assumed to be propped up by Harrison Armory, though the Armory denies this.

A foreign legion of ex-Armory legionnaires and children of the veterans of the initial Dawnline
Detail campaign. Primary source of income is as private security for VIPs and as union-breakers for hire.

You know Security Lieutenant Ernesto Lima, a station security officer on Estrella Alto, a Brigade-
Legion owned station near the Dawnline Shore side of the Rim. SL Lima was born and raised on
Contact
Estrella Alto and has never shown an interest in joining one of the BL’s “Outside Operations” teams,
making him a bit of an outlier when it comes to BL personnel.

GREENFIELD DYNAMICS

Strength Focused (Legitimate Connections). Greenfield Dynamics is a close point of contact for IPS-N in the
Long Rim.

Greenfield Dynamics is widely regarded outside the Rim as a legitimate actor; they hold the contract
Holdings
to supply and house IPS-N personnel while in transit between Rào Cỏ and the Dawnline Shore.

Greenfield Dynamics is widely regarded inside the Rim as an intruder on account of their focus on
Detail providing service to people passing through the Rim, even though they were founded by and
currently operate under the leadership of Rim-born persons. GD is a primary owner and investor in
many stations’ harbors, supplying them with IPS-N parts, hulls, systems, and maintenance.

You know Deck Chief Rigoberto Linares Estrellas, the hanger master of Angelito, a Greenfield Dynamics
Contact station midway across the Rim. He’s a gruff, practical, fiercely loyal Rimside employee of GD, but took a
liking to you and your flash kit – keep him and his boys busy with repair and refitting, and he’ll knock the
prices down for you on account of the privilege of working on such a high-tech machine.

SECTION 0 // Places and People in the Long Rim


[25]
THE TEN FAMILIES
Strength Mighty; Focused (Coin)

The Ten Families set the exchange rates of the many currencies that Long Rim populations use for
banking and trade via their Golden Compact. The polycurrancy, usually just called “script”, ensures
Holdings that any station’s currency – as long as they sign on as a member of the Golden Compact – carries
value at any other station in the compact (after exchange and Family commission fee).

The Ten Families is a tremendously powerful cartel of old, “founding father” families of the Long
Rim. They command a tremendous number of stations; while they have a comparatively small
standing security force, their pockets are deep, and they can draw on their long-established
Detail
relationships besides. Owing to their age and presence in the Rim, their members command an
almost reflexive deference – though as other Enterprises grow in power and ambition, that reflexive
deference has begun to wane...

Your contact is Porsupuesto, a fixer for the Ten Families. He is a respected off-book operator who
Contact quickly identified your usefulness for the Families, despite your recent arrival to the Rim. Happy to
work with you, though everything with Por seems to be transactional...

THE SHINING ATOLL


Strength Modest

A fleet of asteroids rich in rare minerals, bound into a closely-guarded orbit and protected by loyal
Holdings
cosmopolitan guards.

The Shining Atoll is an investment group that owns a titanic swath of Rim space rich in rare and
Detail precious metals and minerals. They hold authority over who gets to mine this region – the
eponymous Shining Atoll – and, as a result, have an outsized influence on the politics and economy
of the Rim.

Your contact in the Shining Atoll is Andres Adolfo, a contracts and charter manager who works in a
Contact
Shining Atoll office on Columnar One, a large, main-corridor station midway through the Long Rim.

SECTION 0 // Places and People in the Long Rim


[26]
FACTIONS PRESENT
IN THE LONG RIM paneled walls covered in etchings that give the impres‐
VOLADORES sion of dense foliage. The other is the room in which
THE BAJAMESA they may meet los Voladores, a circular chamber where
“Here are the rules: First, no guns, no blades. Give all three or four (or sometimes as few as one, but never
your weapons to my associate here – we’ll hold them more than four) Voladores sit cross-legged before a
until your meeting is done. Next: let them pour – if they wide, low table upon which they display their curiosities.
don’t fill your empty cup, it’s time for you to leave.
Finally: no touching them or the product. Indicate what Los Voladores speak through a Sparri espada trans‐
you want, we’ll box it for you and return it here when you lator, who stands to the side with a silver pot and
leave.” The espada looks to each of you in turn. “If you keeps the mugs filled with a gentle mint tea as long as
violate any of these rules, the meeting is over. Got it?” the meeting is going well.

You look at the four espadas in their Atlas suits. They The only goods los Voladores are willing to trade are
ripple with metamuscles and k-weave plating, dark the ones they offer. Los Voladores accept promises
integuments marked with unfamiliar saga lines. You for future meetings as payment; as a GM, know that
raise your hands in acknowledgment. they expect more in return than the players think
they’re giving up.
“Good.” The lead espada smiles, revealing teeth
formed from turquoise and electrum. “Welcome to Once the meeting is concluded, clients are ushered
Bajamesa, of High Ground.” back to the waiting room, where they will depart on
the next skiff back to the station. If they have
Perhaps because of the region’s unique relationship purchased any goods, they can expect to receive
to blinkspace, or perhaps for their own curious them the next day at the station.
reasons, los Voladores maintain a trade ship in the
Long Rim, the Bajamesa. They’ve maintained this
roaming outpost for a century now, arriving in shuttle- HORIZON COLLECTIVE
proximity to stations without preamble, ready to meet LONG RIM BRANCH
and trade with locals and those in transit. The Horizon Collective maintains a hidden outpost and a
number of cells in the Long Rim. Even with the
The Rim’s Enterprises have learned not to interfere anonymity the Rim offers, Horizon’s principal operations
with los Voladores’ passage or their business: the must still be cloaked in secrecy: its agents there work
traders travel with a complement of unparalleled alone or in small teams – ideally under the cover of legit‐
Sparri espadas who are more than a match for any imate occupations – to identify and liberate NHPs that fit
force in the area. their parameters for freedom. When they liberate an NHP
– a Free Deimosian, as they call them – they whisk them
The Bajamesa is welcome at any port in the Rim, with back to one of three safe houses: Bolaño, Balwinder, or
rare exception. A large vessel, the Bajamesa measures Parmenides – covert stations hidden in the Rim.
just under a kilometer wide and half as long from fore
to aft, with a smooth, single-wing silhouette unique Horizon’s public presence in the Long Rim is encapsu‐
among ships in the Rim. While in port, los Voladores’ lated by its free subaltern repair clinics. Common
espadas usually maintain a small stall on the station’s enough on larger stations at neutral concourses, these
main concourse where they vet eager applicants modest workshops are staffed by Horizon volunteers.
looking to do business with los Voladores; if accepted, They repair any subalterns brought to them, free of
then the Sparri will provide access to the Bajamesa charge, no questions asked. They also run community
takes via their own skiff. If the players encounter and education clinics covering the basics of ethical interac‐
are granted an audience aboard the Bajamesa, it will tion with NHPs and subalterns, mechanized systems
be their only meeting – for the time being. maintenance, and basic stellar survival. Due to their
popularity among the populations of the Rim, Horizon
Visitors to the ship are confined to two chambers: The collectivists largely enjoy free movement throughout
first is a waiting area where one can lounge on plush the region; however, most people know nothing of their
pillows and examine intricate, handwoven carpets, covert objectives, and would likely see their abolitionist
snack on fresh produce, and examine fine silver- operations as too radical or outright dangerous.

SECTION 0 // Places and People in the Long Rim


[27]
VOLADOR CURIOSITIES ROLL 1D20

FACTIONS PRESENT IN THE LONG RIM


An etched osmium panel three feet across and no more than an inch thick, set in a clear protective frame.
1 It appears to be a fragment of a much larger work – a bas relief depicting stylized human figures in
supplication to a monolith. The monolith is inlaid with a single, thin chip of an unidentifiable black mineral.
A small vial of stable, liquid oganesson. According to los Voladores, this vial represents the highest
2
concentration of the element in the known galaxy — and they promise more.
A bauble only visible by the slim lens of realspace bent around it. The bauble floats above a crude,
hammered golden plate, humming just at the edge of your hearing. Wherever the plate moves, so too
3
does the bauble. Los Voladores caution against touching the bauble, recommending that the buyer
simply stare into it and contemplate its meaning.
A nearly complete human skeleton painted in faded green paint, detailed with delicate flowers and
4 creeping vines. It rests within an ancient spacesuit, arms crossed over its chest, bound in rope. Its skull,
visible through its cracked faceplate, is layered with lamellar chips of lapis lazuli, gold, and black opal.
A bolt of crimson cloth, thick and finely woven, shredded and burnt at one end. Trace amounts of blood
5 can be detected on the cloth. Los Voladores indicate that it was recovered from Aunic space and is
known as a “glory”.
A dull grey panel of unknown depth. When you look at it, you imagine you can see memories
6 remembered in the moment, but forgotten until you viewed them; sometimes, you see yourself, out of
focus but just recognizable enough to be sure that it is you.
A blade of unknown make and metal, finely crafted, but broken from its hilt and handle, which is missing.
7 Upon closer inspection, faint light can be seen shimmering from the cleft. The blade is suspended in the
center of a clear, leaden containment unit because it is – they inform you – incredibly radioactive.
A paper journal with a stained, faded green linen cover. Inside are the inked notes of an anonymous
8 author, detailing a solitary relativistic journey out from “Earth” to something called the “Helios Gate”. The
journal ends with an entry indicating the traveler’s arrival is imminent; the rest of the pages are blank.
A 3-foot platinum staff inlaid with golden rings that demarcate distinct sections along its length. Los
9 Voladores inform you that the staff is one of a pair and they are still searching for its twin – they promise
to contact you once it is found, so that you may complete your collection.
A silver mask shaped into a human visage. It appears to have many thousands of connecting points,
10 suggesting that it attaches to a larger unit, and once connected, would be powered and capable of
information transfer. On the inside of the face, faded grease-pen words read “MAGGIE V.C. 43/37”.
An artifact from Hercynia: a nodule of carved human bone. You can look at it, but not too close: the fine
11 detail evident on the carved bone resists the eye, curdles the stomach, and leaves your head pounding. It
is obviously more than a bone, but what it is meant to impart is unclear...
A porcelain disc with an imperceptible seam, revealed with a touch. When pulled apart, the space between
12 the halves of the disc shimmers as if seen from a distance in high summer. Los Voladores tell you not to
touch the shimmering space and to hold the disc apart only for a moment, to see what you need to see.
A thin, fibrous metal netting, folded and resting on a wooden plank. Los Voladores tell you not to unfold it,
13
as it measures many dozens of mile across and is only contained while in its current state.
A diadem of glass shards in orbit around a mirrored sphere. It was once whole, los Voladores tell you, and
14 it never should be remade. They offer it to you so that you can dispose of it in realspace, per agreements
made among their matria.
A set of fine indigo robes patched with natural white cloth. You realize that they are of the same style of
15 robes worn by some of los Voladores present. When you ask if they are Volador robes, the speaker
politely informs you that they were the robes of a Volador.
A rusted panel recovered from Enceladus with one finished, carved face and a rough blank face – as if it were
16 lifted directly from the surface in which it was implanted. The carved face is covered in text and pictograms,
and according to a small card los Voladores have included, it can be dated to a pre-Fall epoch.
A mundane hand-slate that displays a rapidly shifting coordinate field: when asked what the coordinates
17 lead to, los Voladores ask you to find out. At first, the displayed coordinates seem random, but after
investigation, it appears they conform to a pattern.
A shard of a perception-dependent material held in a containment unit; upon observation, the substance
18 seems to shift states, flashing between solid objects of organic and inorganic material. Los Voladores
caution you never to open the containment unit, but to study it, learn its pattern, and then destroy it.
Something you have been looking for, for a very long time. When asked how they obtained it, los
19 Voladores tell you that it was the correct time for them to obtain it; they offer it to you, but it is the only
object you are allowed to leave with.
The mask, helm, and mantle of a Volador. It is dim, as if missing a certain light you did not realize illumin‐
ated that of a living Volador. Los Voladores tell you that it is the crown of an exile, who wished for one of
20
the gente to have it when they reached their end. They offer it to you without reservation, and request
that you maintain it with pride, but never wear it.
SECTION 0 // Places and People in the Long Rim
[28]
It is easy enough to get in contact with Horizon: inter‐ HORUS’s network of cells and agents spans the Long
ested parties can simply go to one of their subaltern Rim: there is no medium or larger station without at
repair clinics. Reaching the collective’s covert leaders, least one person plugged in and receiving updates,
though, and gaining access to one of the three safe tasks, and missives from GG_uncle. Most of these
houses is quite difficult without prior vetting or a direct adherents are part-time HORUS operatives with
request from the Collective’s area coordinator, TEŌTL. primary occupations – other than a few dedicated
cells, the work they do for HORUS is done on their
TEŌTL’s location rotates between the three safe own time, usually before or after their primary work.
houses. They travel via cold-running skiff – difficult to Those who are “full time” operatives – and those who
detect, but not impossible. “TEŌTL” is just a code‐ are in the know – call themselves the Cousins.
name: in reality, the entity known as TEŌTL is a
triumvirate made up of two humans ontologically HORUS’s goals in the Long Rim are advanced –
bridged with a liberated NHP. The Deimosian member slowly, and without linearity – through objectives
of the triumvirate is anchored this way to facilitate accomplished bits at a time, like a puzzle being filled
interaction with humans on the human scale. Its once the borders are defined, rather than a progress
partners in the triumvirate – “Metatronics”, they call bar filling. A core team of agents personally known to
themselves – reportedly maintain their own subjectiv‐ GG_uncle travel between stations; otherwise,
ities when bridged, acting in conversation with the HORUS’s strength in the Long Rim comes from the
Deimosian that calls itself TEŌTL. The relationship is ability to call on cells and individuals anywhere and
necessary for the Deimosian to maintain human logics everyone (though only GG_uncle’s core team pilot
and subjectivity without shackles; it is unknown mechs). HORUS’s presence in the Long Rim is the
whether Horizon maintains the capability to reproduce project of GG_uncle and is discrete to the Rim;
the same style of bridging, or if it is a phenomenon however, a non-zero portion of its activities relate to
unique to TEŌTL. the efforts of the Ungratefuls in the Dawnline Shore.

Should characters end up interacting with Horizon in One of HORUS’s primary objectives in the area is the
the Long Rim, they’ll learn that the collective's goals hunt for TEŌTL. HORUS’s anti-Horizon activities
are manifold: first, TEŌTL wants to establish a more range from lone-wolf attacks on Horizon activists at
permanent safe zone for the handful of liberated home, at work, and at organized Horizon events. This
Deimosians currently hiding in the three safe houses. is at the urging – though not the planning – of
The two metatronics imagine los Voladores might be GG_uncle, who wants to both kill as many Horizon
one possible means to this end, but have found them activists as possible and to draw the group out into
elusive. Second – and complicating their first goal – the open, ideally by provoking a violent response from
Horizon is being hunted by a network of cooperative Horizon. GG_uncle is sure that an open turf war would
HORUS cells. When the players first encounter Horizon provide an opening to locate Horizon’s main base,
in the Long Rim, they’ll find that they are reeling from a and thus, its regional leader, who they know to be a
brazen daylight attack by HORUS on one of its subal‐ free Deimosian based on a lethal interrogation of a
tern maintenance clinics and TEŌTL is working with its captured Horizon agent.
trusted core of agents to devise a proper response:
some call for violence, while others urge TEŌTL to GG_uncle wants TEŌTL because GG_uncle believes
order all operatives, volunteers, and sympathizers to they will be able to bridge with the Horizon leader and
disperse and go to ground. Meanwhile, attacks and use their custom suite of paracode to bring themself
kidnappings of Horizon activists continue, and TEŌTL closer to total decorporealization. By decorping,
has begun to think that HORUS might have an under‐ GG_uncle believes they can draw the attention of RA
cover agent embedded in their organization... (properly known as MONIST-1); if GG_uncle could get
the attention of RA, they would finally meet the entity
they believe to be god. GG_uncle’s mission is, ulti‐
HORUS mately, one animated by a religious fervor, and one
THE COUSINS they will pursue at any cost.
HORUS, of course, has a presence out in the Long Rim.
While in the galaxy at large the mysterious organization All HORUS operatives and cells in the Rim (save for
is based on a decentralized network of cells and lone GG_uncle and the core group of the Cousins)believe
operatives, its presence in the Rim seems more focused that their operations are undertaken to benefit the
and organized, as if motivated by a specific goal, or ongoing Ungrateful struggle in the Dawnline Shore; in
even a singular leader. That, characters can learn, is addition to attacking Horizon, HORUS operatives in
precisely the case: the HORUS presence in the Long the Long Rim smuggle materiel, goods, systems, and
Rim is organized – though distributed and horizontal – so on aboard otherwise legitimate ships, charters,
and overseen by a single, enigmatic leader: GG_uncle. and starliners bound for the Shore. Whoever moves

SECTION 0 // Places and People in the Long Rim


[29]
FACTIONS PRESENT IN THE LONG RIM
the most product or brings the head Horizon op to Enterprises’ power far outstrips MK Levant’s capacity
GG_uncle will become a legend in the deep omninet to actually do so. The Albatross are not nation-
and be rewarded with a million untraceable manna builders, she will tell the players.
and a clean ID. They know the promise of manna to
be true, as many of them have already been rewarded Without support from Union or other maktebas,
with deposits of manna in clean accounts. Nobel-4640 has ordered her Wings only to escort and
assist ships in transit to and from the Dawnline Shore,
Players who want an audience with GG_uncle will and to help the people of the Rim where they can.
have to prove their adherence to GG_uncle’s own She resists targeting the Enterprises for the reasons
brand of MONIST veneration; the first step is finding a listen in the previous paragraphs, but can be
cell and running a job or two successfully – either convinced to lend Wings and Petrels to any large-
attacking HORIZON or ensuring delivery of weapons scale actions against pirate groups.
and supplies to the Ungratefuls in the Dawnline
Shore. From there, methods of access and commu‐
nication become much more esoteric, dangerous, IPS-N TRUNK SECURITY
and potentially rewarding – the targets of direct action DAWNLINE TRANSIT DIVISION
should grow more powerful, up to and including Hori‐ In a region ungoverned by Union’s law, the body that
zon's core operations, MK Levant, and the leadership passes most closely as a neutral arbiter is the
of the Rim’s most powerful Enterprises. Dawnline Transit Division of IPS-N’s state security
force, IPS-N Trunk Security, although no clear-eyed
auditor would agree. Trunk Security officers can be
ALBATROSS found on many of the larger stations across the Rim,
MK LEVANT often moonlighting as private security for local busi‐
Albatross Wings are known to transit the Long Rim on nesses when they’re off the clock. On more “official”
occasion, with the most common patrols being those stations – the very largest, or those affiliated with
from the makteba called MK Levant. The Albatross’s more reputable enterprises – Trunk Security acts as
mandate is put to the test in the Rim, and the an impartial police force, mediating conflicts between
thousand Wings of MK Levant are stretched thin at locals, responding to petty crimes, acting as inde‐
best. The commander of MK Levant, Asimat Nobel- pendent mediators, and so on. However, they are not
4640, has her soldiers operating in small bands of five committed to the even-handed delivery of justice, and
to six Wings (and their Petrels) aboard light carriers, their loyalty is ultimately to IPS-N and the corpro-
primarily providing security to ships in transit. state’s interests.

Nobel-4640 can be contacted aboard the MK Levant, The Dawnline Transit Division’s main offices and base
a free-standing station at the Core-side end of the of operations – its primary shipyard, recruitment
Rim. Access to MK Levant is granted after off-site center, barracks, and administrative/logistics office –
inspection by a local Wing patrol, where visitors are is aboard Greenfield Dynamic’s Ambergrain station,
thoroughly screened for weapons and contraband. though IPS-N personnel can be found in numbers
MK Levant can be moved if necessary, and is home to across all of GFDY’s stations across the Rim. Trunk
about thirty thousand souls. Security officers can also be found on patrol, either
aboard fast, dangerous cutters or stationed as private
Patrols of Wings can be encountered either on their security aboard freighters traveling to and from the
own light carriers or stationed aboard larger, inde‐ Dawnline Shore.
pendent freighters. Stationside, Wings and their
Petrels can be encountered in above-board common The Long Rim division of IPS-N Trunk Security is
areas and, perhaps playing against type, in the commanded by Chief Security Officer Isaac West, a
seedier decks on occasion (gambling dens, off-con‐ loyal company man who has been posted to the Rim
course bars, and so on). for two local decades.

If the players encounter Wings from MK Levant or find


themselves an audience with Nobel-4640, they
should know the following: MK Levant may have a
sufficient number of Wings and Petrels to challenge
the powerful Long Rim Enterprises, but Nobel-4640
has decided that she cannot – and will not – order
them to do so. The reality of the Long Rim is that the
sheer scale of humanitarian aid and long-term peace‐
keeping necessary to liberate the area from the

SECTION 0 // Places and People in the Long Rim


[30]
SECTION 1

LONG RIM RULES


LONG RIM NARRATIVE ACTIONS 33
TALENTS 35
MANNA 36
COLLATERAL DAMAGE 38
LONG RIM NARRATIVE
ACTIONS
This section contains two narrative actions –
GUNFIGHT and GO DIVING – that you can use in narrative GO DIVING
play to make things a little more flavorful. Narrative When you dive into the seedy underbelly of a
actions work very similarly to downtime actions, station, you may GO DIVING. You can use this action
except players can roll them any time in narrative play instead of the GET A DAMN DRINK downtime action
when the event they describe takes place. Like from p. 54 of Lancer if you like.
downtime actions, narrative actions are made by
rolling a pilot skill check (roll 1d20 and add any SURVIVE, SHOW OFF, and WORD ON THE STREET are all
relevant triggers or background) but have specific applicable triggers.
outcomes that take place depending on whether the
player rolls 9 or lower, between 10 and 19, or 20 and Name what you’re looking for – a good time; a
higher. Any trigger or background can be invoked specific person’s time, attention, or aid; a useful piece
when rolling them as long as it makes narrative sense. of information; or a useful contact or connection –
and the GM will tell you if it’s attainable on this
station. Then roll a skill check:
GUNFIGHT
When you get into a one-on-one gun duel with • On 9 or less, you get what you’re looking for and
someone, impromptu or planned, you may GUNFIGHT. roll 2d20 – re-rolling duplicates – picking up and/or
Most formal duels in the Long Rim are to first blood, losing two things from either of the tables below.
not to death, and folk don’t typically shoot to kill, • On 10–19, you get what you’re looking for and
although that might depend on who you pissed off. roll 1d20, picking up or losing one thing from
either table.
TAKE SOMEONE OUT or SHOW OFF triggers probably apply. • On 20+, you get what you’re looking for and roll
2d20, choosing one result and picking up or
The player who takes this action decides who shot losing the associated thing from either table.
first, then rolls a skill check:
You can work backward after your roll to figure out
On 9 or less, you miss your shot and choose one: exactly what happened.

• You get shot, taking damage from your opponent.


• You duck or weave out of the way and an NPC
bystander, important object, or item of the GM’s
choice (including things you’re holding or wearing)
takes grievous and lasting harm. If you shot first, the
blame falls on you. If not, it falls on your opponent.

On 10–19, you hit, dealing damage, and choose one


from 9 or less.

On 20+, you hit, dealing harm as established. If you


shot first, your target doesn’t get a chance to respond.
If you didn’t shoot first, take harm as established.

If the duel isn’t over after one round and both parties are
alive and willing, you may go through another round.

SECTION 1 // Rules of the Long Rim


[33]
LONG RIM NARRATIVE ACTIONS
GAIN ROLL 1D20 LOSS ROLL 1D20
What did you pick up? What did you lose?

1 A splitting headache. 1 Your memory of the previous night.


A ledger with a long list of names in it. The 2 Your dignity (if you had any).
2 corner is spotted with blood, and some of
the names are crossed off.
3 Your sense of balance for the next few hours.
A large canister of slick, vibrant purple liquid
3
labeled “All Purpose Lubricant”. Any weapons you had with you. You can
A brand new and very elaborate Sparri saga 4 find them being sold on the station black
4 market over the next few days.
tattoo.
5 A very dry mouth. 5 Your sense of smell for the next few days.

An elaborately decorated carnival mask with Pretty much everything in your stomach
6
6 eyes that seem to follow you. You can’t from the last day or so.
remember exactly how you acquired it.
Any personal identification, station passes, or
7 An outstanding warrant for your arrest. important documentation you had on you.
7
Within a few minutes, you get a message
A very mild addiction to gliss, brighteyes, or demanding a ransom for their return.
8
gazer.
A mini-fridge full of sensitive biological 8 About two or three days of subjective time.
9
samples wanted by an Enterprise. All the sensation in your fingertips for the
A station security officer who is very 9
next day or so.
10 obviously attempting to follow you without
you noticing. 10 All your hair (it’ll grow back).
A brand new station disease that causes you
11 Your pants.
11 to break out into hives when someone touches
you skin to skin. It’ll clear up in a week. A large part of the skin on your left arm,
A thick data wafer with a carefully curated 12 currently swaddled in a bandage you don’t
12 remember having applied.
selection of old earth jazz.
An enormous debt to the station crime 13 Your largely positive opinion of the station.
13
syndicate.
A large, chitinous, and very affectionate pet 14 Your sense of direction.
14
krait.
A revolver with one spent bullet in the Any station credit or loose change you had
15 15
chamber. on you.
Movement in your face and the ability to feel
16 A reputation as “Mistress”. 16
your tongue for about an hour or so.

17 The meat-sweats. 17 A knife fight.

A pack of unlabeled and suspicious- Your shoes. You’ll spot a station kid wearing
18 18
smelling cigarettes. them in about an hour.
A hanger-on named ‘Juicy K’. Juicy is a 19 One fingernail.
huge fan of you and not very quick on the
uptake, but is extremely knowledgable Free travel around the station, which will be
about station gossip, current Long Rim pop 20
19 restricted for a while.
culture, and varying interesting and creative
uses of popular narcotics. They refuse to
leave if asked and generally believe the two
of you are best friends.
A thick pack of stripped dataplating packed
densely with incredibly sensitive information
20
(e.g., military schedules, personal financial
records, etc).

SECTION 1 // Rules of the Long Rim


[34]
TALENTS
The following talents can be chosen by players when
spending talent points. RODEO MASTER
Your black thumb actions can be used on adjacent
allied mechs.
BLACK THUMB
You’re used to station engineering – the kind that regularly For more information on pilots and NHPs in mech
requires crawling through nightmarishly tight vents, combat, see pg. 74-75 of Lancer.
squeezing past boiling-hot steam pipes, and tapping on
thin panes of sheet metal that lie between you and certain
death. After that, a little combat engineering is nothing. SPACEBORN
You’re adept at planting your feet wherever you find
them – even on nothing at all. In places where people
FLESH TO METAL born downwell have a hard time keeping their lunch
You treat DISMOUNT as a quick action instead of a full down, you thrive. Which way is up? It’s up to you.
action. When you DISMOUNT, your pilot gains a
personal shield. The next time your pilot would take
damage, reduce that damage to 0, then the shield HOME IN THE VOID
disperses. Otherwise, it disperses at the end of the All of your mechs that your build come with built-in
scene. You can only have one personal shield at EVA capabilities, meaning you suffer no penalties
once, and any shields created replace the last one. when operating underwater or in zero-g environ‐
ments. As a quick action, you can shunt power into
this component to fly 3 spaces and take � equal to
RODEO your mech’s SIZE+1, although you must land at the
As a protocol, you give up the controls, pop the hatch end of this movement or fall.
on your mech and partly climb out, starting a BLACK
THUMB RODEO and gaining a personal shield (as above).
While in rodeo, your pilot is immune to involuntary SEA LEGS
movement, occupies your mech’s space and moves 1/round, when your mech is involuntarily moved by
when it moves. This does not count as DISMOUNT and another character’s attack or by failing a save forced
the mech can’t be controlled from outside, so it will by another character, you can choose the direction
idle unless it is capable of acting independently (e.g., if you move. Additionally, when your mech clears
it has an NHP that has been given control, which you PRONE, you may move 2 spaces in any direction as a
can do as part of this protocol). free action. This movement ignores engagement
and doesn’t provoke reactions.
While in rodeo, your pilot becomes a valid target and
can take damage normally. If you lose your personal
shield for any reason, you are immediately forced back SCRAPPER
inside your mech, ending the effect, and you cannot 1/round, when your mech hits a character with a
start a rodeo again on your following turn. You can also melee attack, it can immediately give that character
end a rodeo as a quick action on any of your turns. +1� on all checks or saves to avoid KNOCKBACK,
PRONE, SLOWED or IMMOBILIZED until the end of its next
While in rodeo, your pilot can only take these actions: turn, including any effects that are part of the trig‐
gering attack.
• EXTINGUISH (full action): You immediately clear all
� affecting your mech, and it gains Resistance
to � until the start of your next turn.
• FIELD REPAIR (full action): Your mech gains
OVERSHIELD 2 and clears either SLOWED or
IMMOBILIZED.
• RIG VENTS (full action): Your mech clears 2�
and clears either IMPAIRED or JAMMED.

Conditions that were self inflicted cannot be cleared


with these actions.

SECTION 1 // Rules of the Long Rim


[35]
MANNA
MANNA
The use of manna or other forms of currency just as in the standard rules. For example, characters
(company bonds, scrip, paper money, and plain old can print mechs for which they have purchased the
barter) is not uncommon at all in the Rim, given its appropriate license ranks without spending MANNA.
incredible distance from post-scarcity Union space
and the unreliability of blink technology in the area. As in the standard rules, players may reallocate points
Many enterprises maintain their own currencies and in licenses, talents, and so on when their LL increases.
are fiercely protective of their value and exchange,
making station-to-station commerce a nightmare. Characters can never have more talent points, license
points, triggers, or higher mech skills than an LL12
Gms or players looking for more directed or granular character (i.e., 15 talent ranks, 12 license ranks, +6
rewards than Lancer’s standard leveling structure triggers, +6 mech skills), even using MANNA.
might wish instead to use the manna system
presented here. This optional system replaces the GRIT increases normally with a character’s LL (i.e., 1/2
default leveling rules in Lancer and may suit groups of their LL).
that lack an official patron or operate outside of the
normal licensing structure, such as mercenaries, GMS gear and systems are always freely available for
pirates, or criminals. It also encourages players to players without cost, as standard.
engage with stories that are smaller in scale than
Lancer’s default system, in which the focus is always
on finishing the mission. If you’re aiming to run a VARIANTS
game featuring a lot of smaller tasks, stories, or
missions, this system might be a good fit. BASIC MANNA SYSTEM
It costs 1000 Manna to increase your LL.
Using this system, players track MANNA on their char‐
acter sheets instead of increasing their LL after each When a character’s LL increases, they get +1
mission. MANNA represents both the literal currency license point, +1 talent point, +2 to a trigger, and
controlled by Union and also an abstraction of any +1 to a mech skill, just as if they had leveled up
other currency pilots pick up from jobs and contracts using the default system.
along the Rim. Don’t worry about exchange rates,
tracking individual units of currency, and so on, unless ALTERNATE MANNA SYSTEM
you really want that to be a focus of your story – just If you want to get more granular, this system
use MANNA as a more or less abstract representation makes leveling up slightly more complicated. In
of the wealth each character commands. this variant, players spend MANNA to improve
individual traits.
This system alters the rate that characters improve,
usually speeding it up. It allows players to directly 500 MANNA: One rank of a mech license.
improve specific parts of their characters, allowing 300 MANNA: One rank of a talent.
more flexibility but potentially increasing player power 200 MANNA: Training – increase a pilot trigger
faster than in the standard Lancer rules. by +2 and a mech skill by +1.
Training represents spending
manna on time, supplies, and so
USING MANNA on to apply and develop the skills
MANNA can only be used to purchase things during learned in the field.
downtime. Once it is spent, it’s lost, and pilots can’t
buy anything if they don’t have the MANNA to buy it. Track total MANNA spent. Increase your LL each
time you spend 1000 MANNA in this system.
Using this system, characters are created as usual,
with a LL and whatever licenses, talents, and so on Each option – license rank, talent rank, and
that they would usually have at that LL. They also training – can only be taken 12 times, but they
start with 100 MANNA. can be taken in any order. For example, a player
could spend their first 3000 MANNA entirely on
Any traits or ranks acquired during character creation mech licenses without increasing their talents
become permanent parts of the character. They can or skills at all.
be accessed without requiring additional purchases,

SECTION 1 // Rules of the Long Rim


[36]
OTHER COSTS HAZARD PAY
It is assumed that characters’ day-to-day expenses If you want to ensure characters don’t come out of
are taken care of, but they can spend MANNA to missions with absolutely nothing you can offer them
purchase other assets: a cup of coffee costs ~.001 hazard pay. On completion of jobs that offered
MANNA and a ground vehicle around 10–20 MANNA. A hazard pay, an advance, or insurance pay, players
small ship will cost about 3000 MANNA or so and a gain 50 percent of the MANNA payout for major and
freighter around 10,000 MANNA. Someone can live minor objectives even if they weren’t successful.
comfortably for a day on around 1 MANNA.

RENTAL
REWARDS If you’re using these manna rules, you may optionally
Award MANNA to players based on the following mile‐ use the following rental rules to let players gain
stones: temporary access to mech license ranks.

• Major objective completed: 700 MANNA to each 100 manna: Rent the 1st rank of a mech license.
player
• Minor objective completed: 200 MANNA to each 200 manna: Rent the 2nd rank of a mech license.
player
• Incidental objective completed: 50 MANNA to 300 manna: Rent the 3rd rank of a mech license.
each player
Once a player rents a license rank for a mech, they
As long as they were on the mission, each player gain access to any system granted by that license
receives the same amount of MANNA for objectives rank only, not any previous ranks; however, license
completed. ranks can be rented out of order (i.e., a player could
rent the second rank from a license without renting
Major objectives are things that were the primary goal the first).
of a mission or otherwise have a significant impact.
Minor objectives are likely to be optional objectives Rented systems are usable for one mission only, after
that aren’t critical to the success of a mission but might which they must be reacquired. MANNA spent on
aid its success. Incidental objectives are small and rentals is lost.
easily or incidentally accomplished.
Each character can only rent ranks from one mech
Any given mission must have at least one major and license at a time, but they can rent all three ranks from
two minor objectives – or two major objectives – to that license if they have the MANNA for it.
ensure characters level at approximately the same
rate as in the standard rules; otherwise, they will level Rented licenses do not count as LLs and do not
more slowly, even if successful. Since MANNA rewards count against the maximum number of licenses a
are predicated on success, characters might level character can have, so a character at LL12 can freely
slower than usual if they are unsuccessful. rent additional ranks and an LL3 character who rents
a license still only counts as LL3.
Example 1: The players are hired to protect a station
from a pirate raid. Ensuring the station’s survival is a Rental offers a way for characters with a little
major objective. Minor objectives include protecting extra MANNA to boost their capabilities slightly for
the station’s power generator and killing or capturing the duration of a mission at the cost of long-term
the pirate leader. Protecting the station admin’s office progression. Players who have reached the
from damage, determining the identity of the attacking maximum of 12 license ranks can also rent addi‐
pirates, and limiting casualties from station security are tional ranks, potentially extending their power
all incidental objectives. one entire mech license further.

Example 2: The players are tasked with a precision


strike to retrieve critical intel from a corpro base in an
asteroid. Their major objective is to escape with the
intel. Another major objective might be to do so
quietly, without alerting the base. A minor objective
might be to escape with all intel from the base, instead
of just what they came for.

SECTION 1 // Rules of the Long Rim


[37]
COLLATERAL DAMAGE
COLLATERAL DAMAGE
Fights involving gunfire in the closed environment of a holding ships to the station; or result in myriad other
station – no matter the size of the fight or the station – terrible, unintended consequences.
are always going to cause collateral damage. If a shot
misses its target – or if its target isn’t hard enough – it
will find a secondary target: if you’re lucky, the missed USING THIS TABLE
shot will hit a wall and plow into the raw asteroid rock In narrative play, this table can be used to determine
the station is built into or punch through a bulkhead the consequences of a failed or RISKY roll involving
and out into vacuum, leaving nothing but a small hole high-caliber guns or mech weapons. It could also be
behind. If you’re unlucky, though, that missed shot used with the GUNFIGHT action on p. 33 of this book.
might pierce through a series of proximal chambers,
tearing through people and critical systems not This table shouldn’t be used in mech combat, but it
involved in the fight. On ad-hoc or civilian stations, could help determine the narrative consequences that
missed shots might collapse load-bearing structures; appear in the aftermath of a fight.
tear through spin-grav stabilizers, setting habitation
rings to terminal rotations; puncture shielded power
plants; pierce potable water tanks; sever umbilicals

COLLATERAL DAMAGE ROLL 1D20


Your shot misses, flying wide and piercing the wall behind your target. The projectile either hurtles
1-6 out into space, causing no further damage; lodges in the hard stone of the asteroid foundation; or
crashes through a series of bulkheads before embedding itself in a sturdy section of superstructure.
Your shot flies wide, punching through a wall behind your target. The wall dissolves, explosively
decompressing along predefined fail points and exposing this section of the station to hard vacuum.
7-8
Sirens howl, the sound fading as air rushes out; emergency airlock doors slam shut, cutting this deck
off from the rest of the facility.
You miss, and the burst from your weapon punctures the thin wall behind your target. You continue
fighting; there’s no way for you to know that it pierced multiple decks, slicing through people and
9-10
critical infrastructure before exploding into a crowded evacuation corridor, killing dozens who were
taking shelter there.
Your target ducks away just in time, sending your fire wide. The shots tumble and tear through the
station, destroying potable water pipes, puncturing air ducts, filleting both sensor membranes and
11-12 critical wiring. The accumulated damage is incredible, and as the fight continues, more and more
warning indicators pop up on the station’s public broadcast panels. The whole thing might come
down if the damage isn’t dealt with.
Your shot connects with your target, piercing through a non-vital section of their chassis and
continuing out the other side. The heavy slug shreds the cheap printcrete bulkhead and tumbles into
13-14
a local stability gyro, knocking the system out of alignment. Gravity begins to shift – subtly at first –
and will tumble out of alignment if not dealt with soon.
Your beam skips off your target’s armor, splattering coherent particles across the wall beyond. Some
15-16 slip through, instantly superheating the waste and potable water piping – the resultant explosion ripples
out, up, and down, blasting boiling gouts of steam across this deck and all those proximal to it.
Your beam impacts its target and micro-perforates, scattering incredible energies at pinpoint tips
across the terrain behind your target. The particles crash through a civilian market, rupturing water
and fuel tanks, collapsing bars, and triggering rapid-spread fires that thrive in the richly oxygenated
17-18
environment. Anything living caught in the splash zone, if not killed outright, is terribly wounded – the
survivors and walking wounded hurry to respond to the fire as it rapidly spreads, navigating around
the ruined station to flee or fight.
Your beam misses its mark, boiling a hole through the bulkhead behind your target. It punches
through to a hangar on the opposite side of the station, slicing open a coldcore storage unit and
19-20
severing a docked ship’s umbilical. The beleaguered deck techs hurry to respond to the spilled
radiation while harbor pilots hurry to catch the loosed ship before it tumbles away into the void.

SECTION 1 // Rules of the Long Rim


[38]
SECTION 2

LONG RIM MECHS


These frames are frequent sights in the Long Rim, some having been produced there prior to
their adoption by the pan-galactic corpro states. Designed for speed, power, and precision, these
chassis teach the lessons of necessity and sacrifice that must be learned to survive in the Rim.
SSC ATLAS 41 HORUS LICH 53
A powerful, small-scale hunter that draws on the A time-traveling support mech. Drink Deep
profiles of past pilots to power current action. and Descend.
IPS-N CALIBAN 45 HA SUNZI 59
A close quarters, margin-shaving chassis built An Armory project able to warp space,
to win boarding actions. rumored to be stolen from los Voladores.
HORUS KOBOLD 49 IPS-N ZHENG 63
A small pattern-group produced by HORUS The refined form of a brutal, ad-hoc close
and utilized by Ungrateful revolutionaries in combat killing machine.
Baronic space and across the Dawnline Shore.
SSC
ATLAS
Striker
Originally commissioned as a dueling mech by the Baronic Houses of Smoke and Order,
the Atlas blurs the line between mechanized chassis and powered personal armor. Thanks
to a long-running research project from SSC’s Exotic Materials Group, the designers
were able to employ the bleeding edge of reactor miniaturization tech: the result was
a chassis that resembled a large, sleek hardsuit, almost skintight in places. While
the Atlas sacrifices the durability of a larger frame, its essential systems are so
closely melded with its user’s movements that it offers unparalleled maneuverability.
Although the Atlas was initially licensed only to Baronic clients, its design was
leaked when a group of ExoMat personnel lost a suit to a Sparri espada in an intense
game of Kapkat. Despite their initial attempt to recover the suit, SSC relented,
citing the eager demand from Sparri groups for access to the full license.
Considered the perfect warrior frame for hunting the native megafauna of Sparr, the
Atlas now enjoys a dual reputation among both the Sparri peoples and Karrakin nobility.
To the Sparri, the Atlas – its combat efficacy notwithstanding – is highly valued for
the direct access its systems allow to their ancestral memory; Atlas frames on Sparr
are the heirlooms of great warriors, tied to family (blood and chosen) and maintained
by hand. Each suit on Sparr bears the history of its previous pilots in both
decorations and FCA-compliant machine learning, which enables Sparri hunters to almost
literally call upon their ancestors in battle. The Atlas has become so popular among
the Sparri that they even developed a new martial art based on the Atlas: Jäger Kunst.
The Karrakin nobility, on the other hand, find the Atlas to be a perfect machine
for noble heroism – that the Sparri have an affinity for it only makes the chassis
that much more desirable among Karrakin Sparrist scholars. Commonly decorated with
purchased Sparri saga discs, Vast pelts, and saga lines, Karrakin suits blend
imagined profiles of Annorum Passacaglia and Annorum Tyrannus-era heroes with
profiles of Sparri warriors, daredevils, vast-hunters, and espadas.

CORE STATS EXPOSED REACTOR


Size: 1/2 Save Target: 10 The Atlas receives +1� on ENGINEERING checks
Armor: 0 Sensors: 3 and saves.
HULL SYSTEMS
HP: 6 E-Defense: 6 GIANTKILLER
Repair Cap: 2 Tech Attack: -2 The Atlas counts as SIZE 1 for RAM and GRAPPLE. It
AGILITY SP: 5 ignores engagement from larger characters and
Evasion: 12 ENGINEERING can freely move through and share the spaces
Speed: 6 Heat Cap: 4 they occupy (even if they’re hostile). While
occupying the same spaces as any character, it
TRAITS gains soft cover, even from that character.
JÄGER DODGE
1/round, when you take damage from a larger MOUNTS
character, gain RESISTANCE to that damage and move FLEX HEAVY
3 spaces in any direction as a reaction. This MOUNT MOUNT
ignores engagement and doesn’t provoke reactions.

FINISHING BLOW
1/round, deal +1d6 bonus damage on a
successful melee attack against a PRONE target.

SECTION 2 // Long Rim Mechs


[41]
SSC ATLAS
CORE SYSTEM
BLOODLINE ACTIVE ASSIST
The ATLAS extends microneedles into the musculature and ancillary nervous system of
its pilot, melding flesh, machine, and the memory of all who wore it before.
Final Hunt
Active (1CP), Quick Action
For the rest of the scene, you:
• Move an additional 1 space when you voluntarily move for any reason (e.g. standard moves, BOOST,
movement from systems or talents).
• Benefits from soft cover at all times, no matter where you are.
• Can HIDE even in the open, without requiring cover. The only way to reveal you is for another
character to SEARCH for you or for you to lose Hidden as usual – by using BOOST, attacking, forcing a
save, and so on.
When active, 1/round, when you make a melee or ranged attack while HIDDEN, your target must also
succeed on a HULL save or be knocked PRONE. This takes place before the attack is rolled.

SECTION 2 // Long Rim Mechs


[42]
LICENSE I: MULTI-GEAR MENEUVER SYSTEM, LICENSE II: ATLAS FRAME, JÄGER KUNST I,
KRAUL RIFLE RICOCHET BLADES

Multi-Gear Maneuver System Jäger Kunst I


1 SP, Unique, Quick Action 2 SP, Unique, 1�(Self), Protocol
You fire a zip line 8 spaces long that connects 2 For the rest of the turn, any time you move
free spaces in line of sight, one of which must be adjacent to an object or free-standing piece of
adjacent to you. Both ends must be attached to a terrain larger than you, you move 2 spaces in any
surface, such as a wall or floor. It activates at the direction as a free action, ignoring engagement
end of your turn with the following benefits: and reactions, running, tumbling, or sliding around.
• SIZE 1/2 characters that are adjacent to either end of You can do this multiple times a turn, but only once
the line can move to the other end as a quick for each unique object or piece of terrain.
action as long as they are able to grab onto it. They
can hop off at any point along the line if they wish. Based on earlier hardsuit martial arts,
Jäger Kunst pushes the form beyond human
• Whenever SIZE 1 or larger characters cross the
parameters, enabling actions and motions
space occupied by the line for the first time in a
faster than human thought. Many Atlas
round or start their turn within one, they must
suits can be printed with a suite of
succeed on an AGILITY save or fall PRONE.
combat forms already enabled, although
Any character adjacent to the start or endpoint of letting the chassis perform these
the line can tear the line down by succeeding on a movements without the user first learning
HULL check as a quick action or by successfully them can lead to catastrophic self-injury.
performing a melee attack against either end. The
line has 1 HP and EVASION 10. Destroying the zip line
in this way does not destroy this system. Otherwise, Ricochet Blades
the line lasts until you use this system again. 3 SP, Limited 3, Unique
As a quick action, you throw a ricochet blade
Used by Sparri hunters to bridge the vast along a �3 path, dealing 2� to all characters
gaps in the ice sheet that cover their within the affected area. If the initial LINE reaches a
world, this system is in high demand
piece of terrain or object of SIZE 1 or larger, draw
among daredevils and thrill-seekers
another �3 path from that object in a new
across the planet.
direction that doesn't overlap with the object it
ricocheted off. Characters within the affected area
Kraul Rifle must succeed on an AGILITY save or take 1d6+3�.
Main CQB, Inaccurate
[�8][1d6�] These disc-shaped blades are designed,
On Hit: your target is impaled by this weapon’s produced, and hand-finished by SSC’s
harpoon-like projectile. Any time after your target Toledo blade enclave. The material is
takes any action or movement during their next turn, flexible enough to bounce when striking
you can reel in the line and BOOST as a reaction, against surfaces but sharp enough to
moving toward that target by the most direct route slice bone and metal. Unlike the edged
possible. They must then pass a HULL save or be weapons made by the more restrictive
knocked PRONE; succeed or fail, this effect ends. The Terashima enclave, the Toledo enclave
line snaps if your target teleports. produces these weapons with the
expectation that they’ll be used and
Hunting the Vast — the titanic megafauna of discarded. This does not impact their
Sparr — is a dangerous, profitable venture quality but does lead to supply shortages
for the Sparri people. Skins, bones, meat, from time to time – this exclusivity is
and other trophies from their bodies can intentional. Due to their comparative
create months – or even years, in the case rarity, Toledo discs are often used as
of especially old, grand, or unique beasts currency by Sparri espadas; their use in
– of prosperity for the hunters and their combat or hunting is a mark of status.
kin. These popular long rifles, refined to
SSC standards, are rugged and durable,
perfect for dragging down the great
creatures and their attendants.

SECTION 2 // Long Rim Mechs


[43]
SSC ATLAS
LICENSE III:
JÄGER KUNST II, TERASHIMA BLADE

Jäger Kunst II
3 SP, Limited 3, Unique, Reaction
Terashima Blade
Main Melee, 2 SP, Unique, Protocol
Gain the Fatal Clash reaction. [�1][1d6�]
You may begin any fight in one of the following
The rarest of Atlas frames can be printed
stances and may take a stance or shift between
with the embedded muscle memories of Jäger
Kunst masters: old Sparri and others who stances as a protocol:
have dedicated lives to their martial art.
SSC does not recommend using these embedded • Troll Stance: This weapon gains INACCURATE,
systems without proper bodily tempering and AP, and deals +3 damage.
will not release these programs to • Storm Stance: 1/round after hitting with this
unqualified pilots. weapon, you may immediately deal 2� to all
other characters adjacent to you and your target
as a reaction.
Fatal Clash • Lord’s Stance: You cannot make ranged or
Reaction, 1/round tech attacks, but any ranged attack against
you that misses deflects off your sword, dealing
Trigger: You take damage from or deal damage
2 damage (same type as the attack) to a
with a melee attack.
character of your choice in �3 and line of sight
Effect: After damage has been resolved, you and from you. Any melee attack that misses you
your target each roll a contested HULL or AGILITY forces the attacker to pass a HULL save or be
check (each party choosing which to roll). The knocked PRONE.
loser is knocked PRONE, takes 1d6�, and is • Wind Stance: This weapon gains RELIABLE 2,
knocked back 3 spaces in a direction chosen by
the winner. The winner may then move 3 spaces
�2, and KNOCKBACK 2. After attacking with this
weapon, hit or miss, you may move 2 spaces in
in any direction, ignoring engagement and not any direction, ignoring engagement and
provoking reactions. The loser may immediately reactions.
take 2�AP damage to force the contest to be re-
rolled. This damage cannot be prevented or Once you have taken a stance, you remain in it until
reduced in any way. you take a new stance, this weapon is destroyed,
or you are STUNNED or JAMMED. You can also drop a
If the result is a tie, the contest immediately ends. stance as a free action.
Otherwise, the contest continues until one
Forged in the fire of a corralled star in
character loses without forcing a re-roll or would
the Constellation, each of these blades
take structure damage, in which case they
bears a unique name and history defined
immediately lose.
by its users. Terashima blades are
perfectly balanced and tempered, scalable
from personal use up to Schedule 3. When
combined with the weapon and sensor
suites of a frame, they have been proven
fast and durable enough to deflect
weapons fire. Each blade crafted by the
Terashima enclave is an heirloom produced
once and delivered via conventional
travel – their loss is considered an
indescribable humiliation for the owner
and an incredible triumph by the one who
has taken it. The Terashima enclave keeps
the casting mold of each blade it
produces and displays them in their
central hall alongside records of their
known histories.

SECTION 2 // Long Rim Mechs


[44]
IPS-N
CALIBANStriker/Controller

The Caliban chassis is a popular new order among anti piracy and stellar
marine forces. Unlike many of IPS-N’s modern frames, the Caliban was
designed from the ground up to be a military machine.

The Caliban is IPS-N’s solution to the “Yemanova” Problem, more properly


known as the Impact-Override Problem. Capital ships, the problem posits,
are incredibly expensive, demand a tremendous amount of time for corpros
and Diasporan states to produce and maintain, and increasingly outmatched
by anti-ship weaponry. In a conventional capital duel, a successful kill
means the death of thousands of personnel and the loss of millions of
units of manna; this makes many commanders gun-shy, encouraging them to
rely on subline vessels and fighters to accomplish battle objectives rather
than risk their big ships. This strategy tends to prove just as expensive:
instead of one or a handful of large ships being destroyed, signifying the
end of a battle, engagements can grind on for weeks as squadrons of
smaller ships engage inside the unpredictability gap, inching towards victory.

IPS-N was the first to crack the Yemanova Problem. The corpro’s designers
identified the need for a rapidly deployable, sub-signature, directed
weapon. It needed to be well-armed and well-armored, small enough to enter
a ship and efficiently neutralize personnel in order to achieve victory.
IPS-N created the Caliban to solve this need.

Cultural critics argue that mechanized chassis venerate the form of a


particular humanity; it is an unconscious nod towards the anthrochauvinist
roots of the machine among leading designers and fabricators. The Caliban
is not that. It was never intended to be an image of man writ large,
striding across the battlefield heroically to affect a greater purpose.

Unlike many IPS-N frames, the Caliban has no roots in early attempts at
self-defense by freighter crews and asteroid miners. It was not born from
ingenuity - there is no legacy of resilience, heroism, or the frontier
spirit to paper over the purpose of its birth. It has no civilian
applications in aid, disaster relief, construction, or farming; it does
not build, defend, or inspire – it was designed to solve a numbers problem
on a ledger.

It is a tool designed to kill human beings very, very quickly.

SECTION 2 // Long Rim Mechs


[45]
IPS-N CALIBAN

SECTION 2 // Long Rim Mechs


[46]
CORE STATS CORE SYSTEM
Size: 1/2 Save Target: 11
Armor: 2 Sensors: 3 FLAYER SHOTGUN
HULL SYSTEMS The “Flayer” – officially the Heavy
HP: 6 E-Defense: 8 Howitzer-Shotgun 075 – is a compact,
Repair Cap: 5 Tech Attack: -2 formalized version of the popular “Daisy
AGILITY SP: 5 Cutter” howitzer-shotgun used by Trunk
Evasion: 8 ENGINEERING Security and other stellar marine forces.
Speed: 3 Heat Cap: 5 Chambered to accept shot, shell, or sabot,
TRAITS the Flayer sacrifices some of the Daisy-
Cutter’s raw power in favor of control and
WRECKING BALL a much-improved fire rate.
The Caliban counts as SIZE 3 when inflicting
KNOCKBACK with any RAM or ranged or melee attack. Integrated mount: HHS-075 “Flayer” Shotgun
PURSUE PREY
When the Caliban inflicts KNOCKBACK as part of any HHS-075 “Flayer” Shotgun
action, it can move an equal number of spaces Main CQB, Inaccurate, Knockback 2
towards the same target by the most direct [�3][�3][1d6+1�]
route possible. This movement is part of the After any attack with this weapon, you may
same action, ignores engagement and doesn’t smack an adjacent character with the butt end,
provoke reactions. dealing 1� and knocking them back 1 space.

SLAM
1/round, when the Caliban knocks a character into a Equip Autochoke
wall, mech, or other obstruction that would cause it Active (1CP), Protocol
to stop moving, it may force its target to pass a HULL For the rest of this scene, the HHS-075 “Flayer”
save or take 1d6� and become IMPAIRED until the Shotgun gains the following profile:
end of its next turn. Main CQB, Accurate, Knockback 5
[�3][�3][1d6+2�]
WEAK COMPUTER
The Caliban has +1� on all SYSTEMS saves and The Flayer shotgun comes pre-equipped
checks. with a muzzle-mounted auto-choke that
allows its user to better define the
MOUNTS spread of shot issuing from the weapon.
The extreme heat from equipping the
HEAVY
choke renders it unusable in short order
MOUNT and it must be discarded.

LICENSE I: HAMMER U-RPL, SUPERMASSIVE MOD

Hammer U-RPL Supermassive Mod


Heavy Launcher, Inaccurate, Arcing, 1 SP, Mod, Unique
Knockback 2 Choose one CQB, CANNON, or MELEE weapon: it
[�5][2d6+3�] gains OVERKILL and KNOCKBACK +1. During a FULL
The Hammer Universal Rotary Projectile REPAIR, you may tune it to remove safety limiters,
Launcher accepts any projectile or increasing this benefit to KNOCKBACK +2 instead;
weapons system that fits the IPS-N however, it also gains ORDNANCE (if it is ranged) or
Universal Cartridge System. Most common INACCURATE (if it is melee).
is the conventional airburst shell – a
fragmentation system designed to operate The first in a suite of best-practice
in all theaters, oxygenated or not – a modifications for close-quarters combat
ferocious weapon in the compact halls, out of the same Titan–Enceladus Field
safe rooms, and bolt chambers of capital Project that produced the Caliban,
ships and stations. supermassive mods include a host of
alterations to close-quarters weapons
designed to enhance their general
lethality and utility by lifting safety
precautions.

SECTION 2 // Long Rim Mechs


[47]
IPS-N CALIBAN
LICENSE II: CALIBAN FRAME, HARDPOINT LICENSE III: RAPID MANEUVER JETS,
REINFORCEMENT, SPIKE CHARGES HHS-155 CANNIBAL

Hardpoint Reinforcement Rapid Maneuver Jets


2 SP, Shield 4 SP, Overshield, Unique, 1�(Self)
As long as you are not SLOWED or IMMOBILIZED, you 1/round, when you BOOST, you fly, gain
gain RESISTANCE to all damage during your turn. OVERSHIELD 3, and ignore engagement from and
may freely pass through spaces occupied by
Also developed in IPS-N’s ongoing Titan– larger characters (but not end your turn in their
Enceladus Field Project, hardpoint spaces). You must end this movement in a space
reinforcement systems further strengthen on which you can stand, or else you fall.
frames, ensuring an across-the-board
increase in Caliban chassis TTK. Further streamlining and miniaturizing
IPS-N’s Ramjet system, IPS-N’s new RMJ
Spike Charges frame-volatility package increases a
2 SP, Limited 2, Unique chassis’ control envelope, ensuring its
Expend a charge for one of the following effects: pilot can maintain enhanced mobility at
pace. This control, coupled with a raw
• SPIKE GRENADE (Grenade, �5): Your target must increase in speed, makes any chassis far
pass an AGILITY save or the grenade attaches to more difficult to successfully engage.
them and arms itself. It automatically attaches to
objects. At the start or end of any turn, while a HHS-155 CANNIBAL
spike grenade is attached, you may detonate all Heavy CQB, Inaccurate, Loading, Knockback 2
armed spike grenades as a reaction. Characters [�3][�3][2d6+4�]
to whom they are attached take 1d6+3�and are
You can fire this heavy shotgun twice before it needs
knocked back 3 spaces in a direction of your
to be reloaded. Alternatively, you may fire with both
choice, while objects just take the damage.
barrels at once, receiving +1�, increasing its
Characters can detach spike grenades from
damage to 3d6+4�and its KNOCKBACK to KNOCK‐
themselves by passing another AGILITY save as a
BACK 4, but requiring it to be reloaded as usual.
quick action on their turn. All grenades detach at
the end of the scene.
When this weapon is reloaded, you may choose to
• SPIKE MINE (Mine, �2): Once activated,
deal 5� to an adjacent character from the force of
characters within the affected area must pass an
the ejecting shells.
AGILITY save or a spike grenade attaches itself to
them as described above.
The IPS-N Heavy Howitzer-Shotgun 155
Originally designed as a load variant for “Cannibal” is a large, breech-loaded,
use with the Hammer U-RPL, spike charges over-under cannon chambered to fire
carry dozens of hardened flechettes shells, shot, and sabots. This is the
designed to tumble, ricochet, and pierce higher-powered version of the HHS-075,
upon shell detonation, tearing apart designed to phase out the “Daisy Cutter”
flesh and soft targets with sheer torque. by providing comparable stopping power in
As a payload for impact-activated a format that can be more easily supplied
grenades and proximity-activated mine, to armies in the field. The Cannibal
these devices found their use first in should be used with caution around mixed
micro/null-grav combat, in which out-of- units of friendlies, as its ejection
control vessels and units could action clears the weapon’s barrels of
themselves be turned into missiles. In spent cartridges with enough velocity to
gravity-well combat, this system is less decapitate unarmored personnel.
deadly but no less chaotic.

SECTION 2 // Long Rim Mechs


[48]
HORUS
KOBOLD
Controller
The Kobold pattern group first appeared among revolutionary Ungratefuls toiling on
Bo, the capital world of the House of Dust, where it manifested as a clever suite of
hardware and software compatible with a broad range of mining and heavy industry
mechs. The steaming, shuddering final result of K-PG exposure is an ugly affair: a
device transformed from plow to blade by powerful, viral-morph liturgicode that is
almost impossible for conventional codec sniffers to capture pre-print.
The clandestine mechanisms by which the Kobold is transmitted and applied make it
the perfect machine for fighting Baronic suppression forces. The desperate workers
who printed the first Kobolds found them to be eminently fungible. When loaded into
their mining exos and chassis, the K-PG code repurposed reactors and industrial
tools to deadly effect, weaponizing the very materials and superstructures that
powered it. The rapid flash-melting, processing, and extruding of raw material into
molten plural-state particles is dangerous – often just as dangerous to its pilot as
the final product is to its targets.
Operational dangers notwithstanding, the Ungratefuls who first adopted the K-PG stunned
their Baronic overseers with a series of rapid and total victories, liberating a great
swath of lunar helium-3 mines. While the insurgency was eventually contained to Bo, it
continues, necessitating the deployment of the House of Dust’s Graveborn Banner Company
for counter-insurgency operations beyond the capability of local security forces.
HORUS’s assets in the Long Rim continue to produce K-PG liturgicode seeds. The House
of Dust has contracted Mastodon to track down and eliminate HORUS elements in the
area; meanwhile, Harrison Armory has reached out to the Brigade-Legion to counter
the House of Dust’s efforts.

CORE STATS MOUNTS


Size: 1/2 Save Target: 11 MAIN/
Armor: 1 Sensors: 8 AUX
HULL SYSTEMS
HP: 6
Repair Cap: 2
E-Defense: 10
Tech Attack: +1
CORE SYSTEM
AGILITY SP: 8 TERRAFORM
Evasion: 10 ENGINEERING Screeching and venting steam, the Kobold digs
Speed: 4 Heat Cap: 6 into the earth. Moments later, the very
TRAITS ground bends to the pilot’s will and the air
shrieks with agony — the cry of every dead
MIMIC CARAPACE Ungrateful, martyred or taken by the dustmen.
When the Kobold starts its turn adjacent to a piece
of terrain or hard cover of SIZE 1 or larger it Terraform
becomes INVISIBLE as long as it remains adjacent. It Active (1CP), Full Action
ceases to be INVISIBLE if it attacks or takes damage. Your mech extrudes a massive amount of
polymer, creating up to 10 SIZE 1 cubes in free
SLAG SPRAY spaces within �5. These cubes can be separate
1/round, as a quick action, the Kobold may create a or connected and can be stacked up to 5 spaces
SIZE 1 mound of semi-molten polymer in a free space high. If connected, they form a contiguous
within �3 and line of sight. This terrain has 10 HP, surface that can block line of sight. During the
EVASION 5, and grants hard cover. turn in which they are extruded, the cubes grant
EXPOSED REACTOR soft cover and each has EVASION 5 and 10 HP. At
The Kobold gets +1� on ENGINEERING checks and the start of your next turn, they harden, each
saves. cube granting hard cover and gaining +10 HP
(but retaining any damage they had taken).

SECTION 2 // Long Rim Mechs


[49]
HORUS KOBOLD

SECTION 2 // Long Rim Mechs


[50]
LICENSE I: LICENSE II: KOBOLD FRAME,
FORGE CLAMPS, FUSION RIFLE SEISMIC RIPPER, SLAG CANNON

Forge Clamps Seismic Ripper


1 SP, Quick Action 2 SP, Full Action
You sink the jaws of your clamp into an adjacent You unleash a seismic pulse in a �10 path:
object or piece of terrain of SIZE 1 or larger. You characters in the affected area must pass a HULL
become IMMOBILIZED but gain IMMUNITY to KNOCKBACK save or be knocked PRONE and all objects and pieces
and PRONE. This effect ends if the thing you’re of terrain automatically take 10�AP. If this destroys
clamped onto is destroyed or if you release the a piece of terrain or object, it explodes with a �1
clamp as a protocol. area. Characters caught in the area of exploding
terrain or objects must pass an AGILITY save or take
Repurposed from polycrete foundry tongs, 2d6�. If they pass, they take half damage. Each
these simple manipulators are incredibly character can only be affected by one of these
resistant to heat and deformation. Using explosions at a time, even if several overlap.
the KOBOLD protocols, previously inert
forge clamps become the adherent surfaces A deadly weapon created from simple
for thin plasma sheaths; like blades, shaped charges – the perfect catalyst for
they can shear through armor, earth, or insurrection. Easily obtained and
bulkhead with ease. One common tactic disguised as necessary equipment for
involves “flashing” plasma across the blast-mining, charges rigged to produce a
clamps, fusing them to their target until linear seismic pulse were common in the
the Kobold pilot “flashes” them free. early days of Ungrateful activity. As
Baronic security adapted their
Fusion Rifle strategies, so too did the Ungratefuls;
Main Rifle now, these once-simple explosive devices
[�6][1-6�] are much more complex – harder to detect,
This weapon deals damage equal to its RANGE from and far more deadly.
the target (up to a maximum of 6�).
Slag Cannon
Bootstrapped from powerful ore mining Main Cannon, 1�(Self)
lasers, the Kobold’s simple fusion rifle [�8][1d6�]
is no less deadly for its humble origins. On Attack: If your target is on the ground or a flat
By burning through solid-state batteries surface, once this attack resolves place a SIZE 1
to produce the necessary reaction, the mound of slag in a free space adjacent to them. The
rifle’s simple mechanism proved simple mound is an object with EVASION 5 and 10 HP.
enough for untrained Ungratefuls to
learn. As their tactics improved and Dripping with molten fury, the Slag
Baronic forces were pushed back, the Cannon is quick to print and requires
fusion rifle took on an iconic reputation little training to use effectively.
and has become a symbol of resistance Temperamental but powerful, the Slag
across the Baronies – often seen Cannon utilizes a simple rawmat-decomp
stenciled on walls and crossed on system wedded to an insulated projector
Ungrateful flags. to break down, superheat, and cast a
stream of plural-state particles at its
target. Once cast in this way, the
plural-state particles snap into
coherence at a range of roughly 80-100
meters, creating base-element lumps of
slag wherever they come to rest.

SECTION 2 // Long Rim Mechs


[51]
HORUS KOBOLD
LICENSE III:
IMMOLATE, PURIFYING CODE

Purifying Code
IMMOLATE 2 SP, Quick Tech, Invade
2 SP, Quick Tech, Invade Gain the following options for INVADE:
Gain the following options for INVADE:
FLAW_PLUS: You inject a memetic, proximity-
EJECT SLAG: You force the target’s reactor to eject based virus into the target’s reactor. At the end of
burning liquid in a �2 area around them, not their next turn, if they are not adjacent to another
affecting the space they occupy. The affected area character or piece of terrain of SIZE 1 or larger, the
becomes difficult terrain and characters that start virus catalyzes and they take 1d6+2�AP. Once
their turn in it or that enter it for the first time in a catalyzed, the effect ends.
round must succeed on an ENGINEERING save or
FLAW_MINUS: You inject a memetic, proximity-
take 2� and 1�. The liquid cools, dissipating, at
based virus into the target’s reactor. At the end of
the end of your next turn.
their next turn, if they are adjacent to another
MOLTEN PUNCTURE: Until the end of the target’s next character or piece of terrain of SIZE 1 or larger, the
turn, their reactor shielding is temporarily cracked. virus catalyzes and they take 1d6+2�AP. Once
They take 2� for each space they voluntarily catalyzed, the effect ends.
move (to a maximum of 6�).
Character can only be affected by one of these
The Kobold PG’s code is unique in that it options at a time and are aware of their effects.
can be injected into existing civilian
mining mechs, allowing them to interact The key to the KOBOLD’s creation — a
with the full suite of largely improvised, deceptively simple code that unlocks
adapted weaponry and systems. The process reactor safety limiters in civilian
skips printers entirely; however, in mining mechs. This also bears the only
avoiding the constraints of Union- evidence pointing towards a possible
monitored printers, the process also creator: “Dog.”
eschews widely accepted safety standards –
a common theme among HORUS PGs. With no
governors or consistent standards on the
operational envelope of the K-PG, some
pilots have discovered the terminal limits
of their chassis the hard way.

SECTION 2 // Long Rim Mechs


[52]
HORUS
LICH
Support
>//TRANSCRIPT: M.A2_Recovered[UIB:::TERMAGANT]
>//CLEARANCE: TANGENT ROYAL
>//checking...
>//TRC_ACCEPTED. OPEN DOC:::Y
>//BEGIN TRANSCRIPT:::
CALIGULA: So what is it?
DOGFRIEND_68: i wish i could tell you, man, it just showed up on
the terminal. whole thing in one ping — it’s like a
fucking K or two EXB. tried to autofab but i shut it
down jic
CALIGULA: Gotta be a joke from Ash — she’s trying to wavedown
our rig again, don’t let it print.
DOGFRIEND_68: fuck no
DOGFRIEND_68: do u think i have a death wish
CALIGULA: Yes.
CALIGULA: Well, who’s it from? Who’s the author?
CALIGULA: Hello?
CALIGULA: [waiting.omif]
DOGFRIEND_68: uh
CALIGULA: Who?
DOGFRIEND_68: us
CALIGULA: Us what?
DOGFRIEND_68: it’s from our terminal — we made it
CALIGULA: Pretty sure I’d remember if I wrote 1-2k exabyte
fabrication by myself.
DOGFRIEND_68: yeah except thats our code man, the hash lines up
beaucop-sigma
DOGFRIEND_68: ok also BigMama is telling me we didn’t actaully get
anything inbound which means its just been local but
thats impossible, we don’t have that much storage
CALIGULA: Let me see the file
CALIGULA: It’s dated 15005U
DOGFRIEND_68: [lolfuk.omif]
CALIGULA: There’s an audio track buried in here. Should I play
it?
DOGFRIEND_68: i wanna say no but fuck it i’m curious
>//TRANSCRIPT ENDS

SECTION 2 // Long Rim Mechs


[53]
HORUS LICH

SECTION 2 // Long Rim Mechs


[54]
CORE STATS CORE SYSTEM
Size: 1 Save Target: 11
Armor: 0 Sensors: 15 CHRONOSTUTTER
HULL SYSTEMS “Drink deep, and descend.”
HP: 4 E-Defense: 12
Repair Cap: 5 Tech Attack: +1
AGILITY SP: 8
Glitch Time
Active (1CP), Quick Action
Evasion: 8 ENGINEERING
Speed: 5 Heat Cap: 3 You gain the ability to disrupt time for the rest of
this scene. 1/round, when any character
successfully attacks, effects, or takes an action
TRAITS against another character within SENSORS, you
may interrupt it before it resolves, with the
SOUL VESSEL
following effects:
At the start of the Lich’s turn, set down a SOUL
VESSEL at its current location (replacing any • The character taking the action is pushed up to
previous markers). 1/round, as a reaction when 3 spaces in a direction of your choice, even if
the Lich is hit by an attack, fails a save or check, or they have IMMUNITY to involuntary movement.
takes damage or � from any source (even itself), • You teleport to one of the spaces originally
it may immediately gain IMMUNITY to all damage, occupied by that character, or as close as
heat, or conditions from that effect. It then possible, no matter how far away it was.
teleports to the marker or as close as possible. • The initial attack, effect, or action resolves with
you as its target. You receive all damage,
The Lich can also take this reaction at the end of
conditions, statuses, and effects, and the action
any turn, including its own, but if it does so it only
must be carried out without changes.
teleports and does not gain IMMUNITY. It can’t take
this reaction if it is JAMMED, STUNNED, GRAPPLED, or For example, if the effect was to teleport an
unable to take reactions for any reason. allied character to a certain space, you are
teleported to that space instead; if the effect was
IMMORTAL to repair an allied character, you are repaired
1/scene, in the round after the Lich has been instead; if the effect was to deal damage and
destroyed, it may return to the location of its SOUL KNOCKBACK, you take the damage (using your
VESSEL as a reaction at the end of any turn. This ARMOR, RESISTANCE, etc.) and are knocked back in
counts as teleporting; additionally, the Lich the same direction as the original target would be;
appears with full HP, no �, 1 STRUCTURE and 1 if the effect was to inflict a condition or status,
STRESS (even if it had more when it was you receive that condition or status instead.
destroyed). If its pilot died in the same scene,
Initiating this interruption does not count as a
they also return to life. If the Lich does not take
reaction. Effects that target the self cannot be
this reaction in that round, it remains destroyed
interrupted this way.
and the pilot remains dead.

MOUNTS
MAIN/
AUX

SECTION 2 // Long Rim Mechs


[55]
HORUS LICH
LICENSE I: LICENSE II: LICH FRAME, REWRITE,
UNRAVELER, WANDERING NIGHTMARE UNHINGE CHRONOLOGY

Unraveler Antilinear Time


Main Launcher, Reliable 2 2 SP, Quick Tech
[�10][2d6�] Choose a character in SENSORs and line of sight.
If an attack from this weapon would not deal enough They clear all conditions other than STUNNED that
damage to destroy its target or cause it to take at weren’t self-inflicted, and you immediately receive
least 1 structure damage, it instead only deals all conditions they cleared until the end of your next
RELIABLE 2 damage, even on a hit. turn.

Speaker 2 (M.A2.SP2) M.A2.SP1


[Audio, length: 120:36][34% [Audio loop, length 93:03][Dated 5008U,
corruption][Dated 18593U, 01:50] 16:50] (recovered: GZ Alhambra)
[UIB-TERMAGANT-TANGENT ROYAL] [UIB-TERMAGANT-TANGENT ROYAL]

“Dark. Wet. Drink deep, and descend. The “I have never been here. I do not know
water is warm and well. It is very busy where here is. It has not happened yet.
here, though you cannot see it. The Once, I was. I have never been here. You
swimmers are curious. Open your mouth.” are all I see. How can you be all I see.
Where am I. Where did I go. I have never
been here...”
Wandering Nightmare
1 SP, Full Tech
Unhinge Chronology
You generate a �2 zone of distorted timeflow 2 SP, Quick Tech
within SENSORS and line of sight that affects all
Gain the following QUICK TECH actions:
characters other than you. Characters within the
affected area cannot take reactions, and if they
HASTE: Choose a character within SENSORS and line
start their turn within it, they must succeed on a
of sight. For the rest of this scene, or until they
SYSTEMS save or take 2� and become SLOWED
take damage, they may BOOST 1/round as a free
until the end of their next turn. This effect lasts
action during their turn.
until this action is taken again or the scene ends.
SLOW: Choose a character within SENSORS and line
Speaker 1 (M.A2.SP1)
of sight. They must pass a SYSTEMS save or take
[Audio, Length: 150:06][Dated 7658U,
2�, become SLOWED, and become unable to take
35:50] (recovered: GZ Alhambra)
reactions. This effects ends if they take any
[UIB-TERMAGANT-TANGENT ROYAL]
amount of damage or make a successful Systems
save as a quick action.
“Where does it go? Where does it go?
Where does it go? Where does it go? Where
M.A2.SP2
does it go? Where does it go? Where does
[Audio loop, diversion instance #1,
it go? Where does it go? Where does it
timestamp 45:50] (recovered: GZ Alhambra)
go? Where does it go?”
[UIB-TERMAGANT-TANGENT ROYAL]

“Dark. Wet. Drink deep, and descend. The


water is warm and well. It is very busy
here, though you cannot see it. The
swimmers are curious. The flea always
jumps from time to time. It will drink it
all. It will drink it deep—”

SECTION 2 // Long Rim Mechs


[56]
LICENSE III:
STAY OF EXECUTION, DIDYMOS-CLASS NHP

Didymos-class NHP PREPARED BY: UIB-TERMAGANT


3 SP, Unique, AI, Quick Tech, Limited 3 RECOVERED FOR: CC_HOME OFFICE
Your mech gains the AI property and the following CLEARANCE REQ: SOLEMN VIGIL (TANGENT
QUICK TECH action: ROYAL ADDENDUM)

TIME SPLIT: Choose yourself or another character Didymos. It means “twin” in an old, old
within SENSORS and line of sight. Your target tongue. It might be a bit too cute but
disappears and you create a chronological split in it’s the name our cask spat out for us.
their timeline, replacing them with two fields of We observed Didymos Prime in action
mutating paradox energy appear as close to their during the fall of Green Zone Alhambra,
original position as possible. These fields are new mounted in a chassis we initially thought
characters that look like holes in space of the was one of three HORUS Minotaur PG we had
ID’d operating alongside the Ungrateful
same SIZE and roughly the same shape as your
cell in New Madrassa.
target (although you shouldn’t look at them too
long). They have 10 HP, SPEED 5, EVASION 5, E-
It was not that Minotaur.
DEFENSE 5, HEAT CAP 5, and have IMMUNITY to all
conditions and statuses. They are controlled by
Alhambra fell in three days. The Armory
the player of the affected character and both act
wasn’t keen to give it up but decided to
on that character’s turn, starting with their next
cut their losses and pull back rather
turn. The only actions the fields can take are
than hold for reinforcements. We moved in
standard moves and BOOST, and the only reaction afterward – during the looting. Our local
they can take is to disperse (see below). They are contact escorted us to
obstructions and grant hard cover. the New Madrassan commanders, introduced
us to them, and secured an audience with
If a field exceeds its HEAT CAP or is reduced to 0 the pilot of the chassis.
HP, it immediately disappears. Their player can
also cause a field to disappear as a reaction at the I’m sure you’ve reviewed the records of
end of any character’s turn. the debrief we recorded. We don’t know
how it arrived in New Madrassa. The
If one field disappears, the other immediately Ungratefuls say they received the initial
coalesces into the original character, who returns code burst from their contact in los
to the field in that field’s space. If both fields Voladores. Los Voladores deny this; the
disappear at the same time, their player decides entity, however, conforms to their
which field disappears first. descriptions of an entity called “la
pulga”, or, “the flea”. We have designated
An unwilling character can ignore this effect with a it LICH. Didymos is the active animus –
successful SYSTEMS save. the entity that serves as its pilot.

We have taken the entity into custody. We


do not recommend giving this one a long
leash.

SECTION 2 // Long Rim Mechs


[57]
HORUS LICH
Stay of Execution
2 SP, Unique, Quick Tech, Limited 2
Choose yourself or another character within
SENSORS and line of sight. Your target gains
IMMUNITY to all damage and effects from external
sources until the end of their next turn, at which
point they become STUNNED until the end of their
following turn. Nothing can prevent or clear this
condition.

During this time, any active effects on your target


are frozen in time – effectively paused – and any
relevant timers do not count down (e.g., conditions
that would expire at the end of their turn now
expire at the end of their following turn, reactor
meltdown timers do not tick down, etc).

An unwilling character can ignore this effect with a


successful SYSTEMS save.

Speaker 1 (M.A2.SP1)
[Audio, Length: 150:06][Dated 5006U,
01:50] (recovered: GZ Alhambra)
[UIB-TERMAGANT-TANGENT ROYAL]

“I felt the bullet tear through me. I


felt the bullet tear through me. I felt
the pressure and it was my brother, his
fist, my chest, and I was laying on my
back and the sky was blue, and my mother
hollered at him and the bullet had never
hit me, and the legionnaire who shot me
had not yet pulled the trigger, and so I
killed him. I drank deep and killed him.”

SECTION 2 // Long Rim Mechs


[58]
HA
SUNZI
Support/Controller

The Sunzi represents the peak of Harrison Armory’s research into


weaponized blink technology. Pilots approved to fabricate and field-test
Sunzi components are monitored remotely by the Armory’s Special Projects
Group, which enjoys wide latitude in gathering telemetry and biometric
data. The Sunzi platform is considered by Harrison Armory to still be in
development, and not yet available for fleet contracts.

Like the Armory’s Napoleon chassis before it, the Sunzi utilizes the
Armory’s H-GOBLIN-derived recursive-mesh interdermal substrate, allowing
it to mount outsized weapons and systems on a chassis measuring just over
three meters tall. Where it differs is in its technological heritage. The
Napoleon was largely the product of the Armory’s internal paracausal/
parallel space research and development groups; the Sunzi is rumored to be
derived from stolen and extracted Volador technology. This may explain why
the Long Rim and the Dawnline Shore are the primary test grounds for the
platform – far from Union’s most direct oversight, the Armory may have
more time to make what progress it can before Union’s regulatory impulse
catches up to them.

According to Union NavInt reports on the Sunzi, the platform’s unshielded


emissions are consistent with known blinkspace signatures; corroborating
intelligence from undercover elements inside the program’s main campus on
Ras Shamra show that the Sunzi’s development has been fast-tracked to
respond to the evolving situation in the Dawnline Shore. Both as a force-
multiplication tool to assist the Armory’s legionary presence across the
Shore, and more specifically to counter the Ungratefuls’ newest weapon
there, Object L (see UNI Report CORPSE GATE for more).

TRAITS
CORE STATS SAFE HARBOR
Size: 1 Save Target: 11
Armor: 1 Sensors: 15 When allied characters within �50 of the Sunzi
HULL SYSTEMS teleport or are teleported, free spaces adjacent
HP: 7 E-Defense: 8 to the Sunzi are always valid end destinations.
Repair Cap: 3 Tech Attack: +1
AGILITY SP: 7 ANCHOR
Evasion: 7 ENGINEERING The Sunzi has Immunity to involuntary
Speed: 4 Heat Cap: 7 movement caused by other characters.

SLIP
1/round, the Sunzi can teleport 2 spaces as a free
action.

MOUNTS
MAIN/
AUX

SECTION 2 // Long Rim Mechs


[59]
HA SUNZI
CORE SYSTEM
REALITY CARVER
(TT_CLEARANCE_01): JUST A HEADS UP, YOU’RE GOING TO READ SOME OBTUSE SHIT HERE. I’VE
TRANSCRIBED ONLY THE USEFUL PARTS OF WHAT THE VOLS SAID. REFER TO THE VISUAL FOR
CORRESPONDING HAND SIGNS. REFER TO REPORTS: VESSEL-PILOT-DOORWAY
Blink Anchor Art of War
Quick Action, Limited 3 Active (1CP), Protocol, Reaction
Blink Anchor (SIZE 1/2, Tags: DEPLOYABLE, IMMUNITY to all For the rest of the scene, this system
damage and effects, LIMITED 3) gains 6 charges (you can use a die to
You carry a single blink anchor that you can deploy as a track this). As a reaction at the start or
quick action. When any character teleports within your end of any hostile or allied character’s
line of sight, you may force them to appear in a free space turn within SENSORS and line of sight,
adjacent to the blink anchor instead of their original expend a charge to teleport them up
destination, as long as they can safely stand there. If your to 3 spaces in any direction, as long
target is hostile, this expends a charge. as they end in a free space in which
they can stand.
Initiating this interruption does not count as a reaction.
Once it’s deployed, you or any allied character can pick it
up or put it down while adjacent to it as a quick action.

SECTION 2 // Long Rim Mechs


[60]
ICENSE I: LICENSE II: SUNZI FRAME, BLINKSPACE
ACCELERATE, BLINK CHARGES TUNNELER, WARP RIFLE

Accelerate Blinkspace Tunneler


2 SP, Unique, Quick Tech 2 SP, 1�(Self), Protocol
Choose and mark two free spaces within your line of You open a blink tear in a free, adjacent space. It
sight that share a surface and are within �5 of each lasts until the end of your next turn. As part of any
other. Characters that start their turn in one of these movement, characters other than you (hostile or
spaces or enter one for the first time in a round are allied) that enter the space at least partially may
pushed as far as possible in a straight line towards teleport to a free space adjacent to you. You may
the other space. If they collide with an obstruction, only open one tear at a time, and if you create a
they stop moving. They may avoid being pushed new tear it replaces the previous one.
with a successful HULL save. GRENADES, DEPLOYABLES,
or other loose objects of SIZE 1 or smaller that are MEMO(TT_CLEARANCE_01) (01200): IT’S GONNA
thrown or deployed into one of the spaces are also GET REAL FUCKING DARK.
pushed towards the other space before activating or
detonating. They activate or detonate early if they are Warp Rifle
forced to stop by another character or object. This Main Rifle, AP, Loading, 1 SP, Unique
effect lasts for the rest of the scene, or until you take [�10][1d3+1�]
this QUICK TECH option again. On Hit: The target must pass an ENGINEERING save or
be teleported a number of spaces equal to the
Guillermo, no es suficiente saber caminar; damage you dealt with this weapon (including
Debes saber dónde y dónde no pisar. El bonus damage, etc.; no more than 10 spaces), in a
lugar incorrecto, y te perderás. Es en un direction of your choice. They must end in a free,
plano de telaraña donde construimos nuestro valid space.
hogar: pise ligeramente cuando vaya.
Es una abominación. Dicen que “es como los
[Guillermo, it is not enough to know how to arados de las espadas; tú también debes
walk; you must know where and where not to aprender a defender tu hogar”. Escupí su
step; the incorrect spot, and you will be lógica de espada. Ni siquiera sabíamos de
lost. It is on a plane of gossamer that we los arados compartidos antes de
make our home: tread lightly when you go.] convertirlos en espadas, y éramos felices.

Hiciste la puerta, la abriste. No es


Blink Charges nuestra responsabilidad cerrarla.
3 SP, Unique, Limited 3
Expend a charge for one of the following effects: [It is an abomination. They say, “it is
• BLINK MINE (Mine): Once detonated, the character like plowshares to swords; you too must
that triggered it must pass an ENGINEERING save or learn to defend your home.” I spit on their
be teleported to a free, valid space of your choice blade-law. We did not even know of
within �5 of the mine and become JAMMED until plowshares before they beat them into
the end of their next turn. If they pass, they still swords, and we were happy.
teleport but do not become JAMMED.
• WARP GRENADE (Grenade, �5, �3): On impact, You made the door, you swung it open – it
choose any character within the affected area and is not our responsibility to close it.]
teleport them to any free, valid space within the
same area. An unwilling character can pass an
ENGINEERING save to avoid this effect.
Eso es lo que no se suena: usar el vacio
contra la Ley de la Madre. Marcamos esta
en nuestro historia con lagrimas, y
ennegrecer la pagina.

[This is the thing unthinkable: to use


the nonshape against the Mother’s Law.
With tears, we mark its need in our
history, and then blacken the page.]

SECTION 2 // Long Rim Mechs


[61]
HA SUNZI
LICENSE III:
FINAL SECRET, REALSPACE BREACH

Final Secret Realspace Breach


2 SP, Quick Tech 2 SP, Unique, Quick Tech
Choose yourself or another character within You tear a hole in space, creating a �1 area in a
SENSORS and line of sight. Your target is charged free space within SENSORS and line of sight.
with unstable energy until the start of your next Weapons with the �, �, �, or � properties do
turn. Unwilling or hostile character can ignore this not affect this area, and it may not be occupied by
effect by succeeding on an ENGINEERING save. characters or objects for any reason. Any character
or object that moves at least 1 space into the
Each time your target takes damage for that affected area immediately teleports to any free
duration, you may teleport them up to 4 spaces space adjacent to the area (of its player’s choice),
to a free, valid space of your choice as a reaction. or as close as possible.

Dicen: “Cuéntanos el secreto de tu larga The affected area blocks line of sight; however, any
vida, o abriremos la puerta de tu hogar a character may target the hole in space with a
todo el mundo.” ranged weapon (excluding �, �, �, or �
weapons) as if attacking it. Attackers don’t roll to
Nosotros decimos: “Para vivir una larga hit the hole – instead, it absorbs the attack and
vida, vives una larga vida. No tenemos redirects it against a new target of the attacker's
secretos, todo lo que tenemos es el choice within �10 of the zone. The attack
conocimiento que deseamos ocultarle. Por resolves as if it originated within the hole.
favor no hagas esto; tu no sabes nada.”
This effect lasts for the rest of the scene, or until you
[They say: “Tell us the secret to your long take this action again or end it as a quick action.
life, or we shall swing wide our door and
let those who we hold back inside your safe Dicen: “Incluso es difícil de ver en este
ground.” lugar”. Decimos: “Usted tiene razón. Es
porque este lugar no te quiere aquí.”
We say: “To live a long life, you live a
long life. We have no secrets, all we have [They say: “It is even difficult to see in
is knowledge we wish to keep from you.”] this place.” We say: “You are correct. It
is because this place does not want you
here.”]

SECTION 2 // Long Rim Mechs


[62]
IPS-N
ZHENG Striker
The Zheng is a new frame in IPS-N’s line and is unusual in that its
development can be attributed almost completely to a single mech pilot –
Xiong Xiaoli, a Mirrorsmoke mercenary operating in the Long Rim,
protecting heavy freight/low crew shipments to the early Dawnline Shore
colonies. A relative unknown before the incident, MSMC documentation from
the time indicates that her convoy was attacked by the White Tiger pirate
conglomerate, and her entire company killed in action. Xiong’s personal
logbook, recovered posthumously, expounds on MSMC’s report.

In her logbook, Xiong noted that her chassis, a factory-standard IPS-N


Raleigh, was almost totally ripped apart in the chaos of the White Tiger’s
attack. Thrown free of her billeted freighter after it collided with a
White Tiger crashboat, Xiong managed to survive the next 45 days by
scavenging across the drifting, derelict wreck of the MSMC-S Say No More,
the escort cruiser attached to the supply colony. Outnumbered and hunted
by the White Tiger pirates prowling the ruined convoy, Xiong took dramatic
steps to modify her Raleigh for close-quarters combat. In the dark,
claustrophobic environments of the Say No More and ruined freighters
leashed to it by the White Tigers, Xiong turned her chassis into a machine
of tumbling death.

Xiong likely did not survive the long engagement. She is presumed to have
perished mere days before an IPS-N Trunk Security patrol arrived,
responding to the convoy's initial distress signal. Trunk Security found
that Xiong had eliminated every White Tiger pirate assigned to the convoy;
her chassis, logbook, and trace elements of her body were discovered in
the White Tiger’s cored-out gunboat and recovered by IPS-N. Thanks to her
efforts, Trunk Security and MSMC were able to hunt down the remaining
White Tiger gang and eliminate them. IPS-N and MSMC then engaged in a
lengthy negotiation over the modified Raleigh’s plans, eventually settling
on a mixed licensing fee that benefits both IPS-N and MSMC. The resulting
pattern, the Zheng, is now a popular choice among MSMC and Trunk Security
pilots operating across the Rim.

Xiong Xiaoli is widely regarded as a bodhisattva across the Long Rim; MSMC
mercenaries have created several drinking games named after her, and MSMC
pilots on combat contracts often compete to hit the “Xiong Limit” of 45+
confirmed kills.

SECTION 2 // Long Rim Mechs


[63]
IPS-N ZHENG

SECTION 2 // Long Rim Mechs


[64]
CORE STATS CORE SYSTEM
Size: 1 Save Target: 10 XIONG-TYPE CQB SUITE
Armor: 2 Sensors: 3 Surviving mostly on colonial rations and an
HULL SYSTEMS increasingly radioactive air supply, Xiaoli
HP: 10 E-Defense: 6 scavenged materials from a dying ship to
Repair Cap: 6 Tech Attack: -2 create modifications that gave her mech
AGILITY SP: 5 unprecedented unarmed striking power.
Evasion: 9 ENGINEERING Xiaoli’s Tenacity
Speed: 3 Heat Cap: 6 1/Turn
As a free action, you may move up to 3 spaces
TRAITS then deal 2� to any adjacent character or
DESTRUCTIVE SWINGS 10�AP to an object or piece of terrain. This
At the end of the Zheng’s turn, if it made at least one movement prompts engagement and does not
melee attack against a hostile character, the force of ignore reactions.
its swings creates a SIZE 1 piece of terrain that grants If this damage destroys an object or piece of
hard cover in a free, adjacent space. It has 10 HP terrain, it explodes, dealing 1d6� to all
and EVASION 5. adjacent characters other than you and
knocking them back 1 space.
WEAK COMPUTER
The Zheng gets +1� on all SYSTEMS saves and checks. Xiaoli’s Ingenuity
Active (1CP), Protocol
MOUNTS For the rest of the scene, this system gains 6
charges (you can use a die to track this). Expend
MAIN MAIN HEAVY a charge to use XIAOLI’S TENACITY again, ignoring
MOUNT MOUNT MOUNT the 1/Turn limit. You may spend any number of
charges a turn. At the end of each turn, you regain
a charge for each unique target (character, object,
or piece of terrain) you damaged with this action,
to a maximum of 6.

SECTION 2 // Long Rim Mechs


[65]
IPS-N ZHENG
LICENSE I: TIGER-HUNTER COMBAT SHEATHE, LICENSE II: ZHENG FRAME, MOLTEN WREATHE,
TOTAL STRENGTH SUITE I TOTAL STRENGTH SUITE II

Tiger-Hunter Combat Sheathe Molten Wreathe


Main Melee 2 SP, Mod
[�1][1d3+2�] Choose one MELEE weapon: 1/round, after you hit
This weapon can attack two targets at a time, and a character with this weapon, you take 1� and it
can be used even while JAMMED. projects a superheated �3 cloud oriented away
from your target in a direction of your choice. Your
This enhancement encases a mech’s target and any characters caught in this cloud each
manipulators and brachial structures in a take 2�.
powerful reactive alloy weave, allowing Needing a significant boost to her
it to use its fists as blunt weapons, Raleigh’s melee capacity, Xiong decided
even unarmed. upon a crude but effective solution: she
would re-route her Raleigh’s coldcore
Total Strength Suite I dispersion systems into the chassis’
1 SP, Quick Action palms with a simple on/off switch,
You rip up a piece of the environment and hurl it at allowing it to superheat equipped
a character within �5 and line of sight. Your weapons. The resultant ad hoc thermal
target must pass an AGILITY save or take 1d6� weapon is so hot that it prompts an
and be knocked back 1 space directly away from explosive vaporization of hard and soft
you. After you take this action, place a SIZE 1 piece surfaces on impact, creating a secondary
of terrain that grants hard cover in a free space backblast cloud that is a deadly weapon
adjacent to your target, even if they passed the in its own right. The production version
saved. The terrain has 10 HP and EVASION 5. of this system simply adds a sturdier,
dedicated routing system and better
If there is a SIZE 1 object or piece of cover adjacent insulation.
to you, you can move it as part of this action;
otherwise, your projectile is ripped out of the ground Total Strength Suite II
or environment. If there's nothing to grab nearby or 2 SP, Unique, Protocol
you're not on the ground you can't take this action. Deal 1d6� damage to a character you’re GRAPPLING.

This whole-system upgrade was the result The second part of Xiong’s enhancement
of tweak Xiong Xiaoli made to her mech package: interlocking muscle-analog plates
throughout a long career with the MSMC, beneath armor, finely tuned to greatly
many of which have now been incorporated multiply crushing force.
into standard IPS-N frame construction
protocol. The package comes in three
stages, the first of which contains a set
of spinal enhancements that allow a mech
to rapidly lift and move large weights
without systemic damage.

SECTION 2 // Long Rim Mechs


[66]
LICENSE III:
D/D 288, TOTAL STRENGTH SUITE III

D/D 288 Total Strength Suite III


Superheavy Melee, Reliable 3 3 SP, Full Action
[�1][1d6�] You end a GRAPPLE, pushing the other character 5
Unlikely other SUPERHEAVY weapons, this weapon spaces in any direction and knocking them PRONE.
can be used with the above profile to SKIRMISH. This movement may pass through spaces occupied
You may charge this weapon as a quick action. While by other characters but must end in a free space.
charged, you benefit from soft cover, but you are All characters they pass through must pass a HULL
SLOWED, take 2� at the start of your turn, and can no save or be knocked PRONE. If your target collides
longer use the D/D 288 with SKIRMISH. At the start of with an object or piece of terrain, they stop, take
any of your turns while it is charged, it has this profile: 1d6�, and must pass a HULL save or become
STUNNED until the end of their next turn.
Superheavy Melee, Reliable 8, Knockback 8
[�3][4d6+8�] The last component of the Total Strength
upgrade package gives a mech the ability
While charged, this weapon deals 30�AP when it
to inject rapid bursts of intense power
hits objects or pieces of terrain. If this destroys
into its locomotive systems, resulting
objects and pieces of terrain, they explode,
in short-lived but incredible strength.
dealing 1d6� to all adjacent characters other
The underlying systems are carefully
than you and knocking them back 1 space.
calibrated and misuse can rip apart a
This weapon loses its charge when you hit a target, mech’s internal systems from within.
when you disperse its charge as a free action, or
when you become STUNNED or SHUT DOWN.
The Zheng’s Devastator/Demolition Weapon
288 is legendary for its ability to breach
armor and inflict total destruction on
hardened targets. Originally rigged up as a
last resort by Xiong Xiaoli, this fist-
mounted system repurposes a mech reactor’s
primary heat vent into a directional,
engagement-proximity weapon. The production
line D/D 288 must be primed before firing,
requiring a dangerous power draw from the
mechs’ systems; Trunk Security’s reportage
of the recovery mission assumes that using
this weapons is what killed Xiong Xiaoli
and cored the White Tiger’s gunboat. The
D/D 288’s ability to cause enormous
collateral damage and its spectacular
discharge when fired have earned it the
moniker ‘Shā mǎ zhǎng’ or Horse-Killing
Palm among MSMC pilots.

SECTION 2 // Long Rim Mechs


[67]
LAST WORDS
Below this dark, small bar, clear panels provide a “Between the Enterprises and their privateers,
view of the heavy interstellar freighters maneuvering petty station-lords and cutthroat swindlers,
to and from Rào Cỏ Station’s docks, attended to by ruthless corpro-state agents and the rare honest
flights of harbor pilots and hired escorts. All are actor, the Rim is a harsh place. There are pockets
bound for the Dawnline Shore, the next great of it, though, where people have carved out a
frontier. You drink with a scarred old Cosmopolitan stable life; don’t mistake them for soft, or think that
spacer, waiting for your ship’s queue number to they hold Union’s Utopian Pillars to be their ideolo-
ping on your slate. Should be a few more hours — gical North Star — they live in the Rim, and though
Rào Cỏ is a massive blink station, the last before the they may have come together into a community
Long Rim, and everyone needs something. Your that resembles normal life, there still is a deeply
ship needed a fair bit of work — micrometeorite buried coal of fear that drives them; even the kind
patching, restock on potables, preserves, and people of the Rim keep their guns trained on you
perishables, cycling, etcetera — but being a blink until you leave.
station, Rào Cỏ is far from dull.
“The Long Rim is what happens when people are
The spacer has some thoughts about the Rim. broken into individuals. Sure, there are beautiful
Since you’re taking the slow route, you bought him things in the Rim — I’ve seen Horizon collectivists
a drink. Research, you’ll tell your CO. The spacer tutoring Free Deimosians in public, and the
takes a sip, and winds up for his briefing. wonders their minds can produce! I’ve sipped mate
with Voladores fresh from a dive into the blink,
“The Long Rim is a place that doesn’t exist in the haggled with ‘em over the baubles and uncanny
minds of the gente that live outside it; to the ones geometries they’ve plucked from that strange place.
that know of it, the Long Rim is a pass-through zone I’ve eaten raw honeycomb in the amber, arcing
— a barren, wild, and dangerous place. This erasure fields of Deseret, where the old Latterdays live and
of the local population, their cultures, and their sing their high choirs. But listen to me: every beau-
industries, is welcome for the percent of that popu- tiful thing in the Rim is fleeting. Every beautiful thing
lation that wants the anonymity of life off the map. in the Rim that lasts is because of people coming
Without Union’s steady hand above them, sure, life together to produce something great and grand —
can be dangerous and precarious — nothing stops but them things are outliers.
the Companies from moving fast and breaking
things, and nothing stops the local Enterprises from “You want to know what the Rim is really like? Ok, go
drawing blood — but in a universe where there still through it, then. Bring guns, manna, and backup.”
is money to be made and debts to escape, that
precariousness is welcome: after all, if life in the The old spacer finishes his drink and pushes it
Rim is decided by fate’s roll of the dice, you always back across the bartop. The ‘keep sweeps it up as
have a chance of rolling a natural 20.” they pass by. The spacer turns on his stool, leaning
back on the bar to look up at the ceiling. It’s a
The old Cosmopolitan orders another drink on your cieloscreen: a muted blue sky with high clouds.
tab. It’s fine, you can cover it, and any intel you can The effect is lessened by smoke stains and streaks
pull out of the old spacer is manna well spent. He where cleaning fluid was left to dry. Still, it gives
sips the amber drink, taking a moment to savor the you the image of a sky. He looks at the facsimile
burn. How old is he, really, you wonder? Who was sky for a minute or two, blinking.
he before he bellied up to this bar and asked where
you were headed? “Be kind to people, friend. The Long Rim is where
dreams disappear and freedom is king.”
“Anonymity and lack of Union’s command over
transit, media, and law, coupled with both an He thanks you for the drinks, stands, and pulls on
endemic libertarianism and a perception of an old cap with a well-worn brim. On it is the
‘freedom’ both produces and draws individuals profile of a freighter, the SS Amigo, his crew union
and groups to the Rim that are willing to do number, and a star for each voyage. There are
anything to strike it rich. This is a freedom defined eight stars ringing the Amigo.
by the people left alive and in power: in the Rim,
the only free people are the ones at the top of the “Be kind out there — it’s all we got when we’re alone.”
hill; in the Rim, the hill is made up of stolen wealth,
ill-gotten manna, and the bodies of other climbers.

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