Battlelords of The 23rd Century - Core Rules

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The document provides an extensive list of weapons, armor, and equipment for a roleplaying game set in a science fiction battle setting.

The document lists numerous weapons including pulse rifles, grenades, missiles, laser guns, and melee weapons. It also describes different types of armor and other equipment like sensor packages and jump units.

The document credits the creators of the roleplaying game system and various artists, writers, and playtesters who contributed. It also thanks backers of the Kickstarter campaign.

CORE RULES

CREDITS

CREDITS
Battlelords of the Twenty-Third Century™ Created by Lawrence “Larry” R. Sims
23rd Century Productions, LLC: Anthony Oliveira, David Soruco, Michelle Soruco, Kurt Willis
SSDC, Inc.: Michael Osadciw & Aaron Thies Financier: Dr. Megan Jones
Savage World Conversion Mechanics by: Alb', Marcus Holder, Anthony Oliveira
Battlelords Contributors: David Fowler, Keith Klee, Anthony Oliveira, David Soruco, Joseph Soruco,
Keith Soruco, Lindsey Soruco, Michelle Soruco, Kurt Willis
Editor: June Hedman Assistant Editor: Anthony Oliveira
Senior Art Director: Ray Hedman Assistant Art Directors: Dawn Oliveira, Anthony Oliveira
Layout Concept: Andrew Curtis at FUEL VM, LLC.
Layout Development: Daniel Marshall Marketing Consultant: Andrew Curtis at FUEL VM, LLC.
Front Cover Art: Kiki "Kay Kay" Kurnia Back Cover Art: Kiki "Kay Kay" Kurnia
Artists: Jordi Alcala, Nichole Balsley at Devious Squrl Designs, Wayne Barlowe, Can Başdoğan, Matt
Bulahao, Annamaria Caciagli, Tadeo Doria, Stewart Ellis, Wietz Fopma, Attila Gallik, Breno Girafa, Ray
Hedman, Carsten Holtmann, Quinton Hoover, Dave Johnson, Samuel Kamby, Kiki "Kay Kay" Kurnia,
Chyi Ming Lee, Mark Maxwell, Mitch Mueller, Darren Myners, Michael Osadciw, Jeff Reitz, Leonardo Sá,
Jhomar Soriano, Gino Stratolat, Daniel Thiele, Quico Vicens, Carlos Villas, Admira Wijaya, John Williams
Playtesters:
Battlelords of the 23rd Century®, Savage Worlds Edition, First Printing by 23rd Century Productions, LLC.
Contact us at [email protected] or via www.23rdcentury.net
or search your favorite social network for “Battlelords” or “23rd Century Productions”.
Copyright ©2017-2021, 23rd Century Productions, LLC. All Rights Reserved.
Battlelords of the Twenty-Third Century produced by 23rd Century Productions, LLC. under exclusive license with SSDC, Inc.
Battlelords of the Twenty-Third Century® a registered trademark of SSDC, Inc. and is used under exclusive license.
“This book was designed as a game. The information portrayed doesn’t in any way reflect the beliefs of the author or the company. We
don’t support cannibalism, racism, sexism, and/or any other “ism” that has negative social consequences.” -Larry Sims
Battlelords of the Twenty-Third Century® is military science-fiction roleplaying game, which contains mature themes and is recommended for ages
14 and up. It was originally written by a soldier. The text within graphically describes war wounds, violent combat, combatants that work themselves
up into a suicidal frenzy, and dark humor that soldiers often use cope with the horrors of war. If this is objectionable to you, please stop reading now.
“This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage Worlds
and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no
representation or warranty as to the quality, viability, or suitability for purpose of this product.”
you are all battlelords to us live well fight hard enjoy life

KICKSTARTER
Special thanks to our Kickstarter Backers Kickstarter video created by: Nichole Balsley at Devious Squrl Designs
Convention attire and promotional materials designed and provided by Phoenix Design Screen Printing & Embroidery
https://www.facebook.com/phoenixmuncie
Throughout this book are snippets of text in different alien scripts, in the Chatilian, Mutzachan, Orion, and Zen Rigeln languages.
the arachnids and the atlanteans are both your friends and your foes
These are simple substitution ciphers, and if you decode them, they'll give you secret information
about what's really going on behind the scenes in the Battlelords universe!
1
TABLE OF CONTENTS

CONTENTS
THE RULES CHAPTER -----------------------------------------------78
SKILLS.................................................................................................. 79
CREDITS--------------------------------------------------------------- 1 HINDRANCES TABLE.............................................................................. 80
EDGES TABLE...................................................................................81-85
KICKSTARTER--------------------------------------------------------- 1
STRENGTH TABLE.................................................................................. 86
GAME OVERVIEW ---------------------------------------------------- 4
HINDRANCES........................................................................................ 86
WHAT IS BATTLELORDS OF THE 23RD CENTURY? ..................................... 5 Hindrances, General...................................................................... 86
The Battlelord Universe................................................................... 5 Species Hindrances....................................................................... 86
A Time of Technological Miracles… and War..................................... 5
EDGES.................................................................................................. 88
The Alliance..................................................................................... 5
Miscellaneous Edges...................................................................... 88
The Alliance Species........................................................................ 6
Combat Edges............................................................................... 88
WHAT IS THERE TO DO IN THE BATTLELORDS UNIVERSE?.......................... 6 Gear Edges.................................................................................... 89
THE MEGA-CORPS............................................................................ 6 Military Edges................................................................................ 89
Corporate Mercenaries............................................................. 7 Power Edges ................................................................................. 91
Corporate Spies........................................................................ 7 Professional Edges ....................................................................... 91
Independent Mercenary Groups................................................ 7 Battlelord Edges ........................................................................... 93
Galactic Armed Forces.............................................................. 8 Species Edges ............................................................................... 93
Pirates and Privateers.............................................................. 9
RANK...................................................................................................... 9
COMBAT CHAPTER ----------------------------------------------- 100
What is a Battlelord?..................................................................... 10 AGGRESSION CHECKS.......................................................................... 101
Combat Stress Table.................................................................... 101
MYSTERIES AND NOTABLE PERSONALITIES:........................................... 10
ENVIRONMENTAL RESISTANCE............................................................ 102
THREATS.............................................................................................. 10
Elemental Resistance/Weakness Table......................................... 113
REOCCURRING THEMES......................................................................... 11
HINDERED........................................................................................... 102
THE RULES (THE SHORT VERSION)......................................................... 13
HEAVY ARMOR & SUPER HEAVY ARMOR.............................................. 102
TIMELINE......................................................................................... 14-15
MALFUNCTION TABLE.......................................................................... 103
SPECIES GUIDE------------------------------------------------------16 MISSILES & ROCKETS.......................................................................... 103
CHATILIANS.......................................................................................... 17 MULTIPLE ACTIONS............................................................................. 103
CIZERACK............................................................................................. 20 SENSOR SYSTEMS............................................................................... 104
ERIDANI............................................................................................... 24 COUNTER-MEASURES.......................................................................... 104
FOTT..................................................................................................... 30 INJURIES............................................................................................. 105
HUMANS:.............................................................................................. 34 Injury Table.................................................................................. 105
Body Rehabilitation Injection....................................................... 105
GEN-HUMANS:...................................................................................... 34
Cryo Injection....................................................................... 106
KEEN.................................................................................................... 38 Dog Tags...................................................................................... 107
MAZIANS.............................................................................................. 42 The Hat Box................................................................................. 107
Reviving Dead Characters............................................................ 107
MUTZACHANS....................................................................................... 46 Memory Backups......................................................................... 107
ORIONS................................................................................................. 50 TECH LEVELS...................................................................................... 107
PHENTARI............................................................................................. 54 INJURY TABLE.............................................................................. 108-109
PYTHON LIZARD.................................................................................... 58
ARMOR CHAPTER------------------------------------------------- 110
RAM PYTHON........................................................................................ 59
ARMORED SUITS................................................................................. 111
RAAZET................................................................................................ 64 Armor Coverage........................................................................... 111
ZEN RIGELN.......................................................................................... 68 Called Shots......................................................................... 111
Wearer's Size & Armor Cost......................................................... 111
TZA ZEN RIGELN.................................................................................... 68
Armor Descriptors....................................................................... 111
SPECIES PREFERENCE TABLE................................................................ 73 Armor Option Slots Table...................................................... 111
CHARACTER CREATION SUMMARY......................................................... 77 ARMOR STATS..................................................................................... 112
Starting Funds Table...................................................................... 74 Armor.......................................................................................... 112
Salary Table................................................................................... 75 Toughness Bonus (TB).................................................................. 112
Enlisted Rank Table........................................................................ 76 Absorption (ABS)......................................................................... 112
Penetrating Hit..................................................................... 112
TABLE OF CONTENTS
ELEMENTAL RESISTANCE/WEAKNESS.................................................. 112 Laser Weapons............................................................................ 157
REPAIRING ARMOR.............................................................................. 112 Omega Weapons.......................................................................... 159
Pulse Weapons............................................................................ 160
TRANSPORTING ARMOR...................................................................... 112 Pulse Machine Guns (PMG)................................................... 160
DONNING & EXITING ARMOR................................................................ 112 Pulse “Recoilless Rifles”...................................................... 161
Pulse Rifles.......................................................................... 161
EXTRAS & ARMOR............................................................................... 113
Missiles and Rockets Overview (SAPS)......................................... 162
FINE MOTOR SKILLS IN ARMOR............................................................ 113 Arm Rockets......................................................................... 162
ARMOR KEY........................................................................................ 113 Missile Launchers................................................................. 163
Reflex Missiles..................................................................... 163
BODY ARMOR...................................................................................... 114 Reflex XL Missiles................................................................. 164
BODY ARMOR & HEAVY BODY ARMOR TABLE....................................... 115 AMMUNITION TABLES.......................................................................... 165
HEAVY BODY ARMOR (HBA)................................................................. 116 Ammunition and magazines.......................................................... 165
MECHANIZED BATTLE ARMOR (MBA)................................................... 117 Primitive Ammunition........................................................... 165
E-Mags & Pulse Mags............................................................ 165
MECHANIZED BATTLE ARMOR TABLE................................................... 119 Kinetic Weapon Mags & Ammo.............................................. 166
ARMOR OPTIONS................................................................................. 121 Swapping Mags.................................................................... 166
Recording Armor Options............................................................. 121 Fluid Gun Ammunition ("GOO") ............................................. 167
Optional Rule: Destroying Armor Options...................................... 121 Grenades..................................................................................... 168
Losing Armor Options Summary............................................ 121 Mag Grenades.............................................................................. 170
ARMOR OPTION TABLES............................................................... 122-125 EQUIPMENT CHAPTER-------------------------------------------- 173
ARMOR OPTIONS - LISTING.................................................................. 126 PERSONAL COMPUTING DEVICES (PCD)............................................... 173
A-Grav Systems........................................................................... 126
Armor Coatings........................................................................... 126 EQUIPMENT TABLES..................................................................... 174-177
Commo Packages........................................................................ 126 DETECTION EQUIPMENT...................................................................... 180
Computers & P-AI........................................................................ 127 EMERGENCY MEDICAL GEAR............................................................... 182
Armor Computers................................................................. 127
Para-Artificial Intelligences (P-AI)........................................ 127 ESPIONAGE EQUIPMENT...................................................................... 185
Electronic Warfare Suites (EWS).................................................. 128 PERSONAL EQUIPMENT....................................................................... 189
Field Generators.......................................................................... 129
Medical Packages........................................................................ 130 MATRICES CHAPTER --------------------------------------------- 192
Misc. Options.............................................................................. 131 POWERS IN BATTLELORDS................................................................... 193
Missile Racks............................................................................... 136 Arcane Backgrounds.................................................................... 193
Mobility Systems......................................................................... 136 Arcane Background: Empath................................................. 177
Physical Counter Measures.......................................................... 138 Arcane Background: Energy Controller.................................. 177
Sensor Systems........................................................................... 138 Arcane Background: Healer or Anti-Healer............................ 177
Arcane Background: Latent Extractor................................... 178
WEAPON CHAPTER ----------------------------------------------- 140 Arcane Background: Kizmetor............................................... 178
UNARMORED OPPONENTS....................................................................141 Negation ..................................................................................... 178
HEAVY ARMOR & SUPER HEAVY ARMOR...............................................141 AKA Everybody Knows the Dispel Power................................ 178
Visibility...................................................................................... 178
WEAPONS............................................................................................141 Matrix Manipulation..................................................................... 195
Attack Types & Attack Effects......................................................141 Generic Power Modifiers Table..................................................... 195
Attack Effects Table.....................................................................141 Backlash Triggered by Failed Power Modification.................. 195
WEAPON TABLES....................................................................... 144 - 150 POWERS BY DISCIPLINE TABLE............................................................ 196
WEAPON DESCRIPTIONS..................................................................... 151 POWERS (AKA MATRICES)................................................................... 197
Weapon Size Table....................................................................... 151 Arcane Protection - Blast............................................................. 197
MELEE WEAPONRY DESCRIPTIONS...................................................... 151 Bolt - Boost/Lower Trait............................................................... 198
Modern Hand Weapons................................................................ 151 Burst- Darksight.......................................................................... 199
Primitive Hand Weapons.............................................................. 152 Deflection - Environmental Protection......................................... 200
RANGED WEAPONRY DESCRIPTIONS.................................................... 153 Fear - Mind Link........................................................................... 201
Primitive Ranged Weapons........................................................... 153 Mind Reading - Puppet................................................................. 202
Kinetic Weapons.......................................................................... 153 Relief - Stun................................................................................. 203
Archaic Powder Weapons............................................................. 153 Summon Ally- Warrior's Gift.........................................................204
Disintegrators............................................................................. 155 Zombie........................................................................................ 205
Fluid Guns................................................................................... 156 KIZMETOR ABILITIES........................................................................... 205
Grenade Launchers...................................................................... 157 KIZMETOR PROBABILITY MANIPULATION TABLE.................................. 206
CHAPTER 1.0

GAME
OVERVIEW
"Uncle Ernie does not love you! That's a damn lie!"

SAVAGE BATTLELORDS misunderstandings. They have been provided with technology


You'll need the Savage Worlds rulebook and some gaming dice to that required our brightest minds to be reschooled before they
play Battlelords of the 23rd Century for Savage Worlds. could hope to understand it. Yet, most humans don’t even give
it a second thought. It’s mundane to them. It is no more fantastic
WHAT IS BATTLELORDS OF THE 23RD than air travel or a mobile phone in the late 20th century on Earth.
CENTURY? They don’t think about the technology at their disposal. So, what
Battlelords of the 23rd Century is a military science-fiction do they think about?
roleplaying game designed to simulate the life of mercenaries
and soldiers in the not too distant future. Your playground is the Every night during the Tri-V news reports, we see atrocities
Milky Way Galaxy and beyond. The Battlelords rules are designed committed by the Arachnids. We’re told that Atlanteans, the
to model futuristic armored infantry combat and provide mixture new boogieman, might be behind every corner. One might be
of roleplaying and brutal combat action. This book provides the our boss, our coworker, or even our spouse. We see soldiers
player with a history of events leading up to the current year, the fighting and dying. Mercenaries and Battlelords are glorified,
viewpoints of the various member species of the Galactic Alliance, and their exploits are recorded to assure us that we are capable
and all the gear you'll need to kit your character out. of winning the wars against our enemies.
What do humans think about when we’re not distracted by
THE BATTLELORDS UNIVERSE the Cyball game on the Tri-V? Survival. Survival as a species and
Battlelords takes place in the year 2282. Characters are citizens finding our place in this Alliance of bizarre aliens is a concern.
of Galactic Alliance, which spans large portions of the Milky Way Many aliens resent us. Many dislike us. A few even want to eat
and is made up of over a dozen species, including Humans, who us. At the end of the day, it’s painfully obvious that no matter
pool their resources to expand, improve, and protect Alliance how they placate us on the Tri-V, there is only way any of us
citizens from the external threats like the Arachnid hordes and the – Human or otherwise – are getting through this alive. That is
Atlantean nanite swarms. by putting aside our differences, making use of the amazing
technology at our fingertips, and working together. It is just
A TIME OF TECHNOLOGICAL MIRACLES… something to think about. Oh, hey! The Rigel Death Knights are
AND WAR. playing tonight.
Gotta go.
It is the year 2282, and nearly 150 years since the Mutzachans
and their alliance of alien species gave Humanity the secrets of
faster-than-light travel and the keys to new worlds. Humanity has
spread out among the stars to the edges of the Milky Way galaxy THE ALLIANCE
and beyond. Humans live in an age of miracles and wonders though Though the Alliance started out as a simple mutual protection
most of them don’t realize it. Those immersed in the amazing treaty between a few allied species, it eventually grew into the
technologies provided to them rarely want for anything and take governing body of the allied worlds. The Vision of Eight, the ruling
everything for granted. Those on the frontier are too concerned body of the Mutzachan species, came up with the idea for building
with scratching out a living on backwater planets and surviving to a union of allied species a millennium before the Humans had
have time to ponder how all this technology has improved their even thought about building pyramids in Egypt. As the Alliance
lives. expanded, new member species were not enticed by just the
The galaxy, which is so big that humans can’t fully comprehend promise of military force but by the exchange of technology,
its size, can be traversed in timespans measured in months or cultures, and ideas through open trade. Along with this exchange
days. Humans live on hundreds of planets, some of which are of information and goods also came a uniform system of laws for
on opposite sides of the galaxy. They routinely interact with resolving disputes between the member nations.
alien species without the worry of language barriers or cultural

5
GAME OVERVIEW

The Alliance is a bureaucracy of monumental proportions. There’s • Raazet Bodger: The winged, insect-like, Raazet can repair
a bureau or agency for everything. To complicate matters, the a broken starcruiser with gaffer’s tape and a Yummy bar.
Eridani military aesthetic pervades much of the government and Nickname: Roach.
corporate structure within the Alliance. As a result, there is a • Zen Rigeln Healers & Tza Zen Anti-Healers: The skeletal
bureau or agency for everything. You’ll get used to it. but benevolent Zen Rigeln. Creators of amazing medical
technology and powerful matrices which manipulate
THE ALLIANCE SPECIES organic matter into healing injuries. Included among
• Cizerack: The cat-like Cizerack with their grace, speed, and the Zen are the ostracized Tza Zen, who aren’t nearly as
hunting instincts. The ultimate scouts. Nickname: Cats. benevolent. Nickname: Gaunts.
• Chatilian Empath: The empathic Chatilians, whose mental While the species of the Alliance are allied for many reasons, that
abilities allow them to manipulate the minds of other doesn’t mean they particularly like each other. Many species have
species, who they find annoying. Nickname: Asparagus warred with other Alliance species at some time in the past. Most
Heads. species view the other species as inferior to themselves in one
• Eridani Swordsaints: The militaristic Eridani, and their way or another. To survive and thrive in the Battlelords universe,
samurai-like Swordsaints, who provide their military might characters will have to overcome the speciesism and stereotypes
to the Alliance. Nickname: Mohawks. that other Alliance species direct at their characters. Similarly,
• Fott: The genetically-engineered Fotts. Rabbit-human characters will have to look past the biases their character may
hybrids created as the galaxies biggest practical joke by have against other species in order to work cooperatively and
the nihilistic mad genius, Uncle Ernie Freilberg. Nickname: achieve their goals, whatever they may be.
Bunnies.
• Keen Triphibian: The bat-like Keen. Unseen, the Keen can
WHAT IS THERE TO DO IN THE
glide though the darkness, blending into the background BATTLELORDS UNIVERSE?
with chameleon like skin. Nickname: Bat-frogs.
Characters are usually employed as either mercenaries or spies,
• Humans & Gen-Humans: The prolific and industrious working for one of the many mega-corps, though some make a
Humans and their genetically-engineered brethren, the living as members of the Galactic Armed Forces or as pirates or
Gen-Humans. There are more Humans than any other privateers.
species and they are the backbone of the Alliance’s
production capabilities. Nickname: Breeders. THE MEGA-CORPS
• Mazian Shapeshifters: The shape shifting Mazians which If you ask any informed person, “Who really runs the universe?”
are capable of replicating the appearance of nearly They will inevitably reply, “What are you? A moron? The mega-
anything. The ultimate infiltrator. Nickname: Blobs. corps run everything.” Governments may topple, but the
• Mutzachan Energy Controllers: As the founders of the mega-corporations survive. Mega-corp is the nickname for any
Alliance, the Mutzachans possess technology beyond interspecies corporation that does business in, and sometimes
comprehension. Furthermore, they have the ability to beyond, the borders of the Alliance. Mega-corps own, build, and
manipulate energy with a thought and drain batteries with sell nearly everything in the Alliance. They also employ most of
a touch. Nickname: Melon Heads. the Alliance population. If you’re not working for the government
• Orion Rogues: The culture-copying Orions. Renowned or self-employed, then the odds are that you’re working for the
tricksters and party animals, the Orions flirt with danger mega-corps.
and attractive aliens with equal zeal. Nickname: Kilt. Mega-corps are vastly complex organizations that wield incredible
• Phentari: The cunning and ruthless Phentari. Providing the amounts of power. Most of them own entire planets, which function
Alliance with no shortage of assassins, spies, and bounty as corporate compounds. Many have private police forces, which
hunters. Nickname: Squids. are really small armies that they use to protect their assets. Mega-
• Python Lizards: The amphibious Python Lizards serve as corporations engage in every type of business imaginable, both
police throughout the Alliance and make up a significant legal and illegal. When you count their smaller subsidiaries, mega-
portion of the Galactic Marine Corps. Nickname: Lizard corps account for 80% of the product produced in the Alliance.
• Ram Pythons: The massive Ram Pythons are the larger, Some mega-corps specialize in one type of product, while others
dumber, terrestrial cousins to the Python Lizards. When have their corporate tentacles into nearly every conceivable type
you need someone who can carry a bigger gun, the Ram of good and service. The illegal activities of mega-corps include
Pythons are your go-to alien. Nickname: Rams. stealing information, corporate espionage, and power brokering.
The mega-corporations buy and sell votes, control political
parties, and appoint politicians. The list goes on and on. They
may very well be utterly without morals or conscience, but it is
probably a corporation who makes out and signs your paycheck.

6
GAME OVERVIEW

MEGA-CORPS Corporate Spies


CORPORATION NAME KNOWN FOR The question seems to be, “Who isn’t a spy?” There are thousands
Asteroid Mining Consortium Mining, commodities trading, raw upon thousands of “spooks” working for the Alliance Government
(AMC) materials production and refining. and nearly every mega-corp in the Alliance. It is a profession that
Ashland Custom Logistics Civilian & military vehicle production. pays well to those who are cunning and intelligent. It is also quite
Balshrom Science Corp Weapon development & production. ruthless. Many a spy has ended their career with a large hole
neatly piercing the space between their eyes.
BioCyberdyne Cybernetics & bio-engineering.
Dickens Incorporated State-of-the-art military hardware. Spies employed by mega-corps are mostly engaged in industrial
Erectus Spacecraft, space stations, & espionage. Spies are stealing trade secrets from rival corporations
skyscrapers. and sabotaging their operations. Corporate spooks spend just as
Eridi-Corp Weapons & scientific research. Having much time recovering stolen secrets and preventing acts of industrial
a large army they'll rent to you. sabotage. The fact that most of these actions are technically illegal
Kowaski Transport Industries Spacecraft construction. under Alliance law doesn’t stop the mega-corps from sweeping them
Lambert's Personal Civilian cybernetics & espionage under the rug. News stories that a mega-corp has been robbed of a
Cybernetics equipment. valuable secret is bad for business, so they don’t tend to advertise
Orionus Konglomerates Commercial shipping & spacecraft when it happens. Similarly, news that a mega-corp has illegally stolen
production. secrets or sabotaged the operation of another mega-corp is equally
Raelhavlen Heavy Industries Spacecraft leasing & construction. bad for business. As a result, mega-corps routinely bury evidence of
Space Systems Development Making nearly everything in the Alliance these events and handle the problem internally, usually by running a
Corporation (SSDC) and their high attrition rate for mercs. counter-espionage program on the transgressing rival.
Corporate Mercenaries According to Madd Mike’s Mercenary Catalog’s last survey, the
most common jobs for corporate spooks, in no particular order
Mercenary sponsorships are typically hazardous duty contracts
are as follows:
that are full time employment for a period of years, usually two
to eight, with an exclusivity clause. You can’t do work for anyone 01. Corporate Espionage
but your sponsor, but you do get a really nice uniform out of the 02. Acquiring corporate secrets or prototypes
deal. The mega-corp that one works for has a direct effect on the
03. Retrieving stolen corporate secrets or prototypes
type of missions where you will be sent. It is important to mention
that you may have an exclusivity provision in your contract that 04. Enemy asset neutralization (assassination)
prevents you from working for anyone else, but it does not mean 05. Talent acquisition (Assisting in defection of rival corporation’s
your sponsor won’t subcontract you to do work for someone else. talent or kidnapping)
So, don’t expect that all of your missions will be confined to that 06. Anti-smuggling operations
company’s primary field of endeavor. Just because you landed that
07. Production inhibition (Sabotaging rival corporation’s R&D or
gig with AMC, don’t expect that you’ll just be guarding asteroid
production line)
mining sites. You could end up doing native pacification for SSDC
on some backwater corporate world. 08. Counter-espionage operations (Preventing rival corporation’s
agent from sabotaging your employer’s R&D or production
Many mega-corps have huge signing bonuses you can use to line)
buy your kit (i.e. gear and weapons), but keep in mind that most
corporations use that bonus to attract new personnel because INDEPENDENT MERCENARY GROUPS
they have high attrition rates. By "attrition rate" we mean, their
If you'd rather die than sell your soul to a mega-corp (or they refuse
employees and contractors die, frequently. Some years SSDC
to hire you) and your blatant disregard for authority figures has
records close to a 50% attrition rate for its hazardous duty merc
hampered your chances of a having a successful career in the
teams. If you sign a 4 year contract with a mega-corp that has a
Galactic Armed Forces, you can always enlist in one of the many
25% attrition rate for combat personnel don't expect to live out
Independent Mercenary Groups... who are hired by the mega-
your contract. At least make sure they cover the cost of your clone!
corps to do work they don't want their corporate mercs handling.
Hey, it's a living. Many mercenaries work as “independents” for
years, taking short term contract jobs before they build up enough
of a reputation to land themselves a full sponsorship with a mega-
corp.

7
GAME OVERVIEW

INDEPENDENT MERCENARY GROUPS GALACTIC ARMED FORCES


NAME KNOWN FOR The Galactic Forces represent all of the government controlled defense
Angus Core and the Merchants Being living legends. Being drinking forces. Its primary mission is to ensure the survival and stability of the
of Doom buddies with the Alliance president. Galactic Alliance. What is so great about being in the services? There
The Arachnid Suppression Actively hunting the 'Nids with state-of- are three things that are great: travel, training, and toys.
Guild the-art weaponry.
Unlike the mega-corps, the Forces don’t just stick you in the
Captain Leon and his Pips Having their own Tri-V show.
middle of a firefight and say, “You figure it out.” Galactic Forces
Chatilian Interest Firm "Spies 'r' Us" pretty much sums it up.
personnel are trained in a variety of skills designed to better their
The Clergy Former theologists. All are devoutly chances of survival and make them more useful in service. All
religious, but religion varies from member
to member. Galactic Forces personnel receive the same basic training, which
takes three months to complete. Then specific training follows
The Computer Connection Rent-a-hacker.
based on service, grade, and specialty.
Cyberdome Unlimited All employees are cyborgs.
Dead Man Replenishment Fund Renting out mercs on the cheap, who are Another good thing about being in the military is that you aren’t
(DMRF) only as loyal as their paycheck is big. expected to provide your own firepower, unlike mercenaries. The
Eminent Dusk Syndicate All members are licensed bounty hunters. government arms and equips its soldiers, but remember: your
Ashen Ryders Company (ARC) All mercs are former military personnel. weapon was built by the lowest bidder! Each service outfits its
Most are Matrix Controllers. Expensive. troops with the weapons, armor, and equipment they need to
The Knights of Discipline Eridani Swordsaints. They work for free, complete their task. Often at the end of their commitment, the
but they're picky about their clients and soldier is allowed to keep some of the equipment or allotted a
usually only choose those who can't afford specified “retirement kit” by the quartermaster, which is theirs to
to hire mercs.
keep. There are a number of gear incentives when soldiers retire
Milan Perez & Associates Not a law firm. Best trackers in the from the service and take up residences on remote colonies.
Alliance. Most are bounty hunters.
Wax 'Em Liquidation Services Mostly Phentari & Ram Pythons. Very Speaking of toys, soldiers also get access to the state-of-the-art
loyal. Known for providing proof of kills. medical care, enlistment guarantees, and free, unlimited body or
Warmonger, Inc. "High risk assignments for high fees." body part replacements. Memory backups are often included for
Reputation for getting the job done personnel in important and high risk positions within Galactic X or
regardless of cost. the special forces.
Underground Assistance Firm Creates new identities, offers cosmetic
surgery, transport and safe houses Why do all of this for a grunt? You get incorruptible loyalty for a
throughout the Alliance. high price. That’s what you need to run a universe. The Galactic
The Zen Hospital Firm Provides battle-hardened Zen medics. Forces will take only the cream of the crop into their ranks.
Likely employs many Tza Zen. Applicants are chosen on their past accomplishments, present
vocational skill level, and general risk factor. The Galactic Forces
Being a mercenary doesn’t necessarily mean you’re a hired gun generally choose those who are law abiding. The Forces have over
on some backwater world paid by some local dictator. In the 23rd 200 billion applicants from which to choose. For this reason, only
century, mercenaries are employed by every major corporation in the best are privileged to serve.
the Alliance. For the most part, modern mercenaries are used to
The main drawback to being in the military is that you are not
secure and protect the assets of the corporation where they work.
free to do as you please. If you thought it was bad being in the
According to Madd Mike’s Mercenary Catalog’s last survey, the
paramilitary structure of the corporations, you haven’t seen
most common jobs for corporate mercs, in no particular order, are
anything yet! The corporations allow some freedom of dress,
as follows:
action, and vacation time. You’re not likely to get busted for
01. Private security or facility security having a five o’clock shadow or wearing your favorite dirty
02. Exploration Team Security t-shirt. It’s different in the service. You are expected to look, act,
03. Bodyguard or VIP Security walk, talk, and breathe like a soldier and a representative of the
Alliance. All the horror stories you’ve heard are true—the white
04. Retrieval of lost or stolen corporate property glove inspections, the bouncing a c25 cash chit on the bunk,
05. Protection of corporate property in a warzone everything! The Alliance expects absolute loyalty and discipline
06. Protection of corporate property; Not in a warzone from its finest fighters. If they don’t get it, you'll be facing non-
07. Pest Elimination Team (P.E.T.) cleaning up HALs judicial punishment or worse! The penalty for desertion is death
by firing squad.
08. Investigation of loss of corporate asset or personnel under
suspicious circumstances

8
GAME OVERVIEW

GALACTIC ARMED FORCES (GAF) How you earn a living once you’re crewing a ship is up to you, but
there are a couple of options. If your ship is armed, you can risk
BRANCH NAME TASKED WITH your life as an illegal pirate. The rewards are great, but the penalty
Galactic Army Bulk of Alliance military personnel. Highly if you’re caught is life in prison or death. Alternatively, you can
Specialized. be a legal pirate of sorts and become a privateer. Privateers have
Galactic Marines Bulk of Alliance combat personnel. Able government issued certificates allowing them to attack other
to fight in nearly any environment. ships that are enemies of the government. Back in the days of
Galactic Reconnaissance Force Rangers and Scouts. Rely on stealth and water navies, privateers were used to supplement governmental
(GRF) training to survive behind enemy lines. navies. Today privateers serve as an important way to curb
Galactic Navy The backbone of the GAF. Responsible piracy. The Galactic Navy can’t be everywhere at once, and having
for patrol of free space, engaging enemy privateers covering territory they’re not in or near helps to deter
vessels, and troop transport.
pirates. Many of the larger mercenary companies have privateer
Galactic Fighter Corps The fighter pilots of the Galactic Navy. fleets, crewed and maintained by former Galactic Navy personnel,
Galactic X (Gal X) Secret quasi-military organization who are now using their skills to make a living in the private sector.
responsible for preservation of Alliance
and intelligence gathering. PIRATE CLANS

The De-automation of the Alliance Military NAME KNOWN FOR

After the destruction of the planet Tarsis by an ever-expanding Black Flag Notorious for taking no prisoners
(alive). Composed of violent criminals.
swarm of Atlantean nanites in 2153, the military began reducing
The Flying Dutchmen Largest pirate clan. Don't take hostages
their reliance on automated systems. Analysis of the incident
or ask for ransom. Passengers of raided
showed that every automated system on the planet came under vessels are always released.
control of the Atlantean in short order. Not wanting to have their Kismet Mostly Orions. Practice piracy for fun.
own weapons turned against them, the military began a massive
Lokarn's Bane Phentari pirates targeting Eridani
shift away from automated weapons. vessels. Prefer suicide over capture.
The Mutzachans have always pushed for a minimal reliance Sentitren Known for pillaging small colonies and
on computerized weapon systems within the Alliance military. making off with their inhabitants.
Since the traditionalist Eridani still controlled the majority of the Silence Deplore They never speak when boarding a
command positions within the military, the Mutzachans didn’t vessel and communicate with hand
signals.
have to push too hard. I mean, the Eridani still fight with swords,
Terzt Raazets with state-of-the-art vessels
they're not real big on having robots do their fighting for them.
targeting mega-corp research facilities.
These new military policies were spearheaded by Ibar-Idan of the
5th house of Eridine, and they bear his name to this day. The end Privateer certificates are issued to law-abiding ship captains who
result was the Galactic Armed Forces do not employ robots, limit pass an Alliance background check and pay the annual fee, which
their para-artificial intelligences to a support role, and still rely on can be expensive. As a result, privateer captains have been known
the grunt to aim the weapon and pull the trigger... though to be fair to shop around for territories that have the right mix of salvage
the weapon does a lot of the aiming for the grunt. potential and reasonable fees.
“Make sure you're out of sword range before you start
taunting that Eridani. Remember what happened last time?” RANK
PIRATES AND PRIVATEERS Whether you’re employed by one of the 5,000+ mega-corporations
or enlisted in the military, you’re going to be assigned a rank. You can
Sure, the pirates get all the press, fame, and glory but being on a crew
blame the Mutzachans and the Eridani. A uniform ranking system
can involve more than just illegal piracy. Also, ask any pirate, and
through the Alliance was first proposed by the Council of Timar.
they’ll tell you there is no fame or glory. That’s just Tri-V make believe.
The issue was that corporations often hire personnel from other
Regardless of whether you’re a pirate or a privateer, the goal is corporations to perform tasks that they are trained or equipped
always the same. They want to make enough money to keep the to handle. For example, Space Systems Development Corporation
ship fueled up and maintained. Anything beyond that goes into mercenaries are often hired by the Asteroid Mining Consortium
your pockets. If you can’t keep the ship moving, either because to guard their mining sites. Until recently, every company had its
it’s out of fuel or it’s broken down, then you’re no longer employed. own paramilitary ranks, based on its own criteria. Problems arose
You’re just an out of work spacer with a big pile of junk and a lot in determining pay scale, based on time and grade. Worse yet, on
of debt. As a result, rule one for all the spacefaring occupations those occasions where two companies fielded a unit composed of
never changes. Rule 1: Take care of the ship. personnel from both corporations, there were always hassles in
figuring out just who was in charge.

9
GAME OVERVIEW
The Council proposed a uniform rank structure for all mega-corps. The Why are they making their presence known now? Why are they
Eridani were having none of it. With a proud military tradition spanning hostile?
thousands of years, they were not going to change their rank structure Bluerazor: This young Mutzachan is as famous for his talent in
for anyone. Finally, a compromise was reached where the proposed developing new Matrices as he is for his proficiency in combat.
rank system incorporated many of the Eridani ranks and listed Conceitra-Idan: Eridani Battlelord and glory hound whose honor
equivalent Eridani ranks for levels where the Eridani nomenclature was tarnished by rival, Siti Kurniasari. He has vowed revenge.
was not adopted. As a result, Eridani will sometimes have two ranks:
Gates: These massive structures allow near instantaneous
their traditional Eridani rank and their Alliance equivalent rank. The
travel across galactic distances as long as there is another gate
short version is everyone has a rank. Doctors, lawyers, janitors,
at the destination. How did the Mutzachans get the gates into
accountants. Everyone. If you work for the Alliance government or a
neighboring galaxies?
mega-corp you have a rank. Get used to it.
Jaquassarious Phentari: A Phentari of legendary reputation and near-
WHAT IS A BATTLELORD? mythical abilities. Why is he exterminating entire worlds?
Everyone wants to be a Battlelord. They’re the subject of Tri-V Malachi Armageddon: Orion investigative reporter. Malachi has a
documentaries. They’re celebrities. They’re damn near kings. So, knack for getting the truth when he’s not busy being a party animal
what are they? A Battlelord is an honorary rank in the Galactic and general troublemaker. What is he trying to tell us and why is
Armed Forces (GAF), and it is outside of the normal chain of the story sandwiched between two parts of a cocktail recipe?
command. Motaran Rift: A massive tear in time-space. What created it? What
prompted the Alliance to prohibit travelers from entering it?
The rank of Battlelord is only accorded to the most loyal and
capable of Alliance military personnel. A Battlelord is someone The Rebels: Labeled as a terrorist group by the authorities, the
who has exceptional battlefield prowess and a proven ability to Rebels are bent on destroying the Alliance. Why do they want to
win battle after battle despite overwhelming odds. These are elite destroy the Alliance so badly, and why are so many people joining
military veterans who can tactically assess a situation, quickly their cause?
devise a response, and act decisively without hesitation. Mega- Siti Kurniasari: Famed Battlelord, rival to Battlelord Conceitra-
corp personnel who have met the requirements for the rank of Idan, and savior of planet Volla 7.
Battlelord can also be awarded the title. Regardless of whether Uncle Ernie Freiberg: Super-genius scientist and founder of the
the personnel are members of the GAF or from a mega-corp, Anarchist Rebellion Movement (ARM). Why does he randomly
preference is given to individuals who have repeatedly dealt with create biological monstrosities and plagues and then release them
and defeated numerically superior foes, since Battlelords are on unsuspecting planets?
almost always outnumbered.
Warmonger: Cybernetic Ram Python with augmented intelligence.
Each Battlelord is charged with defending their assigned region Head of Warmonger, Inc. the famed mercenary company. Why is
of Alliance space against all military threats. With the vastness he so interested in the Motaran rift and how can be he be in two
of space, it is far more efficient to assign a Battlelord with their places at one time?
personal warcruiser, ultra armor, and small contingent of soldiers
to guard a specific territory. The Galactic Navy can’t be everywhere
at once. Battlelords are easily identifiable by the demon skull logo
THREATS
that adorns their armor and uniform.
THE ATLANTEANS
MYSTERIES AND NOTABLE Though it’s clear they’ve been lurking around for thousands of
PERSONALITIES: years, the Atlanteans first revealed themselves to the Alliance
in 2153 when they arrived on Tarsis on a civilian vessel. Within
Archaeological Ruins: Why are special permits required to inspect a few months, tens of thousands were dead, the planet was all
the ruins of ancient alien civilizations? Why do mega-corps insist on but uninhabitable, and it was quarantined by the Alliance Navy.
mercenary escorts for their scientists at these sites? No one is sure why the Atlanteans choose to reveal themselves
Arachnids: An alien species of spider-like creatures and their in this manner, but the Alliance has been on high alert for them
hordes of bio-engineered, cybernetically enhanced, minions ever since. The Galactic Armed Forces were so utterly ineffective
who are presently at war with the Galactic Alliance. They are also against the nanite swarms on Tarsis that they have changed both
known as the Aknar-Ryn. Why are they invading? What do they their tactical and technological doctrines to address this new
want? threat. This dramatically reduced their reliance on automated
systems and P-AIs. Unfortunately, the gear and tactics that work
Atlanteans: Intelligent swarms of shapeshifting microscopic
well against the Atlanteans are usually the exact opposite of
robots that are capable of devouring material objects on contact.
those that the Alliance has been employing against the Arachnid
Evidence of Atlantean civilization dates back thousands of years.
swarms.

10
GAME OVERVIEW
Archaeologists and survey vessels had revealed the ruins of In 2267, Uncle Ernie escaped from the maximum-security prison
an ancient civilization spread across the Milky Way. When one on New Leavenworth. Six months later the Alliance felt his wrath
news anchor speculated that the nanites could have ended that as Uncle Ernie unleashed a genetically engineered creature on New
civilization and that they might have been responsible for the Washington. It slaughtered two and a half million people before the
legends of Atlantis, the name stuck. The rampant speculation military could finally destroy it. Uncle Ernie claims that he will bring
that the Atlanteans could look like anything or anyone and might the Alliance to its knees by destroying the universe in which it lives.
already be present in large numbers throughout the Alliance,
He formed the Anarchist Rebellion Movement (“ARM”), drawing
led to mobs of paranoid citizens assaulting strange or antisocial
thousands of disillusioned and disgruntled people to do his bidding.
neighbors after accusing them of being Atlanteans.
ARM builds, discovers, hunts, trades, and researches dangerous
life forms across the galaxy. It randomly distributes "death" to the
THE AKNAR-RYN (AKA THE corners of the universe by dropping Hostile Alien Lifeforms (HALs)
ARACHNIDS) wherever Ernie sees fit and by selling HALs wholesale to the highest
bidder. ARM has raised a powerful navy, built secret bases, and has
No one is sure exactly where the Aknar-Ryn come from, but they are dug its fingers into various Alliance sub-governments. Uncle Ernie
the biggest threat to the continued existence of the Alliance. The proudly calls his legions of death and destruction, "Uncle Ernie’s
Arachnids and their horde of bio-engineered and cybernetically Minions of Doom."
augmented soldiers have invaded the galaxies twice. In both
instances they were only stopped at the cost of millions of lives. Sometimes to market a new creation, Ernie will just drop it on
an inhabited world and let the media do his marketing for him.
No one is sure why the Arachnids ceased their second offensive,
Sometimes he does it just for kicks, as evidenced by the phrase
as they clearly had the upper hand. Regardless, both civilian and
stenciled onto every ARM delivery crate. "Uncle Ernie loves ya',
military intelligence agencies believe that a third Arachnid assault
baby."
is imminent. The ability of the Arachnids to modify their troops

REOCCURRING THEMES
and living ships to take advantage of lessons they learned in battle
makes them a formidable threat.
It’s clear that there are other creatures in the Arachnid horde that There are several reoccurring themes in Battlelords that give the
have not been identified as of yet. Vague shapes are in the fog, and setting a particular feel. You are under no obligation to integrate
strange creatures linger behind the lines on the Arachnid front. these themes into your game or even acknowledge them. However,
Their purpose within the Aknar-Ryn war machine is unknown. knowing what they are can give you a better idea of what the
Given that they have never engaged in combat, the higher ups in Battlelord’s universe looks like and how it works. This will allow you
the Galactic Armed Forces (GAF) suspect they are part of the ‘Nids to give a more consistent description of the setting to your players,
command structure and/or communication network. To date, all particularly when you have to make something up on the fly.
attempts at diplomacy with the horde have failed miserably.
THEME 1: IN THE TRENCHES
“UNCLE ERNIE” FREIBERG & THE
ANARCHIST REBELLION MOVEMENT Battlelords has always had that “grunt in the trenches” feel.
Characters, with the possible exception of Galactic Armed
(ARM) Forces personnel, are usually under-trained and under-equipped
to handle the threats thrown at them. Most characters make do
There are millions and millions of things in the universe, malevolent
with the equipment they have and salvage what they come across.
and dangerous. The Biological Catalog Agency has recorded
Characters persevere using skill, ingenuity, and determination to
over 10,000,000 life forms considered hazardous to Alliance
overcome their shortcomings and lack of experience. Even the
personnel. Probably none is more dangerous and threatening to
vaunted Galactic Marines with their state-of-the-art gear still rely
the existence of life, as we know it, than the human Uncle Ernie
on their resourcefulness when the wave of Arachnids crosses the
Freiberg.
battlefield and they become just a jarhead in a foxhole. Combat
Some estimates show that Uncle Ernie is the richest man in the is messy and characters will often be ill prepared to handle it.
universe. Valued at over c30,000,000,000,000, his wealth Those that survive the experience will learn from it, become more
was obtained entirely from his illegal sales of bio-weapons and seasoned, and hopefully get some better equipment! This doesn’t
techno-organic monstrosities. He is also the greatest bio-genetic mean that the Game Master should take every opportunity to
cybernetic scientist that has ever lived. In 2256, in a major dispute slaughter the characters, but he should encourage them to think
with the government over licensing, Uncle Ernie went sour and outside the box when dealing with a problem. “I shoot it” is fun,
quit his post as chairman of Universal Field of Science Research at but it will only get you so far. Overcoming the odds can be some
Berkeley California. In a verbal tirade, he accused the government of the most rewarding experiences in a roleplaying game session.
of duplicity and fraud. He screamed of secret experiments going Watching characters, who are hopelessly out of their depth
on to produce perfect cyborgs, beings created to replace valued comically succeed at a mission, can be both fun and humorous.
Alliance personnel. He was arrested for treason, his assets were
frozen, and he thrown in jail for life. “'I’m not trained for this!' should be embroidered
on the back of every SSDC jumpsuit.”
11
GAME OVERVIEW

become a liability… unless it would cost the corporation money.


THEME 2: OVERCOMING SPECIESISM & Don’t worry, it’s all legal and in writing. It’s right there buried in
STEREOTYPES the fine print of the character’s employment contract. Sure, it’s a
paycheck, but characters can count on the mega-corps screwing
One of the aspects of the Battlelords universe that makes it them every chance they get.
unique are certain themes that run throughout the book and that
are often included in games. The first theme most players note THEME 4: MAKING IT BIG
when reading this book is overcoming racism and stereotypes,
The universe that Battlelords inhabit is far from a utopia. The
or perhaps it’s more correct to say overcoming speciesism and
galaxy is at war, corporations run the government from behind the
stereotypes. Many of the species in the Alliance don’t get along.
scenes, and the Mutzachan ban on nanotechnology has stifled
Some outright hate each other. This adversity in many cases is the
any chance of eliminating material scarcity. Between the war
result of direct conflict between two species, but just as often the
effort getting the lion’s share of material goods and the mega-
latent hostility is furthered by belief in stereotypes about the other
corps getting all the money, income inequality is a very real issue
guy. Pythons are always big and dumb. Some are actually quite
in the Battlelord’s universe. Unless a character gets lucky on the
smart. Orions don’t care about anything but having fun. Actually,
Fickle Finger of Fate Table, the odds are that they’re going to be
Orions have responsibilities and families just like many of the other
scraping and scrounging to make a living. The upside is that an
species. Some of the greatest war heroes of the Alliance have
adventurer, pirate, mercenary, corporate spy, privateer, salvager,
been Orions. Cizerack believe all males are inferior to the females
treasure hunter, and just about any other career in the Battlelords
of their species. Clearly, this isn’t the case and many Cizerack
universe offers at least the potential for your characters to make it
don’t even believe this about their own species. The point is that
big. The short version is that most characters in the game will be
the characters will eventually have to look past these stereotypes,
stuck working with what they can afford, which probably won’t be
or at a minimum, learn to work together with species they dislike.
much at the beginning.
One of the unique aspects of the Battlelords universe is that despite
Unless you’re a soldier. Soldiers get paid jack, and they don’t get to
the speciesism, characters must learn to work together. There is
keep what they find. The upside to being a soldier is you don’t have
very little of the backstabbing that goes on in other games when
to pay for your own clones, and you get much better equipment
you have that one “evil” character playing their role. Teams of
and training than the corporate mercs. Sure, they may make it big
characters in Battlelords live or die based on how effective they are
one day, but the odds are just as likely that they’ll end up in a ditch
at their job, and for the most part, everyone knows it. When you’re
somewhere on a backwater world with a hole through the middle
facing down a horde of charging Arachnids, the last thing characters
of their bargain basement armor. They know it, too. You can tell by
want to worry about if the Phentari has their back. The stereotype
the way they look at Alliance Marines when they are walking by in
that Phentari can’t be trusted is… well, maybe there’s some truth to
their suits of Mechanized Battle Armor. Plus, if you make it big as
that one. Regardless, the situations the characters find themselves
a soldier, you can always become a Battlelord! What those mercs
in usually force them to work together, build camaraderie, deal with
don’t know is that your average soldier is issued light body armor
the speciesism, and overcome (or playing to) those stereotypes.
and a weapon built by the lowest bidder.
This can provide some great roleplaying opportunities.
It’s not just the characters though. This inequality of income
THEME 3: RUNAWAY CAPITALISM pervades the Alliance, and most folks the characters encounter
will be just like real people, doing their best to make ends meet.
Never one for subtlety, most players have realized by now that All the while the execs in the local mega-corp branch take their
the Alliance is run by corporations. Pervasive and omnipresent private hoppers to their flying sky cities and leave the rest of us in
businesses that are so expansive – hell, we call them “mega- the urban sprawl eating Yummy bars and drinking Jum.
corps” – that they infiltrate every facet of a typical Alliance
citizen’s life. Most characters will be employed by a mega-corp or THEME 5: DARK HUMOR
supported by one indirectly. Even if the characters are members of
the Alliance military, where the mega-corps have little influence on Battlelords has always been laced with dark humor. The humor
their actions, all of their equipment will be made by mega-corps. hopefully makes the book more enjoyable to read but also serves
an important function during game play. Combat in Battlelords is
Why is this important? The mega-corps only look at their bottom
violent, gritty, and very often lethal. Soldiers faced with the ugly
line in the accounting ledgers. They couldn’t care less about
truths of combat often use humor, even inappropriate humor, as a
the characters. They’re just cogs in a giant machine, and the
coping mechanism and to relieve stress. Combat hardened mercs
corporation will run them as hard as they can, until they break and
and soldiers in Battlelords are no different. A little levity helps
then they will replace them. Characters who are working for mega-
detract from the fact that the realistic combat in Battlelords can
corps are always made to feel as if it’s a privilege to work for one of
produce some very grim results. You’ve seen the critical hit chart,
the “Big 50” companies. Corporations will tell the characters that
right? Sometimes it can get pretty horrific, but at the same time,
they’re looking out for them and then abandon them when they

12
GAME OVERVIEW

those charts can lead to some darkly humorous moments. It’s in


keeping with the theme of the game to chuckle every now and then EDGES
when the Zen has to retrieve a body part rolling down a hill so he
can reattach it. If you focus too much on the violence, the game TERMINOLOGY
becomes uncomfortable or worse, no longer fun. Legendary Edges are called Battlelords Edges.

THE RULES (SHORT VERSION)


Experience Rank refers to Novice, Seasoned, etc. Rank refers to
the character's military rank (Private, corporal, captain, etc.).

THE GOLDEN RULE SIZE

Have fun! If there is a rule that you don't like or that seems too Size in Battlelords is a double-edged sword. Sure it makes
complex ask your GM to discard it, or integrate it into the game you tougher, and faster, but it also makes all your armor more
later, as you become more familiar with the game. expensive. The Size Edge also increases your Pace by 1 each
time it is taken. However, a Size of 1 increases the cost of armor
SAVAGE WORLDS STANDARD by 25%. A size of 2 increases the cost of armor by 50%. Thus
their larger size forces the big species to go into battle with less
For the most part the Battlelords setting for Savage Worlds uses all protection than their smaller compatriots. Conversely a Size of -1
of the same rules presented in Savage Worlds core rules. There are decreases the cost of armor by 25%.
a few new rules designed to model the themes and settings of the
Battlelord's Universe. BACKGROUND EDGES
Berserk: The Berserk rules in Savage Worlds are replaced with
THE D20 Aggression rules described later in this book. Battlelords deals
with combat rage a bit differently. In addition, certain species in
You will need a 20-sided die for the expanded Injury Table. Battlelords automatically start off with the Aggressive Hindrance,
which increases their chances of going Berserk.
WILD CARD SYMBOL
The Battlelords demon skull is also what we use as the wild cards INJURY TABLE
symbol in the Savage Worlds version of the game. To model the battlefield injuries typically seen in Battlelords, we
have a greatly expanded injury table. We also suggest using the
Gritty Damage setting rule.

ARMOR
Armor comes in three basic types. Body Armor, Heavy Body
Armor (HBA), and Mechanized Battle Armor (MBA). The later
two are considered, appropriately, Heavy Armor, as defined in
Savage Worlds. Armor in has a Toughness Bonus that adds to
the character's Toughness while the armor is worn, and many
suits also have Environmental Resistance bonuses against fire,
cold, electricity, or other environmental threats. In addition,
armored suits have Absorption, which allows the character to take
additional Wounds before suffering any ill effects. We also have
Super Heavy Armor ability, which makes the suit immune to any
weapon that doesn't have the Super Heavy designation.
MALFUNCTIONS
WEAPONS
Anytime a character is using a weapon and has a Critical Failure
they roll on the Malfunction table. Weapons in Battlelords are designed to find the weak spot in
the opponent's armor. As a result, some ignore certain aspects
SKILLS of armor like the Armor value or the armor's Absorption (extra
Wounds). In addition, most weapons have a special effect, called
All of the skills that are in Savage Worlds still exist in the Battlelords an "Attack Effect," that is triggered anytime you get a raise on an
Universe, except the skills related to Arcane Backgrounds, though attack roll.
we have some additional skills.

13
BATTLELORDS TIMELINE

YEAR EVENT
150,000 BCE The approximate year at which the Vision of Eight is formed to govern the Mutzachan people.
100,000 BCE Mutzachans develop space travel.
47,503 BCE Astrophysicists believe this is the date (+/- 200 years) the Motaran Rift exploded into being.
45,501 BCE Veayan Plague greatly reduces the Mutzachan population to the extent that it never recovers.
40,088 BCE Counsel of Timar is formed to spearhead the formation of the Alliance.
12,907 BCE The beginning of the Totalitarian Inquisition. The use of special powers is condemned on the planet Chatil. The “Illuminaries” are hunted down and
executed.
12,722 BCE The Mutzachans actively begin to engineer the creation of the Alliance.
12,200 BCE A mutation arises that gives Chatilians empathic abilities.
12,000 BCE Archaeological expeditions prove that the Atlanteans had a colony on Maejor III in the Urae Majoris system.
12,000 BCE There is some evidence that the Atlanteans may have made first contact with the Chatilians on planet Chatil.
9,110 BCE The Mutzachans admit to having made their first visit to Earth of the Sol system on this date.
8,235 BCE The Chatilians encounter the Mutzachans and establish a peaceful co-existence.
6,300 BCE The vision of eight, then known as the Council of Timar convene an emergency meeting regarding the newfound Atlantean colony. The records of the
meeting have supposedly been suppressed, but the Vision of Eight denies this. Ironically, no one ever notices that they don’t deny the meeting took place.
5,836 BCE Eridani develop faster-than-light space travel and set out to subjugate all intelligent life within their reach during the "Rapture Wars."
4,358 BCE Phelinssarious the First unifies the Phentari under a single government.
2,683 BCE The Phentari develop faster-than-light travel and begin to expand through space hunting many other lifeforms to extinction.
2,456 BCE The Phentari discover and befriend the Orions.
2,091 BCE Mutzachans make first contact with the Zen Rigeln on Katrel.
2,001 BCE The Mutzachan suggest forming an alliance with the Chatilians and Zen Rigelns, who agree.
The three matrix generating species become the founders of the Alliance.
1,956 BCE The Great Schism occurs on Katrel, and the Tza begin to reassert themselves or flee into Alliance space.
1,790 BCE The Eridani first encounter the Phentari.
1,770 BCE The Phentari and Orions sign the Kwashime Pact, making them allies against the Eridani.
1,732 BCE The Eridani, Phentari, and Orions are offered admission into the Alliance. The Orions accept before the Mutzachan ambassador can finish his sentence.
1,716 BCE The Eridani join the Alliance after considerable concessions are made for Eridani military and business rules and traditions.
1,011 BCE The Mazians are discovered by the Cizerack. The two species develop a lasting and peaceful relationship.
1,220 CE The Eridani Emperor class battleship, Harm, is finally completed. It has a crew of 4000 and is 2 km long.
1,275 CE The Great Assizza takes the throne, and the Zen Rigeln enter the Second Age of Prosperity.
1,856 CE Cizerack make first contact with the Ram Pythons. It does not end well.
1,882 CE Raazet develop space travel and rapidly begin colonizing their solar system.
1,890 CE Mutzachans colonize Muspelheim, unaware that it is populated by the Keen.
1,956 CE The Cizerack/Python war begins
1,972 CE The Pythonians manage to push the Cizerack forces off their planet. The Cizerack begin to bomb Pythos into the stone age from orbit.
1,982 CE Raazet begin testing their Faster-than-Light drive technology, when Clizet is attacked by an alien fleet.
2,033 CE A three year global drought on Earth results in planet-wide crop shortages and starvation.
2,034 CE World War III begins on the planet Earth.
2,034 CE After a nuclear holocaust is averted by an extra-terrestrial force, Earth receives "The Communication." The transmission demands Earth unify its
governments and indicates the aliens will return in 100 years.
2,056 CE The Cizerack/Python war ends when an Alliance military fleet intercedes in the dispute and offers both species membership in the Alliance.
2,056 CE The Alliance Integrity Statutes are amended to prevent female Cizerack from continuing to keep males as slaves.
2,058 CE The Keen are offered admission into the Alliance. They accept.
2,060 CE Cizerack join the Alliance.
2,072 CE The Mazians are offered admission into the Alliance. They accept.
2,108 CE Cloning becomes commonplace on the planet Earth.

14
BATTLELORDS TIMELINE

YEAR EVENT
2,108 CE The First Arachnid Invasion begins.
2,110 CE Alliance Confirmed Social Sanctions Act passed. It granted inalienable rights to all sentient species on Alliance worlds.
2,113 CE The UN gives Gen-Humans the same rights as other Humans.
2,120 CE The UN passes the Genetics Laws which limit Gen-Human creation and procreation.
2,134 CE The Orions arrive on Earth as ambassadors of the Mutzachan-led Alliance and invite humanity to join. Humanity discovers the Arachnid threat.
2,136 CE Earth joins the Alliance of worlds.
2,137 CE With the help of the Alliance, humanity begins to spread across the galaxy colonizing new worlds at an astounding rate.
2,153 CE The first reported appearance of Atlantean nanites in Alliance Space. Nanite conversion of planet Tarsis, results in its orbital bombardment and quarantine
by Alliance forces.
2,156 CE Pythonians join the Alliance, not knowing the Cizerack were already members. Chatilian ambassadors keep the Cizerack/Python war from reigniting.
2,185 CE The first Rebel uprising is crushed by the Alliance.
2,203 CE The Alliance makes first contact with the Raazet who respond with threats of violence.
2,235 CE After extended negotiations and exchange programs, the Raazet obtain provisional membership status within the Alliance.
2,255 CE The second Rebel uprising begins.
2,256 CE “Uncle Ernie” Freilberg quits his job at the Universal Field Center for Science Research and after a public tirade, is arrested for treason.
2,256 CE The second Rebel uprising is put down at the battle of Terasleague.
2,256 CE Delphix-9 is seeded with Fott by Uncle Ernie's agents.
2,257 CE The second Arachnid invasion begins. Crossroads is taken. Battle rages along the Northern Ring in Fornax. Battle Station Sing is destroyed. It will later
be rebuilt. Arachnid forces get by the Alliance defensive lines and attack Transit in an effort to cut off the Northern Limits from the rest of the sector. The
carrier, Wasp, is lost over Scupface. For five years, battle ranges all over the sector.
2,261 CE Pirate activities on the frontier increase, and the Alliance government begins to issue privateer licenses to captains of armed civilian ships to combat piracy.
2,262 CE The second Arachnid invasion ends as the Arachnids cease attacking despite holding a massive advantage over Alliance forces.
2,267 CE “Uncle Ernie” Freilberg escapes from prison on New Leavenworth and founds the Anarchist Rebellion Movement (ARM).
2,268 CE ARM releases the Blood Warlock on planet New Washington, killing 2.5 million people. Later that year an ARM biological attack would kill another 350,000
people on Malnax 7.
2,271 CE The Anarchist Rebellion Movement kills a million Humans and Eridani on the planet, Nrell, by dispersing a deadly viruses into the upper atmosphere.
2,272 CE Jaquassarious Phentari destroys the planet Sharron and becomes the number one wanted criminal in the galaxies.
2,273 CE Arachnid forces obliterate the planets Salvador and Zwiim Mon Damnax. Reports claim that a third invasion may possibly be under way. The 7th fleet, led by
the carrier Enterprise, is dispatched to the area.
2,282 CE The current date in the universe of Battlelords.

15
CHAPTER 2.0

SPECIES GUIDE
the unique capabilities each species adds
to the alliance is not entirely accidental

Players may choose from thirteen different species, but three of By 10,000 BCE, they had developed faster-than-light (FTL) space
the species in this book, the Humans, the Pythonians, and the Zen travel and started exploring the cosmos. Shortly thereafter, they
Rigeln have two distinct subspecies. As a result, you actually get met the Mutzachans and assisted them in developing the Alliance.
sixteen “species” from which to choose. While the Chatilians are an integral part of the Alliance, they do
not fully trust the Mutzachans. This is due to the Chatilians being
[To the left] A Keen triphibian shaman is shown. His
unable to telepathically communicate with Mutzachans. This
unconscious ability to blend into his surroundings takes
is the first and only species the Chatilians have met whom they
effect as his hands automatically camouflage themselves to
cannot read or commune with telepathically.
match the tree-equivalent he touches.
Since the creation of the Alliance, Chatilian society has viewed
CHATILIANS itself as superior to the rest of its galactic counterparts due
to their empathic abilities, which makes them more than a bit
PHYSICAL DESCRIPTION condescending. Their difficulty in mastering spoken languages
and their frustration in being forced to communicate so slowly by
Chatilians are a species of smaller stature than Humans. They have speaking to non-Chatilians only furthers their testy attitude. This
thin rod-shaped bodies with large, cone-shaped heads lined with mindset continues into the present day.
sensory nodes that allow them to communicate telepathically. Chatilians prefer others of their kind for socializing. It’s not that
The Humans who first saw them compared their appearance to they dislike other species, but the random, uncontrolled nature
asparagus with arms and legs. The name stuck, and Humans still of others’ thoughts give Chatilians a headache. This makes them
call them asparagus heads. They also have a reputation for being very irritable and whiny.
whiny.

HISTORY
Arcane Background (Empath)
Chatilians are the second oldest species within the Alliance.
Their history spans over 13,000 years and is quite colorful. The Perhaps their most notable trait is the Chatilian’s ability to use the
Chatilians developed telepathy for communication quite early organs which facilitate their telepathy to achieve other amazing
in their development. The nature of Chatil prevented verbal and effects. With concentration and practice, Empaths can manipulate
chemical communication while their grasslands hid any attempt the minds of others or deceive their senses. They are also sensitive
at gesture-based communication. to vibrational energies and can manipulate sound waves to deceive
and attack. This ability to sense vibrational changes also makes
Around 12,200 BCE, a mutation arose which gave rise to the the Chatilians adept at sensing and manipulating dimensional
Chatilians' empathic abilities. The first recorded Chatilian barriers. High level Chatilians can actually crush the bodies of
with empathic abilities was Lord Makov Chatil. After Makov’s their enemies with sonic attacks or drive them insane with direct
assassination the longest and bloodiest civil war in Chatilian mental attacks. Finally, as with all power generating species, it is
history took place. Over one billion Chatilians lost their lives in this difficult for Chatilians to generate while wearing armor. The Power
war which lasted for 1,000 years. During that time, Empaths were Point cost to generate a power is doubled while wearing armor.
hunted for their abilities by both sides.
Most Chatilians start the game with the Arcane Background
The Empath's won the war and installed Cashan of Lamir as (Empath) Edge. If you want to play a Chatilian without that Edge
Emperor of Chatil. Rather than seek retribution, their only request you can pick a free Edge of your choice.
was an end to the persecution and independently run schools
for those with the Power. In return, the Empaths would serve the
government and the people of Chatil. While this agreement is no
longer in effect, Empathic Chatilians are still strongly encouraged
to serve the government at its request.

17
CHATILIAN EMPATH

SPECIES OVERVIEW
Species CHATILIAN (cha-tāl-yen)
Nicknames Asparagus Head, Empath, Whiner
Home world Chatil, Fomalhaut System
Tech Level 6
Government Parliamentary Monarchy
Pop. (Chatil) 1.5 billion
Population (Total) 50 billion
Life Expectancy 300 years
Average Height 1.2 – 1.5 m
Average Weight 22–50 kg
Sample Names Atish Catam, Brelak, Gemmenryth, Pakling
Intreeg
Typical Occupations Spy, Corporate Espionage, Judge, Mediator,
Security Agent, Hostage Negotiator.

GENERAL INFORMATION
Starting Skill Points 15
Size -1
Toughness -1
Pace -1

SPECIES ABILITIES
Highly Intelligent (d10 Smarts, increasable to d12+2)
Matrix Controller (Arcane Background (Empath) & Generation skill d4)
Resistant (Mental Attacks)
Mind Reading

SPECIES LIABILITIES
Languages Penalty (Language skill always treated as being above link attribute)
Irritable
Small
Weakness (Electricity)
Weakness (Fire)

CULTURAL BEHAVIORS
Irritable & Whiny
Superiority Complex

18
CHATILIANS

SPECIES ABILITIES ability to read the minds of any unprotected creature's thoughts
within two meters of them. Chatilians can also communicate with
One of the founding species of the Alliance, Chatilians are known any number of Chatilian within this range. Though they can also
for their capacity to read the minds of most sentient species, their block contact if they wish. For clear communication with aliens,
ability to manipulate minds, and for being constantly irritable. the Chatilian must focus their attention on one individual at a
time. Chatilians have no spoken language, though they can learn
• Highly Intelligent: Most species that can generate powers
to communicate via speech.
are intelligent, and Chatilians are no exception. They start
the game with a d8 in Intelligence, which may be increased That Chatilian you're talking to is frustrated because
up to d12+2. communicating verbally is like trying to type with only one
• Matrix Controller: Most Chatilians are Matrix Controllers finger. It's not you. Well, it is you, but he doesn't think you're
and start the game with Arcane Background (Empath) and personally annoying, they just find your lack of telepathic
a d4 in the Generation skill. communication infuriating... and probably a sign of being
underdeveloped from an evolutionary standpoint. Don't take
• Mental Resistance: Chatilians mental abilities make
it personally.
them highly resistant to mental attacks, and they receive
-Malachi Armageddon,
a +4 bonus to their Smarts and Spirit -4 to damage when
resisting mental attacks (RST vs. MEN Attack). Marriage Counselor & Street Musician
• Mind Reading: Chatilians can read the minds of anyone VALUES AND ATTITUDES TOWARDS:
with 2 meters of them, except for Mutzachans. This is
treated as a opposed check, and the target defends using Time: "Never enough of it.”
their Smarts. Success indicates the Empath is aware of the Achievement: "Why are mine ignored?”
target's surface thoughts. Work: "This is my assigned place in the Chatilian empire.”
Wealth: "Will gain me power.”
SPECIES LIABILITIES Change: "Entropy is life, embrace it, control it.”
• Language Penalty: Chatilians have great difficulty learning Scientific Method: "The quickest way to prove we are the best.”
spoken languages and the Language skill is always treated Risk-Taking: "Best when you get others to do it for you."
as above its linked attribute.
• Irritable: Most non-Chatilians never learn to control their
thoughts, and Chatilians are constantly inundated with
mental "noise." This tends to put them on edge and make
them irritable.
• Small: Chatilians are small of stature, and have a Size of
-1. In Battlelords, a change in Size not only affects the
character's Toughness, but also their Pace and the cost of
their armor. A Chatilian's Size of -1 reduces their Toughness
by 1 and their Pace by 1. However, a Chatilian only pays half
price when purchasing armor.
• Weakness (Electricity): A Chatilians abundance of sensory
nodes also makes them more susceptible to electric shock.
Chatilians suffer a -4 penalty to their Vigor when resisting
electrical attacks and +4 damage on Electrical-based
made attacks against them. (WEAK vs. ELE Attack).
• Weakness (Fire): The planet Chatil is cold and windy place
and Chatilians never had much call to develop a resistance
to high temperatures. As a result, Chatilians suffer a +4
damage on Fire-based attacks made against them, but
they can tolerate hot temperatures just fine. (WEAK vs.
FIRE Attack).

COMMUNICATION
Chatilians primarily communicate through telepathy with entire
conversations taking place in seconds. A telepath has the innate

19
CIZERACK
SPECIES

SPECIES OVERVIEW SPECIES OVERVIEW


Species:
Species CIZERACK (siz-er-ak)
Nicknames Cats
Homeworld
Home world Cashoulis, 61 Verginis System
Tech Level
Level: 5
Government:
Government Oligarchy
Pop. (Chatil):
(Cashoulis) 3 billion
Population (Total)
(Total): 90 billion
Life Expectancy
Expectancy: 65 years
Average Height
Height: 1.8–2.2 m
Average Weight
Weight: 181–230 kg
Sample Names
Names: Alheera, Cherendeera, Ghraeeaa, Maddra,
Raalehr, Raheer, Shak Tai, Tiraa, Turrthea,
Average Size Class
Whefreen
VITAL
Typical STATISTICS
Occupations ECRS
Scout, Detective, Body Guard, Security Chief,
Explorer
STR BIO
GENERAL
MD INFORMATION CHEM
AGL Skill Points
Starting COLD 15
CON
Size ELE 2
AGG
Toughness FIRE +1
IQ
Pace MEN +4
INT RAD
SPECIES ABILITIES
CHA SEN
Amazing Reflexes (1 extra action)
Amazing Senses (d6GENERAL INFORMATION
Notice, +2 bonus to Notice tests)
Starting
Low LightSkill Points
Vision
Body Points
Natural Weapons
RUN(+2)
Size / JUMP / FLY
Spry (d6 Athletics, d8 Agility, and +2 Pace)
SENSE MODIFIERS
Strong & Stealthy (d6 Strength & Stealth)
Vision
SPECIES
Hearing LIABILITIES
Aggressive
Smell (Minor)
Fumble Fingered (-2 to Shooting and tasks that use hands)
SPECIES ABILITIES
Quasi-bipedal (-2 Acrobatics and AGL when on hind legs. Can't use hands when
on all fours)
Species Enemy (Pythonians)
Weakness (Sensory Attacks)

CULTURAL BEHAVIORS
Matriarchal Society SPECIES LIABILITIES
Only female Cizeracks are allowed to leave the homeworld

CULTURAL SKILLS AND BEHAVIORS

20
CIZERACK

CIZERACK If this is not an option, they will often pay extra for sensory
packages to give their quarters the illusion of being outdoors.
Wind, rain, grass, and night sounds are often included.
PHYSICAL DESCRIPTION
Cizerack, nicknamed Cats by the Humans, have a startling HISTORY
resemblance to the predatory felines of Earth. With incredible
Cizerack development is nothing short of remarkable. Their
agility and speed, Cizerack are easily the most physically
species growth had stunted during their hunter-gather stage of
dangerous species in the Alliance. To Humans their coloring belies
development. The Cizerack’ technological revolution occurred
their effectiveness as predators, as a Cizerack’s fur can range in
over a period of 1,000 years due to difficulties in mastering tool
color from dark blue to orange or gray with black stripes. Though
use. It was difficult to create precision tools without precise
patterns can be similar to a Bengal tiger, each Cat’s pattern is
movement. The Cizerack are nothing if not tenacious. Clan wars
unique. While called Cats, their body shape has more similarities
and overcrowding almost ended the species, until around 1900
to Earth hyenas. The hind quarter are slightly smaller and shorter
BCE, when one clan conquered or absorbed all the others. After
than their large, strong front shoulders. The face contains eyes
this, all efforts were directed to reach the stars. By 1600 BCE, the
which are round and steel gray in color with black pupils in the
Cizerack dominated their solar system. They became Intergalactic
center. Cizeracks are quite large and make Siberian Tigers look
space travelers in 97 CE.
small.
In 1856 CE, Rhaaher, pride alpha and ship’s captain, stumbled
While they are capable of standing upright and walking on their
upon and made contact with the Pythons. All was initially going
hind legs, Cizerack prefer to walk on all fours. The cat's toes are
well as the Cizerack were invited to dine with the ruling Ram
double jointed allowing them to fold down and grasp objects.
Python Clan Council. Unfortunately, the landing coordinates were
These provide the Cizerack with fine motor control when delicate
mistranslated by Rhaaher’s first officer. Rhaaher landed her ship
tasks are performed.
next to a Tomud, the sacred meeting ground of a Ram clan chief.
Unlike most Earth felines, female Cizerack are larger than their This Tomud belonged to Fud the Hugger, Ram Chieftain of the
male counterparts. Both male and female Cizerack are meticulous hill. Accounts vary as to what happened next. The Cizerack say
in their hygiene. Whenever they have a moment to spare, a Cizerack Rhaaher challenged Fud to personal combat after he insulted her.
will preen and clean. This is a trait that all Cizerack share. Cizerack The Pythons say that Fud just wanted to give her a hug. Either way,
are carnivores, preferring meat to all other foods. Cizerack can Fud crushed Rhaaher to death in a bear hug and had her stuffed so
survive on protein rations, but they will not be happy about it. he could hug her all the time.
This started the Cizerack-Python War which lasted almost a
HOME ENVIRONMENT hundred years. While the Cizerack claim victory in this war, it
The home world of the Cizerack is Cashoulis, which is a unique was more of a stalemate. The Cizerack’s lighting fast raids were
world. Their planet developed on the far side of a particle ring countered by the Python’s ambush style tactics. During one such
which absorbed 90% of the yellow spectrum of light. Most of encounter, both species were met by an Alliance military fleet,
the vegetation on the planet is in shades of blue or red and also which ordered them to stand down or be destroyed. Both species
bioluminescent. As the primary predator, the Cizerack spread were eventually offered Alliance membership and access to its
across their planet. They live in any environment from steaming technology as long as their war stopped. Still, the Cizerack hold a
jungle to snow covered mountain. Working in clans, the Cizerack grudge against the Pythons and take any opportunity to slight or
took over every habitable ecosystem on the planet. embarrass the Rams.

On their home or occupied worlds, Cizerack’s do not live in cities.


Instead, they live out in the open on hunting preserves as a pride.
Cizerack love the feel of the wind and rain upon their fur. They
detest cities and will only live in them if they must. They prefer
the sights, sounds, and smells of the natural world. Cizerack
technology is designed to heighten their interaction with the
natural world, not to isolate them from it. A typical Cizerack
preserve consists of 10 hectares per cat to hunt.
If required to live in an urban area or on a ship, Cizerack will tailor
their housing to resemble an outdoor setting as much as possible.

21
CIZERACK

SPECIES ABILITIES • Quasi-bipedal: While they are capable of standing upright


and walking on their hind legs, Cizerack prefer to walk
Cizeracks are probably the most physically impressive species in on all fours. However, Cizeracks must walk on their hind
the Alliance. legs, if they wish to use their paws to manipulate objects.
• Amazing Reflexes: Cizeracks are not only amazingly fast Unfortunately, they are clumsy and awkward when moving
when on all fours, but they are also quick to react with on 2 legs, and suffer a -2 penalty to Acrobatics and Agility
amazing reflexes. Cizerack get one extra non-movement rolls when not on all fours.
action with no multiple action penalties. • Species Enemy: Cizerack hold a grudge against the Pythons
• Amazing Senses: Without a doubt, Cizeracks have the from the Cizerack-Python War era and take any opportunity
keenest senses in the Alliance. Fott and Keen may hear to slight or embarrass the Rams.
better, but no one else has the whole package of exceptional • Weakness (Sensory Attacks): A Cizerack's amazing senses
vision, amazing hearing, and an excellent sense of smell. also make them more susceptible to attacks designed to
Cizerack begin with a d6 in Notice (instead of a d4) and may overload a target's senses. Cizerack suffer a -4 penalty to
raise the skill to d12+1, and receive a +2 to all Notice rolls. their Vigor when resisting sensory attacks and +4 damage
• Low Light Vision: Cizeracks are night hunters and their eyes on Sensory attacks. (WEAK vs. SEN Attack).
have a slight bioluminescence, which causes them to glow
a greenish blue in the dark. With these eyes, a Cizerack can SOCIAL ORGANIZATION
see in almost total darkness. They ignore penalties for Dim
and Dark illumination. Before the Alliance, male Cizerack were kept as slaves. The
females only interact with them when guarding or mating. After
• Natural Weapons (Bite & Claws): The cats have an joining the Alliance, little has changed for the males. They are still
impressive set of retractable claws and strong bite, that traded between prides by females though no lock or chain now
cause Strength+d4 damage. holds them. They remain fearful and subservient to the more
• Size: Cizeracks are tiger-sized species, and have a Size powerful females. The males will avoid all contact with females, if
of +2. In Battlelords, a change in Size not only affects possible. Male Cizerack are not allowed outside Cizerack controlled
the character's Toughness, but also their Pace and the worlds as they would become entitled to Alliance education and
cost of their armor. A Cizerack's Size of +2 increases their opportunity. Because of this, nearly all Cizerack encountered
Toughness by 2 and their Pace by 2. However, the cats pay away from Cashoulis or Cizerack colony worlds will be female. Any
50% more when purchasing armor. male that escapes or makes it to the Alliance without permission is
• Spry: Cizerack cats are both fast and agile. They get an considered rogue and hunted by the female Cizerack.
additional +2 bonus to their Pace (in addition to the bonus
from their Size), a d6 in Athletics, and they start with Agility VALUES AND ATTITUDES TOWARDS:
of d8 and may raise the attribute to d12+1 . Time: "It is my own. I will do with it as I wish and arrive when I wish.”
• Strong and Stealthy: Cizeracks start with a d6 in Strength Achievement: "Is all.”
and the Stealth skill and may raise these skills to d12+1. Work: "Is how I achieve.”

SPECIES LIABILITIES
Wealth: "I care not, unless it allows me a new test!”
Change: "Isn’t it beautiful? The change in seasons, my coat, and
• Aggressive (Minor): Cizerack are an aggressive species growth of my girls!”
of predatory hunters, and they must work to control their Scientific Method: "A useful tool. Bet a female came up with it.”
instincts. If you roll 1 on a Spirit roll in a stressful situation
Risk-Taking: "All life is a risk, sometimes the prey fights back! The
you must roll on the Combat Stress Table with +2 added to
fighters always taste better."
their die roll result. Ignore results below 11.
• Fumble Fingered: Each foot is similar to a cat with four POLITICS
toes and retractable claws. The toes have two large
knuckles, with the second folding back over the first. The Cizerack females are fiercely loyal to their government. Run by
second knuckle is double jointed allowing it to fold down a single clan (Fenib Maturt), they lay claim to several different
and grasp objects. These provide the Cizerack with fine systems and worlds. The government is setup as a top down
motor control when delicate tasks are performed. Even hierarchy with alpha females in charge at each level. The Pride is
with this adaptation, Cizerack paws are not great for fine the smallest governmental group consisting of 40-50 females and
manipulation. The cats suffer a -2 to shooting and any task
that involves using their hands.

22
CIZERACK
1-5 males and is the equivalent of a county. The Range represents
20 prides, usually within neighboring geographic areas. A Regional
is composed of 20 Ranges and is the equivalent of a state or small
country. Boundaries make up 20 Regions and functions like a
Cizerack nation. Servants represent 20 Boundaries and functions
to group together all Boundaries on a planet and nearby colony
worlds.
A matriarch from the leadership caste represents 10 Servants. Each
leadership matriarch represents approximately 80 million Cizerack.
Furthermore, each caste within the clan has its own leadership.
There are alphas for singers, teachers, warriors, and scientists,
who also rise to matriarch levels. These caste matriarchs are the
advisers to the Leadership caste. The clan leadership matriarchs’
rule with a velveted iron glove. The oldest and wisest of the alpha
leaders are chosen by clan assembly. The appointments are for
life. Leadership and warrior castes tend to have shorter life spans.
Challenges for leadership are common as are “accidents” when a
leader is out of line or prone to failure. Additionally, an alpha may be
removed if they are unable or unwilling to implement a Matriarch’s
orders or clan law. The current Cizerack government has a “Fortune
favors the bold” approach. The Cizerack were never shy about
asserting territorial and colonial claims and now as look to widen
their range. Fortunately, this is in the Alliance’s best interest.
"Listen. I'm definitely not one to kink-shame anyone. As the
humans say, "People in glass house-equivalents shouldn't
toss rocks," and what the Ciz'es do with the Mazians on their
own time is their own business, but keeping an entire segment
of your species as slaves based solely on their gender is just
grats. We Orions prefer that everybody gets to party equally.
Regardless of their social inequities, the "cats" always seem
to have everyone else's backs... unless you're a Ram. Then
you're on your own."
-Malachi Armageddon,
Liberator of the Oppressed & Glass House Occupant

23
ERIDANI
SPECIES
SWORDSAINT

SPECIES OVERVIEW SPECIES OVERVIEW


Species:
Species ERIDANI (air-ri-don-ee)
Nicknames Mohawks, Swordsaints
Homeworld
Home world Eridine, Epsilon Eridani
Tech Level:
Level 5
Government:
Government Feudal Stratocracy
Pop. (Chatil):
(Eridine) 5 billion
Population (Total):
(Total) 150 billion
Life Expectancy:
Expectancy 200 years
Average Height:
Height 1.8–2.1 m
Average Weight:
Weight 98–170 kg
Sample Names:
Names Ashak-idan, Barrocka-idan, Ei'r-idan, Erdit
Sauthar-ican, Fabic-idan, Kilmar-idan, Kothic-
Average Size Class
idan, Lancetor-idan, Narang-idan, Raskor-idan
VITAL
Typical STATISTICS
Occupations Infantry, BodyECRS
Guard, Combatives Instructor,
Monk, Bounty Hunter, Law Enforcement
STR BIO
GENERAL
MD INFORMATION CHEM
AGL Skill Points
Starting COLD 15
CON
Size ELE +1
AGG
Toughness FIRE +1
IQ
Pace MEN +1
INT RAD
SPECIES ABILITIES
CHA SEN
Environmental Resistance (Cold)
GENERAL
Eridani Physiology (Hard INFORMATION
to Kill Edge, Hardy Edge, and 1 Body Equilibrium Edge)
Starting Skill Points
Infravision
Body
Size Points
RUN / JUMPCulture
Swordsaint / FLY (d6 in fighting)
Warrior Species (d6 in Agility, Strength, and Vigor)
SENSE MODIFIERS
SPECIES
Vision LIABILITIES
Aggressive (Minor)
Hearing
Code of Honor
Smell
Methane Breather
SPECIES ABILITIES
Species Enemy (Phentari)
Weakness (Fire & Heat)

CULTURAL BEHAVIORS
Samurai-like Warrior Culture
Disciplined
SPECIES LIABILITIES

CULTURAL SKILLS AND BEHAVIORS

24
ERIDANI

ERIDANI The Eridani are the backbone of the Alliance military and hold
many of the command positions in the Galactic Military. Most
of the traditions and rank system found within Alliance military
PHYSICAL DESCRIPTION stem from Eridani influence. Additionally, Alliance corporations
Eridani, are tall, muscular humanoids. Each arm has three fingers, use a similar hierarchy as many of the first mega-corps within the
and each foot has three toes. Their feet can be splayed out for Alliance were Eridani. Furthermore, the concept of a “Battlelord”
walking on snow. Eridani have rounded eyes similar in shape and is another Eridani invention. Battlelord is an honorary rank, outside
placement to Humans Additionally, they have an outer and inner of the chain of command. This rank is only awarded to those who
set of eyelids to protect the eyes from blinding snow and cold. The have shown their skill and lethality beyond all others in combat.
eye color varies and includes white, silver, yellow, and bronze with The demonstrated ability to prevail against superior numbers
a black iris. Their nose is little more than two egg shaped openings appears to be one of the main traits of modern Battlelords.
slightly elevated from the face. Instead of teeth, Eridani continually
secrete a crystalline substance which acts as their teeth. If a section SPECIES ABILITIES
breaks off, it will regrow in a matter of days. Eridani males and
Eridani are a militaristic species that thrives on warrior culture and
females are equal in all things. They match each other in looks and
follows a strict code of behavior.
dress. Non-Eridani cannot usually tell males and females apart.
• Environmental Resistance (Cold): Eridani developed in
Eridani hair tends to raise straight up into a natural mohawk and
an extremely cold environment with an atmosphere of
was originally a wind sensing organ. The natural coloration is
22% methane. Their body chemistry makes them highly
white, however, modern Eridani permanently color their hair to
resistant to cold environments and their skin coloration is
denote rank and social class. Swordsaints, the Eridani warrior
similar to snow. Eridani reduce damage from COLD Attacks
caste, shave the sides of their head to emphasize the mohawk
by 4 and receive a +4 bonus to their Vigor when making
look.
rolls for cold, cold environments, or resisting cold-based
attacks like Frost Guns. (RST vs. COLD).
HISTORY
• Eridani Physiology: The Swordsaints are exceptionally
Eridani history is a tale of conquest and conflict. At one-time, difficult to kill and start with the Hard to Kill Edge and
Eridani battleships swept across large portions of the galaxy. the Hardy Edge. Eridani are the only species that can use
They engaged in what they referred to as “the true rapture of holy the Body Equilibrium Edges, and start the game with one
battle.” They defeated their noble and ignoble adversaries alike. Novice Body Equilibrium Edge of the player's choice.
While they conquered star system after star system, the Eridani • Infravision: Eridani can see into the infrared portion of
subjugated species they found useful and killed those that were the spectrum and can literally see heat. A handy ability to
not. Their reign lasted until they met the Phentari. have when spotting warm-blooded prey on a snow covered
This tenacious species of treacherous squids kept the Eridani world. They suffer half the penalties for Illumination when
off guard through trickery and deceit. The proud Eridani grew attack warm-blooded targets or targets that are hotter
frustrated and finally launched an all-out offensive to vanquish than the ambient environment.
the squids. As the Eridani attacked what they thought was the • Size: Eridani have a Size of +1. In Battlelords, a change in
Phentari home world, they found themselves deceived once again. Size not only affects the character's Toughness, but also
The Phentari had lured the Eridani to an uninhabited world. As the their Pace and the cost of their armor. A Eridani's Size of
Eridani fleet attacked the planet, a combined fleet of Phentari and +1 increases their Toughness by 1 and their Pace by 1.
their unknown ally, the Orions, struck the Eridani from behind. The However, the Swordsaints pay 25% more than the listed
battle was a complete rout. The combined Phentari-Orion fleet price when purchasing armor.
went on to strike the Eridani home planet. Their attack reduced • Swordsaint Culture: Eridani start with a d6 in Fighting,
the Eridani home world to rubble and killed millions. As the fleet which can be increased to a d12+1. Eridani also start the
traveled through the Eridani controlled systems, they destroyed game with a sword or other melee weapon of their choice.
all Eridani they encountered. As the last of the Eridani made their • Warrior Species: Eridani start with a d6 in Agility, a d6 in
final stand, the Alliance intervened and stopped the war. The Strength and a d6 in Vigor. All three can be improved to a
Eridani species was spared annihilation. d12+1.
The surviving Swordsaints, do not forgive or forget this humiliation
at the hands of the Phentari. They still require vengeance to honor
the ancient blood feud. However, their blood oath to serve and
protect the Alliance has proven stronger. Once the Phentari joined
the Alliance, the Eridani code of behavior, known as The Path of
Truth, required the Eridani to provide them protection.

25
ERIDANI

SPECIES LIABILITIES deemed unfit for membership in the Vax or Tolude castes. The
Madig caste is tasked with unskilled, manual labor. Within each
• Aggressive (Minor): Eridani are a warrior culture and they caste there are levels, which indicate the rank within the caste.
must work to control their instincts. If you roll 1 on a Spirit The Vax caste is further broken down into ranks, which are setup
roll in a stressful situation you must roll on the Combat as follows:
Stress Table with +2 added to the die roll result. Ignore
results below 11. VAX CASTE RANKS
• Code of Honor: The Eridani code known as the Path of CASTE CLASS LEVELS
Truth guides all Eridani conduct. It requires an Eridani to
Budaish “Training has ended. Time to find truth in combat.”
maintain detachment during combat and life. An Eridani Kimikasous All Vax start here. These neophytes are given their
must be willing to sacrifice emotion for self-control. The (Young Warrior) first suit of armor by their house, who subsidizes
code also teaches that all actions have consequence. 25% of cost. Upon obtaining this rank the Eridani
dyes their hair pink.
Perfection can minimize the unintended outcomes, and all
Eridani are taught to seek faultlessness in their actions. The Budaish (Warrior) “I walk along the path of truth, there is still much to
learn.”
third path teaches the final truth, which is that there is only
To advance to this rank the Eridani must accumulate
peace (Rota Mabiki) in death. The search for discipline and 10 confirmed kills. Upon obtaining this rank the
perfection is a goal that can never truly be obtained. Such Eridani dyes their hair brown.
is the Eridani way. The Vax (warrior) caste also adheres to Minimum Level Requirements: d4 in Battle, d4 in
Fighting (Specialized in any weapon), d4 in Fighting
the Eridani honor code called the Budaish Daugh or Warrior’s
(Specializing in Hand-to-Hand), 1 Body Equilibrium
Way. The Budaish Daugh is a form of ancestor worship and Edge
has a strict honor code. Budaish Thralek “I see the light of truth, but still lack understanding.
• Methane Breather: Eridani require an atmospheric (Skilled Warrior) Additional combat is needed.”
processor if the air is less than the required 22% methane A ruby is embedded in the Warrior’s weapon hilt
to denote their rank. To advance to this rank the
concentration. The Zen have developed daily injections Eridani must accumulate 25 confirmed kills. Upon
to allow the Eridani to survive in most oxygen-based obtaining this rank the Eridani dyes their hair red.
atmospheres. Without an atmospheric processor or an Minimum Level Requirements: d6 in Vigor, d4 in
hourly methane injection an Eridani will suffocate in an Battle, d6 in Fighting (Specialized in any weapon),
d6 in Fighting (Specializing in Hand-to-Hand), 2
oxygen atmosphere. Eridani start the game with a methane Body Equilibrium Edges, Trademark Weapon Edge
processor mask.
Buddon Dis “Truth can come in many forms, combat is how I
• Species Enemy: The Eridani have still sworn an oath of Ishmiak (Warrior express mine. From here, I choose Teacher or Saint.”
vengeance against their enemy, the Phentari, and it is only with Vision) An emerald is embedded in the Warrior’s weapon
hilt to denote their rank. To advance to this rank the
their adherence to the code and fidelity to the Alliance that Eridani must accumulate 50 confirmed kills. Upon
has kept them from acting on it. obtaining this rank the Eridani dyes their hair green.
• Weakness (Fire): Eridani prefer temperatures between 0⁰ Eridani may choose to continue on the path towards
becoming a Swordsaint or become a Buddon Priest
C to -60⁰ C. For temperatures above or below, the Eridani at this rank.
must wear an environmental regulation suit. Eridani suffer Minimum Level Requirements: d8 in Vigor, d6 in
a -4 penalty to their Vigor when resisting hot environments Battle, d8 in Fighting (Specialized in any weapon),
and fire-based attacks and +4 damage on fire-based d6 in Fighting (Specializing in Hand-to-Hand), 3
Body Equilibrium Edges, Trademark Weapon Edge,
attacks. (WEAK vs. FIRE). Military Leadership Edge, 1 other Military or Combat
• Warrior’s Way: The Budaish Daugh or "Warrior's Way" Edge
requires a Swordsaint to carry a decidedly unmodern hand Buddon Knysis Na “Through the trials of combat, I have found my peace
weapon, such as a sword or mace, at all times. A warrior (Swordsaint) (Rota Mabiki). Rejoice! The path of truth and honor
must be walked for the rest of my life. From here, I
found without their traditional weapon is disgraced, and
choose Saint.”
Alliance law has been modified to allow Eridani to carry A diamond is embedded in the Warrior’s weapon hilt
their melee weapons, even into locations where they would to denote their rank. To advance to this rank the
be otherwise prohibited, though they must be "peace tied" Eridani must accumulate 75 confirmed kills. Upon
obtaining this rank the Eridani dyes their hair silver.
into the scabbard.
Minimum Level Requirements: d8 in Vigor, d8 in
Battle, d10 in Fighting (Specialized in any weapon),
SOCIAL ORGANIZATION d6 in Fighting (Specializing in Hand-to-Hand), 4
Body Equilibrium Edges, Trademark Weapon Edge,
There are three Eridani castes. The Vax caste is the warrior class Military Leadership Edge, 2 other Military or Combat
Edges
of Eridani society. The Tolude caste handles all forms of business
and administration. The Madig caste are the outcasts, who are

26
ERIDANI

CASTE CLASS LEVELS


PRIEST RANKS
(Available after obtaining Swordsaint)
Buddon Knysis “From Warrior with Vision, my truth led to teacher.
(Teacher) Teaching others is my path to wisdom.”
Once an Eridani reaches the rank of Buddon Dis
Ishmiak they may choose to become a Buddon
Knysis after educating themselves in science or
engineering. Upon obtaining this rank the Eridani
dyes their hair orange.
Minimum Level Requirements: d8 in Science.
Mokaba Datu “I have obtained wisdom. My path leads me to train
(Wisdom Warrior) the teachers. Perfection is the goal, striving for it is
what’s important.”
Upon obtaining this rank the Eridani dyes their hair
yellow.
Minimum Level Requirements: d8 in Academic.
Buddon Priests “Eridani perfection embodied. I will teach the
(Masterful Warriors Way and judge if the path, Rota Mabiki
Warrior) (Peace), is followed.”
Upon obtaining this rank the Eridani dyes their hair
purple.
Minimum Level Requirements d8 in Vigor, d10 in
Battle, d12 in Fighting (Specialized in any weapon),
d2 in Fighting (Specializing in Hand-to-Hand), All
Body Equilibrium Edges, Trademark Weapon Edge,
Military Leadership Edge, 4 other Military or Combat
Edges

THE TENETS OF BUDAISH DAUGH:


their hair to denote their Rank progression. Other hairstyles are
01. Honor thy ancestors. Their path led to you. Protect their memory.
worn to denote status, such as with the Dreadlocks of Glory.
02. Honor in battle. Meet your foes face to face to prove your
own worth. The young warriors are allowed 1cm of hair growth to distinguish
them from Madig caste. For warriors, 1 cm of hair growth is allowed
03. Honor is life. As long as you live, vengeance can be yours.
per kill up to 10cm. For blackmarks, 1 cm of hair is removed for
04. Honor your word. Your word is sacred; to go back upon it is each. An Eridani must have a 10cm Mohawk to advance to the
to abandon the way. next rank or to mate. Swordsaints and Buddon priest are allowed
05. Honor yourself. If those you follow do not honor you, to grow their hair to 20cm counting at 1cm per 10 kills. A gem may
take back your honor through combat. be added to an Eridani’s hair for every 25 kills while jewelry pieces
are added at 100 kills.
Additional hair colors, hair styles, and honorary titles can be
Eridani houses are ranked via the Eridine order. The lower the
awarded or sought. These include, when looking for a mate, an
order number, the more important the house. The 1st order
Eridani adds brown slashes to their mohawk. Blue slashes are
house is the house of the Emperor. Houses 2 through 10 make
added when an Eridani performs a Death Walk. During a Retribution
up the military council while the top 11-25 make up the executive
Walk, the mohawk is died black. When White Disgraced, the hair is
council. Non-military houses 1-10 make up the finance committee
bleached white. For skilled warriors and above, the Dreadlocks of
while 11-25 make up the research council. Additionally, Priests
Glory are available for spectacular deeds and are awarded by the
and Masters from both the military and non-military of the first
military council. Freedoms manes are awarded to Buddon Priest
ten houses advise the Emperor on the Buddon code requirements
of great renown by the Buddon High priest council. Descriptions
as the Buddon Priest council.
of Death Walk, Retribution Walk, and White Disgraced are listed
Eridani must always display their signs of rank and status, even below.
when in battle. This takes the form of the insignia upon their armor
or clothing and hair. The Vax maintain a single mohawk. The Tolude
shave a strip down the center creating 2 Mohawks. The Madig
shave their heads and are not allowed to have hair. Eridani color

27
ERIDANI

Death Walk Freedom’s Mane


During a Death Walk the Eridani intends to sacrifice his life for Only Buddon priest of great renown can wear their hair down and
some cause. To start the walk, an Eridani completes The Pause free flowing. These most holy of individuals wear their hair long
of Reflection, a solitary ritual to embrace death. They meditate and unkempt. The longer the hair, the more respected the master.
upon their existence, reviews the past and evaluates their Venerable Alorre had hair so long that it dragged on the ground
accomplishments. Rarely, an Eridani who has taken a death walk behind him. It is a great honor to walk in the wake of such a Buddon
will somehow survive. In this case, the Warrior has two choices: Priest, for Alorre was considered to be almost god-like as part of
Rosk (suicide), or Roskfale (Walking Death). During Walking Death, the Royal House of Eridine. It is the greatest insult to step on the
an Eridani may not touch a weapon but must carve the words of hair of a full Buddon Priest and death by 10,000 cuts is the kindest
Buddon into their flesh. No location is spared the carvings. The penalty.
faster this is completed, the sooner an Eridani can touch his
weapons again.

Retribution Walk VALUES AND ATTITUDES TOWARDS:


During a Retribution Walk, an Eridani who seeks justice, takes a vow Time: "Never enough to achieve perfection.”
to bring vengeance to those that violated the Buddon code. The Achievement: "Battle is on the only achievement.”
warrior usually tattoos the name of the enemy on their right temple.
Once the chosen enemy is confronted, the warrior commences Work: "Duty is all.”
a duel by reciting their name, their reason for coming, and then Wealth: "Useful for new weapons, but I am the only weapon
attempts to slaughter the sentient where they stand. Causes for the that matters.”
walk includes slandering a Swordsaint’s name, killing a relative or Change: "The universe does, but we do not. Honor is not so fickle.”
comrade outside of declared combat, or blaspheming the Eridani Scientific Method: "It too demands perfection.”
nation.
Risk-Taking: "Only by taking risk will you know your full potential."
The White Disgrace
POLITICS
With the White Disgrace, an Eridani has failed an important task
or grievously violated the Buddon code. They are banished from Eridine is ruled by a military dictatorship, under General Erash-Ican.
the Eridine for 10 years. Furthermore, all rank and status as an Erash rules the Vax class with an iron fist. For the rest, Erash is a
Eridani are lost and a sword (or other chosen weapon) may not realist and has allowed some external say in social matters. He has
be legally worn. This failure is signified by dying the mane with a created two advisory bodies: The Scientific Forum and the Social
permanent white chemical. White Disgrace brings other problems Integration into the Alliance Committee. These groups advise him
as well. During banishment, all non-disgraced Eridani are entitled on matters of science and public policy.
to challenge the former warrior to a duel, in order to purge the
universe of a markedly unworthy and inferior specimen. The mate
is given first opportunity, followed by the oldest children. Non- "Humans have a phrase that goes something like, "He was so
military Eridani will pay no attention the white maned wretch, angry he got red faced." Important safety tip. Not all species
for a disgraced warrior is not alive. The White Disgraced may not share your involuntary physiological responses. When an
commit Rosk, for a disgraced warrior is not worthy of ritual death. Eridani gets mad they turn blue, not red. You should run when
The Disgraced may duel to the death a superior under the superior’s this happens.
terms in the presence of no less than ten other Swordsaints of
The “-idan” that follows the first name of most Eridani you
equivalent or higher skill. If victorious, the warrior is restored to
encounter actually means warrior. The rarer “-ican” means
Budaish status through a ritualized hair coloring. He must re-earn
leader of warriors."
any kills to achieve his former rank.
-Malachi Armageddon,
Dreadlocks of Glory Anger Management Therapist & Agitator

It is said that when Bleys came down from the mountain with Harm,
he carried an enormous polychromium bead in his seared left hand.
Bleys said that the Daemon of the Molten Night offered him the
bead in a failed attempt to suborn him. Thus, Eridani who perform
incredible acts of heroism are rewarded with 50 polychromium
beads that are woven into their hair, to form dreadlocks. From this
point forward, the warrior wears dreadlocks with his rank color.

28
29
FOTT

SPECIES OVERVIEW
Species FOTT (faht)
Nicknames Rabbit, Bunny, Fab (fabricated)
Home world Delphix-9
Tech Level 2
Government Chieftain lead clans
Pop. (Delphix-9) 1 billion
Population (Total) 40 billion
Life Expectancy 65 years
Average Height 1.8–2.1 m
Average Weight 97-135 kg
Sample Names Bubba, Jim-Bob, Betsy Sue, Angel, Maynard,
Gomer, Hoss, Floyd, Homer
Typical Occupations Marine, Hunting Guide, Farmer, Mechanic,
Mercenary

GENERAL INFORMATION
Starting Skill Points 15
Size +1
Toughness +1
Pace +3

SPECIES ABILITIES
Agile (d6 Agility)
Acute Hearing
Bunny Hopping (-2 vs. Attacks when running)
Cantankerous (d6 in Taunt and Shooting skills)
Fast (2)
Leaper
Natural Attacks (Kick)
Quick Like a Bunny (Dodge Edge & Improved Dodge Edge)
Size (1)

SPECIES LIABILITIES
Aggressive (Major)
Uncouth
Weakness (Fire)
Weakness (Sensory Attacks)

CULTURAL BEHAVIORS
Aversion to fire-based weaponry
Aggressive, obnoxious, and lazy
Stigma of being an artificial lifeform created by a nihilistic genius as a joke
FOTT

FOTT and aggressive tactics led to a swift resolution to the conflict.


A single Alliance cruiser ravaged every major city on the planet.
Only the compassion of the Zen ambassadors saved the Fott
PHYSICAL DESCRIPTION from complete extermination. Since the Fott had not formally
been accepted into the Alliance yet, they could not be ousted for
The Fott are a synthetically manufactured, intelligent lifeform that
declaring war on it. The Alliance also, conveniently, overlooked
was developed primarily to annoy the Alliance. They meet all the
the ramifications of what was essentially military action against a
criteria for sentient lifeforms for every Alliance species. Fott contain
species that technically was an Alliance member.
both Human and rabbit DNA with a few other surprises thrown in.
Physically, Fott look like Humans covered with rabbit fur. Fott come After the harrowing defeat, the Fott found and utilized every
in a variety of fur patterns and colors. Brown, white, and black Alliance resource available to rebuild their world. The Fott proved
are the most common colors. Fott have a high metabolism that quiet adept at identifying social and financial aid programs in place
runs faster than most other species. They also produce twice as within the Alliance that could be used to support their planet.
much gas which must be expelled. Due to this, Fott are constantly
belching or are flatulent. SPECIES ABILITIES
Fott walk similar to Humans, but if they need to move faster, they • Agile: Fott start with a d6 in Agility and may raise it a d12+1
hop like a kangaroo instead of running. When sprinting at their full
• Acute Hearing: Fott receive a +2 bonus to any Notice roll
speed, the length of each leap is increased, and the Fott uses all
that involves hearing.
four limbs just like a rabbit.
• Bunny Hopping: -2 to attacks to hit the Fott when they are
HISTORY running. This stacks with their bonuses from Quick Like a
Bunny.
The Fott are despised by most other species in the Alliance. This is • Cantankerous: Every Fott knows how to start a fight and
mainly due to their creator. The Fott were genetically constructed end a fight. Fott start the game with a d6 in the Taunt and
by “Uncle Ernie” Frieberg, specifically to burden the Alliance. His Shooting skills, which can be improved to a d12+1.
self-proclaimed “Minions of Doom” seeded the planet, Delphix-9 of
• Fast: Fott are exceptionally quick runners and receive a +2
the Netas Hydri star system in 2256. This was five years after the
to their Pace.
planet was annexed and prepared for colonization by the Alliance.
The Fott population grew to over 5 billion by the time the Human • Leaper: Fott are excellent jumpers and can jump twice as
colonization ship, Purveyor, arrived and discovered the species in far as listed under Movement. In addition, they add +4 to
2270. damage when leaping as part of a Wild Attack instead of the
usual +2. If the Fott gets a raise on their attack roll, rather
All sentient organisms on Alliance annexed worlds are afforded than doing extra damage they can force the target must
certain inalienable rights as defined by the Alliance Confirmed Social make a successful Agility roll or be knocked down. Targets
Sanctions Act of 2110. Since Delphix-9 had just been annexed by the more than one size larger than the Fott can not be knocked
Alliance, and the Fott were technically a sentient species inhabiting down in this manner.
the planet, they had to be given citizenship. In addition, they were
• Natural Attack: Fott have an incredibly potent kick that
afforded the same inalienable rights as any other sovereign species.
causes Strength+d4 damage.
The Fott were not violent among themselves, however, once the • Quick Like a Bunny: Fott have the Dodge and Improved
Humans arrived their genetic-programmed belligerence surfaced. Dodge Edges, which allows them to subtract 2 from all
Fott became unpredictable and aggressive when other sentient ranged attacks and area effect attacks made against them.
species were present. Shortly after the Humans arrived, the Fott
• Size: Fott, and have a Size of +1. In Battlelords, a change
declared war on the Alliance and attacked all non Fott. The entire
in Size not only affects the character's Toughness, but
Fott population joined in the massacre of the colonists.
also their Pace and the cost of their armor. A Fott's Size
The Fott claim their war was over the right to self-govern and stay of +1 increases their Toughness by 1 and their Pace by 1.
an independent planet. The Alliance, however, was unwilling to However, the rabbits pay 25% more than the listed price
have a hostile, independent world inside the newly annexed space. when purchasing armor.
Therefore, the planet was claimed through force by the Alliance.
Fighting the Fott to force them into the Alliance, when they were
unwelcome in the first place, was the height of irony and must
have delighted Uncle Ernie immensely. The war was the shortest
in Alliance history. The Fott quickly suffered a brutal, humiliating
defeat with millions of Fott exterminated. Their lack of technology

31
FOTT

SPECIES LIABILITIES
• Aggressive (Major): Fott were genetically tailored to be
aggressive and cantankerous. If you roll 1 on your attribute
die or Wild Card during a Spirit roll you must roll on the
Combat Stress Table with +4 added to the die roll result.
Ignore results below 11.
• Uncouth: Certain Alliance leaders make no secret in
proclaiming that, “Uncle Ernie inserted every negative
Human trait into the Fott.” Fott are generally aggressive,
devoid of social graces, reckless, obnoxious, lazy, and
resistant to social change. However, anything that lessens
a Fott’s workload is greeted with open arms. The Fott feel
they were never really designed for hard work or any work
at all. Fott will have great difficulty fitting into any social
situation where etiquette and decorum are required.
• Weakness (Fire): Fott fur is extremely flammable. The Fott
avoid fire and fire-based weaponry as a result. Lasers and
Pulse cannons are particularly terrifying to a Fott due to
their association with fire. Most will simply refuse to use
them. Most Fott run from a flamethrower unless they
are suicidal. Fott suffer a -4 penalty to their Vigor when
resisting fire-based attacks and +4 damage on fire attacks.
(WEAK vs. FIRE Attack).
• Weakness (Sensory Attacks): A Fott's large and sensitive
ears make them more susceptible to attacks designed to
overload a target's senses. Fott suffer a -4 penalty to their
Vigor when resisting Sensory attacks and +4 damage on
Sensory attacks. (WEAK vs. SEN Attack).

SOCIAL ORGANIZATION
The Fott have a genetically imprinted social structure. They feel
great loyalty to their immediate family and clan. In the Alliance,
many consider this to be the only positive trait the Fott possess.
Their families and extended families are very large and are expected
to help one another if there is a need. They are very social but only
with other Fott. Family is the only social institution the Fott require
or accept without protest.
Fott prefer to live in rural, agrarian communes with other Fott. A Fott
will give their neighboring Fott the shirt off their back if they have
a need. That kindness and helpfulness only applies to members of
their commune. Fott are extremely suspicious of outsiders.
Each Fott’s social status depends upon the favor of the head of the
household. As the social mobility depends on the leader’s favor,
changes can happen in an instant. A Fott may be living it up one
moment and fleeing for their life the next. This makes their social
system fairly chaotic and provides a steady stream of recruits to
the Alliance military.

32
FOTT

Fott are ambivalent toward their artificial creation and seem to take
a perverse joy in the fact that their reason for existence is to annoy
"When Uncle Ernie created the Fott it wasn't just Human and
and burden the Alliance. Overall, the rabbits, like the Orions, seem
Rabbit DNA that went into the mix. The best geneticists in the
to enjoy life to its fullest and like the Orions, do so on their own
Alliance are still trying to figure out just what genetic material
terms.
was used to create these furry chimeras. Occasionally

VALUES AND ATTITUDES TOWARDS:


DNA from one of the other species used to create the Fott
manifests and the cantankerous bunny men are born with
unusual characteristics. The most common - and probably
Time: "Should be spent with family not with those filthy aliens.”
by no accident - are antlers. As the Fott ages the bony nubs
Achievement: "Wasn’t so hard, I’m smarter than I look!” they're born with grow into a large rack of antlers. This
Work: "I’ll do three times the work just to avoid the manual labor mutation is commonly referred to as Jackalope-itus. Look up
you asked of me.” Jackalope. It's hilarious. To complicate matters, most other
Wealth: "I just need enough for my wall size Tri-vid, pickup truck, Fott have conflicting emotions about this condition, finding it
gun rack, and shotgun.” both strangely arousing but also inciting urges to shoot it and
mount it on the wall."
Change: "Does it involve work? If so, then I’ll pass, and don’t ask me
-Malachi Armageddon,
like them aliens.” Combat Reporter & Amateur Taxidermist (It was a phase).
Scientific Method: "The what? That’s newfangled thinking, isn’t it?”
Risk-Taking: "Don’t you tell me I can’t do that. I’ll show you!"

POLITICS
Fott Politics is all about family. The matriarch or patriarch commands
the family and may form allegiances with other related clans. Since
Fott do not fight among themselves, they generally cooperate when
the need arises. However, they are fiercely independent and do
not support any type of central government. Fott believe that an
individual is the only one who can govern oneself. Personal freedom
is extremely important to them. This means a Fott’s word is their
bond. If they say they will do something, they will. There is no need
to bug them every six months to get it done; they’ll get around to it
eventually.
While Fott loathe Alliance rule, many gentleman Fott have worked
hard to obtain positions in the Alliance government. Critics of the
Fott say this is an attempt by them to siphon off more Alliance
resources. They argue that the Fott feel no shame or remorse in
lying, cheating, or stealing from the Alliance. Anything is acceptable
to a Fott as long as it is done to a non-Fott. The Fott certainly aren’t
denying the accusation. Other, less gentlemanly, Fott have taken
up the mercenary lifestyle or enlisted in the Galactic Armed Forces.
Here the outspoken critics of the Fott argue that the Alliance’s
newest citizens will go home and teach the skills they learn in
military service to their kin. They will the have the know how to fight
the Alliance in the future. Again, denials by the Fott are not pouring
forth.

33
HUMANS & GEN-HUMANS

SPECIES OVERVIEW
Species HUMAN (hyoo-man)
GEN-HUMAN (jen hyoo-man)
Nicknames Breeder, Virus, Germling
Home world Earth, Sol System
Tech Level 4
Government Democratic Republic (Earth)
Pop. (Earth) 5.5 billion
Population (Total) 1.8 trillion
Life Expectancy 120
Average Height 1.5 – 2 m (150 + 5d10)
Average Weight 45 – 100 kg (40 + 2d10 × 3)
Sample Names Aadhya, Anna, Carlos, Dawn, Dhruv, Jabari,
Jhomar, Kiki, Leo, Megan, Mei, Mike, Ray,
Samira
Typical Occupations Pilot, Colonist, Explorer, Military Officer,
(Human) Scientist, Researcher, Pirate, Mercenary,
Factory Worker
Typical Occupations Soldier, Assassin, Military Officer, Diplomat,
(Gen-Human) Politician

GENERAL INFORMATION
Starting Skill Points Humans: 20
Gen-Humans: 20
Size –

SPECIES ABILITIES
Fast Learner (Humans Only)
Flight School (Humans Only)
Skilled
Gen Heritage (Gen-Humans Only)

CULTURAL BEHAVIORS
Most populous species in the Alliance
The work force of the Alliance
HUMANS / GEN-HUMANS

HUMANS & GEN-HUMANS all their eggs in one basket” should the Aknar-Ryn find Earth and
destroy it. The Mutzachans had identified hundreds of habitable

PHYSICAL DESCRIPTION
worlds and installed turn-key colony cities on them, ready for
Humanity to populate. In addition, many of the other Alliance
Humans come in a variety of shapes, sizes, and colors. This species, particularly the Orions and the Zen, offered sanctuary for
variability confuses non-Humans who generally have a greater Human populations on their colony worlds. Any colonists would
conformity of appearance. Gen-Humans appear identical to be selected by the Mutzachans, screened by the Chatilians, and
Humans except that they can have nearly any color of hair, skin, medically cleared by the Zen. No one had to accept the offer of a
and eyes. colony ticket, but if you did, the Mutzachans called the shots on
who went where.
HISTORY The second offer the Mutzachans made humanity, was an offer
HUMANS: to join their Alliance and fight the Aknar-Ryn. With membership
in the Alliance came access to all the technology it possessed.
We have always excelled at killing one another. Our histories, fables, Again, having integrated so many other alien species into the
and religious teachings all include multiple examples of individuals Alliance, the Mutzachans were not without a plan on how to
killing each other. Killing is often without cause or justification. In integrate humanity. Many of the colonists the Mutzachan’s
the fall of 2033, a three-year global drought caused chaos across selected found that, when they arrived on their colony worlds,
the population of Earth. A whole generation was starving and job training was waiting for them. Not coincidentally, these jobs
living in squalor, as the ruling elite continued to fight and squabble. often coincided with prior occupations or talents the colonist had
Isolated nuclear and biological warfare made a wasteland of these possessed back on Earth. Though all colonists underwent training
once fertile regions. One month into World War III, a full blown to rapidly familiarize them with the Alliance and the technology
nuclear exchange occurred. As the ICBMs reached their apex, a it used, those with occupational skills found additional training
signal was received from space by all remaining Earth governments. was available on how to update those skills as well–particularly
It stated, “No more nuclear weapons. We will only deal with one Earth in manufacturing sectors. As many of the Alliance technologies
government. Sort it out as we will be back in 100 of your years.” When were integrated into the colony cities and homes as time-saving
the missiles struck, there was no blast. Furthermore, all radioactive and convenience features, it wasn’t long at all before humanity
contamination across the Earth was simply gone. was taking them for granted. In fact, the homes in the colony
Following what would come to be referred to as “The worlds were administered by para-artificial intelligences that were
Communication” historical Alliances were renewed. Though designed to teach their Human populations about the Alliance and
there were some religious wars that were sparked off by The its technology in order to expedite their acclimation.
Communication, over the next 75 years the U.N. was used by North Once humanity joined the Alliance, their population exploded. The
America and Europe to coble an impressive array of countries into Human population is approximately ten times larger than the next
a coalition. Humanity was finally united with 25 years to spare. closest species. Furthermore, Humans still have the colonial drive,
Worried that the entities who sent the signal might not be pleased spreading to the outskirts of known space, populating new worlds
with our progress, the United Earth Nations immediately began at an extraordinary rate. There are more Human colony worlds than
work on space defense systems. They needn’t have bothered. there are colony worlds of the other Alliance members combined.
When 2134 rolled around an incoming alien ship arrived within the The rate of expansion has pushed many of these Human colony
Sol system. It was greeted with multiple communication signals worlds to the frontier of Alliance space. The newer colonies are far
and weapons fire from rogue and scared nations. It ignored the lower tech and more isolated than the original turn-key colonies
former and was unaffected by the later. Once in orbit, a single offered by the Mutzachans on Humans entrance to the Alliance.
message was sent stating this time the aliens would address
GEN-HUMANS:
Earth at the U.N. The seven fingered aliens that arrived caught
everyone off guard with their plaid kilts, atrocious bag pipe Often referred to as the next step in Human evolution, Gen-
music, and bad Scottish accents. The Orion’s hand-delivered Humans are Humans who have been genetically modified. During
Humanity’s invitation to the Alliance along with a warning from WWIII, Dr. Katherine Dykeman completed a top-secret government
the Mutzachans. The Mutzachans cautioned humanity that a war experiment for the United States of America. She cloned and
was coming. An alien species called the Aknar-Ryn was headed birthed a Human in the lab. Shortly thereafter, scientists created
this way, and they would destroy our world. The Mutzachans told what was billed as the first “superhuman.” The Chinese and
us that they had assembled an alliance of similarly threatened Russians were not far behind. Super soldiers were the primary
species who had banded together to fight the Aknar-Ryn. weapon during WWIII. Lab grown, with no rights to speak of, these
disposable soldiers were thrust into the worst situations. After the
The Mutzachans would make humanity two offers they couldn’t
war, corporations immediately began using clones as a labor force,
refuse. The first was a way off the planet. A way to avoid “keeping
since clones had no rights under the U.N. charter. Workers were

35
HUMANS / GEN-HUMANS

laid off by the thousands as the clones were used as slave labor. By person, regardless of the gifts given to you. Gen-humans
2108, cloning was common in all nations on the planet Earth. have an extra Benny, but it can only be used to reroll
traits not related to your genetic talents. You must select
As the process improved, the clones became more individual and
your character's original design purpose during character
distinct and came to be known as genetic Humans or “Gens.”
generation, subject to GM Approval. Examples of Gen-
The genetic Humans proved far superior to their counterparts,
Human design purposes include, but are not limited to
replacing them in the job market and private sector. In 2113,
assassin, bodyguard, construction, companion, hazardous
despite corporate resistance, the U.N. gave Gen-Humans the
environment work, mining, soldier, etc. Since the Benny is a
same rights as regular Humans. A backlash of anti-Gen sentiment
representation of the Gen-Human's burning desire to break
swept the world. For seven years, Humans patrolled the streets
their limitations, the reroll ignores the penalties for using
and indiscriminately killed any person suspected of being a Gen.
an untrained skill or if you lack the proper specialization.
Hundreds of thousands of innocents were slaughtered. Finally, in
2120, the U.N. was forced to pass the heralded Genetics Laws, • Gen Heritage (Gen-Humans Only): After a few generations,
which stipulated that no more than 15% of the galaxy’s Human many Gen-Humans have mixed heritage with gens of
population could be Gen-Human. All firms producing Gens were different designs and regular humans, resulting in a weird
forced to brand their stock at birth. This brand includes the model combination of abilities. A select few, however, still have
and serial number of the clone and is placed on the back of the relatively intact genetic modifications that can be traced
neck. In the years following the passage of the Genetics Laws, back to the progenitor's original design. You may select one
Gens have obtained more and more positions in the Earth and of the following options:
Alliance government and now outnumber Humans in positions of 01. Roll 5d10 on the Genetic Modification table three times.
authority. They have been pushing hard for more reproductive and
02. Select two results from the table, instead of rolling three.
personal freedoms.
Characters that opt to select their traits, rather than
SPECIES ABILITIES (HUMANS) rolling for them, get two Break the Mold Bennies instead
of 1.
• Highly Skilled (Humans & Gen-Humans): Though we 03. If you want to select from a pre-generated package
appear to be inferior to every other Alliance lifeform, it has instead of the prior two options, check out the Preserved
become clear that humans are more adaptable and learn Lineage Gen-Human Edge.
more quickly than other species. Humans and Gen-Humans
* All abilities on the Genetic Modification table can be rolled or
start with 20 points to spend on skills and may select an
selected up to twice, unless the description states otherwise.
Edge for free.
Bonus are assumed to be cumulative (GM's Discretion). When
• Diverse (Humans & Gen-Humans): Humans and their selecting the ability a second time, double the listed values, unless
genetically engineered cousins are the most diverse the description specifies otherwise. (GM's discretion).
species in the alliance. Humans start the game with a free
Edge.
• Fast Learner (Humans Only): Humans treat all skills as
being lower than its linked attribute. It means they never SOCIAL ORGANIZATION
pay extra when increasing skills at character creation Socially, Humans still find themselves in the same state as the
and always increase two skills as an Advance. In addition, 20th century. Those with money and power have greater influence,
humans may increase the same skill twice when earning an whether it’s a corporation or individual, than those without.
advancement, instead of two different skills. Lastly, Edges
that are Seasoned level may be purchased during character Other species have a difficult time wrapping their head
creation if the other Requirements are met. After character around just how diverse humanity is in terms of culture,
creation, purchasing edges is done using the standard religion, and social mores. Usually Humans are stereotyped
rules. as unpredictable, assertive, and a bit too primitive and
• Flight School (Humans Only): Humans, with their vast aggressive for their own good. To help smooth over any
population, are the work force of the Alliance and build the misunderstandings Humans have learned to point out ways
majority of spacecraft for other species. As a result of their they differ from the stereotype early on in conversations.
close ties to this industry, there are more Human pilots Ironically if a Human did this to another Human, they would
than any other species and piloting schools usually cater to come off as a bit pushy or eccentric. Most people don’t
Human students. Humans may the game with a d6 Piloting start conversations with, “Hi. I’m Bob. I’m a vegetarian.” or
or a second free Edge. “Greetings. I’m Saanvi and I’m a pacifist.” This does little to
diminish their reputation for being odd and pushy.
• Break the Mold (Gen-Humans Only): Gen-humans are -Malachi Armageddon,
defined by Genetic modifications made generations ago, Humanologist & Violent Pacifist
but there is a strong cultural incentive to become your own

36
HUMANS / GEN-HUMANS
ROLL ROLL
GENETIC MODIFICATION TABLE (GEN-HUMANS ONLY)* GENETIC MODIFICATION TABLE (GEN-HUMANS ONLY)*
5D10 5D10
5 If rolling randomly, you may pick one item of your choice from this list 28 Ultravision. You can see ultraviolet sources and can navigate in the dark
(except # 5). by starlight. You also have acute senses and receive a +1 to Notice rolls.
Treat this as Low Light Vision. Can be rolled/selected only once.
6 Ignore 2 points of Multi-Action penalties , but you have one less skill
point. Can be rolled/selected only once. 29 Take two non-core skills you don't possess at d4.
7 Increase any one attribute of your choice (and its maximum) by one die 30 Built for speed. Increase your Pace score by 2, and your running die by
type. one level.
8 The character gains the Arcane Background (Latent Extractor). Select a 31 Increase Strength and its maximum by one die type.
different discipline if rolled/selected twice.
32 Increase Spirit and its maximum by one die type.
9 Increase starting Toughness by 2.
33 Savant: Select one non-combat skill. You can ignore up to 4 points of
10 Gigantism. +1 Size. Increase Strength one die level. Can be rolled/ penalties when making tests with that skill. If selected/rolled again, pick
selected only once. a different skill.
11 Pick one Power from any discipline. Usable a number of times a day equal 34 Hardwired. Select one non-combat skill. It takes you half the normal
to your Vigor. Make a Smarts roll to activate it. The power usually has a time to make these skill checks and you get a +1 bonus. If this is rolled a
physical mechanism. (i.e. Blast caused by electric eel organs, disguise second time, increase the bonus to +2.
through copying target's genetics, etc.). Select a second power if rolled/
35 Gills. You have gills and are able to breath fresh or salt water. You are also
selected twice.
able to move your full Pace when swimming. Can be rolled/selected only
12 DNA cloak. You don’t leave any DNA evidence behind. Your skin cells do once.
not sluff off. Your hair does not fall out. Even your exhalations are filtered.
36 Lie detector. Receive a +4 bonus when making a Notice check to
Unless you’re Wounded, you don’t leave a trace, and even your blood boils
determining if someone is lying. Can be rolled/selected only once.
away if outside your body. Can be rolled/selected only once.
37 You start the game with the Leaper species ability. Can be rolled/selected
13 Productive Insomnia. You only require 1 hour of sleep a day and suffer no
only once.
ill effects from sleep deprivation as long as you get your hour of sleep. You
also get 1 additional skill point. If rolled/selected twice you require no 38 Sensor invisibility. You can not be detected using electronic sensors.
sleep at all, and get another skill point. You're still visible to the naked eye. Can be rolled/selected only once.
14 Slow Regeneration. You may make a natural healing roll once per day. If 39 Cyber receptor. (Ignore Vigor loss/penalties from installing cybernetics).
this ability is rolled or selected a second time, you may make a check once Can be rolled/selected only once.
per hour. 40 Copycat. You can take the appearance & DNA of a touched target for 1d4
15 You gain the Wall Walker ability but can move at your full Pace when using hours. You also get any of the target's genetic defects. The change takes 3
it. Can be rolled/selected only once. rounds. If selected a second time the change is instant.
16 You have a photographic memory. You remember everything you see. 41 Fun Sized. -1 Size, Increase Agility by one die level, with a maximum of
This doesn’t mean you see everything, but you don’t forget what you’ve d12+1. Can be rolled/selected only once.
noticed in the past. Can be rolled/selected only once. 42 Disruptor. You can emit a disruptive electromagnetic field at will. Sensor
17 Prehensile tail or tentacle. You have a 1m long prehensile tail that can systems suffer a -4 to locate you. It makes you easy to detect, but not
hold and fire weapons. It is treated as having your Strength when lifting track or locate. It also affects your own sensors. Can be rolled/selected
objects. You can ignore -2 MAP penalty, but only when using tail. If only once.
selected twice you get a second appendage. 43 Redundant organs. Permanent injuries are treated as temporary and you
18 Natural Weapons. You have Natural Weapons that do STR+d8 damage. obtain the Hardy Edge. Can be rolled/selected only once.
19 Chameleon skin. Anyone attempting to locate or track you visually 44 Auto-resuscitation. If the character dies from injures, they may make 3
receives a -4 penalty to their Notice roll. If selected a second time it Vigor rolls, 1 roll per turn. If the test is successful, the character is revived
provides a -1 to be hit while camouflaged. but Incapacitated. Can be rolled/selected only once.
20 Danger Sense. You subconsciously become aware of changes in your 45 Negator: Matrix Controllers (MC) who attempt to generated a Power within
environment. You get an Notice check as a free action to detect imminent a MBT centered on your character suffer a -2 to their Generation rolls. The
ambush. Can be rolled/selected only once. penalty increases to -4 if you're in physical contact with the MC.
21 Increase Vigor and its maximum by one die type. 46 Overcharger. You’re a living battery. Increase the number of damage dice
for any non-kinetic weapon you are touching by 1. The weapon must make
22 Increase Agility and its maximum by one die type.
Malfunction roll after firing, adding 4 to the result. This ability may be
23 Increase Smarts and its maximum by one die type. used twice per day. If rolled/selected twice the ability may be used four
times per day, or used twice a day but add two damage dice and 8 to the
24 Gain Armor of 4. If rolled/selected twice, your Armor is now 8.
Malfunction Table results.
25 Start the game with a d6 in a non-core skill. That skill now has a maximum
47 +2 to a core skill of your choice.
of d12+2. If rolled/selected again, pick a different skill.
48 Increase starting Parry by 2.
26 You have Infravision and acute senses. You can see heat sources and
receive a +1 to Notice rolls. Can be rolled/selected only once. 49 Select a free Edge of your choice at Seasoned level or lower, regardless
of the Requirements. If you roll or select this a second time, you may
27 Resistant (RST) to a single Environmental Condition (Acid, Bio, Fire, Cold,
choose the Advanced version of the same Edge if one exists.
Men, Sen, or Rad). If you select this a second time you gain Superior
Resistance (SUP) to the Environmental Condition or choose to be 50 Ignore 2 points of Multi-Action penalties, but you have one less skill point.
Resistant (RST) to another Elemental Condition. Can be rolled/selected only once.

37
KEEN TRIPHIBIAN

SPECIES OVERVIEW
Species KEEN (keen)
Nicknames Bat-Frog, Slime Ninja, Screamer
Home world Muspelheim
Tech Level 2
Government Tribal
Pop. (Muspelheim) 1 billion
Population (Total) 7 billion
Life Expectancy 90 years
Average Height 1.1–1.7 m
Average Weight 35–85 kg
Sample Names Hun-are-rey, Stri-ight, Dea-o-ove, Sin-on-ong,
Ea-nly-uit, Tea-on-ids, Fly-it-mals, Cli-up-ee,
Sla-o-ants, Hid-de-af 
Typical Occupations Gardener, Scout, Spy, Sniper, Architect, Marine

GENERAL INFORMATION
Starting Skill Points 15
Size -1
Pace -1
Toughness -1

SPECIES ABILITIES
Chameleon Slime (-2 to attacks and Notice tests against Keen)
Echolocation
Environmental Resistance (BIO)
Gliding
Semi-Aquatic
Wall Walker

SPECIES LIABILITIES
Cold Blooded
Small

CULTURAL BEHAVIORS
Tend to speak in metaphors
KEEN

KEEN SPECIES ABILITIES


• Chameleon Slime: Perhaps one of the Keen’s most famous
PHYSICAL DESCRIPTION traits is the clear mucus layer their skin secretes. The mucus is
filled with specialized cells that contain both photoreceptors
The Keen are a species of highly intelligent, quasi-amphibious,
and chromatophores. The photoreceptors “see” color, and
arboreal aliens that dwell in the tropical rainforests on the planet
the chromatophores can change the color and texture of the
Muspelheim. Their height ranges from 1.1 meters to 1.4 meters,
cell. All of the cells in the slime are interlinked and form a
and their weight ranges from 45 kg to 60 kg. Keen are hexapods
temporary and primitive nervous system. This system allows
with six limbs, four of which are arms. They also have two powerful
them to detect and replicate patterns and textures. As a
legs which can launch them into the air. The Keen’s jaw dislocates
result, the mucus automatically changes color and texture
to allow food to be swallowed whole as they have no teeth. Unlike
to blend whatever it covers into its surroundings. The Keen’s
Humans, a Keen’s head is capable of rotating so they can look
can also coat other objects such as their weapons and armor
directly behind themselves.
with the slime, which gives them the identical abilities. The
Humankind nicknamed the Keen “bat-frog” as the Keen look like a slimy mucus eventually dries out and dies after a day outside
cross between a giant frog and a bat. The Keen have a transparent the Keen’s body and must be reapplied. The Keen can
nictitating membrane that lowers over the eyes to protect them and produce enough slime each day to cover themselves, and
allows the Keen to see more clearly when underwater or in rain. The a normal human-sized individual, or an amazing 2 square
Keen have large bat like ears that start at the jaw line and extend meters worth of weapons and equipment. The slime will
up and above their head. Keen use these large ears as part of their continue to camouflage whatever it covers, no matter how
echolocation system. This allows them to see using sound like an far from the Keen it is removed. The slime is sticky as well
Earth bat. as being waterproof and is very difficult to wash off until it
dies and dries out, though cold or arid environments reduce
HISTORY the lifespan of the slime. The slime provides a -2 penalty to
attack and notice attempts against the Keen.
The Keen live closely with nature. They prefer hidden cities within • Echolocation: The Keen earned their name by the call they
the tops of their rainforest homes. Until the Mutzachan's arrival, emit in the Human hearing range. This is known as the
the Keen where a mix of hunter-gatherers and tree farmers. They Keening cry. The Keening cry is likened to the Sirens of Greek
shaped the trees to their needs for homes, artistry, food, and legend, haunting, eerie, and beautiful. Keen use this call as
defense. However, a majority of their time was spent in securing a form of echolocation much like bats on Earth. The call
food. The Keen culture was technologically primitive due to a lack allows the Keen to “see” up to 60 meters in front of them,
of mining, not a lack of learning or intelligence. Metal was rare on and they can determine distance to objects, shape, texture,
Muspelheim, and most items were grown or fashioned of wood. and even density. Except for its limited range and inability to
During this time, the Mutzachans colonized the cooler portions detect color, the Keen’s sonar is in many ways’ superior to
of their world. The Keen are so adept at hiding that they escaped standard vision. When Keening, the eyes automatically shut
detection in early scientific surveys. During the construction of the to prevent dual imagery. The Keen cry distance is cut by half
Mutzachan colony, all manner of small items disappeared. Any hand- during monsoon or rainy conditions. Keen ignore penalties to
held item left unattended vanished. A visiting Chatilian dignitary Notice invisible objects/persons or objects/persons that rely
sensed the Keen during their visit. Recognizing the potential in on camouflage or darkness and shadow to remain hidden.
espionage and as a snub to the Mutzachans, the Chatilians sent a • Environmental Resistance (Biological): Keen evolved in
contact team to Muspelheim and started a dialog with the species. the life-filled jungles of Muspelheim and are highly resistant
The Keen were catapulted into the space age by the Alliance to biological attacks (BIO Attack), biological weapons,
who valued their skills, abilities, and intelligence. Eventually, the infections, and diseases. They receive +4 bonus to resist
species was offered full membership in the Alliance, as the extent biological attacks, biological weapons, disease, and illness.
of the intelligence and value was recognized. Since the Alliance Damage from those sources is also reduced by 4. (RST vs.
integration, the Keen have spread rapidly throughout the Alliance BIO Attack).
worlds. They have adopted the Alliance laws and entered a new • Gliding: Keen have a glide membrane which allows them
technological age, though they still prefer to live in harmony with to glide from tree to tree. This membrane folds close to
their natural surroundings. The Keen often side with the Chatilians the Keen’s body until needed to reduce the possibility of it
during Alliance disputes, and to add insult to injury, the admission snagging on branches. When needed, the Keen redirects
of the Keen into the Alliance required the Mutzachans to relinquish air from the lungs to fill small support tubes that inflate,
their claims to Muspelheim as a colony world. The Keen, however, popping the membrane out and holding it rigid. Keen can
have opted to allow the Mutzachans to stay on Muspelheim. glide at a Pace of 8, but drop 1" (2 meters) for every 4" (8

39
KEEN
meters) traveled. Keen use their Athletics skill if they need The Keen did not have standing armies, medical personnel, or
to make a test during flight and are incapable of gliding if formalized government until incorporated into the Alliance. Now,
they are Encumbered. the Alliance militarily actively recruits Keen for scouts, snipers,
• Semi-Aquatic: Keen are semi-aquatic and can hold their and espionage agents. Outside the military, the Keen are most
breath for 15 minutes before checking for drowning. frequently employed as horticulturists. The Keen’s skill at coaxing
• Wall Walker: In addition to hiding them, the slime also keeps the trees within cities to grow hidden paths, abundant food, and
them from drying out, and it is thicker and stickier on the homes for Keen and other species has allowed their population to
Keen’s hands and feet. This improves their climbing ability explode. Their greatest skill is in making this look natural. Non-
and allows them to walk on vertical surfaces normally, or military Keen are often hired to incorporate nature and food
inverted surfaces at half Pace. Keen can not stick to walls if sources into Alliance cities. Keen gardeners are highly sought
they are Encumbered. throughout the Alliance for their functional artistic garden designs.
Keen do not wear clothing unless outside their temperature
SPECIES LIABILITIES range. Keen clothing is designed to keep the Keen warm and
wet. Keen never wear clothing when in their preferred hot, moist
• Cold Blooded: Keen are cold-blooded and don't fare well in
environment. Materials for Keen clothing is selected based on how
cold environments. Keens suffer a -4 penalty to their Vigor
well their camouflaging slime adheres to it.
when resisting cold-based attacks and cold environments.
If a Keen fails their Vigor roll in a cold environment they
become lethargic and must choose between a movement
COMMUNICATION
action or a non-movement action, but are unable to The Keen language is inaudible to all Alliance species as the
perform both. In addition, they must draw two initiative frequency is well above their auditory range. The Keen language
cards the following round and choose the lower of the two is highly complex and uses tonal variations to change meaning
for their initiative. Unlike species with a Weakness to Cold, for words. It is song-like and standardized across their planet.
the Keen's Cold Blooded status does not cause them suffer Keen are more than capable of reproducing every spoken Alliance
+4 damage when hit with cold-based attacks. language, but all Alliance translator modules come standard with
• Small: Keen are smaller than Humans and have a Size of Keen language.
-1. In Battlelords, a change in Size not only affects the
The Keen written language is every bit as complex as their
character's Toughness, but also their Pace and the cost of
inaudible-to-Humans spoken language. The Keen written language
their armor. A Keen's Size of -1 reduces their Toughness by
is a symbol-based, logographic language, similar to hieroglyphics.
1 and their Pace by 1. However, Keen only pay half price
The Keen use their mucus gland to write or create their symbols
when purchasing armor.
in slime on flat surfaces. This mucus sticks to any surface and
hardens to a dark color within days. However, their mucus is brittle
SOCIAL ORGANIZATION when it dries, so original Keen manuscripts are difficult to find.
Keen prefer solitude over groups. This independent streak Since joining the Alliance, the Keen standardized their written
permeates all aspects of their culture. Keen cities are large language. However, small pockets of their home world still have
sections of rainforest that have been modified and sculpted by unique written languages. The Keen have no mass media and have
the Keen for habitation. The city is structured around the aviary adopted the Alliance broadcast system.
pools to keep them safe. A Keen city of 5,000 individuals would
The Keen prefer to use analogy, metaphor, and simile when
cover roughly a 5 kilometer area. Keen hunters will kill or drive off
speaking. They are also quite fond of puns and word play. Common
all other predators within this region. This allows the Keen to feel
Keen phrases (and their translations) include:
safe and secluded. On Keen worlds, those that are best at keeping
others safe are tasked with governmental duties by popular vote. • The Sarkac nests where it wants. (It's big and dangerous.
I'm not going to tell it what to do.)
While Keen are mainly solitary, they will voluntarily serve as
teachers at the birthing pools and provide for the young. This • Unseen is better than entangled. (Discretion is the better
is usually where Keen meet for procreation and government part of valor.)
assemblies. Often, a good council session will result in several • He is grounded and dry (He's down and out.)
new rounds of egg laying and fertilization during its conclusion. • Are we to be the drock fruit or the barbed spear used to pull
it down? (Are we the aggressor or the victim?)
• He blends with dirt. (He died.)
• We are out of trees. (We have reached a decision point.)
• That's a nagan tree. (The nagan tree is a slippery tree that
even the Keen can not climb. Used to describe difficult
situations or impossible decisions.)
40
KEEN

VALUES AND ATTITUDES TOWARDS: POLITICS


Time: "Patience. There is time once it is safe.” The Keen are primarily solitary. However, they are intelligent
enough to band together when threats arise. For the good of
Achievement: "It grows us all.”
their species, the Keen formed a loosely knit government after
Work: "To be done in secret, safely hidden.” encountering the Mutzachans and Chatilians. This consists of
Wealth: "It is new to us.” democratically elected councils. These councils manage the local
Change: "Every storm brings it; we hide and adapt.” city and the associated spawning pools on the Keen home world.
Otherwise, the Keen are happy to allow the Alliance to govern their
Scientific Method: "Now that we know of it, we like it.”
colonies. Regardless, the Keen are ruggedly self-sufficient and
Risk-Taking: "No risk. Hide and be safe. Strike when it is safe to do so." independent. The Keen have limited global laws. These mostly
involve death for anyone who endangers, doesn’t defend, or
damages an avian pool. The Keen keep these limited law sets on
"The Zen have the reputation for being mellow, but let me their colonized worlds. However, they have no difficulty adapting
tell you. No one out mellows a Keen. This species is so laid to or using Alliance law.
back they should carry loungers. I've never seen one get
too worked up over anything. Maybe it's their ability to hide
until whatever is ruining the vibe blows by, but there are few
species I'd rather share a drink of Utaban Scotch with more
than a Keen."
-Malachi Armageddon,
Scotch Connoisseur & Event Planner.

41
MAZIAN SHAPESHIFTER

SPECIES OVERVIEW
Species MAZIAN (mots-ee-en)
Nicknames Blobs, Squishies, Puddles, Snots
Home world Karas, Beta Comae Berenices System
Tech Level 1
Government Anarchy
Pop. (Karas) 7 billion
Population (Total) 170 billion
Life Expectancy 50
Average Height Variable
Average Weight 13–31 kg
Sample Names Mazian names are a series of rhythmic
thumping noises, but they will respond to
whatever name they're given.
Typical Occupations Espionage Agent, Diver, Artist, Assassin,
Massage Therapist

GENERAL INFORMATION
Starting Skill Points 15
Size -2
Pace -2
Toughness -2

SPECIES ABILITIES
Doesn't Breathe
Mazian Physiology (+4 Toughness vs. Physical attacks)
Natural Swimmer (+2 to Athletics when swimming)
No Vital Organs
Shape Change
Vibration Sense

SPECIES LIABILITIES
Awkward Combatant
Small (-2)
Weakness (Acid Attacks)
Weakness (Electricity)
Weakness (Sensory Attacks)

CULTURAL SKILLS AND BEHAVIORS


No concept of personal space
Typically non-violent

42
MAZIANS

MAZIANS SPECIES ABILITIES


• Doesn't Breathe: Mazians do not breath. Their cells run
PHYSICAL DESCRIPTION solely on anaerobic energy production. As a result, gas
attacks which affect lungs such as tear gas have no effect
Mazians are amphibious, amorphous, blob-like beings from the
upon a Mazian.
planet Karas in the Beta Comaie Bernices System. Evolutionary
scientists consider them quite the anomaly. In their natural state, • Mazian Physiology: Cutting, slashing, stabbing, or
Mazians are formless blobs of jelly. You can find them in any bludgeoning the blobs generally doesn't do them a lot of
imaginable color or pattern. These creatures can change shape, damage, unless you're removing very large portions of
color, size, texture, and even density. This gives them the most Mazian. Similarly falls and concussion do little damage
highly advanced camouflage ever seen in the Alliance. against the blobs who simply splat flat and then reform.
Mazians add 4 to their Toughness against melee weapons,
These highly intelligent beings can mimic most objects reasonably hand-to-hand attacks, kinetic attacks, Omega weapons,
well. However, if a Mazian can physically engulf an object or falls, and concussion.
person, they can create an exact duplicate. The blobs can replicate
• Natural Swimmer: The blobs are natural swimmers and
external and internal features, including scents, texture, and even
add 2 to Athletics (swimming) rolls.
working organs. With sufficient training and access to relevant
details about the target’s behavior, a Mazian can impersonate a • No Vital Organs: A Mazian has no organs to speak of, only
specific person to near perfection. a distributed nervous system. Called Shots do no extra
damage against them and they do not roll on the Injury
Mazians do not have the normal internal organs as each cell Table when injured.
exists as a separate, almost self-sustaining entity. Their cells
• Shape Change: A Mazian’s ability to change its shape,
communicate and work in a harmonious symbiotic relationship.
density, and elasticity gives them many unique abilities.
Mazians possess a brain-like organ called a central ganglion mass
For movement, a Mazian can roll, bounce, slither, and
and a neuro-mesh network that functions as a centralized nervous
spring with surprising speed. They can also change their
system. Though each cell in a Mazian’s body has a primitive eye
shape into a balloon or a glider if they want to take flight.
which allows them to see in all directions, they have poor eyesight,
Of course, the Mazian could mimic an Alliance species
poor color vision, and can only see a distance of about ten meters.
and walk or run wherever they need to go. Mazians can
However, once a Mazian learns to mimic more complex eyes this
choose to manipulate only a portion of their body to mimic
limitation becomes moot.
some aspect of alien anatomy that they have observed.
Mazians are the most versatile species known to the Alliance when Some Mazians have been known to grow just legs, leaving
it comes to living conditions. A moist box in the corner of a room everything above the waist a formless blob, just so they
is more than enough for a Mazian. On their home planet, Mazians can run faster. The sight can be a little disturbing for the
lived in oceans, streams, lakes, and any wet or moist environment inexperienced. Hands, eyes, mouths, and other body parts
on land. These included beaches, marshes, estuaries, and rain alien to the Mazian can be created at will if the Mazian finds
forest both tropical and temperate. Even arctic ice flows provide having them useful at the time. Furthermore, a Mazian can
them a fertile hunting ground. harden their surface against attacks or form stabbing or
slashing appendages. Mazians can also avoid attacks by
oozing away from the hit or creating openings within their
Encumbrance body to allow attacks to pass through. Finally, Mazians
are capable of amazing feats of manual dexterity. They
Whether a Mazian is carrying equipment externally or internally, are able to generate multiple pseudopods to manipulate
the total amount of equipment carried is still dictated by their controls with amazing speed or wield multiple weapons
Strength attribute. The ability to carry multiple weapons does not simultaneously. Mazians carry items by forming tentacle-
increase the number of attacks a Mazian can make with them. like pseudopods or arms with hands to carry them, or by
enveloping them and carrying them inside their bodies.
A blob can stretch a pseudopod about 5 m away from its
body. Mazians start with the Shape Change Edge. No other
species can use this Edge.
• Vibration Sense: Mazians rely primarily on their vibration
sense to examine their environment. The blobs can
sense vibrations through the ground and air and can use
this ability to detect nearby objects. They can also track

43
MAZIANS

anything that is moving across (or through) the ground. A Shape Change Primer
Mazians can locate and track objects that are in contact
with any surface that they are on or touching. Usually A detailed description of the Shape Change Edges can be found
the Mazians use the ground, though if both parties are in with the Edges, but if you're curious how it affects game play, here
contact with a wall or ship bulkhead, for example, it would is a short primer.
work just as well. The better the surface carries vibrations,
Mazians have a pool of points they can use to modify their stats.
the easier it is for the Mazian to locate and track objects or
The more they purchase the Shape Change Edge, the larger their
persons. This ability is limited to a distance of 100 m and
pool of points becomes. With this pool a Mazian player can
does not function while wearing armor unless the armor is
change their character's Agility, Pace, Armor, Toughness, and
equipped with the Tactile Response armor option. Mazians
Size. In addition, you can add flight and Natural Weapons to your
have -2 Notice for rolls that rely at least partially on vision.
Mazian using the Shape Change Edge, as well as impersonating
However, if both the Mazian and their target is touching the
specific persons and objects.
same surface they ignore this penalty as well as any other
vision-based penalty (Invisibility, lighting, camouflage,
etc.).
HISTORY
SPECIES LIABILITIES
Mazians are a very intelligent species, yet they never managed to
• Awkward Combatant: Mazians have a difficult time develop tools or space travel. Since they cannot see the stars, they
learning the intricacies of hand-to-hand combat. They are had no concept of anything beyond the planet. The Mazians were
generally non-violent as a species and it's difficult for them first discovered by the Cizerack in 1011 BCE. The Cizerack had
to wrap their metaphorical heads around the concept that claimed the planet for colonization not knowing of its inhabitants.
stabbing or bludgeoning someone could cause them injury. Since Cizerack like to bask in the sun on the beach, the Mazians
The Fighting skill is always treated as above its linked were drawn to the purring sound and attempted to engulf the
attribute for Mazians. sleeping Cizerack. As the Cizerack awoke to find themselves
• Small: Mazian are much smaller than Humans and have a covered with Mazians, they were naturally alarmed. The Mazians,
Size of -2. In Battlelords, a change in Size not only affects however, were fascinated. If we rub here, the vibration gets
the character's Toughness, but also their Pace and the stronger, and here it decreases. Shortly afterwards, both realized
cost of their armor. A Mazian's Size of -2 reduces their the intelligence of the other.
Toughness by 2 and their Pace by 2. Mazians only pay half
The two species developed strong, friendly relations. The Mazians
price when purchasing armor for their native size, though
provide the Cizerack with workers that possessed the fine motor
they can purchase whatever size armor they wish and then
skills needed to build and manipulate small devices. They also give
change size to fit in it.
great massages. The Cizerack, in turn, provided the Mazians with
• Weakness (Acid): Mazians suffer a -4 penalty to their Vigor knowledge and weapons. This would seem like a bad deal for the
when resisting acid attacks and similar chemical weapons. Cizerack unless you’ve ever had a Mazian massage.
Mazians suffer a -4 penalty to their Vigor when resisting
Acid attacks and +4 damage on Acid attacks. (WEAK vs. Mazians will go out of their way to avoid the Chatilians. Mazians
ACID Attack). find the empath’s natural ability to locate and speak with them
extremely unnerving. Furthermore, Chatilians tend to utilize sonic
• Weakness (Electrical): Having a decentralized nervous
based attacks which are deadly to a Mazian.
system has its advantages, but it makes the Blobs more
susceptible to electric shock. Mazians suffer a -4 penalty to Since joining the Alliance, the Mazians have taken to many
their Vigor when resisting electrical attacks and +4 damage occupations. Any field requiring both a high degree of manual
on Electrical attacks. (WEAK vs. ELE Attack). dexterity and intelligence allows them to flourish. They are
• Weakness (Sensory Attacks): Unfortunately, the quite in demand with industries that manufacture or maintain
sharpness of a Mazian's vibration sense makes them micromechanical devices. Despite their non-aggressive nature,
extremely sensitive to sonic vibrations and sonic-based they have also excelled within the Alliance Military. This is
weaponry. Mazians suffer a -4 penalty to their Vigor when partially due to their uncanny skill at infiltrating enemy positions
resisting Sensory attacks and +4 damage on Sensory and partially due to their ability to operate multiple pieces of
attacks. (WEAK vs. SEN Attack). equipment, including weapons, simultaneously.

44
MAZIANS

SOCIAL ORGANIZATION VALUES AND ATTITUDES TOWARDS:


Mazians are very social beings and are often found oozing on top Time: "Time is something to share with those closest to you; joined
of each other, ten to twenty deep. They do not understand the in harmony.”
concept of personal space and have been known to disturb other Achievement: "It is meaningless unless it helps the whole.”
species with their constant touching. Work: "You mean joy! It improves and helps the whole!”

COMMUNICATION
Wealth: "Meaningless, you can’t eat it or ooze on it.”
Change: "The universe is a panorama of nothingness, beautiful,
Mazians have elaborate greeting rituals when meeting an unreal, and ever changing.”
individual for the first time. This involves intertwining while Scientific Method: "So logical, it helps prove our point that we
rhythmically pulsating against each other. When greeting a non- must work together.”
Mazian for the first time, Mazians engulf the other party since Risk-Taking: "If it’s good for the whole, I can do it."
they can not intertwine. This greeting can last up to three days
POLITICS
as the Mazians exchange information. Naturally, Mazians have
discovered that non-Mazians do not appreciate being inside a
living slime puddle for prolonged periods of time. Mazians who Mazians have no practical government but practice a form of
are accustomed to dealing with other Alliance species usually opt anarchy with geniocratic (rule by the intelligent) tendencies. “If
for whatever greeting the other species prefers. we need to do something, we all get together and do it with the
Mazians can speak whatever languages they learn if they use their smartest leading the way.” They have no interest in power or in
shape change skill to create working vocal cords. Their vibration the domination of others. They have a live and let live attitude.
sense will also pick up any sound allowing them to “hear” spoken
languages. Mazians are the only Alliance species that can hear
and speak with the Keen. "Most blobs have figured out that the easiest way to
overcome their sensory and communication deficits is to
The Mazian’s natural language consists of thumps, pops, and copy an organism that doesn't have them. Mazians love being
whistles. It is mostly consistent throughout the Mazian species. Mazians, so if one copies you so that they can see farther or
The sounds used depend upon the medium in which the Mazian communicate verbally, you should take it as a compliment."
is found. When on land, Mazian communication sounds like -Malachi Armageddon,
rhythmic thumping, but when underwater Mazians communicate Communication Facilitator & Art Critic
using a series of popping noises. The rhythm, pitch, and cadence
of the noise communicates the message. Oddly, whistles are used
when floating.
The vibrations produced by Mazians are often beyond the
ability of other species to feel or hear. Pythonians are the only
other species that has been able to detect and decode Mazian
communication. This is rare, however, since Pythonians aren’t
known for being brilliant.
Mazians did not originally have a written language. Why write
something down for future generations when you can just split in
half and remember it forever. Since joining the Alliance, they have
adopted Alliance Standard forms of written

45
MUTZACHAN ENERGY CONTROLLER

SPECIES OVERVIEW
Species MUTZACHAN (moo-zah-kin)
Nicknames Melon Heads, Energy Controller
Home world Trishmag, Germinga
Tech Level 7
Government Oligarchy (Vision of Eight)
Pop. (Trishmag) 150 million
Population (Total) 400 million
Life Expectancy 2,000 years
Average Height 1.2 – 1.5 m
Average Weight 36 – 63 kg
Sample Names BlueRazor, Ehleniuss, Frolish, He-Lar, Henry,
Markuss, Thorigsal, Rogenheart, Weemus
Typical Occupations Scientist, Engineer, Politician, Ambassador,
Researcher, Archaeologist

GENERAL INFORMATION
Starting Skill Points 15
Size -1
Pace -1
Toughness -1

SPECIES ABILITIES
Arcane Background (Energy Controller)
Brilliant Engineers (d10 Smarts, d6 Repair)
Energy Drain
Environmental Resistance (Electricity)
Immunity (Radiation)
Mental Resistance

SPECIES LIABILITIES
Blood Drain
Feeble (-1 to Strength Tests)
Small (-1)
Weakness (Biological attacks)

CULTURAL BEHAVIORS
Superiority complex
Tend to be know-it-alls.

46
MUTZACHAN

MUTZACHANS 200 rads/hour or lower. In comparison, .01 rads/hour is considered


safe for Humans. Mutzachans breathe O2 in similar concentrations
to Humans.
PHYSICAL DESCRIPTION
Mutzachans are bipedal humanoids that are smaller and lighter
HISTORY
than Humans. Their most pronounced feature is their enormous, The Mutzachans are considered an ancient and long-lived species;
bulbous heads with their large, egg-shaped eyes. Their head however, they are few in number. Their history starts well before
attaches to a slim neck which barely seems capable of holding the Alliance was created. In fact, the first recorded Mutzachan
something the size of their head. Their mouth contains no teeth history predates 400,000 BCE. These records suggest that
and can only accept liquids. Mutzachan coloration is variable. Mutzachans developed space travel around 110,000 BCE but do
Their eyes glow a neon green coloration when they are young. As not list when the first wormhole gates were built. There is some
Mutzachans age, this coloration slowly changes to a golden color. confusion on this subject as several Mutzachan colonies claim to
The black iris, however, stays the same. Mutzachan skin is hairless be older than this date.
and starts as a lime green or azure blue, gradually changing to a
gray color with green or blue mottling as they advance in age and What is available about Mutzachan history is a very dry read. It
power. The oldest Mutzachans lose their mottling and appear outlines the slow and steady progress of their society with few, if
almost a uniform gray color. When a Mutzachan generates a any, interesting footnotes. The names of leaders and inventors are
Matrix, the pupils of their eyes often contract to the point that the regularly recorded along with cities, planets located, and lifeforms
eye appears as a solid field of color. This is done to protect the eye identified. In fact, their history is so boring that the Chatilians
from any bright flashes when manipulating energy. accuse the Mutzachans of scrubbing their history of anything of
import.
Mutzachans do not eat. They absorb power directly from their
environment, devices, and energy sources like batteries. This There are two exceptions, one of which is the Mutzachan plague.
is due to their cellular chemistry directly absorbing the radiant The cause of the plague was lost during the resulting chaos and
energy and storing it for use. They do, however, drink. Mutzachans records from that time frame are incomplete and limited in scope.
are capable of drinking liquid water but prefer drinks with a high To date, the Mutzachan population has not recovered to its pre-
number of carbon molecules like turpentine, formaldehyde, plague levels. All Mutzachans regularly undergo blood scans to
toluene, benzene, and gasoline. These drinks cause various check themselves for any sign of the plague.
states of inebriation and hallucinations for them, with turpentine The second notable event in Mutzachan history was the planning
being a favorite intoxicating beverage. Another drink of choice of the Alliance. After the plague, the Vision of Eight determined
is irradiated, nuclear waste water. During the Mutzachans first the Mutzachans must have allies if they were to survive and thrive
meeting with Humans, they purchased all the Humans had. It is in the universe with their reduced population. Suitable species
now considered a vintage brew and served at fancy Mutzachan were located, invitations extended, and the Alliance was born. The
parties. Council of Timar was established to manage the interaction of the
various species that were invited to join. Soon after the council’s
HOME ENVIRONMENT creation, the Mutzachans stepped back from their leading role
on the council to concentrate on finding and developing new
Mutzachans prefer urban environments between -6 to 35°
members. These developments set the stage for many of the
Celsius. Their ideal home is made of metal alloys with large
species currently within the Alliance. The invasion of Aknar-Ryn
windows or view screens allowing an unimpeded view of their
into the Alliance during the first Arachnid war was the first true
park like surroundings. Typically, Mutzachan family homes are a
testing of this union of allied species.
masterpiece of engineering and art woven together. Mutzachan
technology is usually invisible until it is called for use. Mutzachans
prefer geometric shapes over organic flow. A typical home is 4-5
floors with around 25 rooms. Several generations of a family
typically share this home if everyone is in good family standing.
The Mutzachans' home planet, Trishmag, is high in radioactive
isotopes. Trishmag’s surface contains Uranium-235,
Plutonium-255, Di-tritium-305, Rutolium, and Korilium. Evolving
with this level of background radiation has provided Mutzachans
with immunity to all but the highest levels of radiation.
Furthermore, they actually feed off energy, including radiation,
which speeds up the recovery time for Matrix generation. A
Mutzachan is comfortable with radioactive decay emissions at

47
MUTZACHANS

SPECIES ABILITIES • Immunity (RAD): Mutzachans are immune to the harmful


effects of radiation, radioactive environments, or radiation-
• Arcane Background (Energy Controller): The level of based attacks.
radiation on Trishmag had many interesting effects upon • Mental Resistance: Mutzachans mental abilities make
the development of the Mutzachan species. With so many them highly resistant to mental attacks, and they receive
high-level energy particles around, the species would a and they receive a +4 bonus to their Smarts and Spirit
eventually evolve the ability to store energy. Eventually, -4 to damage when resisting mental attacks (RST vs. MEN
the Mutzachans learned how to manipulate this stored Attack). (RST vs. MEN Attacks0
energy. Mutzachans are also known as Energy Controllers.
This is because they have the ability to drain, store, and
SPECIES LIABILITIES
expel energy due to their unique evolution and specialized
physiology. Mutzachans have become so adept at focusing • Blood Drain: Once per month, Mutzachans isolate
energy that they can now achieve an amazing number of themselves and drain their clear blood, which their body
effects. They can turn themselves invisible by absorbing or quickly replaces with newly created blood. Since they have
redirect light or fire blasts of deadly superheated plasma. no kidneys, this is how they expel waste products. To do this,
It’s rumored that some very old and very skilled Mutzachans all Mutzachans place a leech like creature called a Reed
can travel instantly across the galaxy or even destroy entire Worm into a small cavity located in their armpit. The worm
solar systems. This, however, has never been confirmed. digests poisons and bodily waste that would otherwise build
There is some quantifiable evidence that Mutzachans have up and kill the Mutzachan. The creature survives on the
been able to travel through time, even if only momentarily. Mutzachan’s fluids, creating a symbiotic relationship that
These amazing effects, called Matrices, are accomplished has existed between the two species for millennia. As the
by surgeon-like precision and pinpoint application of the worm grows, it periodically releases larva into the blood
Mutzachan’s stored energy reserves. Finally, as with all stream of the Mutzachan. Over time the larva can build
power generating species, it is difficult for Mutzachan to up and eventually threaten to clog the Mutzachan’s veins
generate while wearing armor. Mutzachan start the game and arteries. The blood drain removes the larva from the
with Arcane Background (Energy Controller) and a d4 in bloodstream and provides the Mutzachan with fresh Reed
the Generation skill. Like all Matrix Controllers, the Power Worms. The older worm in the armpit is replaced with one
Point cost to generate a power is doubled while wearing of the larvae obtained during the blood drain, and the cycle
armor. starts again. Failure to complete the ritual increases the
• Brilliant Engineers: Most species that can generate risk of stroke and heart attack. If the Mutzachan goes
powers are intelligent, and Mutzachans are exceptionally more than 35 days without a blood drain, they must make
so. They start the game with a d10 in Smarts, which may a successful Vigor roll or become Incapacitated. Every
be increased up to d12+3 and a d6 in the Repair skill with additional 10 days after that imparts at -1 penalty to the
a specialization of their choice, which can be increased to roll.
d12+1. • Feeble: Mutzachans are not terribly strong, and suffer a -1
• Energy Drain: Everyone knows that Mutzachans can drain penalty to Strength rolls.
the power out of just about any uninsulated electrically • Small: Mutzachans are much smaller than Humans and
powered device they touch. When a Mutzachan touches have a Size of -1. In Battlelords, a change in Size not only
an uninsulated, electrical device, they begin to drain power affects the character's Toughness, but also their Pace
out of the device without conscious thought. This ability is and the cost of their armor. The melon head's Size of -1
due to the Mutzachan’s unique physiology. A Mutzachan reduces their Toughness by 1 and their Pace by 1. However,
will start to notice when they get “full.” They describe this Mutzachan only pay half price when purchasing armor.
as a sensation like being in contact with a warm object for • Weakness (BIO): Mutzachans prefer to live in a sterilized
long enough that you begin to grow hot and uncomfortable. environment. On their home planet of Trishmag, the
Then they finally remember to step away from the source amount of radiation keeps the diversity of micro-organisms
of the discomfort. For every round spent in contact with relatively low. The biology of other worlds often makes
a weapon that uses a battery its number of Shots is them mildly ill, and they are prone to cold-like symptoms
decreased by 5, and the melon head gains 1 Power Point, as their body fights off invading germs. Combined with their
up to their starting Power Point total. pallor and frail build, this sometimes gives Mutzachans
• Environmental Resistance (ELE): Mutzachans receive a a sickly appearance. Mutzachans subtract 4 from Vigor
+4 to their Vigor when making rolls against electrocution, rolls against disease, infection, and sickness and suffer
or electricity-based attacks, like Thunderbolt Generators. +4 damage from these types of attacks. (WEAK vs. BIO
Damage from ELE Attacks is also reduced by 4. (RST vs. Attacks)
ELE Attacks)

48
MUTZACHANS

metal. The primary purpose of this is to keep the Mutzachan warm,


SOCIAL ORGANIZATION meaning slightly irradiated. When traveling, Mutzachans usually will
Mutzachan family units are close knit and cooperative. The head meet to warm themselves by each other’s stone. Not all Mutzachans
of the family maintains the residence with a large enough number are social.
of rooms for most of the family to stay. Family members pitch in as Mutzachans drain their blood to check
necessary to maintain the home. This often provides a safe place for nanites. There is no plague.
for Mutzachan children to stay as they attend school. School is
free on Mutzachan controlled planets as decreed by the Vision of VALUES AND ATTITUDES TOWARDS:
Eight. All social institutions are supported by the Vision. Emergency
services, police, hospitals, and the military all report directly to the Time: "It’s so fleeting, even to us.”
Eight. Achievement: "It is what makes life worthwhile.”
Mutzachan social clubs usually combine a hydrocarbon drink Work: "It gives life meaning.”
and serious math problems. Skill with math improves their social Wealth: "It comes to those that earn it.”
standing. Other items that impact a Mutzachan’s social status
Change: "The world does, but we are constant.”
include their Energy Controller rank and age. Mutzachans dress
the part with ornate dress and color schemes signifying their rank Scientific Method: "Is there any other way?”
and power levels. Mutzachans are generally law abiding as illegal Risk-Taking: "Careful planning eliminates risk."
activity lowers their social status. As with all Matrix controllers, the
Mutzachans are required by Galactic Law to wear a robe or other POLITICS
visible article of clothing that denotes their rank, and thus level of
skill, in generating Matrices. The Mutzachans are ruled by an oligarchy called the Vision of Eight.
These eight individuals approve every law, determine which technology
Mutzachans like to keep “pet rocks” particularly when traveling. is shared, and set the goals for the Mutzachan people. They also
This is usually a hunk of Uranium-235 or some other radioactive represent the Mutzachans on the Council of Timar. The position lasts
for as long as a Mutzachan maintains their power, status, and wealth.
Few Mutzachans ever come close to reaching this goal. The Vision of
Eight controls all Mutzachan space. They seek to expand their influence
and reach, but they rarely move beyond their planets. Power is literally
at and within the Eight’s fingertips.
Unlike other species, their power has not given Mutzachans a
feeling of immunity. With the plague still in their recent records,
the Mutzachans feel they must guide and instruct other species to
prevent them from making similar costly mistakes. They choose to
lead because they are the only ones capable of doing it with the long
view. This “leading” may be completed through guile and deceit if
needed. Risk can be managed as long as the final result improves
the Mutzachans and other species.

"Most of them talk - incessantly. Mutzachans love to prattle


on. If I thought I knew everything there was to know about a
topic, I guess I'd blather on about it endlessly. Well, I guess
I do, but my topics of conversation (bars, beverages, travel,
bars, fornication) are more interesting than the physics of
fusion reactors or quantum mechanics. If your Mutzachan
suddenly shuts up, you should probably be concerned.
They're either generating, deep in thought, or worried."
-Malachi Armageddon,
Cultural ambassador & Mattress Aficionado

49
ORION ROGUE

SPECIES OVERVIEW
Species ORION (uh-rahy-un-n)
Nicknames Culture Mimic, Rogue, Scott, Kilt
Home world Taos, Chi Orionis System
Tech Level 4
Government Syndicracy
Pop. (Taos) 5.5 billion
Population (Total) 180 billion
Life Expectancy 150
Average Height 1.5 – 2.1 m
Average Weight 40 – 95 kg
Sample Names Alban, Angus, Dougal, Hamish, Fiona, Sorcha,
Una
Typical Occupations Spy, Hedonist, Gambler, Gangster, Criminal,
Pirate, Interpreter

GENERAL INFORMATION
Starting Skill Points 17
Size –

SPECIES ABILITIES
Orions being Orions (d6 Agility, d6 Spirit)
Skilled (17 skill points)
Talented and Lucky (Fortunate Edge, Luck Edge, d6 Stealth)
Streetwise Survivors (Streetwise Edge, d4 Survival - Urban Specialization)
Syndicate Connection (Unspecified Connection Edge)

SPECIES LIABILITIES
Impulsive (Major)
Laugh in the Face of Danger

CULTURAL SKILLS AND BEHAVIORS


Adrenaline Junkies
Fashionistas
Party Animals
ORIONS

ORIONS important to the Orions as the latest fashion fad. They have made
Taos 4 and its system one of the main centers for trade in the
galaxy. But it wasn’t always so.
PHYSICAL DESCRIPTION
Orions developed space travel in 2403 BCE with the unlikely aid
Orions are bipedal humanoids with a body configuration like of the Phentari. Until meeting them, the Orions had no interest
Humans except both hands and feet end with seven digits, and in space as Taos 4 was where the party was. The Orions had
they have pointy ears. Any physical similarities with Humans developed a pop culture where everyone followed some sort of
end there, and they are radically different in all other respects. fashion and surgically altering themselves to match the latest
Skin, hair, and eye color all vary greatly with no real “normal” “look." The Phentari stumbled upon the Orions during a hunting
appearance. Orions have multiple small organ systems that are expedition. The tricks they played upon the hunting party along
spread throughout the body that function like the liver, spleen, with the Orion’s natural, unaltered appearance was enough to
kidneys, and adrenal glands. Additionally, they have two smaller dissuade the Phentari from eating them at the time. Within days of
hearts, lungs, and multiple stomachs. meeting each other, the Orions began to alter themselves to look
While many Human religions point to the similar looks of the Orions like the Phentari.
as evidence of a “God,” few know or believe the truth of the Orion’s The Phentari found the Orions to be sneaky, crafty, and resourceful.
similar build and look. Orions are masters of cosmetic surgery. For The Phentari respect all of these traits. The Phentari provided
Orions, surgery starts within the womb. Skin and hair coloration, technological assistance through negotiated trade agreements,
hair pattern and coverage, bone shape, tattoos, and skin texture and the Orions began to build intragalactic spacecraft and spread
are all modified in-utero. This is based upon what the parents and throughout their cluster. Since both species prefer different
Orion society feels will be popular when the child is grown. The worlds, there was no competition for planets, and their alliance
utter repulsiveness of the true Orion face and body would instantly flourished. Unfortunately, for both species, hostile Eridani forces
dissuade those that believe in coevolution with Humans. would eventually invade Phentari space. This led to the Kwashime
Orions tend to latch onto cultures or popular styles of other, non- Pact in 1770 BCE between the Orions and the Phentari, which
Orion, species when selecting their child’s appearance. Often extended their relationship from trade partners to military allies in a
those styles may have been out of fashion for the originating war against the Eridani. The combined Orion-Phentari forces were
species for centuries. Orions consider this imitation to be the a powerful adversary and eventually lured the main Eridani fleet
highest form of flattery. The Alliance was much relieved when into a trap, destroying it to the last ship. Afterwards, the combined
the Orions chose to imitate Humans and dropped their Phentari fleet progressively destroyed every Eridani world on their path to
phase. The most in-vogue style today is the Scottish clansman the Eridani home world, Eridine. The last battle of the war took
look that Orions copied from ancient Earth. Minor worlds prefer place as an overwhelming assault of Orion-Phentari forces upon
red pleather jackets with one white glove or leather dusters with Eridine at the Battle of the Three Powers. Only the intervention
cowboy hats. of the fledgling Alliance forces composed of Mutzachan and
Chatilian ships spared the Eridani home world from destruction.
Orions are omnivores who tend to be very adventurous eaters. Eventually the Mutzachans convinced both sides that joining the
They can drink water but prefer alcohol. “Prefer” is probably not Alliance was the best course of action and hostilities ceased. The
strong enough of a descriptor. The Orions consume 65% of the two unlikely allies have remained close with extensive trade routes
total alcoholic beverage production of the Alliance. Orions live to between Orion and Phentari worlds ever since.
drink booze.
Another unlikely union occurred when Humans and Orions met.
Orion culture is the quintessential melting pot. Every species As ambassadors of the Alliance, the Orions had access to the
and subspecies can be found somewhere on Taos and other Mutzachans database on Humans. They grew infatuated with the
Orion colony worlds. Orions keep it friendly and inquisitive and species, and several clans maneuvered for the right to contact
greatly enjoy the presence of foreigners. The people of Taos are them when the Mutzachans announced they were going to
free to do whatever they choose, if it doesn’t infringe on the approach the Humans about joining the Alliance. The Orion clan
rights of others or impact the Syndicates bottom line. However, that won the right to make first contact with the Humans adopted
traveling Eridani are restricted to ambassadors only, a problem the ancient Earth Scottish tartans as their dress and modified
that continually fuels the enmity between the two species. themselves to match Human norms in coloring and appearance.
The first meeting between the species was spectacular. At the
HISTORY start of the party, the Orions played a heart-breaking bag pipe
rendition of “Over the Seas to Skye” as the ambassadors met.
The Orions have an interesting history. There was never much Since then, the friendship has continued to blossom. Now, many
fighting, just trade wars and blatant, outright thievery from one Orions have taken up Scottish clan names and tartan designs as
another. Since joining the Alliance, their history has been that of the syndicate that made first contact with humanity has grown in
peacemaker and deal broker with an emphasis on celebratory size, influence, and power.
meetings. Trade and the free flow of credits are almost as

51
ORIONS

SPECIES ABILITIES SYNDICATES


• Orion's being Orions: Orions start the game with a d6 in A Syndicate provides all social institutions for the Orions under
Agility and a d6 in Spirit, both of which may be increased their care. These include health care, policing, education,
to d12+1. housing, transportation, and infrastructure. Interactions
among the syndicates depends upon the level of cooperation
• Skilled: Orions are highly adaptable and learn quickly. It's between each rival syndicate. However, most pool resources for
only their constant partying that keeps them from being on transport, hospitals, and police. In the end it’s all just business.
par with Humans in terms of their ability to learn new skills. Almost anything is possible with the right amount of credits and
Orions start with 17 points to spend on skills. connections.
• Talented and Lucky: You don't get to tempt fate like an
Orion and survive without a little luck & skill. Orions start the Authority on Orion worlds flow from the Syndicate in charge at the
game with a d6 in the Stealth skill and either the Fortunate top and then down. Those that return higher profits always get
Edge or the Luck Edge. Knowing when to keep your head greater rewards. Nevertheless, you have to look the part. For this
down is an important survival skill on Orion worlds. reason, Orions often pay more attention to their wardrobes than
they do to their equipment. Everything is a fashion statement and
• Streetwise Survivors: Orions start the game with the a reflection on their syndicate. It is not odd at all to see an Orion
Streetwise Edge and a d6 Survival skill, with a specialization in a 200,000 credit Troflinger kilt with half of his head shaved, the
in urban survival, which may be increased to d12+1. other half dyed purple, while wearing a nose ring with a chain that
• Syndicate Connection: Every Orion knows somebody who connects to his belt. Fashion is everything.
knows somebody. "I know a guy" is a common phrase in
the Orion language. Orions start with the Connection Edge, The largest syndicate, MacPathan, has latched onto Scottish
but type of connection (black market, fixer, arms dealer, period dress, look, and speech from circa 1800 CE. These Orions
smuggler, etc.) is not set until the Orion uses it for the first called themselves Scotsman from Taos 4 and are surgically
time. modified to look Human except for the pointed ears and seven
fingers. Orions tend to retain their fingers and ears with all but
SPECIES LIABILITIES the most extreme cosmetic overhauls. This syndicate was the first
to meet with Humans, and little did they know how powerful that
• Impulsive: Orions have never been known for their restraint. connection would eventually make them. There are many other
They are adrenaline junkies, drawn towards danger like a syndicates but MacPathan, Cowboys, and the Moonwalkers are
moth to a flame. Orions start with the Impulsive (Major) the most common.
hindrance.
GANG
• Laughing in the Face of Danger: In high stress situations,
many Orions will literally start laugh uncontrollably. The Orion gangs work for the syndicates. Each gang provides manpower
laughing doesn't have any detrimental effect on their for a specific syndicate. All gang members hope one day to
performance, but it does make it difficult to hide or be accumulate enough wealth and prestige to be offered membership
sneaky. When faced with a dangerous situation, Orions must into one of their sponsoring syndicates. Gangs operate between
make a Spirit roll. If the roll is a 1, the Orion begins to laugh the laws of the syndicates and do much of the syndicates’ dirty
like a crazed lunatic until the danger passes. work. Orion mercenary and pirate groups fall into this category
and are technically gangs. Some assume these groups are the
SOCIAL ORGANIZATION origin of the nickname “Orion Rogue.” This, however, is incorrect.
It actually refers to the cultural theft Orions all perpetrate with
Orions are fashion divas. They follow fads and fashions with almost their fluid looks and idolization. Gangs are usually led by the most
religious zeal. All Orions judge the appeal of their latest “look” cunning and insightful leader. Often, they are disgraced, former
and clothing on cost. Orions deem the price as the single, most syndicate members. Gangs may display specialize skills such as
important factor when purchasing cosmetic surgery, clothing, and the Blood Hounds, a retrieval group, or Shifting Sands, an illegal
even armor. Fashion booths and auto-cosmetic surgery centers narcotic supplier. Orion Gangs will allow other species within their
are on every corner. Rich Orions have been known to change their ranks as long as they are not Eridani.
look and clothing every block when out for a stroll. An Orion’s Purchasing your way into a Gang is a primary motivating factor
appearance must match their social standing, or they will lose for the Forlorn. Not all gangs are actually involved in violence or
status by dressing beneath their level. Social mobility is high if you even illegal matters. The accounting and thespian gangs are quite
have the credits, looks, and kinship. accommodating for non-combat oriented individuals.
Orions do not base their kinship on family relations. Their kinship
comes from the organization where they work. These fall into FORLORN
several categories: Syndicate, Gang, and Forlorn. Those without syndicate or gang affiliation are the Forlorn. They
have no social standing within Orion society. Many Forlorn leave
52
ORIONS

Orion worlds and join the Alliance military, mega-corps, or the can obtain exclusive rights to the resources of the planet. These
Alliance government. Still others work as spies for both the gangs resource worlds are quite different from colony worlds as the
and syndicates. The Forlorn will still strive to meet societal dress syndicate will attempt to squeeze profit from everything. Orions
and looks that are popular for Orions. Some Forlorn join together to feign no illusions about these abuses of power. They simply do not
form loose knit gangs. The Beggars, Sleuths, and Rabbit Hunters care as long as they can party. Loyalty, however, is fleeting and only
are several who are notable. bought temporarily.

VALUES AND ATTITUDES TOWARDS:


"We're communal sleepers. Giving Orions separate chambers
Time: "Enjoy it while we have it.” on your ship is polite, and appreciated, but we're never going
Achievement: "If I don’t look good while doing it, what’s the point?” to use them. We're going to cram into one room, probably
Work: "I’ll have fun doing it.” selected at random and sleep in a big pile in various states
of dress and inebriation. Get over your hang-ups Humans."
Wealth: "Now the party can get started.” -Malachi Armageddon,
Change: "It comes as it will, accept it.” Combat Reporter & Cocktailologist
Scientific Method: "Huh? I’d rather play around!”
Risk-Taking: "Ha! Life is to be lived! I’ll take any risk to make me
famous… or infamous!"

POLITICS
The Orion government is a Syndicracy. Each Orion world has multiple
syndicates operating an Economic Council. Each syndicate on the
Economic Council represents some planetary business interest,
such as mining or alcohol production. The Economic Council on the
Orion home world is loved by most Orions since business is thriving,
and Taos is the hub of galactic trade. The powerful syndicates retain
the support of the people by not levying taxes, providing free public
housing, some free schooling, and free medical care for all Orions.
Orions have little desire to conquer others, but they do want to
spread the party. The syndicates all search for worlds where they

53
PHENTARI

SPECIES OVERVIEW
Species PHENTARI (fen-tahr-ee)
Nicknames Squid, Grim Reaper, Demon Spawn, Cold
Death, Soul Sucker
Home world Phena, Tau Ceti System
Tech Level 5
Government Kratocracy
Pop. (Phena) 10 billion
Population (Total) 130 billion
Life Expectancy 150 years
Average Height 1.8 – 2.2 m
Average Weight 85 – 135 kg
Sample Names Ardincuz Phentari, Melarisarrious Phentari,
Phelinssarious Phentari, Sorgie Phentari,
Ssithisarious Phentari, Task Phentari,
Tranquarrious Phentari
Typical Occupations Bounty Hunter, Assassin, Pirate, Mercenary,
Chef

GENERAL INFORMATION
Starting Skill Points 15
Size 1
Pace +1
Toughness +1

SPECIES ABILITIES
Arboreal (d6 Agility and +2 to Athletics when Climbing)
Environmental Resistance (Cold)
Extra Actions
Multi-Lingual
Natural Weapons (Bite)
Overwhelm
Phentari Physiology (+2 Notice, Ambidextrous, Tentacle Regeneration)
Size (1)

SPECIES LIABILITIES
Aggressive (Minor)
Methane Breather
Species Enemy (Eridani)
Weakness (Fire & Heat)
Untrusted (-2 to Persuasion tests when motive is unclear)

CULTURAL BEHAVIORS
Cunning
Machiavellian
PHENTARI

PHENTARI hunting many low tech, intelligent life forms to extinction, the
Phentari happened upon the Orions. The Orions' mimicry of
Phentari greatness and their con artist-like nature allowed the
PHYSICAL DESCRIPTION species to coexist and even trade. After a time, the Phentari
graciously gave the Orions the secret of space travel and allowed
Phentari are hexapods with a total of six limbs. They have two
them to settle worlds within Phentari controlled systems.
legs and four tentacles which function as arms. Each leg ends in
a y-shaped pad with two fleshy clasping appendages on the front Shortly after the Orions settled on worlds in Phentari systems,
and a shorter fleshy protrusion on the back that acts as a heel. the Eridani attacked and destroyed planets inhabited by both
The two, roughly 12 cm, claspers on the feet are for grasping tree species. As the Eridani invasion continued, the Phentari and
trunks. Each tentacle can operate independently of the others Orions signed the mutually beneficial Kwashime Pact in 1770
which make Phentari deadly in close combat. The tentacles are BCE, which united the two species against the Eridani. This war
similar to those of an earth octopus, lacking in bone structure and proved to the Phentari leadership that it is always better to place
primarily supported by cartilage. someone else, in this case the Orions, between you and an enemy.
This mindset softened their resolve against coalitions, and they
Phentari have little in the way of bones except in the spine. Even
saw the advantage to be gained from membership in the Alliance
the legs and head are made up of a cartilage type structure,
when the Mutzachans eventually presented the offer.
which is flexible, vascular, and self-repairing. A Phentari’s knee
joint is capable of bending both directions, unlike a Human knee.
Phentari skin has red splotches all over the body. This coloration
SPECIES ABILITIES
becomes brighter when a Phentari feels intense emotion. Alliance • Arboreal: Phentari are semi-arboreal, living in the tree-
personnel are ecstatic to see a dull, purple Phentari without spots. equivalents that populate the methane swamps of Phena.
Phentari are carnivores that prefers their meat alive and They receive a +2 bonus to their Athletics when making a
screaming. Phentari are notorious for claiming that their favorite roll related to climbing and start with a d6 in Agility which
dish is Human flesh. While there is documented proof of Phentari may be raised to d12+1.
actually eating Humans and describing it as tasty, the fact is this • Environmental Resistance (Cold): Phentari evolved in the
is clearly a crime under Alliance law. It happens far less than the frigid methane swamps on Phena. They are highly resistant
Phentari admit, but they enjoy taunting Humans with the threat of to cold environments and receive a +4 to their Vigor and
being eaten alive. There is a legal trade in “Phent Morsels” which when making rolls for cold, cold environments, or cold-
is made from legally obtained but recently deceased Human based attacks, like Frost Guns and they receive a -4 to
remains. The raw materials (no pun intended) for Phent Morsels damage from these types of attacks (RST vs. COLD Attack).
can only be obtained on planets where the laws do not prohibit • Extra Actions: Due to their multiple tentacles and multi-
recycling of the recently deceased, and there are no prohibitions tasking capacity, they receive one extra non-movement
against the “mishandling of a corpse.” Needless to say, no Human action with no multiple action penalty.
colony world meets these qualifications. The practice is reviled by
• Multi-Lingual: Most Phentari understand and speak
much of the Alliance, particularly the Humans, but the Phentari
multiple languages. They consider it a requirement to
revel in the discomfort it causes others.
be able to better understand who they can manipulate.
HISTORY
Phentari believe that learning the nuances of spoken
language is necessary to identifying the speaker and their
The Phentari are the only species known to successfully operate true intent. Phentari start with a d4 in the Languages skill.
under a Kratocracy. This government is run by those capable of • Natural Weapons (Bite): The Phentari mouth is perhaps
seizing power through coercion, social persuasion, or deceptive its most chilling feature. Two large mandibles stab the
cunning. If they are strong and cunning enough to maintain their prey while the serrated teeth slice off portions for their
status, they deserve it. This form of government was instituted prehensile tongue to guide down to the gullet. Their bite
by Phelinssarious Phentari the First. Phelinssarious corralled the causes Strength+d4 damage.
nastiest, most vicious, and deviant Phentari to join him in forming • Overwhelm: A flurry of tentacles attacking from different
the first Phentari Domain. Phelinssarious understood that Phentari angles is very difficult to deal with. When attacking a single
excel when cunning is required. After the Domain’s subjugation of individual Phentari automatically receive 1 point of Gang
all other Phentari, Phelinssarious forbade open combat among the Up bonus. If helping an ally, Phentari are treated as two
Phentari. No longer would they kill each other in war or hunting. To combatants when calculating the Gang Up bonus. Lastly,
rise in the Domain required deception, trickery, intrigue, and of their ability to simultaneously deal with multiple threats
course, assassination. allows them to ignore 2 points of Gang Up bonus.
During the spread of the species through space, the Phentari
experienced a great deal of conflict with other species. After

55
PHENTARI

• Phentari Physiology: Phentari eyes are large and located COMMUNICATION


on the sides of the head rather than the front. The eyes
are protected by a large protuberant brow and cheek. Phentari’s spoken language is a low decibel series of sounds which
The position of their eyes provides both binocular forward travel over great distances. This is partially due to the foggy tree
vision as well as a 360° view around them. In addition, swamps of their home world that would hide and mute an individual
Phentari can focus each eye independently. This allows standing 10 m away. This means that conversations on Phena are
them to focus on two different targets as they operate routinely carried out without the participants ever seeing each
each side of their body independently. Phentari start the other. This became common practice in the Phentari culture.
game with the Ambidextrous, do not receive any penalties Since visual clues are worthless on Phena, Phentari evolved the
to notice things that are behind them, and receive a +2 to ability to recognize an individual through their speech patterns
all Notice skill rolls. Phentari can regenerate lost tentacles and personality quirks. Conversation allows them to recognize
in a day. Phentari need to use two tentacles to carry any previous allies by vocal cues alone. Phentari believe these patterns
weapon that normally requires two "hands" to use (rifles, show an individual’s true nature and are harder to counterfeit. As
spears, etc. a result, they primarily use “voice only,” without video when using
• Size: Phentari, and have a Size of +1. In Battlelords, a technology to communicate. Most other Alliance species find this
change in Size not only affects the character's Toughness, disturbing or insulting. The most common criticism is that other
but also their Pace and the cost of their armor. A Phentari's species find it difficult to tell when a Phentari is lying since you
Size of +1 increases their Toughness by 1 and their Pace by can’t see them. The typical Phentari response is, “Why would you
1. However, the Squids pay 25% more than the listed price ever assume I’m not lying to you?”
when purchasing armor. “Our species is so cunning that we had to move our eyes so
we can watch our own back.”
SPECIES LIABILITIES -An old Phentari adage

• Aggressive (Minor): Phentari are an aggressive species


VALUES AND ATTITUDES TOWARDS:
and they must work to control their instincts. If you roll 1
on a Spirit roll in a stressful situation you must roll on the
Combat Stress Table with +2 added to the die roll result. Time: "Patience, I will show my superiors to be fools and rise to
Ignore results below 11. take their place.”
• Methane Breather: Phentari require an atmosphere of Achievement: "What else can you expect? My greatness is out
18–22% methane concentration. This rules out most there for all to see now.”
environments that other Alliance member species Work: "My plans will come to fruition. They cannot do otherwise.”
find habitable. To visit places outside this methane
Wealth: "It will come as my power grows.”
concentration, a Phentari must wear an atmospheric
processor mask or take special slow release methane Change: "Chaos can only benefit those prepared to take advantage
injections. Without an atmospheric processor or an hourly and show their greatness.”
methane injection an Phentari will suffocate in an O2 Scientific Method: "I will use anything to further my own goals.”
atmosphere. Risk-Taking: "All life is a risk. Planning, forethought, and escape
• Species Enemy: The Phentari have sworn an oath of routes will keep you from losing yours."
vengeance against their enemy, the Eridani, and it is only
their adherence to the code and fidelity to the Alliance that "Phentari aren’t dangerous unless they get behin… "
has kept them from acting on it.
• Weakness (Fire & Heat): The original Phentari world,
POLITICS
Phena, is considered an icy hell by most Alliance species. Phentari are thoroughly convinced of their own superiority. They
Phentari prefer temperatures between -132°C to -73°C. will band together to defend their space and sovereignty with
Phentari suffer a -4 penalty to their Vigor when resisting ruthless precision and cunning. Their only use for the Alliance is
hot environments and fire-based attacks and +4 damage to shield Phentari space from external threats and provide new
on fire-based attacks. (WEAK vs. FIRE). technology. It also provides access to new worlds for the Phentari
• Untrusted: Phentari are narcissists of the highest order. and as much space as they can hold.
They will lie, cheat, and swindle in any way possible to gain
Phentari politics is all about perceived power. Phelinssarious,
what they wish and everyone in the Alliance knows this.
ruler of the Domain, directs the Phentari as he or she sees fit.
This results in a Phentari having a -2 for any Persuasion
The term is for life. While Phentari are known for their cunning
rolls where it is appears the Phentari is not coming out
and assassinations, an individual cannot become Phelinssarious
ahead in the deal.
if they are easy to kill. This usually translates into long periods of
stability for the Phentari as the power structure does not change
56
PHENTARI

often. Each position has absolute power over those below. No "The squids have a reputation for being evil, but a lot of
matter the position, if a Phentari is too effective, they may find that reputation results from the perception of species who
unwanted attention from those above. Particularly if superiors see have mental decision tree options the Phentari lack. As a
you as a threat. If a Phentari is ineffective or error prone, those species the Phentari have very little empathy and charity.
below will resolve the issue as Phentari do not suffer fools to live. This doesn't make them "evil" it just means during their
Phentari strive for perfection in all their crafts. With Phentari, evolution there wasn't much advantage to selecting for
politics is a life and death sport. traits like mercy and charity. They're a very practical and
logical species when you think about it."
Each position has absolute power over those below. No matter
-Malachi Armageddon,
the position, if a Phentari is too effective, they may find unwanted
Cultural Ambassador & Hostage Negotiator
attention from those above. Particularly if superiors see you as a
threat. If a Phentari is ineffective or error prone, those below will
resolve the issue as Phentari do not suffer fools to live. Phentari
strive for perfection in all their crafts.

57
PYTHONIAN LIZARD

SPECIES OVERVIEW
Species PYTHONIAN (pahy-thon-ee-uh-n)
Nicknames Marine, Standard, Warrior, Lizard
Home world Pythos, mu Virginis System
Tech Level 3
Government Clan
Pop. (Pythos) 700 million
Population (Total) 35 billion
Life Expectancy 200 years
Average Height 2.4 – 2.7 m
Average Weight 207 – 270 kg
Sample Names Ephys-Tar-Merek, Grak-Tar-Nakh, Krim-Tar
Typical Occupations Marine, Law Enforcement, Diver, Mercenary,
Body Guard

GENERAL INFORMATION
Starting Skill Points 15
Size +2
Pace +2
Toughness +2

SPECIES ABILITIES
Beast of Burden (+1 to Strength Rolls, Double Carry Weight)
Durable (+2 Armor)
Natural Weapons (Claws & Bite)
Pythonian Muscle (d8 Strength)
Resistance (Sensory Attacks)
Semi-Aquatic
Size (+2)
Sturdy (d8 Vigor)
Vibration Sense

SPECIES LIABILITIES
Aggressive (Major)
Big (-2 when using equipment not designed for Pythonians)
Not the Brightest (-1 to Smarts tests)
Shortsighted (Can't attack targets beyond 50m)
Species Enemy (Cizerack)
Weakness (Cold)

CULTURAL BEHAVIORS
Aloof
Stoic

58
RAM PYTHONIAN

SPECIES OVERVIEW
Species RAM PYTHONIAN (ram pahy-thon-ee-uh-n)
Nicknames Standard, Warrior, Ram
Home world Pythos, mu Virginis System
Tech Level 3
Government Clan
Pop. (Pythos) 700 million
Population (Total) 35 billion
Life Expectancy 200 years
Average Height 2.7 – 3.0 m
Average Weight 292 – 452 kg
Sample Names Loann Brok, Chet, Fredd, Gar, Gronk, Tokk,
Fug, Guf
Typical Occupations Soldier, Dronk (neighborhood watch patrol),
Mercenary, Bouncer

GENERAL INFORMATION
Starting Skill Points 15
Size +2
Pace +2
Toughness +4

SPECIES ABILITIES
Beast of Burden (+2 to Strength Rolls, Double Carry Weight)
Durable (+2 Toughness)
Natural Weapons (Claws & Bite)
Pythonian Muscle (d10 Strength)
Resistance (Sensory Attacks)
Size (+2)
Sturdy (d8 Vigor)
Vibration Sense

SPECIES LIABILITIES
Aggressive (Major)
Big (-2 when using equipment not designed for Pythonians)
Not the Brightest (-2 to Smarts tests)
Shortsighted (Can't attack targets beyond 50m)
Species Enemy (Cizerack)
Weakness (Cold)

CULTURAL BEHAVIORS
Competitive
Uncouth

59
PYTHONIANS

PYTHONIANS living in the jungle will take on a green color. On a starship, they
tend to take on a whitish gray coloration.

PHYSICAL DESCRIPTION Pythonians are able to sense vibrations through the ground and
use this ability to track and locate prey. As both species are quite
There are two varieties of Pythonians. The larger, terrestrial type large and heavy, they can make a lot of noise when they’re not
referred to as Ram Pythons and the smaller, but smarter, aquatic trying to be quiet. This ability no doubt came in quite handy during
variety called a Python Lizard. Ram Pythons are often referred to the Python wars early in their history. It should be noted that all
as Rams. Pythonians can be exceptionally quiet for their size when needed
– particularly the Rams.
Python Lizards are a large humanoid shaped, reptile-like species.
They have two arms, two legs, and a tail. Each arm ends in a hand
with three or four fingers plus a thumb. The fingers are shaped
DIET
like talons and meant for grasping prey. Their foot design is like Pythonians are carnivores. If it’s made of meat, they’ll eat it.
an earth bird's with three toes pointing forward and one pointing Fresh or salt water are viable for drinking. Python Lizards prefer
back. Each toe is equipped with a large claw that can be used for fish, sylove worms, and dragger shark above all else. They must
grasping prey or whatever they stand upon. Pythonians have two rip their meat into small enough portions to swallow. Rams will
eyes, two nostrils, and a large mouth. The ears are covered by a eat whatever they can catch but prefer Altarian boar and the
tympanic membrane. They have only one waste disposal system bug slather beast of Theen. Both may require vegetation to eat
and it is located under their tail. when their food is nutritionally lacking. Unless extremely active,
In terms of physical differences between the two, the Ram is Pythonians only have to eat once a week.
usually bigger and stronger. The Ram’s digits are wider and thicker
than the Python Lizard’s. Both Pythonians have tails; however, HOME ENVIRONMENT
the Python Lizard’s is roughly 1.5 m in length and vertically
Pythos is an interesting world. The temperature is fairly constant
flat for swimming while the Ram’s is 1 m and tube shaped. On
with only small bands of ice and snow at either pole. The majority
the Python Lizard, the mouth is elongated with a nostril, ear
of the world stays between 0 and 40° Celsius. There are no deep
and eye on each side. Each nostril is at the end of a snout. The
oceans, but there are many large, connected lakes, rivers, and
eyes are located above the jaw. They are protected by multiple
seas that are dominated by the Python Lizards. Surrounding these
nictitating membranes along with heavy ridge plates above and
bodies of water are jungles, mountains, desserts, and plains which
below the eyes. Humans often compare the Python Lizard’s face
the Rams call home. Pythos gravity is approximately 1.2 times
to an alligator or their mythical dragon. Their teeth set outside the
stronger than Earth.
jawline and are sharp and meant for holding prey. Python Lizards
cannot chew and must rip off hunks small enough to swallow.
HISTORY
On the Ram, the snout is much shorter, giving the face a more
humanoid shape with forward facing eyes and a Human-like nose. Pythonians have always been at war. When Rams and Python Lizards
These eyes still have protective nictitating membranes. The Ram’s were not fighting each other, the Ram fought other Ram tribes. This
mouth is more like a Human’s, only it is filled with razor sharp teeth wanton destruction eliminated all but their simple, verbal history.
meant for cutting out mouthfuls of meat. Even since joining the Alliance, no less than three civil wars have
been fought to determine who rules Pythos. Currently, it is the
Pythonians have a line of large and sharp spines that jut from their
Rams. This caused some bitterness among the Python Lizards as it
spinal column. On the Python Lizard, this ridge goes from the
was the Rams that started the Pythonian-Cizerack War and almost
base of the skull to the start of the tail. On the Ram, these spines
ended the species. The Pythonian-Cizerack War started in 1956 CE
start on the forehead and go to the tip of the tail. When the Ram
and ended in 2056 CE. The technological superiority of the Cizerack
is excited, the spines on their head stand straight up and take on
made short work of the Rams.
a bright, neon red color. When the Python Lizard gets excited, a
frill extends outwards to protect their neck. This frill is made up of The Python Lizards, however, managed a stalemate with ambush
scuts and spines. They also have scuts (bony plates) everywhere, style hit and run tactics from the water. Over time, they managed
which provides them with natural armor. to steal and use Cizerack weapons. After driving the Cizerack back
from the water’s edge, the Python Lizards started providing these
Pythonian colorization varies. While they do not change color like
weapons to Ram resistance fighters. The Cizerack were finally
the Keen, their tough hide does take on the dominant coloration
pushed back into space in 1971 CE when the Python Lizard, Narsh
of their surroundings for several weeks. A Python Lizard living
of Makel, stole a shipment of heavy weapons and used them to
in clear water will take on the color tone of the sandy bottom.
attack the cats. At this point, the Cizerack began to bombard the
In contrast, they will become dark gray or black when living in a
planet from orbit for the next two years. The Cizerack bombed the
bayou. A Ram in the desert will take on a tan coloration, while one
Pythonians back to the Stone Age, which didn’t take long. With no

60
PYTHONIANS
leaders to surrender to them and no real interest in subjugating the • Size: Pythonians have a Size of +2. In Battlelords, a change
planet, the Cizerack departed while feeling vindicated in teaching in Size not only affects the character's Toughness, but
the Pythonians a lesson. also their Pace and the cost of their armor. A Pythonian's
Size of +2 increases their Toughness by 2 and their Pace
The Pythonians rebuilt their Stone Age society but always watched
by 2. Pythonians pay 50% more than the listed price when
the sky for the Cizerack’s return. By the time the Gen-Humans
purchasing armor.
made contact in 2154 CE, the Pythonians had advanced to Tech
Level 3 using the stolen Cizerack tech. The Pythonians saw no • Sturdy: Ram Pythons and Python Lizards start with a d8 in
threat in the puny, squishy visitors and allowed them to setup a Vigor.
science and recruitment station on Pythos. Once the Pythonians • Vibration Sense: This ability is limited to a distance of
understood they would be paid to fight other creatures for the 50 m and does not function while wearing armor unless the
“hoomaansss,” they began to trickle into the Alliance forces. Soon, armor is equipped with the Tactile Response armor option.
that trickle turned into a flood as the trained Pythonians returned Pythonians have -2 Notice for rolls that rely at least partially
home and challenged their chieftains. It wasn't long before new on vision. However, if both the Pythonian and their target
government leaders were in place, and the Pythonians agreed to is touching the same surface they ignore this penalty as
join the Alliance. well as any other vision-based penalty (Invisibility, lighting,
camouflage, etc.).
This did not go smoothly once the Pythonians realized the Cizerack
were members of the Alliance as well. While the diplomacy of the • SPECIES LIABILITIES
Chatilians has kept outright war from taking place, the two species
fight skirmishes on a regular basis. Upon joining the Alliance, • Aggressive (Major): Pythonians are an incredibly aggressive
the Pythonians took on the role of front-line warriors and security species and live to fight. If you roll 1 or 2 on a Spirit roll in a
forces. Their bravery on the battlefield is unquestioned, even by the stressful situation you must roll on the Combat Stress Table
Cizerack and Eridani. The Rams in particular have been inducted into with +4 added to the die roll result. Ignore results below 11.
the Legion of Honor more than any other species. This is the highest • Big: Pythonians receive a -2 penalty when using tools
award in the Alliance for bravery and courage under fire. It is often and weapons not specifically designed for them, or when
given posthumously. At least 124 Rams and 45 Python Lizards manipulating small or fragile objects. Weapons designed for
have earned this distinction. The Pythonians revel in their role as Pythonians cost 50% more than the listed price.
protectors of the Alliance.
• Not the Brightest: Pythonians in general are not what you'd
describe as the brightest crayon in the box - particularly the
SPECIES ABILITIES Rams, who are probably eating the crayons. Python Lizards
• Beast of Burden: Python Lizards receive a +1 to Strength receive a -1 penalty to Smarts rolls. Ram Pythons receive a
rolls. Ram Pythons receive a +2 to Strength rolls. Both can -2 penalty to Smarts rolls.
carry double the listed carry weight for their Strength. • Shortsighted: Pythonians are blind beyond 50 meters and
• Durable: Ram Pythons have a +2 bonus to their Toughness, can not attack targets farther than 50m away or in Long
in addition to what they receive for their Size. Instead of Range for the weapon without the aid of a sensor system,
Toughness, Python Lizards get two points of Armor. cybernetic eyes, or similar vision augmentation. They suffer
a −2 penalty to any Trait roll dependent on vision (such as
• Natural Weapons (Bite & Claws): Pythonians are possessed ranged attacks and Notice rolls)
of an impressive set of claws of and teeth that do Strength+d4
damage. • Species Enemy (Cizerack): To this day, animosity remains
between the Pythonians species and the Cizerack. The
• Pythonian Muscle: Ram Pythons start with a d10 in Alliance Armed Forces usually places them in separate units
Strength (maximum d12+6). Python Lizards start with a d8 when possible. The only place they frequently mix is within
in Strength (d12+4). mercenary teams.
• Resistance (Sensory Attacks) [Python Lizards Only]: • Weakness (Cold): Pythonians suffer a -4 penalty to their
Python Lizards receive a +4 to their Vigor against sensory Vigor when resisting cold environments or cold-based
attacks, like flash-bang grenades and some Chatilian attacks and +4 damage on COLD attacks. (WEAK vs. COLD
Matrices. In addition, they receive a -4 to damage from Attack).
these types of attacks (RST vs. SEN Attack).
• Semi-Aquatic [Python Lizards Only]: Python Lizards are
semi-aquatic and can hold their breath for 15 minutes.

61
PYTHONIANS

SOCIAL ORGANIZATION Devoted Pythonians have several rituals which are of utmost
importance. The Trat (rain dance), Slasses (mud slide) and Chunga
The Python Lizards are often seen as aloof and distant. They rarely (flatulence). Trat is usually celebrated by the Python Lizards and
fraternize and tend to disregard feelings when making command desert dwelling Rams who pray to the rain god, Thunn. It is a joyous
decisions. This has proven to be a boon for command positions dance that occurs when it rains. The dance begins as a slow, stately
within the Alliance Military. Rams, on the other hand, are extremely waltz in a prescribed manner. As the rain continues and increases
social and held in high esteem by other front line troops. in intensity, it slowly devolves into a violent clashing of bodies.
This continues as long as the rain does. Once the rain stops, the
RELIGION Pythonians go back to their normal business.

Pythonians are polytheistic. They have multiple gods who span from Slasses occurs near hot springs, rivers, and oceans. The Pythonians
sea to sky. Gods of strength, speed, and virility are also popular. will dig a large, steep trench. Then they carry huge buckets of water
While Pythonians pray to these gods, they don’t expect much in to the top unless they have Alliance pumps. The water flows down
return. Pythonians believe the gods gave them the tools to do the the trench into the pile of dirt from the trench at the bottom. The
job, and it’s up to them to get it done. Pythonians take great pride in more water that flows, the muddier it gets. Pythonians will fling
accomplishing tasks and helping others while using their incredible themselves onto their bellies and slide down the chute and into the
physical strength. mud mound. This ritual is shared by Ram and Python Lizard and
honors the earth god, Slasez.
Strength is a repeated theme in Ram Python rituals, and there is one
item that they consider sacred: The Thwack’em Stick. The Thwack’em Chunga is celebrated primarily by the Rams. It pays tribute to
Stick is an incredibly large and dense wood-equivalent pole that the volcano god, Hurrg, who is believed to be the source of every
Pythonians use as a weapon. It is also used in a ritual test of strength warrior’s power and spirit. To do battle without paying tribute to
and toughness. During the ritual, the Pythonians take turns smacking Hurrg is the deepest insult. Hurrg has been known to throw boulders
each other over the head with this incredibly dense pole. The test lasts and fire from his volcanic home to kill disrespectful Pythonians. To
until the Thwack’em Stick breaks or only one Pythonian is standing. properly Chunga, a Ram must flatulate near an open flame. If there
The strongest and the toughest win this game. Python Lizards do not is fire, Hurrg is pleased. If not, the Ram must redouble their efforts.
like to complete in these tests with Rams. Knowing this, Ram often eat foods they know will provide them with
plenty of gas before a fight. Unfortunately, the sulfur content in a
Python’s gas is enough to make most other species ill.

62
PYTHONIANS
"Scars are sexy. There's nothing Pythons find sexier than
VALUES AND ATTITUDES TOWARDS: some good battle scars. Do not apologize to that Python
Lizard for his scars! "I'm sorry you're so sexy" will either be
PYTHONIAN LIZARDS taken as an insult or a pick up line. Either way, if you're not
Time: "Patience brings success in all things.” a Python you're probably in for an interesting time. The big
Achievement: "Success is expected in time. ” lizards are also notoriously stoic, which is in stark contrast
to their cousins the Rams."
Work: "I take my responsibility seriously and personally. Do not -Malachi Armageddon,
insult it.” Scar Giver & Romance Consultant
Change: "Chaos is the essence of life, embrace it. ”
"Rams have a reputation for being big, tough, and dumb.
Scientific Method: "Interesting things, this has taught us." The first two are well earned, but if you assume all Ram's are
Risk-Taking: "Life is full of risk, take the sensible ones." dumb you're in for a surprise. I've met Ram Python ionization
engineers. A lesser known trait about Rams is many have a
RAM PYTHONIANS twisted sense of humor, or at least a well-developed disdain
Time: "Why worry about the future, I live for now.” for etiquette and manners. I've seen Ram Pythons use the
corpses of enemy combatants as hand puppets to entertain
Achievement: "I wear my success on my chest.”
themselves after battle. It's a common practice among the
Work: "Do I have to?” big lizards and is known, appropriately, as "hand puppeting."
Change: "Don’t like it, unless it’s a bigger gun or better armor.” One time in a bar fight I witnessed a Ram turn his opponent
Scientific Method: "Huh?” into a hand puppet while he still alive. So, whether or not you
believe that all Rams are dumb, you would be well-advised
Risk-Taking: "Bring it on!"
not to vex one.
-Malachi Armageddon,
POLITICS Fight Choreographer & Tavern Critic
Pythonians follow a clan like structure. This structure is not based
upon family but strength and loyalty to the clan. Both Rams and
Python Lizards are extremely territorial in their own right. Python
Lizards base their clan upon common goals and mutual protection
of their semi-solitary life style. The clan chieftain guides the
clan toward success. Chieftains also lead the fight to maintain
or expand clan breeding grounds. Python Lizard Chieftains do
understand that power stays only if you can show results. Risks
are necessary to stay on top.
Rams determine leadership based on who is the strongest and
can control the most territory and people. They are even more
territorial than the Python Lizards. Crossing into a Ram Chieftain’s
territory without permission or escort can mean death. This even
applies to other intelligent species. Just ask the first Cizerack to
encounter a Ram Python. Oh wait… she’s dead. The caveat to this
rule on Pythos is that the largest clan, Roggan, has threatened
to obliterate any clan that harms a Human (or Gen-Human).
Gen-Humans setup the original research base on Pythos at the
invitation of the Rams, and they have profited greatly from this
association. The Rams are dim, but they understand the old
Human idiom of, “You scratch my back, I’ll scratch yours.”

63
RAAZET BODGER

SPECIES OVERVIEW
Species Raazet (rha-zet)
Nicknames Bugs, Roaches, Bodger, Rat’s Nest
Home world Clizet
Tech Level 5
Government Technocracy
Pop. (Clizet): 5 billion
Population (Total) 25 billion
Life Expectancy 120 years
Average Height 1.4 – 1.55 m (140 + 3d10)
Average Weight 22 – 41 kg (21 + 1d20)
Sample Names Sqizzt, Sarrzz, Vertz, SanShazz, Bar
Typical Occupations Mechanic, Engineer, Repo Agent, Recycler,
Environmental Pollution Cleanup

GENERAL INFORMATION
Starting Skill Points 15
Size -1
Pace 6
Toughness 0

SPECIES ABILITIES
Armored (6 Armor)
Flight (6 Pace)
Environmental Resistance (ACID)
Environmental Resistance (BIO)
Jury Rig Expert
Raazet Physiology
Trained Tinkerer

SPECIES LIABILITIES
Hard of Hearing
Small
Weakness (COLD)
Xenophobic

CULTURAL BEHAVIORS
Will eat nearly anything
Repair as a Religion
Anti-social

64
RAAZET

RAAZET BODGER
was pushed back toward Clizet, all hope seemed lost. The Raazet
were losing two ships for every one of the invaders. First Engineer’s
Mate Zippz was trapped alone in the engineering section aboard
PHYSICAL DESCRIPTION the disabled flagship, Schree. The crew was vented into space, the
weapons were destroyed, the engines were damaged, the maneuver
The Raazet are a humanoid shaped insectoid species. Raazet have controls were nonfunctional, and the reactor was overloading.
four limbs and a set of insectoid wings that fold under protective Zippz, in a flash of brilliance, removed the safety interlocks on the
coverings on the back of their thorax and abdomen. The arms reactors and replaced them with a power amplifier from a loading
extend from the thorax and have two fingers and two opposable lifter. Zippz then redirected the overloading core into the engines.
thumbs; Raazet have no external nose or ears. Instead the area By using the interface from a crushed repair bot, Zippz was able to
beneath their eyes to the chin are covered with long tendril control the thrusters on his ship and aimed his vessel at the alien’s
structures (10-20 cm in length). This gives the appearance of a flag ship. His ship disintegrated as it launched from motionless to
long mustache covering their mouth. However, these structures are 0.9 of light speed. The resulting wreckage tore through the alien
sensory organs which detect sound and smells outside the Human armada causing a chain reaction of crashing ships as they tried to
range. These structures hide the Raazet’s mouth which is triangular flee the cloud of expanding shrapnel.
shaped and opens outward for food placement. Once the mouth
closes, two sets of internal jaws macerate the food to a pulp before In their last gasp, the aliens were able to launch a number of nuclear
ingestion. Lastly, the Raazet have wide set, compound eyes that warheads upon Clizet. While this changed the Raazet’s future, it did
vary in color. The usual colors include gray, silver, gold, and black. not alter the course of the battle. The Raazet fleet wiped out the
remaining alien ships. During the mop up operations, the Raazet
Raazet are capable of digesting virtually any organic matter or fleet received a strange signal. The source was Zippz. Before
fluid. They can eat cellulose (wood, paper, etc.), meat, vegetation, launching his attack, Zippz took what was left of the loading lifter
carrion, and even hydrocarbons (gasoline, kerosene, etc.). Raazet and turned it into a life boat with supplies he found in engineering.
eat their dead, and they’re not shy about eating the corpses of other He then tied his shipboard communicator into the repair bot that he
species either. Be wary of a Raazet drinking motor oil; it makes salvaged to boost the transmitter signal.
them drunk.
After his rescue, Zippz was celebrated as the hero of Clizet. He was
When Raazet speak other languages they tend end words with a given the honorary title of Mechanic Supreme. Although gravely
drawn out z-sound, which Human's have compared to a buzzing wounded and having lost a leg during his escape from the ship,
insect. Zippz recovered and later founded his own trade school. Over the
last three hundred years, this school has become a quasi-religion
HOME ENVIRONMENT throughout Clizet.
Raazet are an indigenous species to the planet Clizet. Clizet is
currently one of the most hostile, life-bearing planets in the galaxy.
SPECIES ABILITIES
From temperature extremes, large and aggressive predators, • Armored: Raazet do not have skin but have a smooth, very
to a very short growing season, life on Clizet was a short, brutal tough, chitinous exoskeleton similar to shrimp that provides
struggle. Those that survived are tough and rely upon their strength them a natural armor against attacks. Raazet do not have
and ability to improvise in any situation. bones but do have an internal honeycomb structure made
of the same chitin that connects to the exoskeleton and
HISTORY provides internal support. Raazet have an Armor of +6.
Raazet history has few defining moments. The wars and social • Flight: Raazet rarely walk. They usually fly in quick, short,
upheavals that occurred over technological developments and bursts like a bumblebee. The Raazet can fly at Pace 6 and
scarce resources were so devastating, it was amazing the Raazet “run” for extra movement as usual. Their flight is limited
survived at all. Clizet was and is a hostile world, and the Raazet had to less than three minutes before they become Fatigued.
a long and arduous journey to tame it. However, once the Raazet Raazet can not fly if Encumbered.
were united, they rapidly spread throughout their solar system in • Environmental Resistance (BIO): Raazet are highly resistant
search of resources. Three hundred years ago, the Raazet were to biological attacks, infections, and diseases. They receive
in the testing phase of their faster than light technology when +4 bonus to resist biological attacks, biological weapons,
unknown aliens executed an unprovoked attack. disease, and illness. Damage from those sources is also
reduced by 4.
At this time, the Great Zippz made his mark on Raazet culture. Zippz
had already proven himself in one of the few Raazet recreations • Environmental Resistance (ACID & BIO): Raazet are highly
on Clizet, endurance racing. This exceptional mechanic and pilot resistant to biological attacks, infections, and diseases.
volunteered to serve when the aliens attacked. As the Raazet fleet Mutzachans receive a +4 to their Vigor when making roll

65
RAAZET

against chemical or biological attacks. Damage from those • Xenophobic: During the early development of the Raazet’s
attacks is also reduced by 4. (RST vs. ACID Attacks & RST space program, an unknown alien species invaded the
vs. BIO Attacks) Raazet solar system and attempted to wipe out the
• Jury-Rig Expert: The extreme conditions and a lack of species. The Raazet were able to defeat the aliens;
natural resources on planet Clizet slowed the Raazet however, this attack fundamentally changed their home
development of space travel. Raazet have always excelled world Clizet and the Raazet themselves. Clizet was nuked
at making the best of the limited resources that were across the planet by the aliens during the war. This caused
available and are unmatched in their ability to recycle and disastrous environmental changes. In addition, the Raazet
improvise new uses for existing materials and devices. became mistrustful of any alien species. To this day, the
Eventually, this mindset would turn into a religious-like Raazet adamantly refuse to allow other species onto their
devotion to improvised engineering for the species. Raazet home world. Raazet are generally extremely xenophobic.
are adept at repairing, modifying, and creating all manner Individuals may temper their views; however, Raazet never
of technology. Raazet have become masters of material fully lose their distrust of aliens.
science and the art of improvisation and reuse while
making do with the barest of materials. Raazet start the SOCIAL ORGANIZATION
game with the Mr. Fix It Edge.
Raazet are pragmatic to an extreme. They are generally quite
• Raazet Physiology: The Raazet’s hands have a vague
content with merely surviving and living without fear. For 280
resemblance to a robotic claw and their feet have four
years, they maintained a militaristic isolationism due to their
large prehensile toes spaced for clamping onto objects.
near genocide at the hands of the unknown alien invaders. At that
Each limb, including the head, can rotate 180 degrees in
time and since, all Raazet share kinship. Even more so than when
its socket. This allows the Raazet to hang from the ceiling,
Emperor Shaas conquered the entire planet and implemented the
using all four limbs, with either dorsal side (back) or ventral
communal egg system. Now, all eggs, larva, and children are raised
side (chest) pointed toward the ceiling. Regardless of the
in a communal growth center with highly educated and skilled
way their chest points, the Raazet can spin its head all
developmental specialists supervising the whole affair. These
the way around, so it can look at the ceiling or floor as it
centers protect, feed, and teach the next generation of Raazet
desires. Furthermore, Raazet do not get dizzy nor do they
how to be Raazet. During their eventual transition to democratic
become disoriented from hanging upside down. As a result,
technocracy, this was one of the few institutions put in place by
Raazet are often seen hanging upside down while working.
Shaas’s feudal system that was left intact.
Raazet receive a +2 to Athletics for climbing and +4 when
attempting to escape bonds meant for other species. Raazet place great value on learning institutions, scientific growth,
• Trained Tinkerer: Raazet are trained tinkerers and experts the military, and governmental service. Of these, scientific growth
at making repairs. They start the game with either a d6 in is the most prestigious. Only the smartest, most skilled individuals
two repair skills specialties, or a d6 in repair skill and a d6 are burdened with keeping the Raazet population and way of life
in electronics. intact. Authority is derived from the masses, and those chosen
are required to serve. To serve the Raazet species is the highest
SPECIES LIABILITIES honor in Raazet society. Raazet social mobility and stratification
are based upon an individual’s job, skill, and intelligence.
• Hard of Hearing: Raazet have poor hearing compared with Raazet are often sent off world by the government and employed as
most other species and start the game with the Hard of engineers, repair techs, computer techs, or mechanics throughout
Hearing (Minor) Hindrance. the Alliance. Part of this push of skilled workers off world is to
• Small: Raazet are much smaller than Humans and have a provide the Raazet with ample scavenging opportunities, the
Size of -1. In Battlelords, a change in Size not only affects possibility of acquiring new technology, and the chance for
the character's Toughness, but also their Pace and the exploration.
cost of their armor. A Raazet's Size of -1 reduces their
However, Raazet xenophobia and deep-seated survival instincts
Toughness by 1 and their Pace by 1. However, Raazet only
leave Raazet with very little empathy for other living things. If you
pay half price when purchasing armor.
have a Raazet on your team, don’t expect him to save you if you are
• Weakness (COLD): Clizet is slowly recovering from being in dire need unless it is in his own best interest. Mortally wounded
a nuclear desert and was not terribly hospitable to being or dead comrades are often stripped of their useful gear and cut
with. As a result, Raazet suffer a -4 penalty to their Vigor up into jerky before their bodies are cold if no one but the Phentari
when resisting cold environments or cold-based attacks is looking.
and +4 damage on COLD attacks. (WEAK vs. COLD Attack).

66
RAAZET
over any proposed or ratified law if it affects technological growth.

VALUES AND ATTITUDES TOWARDS:


Each household on a Raazet planet has a voting machine tied to the
central government offices. Each evening the computers, installed
Time: "There is never enough to complete all my work.” and maintained by the Assembly, put up a single law or bill. This
arrives at everyone’s home for them to cast a vote. The issue is
Achievement: "The greatest achievement is lasting improvement.”
easily researched, and the Raazet populace are generally well
Work: "Is life.” educated. Campaigning is illegal, so officials can only be judged
Wealth: "Useful for new technology.” on their factual records, which are open to the public. The Raazet
Change: "Everything does, so do we.” form of democracy leaves very little room for minority opinions on
Raazet worlds, and what the majority decides is accepted by most
Scientific Method: "It’s great for breaking and fixing stuff!”
of the population as what’s best for the species.
Risk-Taking: "Life is a risk, live it."
TECHNOLOGICAL AND MATERIAL
EDUCATION CULTURE
Raazet place a great emphasis on education that includes digits-
The Raazet make use of everything, and nothing is wasted.
on learning. “To feel is to know,” is a common saying. All Raazet
Unutilized or non-functional devices are either recycled, reused,
start this training from the time they exit the larva stage. Those
altered to function in a new manner, or repaired. If it works and no
unable to learn are “recycled.” Raazet education is free, and
one was killed, keep at it, is a common Raazet mindset.
everyone is expected to learn as much as possible to further the
Raazet species. One tool the Raazet are fond of is the guzzinta. This is a bizarre
looking tool akin to a Swiss army knife from Earth, though much
Once their training is deemed complete, the Raazet are given a
larger and heavier. Each is unique to the Raazet that owns it, and
selection of related job openings, both private and public. These
some have over 100 capabilities. Raazet find no greater joy than
are listed daily by the government. If the job is off world, additional
taking something deemed useless by others and turning it into
training is required. In order to be allowed to leave their home world,
a truly useful and functional device. On Alliance worlds, Raazet
a Raazet must graduate from one of their technical universities.
routinely visit junk yards and love to dig through them looking for
These universities are open to Raazet only. Mazian detectors are
items to repair. They consider most of the Alliance a vast junkyard
common in Clizet universities and are quite effective. Here Raazet
awaiting their attentions.
learn their trades in a reverent atmosphere. Since the Raazet are
extremely xenophobic, this training includes how to tolerate other In addition, the Raazet have no concept of borrowing. Items are
species. These courses include such culturally sensitive topics as either traded or given. No exceptions. Handing something to a
“Why can’t I eat my dead companions?” and “Can’t I just vent all Raazet transfers ownership of that item to the Raazet, at least
the air out of the crew sections and take the ship back to Clizet?” in the mind of the Raazet. To complicate matters, Raazet mark
all their items using scent glands located in their lower abdomen.
POLITICS The scent is only detectable by Raazet, Cizerack, and Mazians (on
contact).
Raazet are fiercely loyal to their own species and extremely
Other species, especially humans, make the mistake of handing the
xenophobic. New technology and salvage are the only reasons the
Raazet tools to fix things. Not a bad idea, given their mechanical
Raazet joined the Alliance. Aliens are not welcome upon Raazet
abilities. However, once the Raazet is done using the item, it scent
controlled worlds; however, violence rarely occurs when they do
marks it and adds it to its belt. Most other species, though miff
visit. “Tragic accidents” are another matter and tend to happen
ed, will not request the item back, because asking for it back will
more and more to visiting aliens.
insult the Raazet. Raazet who pass the test to travel off world are
Raazet government is a form of technocracy with the smartest and trained to understand the selfishness of the non-Raazet species.
most highly educated among them holding office in the Technology They will usually ask, “Do youzz mean for mezzz to keep thiszzz?”
Assembly. The government fosters invention and innovation before accepting anything you hand them.
and pushes funds to those who the Assembly believes will be
Before you all get judgmental over the Raazet's habit of
most beneficial to the species. Anything outside the purview of
marking everything, just know you all leave little bits of
the Assembly’s unrelenting push for technological development
yourselves everywhere. Cizerack shed, Pythonians drop
is left up to a vote. The voting apparatus is entirely automated,
scales, Phentari Ooze, Humans do that sneeze thing, you
including the determination of what matters are put to a vote.
all know Ram Python pre-combat rituals, and Mazians roll
The Assembly trusts in its technology to run the less important
through it all. Life is messy. Alcohol is an antiseptic, that's
aspects of government. The Assembly has ultimate veto rights
why Orions drink so much of it.
-Malachi Armageddon,
Bartender & Maker of Messes

67
ZEN RIGELN

SPECIES OVERVIEW
Species ZEN RIGELN (zen rahy-jel-in)
TZA ZEN RIGELN (zah zen rahy-jel-in)
Nicknames Z: Zen, Gaunt, Healer, Nudist
T: Anti-healer, Corpse, Gaunt
Home world Katrel, 29 Orionus System
Tech Level 5
Government True Democracy
Pop. (Katrel): 3 billion
Population (Total) 50 billion
Life Expectancy 400 years
Average Height 2.1 – 2.4 m (210 + 3d10)
Average Weight 81 – 126 kg (76 + 1d10 × 5)
Sample Names Zen Ashlidene, Zen Piclifir, Zen Prithe,
Zen Ryner, Zen Shrayalzzid Damadec, Zen Zian
Typical Occupations Physician, Teacher, Ambassador, Negotiator,
(Zen Rigeln) Nurse, Paramedic, Missionary
Typical Occupations Same as Zen;
(Tza Zen Rigeln) Also: Criminal, Assassin, Ward of the State,
Mercenary

GENERAL INFORMATION
Starting Skill Points (Z/T) 15
Size +1
Pace +1
Toughness 0

SPECIES ABILITIES
Arcane Background - Healer or Anti-Healer (Eligible to Purchase)
Mental Resistance
Seven Marks & The Slow Change (Ability determined by your Stage)
Size (+1)
Spiritual (d8 Spirit)

SPECIES LIABILITIES
Pacifist (Major) (Zen only)
Frail
BRI Resistance
Hidden or Hunted (Tza only)

CULTURAL BEHAVIORS
Universally Beloved (Zen Only)
Feared and reviled (Tza Only)
Preachy

68
ZEN
ZEN RIGELN
eventually led the Zen to transitioning to a direct democracy. Since
that time, most of Zen Rigeln have embraced Assizza’s tenants and
enjoyed a lasting peace.
PHYSICAL DESCRIPTION By 2224 BCE, the Zen entered the Age of Prosperity, which
Zen are tall, gaunt, pale-skinned humanoids. Their arms and legs lasted until they met the Alliance. First contact occurred with the
are spindly with hands and feet at the end. Each appendage has Mutzachans in 2091 BCE during a routine system sweep of the
five fingers or toes. The Zen’s head is slightly more egg shaped then Zen’s planetary system by a Mutzachan survey ship. Surprisingly
Humans. Their face is humanoid but devoid of ears, eyelids, lips, and until first contact, the Zen never contemplated the development of
nostrils. The Zen eye color can range across the color spectrum, but space travel or exploring outside their system. Their Matrices had
an iridescent blue is by far the most common color. Red and yellow not located life outside their planet, so what was the point? The Zen
are also common. Zen skin has the look of aged parchment and runs reluctantly agreed to join the Alliance with the goal of bringing the
from an aged yellow to ashen gray. It is also completely hairless and wisdom of Assizza to the stars. Healing all and ensuring the well-
is pulled tight across their bone structure, which accentuates their being of all living things is seen as a moral imperative by the ruling
skeletal appearance. Zen Rigeln. To heal the universe is their destiny. However, the shock
of meeting intelligent life from another planet caused a new schism
The Zen’s grim reaper-like appearance is further enhanced by its within the Zen belief system.
smell. The odor it produces smells of something long dead, in a
dry musty sort of way. Furthermore, Humans often compare the After studying the history of the Alliance, some Tza Zen became
Zen voice to a slow, cold wind whispering through a pile of autumn emboldened and were no longer content to suffer as pariahs for their
leaves. Most Alliance species consider the Zen to be physically beliefs. They saw the growth and success of the Alliance species as
creepy. However, their chilling visage belies their caring and a new model for the Zen to follow. This was the Great Schism which
altruistic nature. Zen prefer robe-like garments, usually transparent is also known as the rebirth of the Tza. Now, most Tza flee the Zen
or in light colors. home world and hide within Alliance space and planets. The Tza
are feared within Alliance space due to Rigeln stories touting the
Zen are vegan and drink liquid water. Zen are so concerned that they atrocities of those few who are truly insane.
do no harm during eating that they have gone so far as to remove
any genetic possibility of sentience, pain, or communication from The Rigeln, on the other hand, are respected and loved throughout
their vegetable food sources. This food source is offered Alliance the Alliance. Their abilities as surgeons and medics along with their
wide and even comes in meat flavors for the carnivorous. willingness to assist those in need has endeared them to every
species. They are often asked to mediate disputes as a trusted,
HOME ENVIRONMENT neutral third party. Their impact upon the military has been just as
great. Zen Rigeln production of the Body Rehabilitation Injection
The Zen Rigeln prefer urbanized environments, safe from predators, (BRI) and massive Body Rehabilitation Injection (mBRI) has saved
with large tranquil gardens. Their homes tend to be secure and many lives during combat. Furthermore, the Zen Rigeln’s ability to
fortress-like and are heavily decorated with personal artwork. Zen regrow and improve biological limbs has led to a dramatic reduction
Rigeln will always have a home shrine honoring Assizza. Assizza in wounded warriors. Rigeln can even grow entire bodies if the brain
started the Rigeln on the path to pacifism, and his memorial is used is still functional. This has led to Alliance Military regulation A-8-
to remind them of their peaceful existence. Outcast by the Rigeln, 61(b)-2, or as the grunts call it, the “Save the Head” initiative. Zen-
the Tza Zen wander the galaxy taking whatever jobs and residences developed cryogenic injections on the battlefield are used along
they can find. They often serve in the Alliance either with the with “hat boxes” to keep the brain intact until the Rigeln can place
military or at hospitals. All Zen prefer a temperature between it in the new body. Millions of Alliance Military personnel are alive
10 – 30° Celsius but will utilize any world where they consider today due to Zen technology.
themselves safe.
SPECIES ABILITIES
HISTORY
• Arcane Background (Healer or Anti-Healer): Zen Rigeln are
The Zen had one of the most violent and destructive histories in the known throughout the Alliance as healers. This reputation
Alliance. Their war machines and biological weapons almost killed isn’t entirely due to their medical technology. Zen are Matrix
their entire species. Assizza, their savior, put them on a different Controllers and possess similar abilities to the Mutzachans
path when he started the Zen spiritual revolution in 2720 BCE. and the Chatilians. Zen can’t manipulate raw energy or
His words spread like a virus through all that listened. Wars ended psychically assault someone, but they do possess the ability
with the realization of his first tenet, “All life is precious and should to manipulate organic tissue and cell structure. Zen use
be cherished.” The second tenet stated, “Material greed is the this unique ability to heal, reform, or mutate the bodies and
fuel for the fire of war.” After short meetings, Assizza convinced tissues of those upon whom they focus. This exceptional
the surviving rulers to abandon their war. His next task was to get talent makes Zen in high demand in hospitals across the
everyone to heal the planet as well as the people. This ongoing effort Alliance. They are also paid exceptionally well to become
field medics in the Alliance Galactic Forces. Not every Zen is

69
ZEN

up for the rigors, both physical and mental, that go along with VIRTUES OF ASSIZZA
real combat, but those that are find generous compensation
STAGE VIRTUE & BENEFITS
packages awaiting them upon enlistment. Experienced Zen
ZEN STAGES
Matrix Controllers are capable of regenerating limbs lost
by combat personnel, curing disease, and even cloning Zen Paragon Virtue: “You must attempt to prevent any act of
violence in your presence, no matter how small
someone whose body is beyond repair. Though they are (physical or verbal). You work towards averting
incapable of transferring memories from the original body to violence beyond your presence. You are forbidden
the clone, they can facilitate a brain transplant. In contrast, to commit violence, whether intentionally or
the Tza Zen possess no less impressive powers, but when accidentally.”
used for nefarious purposes, they become some of the Abilities: A paragon has the Charismatic Edge and
more feared and terrifying weapons in the Alliance. Tza can Common Bond Edge, as well as two extra Bennies
liquefy tissue with a touch, disembowel their victims with that can only be given to other characters.
a thought, paralyze, cause sickness, and deform. It’s no Faithful Zen Virtue: “You must attempt to intervene when minor
wonder that all Tza are met with suspicion and caution given acts of violence (threats, pushing people aside to
the capabilities of a few truly malicious individuals to wreak move quickly in a crowd, etc.) occur in your presence.
Acting violently, even in self-defense, is a violation of
unspeakable carnage on the citizenry of the Alliance. Like all your virtues”
Matrix Controllers, the Power Point cost to generate a power
is doubled while wearing armor. Abilities: A Faithful Zen has the Charismatic Edge
and Common Bond Edge, and a single Benny that
• Zen do not start the game with Arcane Background (Healer) can only be given to other characters.
Edge, but are the only species (ignoring Latent Extractors for
Zen Virtue: “Failure to intervene against acts of physical
the moment) that can purchase this Edge. or major non-physical violence in your presence is a
• Mental Resistance: Rigelns mental abilities make them violation of your virtue.”
highly resistant to mental attacks, and they receive a +4 Abilities: Zen have the Common Bond and
bonus to their Smarts and Spirit when resisting mental Charismatic Edge, but no extra Bennies.
attacks. (RST vs. MEN Attacks). TZA STAGES
• Seven Marks: A Rigeln is defined by its adherence to a Potential Tza Virtue: “Acting violently in self-defense is a violation
particular Zen or Tza virtue. Although each individual view of virtue as is committing any minor or major acts of
differs slightly, the seven stages can be used to compare violence.”
how they stand compared to Zen dogma. The highest stage
Abilities: Still treated as Zen, but will likely be under
represents the epitome of Zen beliefs and is occupied by scrutiny by your brethren. Potential Tza still have
only the most faithful and dogmatic Rigelns. As you drop the Common Bond and Charismatic Edge, but those
lower in the table, you fall further from the ideals embraced Edges may no longer be used to help or persuade
Zen characters if you have the Mark of the Tza
by the Zen and grow closer to embracing the philosophies of
Hindrance.
the Tza. Each stage grants different abilities, but also lists a
set of virtues the Rigeln must adhere to at that stage. If the You may use and purchase anti-healer powers but
Rigeln commits an act that violates the virtue listed for the using them is considered violating your Virtue at
this stage.
stage they are currently at or a stage below that, they must
make a Spirit roll. If they fail the roll, they drop or go down Tza Virtue: “Using violence preemptively or using anti-
healer Powers will push you further away from the
one stage. The Spirit roll is at +2 if the act is mentioned at laws of Assizza.”
their current stage, or at -2 if the act is at least 2 stage below
his current one. Note: A player may choose to start the game Abilities: Tza still have the Common Bond and
at ANY stage in the Virtues of Assizza table. Charismatic Edge, but those Edges may no longer be
used to help or persuade Zen characters. They also
• The Slow Change: Each time a Rigeln drops into a Tza Stage gain the Aggressive (Minor) Hindrance.
on the Table of Seven Marks (including from Zen to Potential
Tza) they must select one of the following Hindrances: You may use and purchase anti-healer powers at this
stage or any lower stage.
Arrogant (Major), Bloodthirsty (Major), Curious (Major),
Unashamed Tza Virtue: “Only committing random acts of violence
Death Wish (Minor), Delusional (Major), Driven (Major), Habit
without reason or logic will cause you to drop further.”
(Minor or Major), Hesitant (Minor), Impulsive (Major), Jealous
(Major), Mean (Minor), Overconfident (Major), Phobia (Major), Abilities: Unashamed Tza only have the Charismatic
Ruthless (Major), Shamed (Minor or Major), Suspicious (Minor Edge, but gain a +2 to Intimidation rolls in addition
to the Aggressive (Minor) Hindrance.
or Major), Vengeful (Major). These Hindrances represent the
internal views of the Rigeln shifting. There might be regret Decadent Tza Virtue: "You are capable of committing atrocities."
about the decisions that have led them here, or the conflict Abilities: Decadent Tza have their Aggressive
hindrance changed to the Major version OR suffer a
-2 penalty to their Persuasion. The player chooses
70 which. Decadent Tza are adept at Violence.
ZEN

of reconciling their personal views with Zen dogma have led are the worst of the worst. As the Zen have done nothing to
to a mental breakdown. However, some Zen relish in their quell the stereotype that all Tza are potential serial killers or
newfound freedom and power, embracing the Slow Change. homicidal maniacs. Note: Characters who start the game as
a Tza must choose one of the following:
• After each session during which they didn't have to make
a Spirit roll to prevent sliding down the stages of the • Mark of the Tza (Minor) and Wanted (Minor) hindrance,
Seven Marks, a character may elect to go up one rank by which indicates the character's status as a Tza is well
buying off one of these Hindrances they collected during known but they refuse to submit to reeducation or wear
The Slow Change. the 4-grays. If you ever return to the Zen homeworld, the
Wanted hindrance is treated as the Major version while
• Size: Rigelns have a Size of +1. In Battlelords, a change in
there.
Size not only affects the character's Toughness, but also
their Pace and the cost of their armor. A Rigeln's Size of +1 • Mark of the Tza (Major), which indicates the character
increases their Pace by 1. The Toughness bonus they would is openly Tza and wears their 4-Grays either as a
normally receive is negated by their frail nature. Rigelns pay sign of solidarity with other Tza or to comply with the
25% more than the listed price when purchasing armor. requirements of Zen re-education.
• Spiritual: In addition to being beloved as a species, the • Secret (Major) hindrance. Somehow you've managed
Rigeln's are naturally charismatic and charming, despite to hide their true nature from the other Zen. If you are
their cadaverous appearance. Rigelns start with a d8 Spirit. observed by Zen violating the Virtues of Assizza you lose
this Hindrance and must select one of the two mark of the
SPECIES LIABILITIES Tza options presented above.

• Pacifist (Major) [Zen Only]: Those few Zen who disagreed SOCIAL ORGANIZATION
with the teachings of Assizza or who were unable to comply
with his tenants were ostracized. Any aberration from total Zen clothing is color coded with stripes to delineate the Zen’s job
pacifism is termed Tza Zen. This not only includes actual function, power level, and current social standing. Job function
violence, but even advocating that anything less than stripes are at the top of the sleeve or on a sash worn across the
absolute pacifism might be beneficial in some way. Zen chest and are as follows: Green indicates the Zen is involved in
will not permanently harm another sentient creature, and science of growing (farming, body part replacements, etc.). Blue
can only use non-lethal weapons in self-defense, and even indicates the Zen is involved in “hands on” medical care (doctors,
the more zealous members of the Rigeln consider that act nurses, etc.). Yellow indicates the Zen is involved in administration
borderline heresy. (bureaucrat, disciple of Assizza, mediator), and Red indicates the
Zen is involved in a “non-growing” science discipline (engineer,
• Frail: Despite their towering stature, the gaunt Rigelns are not
architect, artist). White indicates the Zen has no job currently.
terribly robust. A Rigeln's Toughness is reduced by 1, which
The brighter the color, the higher the Zen Rigeln’s rank or job title.
results in a net bonus of 0 when combined with +1 bonus due
to their Size. If the Zen is a trained Matrix Controller, their power level is the
• BRI Resistant: One of the great ironies of the Body middle stripe below the job function. Various shades of purple are
Rehabilitation Injection or BRI, an invention that can heal used starting with the lightest shades at Energy Bracket 1 to the
nearly any Wound, is that the injections don't work nearly darkest purple at Energy Bracket 9. The lowest stripe represents
as well on the species that invented them. Rigelns can heal a the amount of time you have voted with the majority. Light
maximum of one Wound when using a BRI or mBRI. orange represents the lower consistent vote with darker orange
representing a consistent popular vote.
• Hidden or Hunted [Tza Only]: One can be branded as Tza
simply for a belief and lumped in with psychopaths and Known Tza Zen are required to wear all black especially when
sociopaths who are incapable of complying with the tenants placed in “re-education” facilities. Zen in re-education or known
of Assizza, which include total pacifism, Most Tza are labeled Tza will have four gray stripes, with the last stripe indicating loss
as such simply because they follow individual beliefs instead of voting privileges. Discovered Tza lose the right to vote. However,
of the dogmatic beliefs of the Rigeln. The Zen are quick to Tza Zen often hide themselves in Zen Rigeln society, and as a
push the stereotype that all Tza are crazed maniacs. Rigeln result, will look just like everyone else. Occasionally, Tza will group
leaders do not tolerate dissent, and on Rigeln controlled together but most eventually flee to Alliance space. Tza in Alliance
worlds, Tza are actively hunted and placed into reeducation. space sometimes wear their “4-grays” as a badge of honor. Both
However, without the 4 gray stripes on their clothing, Tza are as a warning to others that they are not to be trifled with and as an
indistinguishable from Zen, and many Tza are undiscovered open protest against their government.
within the ranks of the zealous Zen. When wearing their "4
All Zen place the word Zen before their given name, when being
grays" that mark them as Tza everyone will assume they
formal.

71
ZEN
ZEN TZA
Time: "I am here for now.”
Achievement: "It is mine alone.”
Work: "It’s what we do to hide, escape, or live.”
Wealth: "I’ll take it. Now let’s get off this rock.”
Change: "The Rigeln never will.”
Scientific Method: "If it works, I’ll use it.”
Risk-Taking: "If the reward is great enough, I’ll do it."

POLITICS
Zen Rigeln are extremely proud of their civilization and the effect it
has on the Alliance. While the Council of Assizza doesn’t technically
rule, they are the most influential group of Rigeln in Zen politics.
Their only goal is to spread Zen pacifism to the universe.
All Authority is derived from the masses. Every day, the Zen vote
on dozens of issues that must be addressed. Budgets, laws, and
government resources are directed by popular vote. The influx
of matters to be voted on is broadcast to Zen’s homes and their
handheld PCS frequently. Most Zen understand that no one has
the time to vote on everything, but if they’re not busy when a ballot
comes through, they should vote on it. Polls can remain open from
fifteen minutes to months depending on the importance of the
vote. Significant or urgent issues are flagged by the system. The
Rigeln Council presents the issues for each vote. Outsiders have
RELIGION commented that the Council often phrases the issues in such a
way as to affect the vote’s outcome, however unconsciously it
Zen Rigeln follow the teaching of Assizza. This pacifist philosophy might be. The Council also gets to vote on the issues they present.
does not allow a Rigeln to kill, even in the defense of their own life.
Running, distracting, and even stunning is allowed. As long as the Zen Rigeln enjoy the voting, and each vote improves their social standing.
intent is not to kill or maim, self-defense is acceptable. While this All vote histories for every Rigeln are public record. Social standing takes
may sound cowardly, it is not. A Zen Rigeln medic will enter battle that into consideration as well as Matrix power level, job, and skill level.
with no weapons just to keep an injured individual alive, even if it’s The closer your vote is to the Rigeln council, the higher you are held in
an enemy. They believe all life is to be cherished. Nothing frustrates regard. Add in working in the health field or welding powerful healing
a Zen Rigeln more than death, except needless death. Those that Matrices, and your ascent in status is assured.
do not follow the tenets of Assizza are called Tza Zen, which literally The Zen love being naked, and not just during prayer time,
translates to perverse. either. They believe life, in all its forms, is beauty and should
Zen Rigeln pray every day, in the nude, to Assizza for showing them be admired, not hidden. Local laws permitting, the Zen will
the enlightened path of peace. This is done upon awakening and is wander around naked. They often skirt local ordinances
a common sight in any Alliance city with a Zen Rigeln population. requiring clothing by donning a transparent negligee called a
Fluma. No pun intended. Eridani find the concept repugnant.
VALUES AND ATTITUDES TOWARDS: Humans, Gens, Chatilians, and Mutzachans find interacting
with a naked Rigeln embarrassing or uncomfortable. Ram
ZEN RIGELN Pythons and Cizeracks don't seem to notice, and of course,
us Orions just use it as an excuse to run around naked too!
Time: "Fleeting, it ends with death. We must move past it.” -Malachi Armageddon,
Achievement: "I have saved a life, there can be no greater reward.” Sociologist & Nudist
Work: "It gives our life meaning.”
Wealth: "It should be used for the good of all.”
Change: "Chaos is natural but can be contained.”
Scientific Method: "It has taught us much about life and how to heal it. ”
Risk-Taking: "To save a life, any risk is acceptable."

72
SIZE COMPARISON

SPECIES PREFERENCE: (P=Preferred, T=Tolerant, M=Mistrust, D=Dislike, E=Enmity)

PYTHONIAN (RAM)

ZEN RIGELN (TZA)


MUTZACHAN
GEN-HUMAN

ZEN RIGELN
PYTHONIAN
SPECIES
CHATILIAN

PHENTARI
CIZERACK

ERIDANI

MAZIAN

RAAZET
HUMAN

ORION
KEEN
FOTT

CHATILIAN P T D E D D M D T M D D D T T D

CIZERACK T P D T T T P P T E E E E T P D

ERIDANI D D P D T T T D D E E P P M T M

FOTT D D M M T T T M M M M T T T T M

GEN-HUMAN M T T D P T T T P P D T T D P D

HUMAN M T T T M P M T P P D M M T P E

KEEN D P D T T T P P M T P T P M T D

MAZIAN E P T T T T P P T P D D D T T D

MUTZACHAN D T T M P T T D P D D D D M T D

ORION T T E P P P P T D P P T T T P E

PHENTARI D M E T T D D D D P P T T T D P

PYTHONIAN D E P T T D P D D T D P D M P D

PYTHONIAN (RAM) D E T M T D P T D P T D P M P D

RAAZET T T M T T T T T P D T T T P T T

ZEN RIGELN T D D T P P P T T P D D D T P E

ZEN RIGELN (TZA) D D P D D D D D D E P P P D E P

73
SPECIES PREFERENCE
SPECIES PREFERENCE 06. SELECT YOUR EDGES
The Galactic Citizens Board has tried to iron out the differences Purchase your Edges as described in Savage Worlds. Be sure to
between the many nations for years with little success. Only in check if your species gets free starting Edges. Aggressive species
the Galactic Forces, where individuals are forced to get along with may start the game with Berserk or Suicidal Rage.
each other, is there a basic homogeneous liking for one another.
In military and paramilitary organizations, your fellow soldier
07. SELECT HINDRANCES
or merc becomes your brother or sister, regardless of species. Purchase Hindrances, if you wish, as described in Savage Worlds.
However, speciesism and prejudice are rampant throughout the Be sure to check if your species starts the game with Hindrances.
Alliance. In the past, many nations have warred with one another Species Liabilities that are Hindrances can not be bought off during
and resentment still runs thick in the blood of the Alliance subjects. Advancement, though some Edges can cancel them out.
The Species Preference table specifies the general species 08. SELECT YOUR MATRICES (AKA POWERS)
preferences of the various species. The table only represents the
IF YOU ARE A MATRIX CONTROLLER OR
general tendency of a species to like or dislike another. The table is
read from left to right.
KIZMETOR
EXAMPLE: Mutzachans dislike Chatilians, while Chatilians are Most, but not all, Chatilians have the Arcane Background: Empath.
tolerant of Mutzachans. All Mutzachans have the Arcane Background: Energy Controller,
and Zen Rigeln possess either the Arcane Background: Healer
CREATING YOUR CHARACTER or Arcane Background: Anti-Healer, depending on where they
stand morally or philosophically. Any species can take the Arcane
Background: Latent Extractor Edge, which allows them to choose
01. FIGURE OUT YOUR CHARACTER CONCEPT
between the Arcane Background Edges listed above, though
Ask your Game Master what kind of campaign they have planned. typically at less proficient level. Lastly, any species can adopt the
Mercenary characters can be employed by both the Galactic Arcane Background: Kizmetor Edge and become masters of chaos
Armored Forces, mega-corps, and mercenary companies. Whether and probability manipulation. See the Matrix chapter for more
you are a spy or a combatant, if you're a mercenary, you can get information on Arcane Backgrounds.
hired nearly anywhere. However, soldiers in the Galactic Armed
Forces will only be employed by the GAF, and pirates are usually 09. DETERMINE STARTING FUNDS AND
employed by a pirate clan. SOCIAL CLASS
02. SPECIES The character’s Starting Funds in Alliance Credits (c) is determined
by rolling on the Starting Funds table. Starting Funds are modified
Select the species that you think is the most fun and challenging for by the Poverty, Rich, and Filthy Rich Edges.
an individual of your temperament. Note your size. Larger characters
pay more for armor. You do not receive points for Species Liabilities STARTING FUNDS
listed for your species - even if they are a Hindrance. You do not
SPECIES STARTING FUNDS
have to spend points to obtain Species Abilities listed for your
Chatilian 8d10 × c100
species. You can not buy off Species Liabilities (GM's discretion),
but some Edges can cancel them out. Cizerack 4d10 × c100
Eridani 6d10 × c100
03. DETERMINE YOUR ATTRIBUTES Fott 4d8 × c100
Determine your attributes using the rules in Savage Worlds. Be Gen-Human 9d10 × c100
sure to apply modifiers for your species. attributes above d12 are Human 8d10 × c100
purchased in +1 increments. Keen 6d10 × c100

04. PICK YOUR JOB Mazian 6d10 × c100


Mutzachan 5d10 × c200
Are you a Python Lizard marine? A Raazet mechanic? A Zen medic? Orion 1d100 × c100
An Chatilian Spy? A Human pilot? Don't be afraid to think outside
Phentari 6d10 × c100
the box. How about an Orion rock star or Ram Python combat
Pythonian (Lizard) 5d8 × c100
engineer?
Pythonian (Ram) 4d8 × c100
05. SELECT SKILLS Raazet 4d10 × c100

Purchase your skills as described in Savage Worlds. Be sure to check Zen Rigeln 6d10 × c100
if your species gets free starting skills. The default number of points Zen Rigeln (Tza) 5d10 × c100
to spend on skills is 15, but some species may get more or less.

74
CREATING YOUR CHARACTER
10. SELECT EMPLOYER
The character contracts himself out to their sponsor, usually a A year’s salary is A good start
mega-corp or government agency, for a certain salary and fixed If you really want to give your characters some nice toys to play
contract length. It's usually easiest for your GM if all the characters with without giving them too much of the good stuff, it’s usually safe
have the same employer, so discuss your options with your group to allow them a year’s worth of their salary to spend on weapons,
and your GM. The employer determines the character's salary. armor, and equipment. Most characters in convention demo
Players with higher rank typically earn higher salaries (See Edges), games have about c50,000 in gear. Why do we do that at gaming
Salary is also modified by the Poverty, Rich, and Filthy Rich Edges. conventions? Because with c50,000, you can start to experience
Some employers offer signing bonus, but there are usually trade- the diversity of options available for weapons and armor options,
offs. For example, SSDC may have a 20k signing bonus, but they and it is fun to have some of the nicer toys. It also gives the players
also have a very high attrition rate - and when we say attrition, we a lot of gear to look forward to if they live long enough to make the
don't mean employees quitting. We mean employees dying... at an big credits. If you want to start them with bare bones, just scraping
alarming rate. by with what they’ve inherited or can buy with their Starting Funds,
there’s nothing wrong with that either.
SALARY
One last note. Starting the players off with c50,000 in gear will
ANNUAL definitely put them in the “over-equipped and under trained”
OCCUPATION
SALARY
category. Expect hilarity to ensue when the characters do stupid
Espionage Agent (Govt.), GalPol Undercover Agent c35,000
stuff with all that high-tech gear that they don’t really know how to
Espionage Agent (Corporate) c45,000 use that well.
Galactic Marine c26,000
Galactic Army c22,000 Pirates & soldier’s starting money
Galactic Recon Force c28,000 The two exceptions to the guidelines above are pirates and soldiers.
Galactic Navy c32,000 The Game Master will have to determine how much money they
Galactic Fighter Corp c35,000 want to give starting pirates since pirates don’t get paid a salary.
Galactic Control c35,000 In contrast, soldiers can start the game with all the money in the
Galactic X c50,000 universe in their bank account, but they’re going to have the same
Galactic Military Standard Issue gear that everyone else in their
Mercenary (Corporate) c45,000
squad receives.
Mercenary (Small Company) cVaries

EMPLOYER SALARY OR PAY ADJUSTMENT


Asteroid Mining Consortium (AMC) c35,000 Signing Bonus
Ashland Custom Logistics cIndustry Standard Pay
Balshrom Science Corp cIndustry Standard Pay
BioCyberdyne cIndustry Standard Pay
Dickens Incorporated c10,000 Signing Bonus
Erectus cIndustry Standard Pay
Eridi-Corp cIndustry Standard Pay
Kowaski Transport Industries cIndustry Standard Pay
Lambert's Personal Cybernetics cIndustry Standard Pay
Orionus Konglomerates c20,000 Over Industry Standard
Raelhavlen heavy Industries c15,000 Signing Bonus
SSDC c20,000 Signing Bonus

75
CHARACTER CREATION

11. DETERMINE YOUR RANK 12. BUY YOUR GEAR


Starting characters are assumed to be enlisted personnel. If no Purchase you armor, weapons, and equipment with your starting
officer is present, the enlisted personnel with the highest rank in a credits. Starting credits are modified by species, occupation, and
team is in charge. If two or more enlisted personnel are the highest employer. We suggest spending half your credits on armor & armor
rank the one who has held the rank longer is in charge. Enlisted options. Spend the other half on weapons and equipment. Don't
personnel must follow orders given by officers. Only Galactic Armed forget to modify the price of your armor based on the size of your
Forces and mercenary officers can lead combat troops. character. Characters who are employed by the Galactic Armed
Forces are issued their standard gear, and do not need to purchase
Your rank is determined based on the type of job you do. The
it themselves.
categories are broad and your GM will help you select the category
that best fits your character.
As your character advances they may increase in enlisted rank.
You can purchase a higher enlisted rank as an Edge or your GM
can award it to you. If you purchase the Edge, you must meet the
Requirements listed for the next rank to buy it. Characters who
meet the Requirements of the Officer Edge Rank, may take that
Edge instead of the Enlisted Rank Edge.

ENLISTED RANK
SPY OR INTELLIGENCE SCIENCE OR TECHNICAL
# OF PROMOTIONS MERCENARY OR SOLDIER NAVY OR PILOT
OPERATIVE EXPERT
All characters start here Private 3rd Class Spacer Recruit Operative Private Specialist 3rd Class
1st Promotion Corporal Petty Officer 3rd Class Primary Operative Private Specialist 1st Class
Requirement: d4+ in Shooting Requirement: d4+ in Piloting Requirement: d4+ in Requirement: d4+ in
and d6+ Athletics or Repair Language or Hacking or Academics or Electronics or
Thievery Repair or Science
2nd Promotion Staff Sergeant Petty Officer 1st Class Chief Operative Sergeant Specialist
Requirement: d8 in Athletics, Requirement: d6+ in Requirement: d6+ in Requirement: d6+ in
d6+ in Shooting and Fighting, Intimidation, d6+ in Piloting Language or Hacking or Academics or Electronics or
d6+ in Intimidation or Repair Thievery Repair of Science
3rd Promotion Master Sergeant Senior Chief Petty Officer Senior Commander Master Sergeant Specialist
Requirement: d8+ in Shooting Requirement: d8+ in Requirement: d8+ in 1st Class
and Fighting and d8+ in Intimidation and d8+ in Language or Hacking or Requirement: d6+ in
Intimidation Piloting or Repair Thievery Research
4th Promotion Command Sergeant Major Command Senior Chief Petty Systems Analyzer First Sergeant Specialist
Requirement: Battle d4+ Officer Requirement: d10+ in Requirement: d10+ in
Requirement: Battle d4+ Language or Hacking or Academics or Electronics or
Thievery Repair of Science
5th Promotion BattleKnight Master Chief Petty Officer of Systems Controller Command Sergeant Major
Requirement: Battle d6+ the Navy Requirement: d12+ in Requirement: d12+ in
Requirement: Battle d6+ Language or Hacking or Academics or Electronics or
Thievery Repair of Science

76
CHARACTER CREATION SUMMARY
CHARACTER CREATION SUMMARY
01. Figure Out Your Character Concept
• Are you a Python Lizard marine? A Raazet mechanic? A Zen medic? An Orion Spy? A Human pilot?
Once you get your character's concept down move to the next step below.
02. Choose Your species
• You do not receive points for Species Liabilities. You do not have to spend points for Species Abilities.
• Chatilian Empath • Mutzachan Energy Controller
• Cizerack Cat • Orion Rogue
• Eridani Swordsaint • Phentari
• Fott • Python Lizard
• Gen-Human • Ram Python
• Human • Raazet Bodger
• Keen Triphibian • Zen Rigeln Healer
• Mazian Shapeshifter • Tza Zen Rigeln Anti-Healer
03. Select Attributes
• Be sure to apply modifiers for your species.
• Attributes above d12 are purchased in +1 increments.
04. Pick Your Job
• Mercenary • Soldier
• Spy • Pirate
• Something else? Bounty Hunter, Explorer, Bodyguard? The universe is a big place.
05. Select Skills
• Be sure to check if your species gets free starting skills.
• The default number of points to spend on skills is 15, but some species may get more or less.
06. Select Your Edges
• Be sure to check if your species gets free starting Edges.
• Aggressive species may start the game with Berserk or Suicidal Rage.
07. Select Hindrances
• Be sure to check if your species starts the game with Hindrances.
08. Select your Matrices (aka Powers) if you are a Matrix Controller or Kizmetor
09. Determine Starting Funds
• The character’s Starting Funds in Alliance Credits (c) is determined by rolling on the Starting Funds
table. Starting Funds are modified by the Poverty, Rich, and Filthy Rich Edges.
10. Select your Employer
• Choose a government agency, mega-corp employer, or merc. group and determine your pay.
11. Determine your Rank
12. Buy Your Gear
• Purchase your armor, weapons, and equipment with your starting credits.
• Starting credits are modified by species, occupation, employer, and Edges (Poverty, Rich, etc.).
• We suggest spending half your credits on armor & the other half on weapons and equipment.

77
CHAPTER 3.0

THE RULES
“Please quit shooting at it! I'm trying to communicate with it!”

SKILLS OPTIONAL SPECIALIZATION


Many skills in Battlelords could require the character to specialize
Not every species gets the same amount of points to purchase
if the GM want's a more realistic game. See Skill Specialization in
skills. Though 15 points is the default for the setting, a few species
Savage Worlds for more information on specialization. Skills that
get more (Humans, Gen-Humans, and Orions) and some species
could require specialization are listed below with their suggested
get fewer.
specializations.
SKILLS IN BATTLELORDS DRIVING: Motorcycle, Skimmer, Tank, Wheeled Vehicle, Ultra
Armor
Battlelords does not use the Faith, Focus, Occult, Psionics,
Spellcasting, or Weird Science skills unless your Game Master FIGHTING: Hand-to-Hand, Melee Weapon
states otherwise. HEALING: Physician (Choose one species each time you
specialize)
NEW SKILLS
PILOTING: Aircraft, Hopper, Spacecraft
Battlelords introduces the following new skills:
REPAIR: Armorer, Computer, Cybernetics & Robotics, Electronics,
Generation (Smarts): Characters in Battlelords who start with
Vehicles, Weaponsmith
an Arcane Background Edge, with the exception of Kizmetors, use
the Generation skill to generate Powers. SCIENCE: Biology, Criminal Physical, Planetary, Social
Power Armor Use (Agility): This skill is an optional skill in SHOOTING: Primitive Ranged, Beam, Chemical, Direct Fire,
Battlelords, and your GM will let you know if they want to use it in Energy, Kinetic, Omega, Pulse
their game. If you want to jump in that suit of Mechanized Battle
SURVIVAL: Aquatic, Arctic, Desert, Methane, Mountainous,
Armor (MBA) and start wreaking havoc we're not going to stop you.
Swamp, Temperate, Subterranean
However, if your Game Master is looking for a way to make sure
your skill and experience plays a factor in how proficient you are
with that armor, then this is the skill for you. Using this skill means
the character's experience counts just as much as their budget. A Note about the Healing skill
Note: If using this skill we suggest giving players 2 additional skill If you take the Healer skill without specializing it is considered first
Points to spend during character generation. aid. You can get pretty advanced with first aid (combat trauma
When wearing Heavy Body Armor or Mechanized Battle Armor stabilization), and at higher die levels you're essentially a trained
(MBA) if a character is forced to make an Agility roll or any roll paramedic, but you can't perform surgery or fix serious injuries.
involving a skill with Agility as its linked attribute (Athletics, The Healing skill, when used without a specialization, receives a
Fighting, etc.), they must the Power Armor Use skill die if it is a -2 to treat Wounds on the Injury Table.
smaller die type than the relevant attribute or skill die. Essentially,
your skill in using the armor limits how much you can do while in it.
For example, Floyd the Fott has a d8 in Fighting and a d4 in
Power Armor Use. Floyd is wearing Mechanized Battle Armor
and goes to punch an Arachnid in the face. Normally, Floyd
would use his d8 Fighting skill for this test, but because he is
MBA we must check his Power Armor Use skill. If it is lower than
his Fighting skill, he must use that instead. In this case Floyd has
a d4 in Power Armor use, which is lower than his d8 in Fighting.
Unfortunately for Floyd he must use a d4 when attacking. He
misses the punch and the 'Nid vaporizes him.

79
HINDRANCE TABLE
HINDRANCES
HINDRANCE

GENERAL HINDRANCES PAGE 86


AGGRESSIVE (Minor) Anytime you roll a 1 on a Spirit roll, you must roll on the Combat Stress Table adding +2 to your die result.
(Minor or Major) (Major) Anytime you roll a 1 or 2 on a Spirit roll, you must roll on the Combat Stress Table adding +3 to your die result.

CLUMSY You suffer a -1 to Athletics and Stealth rolls. The Major version of this Hindrance can be found in Savage Worlds.
(Minor)
FUMBLE FINGERED (Minor) You suffer a -1 to Shooting and any task that involves using your hands.
(Minor or Major) (Major) You suffer a -2 to Shooting and any task that involves using your hands.

PANICKY With the Panicky (Minor) Hindrance anytime you roll a 1 on a Spirit roll, you must roll on the Combat Stress Table subtracting 2 from your die
(Minor) result. With the Panicky (Minor) Hindrance anytime you roll a 1 or 2 on a Spirit die roll, you must roll on the Combat Stress Table subtracting
4 from your die result.
PREJUDICE The Minor version of this Hindrance means you distrust and are suspicious of that species, and will avoid them whenever possible. The
(Minor or Major) Major version means you will not be willing cooperate with that species and attempt to unreasonably discredit any member of that species
you meet. You can not select your Species Enemy as the species you are Prejudice against.

SMALL Small Hindrance decreases your Pace and Toughness by 1. However, if this Hindrance decreases your size to -1 the cost of your armor is
(Minor) reduced by 25%. Species that are already Size -1 can not take this Hindrance.
SPECIES HINDRANCES
CHATILIAN PAGE 86
BONSKIRKA (Minor) Your character suffers a -1 penalty to one physical attribute (Strength, Agility, or Vigor), but receives 1 free Novice Power.
(Minor, Major, or Extreme) (Major) Your character suffers a -1 penalty to two selected physical attributes (Strength, Agility, or Vigor), but receives the bonuses listed
for the Minor version of this Hindrance, plus one additional Power of any rank.
[Extreme] Your character suffers a -1 penalty to all three physical attributes (Strength, Agility, and Vigor) and -1 Toughness. However, the
character but receives the bonuses listed for the Major version of this Hindrance plus 5 Power Points.
SLEEPWALKER To an observer the Chatilian appears completely aware of what is going on around themselves when sleepwalking, but to the Chatilian their
(Minor) interactions are only perceived as a very vivid dream.
CIZERACK PAGE 87
BLOOD FRENZY The sight of blood triggers a Spirit roll. Rolling 1 results in a roll on the Combat Stress Table. If you become enraged the bleeding party
(Minor) becomes the target of your fury.

MALE You start at Size 1, and gain the Wanted (Major) Hindrance if observed out on your own.
(Major)
ERIDANI PAGE 87
BUDAISH KELEK "WARRIOR’S Your Eridani will not deign to touch, much less arm themselves with, any pistol, rifle, shotgun, light, or heavy machine gun that still fires
DISDAIN" powder cartridges.
(Minor)
THE WHITE DISGRACE You are exiled from the homeworld for 10 years. All rank and status as an Eridani are lost, and you lose the privilege of wearing your sword
(Major) (or other melee weapon) in areas where weapons are normally prohibited. Your hair is dyed permanently white to signify your disgrace.
FOTT PAGE 87
MARCH HARE If you ever roll a 1 one the skill die, you must make a Spirit roll and see if the result triggers your Aggressive Hindrance.
(Major)
GEN-HUMAN PAGE 87
GENETIC DISSONANCE Each time you use a Break the Mold Bennie, you must make a Spirit roll. If you fail this roll, you roll on the Fear Table. If you gain a Phobia,
(Major) you may instead select a level of Aggressive, Delusional, Habit, or another Hindrance at the GM's discretion.
KEEN PAGE 87
DESICCATED GLANDS You must make a Vigor roll to generate camouflaging slime.
(Minor)
MAZIAN PAGE 88
STICKY You have an unusually sticky skin surface. You pick up everything you touch or roll over. Even non-Mazians think you’re pretty gross.
(Minor)
POOR VIBRATION SENSE Your vibration sense does not work properly and is limited to a distance of 50 meters. In addition, you suffer a -2 to Notice rolls.
(Major)
MUTZACHAN PAGE 88
BI-POLAR INTELLECT All skills, other than Smarts-based skills, are treated as being higher than their link attribute when being purchased. If you roll a 1 during a
(Major) Spirit roll in combat or a stressful situation, you have an emotional meltdown and are unable to act.

80
EDGE TABLE

HINDRANCE

ENERGY FIELD Non-insulated electronic equipment tends to act weird within a few meters of you. This tends to happen whenever it would cause you the
(Minor) most embarrassment.
PYTHON LIZARD PAGE 88
KASHTEM-KAL “PRESSURE If you spend more than a day in an environment with one atmosphere of pressure or less you begin to suffer paranoid delusions. As a result,
SICKNESS” you spend a lot of time sitting at the bottom of pools and lakes.
(Major)
RAM PYTHON PAGE 88
DANJUINE DISORDER If you go Berserk or into a Suicidal Rage, you don't start to make Vigor rolls until 5 rounds into rage. In addition, you get a +2 to your Spirit
(Major) when someone attempts to talk you down.

TZA ZEN PAGE 88


MARK OF THE TZA At the Minor level this Hindrance indicates you refuse to wear the "four grays" but it is well known that you are a Tza. The Major level of this
(Minor or Major) Hindrance indicates you openly wear the four gray stripes.

EDGES
EDGE REQUIREMENTS DESCRIPTION

MISCELLANEOUS EDGES PAGE 88


LARGE N Increases your Pace and Toughness by 1. However, if this Edge increases your size to +1 the cost of your armor is
Requirement: Novice increased by 25%. If this Edge increases your size to +2 the cost of your armor is increased by 50%.

COMBAT EDGES PAGE 88


BEAM WEAPON S, Shooting d6 A character with this Edge does not have to choose between an extra damage die or additional effects when getting a
QUALIFICATION BADGE raise on the attack roll when using a Laser. They receive both.

DIRECT FIRE S, Shooting d6 A character with this Edge receives a +2 bonus to hit when using rockets and missiles, regardless of whether they are
QUALIFICATION BADGE using their own Shooting skill or the Auto Aim feature of the missile.

DISINTEGRATOR S, Shooting d6 A character with this Edge uses a d12+2 rather than a d12 if their attack roll was a raise when using a Disintegrator. In
QUALIFICATION BADGE addition, this character can spend a Benny to treat their attack roll like it was a raise, triggering the ANTI-ARMOR effect
for Disintegrators.
FLUID GUN QUALIFICATION S, Shooting d6 A character with this Edge does not have to choose between an extra damage die or additional effects when getting a
BADGE raise on the attack roll using a Fluid Gun or Fluid Cannon. They receive both.

GRENADIER S, Shooting d8 This character ignores up to 2 points of penalties when attempting to bank a grenade off a surface to get it around a
corner, toss it through a small opening, roll it past obstacle, or "cook it off " to reduce the time between activation and
detonation. The penalty to avoid a grenade thrown by a Grenadier using Evasion is -4.
OMEGA WEAPON S, Shooting d6 A character with this Edge does not have to choose between an extra damage die or additional effects when getting a
QUALIFICATION BADGE raise on the attack roll using an Omega weapon. They receive both.

PULSE WEAPON S, Shooting d6 A character with this Edge can ignore Cover Bonuses up to +8 when using Pulse weaponry.
QUALIFICATION BADGE
GEAR EDGES PAGE 89
ELECTRONIC WARFARE N, Sm d6 You add 2 to your roll when using an Electronic Warfare System (EWS) to jam enemy sensors and communication gear.
SPECIALIST
ELECTRONIC WARFARE S, Sm d6, You add 4 to your roll when using EWS to jam enemy sensors and communication gear.
INSTRUCTOR Electronic
Warfare
Specialist
SENSOR SYSTEM N, Sm d6 You ignore 2 points of penalties when using personal Sensor Systems, or add 2 points to your roll when doing an
SPECIALIST opposed test to overcome jamming from Electronic Warfare Systems (EWS).

SENSOR SYSTEM S, Sm d6, You ignore 4 points of penalties when using personal Sensor Systems, or add 4 points to your roll when doing an
INSTRUCTOR Sensor System opposed test to overcome jamming from Electronic Warfare Systems (EWS).
Specialist
MILITARY EDGES PAGE 89
ARMORED COMBATANT N, Sm d6, A character with this Edge treats their Armor Use skill as being one die type higher. If a character with this Edge does
Repair d6 not possess the Armor Use skill, they are treated as having a d4 in Armor Use skill. Once per combat the character can
reactivate a destroyed or damaged Armor Option for a single round.
BATTLE-FORGED V, Combat As long as your armor has Absorption remaining, you cannot be Shaken by damage rolls.
Reflexes

81
EDGE TABLE
EDGE REQUIREMENTS DESCRIPTION PAGE 90

BATTLEFIELD MEDIC N, Sm d6, Can make a Healing roll on a character they are in physical contact with to remove the Shaken or Stunned effect
Healing d6 immediately. Receive a +2 on Healing rolls to stop characters from Bleeding Out.
BATTLEFIELD SURGEON S, Sm d8, Battlefield surgeons can ignore the listed penalties on the Injury Table when making Healing roll to remove a Wound
Healing d8 caused by a weapon, regardless of whether they have the proper supplies or working conditions.
COMBAT ENGINEER S, Sm d8, Combat Engineers can build fortifications that provide a -2 Cover (-4 with a raise) without impeding the aim of those
Repair d8, behind cover using their Science or Repair skill. Combat Engineers can also build obstructions that reduce the speed of
Science d6 ground-based vehicles by half (quarter with a raise). Lastly, they also receive a +2 when repairing or sabotaging urban
infrastructure.
DEMOLITION SPECIALIST S, Sm d6, +2 to Repair rolls when used to defuse explosive devices or ordnance. +2 to Notice tests when attempting to spot
Notice d6 hidden explosives.
EXPERIENCED COMBATANT N, Sp d6, See Characters with this Edge can re-roll when they are forced to make a roll on Fear table or on the Combat Stress Table.
Description
INFILTRATION SPECIALIST S, Performance You receive a +2 to your Performance rolls when attempting to impersonate someone else. You also get a +2 to your
d6 Persuasion rolls when presenting guards with reasonable excuses for your presence and why they should let you into the
facility.
JUMPSTART EXPERT N, Healing d6 +2 to their rolls to resuscitate a character and can attempt resuscitation up to 15 minutes after the character has
perished.
MENTAL DEFENSE N, Sm d6 or +1 to Spirit or Smarts rolls when used to oppose MEN Attacks.
TRAINING Sp d6

MENTAL DEFENSE V, Sm d8 or + 2 to Spirit or Smarts rolls when used to oppose MEN Attacks.
TRAINING, ADVANCED Sp 86

MILITARY LEADERSHIP S, Battle d8 Characters with this edge can add or subtract 2 from rolls on the Fear table or Combat Stress Table made by anyone
under their command.
PHYSICAL SECURITY N, Thievery d6, You ignore 2 points of penalties when attempting to pick locks, bypass physical (not electronic) security, and find
SPECIALIST Notice d6 weakness in an installation's counter-intrusion systems.

WEAPONSMITH N, Sm d6, Make a malfunctioning weapon instantly operable again, by making a successful Repair roll. +2 to Repair attempts to fix
Repair d6 weapons that have been Broken due to damage or attack, in half the repair normal time.
POWER EDGES PAGE 91
BLUERAZOR'S VENGEANCE N, Sm d8, For each level of Fatigue the MC voluntarily gains when generating an offensive Matrix, add one die of damage to the
Generation d6 Power per Fatigue level.
MASTER MANIPULATOR S, Sm d10, Any penalties applied to a Power activation roll due to Power Modifiers are halved.
Generation d8
RANGE BOOSTER N, Sm d8, Characters with this Edge can increase the Range of their Powers. Powers with the Range of Touch become Range:
Generation d6 Smarts. A power with the Range of Smarts becomes Smarts x2. A power with the Range of Smarts x2, becomes Smarts
x3, and so on.
PROFESSIONAL EDGES PAGE 91
BOUNTY HUNTER - N, No Criminal 75% discount on any travel when they have a court order to pursue a fugitive. +2 to their Notice skill when tracking a
CONSTABLE Record, criminal.
c100,000
BOUNTY HUNTER - RANGER S, Bounty 25% law enforcement discount on all merchandise that they purchase from government vendors. +2 to their Persuasion
Hunter - skill when attempting to get information about the criminal they're tracking from informants or non-hostile individuals.
Constable,
c250,000
BOUNTY HUNTER - V, Bounty Marshals can purchase any equipment at 50% off the list cost from government vendors. Marshalls receive a +2 to
MARSHAL Hunter - intimidate anyone who impedes their search for their quarry.
Ranger,
c500,0,00
MERCENARY N Temporarily increase a skill by one die type once per game. Any time the character needs to make a Soak roll the player
may reroll the results of their Vigor test, but must reroll all their dice if more than one was rolled.
PIRATE N Pirates receive a +2 to their Notice rolls to spot law enforcement in the area, including concealed or undercover
personnel. A pirate with this Edge automatically knows the most valuable item in the area and gain access to the item
(removing a dead man's armor, unbolting a fusion reactor, etc.) is half the time (GM's Discretion) it would normally take.
RANK, OFFICER Sm d8, Sp d8 The officer with the highest rank in a team is in charge. Each time you take the
Officer Rank Edge your pay doubles.
SPY N, Sm d8, Spies receive a +1 to their Persuasion skill when attempting to coerce information from persons who are unaware they
Hacking d6, are a spy. In addition, they receive a +1 to their hacking rolls.
Persuasion d6

82
EDGE TABLE
EDGE REQUIREMENTS DESCRIPTION

BATTLELORDS EDGES PAGE 93


BATTLELORD L/BL, A d10, No Multi-Action penalties against Extras as long as they are outnumbered by the opposition.
Battle d10,
Fighting d10,
Shooting d10
BATTLEKNIGHT V, A d8, Battle Treated as being adjacent to the Battlelord, for purposes of the Ganging Up bonus, as long as they are on the same
d8, Fighting d8, battlefield. In addition, a Battleknight who gets a Critical Failure on their Support roll while assisting a Battlelord in
Shooting d8 combat does not subtract from the Battlelord's total. Battleknights ignore the +4 maximum bonus for Support.
SPECIES EDGES
CHATILIAN PAGE 93
DANGER SENSE N, Chatilian +2 bonus to Parry value.
MINDS LIKE BOOKS N, Chatilian +2 to mind reading rolls
CIZERACKS PAGE 94
BUILT FOR SPEED N, A d10, +2 to Pace and all movement-based Athletics rolls.
Cizerack
CIZERION POUNCE N, Fighting d6, If the Cizerack can leap at least a few feet (1” on the tabletop) and make a Wild Attack, they add +4 to their damage
Cizerack instead of +2. On a raise, the target must make an Agility roll or be knocked prone.
ERIDANI PAGE 94
BODY EQUILIBRIUM – N, Eridani Eridani may purchase the Level Headed Edge, even if they don't meet the Requirements.
COMBAT AWARENESS
BODY EQUILIBRIUM - N, Sp d8, While Berserk or in a Suicidal Rage your Parry is not reduced, and you can always pick your targets.
COMBAT RAGE Eridani

BODY EQUILIBRIUM - V, Harder to When making your roll as described in the Harder to Kill Edge, if you roll an even number and get a raise, your Eridani
DEATH'S DOOR Kill, Eridani remains conscious and continues to fight.

BODY EQUILIBRIUM - V, Eridani Ignore 2 points of Multi-Action penalties.


EFFICIENCY
BODY EQUILIBRIUM - FEIGN N, Eridani Can fake being dead for a number of hours equal to their Vigor. Can hold their Breath for 7 minutes.
DEATH
BODY EQUILIBRIUM - IRON S, Eridani 2 points of Natural Armor. When Incapacitated by damage or injury, add +2 to the immediate Vigor roll.
SKIN
BODY EQUILIBRIUM - S, Body 4 points of Natural Armor. When Incapacitated by damage or injury, add +4 to the immediate Vigor roll.
IMPROVED IRON SKIN Equilibrium
- Iron Skin,
Eridani
BODY EQUILIBRIUM - S, Eridani +2 bonus to resist MEN Attacks and mental control.
MENTAL FOCUS
SWORDSHIELD V, Dodge, The Target Number to hit this Eridani with ranged attacks is now equal to their Parry.
Eridani
FOTT PAGE 94
BUNNY DODGING V, Agility d10, The Fott is no longer required to run in order to get -2 vs attack bonus from Bunny Hopping. As long as the Fott can
Fott move, they can receive the bonus.
IMPROVED BUNNY S, A d8, Fott Running no longer gives a -2 penalty to Trait Rolls when Bunny Hopping.
DODGING
JACKALOPE N, Fott The character has two medium sized antlers. They count as natural weapons and inflict Str+d6 damage. They can also
use them as horns. See Natural Weapons in Savage Worlds.
HUMAN PAGE 95
I GET THE GIST N, Human This character does not suffer the -2 for making unskilled attempts for a single skill. Once the player selects which skill
this Edge applies to they can not change it until the next game.
SOONER THAN LATER N, Human This character can select edges that are one level higher than their current experience Rank as long as they meet the
other Requirements of the Edge.

83
EDGE TABLE
EDGE REQUIREMENTS DESCRIPTION

GEN-HUMAN PAGE 95
LATE MANIFESTATION N, Gen-Human You may roll again on the Genetic Modification table.
PRESERVED LINEAGE N, Gen-Human Instead of rolling or selecting the traits on the Genetic Modification Table, you may select one of the packages listed in
the Edge description.
KEEN PAGE 95
EXTRA SLIMY N, See This Edge can be purchased once per Experience Rank. This Edge may be taken more than once, and every time it is
Description, taken, it increases the amount of surface area the Keen can cover with their camouflaging slime. See description.
Keen
DURABLE SLIME N, Keen Your slime lasts twice as long as normal before drying out.
IMPROVED CAMO SLIME N & V, Keen -3 penalty to Notice checks to see slime covered objects. -4 at Veteran level.
MAZIAN PAGE 95
EXCEPTIONAL VIBRATION N, Mazian The range of your vibration sense is doubled, and you are able see inside targets like a sonogram at range.
SENSE
EXTRA SENSITIVE NEURAL N, Mazian +2 to Notice tests when using Vibration Sense.
NET
SHAPE CHANGE N, Mazian All Mazians start the game with this Edge and 2 points in their Shape Change Pool. This Edge may be taken once per
rank. Each time it is purchased the Mazian adds 1 point to their Shape Change Pool, up to a maximum pool size of
10 points. Points in the pool can be allocated each turn to increase the Mazian's physical capabilities via their shape
change. See Description.
MUTZACHAN PAGE 97
ELECTRICAL IMMUNITY N, Mutzachan Your Electrical Resistance becomes Electrical Immunity.
FIRE RESISTANT S, Mutzachan Your receive a +4 to your Vigor when making test against fire, or fire-based attacks, like flamethrowers. Damage from
that source is also reduced by 4. (RST vs. FIRE Attacks).
HEADBUTT FROM HELL N, Mutzachan Once per turn an Mutzachan with this Edge can make melee attack that does Str+d4 damage to the target. If the
Mutzachan makes a called shot to the opponent's head and they do enough damage to render the target Shaken or
Wounded, the target is also Distracted (or Vulnerable if the melonhead's attack roll resulted in a raise).
ORION PAGE 97
DANGER ZONE S, Orion Laughing in the Face of Danger now triggers on a failure, instead of just a roll of 1 (Critical Failure for Wild Cards). When
the Orion laughs in the face of danger, any enemies in earshot immediately makes a Spirit Test. Anyone who fails is
Distracted.
HIP SHOOTING S, Orion You get a +2 to your roll when attempting to Interrupt an opponent or use your Shooting skill instead of your Athletics
skill (but not both). You receive a +1 to Shooting Rolls if you have successfully interrupted an opponent.
I KNOW A GUY S, Orion By spending a Benny you can have a contact nearby who can provide you with information you need, or access to black
market goods once per game.
LAUGH IT OFF S, Orion Laughing in the Face of Danger allows the Orion to get +2 to Fear tests and rolls on the Combat Stress Table.
MAKING AN ENTRANCE N, Performance When making a suitably surprising entrance into a room or an over-the-top exit, you may make a Performance skill test
d6, Orion to stupefy all observers. Opponents in a Medium Burst Template centered on the Orion are affected, and may resist
using Smarts. If you succeed with a raise against an opponent, they are Distracted for the remainder of your turn and
the following turn. If the player acts out the Rogue's entrance/exit with suitable panache their character should receive
a Benny.
REVELER S, Danger Zone, When going berserk or suicidal, the Orion gets a bonus to Shooting and Throwing instead of Strength and may still take
Berserk, Orion shooting actions, as well as actions that let them reload or draw new weapons.
SEVEN FINGER SHUFFLE N, Orion +2 to Thievery rolls when picking locks, safecracking, and rewiring security systems.
THAT'S FUNNY N, Orion Spend a Benny to trigger your Laughing in the Face of Danger species liability.
PHENTARI PAGE 98
360 DEGREE GUNNER S, Phentari You can apply the Aim and Marksman bonus to more than one action per round.
FOUR-TENTACLE SLAP N, Two-Fisted, You can make four attacks using their Fighting skill without incurring the Multi-Action penalty, as long as each attack is
Phentari made by a different tentacle. This Edge ignores the maximum of 3 actions per round rule.
FOUR GUN SQUID V, Two-Gun Kid, You may make four attacks with four guns (or thrown weapons) without incurring the Multi-Action penalty, as long as
Phentari each attack is made using a different tentacle. This Edge ignores the maximum of 3 actions per round rule.
FROM ALL SIDES S, Two-Fisted, Opponents may not use defensive equipment like shields or reactive Edges like Counterattack or First Strike against
Phentari your attacks.
TRUST NO ONE BUT N, Phentari You may make Support rolls to help yourself in combat.
YOURSELF

84
EDGE TABLE
EDGE REQUIREMENTS DESCRIPTION PAGE 98

WALKING CUISINART S, Frenzy, Roll a second Fighting die for up to two of your Fighting attacks for the turn. If you possess Improved Frenzy, you may
Phentari roll a second Fighting die for up to three of your Fighting attacks for the turn. The extra die may be allocated to the same
or different targets as he sees fit. Resolve each separately.
WALKING WOODCHIPPER V, Improved Roll a second Fighting die for up to three of your Fighting attacks for the turn. If you possess Improved Frenzy, you may
Frenzy, Walking roll a second Fighting die for up to four of your Fighting attacks for the turn. The extra die may be allocated to the same
Cuisinart, or different targets as he sees fit. Resolve each separately.
Phentari
RAAZET PAGE 98
CALIBRATIONS V, Sm d10 With enough time to work on a piece of equipment or vehicle (not weapons), the Raazet can increase any two stats
measured by die size to the next die size up, or a single stat measured by die size may be increased two die sizes.
IF YOU'RE NOT EXCESSIVE N, Repair d6 By making a successful Repair skill test, the Raazet can modify Weapons and explosives. These now deal one additional
die of damage (two on a raise). However, weapons and explosives so modified are less reliable. Rolling a 1 on either
die or a Critical Failure during the initial modification or when using the weapon result in an immediate roll on the
Malfunction table. If it was a Critical Failure, add 2 to the roll result.
GUZZINTA UPGRADE N, Guzzinta A number of times equal to half their Smarts die, the Raazet can create incredibly efficient, but fragile tool. This requires
tool, Repair d8 1 action. Tools thus created with the Guzzinta Upgrade Edge can give a +1 bonus (+2 with a raise) to any Electronics,
Hacking, Repair, or Science test. These tools only last 1 turn (2 with a raise).
RAAZGYVER S, McGyver, The Raazet can assemble makeshift vehicles for any specific environment or transportation method (underwater, sand,
Guzzinta tool, the sky or even space) if sufficient scrap is available. These temporary vehicles move at a Pace of 12 (24 with a raise).
Repair d10
PYTHON LIZARD PAGE 99
BATTLE SCARRED N, V d10, +2 to interactions when dealing with Python Lizards and a +1 bonus to Intimidation against everyone else.
Python Lizard
DIVER N, Athletics d8, You can hold your breath for twice as long as a normal Python Lizard, and your swimming Pace is increased by +4.
Python Lizard
STOIC N, Python +2 to any rolls on the Fear table and your Aggressive species Hindrance is reduced to Minor.
Lizard
RAM PYTHON PAGE 99
CHUNGA N, Ram Python Ram Pythons who are able to successfully Chunga (flatulate near an open flame) before battle receives a +2 to Taunt
tests made that turn or the following turn, and +2 to Persuasion rolls made against other Rams.
DEATH KNOOGIE N, Ram Python If the Ram Python successfully puts an opponent in an Entangled or Bound state after a successful Grapple attack, they
may make a Called Shot to the opponent's head with no Called Shot penalty and do Str+d6 damage.
STRESS DIGGER N, Ram Python When entering a berserk or suicidal rage, you can channel your anger into digging rather than attacking. If anyone
interferes with your digging, however, they become the focus of your fury.
ZEN RIGELN PAGE 99
COMBAT ZEN N, Zen Rigeln You no longer has to make Spirit rolls for justifiable violent actions committed in their presence by allies in combat
situations they did not initiate.
RIGELN JUDO N, Fighting d6, You are always considered armed. You add +1 when attacking without a weapon, and cause Str+d4 damage. Any
Zen Rigeln Wounds caused and not prevented by these attacks are instead turned into Fatigue levels.
RIGELN PACIFIER S, Rigeln Judo, You add +2 when attacking without a weapon, and cause Str+d6 damage.
Zen Rigeln

85
STRENGTH TESTS
STRENGTH TESTS Hindrances come in three flavors. Minor, Major, and Extreme.
An Extreme Hindrance would have a value of 3 during character
Battlelords does not use the standard Strength or Encumbrance generation, and requires GM approval.
table found in Savage Worlds. Instead we use the table presented
below. HINDRANCES, GENERAL
STRENGTH TABLE AGGRESSIVE (MINOR OR MAJOR)
With the Aggressive (Minor) Hindrance anytime you roll a 1 on a
STRENGTH EXAMPLE MAX LIFT CARRY WEIGHT Spirit roll, you must roll on the Combat Stress Table adding +2 to
your die result. With the Aggressive (Major) Hindrance anytime
d4 Average Mazian 80 lbs / 35 kg 20 lbs / 9 kg
you roll a 1 on a Spirit roll, you must roll on the Combat Stress
d6 Average Human 160 lbs / 75 kg 40 lbs / 18 kg Table with +4 added to your die result.
d8 Average Cizerack & 240 lbs / 110 kg 60 lbs / 27 kg
Eridani CLUMSY (MINOR)
d10 320 lbs / 145 kg 80 lbs / 36 kg You suffer a -1 to Athletics and Stealth rolls.
d12 Olympic Weightlifter 400 lbs / 180 kg 100 lbs / 45 kg
(Human) FUMBLE FINGERED (MAJOR)
d12+1 Hafthor Bjonsson 7,00 lbs / 315 kg 180 lbs / 80 kg You suffer a penalty to Shooting and any task that involves using
d12+2 1,400 lbs / 625 kg 350 lbs / 160 kg your hands. At Minor the penalty is -1; At Major it is -2.

PANICKY (MINOR)
d12+3 Python Lizard 2,800 lbs / 1,250 kg 700 lbs / 315 kg
Maximum
d12+4 Ram Python 3,300 lbs / 1,500 kg 830 lbs / 375 kg With the Panicky (Minor) Hindrance anytime you roll a 1 on a
Maximum Spirit roll, you must roll on the Combat Stress Table subtracting 2
d12+5 Sau-Bau 6,600 lbs / 3,000 kg 1,650 lbs / 750 kg from your die result (minimum result 2). With the Panicky (Minor)
d12+6 Small Ultra Armor, 13,200 lbs / 6,000 kg 3,300 lbs / 1,500 kg Hindrance anytime you roll a 1 or 2 on a Spirit die roll, you must
Demonants roll on the Combat Stress Table subtracting 4 from your die result
d12+7 Medium and Large 19,800 lbs / 9,000 kg 4,950 lbs / 2,250 kg (minimum result 2).
Ultra Armor
d12+8 26,500 lbs / 12,000 kg 6,650 lbs / 3,000 kg
PREJUDICE [MINOR OR MAJOR]
d12+9 Maelstrom General 33,100 lbs / 15,000 kg 8,300 lbs / 3,750 kg While no one in the Battlelords universe really trusts anyone else,
d12+10 – 39,700 lbs / 18,000 kg 9,950 lbs / 4,500 kg some people take this irrational distrust to an extreme and base
d12+11 – 46,300 lbs / 21,000 kg 11,600 lbs / 5,250 kg
it on unreasonable stereotypes about an entire species. When
selecting this Hindrance select one species. The Minor version
d12+12 SUCS2BU 52,900 lbs / 24,000 kg 13,250 lbs / 6,000 kg
of this Hindrance means you distrust and are suspicious of that
d12+13 – 59,500 lbs / 27,000 kg 149,00 lbs / 6,750 kg
species, and will avoid them whenever possible. The Major version
d12+14 – 66,200 lbs / 30,000 kg 16,550 lbs / 7,500 kg means you will not be willing cooperate with that species and
d12+15 – 72,800 lbs / 33,000 kg 18,200 lbs / 8,250 kg attempt to unreasonably discredit any member of that species you
d12+16 – 79,400 lbs / 36,000 kg 19,850 lbs / 9,000 kg meet. You can not select your Species Enemy as the species you
d12+17 – 86,000 lbs / 39,000 kg 21,500 lbs / 9,750 kg are prejudiced against.
d12+18 – 92,600 lbs / 42,000 kg 23,150 lbs / 10,500 kg SMALL (MINOR)
d12+19 – 99200 lbs / 45,000 kg, 24,800 lbs / 11,250 kg
The Small Hindrance decreases your Pace and Toughness by 1.
d12+20 – 105,800 lbs / 48,000 kg 26,450 lbs / 120,00 kg
However, if this Hindrance decreases your size to -1 the cost of
your armor is reduced by 25%. Species that are already Size -1 can
not take this Hindrance.
HINDRANCES
SPECIES HINDRANCES
There are Hindrances in Battlelords that duplicate hindrances
in Savage Worlds. Those Hindrances have been modified to help CHATILIAN HINDRANCES
model the setting of the Battlelord's Universe. If a Hindrance here
has the same name as a Hindrance in Savage Worlds, use the rules BONSKIRKA (MINOR, MAJOR, EXTREME)
presented in this book, for that Hindrance, unless your Game
Master tells you otherwise. (Minor) Your character suffers a -1 penalty to one physical
attribute (Strength, Agility, or Vigor), but receives 1 free Novice
Power.

86
SPECIES HINDRANCES

(Major) Your character suffers a -1 penalty to two selected Your Eridani will not deign to touch, much less arm themselves
physical attributes (Strength, Agility, or Vigor), but receives the with, any pistol, rifle, shotgun, light, or heavy machine gun that still
bonuses listed for the Minor version of this Hindrance, plus one fires powder cartridges. They feel it would be better to wade into
additional Power of any rank. battle unarmed than with one of these inferior slug throwers.
[Extreme] Your character suffers a -1 penalty to all three THE WHITE DISGRACE (MAJOR)
physical attributes (Strength, Agility, and Vigor) and -1 Toughness.
However, the character but receives the bonuses listed for the You have failed an important, appointed, task or have grievously
Major version of this Hindrance plus 5 Power Points. violated the Eridani code of honor. You are exiled from the
homeworld for 10 years. All rank and status as an Eridani are lost,
SLEEPWALKER (MINOR) and you lose the privilege of wearing your sword (or other melee
weapon) in areas where weapons are normally prohibited - a
Roughly 30% of Chatilians with Matrix abilities are prone to episodes
concession the Alliance made to the Eridani government. Your hair
of sleepwalking. Chatilians are often quite animated when sleep
is dyed permanently white to signify your disgrace. Eridani who
walking including carrying on one-sided rational conversations
see you using or carrying a sword may challenge you to a duel to
with themselves, performing tasks, and fixing themselves meals.
the death.
To an observer the Chatilian appears completely aware of what is
going on around themselves, but to the Chatilian their interactions
are only perceived as a very vivid dream and they are only semi-
FOTT HINDRANCES
conscious. The more stressful the events of the Chatilian's day,
the more likely they are to sleepwalk at night. Many Chatilians with
MARCH HARE (MAJOR)
this disorder lash themselves to their beds to avoid getting into Some might say you have a screw loose or maybe you're wound
trouble while they sleep. too tight. But they wouldn't say that to you! They wouldn't DARE!
"Mad as a March hare?" More like "Shut up or you'll taste why the
CIZERACK HINDRANCES rabbit's foot is lucky." Your Fott flies off the handle at the wrong
moments. Even outside of stressful situations, if you ever roll a 1
BLOODY FRENZY (MINOR) one the skill die, you must make a Spirit roll and see if the result
triggers your Aggressive Hindrance.
Whenever anyone in the Cizerack's vicinity sustains a Wound that
draws any blood (1 or more Wounds), the Cizerack must make a
Spirit roll. If the character rolls a 1 they must roll on the Combat
GEN-HUMAN HINDRANCES
Stress Table. If the character becomes angered or enraged, the
bleeding party becomes the target of their fury, regardless of
GENETIC DISSONANCE
whether they are friend or foe. Bioengineering runs deep and defying some programming can
cause psychological damage. Each time you use a Break the Mold
MALE (MAJOR) Bennie, you must make a Spirit roll. If you fail this roll, you roll
You’ve somehow found your way unsupervised off-planet and into on the Fear Table. If you gain a Phobia, you may instead select a
Alliance space. This affords you a modicum of political rights you level of Aggressive, Delusional, Habit, or another Hindrance at the
didn’t have previously. That will not stop other Cizeracks from GM's discretion. Pushing these boundaries can have detrimental
trying to turn you in or recapture you. Male Cizerack are smaller consequences, but they are your only way to know you are more
than their female counterparts, you start at size 1 (or 0 if the above than what they made you to be, so you receive two more Break the
suggestion is taken). You are also not supposed to be out on your Mold Bennies each session.
own and will be at least reported by any Cizerack who identifies
you, if not subdued or outright attacked, so you gain the Wanted KEEN HINDRANCES
(Major) hindrance.
DESICCATED GLANDS (MINOR)
ERIDANI HINDRANCES The Keen has trouble making their slime. When they attempt to
make it, they must make a Vigor roll. If they fail, they are unable to
BUDAISH KELEK "WARRIOR’S DISDAIN" make any more than a handful and cannot try again until the next
(MINOR) day. A success will generate enough slime to cover the normal
Eridani are masters of battle and just as they respect only the amount, but it is thin and weak, it only provides -1 to attack and
greatest of warriors, so too do they revere the greatest of weapons. notice attempts against them. A raise on the roll will make their
On the flip side of that, just as there are warriors unworthy of the slime as normal.
title, there are weapons beneath their recognition. These have
usually been developed by species the Eridani look down on.
The largest selection of these are the Human-developed archaic
powder weapons.
87
SPECIES HINDRANCES

MAZIAN HINDRANCES TZA ZEN RIGELN HINDRANCES


STICKY (MINOR) MARK OF THE TZA (MINOR OR MAJOR)
You have an unusually sticky skin surface. You pick up everything The four gray stripes that denote a known Tza have more than an
you touch or roll over. Even non-Mazians think you’re pretty gross. effect than just your loss of voting rights. The stereotype that all
Tza are homicidal maniacs who use their power to cruelly torture
POOR VIBRATION SENSE (MAJOR) their victims is the view Alliance citizens are most familiar with.
Your vibration sense does not work properly and is limited to a Though you may be a Tza simply because you disagree with a
distance of 50 meters. In addition, you suffer a -2 to all Notice tenant of Assizza's teachings, you will be shunned and avoided by
rolls, whether they rely on vision or not. those who don't know you.
At the Minor level this Hindrance indicates you refuse to wear the
MUTZACHAN HINDRANCES "four grays" but it is well known that you are a Tza. You will be
reported by Zen Rigeln you encounter when your words or actions
BI-POLAR INTELLECT (MAJOR) reveal your true nature. The Major level of this Hindrance indicates
All skills, other than Smarts-based skills, are treated as being you openly wear the four gray stripes, either as a warning to others
higher than their link attribute when being purchased. While under to beware or in compliance with your Zen-mandated re-education.
stress you suffer from violent mood swings. If you roll a 1 during a All whom you encounter will avoid you.

EDGES
Spirit roll in combat or a stressful situation, you have an emotional
meltdown and are unable to act next round.

ENERGY FIELD (MINOR) There are Edges in Battlelords that duplicate Edges in Savage
Worlds. Those Edges have been modified to help model the setting
Non-insulated electronic equipment tends to act weird (lights of the Battlelord's Universe. If an Edge here has the same name as
burn out, computers generate random output, etc.) within a few an Edge in Savage Worlds, use the rules presented in this book, for
meters of you. This tends to happen whenever it would cause you that Edge, unless your Game Master tells you otherwise.
the most embarrassment.
The Berserk Edge from Savage Worlds is replaced with the
PYTHON LIZARD HINDRANCES Aggression rules presented here and in the Combat chapter. Keep
in mind that going berserk in Battlelords is a double-edged sword
KASHTEM-KAL “PRESSURE SICKNESS” and its disadvantages often cancel out its benefits.
(MAJOR) One last note of import. In Savage Battlelords we refer to
If you spend more than a day in an environment with one Legendary Edges as Battlelord Edges, 'cause when you've made
atmosphere of pressure or less you begin to suffer paranoid it to the top you're a Battlelord and all Battlelords are legends!
delusions. As a result, you spend a lot of time sitting at the bottom
of pools and lakes. MISCELLANEOUS EDGES
LARGE
RAM PYTHON HINDRANCES
Requirements: Novice
DANJUINE DISORDER (MINOR)
The Large Edge increases your Pace and Toughness by 1. However,
Your body produces more Danjuine (an adrenal-equivalent) than if this Edge increases your size to +1 the cost of your armor is
normal, which is a common disorder among Ram Pythons. If you increased by 25%. If this Edge increases your size to +2 the cost of
go Berserk or into a Suicidal Rage, you don't start to make Vigor your armor is increased by 50%. Species that are already Size +2
rolls until 5 rounds into rage. In addition, you get a +2 to your can not take this Edge.
Spirit when someone attempts to talk you down. See the Combat
chapter for more information on going Berserk. COMBAT EDGES
BEAM WEAPON QUALIFICATION BADGE
Requirements: Seasoned, Shooting d6+
A character with this Edge does not have to choose between an
extra damage die or additional effects when getting a raise on the
attack roll when using a Laser. They receive both.

88
COMBAT EDGES

DIRECT FIRE QUALIFICATION BADGE ELECTRONIC WARFARE INSTRUCTOR


Requirements: Seasoned, Shooting d6+ Requirements: Seasoned, Smarts d6+, Electronic
A character with this Edge receives a +2 bonus to hit when using Warfare Specialist
rockets and missiles, regardless of whether they are using their You're so competent at using electronic warfare systems that you
own Shooting skill or the Auto Aim feature of the missile. could be tasked with training new recruits. You add 4 to your ECM
when using an Electronic Warfare System (EWS) to jam enemy
DISINTEGRATOR QUALIFICATION BADGE sensors and communication gear.
Requirements: Seasoned, Shooting d6+
SENSOR SYSTEM SPECIALIST
A character with this Edge uses a d12+2 rather than a d12 if their
attack roll was a raise when using a Disintegrator. In addition, this Requirements: Novice, Smarts d6+
character can spend a Benny to treat their attack roll like it was a You ignore 2 points of ECM when using personal Sensor Systems,
raise, triggering the ANTI-ARMOR effect for Disintegrators. or add 2 points to your roll when doing an opposed Notice roll
using Sensor Systems.
FLUID GUN QUALIFICATION BADGE
Requirements: Seasoned, Shooting d6+ SENSOR SYSTEM INSTRUCTOR
A character with this Edge does not have to choose between an Requirements: Seasoned, Smarts d6+, Sensor System
extra damage die or additional effects when getting a raise on the Specialist
attack roll using a Fluid Gun or Fluid Cannon. They receive both. You're so competent at using sensor systems that you could tasked
with training new recruits. You ignore 4 points of ECM when using
GRENADIER personal Sensor Systems, or add 4 points to your roll when doing
Requirements: Seasoned, Shooting d8+ an opposed Notice roll using Sensor Systems.

MILITARY EDGES
This character ignores up to 2 points of penalties when attempting
to bank a grenade off a surface to get it around a corner, toss it
through a small opening, roll it past obstacles, or "cook it off" to
reduce the time between activation and detonation. The penalty ARMORED COMBATANT
to avoid a grenade thrown by a Grenadier using Evasion is -4. Requirements: Novice, Smarts d6+, Repair d6+

OMEGA WEAPON QUALIFICATION BADGE Some combatants are just at one with their armor, and it functions
as an extension of their body. A character with this Edge treats
Requirements: Seasoned, Shooting d6+ their Armor Use skill as being one die type higher. If a character
A character with this Edge does not have to choose between an with this Edge does not possess the Armor Use skill, they are
extra damage die or additional effects when getting a raise on the treated as having a d4 in Armor Use skill. In addition, once per
attack roll using an Omega weapon. They receive both. combat the character can reactivate a destroyed or damaged
Armor Option for a single round, after which it returns to its
PULSE WEAPON QUALIFICATION BADGE destroyed or damaged state. If you're not using the Armor Use
skill in you game, a character with this edge can ignore 1 point of
Requirements: Seasoned, Shooting d6+
Agility penalties as long as they're armored.
A character with this Edge can ignore Cover Bonuses up to +8
when using Pulse weaponry. BATTLE-FORGED
Requirements: Veteran, Combat Reflexes
GEAR EDGES
You saw the horrors of battle and came back jaded. Explosions,
ELECTRONIC WARFARE SPECIALIST smaller arms and the other distractions of a battlefield are nothing
for you. As long as your armor has Absorption remaining, you
Requirements: Novice, Smarts d6+ cannot be Shaken by damage rolls.
You add 2 to your ECM when using an Electronic Warfare System
(EWS) to jam enemy sensors and communication gear.

89
MILITARY EDGES

BATTLEFIELD MEDIC INFILTRATION SPECIALIST


Requirements: Novice, Smarts d6+, Healing d6+ Requirements: Seasoned, Performance d6+,
Trained to stabilize Wounded and get soldiers back into the fight. You receive a +2 to your Performance rolls when attempting to
Characters with this Edge can make a Healing roll on a character impersonate someone else. You also get a +2 to your Persuasion
they are in physical contact with to remove the Shaken or Stunned rolls when presenting guards with reasonable excuses for your
effect. A successful roll immediately removes the target's Shaken presence and why they should let you into the facility.
or Stunned condition. Battlefield medics also receive a +2 on
Healing rolls to stop characters from Bleeding Out. JUMPSTART EXPERT
Requirements: Novice, Healing d6
BATTLEFIELD SURGEON
Jumpstart experts are trained to resuscitate fallen soldiers and
Requirements: Seasoned, Smarts d8+, Healing d8+
bring them back to the land of the living, even if they've been dead
Battlefield surgeons are experts at treating grievous war wounds for a while. Characters with this Edge receive a +2 to their rolls to
in the most inhospitable of conditions with limited resources. resuscitate a character and can attempt resuscitation up to 15
Battlefield surgeons can ignore the listed penalties on the Injury minutes after the character has perished.
Table when making Healing roll to remove a Wound caused by a
"I did not give you permission to die, soldier!"
weapon, regardless of whether they have the proper supplies or
working conditions. -Unknown Galactic Marine Sergeant

COMBAT ENGINEER MENTAL DEFENSE TRAINING


Requirements: Seasoned, Smarts d8+, Repair d8+, Requirements: Novice, Smarts d6+ or Spirit d6+
Science d6+ The Battlelords equivalent of the Mentalist Edge, this ability
Combat Engineering facilitates movement and support of friendly provides a +1 to Spirit or Smarts rolls when used to oppose MEN
forces while impeding those of the enemy. This includes building Attacks.
bridges, buildings, and fortifications as well as destroying these
MENTAL DEFENSE TRAINING, ADVANCED
structures. It also includes restoring power and water supplies
and building transportation systems or disabling them all. Given Requirements: Veteran, Smarts d8+ or Spirit d8+
sufficient time and help (GMs Discretion) Combat Engineers can
Additional mental training hardens the mind against attacks from
build fortifications that provide a -2 Cover (-4 with a raise) without
Matrix Controllers and alien entities that toy with your thoughts.
impeding the aim of those behind cover using their Science or
This Edge provides a +2 to Spirit or Smarts rolls when used to
Repair skill. Combat Engineers can also build obstructions that
oppose MEN Attacks.
reduce the speed of ground-based vehicles by half (quarter with
a raise) or remove obstructions that hinder vehicle passage using MILITARY LEADERSHIP
their Repair or Science skill. Lastly, they also receive a +2 when
repairing or sabotaging urban infrastructure. Requirements: Seasoned, Battle d8+

DEMOLITION SPECIALIST Military leaders are masters at rallying their troops, convincing
them to charge the enemy, ignore their terror, or work themselves
Requirements: Seasoned, Smarts d6+, Notice d6+ up into a battle frenzy. Characters with this edge can add or
This Edge provides a +2 to Repair rolls when used to defuse subtract 2 from rolls on the Fear table or Combat Stress Table
explosive devices or ordnance. It also provides a +2 to Notice rolls made by anyone under their command as long as the character
when attempting to spot hidden explosives. forced to roll can see or hear the character with this Edge. If this
character uses this ability on multiple characters in the same
EXPERIENCED COMBATANT combat round they can decide with to add or subtract to the roll
result for each individual character. This edge also allows the
Requirements: Novice, Spirit d6+, See Description character to ignore the "once per experience rank" limit on the
After you've been in combat a few times, you become acclimated Officer Rank edge one time.
to the fear and stress of conflict. This Edge can only be taken by
characters have been in combat at least twice. Characters with
this Edge can re-roll when they are forced to make a roll on Fear
table or on the Combat Stress Table.

90
POWER EDGES

PHYSICAL SECURITY SPECIALIST PROFESSIONAL EDGES


Requirements: Novice, Thievery d6+, Notice d6+
BOUNTY HUNTER - CONSTABLE
You ignore 2 points of penalties when attempting to pick locks,
Requirements: Novice, No Criminal Record, Cost:
bypass physical (not electronic) security, and find weakness in an
c100,000
installation's counter-intrusion systems.
Constable is the lowest level of bounty hunter. They are commonly
WEAPONSMITH recognized by the gold cape they must wear while on duty. They
Requirements: Novice, Smarts d6+, Repair d6+ are entitled to a 75% discount on any travel when they have
a court order to pursue a fugitive. They must obtain a bounty
A character with this Edge can make a weapon rendered
through proper channels or a court order before they can carry out
inoperable due to a malfunction, instantly operable again, by
any type of activity. They are only allowed to apprehend criminals.
making a successful Repair skill roll. In addition, this character
Under no circumstances are they justified in shooting to kill... but
gains +2 to Repair attempts to fix weapons that have been Broken
accidents happen. Constables receive a +2 to their Notice skill
due to damage or attack, and may repair the weapon in half the
when tracking a criminal.
normal time.
BOUNTY HUNTER - RANGER
POWER EDGES
Requirements: Seasoned, Bounty Hunter - Constable,
Some species possess the Artificer and Gadgeteer Power Edges in Cost: c250,000
the Battlelords universe, but those abilities are very rare with the The red caped Ranger is the next highest bounty hunter class. They
species presented in this book. We suggest GMs double the cost are given a wide range of authority and are able to detain suspects
to purchase those abilities. The Wizard Power Edge is not typically without a court order. They may terminate wanted criminals
used in Battlelords. provided they have a court order to do so. They are allowed free
passage anywhere, at any time. A Ranger may bump persons off
BLUERAZOR'S VENGEANCE
commercial flights to obtain that passage. Rangers also receive
Requirements: Novice, Smarts d8+, Generation d6+ a 25% law enforcement discount on all merchandise that they
purchase from government vendors. One is usually a Ranger for
Pioneered by the combat Mutzachan, Bluerazor, this ability gives two to eight years before obtaining a class three license. Rangers
the Matrix Controller the ability to consume their own body's receive a +2 to their Persuasion skill when attempting to get
energy as fuel for an offensive Matrix. For each level of Fatigue information about the criminal they're tracking from informants or
the MC voluntarily gains when generating an offensive Matrix, non-hostile individuals.
add one die of damage to the Power per Fatigue level. This
Fatigue cannot be healed by Relief. BOUNTY HUNTER - MARSHAL
MASTER MANIPULATOR Requirements: Veteran, Bounty Hunter - Ranger, Cost:
c500,000
Requirements: Seasoned, Smarts d10+, Generation d8+
The highest class of bounty hunter is the Marshal. These are the
If a character has this Edge any penalties applied to a Power most trusted law enforcers. One’s record must be virtually spotless
activation roll due to Power Modifiers are halved. if you wish to have any chance of becoming a Marshal. In essence,
the Marshal is also a judge. They still must abide by Alliance law,
RANGE BOOSTER but they are capable of using their authority as a Marshal to issue
Requirements: Novice, Smarts d8+, Generation d6+ search warrants, take a suspect prisoner, and pass sentence
on criminals. This includes death if the crime warrants that
Characters with this Edge can increase the Range of their Powers. punishment. This is handy when operating on the frontier, though
Powers with the Range of Touch become Range: Smarts. A power the Marshal’s decisions can be appealed to the courts… assuming
with the Range of Smarts becomes Smarts x2. A power with the the fugitive is still alive to make the plea. Marshals are not required
Range of Smarts x2, becomes Smarts x3, and so on. This Edge has to wear any cape. Marshals can purchase any equipment at 50%
no effect on the size of blast templates. off the list cost from government vendors. Very few Phentari have
ever obtained this position. Marshalls receive a +2 to intimidate
anyone who impedes their search for their quarry.

91
PROFESSIONAL EDGES
MERCENARY
Requirements: Novice Experience Rank vs. Rank
Mercenaries are survivors and they live by their wits. They are
To clarify, when we say "Experience Rank" we're referring to
resourceful, adaptable, and tough. You don't last long in this
Savage Worlds measure of character power that results from
profession if you're unlucky. Characters with this Edge can
Advances. Namely, the Novice, Seasoned, Veteran, Heroic,
temporarily increase a skill by one die type once per game.
Legendary nomenclature. When we speak about Officer Rank,
The skill returns to its normal level at the end of the combat or
Enlisted Rank, or military rank we're referring to the characters
interaction (GM's discretion). This stacks with any bonuses from
level of power and authority in the military or para-military chain
Jack-of-All-Trades. In addition, any time the character needs to
of command. Sergeant, Captain, Major, etc.
make a Soak roll the player may reroll the results of their Vigor
test, but must reroll all their dice if more than one was rolled.

PIRATE RANK, OFFICER


Requirements: Novice Requirements: Varies with Rank, d8 Smarts, d8 Spirit
Pirates survive only by scrounging and stealing what they can and This Edge can be purchased once at Novice, once at Seasoned,
by avoiding the authorities. Pirates receive a +2 to their Notice once at Veteran, once at Heroic, and once at Legendary.
rolls to spot law enforcement in the area, including concealed or Regardless of what experience rank (Novice, Seasoned, etc.) the
undercover personnel. In addition, Pirates are adept at spotting character is when the edge is first purchased they always start
the most valuable salvage and removing it with the minimum at the first row in the Officer Rank Table to determine their rank.
of effort. A pirate with this Edge automatically knows the most Players should pick the rank category (Merc, medical, etc.) that is
valuable item in the area. In addition, if it takes time to gain access most appropriate for their character. Each rank level has specific
to the item (removing a dead man's armor, unbolting a fusion Requirements, and these vary based on category.
reactor, etc.) then it takes half the time (GM's Discretion) it would
normally take. The officer with the highest rank in a team is in charge, though they
should defer to lower ranking officers who have more experience
in their environment in which they're operating. Officers always
outrank enlisted personnel, but wise officers heed the advice of

RANK, OFFICER EDGE


TECHNICAL OR
# OF TIMES EDGE IS PURCHASED MERCENARY OR SOLDIER PILOT OR NAVY MEDICAL OFFICER
SCIENCE
No Rank Edge Purchased Private 3rd Class Spacer Recruit Private Specialist 3rd Class Private Specialist
3rd Class
1st time Edge is Purchased 2nd Lieutenant Ensign Intern Chief Warrant
Requirements: d4+ in Requirement: d4+ in Requirement: d4+ and Science Officer 1
Fighting and Shooting and Academics and Science (Biology Specialization) and d6+ in Requirement: d4+ in
d6+ Athletics and d6+ Piloting Healing (First Aid Specialization) Research and d6+ in
Science or Electronics or
Hacking
2nd time Edge is Purchased Captain Commander Resident Physician Chief Warrant
Requirement: d6+ in Requirement: d6+ in Requirement: Science d6+ and d8+ Officer 3
Shooting and d8+ in Battle and d8+ in Piloting in Healing Requirement: d6+ in
Athletics Research and d8+ in
Science or Electronics or
Hacking
3rd time Edge is Purchased Colonel Commodore Physician Specialist 1 Chief Warrant
Requirement: Shooting Requirement: Piloting Requirement: Healing d10+ Officer 5
d10+ d10+ Requirement: d10+ in
Science or Electronics or
Hacking
4th time Edge is Purchased General Admiral Asst. Junior Surgeon General Command Chief
Requirement: Battle d8+ Requirement: Battle d8+ Requirements: Research at d8+ and Warrant Officer
Healing d10+ Requirements: Research
d8+
5th time Edge is Purchased Battlelords Quadrant Commander Surgeon General Systems Controller
Requirement: Battle d10+ Requirement: Battle d10+ Requirements: Research at d10+ and Requirements: Research
Healing d12+ d10+

92
BATTLELORDS EDGES

their experienced enlisted personnel. If two characters are the BATTLEKNIGHT


same rank, the character who has been the rank longer (aka time-
in-grade) is treated as being higher rank. Each time you take the Requirements: Veteran, Agility d8+, Battle d8+,
Officer Rank Edge your pay doubles. Fighting d8+, Shooting d8+
Battleknights are trained to assist a Battlelord and protect them
SPY in combat. A Battleknight is treated as being adjacent to the
Requirements: Novice, Smarts d8+, Hacking d6+, Battlelord, for purposes of the Ganging Up bonus, as long as they
Persuasion d6+ are on the same battlefield. In addition, a Battleknight who gets
a Critical Failure on their Support roll while assisting a Battlelord
Spies are adept at gathering information, either by direct in combat does not subtract from the Battlelord's total. Lastly,
interactions with those who have the information or via more Battleknights ignore the +4 maximum bonus for Support rolls and
indirect means such as electronic eavesdropping and hacking. are capable of offering a combined +6 bonus when supporting a
Spies receive a +1 to their Persuasion skill when attempting Battlelord.
to coerce information from persons who are unaware they are
a spy. In addition, they receive a +1 to their hacking rolls in all
circumstances. SPECIES EDGES
BATTLELORD EDGES CHATILIAN EDGES
BATTLELORD DANGER SENSE
Requirements: Battlelord (aka Legendary), Agility Requirements: Novice, Chatilian
d10+, Battle d10+, Fighting d10+, Shooting d10+ Chatilians are exceptionally intuitive and their ability to sense the
Battlelords are masters of combat against superior numbers. They intentions of others gives them an amazing advantage in avoiding
take no Multi-Action penalties against Extras as long as they are the attacks of others. Chatilians with this Edge receive a +2 bonus
outnumbered by the opposition. to their Parry values.

MINDS LIKE BOOKS


Requirements: Novice, Chatilian
The Chatilian's mind reading rolls receive a +2.

93
SPECIES EDGES

CIZERACK EDGES BODY EQUILIBRIUM - IRON SKIN


Requirements: Seasoned, Eridani
BUILT FOR SPEED
Your Eridani gains 2 points of Natural Armor. When Incapacitated
Requirements: Novice, Agility d10, Cizerack
by damage or injury, add +2 to the immediate Vigor roll.
Your Cizerack has lithe and powerful legs, carrying her across a
battlefield faster than many can react. They receive +2 to their BODY EQUILIBRIUM - IMPROVED IRON SKIN
pace and all movement-based Athletic rolls. Requirements: Veteran, Body Equilibrium - Iron Skin,
Eridani
CIZERION POUNCE
Your Eridani now has 4 points of Natural Armor. When Incapacitated
Requirements: Novice, Fighting d6, Cizerack
by damage or injury, they now add +4 to the immediate Vigor roll.
Cizeracks have hunted much the same way as they have for
millennia. The tried and true pounce attack is still effective on the BODY EQUILIBRIUM - MENTAL FOCUS
battlefield in the 23rd century. Requirements: Seasoned, Eridani
If the Cizerack can leap at least a few feet (1” on the tabletop) and Your Eridani receives a +2 bonus to resist MEN Attacks and mental
make a Wild Attack, they add +4 to their damage instead of +2. On control.
a raise, the target must make an Agility roll or be knocked prone.
SWORDSHIELD
ERIDANI EDGES Requirements: Veteran, Dodge, Eridani
BODY EQUILIBRIUM – COMBAT AWARENESS The Target Number to hit this Eridani with ranged attacks is now
equal to their Parry.
Requirements: Novice, Eridani
Eridani may purchase the Level Headed Edge, even if they FOTT EDGES
don't meet the Requirements for that edge, by purchasing this
Edge instead. This Edge also makes the Eridani eligible for the BUNNY DODGING
Improved Level Headed Edge when they reach Seasoned Requirements: Veteran, Agility d10, Fott
rank.
The Fott is no longer required to run in order to get -2 vs attack
BODY EQUILIBRIUM - COMBAT RAGE bonus from Bunny Hopping. As long as the Fott can move, they
can receive the bonus.
Requirements: Novice, Spirit d8, Eridani

You have learned to control your emotions and channel even the IMPROVED BUNNY HOPPING EDGE
most intense rage. While Berserk or in a Suicidal Rage your Parry Requirements: Seasoned, Agility d8, Fott
is not reduced, and you can always pick your targets.
Running no longer gives a -2 penalty to Trait Rolls when Bunny
BODY EQUILIBRIUM - DEATH'S DOOR Hopping.
Requirements: Veteran, Harder to Kill, Eridani JACKALOPE
When making your roll as described in the Harder to Kill Edge, if you Requirements: Novice, Fott
roll an even number and get a raise, your Eridani remains conscious
and continues to fight. The affected roll is the Incapacitation roll, Uncle Ernie wasted no opportunity to engineer signatures,
not the Harder to Kill "last chance" roll. references, and jokes into their creation. Buried deep within their
DNA, the Fott have all kinds of custom and designer recessive
BODY EQUILIBRIUM - EFFICIENCY genes. In the genetic lottery, your Fott drew antlers; a reference
to a cryptid from Human folklore. The character has two medium
Requirements: Veteran, Eridani
sized antlers growing out of their head just above their brow and
This Eridani can ignore 2 points of Multi-Action penalties. in front of their ears. They count as natural weapons and inflict
Str+d6 damage. They can also use them as horns. See Natural
BODY EQUILIBRIUM - FEIGN DEATH Weapons in Savage Worlds.
Requirements: Novice, Eridani
Your Eridani can slow all of their bodily functions to the point that
they appear to cease for a number of Hours equal to their Vigor.
Your Eridani can hold their Breath for 7 minutes.

94
SPECIES EDGES

HUMAN EDGES KEEN EDGES


I GET THE GIST EXTRA SLIMY
Requirements: Novice, Human Requirements: Novice or higher (See Description), Keen
This character does not suffer the -2 for making unskilled attempts A Keen with this Edge can produce a large volume of slime to
for a single skill. Once the player selects which skill this Edge cover more surface area. This Edge can be purchased once per
applies to they can not change it until the next game. This Edge Experience Rank. This Edge may be taken more than once, and
can only be taken once. every time it is taken, it gives the Keen the following abilities:

SOONER THAN LATER • Novice Rank: The Keen can cover an additional, normal
sized character with slime or a similar surface.
Requirements: Novice, Human
• Seasoned Rank: The Keen can cover a large sized character
This character can select edges that are one level higher than (like a Pythonian or a character in MBA) or a large
their current experience Rank as long as they meet the other motorcycle with Slime.
Requirements of the Edge. • Veteran Rank: The Keen can cover a car-sized vehicle with
Slime.
GEN-HUMAN EDGES • Legendary Rank: The Keen can cover a tank, Ultra Armor,
or bus-sized vehicle with Slime.
LATE MANIFESTATION
Requirements: Seasoned, Gen-Human DURABLE SLIME
One of your latent genetic modifications manifested late in life. Requirements: Novice, Keen
You may roll again on the Genetic Modification table. You must Your slime lasts twice as long as normal before drying out.
reroll results that "count as two rolls" on the table.
IMPROVED CAMO SLIME
PRESERVED LINEAGE
Requirements: Novice and Veteran (See Description),
Requirements: Novice, Gen-Human
Keen
This Edge may be taken ONLY during character
A Keen with this Edge is capable of producing slime that better
generation
mimics the colors and textures of its surroundings, providing
Your progenitors and their predecessors made sure to only consort improved camouflage abilities. This Edge may be taken more than
with Gens who shared their same design or purpose through once, and every time it is taken, it gives the Keen the following
multiple generations, in order to preserve their unique genetics abilities:
in their progeny. Instead of rolling or selecting the traits on the
• Novice Rank: The penalty to attack and Notice the Keen
Genetic Modification Table, you may select one of the following
when using its slimy camouflage is increased to -3.
packages:
• Veteran Rank: The penalty to attack and Notice the Keen
• Administrator Zeta Model: Increase Smarts two die when using its slimy camouflage is increased to -4.
steps, Academics d6
• Entertainer Z34 Model: Attractive Edge, Athletics d6, MAZIAN EDGES
Performance d6
• Hellion Model: +1 Size, Increase Strength two die steps EXCEPTIONAL VIBRATION SENSE
(Max 12+4), d6 in Fighting
Requirements: Novice, Mazian
• Optum "Unbreakable" Z88 Model: Fast Regeneration
(roll every hour), permanent Wounds are treated as The range of your vibration sense is doubled, and you are able see
temporary. inside targets like a sonogram at range.
• Panther W66 Model: Wall Walker Power (activate at EXTRA SENSITIVE NEURAL NET
will), +2 to Stealth Rolls, Thievery d6.
• Tracker X87 Model: +2 to Notice rolls, Infravision, Non- Requirements: Novice, Mazian
standard sense of your choice (see x-rays, detect magnetic +2 to Notice rolls when using Vibration Sense
fields, etc.)

95
SHAPE CHANGE EDGE
SHAPE CHANGE Sadly, increasing a Mazian’s Agility does not have any effect on
ranged weapon skills. Adding more pseudopods doesn’t make
Requirements: Novice, Mazian you a better shot. In all these cases the Mazian doesn’t actually
get any more agile or dexterous than it was a minute ago.
A Mazian’s ability to change its shape, density, and elasticity Increasing these stats simulates the effect the Mazian obtains
allows it to perform a number of tricks their relatively weak, gooey using its Shape Change Edge.
bodies could not otherwise achieve. By controlling their elasticity,
Mazians can roll, bounce, and strike with surprising speed. By All Mazians start the game with this Edge and 2 points in their
increasing their density, they can harden their surface against Shape Change Pool. This Edge may be taken once per rank. Each
attacks and form stabbing or slashing appendages. In contrast, time it is purchased the Mazian adds 1 point to their Shape Change
by decreasing their density or assuming an aerodynamic shape, Pool, up to a maximum pool size of 10 points.
they can float around like a balloon or glide from place to place. A Points in the pool can be allocated each turn to increase the
Mazian can create multiple pseudopods to operate computers and Mazian's physical capabilities via their shape change. At the
other devices with astonishing speed. beginning of the next turn the Mazian can reallocate their Shape
Players are encouraged to use their imagination when describing Change Pool if they wish.
how their Mazian uses their shape change ability. However, in
game terms these abilities are simply represented by changing the
Mazian’s attributes. IMPERSONATING GENERIC OBJECTS
SHAPE CHANGE POOL COSTS Mazians can imitate objects they’ve encountered before (chairs,
planters, etc.) or a generic member of a particular species
SHAPE CHANGE (Human, Mutzachan, etc.) without much effort, as long as it has
ENHANCE ABILITIES (FOR 1 TURN)
POINT / RESULT had one look at it in the past. However, they can’t create exact
copies just based on their observations.
Increase Agility by one die level. 2 / Each Added
Die Level EXAMPLE: A Mazian could imitate a Ming vase it sees across
Increase Pace by 2 and running die by one 1 / +2 Pace the room, but anyone who saw both vases side by side would
level. immediately see they aren’t the same Ming vase. Similarly, a
Add Flight at Pace 6 or 12 or 24 2 for Pace 6 Mazian could impersonate a male Human he saw in the lobby
3 for Pace 12 of mega-corp, even replicating some of the same features as
6 for Pace 24 that individual (mustache, long hair, etc.). Unfortunately for
Increase an Agility-based skill by one die level, 1 / Each Added the Mazian, no one would mistake the Mazian for that specific
but do not exceed the Mazian's Agility (except Die Level person, if they gave the Mazian duplicate more than a cursory
Shooting). inspection.

IMPERSONATING SPECIFIC LIFEFORMS


Add 2 points of Armor (Max of +6) 1 / +2 Armor
Add 1 point of Toughness (Max of +4) 1 / +1 Toughness
Obtain the Natural Weapons Edge. Choose 1 / Die Level* To impersonate a specific individual or object, the Mazian must
between Bite or Claws or Horns. “scan” it by enveloping it or oozing over its entire surface. Once
covering the object or person, the Mazian emits pulses of high
*Cost is per die type. d4 would cost 1 pt. d6
would cost 2 pts, and so on. frequency sound, much like a medical ultrasound scan, to obtain
an image of the target’s internals. This detailed scan allows the
DISGUISE COST Mazian to create a nearly exact duplicate of the target.
Increase Size by 1 (Not Weight) 2 /+1 Size
Decrease Size to Tiny (-2 to be Hit) 6 points
A Mazian can only remember one detailed scan at time. Making
a detailed scan of a new object or person causes the Mazian to
Impersonate a specific individual or object 4
(Requires physical contact with target before forget the previous detailed scan. Mazians never forget, but
changing shape) their capacity to store information is limited. In this one respect,
Impersonate generic individual or Object 2 mother nature has given them a means to purge their memory to
make room for new information.
EXAMPLE: When a Mazian bounces or glides, it increases its
Pace. When a Mazian bends around attacks or creates holes The Mazian will appear as an exact duplicate of that
in its body to allow attacks to pass through it, the Mazian person or object, but they may not necessarily move, talk,
is increasing its Parry score. When a Mazian creates many or walk like that person. If they come under scrutiny from
pseudopods to manipulate controls more rapidly, this is someone who knows the person they are imitating, they
represented by an increase in its Agility score. must make an opposed test using their Performance skill
verse the observer's Notice skill, to fool the observer. If
the Mazian had time to study the person they are imitating
they receive a +2 bonus. LARGE

96
SPECIES EDGES
MUTZACHAN EDGES only use this Edge once per game. There is no guarantee that the
contact will have all of the information you need or that the goods
ELECTRICAL IMMUNITY you require will be readily available or at a reasonable price. Your
GM will determine the outcome.
Requirements: Novice, Mutzachan
LAUGH IT OFF
You're so adept at manipulating electrical energy that you are
incapable of being damaged by electricity and electrical-based Requirements: Seasoned, Orion
attacks. Your Electrical Resistance becomes Electrical Immunity.
Laughing in the Face of Danger allows the Orion to get +2 to Fear
FIRE RESISTANT tests and rolls on the Combat Stress Table.

Requirements: Seasoned, Mutzachan


Fire is just the energy released by a chemical reaction. Once this The Orion Laugh
truth became obvious, you spent years practicing to redirect this
potentially destructive energy away from you. Your Elemental Most non-Orions believe that Orions just laugh in high stress
Resistance against Fire goes from None to Resistant. You receive situations because it makes them seem more like scoundrels
a +4 to your Vigor when making test against fire, or fire-based (and maybe that's true), but the laughing means something very
attacks, like flamethrowers. Damage from that source is also different to Orions. It's not a glee for a dangerous situation, but
reduced by 4. (RST vs. FIRE Attacks) a primal response like fight or flight for humans. Used by pre-
historic Orions as a tribal warning system, the laugh let others
HEADBUTT FROM HELL know danger was nearby or they needed help. In addition, the
Orions learned the laugh could also unnerve their enemies, and
Requirements: Novice, Mutzachan scare away predators. It might have started out as a nervous
The skulls of Mutzachans are incredibly dense and durable, and response but the laugh has a deeper meaning and practicality.
the melonheads are quite adept at throwing them around.
Once per turn a Mutzachan with this Edge can make melee attack
MAKING AN ENTRANCE
that does Str+d4 damage to the target. If the Mutzachan makes a
called shot to the opponent's head and they do enough damage to Requirements: Novice, Performance d6+, Orion
render the target Shaken or Wounded, the target is also Distracted
The stereotype of the dashing Orion Rogue exists for a reason.
(or Vulnerable if the melonhead's attack roll resulted in a raise).
You know how to make an entrance and an exit. When making a
ORION EDGES suitably surprising entrance into a room or an over-the-top exit,
you may make a Performance skill test to stupefy all observers.
Opponents in a Medium Burst Template centered on the Orion are
DANGER ZONE
affected, and may resist using Smarts. If you succeed with a raise
Requirements: Seasoned, Orion against an opponent, they are Distracted for the remainder of
your turn and the following turn. If the player acts out the Rogue's
Something in the Orion's eye or pitch in their cackle is unsettling to
entrance/exit with suitable panache their character should receive
the core. Laughing in the Face of Danger now triggers on a failure
a Benny.
instead of a Critical Failure. When the Orion laughs in the face of
danger, any enemies in earshot immediately make a Spirit Roll. REVELER
Anyone who fails is Distracted.
Requirements: Seasoned, Danger Zone, Berserk, Orion
HIP SHOOTING
Like their formidable ancestors, this Orion wades into battle
Requirements: Seasoned, Orion laughing, greeting death gladly. When going berserk or suicidal,
the Orion gets a bonus to Shooting and Throwing instead of
You get a +2 to your roll when attempting to Interrupt an opponent
Strength and may still take shooting actions, as well as actions
or use your Shooting skill instead of your Athletics skill (but not
that let them reload or draw new weapons.
both). You receive a +1 to Shooting Rolls if you have successfully
interrupted an opponent. SEVEN FINGER SHUFFLE
I KNOW A GUY Requirements: Novice, Orion

Requirements: Seasoned, Orion The Orion has so honed their delicate touch they are exceptional
at bypassing physical security. They receive +2 to Thievery rolls
You have contacts everywhere in Alliance space. By spending a when picking locks, safecracking, and rewiring security systems.
Benny you can have a contact nearby who can provide you with
information you need, or access to black market goods. You can

97
SPECIES EDGES

THAT'S FUNNY WALKING WOODCHIPPER


Requirements: Novice, Orion Requirements: Veteran, Improved Frenzy, Walking
Cuisinart, Phentari
You may spend a Benny to trigger your character's Laughing in the
Face of Danger species liability. A Phentari with this Edge rolls a second Fighting die for up to three
of their Fighting attacks for the turn. If the Phentari possessess
PHENTARI EDGES Improved Frenzy, they may roll a second Fighting die for up to
four of their Fighting attacks for the turn. The extra die may be
360 DEGREE GUNNER allocated to the same or different targets as he sees fit. Resolve
each separately. This Edge ignores the maximum of 3 actions per
Requirements: Seasoned, Phentari round rule.
This Phentari can apply the Aim and Marksman bonus to more
than one action per round. RAAZET EDGES
FOUR-TENTACLE SLAP CALIBRATIONS
Requirements: Novice, Two-Fisted Edge, Phentari Requirements: Veteran, Smarts d10+
This Edge allows a Phentari to make four attacks using their With enough time to work on a piece of equipment or vehicle (not
Fighting skill without incurring the Multi-Action penalty, as long as weapons), the Raazet can increase any two stats measured by
each attack is made by a different tentacle. This Edge ignores the die size to the next die size up, or a single stat measured by die
maximum of 3 actions per round rule. size may be increased two die sizes. For vehicles, Handling may
be increased by one point and Top Speed increased by 50%, or
FOUR GUN SQUID handling increased by 2 points (Top Speed unchanged), or Top
Requirements: Veteran, Two-Gun Kid, Phentari Speed doubled (handling unchanged).
You may make four attacks with four guns (or thrown weapons) IF YOU'RE NOT EXCESSIVE
without incurring the Multi-Action penalty, as long as each attack
is made using a different tentacle. This Edge ignores the maximum Requirements: Novice, Repair d6+
of 3 actions per round rule. By making a successful Repair skill test, the Raazet can modify
Weapons and explosives. These now deal one additional die of
FROM ALL SIDES damage (two on a raise). However, weapons and explosives so
Requirements: Seasoned, Two Fisted, Phentari modified are less reliable. Rolling a 1 on either die or a Critical
Failure during the initial modification or when using the weapon
Opponents may not use defensive equipment like shields or
result in an immediate roll on the Malfunction table. If it is a
reactive Edges like Counterattack or First Strike against your
Critical Failure, add 2 to the roll result.
attacks.
GUZZINTA UPGRADE
TRUST NO ONE BUT YOURSELF
Requirements: Novice, Guzzinta tool, Repair d8+
Requirements: Novice, Phentari
A number of times equal to half their Smarts die, the Raazet can
You may make Support rolls to help yourself in combat.
create incredibly efficient, but fragile tools. This requires 1 action.
WALKING CUISINART Tools thus created with the Guzzinta Upgrade Edge can give a +1
bonus (+2 with a raise) to any Electronics, Hacking, Repair, or
Requirements: Seasoned, Frenzy, Phentari Science test. These tools only last 1 turn (2 with a raise).
A Phentari with this Edge rolls a second Fighting die for up to two
RAAZGYVER
of their Fighting attacks for the turn. If the Phentari possessess
Improved Frenzy, they may roll a second Fighting die for up to Requirements: Seasoned, McGyver, Guzzinta Tool,
three of their Fighting attacks for the turn. The extra die may be Repair d10+
allocated to the same or different targets as he sees fit. Resolve
The Raazet can create powerful improvised devices using only
each separately.
an handful of scraps and their trusty Guzzinta. All attempts must
be approved by the GM. The Raazet can assemble makeshifts
vehicles for any specific environment or transportation method
(underwater, sand, the sky or even space) if sufficient scrap is
available. These temporary vehicles move at a Pace of 12 (24 with
a raise). The GM should use the McGyver Edge as a guideline when
using this Edge.
98
SPECIES EDGES

PYTHON LIZARD EDGES STRESS DIGGER


Requirements: Novice, Ram Python
BATTLE SCARRED
When Ram children throw tantrums they are told to go out into
Requirements: Novice, Vigor d10, Python Lizard the jungle and take their aggression out on the ground, who is
You are heavily scarred from combat, which makes you all forgiving. The Ram unleashes their frustrations by digging
exceptionally attractive to other Python Lizards. You receive +2 to furiously and howling until the frenzy exhausts them. This can, in
interactions when dealing with Python Lizards and a +1 bonus to many instances, create deep craters in minutes, which the Rams
Intimidation against everyone else. refer to as “Holes of Dejection.” You still maintain this coping
mechanism to this day. When entering a Berserk or Suicidal Rage,
DIVER you can channel your anger into digging rather than attacking. If
anyone interferes with your digging, however, they become the
Requirements: Novice, Athletics d8, Python Lizard
focus of your fury.
The webbing between your fingers and toes is larger than normal
and your lung capacity is exceptional. You can hold your breath for ZEN RIGELN & TZA RIGELN EDGES
twice as long as a normal Python Lizard, and your swimming Pace
is increased by +4. COMBAT ZEN
STOIC Requirements: Novice, Zen Rigeln

Requirements: Novice The tenets of Assizza are unbending, but a Zen can only prevent
so much violence. True wisdom is in identifying which violence is
Python Lizards are known for being level-headed in combat and
unpreventable and not carrying the guilt for it, but mourning that
generally unflappable (until they're pissed off). You receive a +2 to
not all could be prevented. The Zen no longer has to make Spirit
any rolls on the Fear table and your Aggressive species Hindrance
rolls for justifiable violent actions committed in their presence by
is reduced to Minor.
allies in combat situations they did not initiate.

RAM PYTHON EDGES RIGELN JUDO


CHUNGA Requirements: Fighting d6, Zen Rigeln

Requirements: Novice, Ram Python The Zen are peaceful in all ways, but even they understand the
use of subduing the unreasonable. They have developed a fighting
Ram Pythons who are able to successfully Chunga (flatulate near technique that is a combination throws and holds that uses an
an open flame) before battle receives a +2 to Taunt tests made opponent's strength and movement to sap their own energy and
that turn or the following turn, and +2 to Persuasion rolls made tired themselves out. The Zen's feet and fists are weapons so they
against other Rams. are always considered armed. They add +1 when attacking with
them and cause Strength + d4 damage. Any Wounds caused and
DEATH KNOOGIE not prevented by these attacks are instead turned into Fatigue
Requirements: Novice, Ram Python levels. Attacks made with this edge are not considered violent and
will not cause the acting Zen, or any onlooking Zen, to make Spirit
Ram Pythons are notorious for putting people in headlocks and
rolls for violating their virtues.
literally crushing their skulls by repeatedly hammering on it with
their massive fists. RIGELN PACIFIER
If the Ram Python successfully puts an opponent in a Entangled Requirements: Seasoned, Rigeln Judo, Zen Rigeln
or Bound state after a successful Grapple attack, they may make
a Called Shot to the opponent's head with no Called Shot penalty The Zen's Fighting bonus increases to +2 and their damage die
and do Str+d6 damage. increases to a d6.

99
CHAPTER 4.0

COMBAT
"If you're not excessive, then you're never really sure."

AGGRESSION CHECKS If a particular individual or target caused the character to go


berserk, they will attack that person/target first. If a character
Combat is really difficult on the psyche. If a character with the defeats or incapacitates the source of their rage they will attack
Aggressive or Panicky Hindrances rolls a 1 on Spirit roll (or a 1 or the next closest target, friend or foe. If the character can not
2 for the Major version of these Hindrances) in stressful situations reach the person or object that triggered their rage, they will
like combat, they must roll on the Combat Stress Table and charge towards it as their maximum speed and attack anything
apply the result immediately. Depending on which Hindrance the that gets in their way, friend or foe. If they can not reach the target
character possesses and at what severity, the roll may be modified. of their rage they will mindlessly attack any inanimate object that
A GM may also determine that a situation is so stressful that all obstructs their path. If they're not blocked by an obstruction they
characters must make a Spirit check, regardless of whether they will beat on whoever is closest. For example, if they're on the
have the Aggressive or Panicky Hindrances. If the player fails the ground and the opponent is flying away, they'll grab the nearest
roll, they must roll on the Combat Stress Table below. person - friend or foe - and start pummeling them to vent their
rage.
COMBAT STRESS TABLE
GOING INTO A SUICIDAL RAGE
2D6 ROLL RESULT
2 or less You freeze up. You are Vulnerable until the end of the next Suicidal Rage works identically to Berserk except for the following
turn. You can not use the Defend maneuver or take any differences:
actions, including free actions.
• The character gains the Additional Action Edge for the
3 Panicked. You flee in the opposite direction of the threat
at your full Pace plus running die. You continue to run until duration of rage.
you make a successful Spirit roll (once per turn), become • The character's Parry is reduced by 4 (this includes the
Exhausted, or are forced to reroll on this table. Each turn
penalty for Wild Attack), down to a minimum of 0, as the
spent running triggers a Vigor check. A failed check results in
the Panicked character becoming Fatigued. character makes no efforts to protect or defend themselves.

COMING OUT OF A RAGE (BERSERK OR


4 You are freaked out and stand there gibbering like an idiot.
You are Shaken.
5 Overwhelmed. You don't know whether to run, hide, attack, or
SUICIDAL)
scream. You are Distracted until the end of your next turn. You
Starting on the 3rd consecutive turn of berserk or Suicidal Rage,
can not attack and can only hide or use the Defend maneuver.
the character must make a Vigor roll each turn. If they fail, they
6-10 You're scared, but you're dealing with it.
take a level of Fatigue. If the character fails two checks they
11 You're angry and gain the Impulsive (Major) Hindrance until become Exhausted and the rage ends.
the situation is resolved or you are forced to reroll on this
table. The player may also choose to end the characters rage at any
12 You go into a Berserk Rage (see below). time by making a Spirit roll (as a Free Action) with a -2 penalty for
13+ You go into a Suicidal Rage (see below). Berserk or at -4 for a Suicidal Rage.

GOING BERSERK
Rally & Talking Down
Going Berserk has the following effects:
Characters with the Persuasion skill can rally Panicked characters
• The character’s Strength increases a die type.
back into action and talk down characters that are Berserk or in a
• Every melee attack must be a Wild Attack. Suicidal Rage. This is an opposed roll against the berserkers Spirit.
• The character cannot use any skills that require wit or If the persuader succeeds the rage ends. If the persuader fails
concentration (GM’s Discretion). they become new target of the raging character's fury, until that
• Add +2 to Toughness. character can no longer interfere with enraged character reaching
the original target of their rage.
• The character ignores one level of Wound penalties (this
stacks with any other abilities that reduce Wound penalties.

101
ENVIRONMENTAL RESISTANCE
05. MENTAL (MEN): This condition occurs anytime a character is
ENVIRONMENTAL RESISTANCE assaulted by a mental attack or power that affects the mind,
Different species and armored suits have varying level of including attacks by neuroweapons. Bonuses from Mental
resistance to Environmental Conditions and attacks. If an Resistance are added to wearer's Spirit or Smarts when
Environmental Condition (or attack that triggers that condition) making Trait rolls to avoid being affected by mental attacks.
must equal or exceed the target’s Toughness to affect them, the Attacks that can be defended against with Mental Resistance
damage is modified for the target's Resistance (-4) or Weakness will state "MEN Attack" in the Notes section of their table
(+4). Superior Resistance reduces the damage by half. stats.
06. RADIATION (RAD): This condition occurs anytime a character
If an Environmental Condition (or attack that triggers that
is exposed to hazardous radiation. Bonuses from Radiation
condition) requires the target to make a Trait roll to affect them,
Resistance are added to wearer's Vigor when making Trait
the target must apply the modifier for their Resistance (+4) or
rolls for radiation exposure. Attacks that can be defended
Weakness (-4) to their roll. This occurs whether the modifier is
against with this Resistance will state "RAD Attack" in the
originates from the character or their armor.
Notes section of their table stats.
These modifications occur whether the modifier is originates from 07. SENSORY (SEN): This condition occurs when the character's
the character or their armor. senses are overloaded, including attacks by flash bang
ENVIRONMENTAL RESISTANCE/WEAKNESS grenades, blinding lasers, sonic weapons, or being deafened
when standing next to the guy firing the Omega weapon.
LEVEL BONUS/PENALTY NOTATION Bonuses from Sensory Resistance are added to wearer's Vigor
Weakness -4 to Trait, +4 Damage WEAK when making Trait rolls to resist sensory attacks. Attacks that
None — — can be defended against with this Resistance will state "SEN
Resistant +4 to Trait , -4 Damage RST Attack" in the Notes section of their table stats.
Superior
Resistance
+4 to Trait, Half Damage SUP
EXAMPLE OF ENVIRONMENTAL RESISTANCE
Immune Immune to this type of Environmental IMM The Eridani, Kothic-Idan, is wearing a suit of Dragoon armor.
Condition Kothic’s species has a Weakness to Fire. His armor provides him
with a Resistance to Acid. Kothic finds himself in the middle of
There are 7 environmental conditions that characters and armored a desert, and the GM tells Kothic’s player to make a Vigor roll.
suits can be exposed to, which are listed below: Kothic’s Weakness to Fire means he also suffers a -4 to this roll.
Later, Kothic is shot with an Acid Magnetic Grenade, which is
01. ACID: Includes exposure to corrosive atmospheres and an “ACID Attack.” This means the grenade triggers the Acid
corrosive-based attacks, like acid grenades. Bonuses from Environmental Condition. The Resistance on Kothic’s armor
Acid Resistance are added to wearer's Vigor when making allows him to reduce the damage from the attack by 4.
Trait rolls to resist acid-based attacks. Attacks that can
MULTIPLE ENVIRONMENTAL CONDITION
be defended against with Acid Resistance will state "ACID
Attack" in the Notes section of their table stats.
RESISTANCES
02. COLD: Includes exposure to frigid environments and cold- Use the best/highest resistance level if a character and an
based attacks, like Freezy Pop grenades. Bonuses from Cold armored suit they are wearing can have different environmental
Resistance are added to wearer's Vigor when making Trait resistances/weaknesses for the same environmental condition.
rolls to resist cold conditions or arctic environments. Attacks If either the character or the armor doesn't list an Environmental
that can be defended against with Cold Resistance will state Resistance or Weakness that the other possesses, simply use the
"COLD Attack" in the Notes section of their table stats. listed Environmental Resistance or Weakness.
03. ELECTRICITY (ELE): This condition occurs anytime the Henry the Mutzachan is wearing Spy Master armor. Henry's
character is electrocuted or suffers an electricity-based species is Resistant (RST) to electrical attacks, but Henry's
attack, like a Thunderbolt Generator. Bonuses from electrical armor has a Weakness (WEAK) to electrical attacks. Henry is hit
by a Thunderbolt Generator. In this case, we would ignore the
resistance are added to wearer's Vigor when making Trait
armor's WEAK value and use Henry's RST value instead. In the
rolls to resist the effects of electrical shock. Attacks that can next combat, Henry is exposed to hazardous radiation. Henry's
be defended against with Electrical Resistance will state "ELE Spy Master armor does not list a Radiation Resistance or
Attack" in the Notes section of their table stats. Weakness, but Henry's species is Immune (IMM) to radiation, so
04. FIRE: Includes exposure to hot environments and fire-based again, Henry's listed resistance trumps the lack of Resistance or
attacks, like a flamethrower. Bonuses from fire resistance Weakness in his armor.
are added to wearer's Vigor when making Trait rolls to resist
hot conditions or desert environments. Attacks that can HINDERED
be defended against with Fire Resistance will state "FIRE
Hindered is a lesser state of Entangled. Any target that is
Attack" in the Notes section of their table stats.
Hindered must subtract 1 from any physical Trait or skill rolls (GM
Discretion). Hindered does not affect mental actions.
102
COMBAT
Using AUTO ACC
HEAVY ARMOR & SUPER HEAVY ARMOR
• Rockets/Missiles with AUTO ACC value can use the die
Only Heavy Weapons (HW) and Super Heavy Weapons (SHW) can instead of the character's Shooting skill.
affect Heavy Armor. Only Super Heavy Weapons can affect Super • Make a single attack roll for all rockets/missiles fired using
Heavy Armor. AUTO ACC.

MALFUNCTION TABLE • If missiles have different AUTO ACC values, use the
lowest.
When attacking with a weapon, if your roll a Critical Failure stop • Launching missiles with AUTO ACC is typically a free
the attack immediately and roll 2d6 and then reference the action unless more than one target is selected.
Malfunction Table below to see what happens. In Battlelords,
most gear is built by the lowest bidder and it shows. You can not • Rockets/Missiles that used AUTO ACC to attack are
roll Aces when making a malfunction table check - though in this affected by ECM (see Counter-Measures in this chapter).
case, that's a good thing.
MULTIPLE ACTIONS
MALFUNCTION TABLE
The Multiple Actions Table clarifies how Edges, species abilities,
1D12 ROLL MALFUNCTION RESULT
and the Multiple Attack penalty are applied. The table assumes
1-4 No Effect. 
Phentari characters are using a different limb for each action.
5-6 Reduced Output. Drop 1 die from damage for 3 Turns. Non-Phentari characters who use their off-hand for one attack
7-8 Inoperative for 1 Turn. may incur the Off-Hand penalty (-2) on attacks after the first,
9-10 Inoperative for 3 Turns. unless they have the Ambidextrous Edge.
11-12 Weapon broken & energy cell explodes. User is damaged
by explosion.* User suffers an amount of damage equal to a MULTIPLE ACTIONS TABLE
single attack by this weapon (No Aces).
MAP PENALTY
13+ Weapon is destroyed. The device explodes and is rendered # ACTIONS
(APPLIED TO ALL ACTIONS)
permanently inoperable. User suffers an amount of damage
equal to a single attack by this weapon (You can get Aces on AMBIDEXTROUS CHARACTER
this Damage roll). If the device doesn’t have an energy cell, (OTHER THAN CIZERACK OR PHENTARI)
ignore the explosion result. 1 action 0
2 actions -2
A successful Repair skill check makes the weapon operable again.
3 actions -4
Characters attempting to repair an inoperable weapon can do
nothing else except take free actions. AMBIDEXTROUS CHARACTER
(OTHER THAN CIZERACK OR PHENTARI)
“What does it mean when it’s beeping faster and faster?” WITH TWO-FISTED OR TWO-GUN KID EDGE
1 action 0
MISSILES & ROCKETS 2 actions 0
3 actions -2
Battlelords has its own rules that supersede the Missiles rules in
AMBIDEXTROUS CIZERACK OR PHENTARI
Savage Worlds.
1 action 0
Missile Rules 2 actions 0
• Missiles do not require a "lock" as described in Savage 3 actions -2
Worlds. 4 actions -4
• Make a single attack roll for all rockets/missiles fired using AMBIDEXTROUS CIZERACK OR
the character's Shooting skill. PHENTARI WITH TWO-FISTED OR TWO-GUN KID

• Ignore the Bullets per Rate of Fire table in Savage Worlds, 1 action 0
and subtract the exact number of rockets/missiles fired 2 actions 0
from the character's total. 3 actions 0
• Missiles reach their target in the round they are fired. 4 actions -2
PHENTARI WITH FOUR-TENTACLE SLAP OR FOUR-GUN SQUID
Missile Racks
1 action 0
• The ROF of the missile rack (Armor Option) or the missile 2 actions 0
launcher being used determines how many rockets/ 3 actions 0
missiles can be fired in a round.
4 actions 0
• Missile racks (Armor Options) do not incur the recoil
penalty.
103
SENSOR SYSTEMS INTRODUCTION
SENSOR SYSTEMS
Sensor Systems Rules Counter-Measures vs. Guided Weaponry
• A character can use the Sensor System's Notice skill Weapons like Reflex missiles and automated gun turrets use
instead of their own skill. sensors to spot their targets and counter-measures interfere
• Sensor systems are only good for spotting traps and with the sensors used to guide these missiles and aim automated
threats. weapons.

Active Mode With the availability and effectiveness of Electronic Counter


Measures on the modern battlefield, there is a marked preference
• Ignores all penalties to see or hear targets that apply to for weaponry that is aimed by a soldier. Admittedly, the modern
characters making Notice Checks. soldier cheats a little when they use target acquisition devices,
• Immediately broadcasts your presence and location to any gyro-stabilized weaponry, and gunnery computers, but the soldier
enemy sensor systems in range. is still aiming the weapon.
Passive Mode
• Suffers the same penalties to see or hear targets that apply
to characters making Notice Checks.
• Does not reveal your presence or location to the enemy
sensor systems in range.

COUNTER-MEASURES
When turned on, Electronic Counter Measures (ECM) emits
electromagnetic waves to scramble enemy sensors and
communication systems.
A Stealth Rating represents passive systems that hide the user
from the enemy’s sensors, rather than attempting to directly
interfere with them. Stealth coatings and heat dampening
systems that hide your body heat are examples of passive
systems.
Electronic Counter-Counter Measures (ECCM) negates ECM.
ECM Rules
• ECM score is applied as a penalty to any Notice roll made by
an enemy's Sensor System.
• ECM reveals your presence when turned on, but not your
location, to the enemy when in use if they have sensors.
• If a character has more than one ECM system, just use the
highest value.
Stealth Rating Rules
• The Stealth Rating is applied as a penalty to any Notice roll
made using a sensor system.
• Using equipment with a Stealth Rating does not reveal your
presence or position to the enemy.
• If more than one Stealth Rating would apply, just use the
highest.
ECCM
• Subtracted from any ECM possessed by the target before
applying the ECM as a penalty to your Shooting roll.
• Can not reduce ECM to number less than 0.

104
INJURIES
SIZE • Medical gear and access to proper medical facilities
help to negate any Treatment Penalties.
• Attacks from Size 3 or larger creatures are treated as
• If a character suffers a attribute die reduction and they are
Heavy Weaapons.
already at d4, apply a -2 penalty to rolls for that attribute.
• Attacks from Size 6 or larger creatures are treated as Super
• Permanent effects can often be cured with the help of a
Heavy Weaapons.
Zen or major surgery.

SOAK BODY REHABILITATION INJECTIONS


• You can not use Bennies to Soak damage done to your The unofficial motto of the infantry corpsman is “Blessed be the
armor's Absorption. BRI.” Perhaps the greatest piece of medical technology ever
developed by any species, the Body Rehabilitation Injection
VEHICULAR WEAPONS (BRI) can rapidly regenerate and repair lost or damaged tissue.
It can’t regrow new limbs or set broken bones, but that is about
• Shooting a Vehicle Weapon at personnel incurs a -2 penalty. the extent of their limitations. You need a corpsman to set any
• Shooting a Spacecraft Weapon at personnel incurs a -4 broken bones before administering a BRI or you’ll end up looking
penalty, and a -2 to target non-spacecraft vehicles. like a pretzel. Massive doses of BRIs, sometimes called an mBRI,
can even be used to jump start a recently deceased soldier,
INJURIES thereby returning them to life.
BRI Overdose
We should note that, given the gritty nature of Battlelords, it
is much more likely for a character to receive a crippling injury Finally, taking too many BRIs can begin to have negative
or die than in other Savage Worlds settings, particularly when effects on your body. Soldiers who have taken too many BRIs
using the Gritty Damage rules in Savage Worlds. Don't lose heart in a short period can develop the shakes. Tremors are just
though. With wonders of 23rd century medicine and the amazing one of many symptoms of BRI overdoses, but they are usually
abilities of the Zen Rigelns, it's also easier to heal those injuries the first to occur. Because taking additional BRIs after you
and be resuscitated after a fatal injury. have overdosed exacerbates the deterioration of the soldier’s
body, getting the shakes is grounds for removal from combat
INJURY TABLE duty on medical grounds. There is too great a risk that the
solder might be injured in combat duty, necessitating another
Battlelords is a gritty universe and the Injury Table has been BRI, which would further degrade their condition. In addition,
greatly expanded to reflect the types of battlefield injuries seen some soldiers have been known to continue taking BRIs to
in the Battlelord's Universe. mask their symptoms rather than abandon their comrades in
arms. As a result, the first sign of the shakes will have your
• When rolling on the Injury Table, roll d100, which can result corpsman pulling you off the line and to the nearest combat
in a hit anywhere on the body. support hospital.
• To roll d100, simply take two d10 and have one die • If a character takes more than 2 BRIs, or more than 1 mBRI,
represent the tens digit and the other die represent the in a single day they must make a Vigor roll, with failure
ones digit. So a roll of 5 and 2 would be 52. A roll of 0 indicating they gain the Habit (Major) Hindrance, and
and 0 is treated as 100. become addicted to BRIs. Rehabilitation costs between
c4,000 – c8,000 per week and requires 2d4 weeks.
• If a called shot was made against a specific area, just roll
the die shown for that area (d10 for every area except torso,
which is d20) to determine the injury.
• When a character suffers an injury on the Injury Table they Gritty Damage Rule
must make a Vigor check with the listed penalty (Vigor The Battlelords setting is modeled to represent the horrors of
Penalty) to remain conscious. Battlefield combat and the gruesome injuries that often result.
• If they fail the check they are unconscious We suggest using the Gritty Damage rules for Savage Worlds,
(Incapacitated) for 1d4 rounds, unless a medic revives which would require a roll on the Injury table whenever a Wild Card
the character sooner by making a Healing skill check. suffers a Wound. Players and GMs need to keep in mind that with
the realistic nature of the Battlelords Injury Table, that a single
• Always use the character's original, pre-injury, Vigor
injury can be debilitating or possibly fatal. You'll definitely want to
score for any Vigor rolls required by injuries on the Injury
read up on Body Rehabilitation Injections.
Table.
• Treating a Wound in the field requires a Healing check with
the listed Treatment Penalty (Treat Penalty).
105
Catastrophic Damage
When a character has perished, it is important to keep track of
any additional Wounds they suffer from further attacks or damage.
Though these additional injuries don't make the character any
more dead, they do make the character more difficult to revive.
Once a character has suffered an additional 3 Wounds after
perishing they have suffered Catastrophic Damage and can not be
revived by conventional means.

CRYO INJECTION
Along with the Body Rehabilitation Injection, perhaps the most
famous piece of Zen Rigeln medical technology is the Cryogenic
Injection or Cryo. Cryos are usually administered to a character
when they’re Incapacitated so that they can be taken to a
hospital for attempted resuscitation. If a character has reached
Catastrophic Damage, there’s usually not enough of the character
left to stick with a Cryo (GM’s discretion).

REVIVING DEAD CHARACTERS


Medics and physicians can attempt to revive a character who has
perished, which usually occurs as a result of bleeding out or rolling
a Critical Failure after becoming Incapacitated. You only ever get
two chances to revive a dead character. It does not matter how
many people attempt to revive the character after the first two
attempts, all subsequent events are ignored.
To revive a character you make a successful Healing check with
the following penalties and restrictions:
• All attempts must be made within 5 minutes of the
character dying.
• If you Cryo the deceased character this pauses the 5
minute timer until they are "defrosted."
• The first revival attempt is at a -2 penalty.
• The first attempt requires injecting the body with 3
mBRIs or access to a hospital emergency room (or field
hospital).
• Using a hospital to revive a deceased character on the
first attempt reduces the penalty to -1.
• The second revival attempt is at -4 penalty.
• The second attempt requires injecting the body with 6
mBRIs or access to a hospital emergency room (or field
hospital).
• For each Wound the character suffered after they died a -1
penalty is applied to the roll.
• Wounds the character suffered before they perished do not
impart a penalty to the revival attempt.
• Characters who have suffered Catastrophic Damage can
never be revived - at least not without the help of a powerful
Zen healer and Chatilian Empath.
DOG TAGS
Successfully resuscitating a character using mBRIs to jump start MEMORY BACKUPS
their corpse, just about guarantees that they’ll wake up with The
Shakes (See BRI Overdose). If it took two attempts to resuscitate the The way a human being behaves is as much dependent on the
character, it’s a foregone conclusion that they’ll have The Shakes if structure of their brain as it is on the memories that chemically
they survive. In any event, being revived takes a serious toll on the encoded in it. The patterns and construction of the neural
character's body. The revived character's Vigor is reduced by one pathways in the brain determine how we process information. In
die level each time they are revived, down to a minimum of d4. fact, the human brain is constantly rewiring itself, as it processes
and adapts to new information. This is part of the normal learning
DOG TAGS process. This is also what has stymied attempts to “digitize” the
human consciousness into a computer. The organic hardware (the
Modern dog tags contain more than just brain) changes just as much as the organic software (memories),
your name, rank, and serial number. In and that can’t be perfectly replicated because the technological
addition, the soldier’s entire genetic hardware is fundamentally different. With a few exceptions, most
code is recorded in the data storage of the other Alliance species’ brains work the same way.
chip, which is embedded into the dog
tags. In the event a soldier loses a limb In order to “back up” your memories, a facility grows an exact copy
or needs a new body grown, it can be of your brain, copies your memories into that brain, and sticks it
built from scratch at a medical facility into cryogenic storage in case something catastrophic happens to
using just the information in the tags. your body. What you end up with is an exact copy of your mind at
This can be handy if the soldier’s the instant the memories were copied.
genetic material has been corrupted Memory backups are too cost-prohibitive for the Alliance military to
due to a biological weapon attack, or if provide them to combat personnel, though special forces sometimes
the only thing left of the soldier is a memory get them. Growing you a new body is one thing, but paying to store
imprint stored in the head of the team’s Chatilian. a second brain for years at time is another proposition. Thus, the
mantra of every drill sergeant in boot camp. “Don’t lose your head.
Lose your head and you’re dead.”
THE HAT BOX
The ability of the Zen to repair injuries is probably best summed up Matrix-Based Memory Backup
by standing Alliance military order A-8-61(b)-2, which the grunts
Another option for getting your memories backed up is to have a
call the “save the head” order. The order states that if a soldier
Chatilian with the proper Power copy your memories. Then the docs
is so seriously injured that their body is destroyed or if the body
can grow you a new body from your genetic records, and if you’re
cannot be recovered for whatever reason, medical personnel are
lucky, the asparagus head can dump you back into your new body.
to cryo the head and bring it back for body regrowth. That’s right.
Because your body is being built from scratch, you can expect the
Given the proper medical facilities with a regen tank, a Zen can
worst case of Decapitation Blues in medical history. In fact, no
regrow a new body from the neck down. The process of saving the
one is really sure if you’ll be the same as you were prior to your
head is facilitated by a device which is placed over the head of the
demise, of if you’ll be a different person. Have fun wrapping your
injured soldier. A cryo injection is administered, and then the grunt
head around that one.
is decapitated. The device then seals itself and can be carried
back to base with a convenient handle. Alliance soldiers refer to
it as the Hat Box. Despite the fact that it has probably saved tens
of thousands of lives during a campaign, military personnel do not
view the device with much affection.
TECH LEVELS
A study by the Galactic Development Administration (GDA) showed
“You mean I’m dead-equivalent?” that cultures who received alien technology were ten times more
DECAPITATION BLUES likely to use the provided technology for the purpose of war and
other atrocities. As a result, the GDA prohibits any technology with
When reattaching a soldier’s severed head onto a newly grown a higher TL than the planet's TL from being allowed on that planet or
body, there is a period of time where the bio-chemical and hormonal in orbit. Any attempt to import materials not specifically sanctioned
processes of the two pieces have to get back into sync. It is not by the GDA will result in fines or imprisonment. Consequently,
uncommon for soldiers who undergo this procedure to experience many civilizations in the galaxy reap the fruits of technological
depression, mood swings, and other emotional issues for a short advancement while others remain entrenched in the Stone Age.
time until they adjust. Sensations of pain, tingling, and numbness That means mercs toting Omega weapons and Flux Shields may
in limbs is also common. In the military this is commonly known as have to leave them at customs when working on more primitive
“The Decapitation Blues.” worlds.

107
INJURY TABLE
INJURY TABLE
VIGOR PERM TREAT
D100 D10 DESCRIPTION TEMP EFFECTS
PENALTY EFFECTS PENALTY
HEAD
01 1 Head Removed from the Shoulders. You can’t walk around like a chicken with its head cut off. (Roll up new character) SLAIN! –
02 2 Top of Head Blown Off! You're history pal! SLAIN! –
03 3 Temple -4 Concussion. Smarts reduced 1 die type for 2d4 days – -1
04 4 Forehead N/A Unconscious for 2d4 turns – -1
05 5 Enters Eye and Exits Back of Skull SLAIN! –
06 6 Jaw Shattered -1 Cannot eat or speak until repaired – -2
07 7 Face Partially Removed N/A Unconscious 2d4 turns Gain Ugly (Major) -2
Hindrance
08 8 Mouth 0 Cannot eat solid foods until repaired Gain Ugly (Minor) -2
Hindrance
09 9 Neck -3 Agility reduced 1 die type – -2
10 10 Throat 0 Can't speak for 2 weeks – -2
CHEST (D20)
11-13 1 Collar Bone. Clean Break 0 Agility reduced 1 die type and lose use of one arm until healed. – -1
14-15 2 Lung Punctured -1 Make a Vigor roll every two turns or become Fatigued. Failing Vigor roll while – -3
Incapacitated results in death.
16-17 3 Lung -1 Vigor reduced 1 die type; Gain Slow (Major) Hindrance. – -3
18 4 Struck Spinal Cord -4 Vigor reduced 1 die type; 50% chance of permanent paralysis if you move at all. 50% chance of Paralysis -6
19 5 Spinal Cord Cut. Now in two N/A Paralyzed mid-chest down. Vigor is reduced 2 die types. Agility is reduced 3 -6
distinct sections. die types; Gain Slow
(Major) Hindrance
20 6 Heart N/A Make a Vigor roll every turn or become Fatigued. Failing Vigor roll while – -6
Incapacitated results in death.
21 7 Blows Heart Apart SLAIN! –
22-23 8 Multiple organs struck. Internals reduced to a jelly-like mixture. SLAIN! –
24-25 9 Ribs Cracked. You got 0 Agility reduced 1 die type. – 0
lucky!
26-27 10 Ribs Shattered -3 Vigor reduced 1 die type. Move and the chips have a 50% chance of puncturing a – -4
lung (see 14-15 above for effect).
28 11 Groin, Clean -3 Agility reduced 1 die type. – -2
29 12 Groin, Removed -4 Gain Slow (Major) Hindrance. – -3
30-35 13 Lower Abdomen, Clean 0 Vigor reduced 1 die type (min. d4). – -1
36-37 14 Stomach Punctured -2 Make a Vigor roll every day or become Fatigued. Failing Vigor roll while – -2
Incapacitated results in death.
38 15 Stomach Ruptured -2 Make a Vigor roll every hour or become Fatigued. Failing Vigor roll while – -3
Incapacitated results in death.
39-40 16 Liver -2 Vigor reduced 1 die type. Make a Vigor roll every turn or become Fatigued. Failing – -3
Vigor roll while Incapacitated results in death.
41-42 17 Liver. You are spilling blood -2 Vigor reduced 1 die type. Make a Vigor roll every turn or become Fatigued. Failing – -3
everywhere and making Vigor roll while Incapacitated results in death. .
quite a puddle.
43-44 18 Intestines -2 Make a Vigor roll every turn or become Fatigued. Failing Vigor roll while – -4
Incapacitated results in death.
45 19 Multiple Organs -4 Agility and Strength reduced 2 die types; Death in 1d4 min. – -5
46 20 Lower Spine. Forget -4 Paralyzed mid-chest down. Vigor is reduced 2 die types. Agility is reduced -6
walking. 2 die types. Gain
Slow (Major)
Hindrance

108
INJURY TABLE

VIGOR PERM TREAT


D100 D10 DESCRIPTION TEMP EFFECTS
PENALTY EFFECTS PENALTY
RIGHT ARM
47 1 Right Shoulder Broken 0 Agility and Strength reduced 1 die type. Arm is useless. – -1
48 2 Right Shoulder, Clean Break 0 Agility and Strength reduced 1 die type. Gain Fumble Fingered – -1
(Minor) Hindrance.
49 3 Right Elbow Shattered 0 Agility and Strength reduced 1 die type. Arm is useless. Fumble Fingered (Minor) -3
50-51 4-6 Right Arm. Messy Break 0 Agility and Strength reduced 1 die type. Arm is useless. – -3
52-54 7-9 Right Arm. Clean Break 0 Agility and Strength reduced 1 die type. Gain Fumble Fingered – -1
(Minor) Hindrance.
55 10 Right Hand Shattered 0 Gain Fumble Fingered (Major) Hindrance. Fumble Fingered (Minor) -3
LEFT ARM
56 1 Left Shoulder Broken 0 Agility and Strength reduced 1 die type. Arm is useless. – -1
57 2 Left Shoulder, Clean Break 0 Agility and Strength reduced 1 die type. Gain Fumble Fingered – -1
(Minor) Hindrance.
58 3 Left Elbow Shattered 0 Agility and Strength reduced 1 die type. Arm is useless. Fumble Fingered (Minor) -3
59-60 4-6 Left Arm. Messy Break 0 Agility and Strength reduced 1 die type. Arm is useless. – -3
61-63 7-9 Left Arm. Clean Break 0 Agility and Strength reduced 1 die type. Gain Fumble Fingered – -1
(Minor) Hindrance.
64 10 Left Hand Shattered 0 Gain Fumble Fingered (Major) Hindrance. Fumble Fingered (Minor) -3
RIGHT LEG
65 1 Right Hip Bone Shattered 0 Agility reduced 2 die types. Gain Slow (Major) Hindrance. Clumsy (Minor) -3
66-67 2 Right Hip Bone Chipped 0 Agility reduced 1 die type. – 0
68-69 3 Right Thigh, Artery Struck 0 Agility reduced 1 die type. Make a Vigor roll every turn or become – -4
Fatigued. Failing Vigor roll while Incapacitated results in death.
70-72 4 Right Thigh, Clean 0 Agility reduced 1 die type. Gain Slow (Minor) Hindrance. – -1
73-75 5 Right Thigh Bone Shattered 0 Agility reduced 2 die types and Strength is reduced 1 die type. Gain – -3
Slow (Major) Hindrance.
76 6 Right Knee Shattered 0 Agility reduced 2 die types. Gain Slow (Major) Hindrance. – -3
77 7 Right Calf, Artery 0 Agility reduced 1 die type. Make a Vigor roll every turn or become – -4
Fatigued. Failing Vigor roll while Incapacitated results in death.
78-79 8 Right Shin Bone Shattered 0 Agility reduced 1 die type. Gain Slow (Major) Hindrance. – -3
80-81 9 Right Calf, Clean Break 0 Agility reduced 1 die type. Gain Slow (Minor) Hindrance. – -1
82 10 Right Foot Shattered 0 Agility reduced 1 die type. Gain Slow (Minor) Hindrance. Clumsy (Minor) -3
LEFT LEG
83 1 Left Hip Bone Shattered 0 Agility reduced 2 die types. Gain Slow (Major) Hindrance. Clumsy (Minor) -3
84-85 2 Left Hip Bone Chipped 0 Agility reduced 1 die type. – 0
86-87 3 Left Thigh, Artery Struck 0 Agility reduced 1 die type. Make a Vigor roll every turn or become – -4
Fatigued. Failing Vigor roll while Incapacitated results in death.
88-90 4 Left Thigh, Clean 0 Agility reduced 1 die type. Gain Slow (Minor) Hindrance. – -1
91-93 5 Left Thigh Bone Shattered 0 Agility reduced 2 die types and Strength is reduced 1 die type. Gain – -3
Slow (Major) Hindrance.
94 6 Left Knee Shattered 0 Agility reduced 2 die types. Gain Slow (Major) Hindrance. – -3
95 7 Left Calf, Artery 0 Agility reduced 1 die type. Make a Vigor roll every turn or become – -4
Fatigued. Failing Vigor roll while Incapacitated results in death.
96-97 8 Left Shin Bone Shattered 0 Agility reduced 1 die type. Gain Slow (Major) Hindrance. – -3
98-99 9 Left Calf, Clean Break 0 Agility reduced 1 die type. Gain Slow (Minor) Hindrance. – -1
100 10 Left Foot Shattered 0 Agility reduced 1 die type. Gain Slow (Minor) Hindrance. Clumsy (Minor) -3

109
CHAPTER 5.0

ARMOR
“Our forces are the pointy end of the spear, and we just got stuck in.”

ARMORED SUITS If a suit of Armor lists a +1 for Size Modifier it increases the
effective Size of the wearer by 1 when worn. A +2 would increase
The core rules contain stats for Body Armor, Heavy Body Armor the effective Size of the wearer when in the armor by 2, and so on.
(HBA), and Mechanized Battle Armor (MBA). In addition, there A Size 1 character, wearing a suit of mechanized Battle Armor with
are dozens different Armor Options you can install in your suit to a Size Modifier of +2 would be effectively Size 3 in the armor.
customize it. From Flux Shields to Flight Systems to integrated A suit's Size Modifier does not affect the cost. Only the wearer's
P-AI computers and medical support systems. They may not get size affects that value. A suit's size increase does not affect the
you back in one piece, but you’ll sure look good trying. wearer's Toughness beyond the Toughness Bonus listed for the
suit.
HEAVY BODY ARMOR (ITEM) VS. HEAVY SLOTS: Each suit of armor allows a certain number of options to be
ARMOR (GAME EFFECT) added to option Slots. The number of option Slots is based on the
Size of the wearer plus the suit's Size Modifier (if any).
When referring to the class of armor, between standard body
armor and mechanized battle armor, we will always use the words ARMOR OPTION SLOTS ("SLOTS")
"heavy body armor." When referring to the ability to shrug off hits
from non-vehicular weapons, we will omit the word body. WEARER SIZE + ARMOR SIZE # OF SLOTS (DIE ROLL)
-2 6 (d6)
ARMOR COVERAGE -1 6 (d6)
0 8 (d8)
All armor in Battlelords is assumed to cover every part of the body,
1 10 (d10)
unless otherwise stated in the description.
2 12 (d12)
CALLED SHOTS 3 12 (d12)

Making a Called Shot to the head or vital organs of an armored


character does no additional damage. AGILITY: Some suits of armor have their own Agility value listed,
which can substitute for the Character's Agility.
WEARER'S SIZE & ARMOR COST STRENGTH: Some suits of armor have their own Strength value
listed, which can substitute for the Character's Strength. Edges
The size of the wearer dictates the size of the armor. If a character
that modify a character's Strength are ignored while wearing
has a Size of 1, their armor will also be Size 1. The larger the armor
armor with a Strength value (GM's Discretion).
the more expensive it costs, and the more absorption polymers it
holds. Conversely, the smaller the armor the less expensive it is. PACE: Some suits of armor have their own Pace value listed,
• Size -2 Armor: Reduce cost by 50%. which can substitute for the Character's Pace. Edges that modify
• Size -1 Armor: Reduce cost by 50%. a character's Pace are ignored while wearing armor with a Pace
• Size 1 Armor: Increase cost by 25%. value (GM's Discretion).

• Size 2 Armor: Increase cost by 50%. WEIGHT: The actual weight of the armor in kilograms. Important
to know when transporting the armor or moving across weak
ARMOR DESCRIPTORS surfaces like ice or wooden floors. Use this for calculating the
character's encumbrance, except for Mechanized Battle Armor.
SIZE: In Battlelords a suit of armor's Size is usually identical to
EFF WEIGHT: Only listed for Mechanized Battle Armor. Used to
the Size of the character wearing it. However, some bulky suits of
calculate the character's Encumbrance in MBA, as it is what the
armor can add to the character's Size. This is called the suit's Size
character feels when wearing the armor, because MBA supports
Modifier. Typically, only Mechanized Battle Armor (MBA) will have
most, if not all, of its own weight.
a Size Modifier.

111
ARMOR STATS
ARMOR STATS PENETRATING HIT
Whenever a suit of armor with Environmental Containment loses
When attacking an unarmored opponent damage is handled
a point of Absorption it is punctured and the user is vulnerable to
normally, per the rules in Savage Worlds. When attacking an
gas attacks and environmental hazards. The QSU Armor Option
armored opponent, use the rules presented below.
seals these holes. HBA and MBA are Environmentally Contained
ARMOR by default.

This functions exactly like Armor in Savage Worlds. Think of the ENVIRONMENTAL RESISTANCE/
WEAKNESS
suit’s Armor value as representing the hard, outer shell of the
armor. Suits with high Armor scores are good at deflecting attacks
designed to punch holes in armor, like bullets, knives, and laser Armored suits are often built to withstand the rigors of harsh
beams. environments and exotic attacks. A suit can possess a varying
level of resistance to environmental conditions and attacks. If a
TOUGHNESS BONUS (TB)
suit lists an environmental resistance or weakness that modifier
The armor's Toughness Bonus, also known as its TB, is added to is applied to the armor wearer's Toughness when attacked by a
the wearer's Toughness for most attacks. When a suit has lost all weapon that triggers that environmental condition.
its Absorption (see below), the wearer can no longer add the suit's
Toughness Bonus to their Toughness. ARMOR SUMMARY
ABSORPTION (ABS) • Use the suit's Armor stat unless the weapon's Armor
The armor's Absorption represents the ability of an armored suit Piercing value exceeds it.
to cushion its wearer from impacts and attacks. Modern armor is • A suit's Toughness Bonus (TB) is added to the wearer's
filled with absorption polymers, which dampens impact by rapidly Toughness.
hardening and increasing density at the point of impact. The • Wounds are subtracted from the armor's Absorption, until
polymers also serve to insulate the user from the effects of rapidly the Absorption is exhausted. Characters do not suffer any
changing temperatures and electrical shock. ill effects from the loss of an armor's Absorption.
Each armored suit in Battlelords can sustain a set number of • Characters in Armor can still be Shaken.
Wounds, called Absorption. If an attack against an armored • When Absorption is exhausted, the wearer can no longer
target would normally cause a Wound, the Wound is subtracted add the armor's Toughness Bonus to their Toughness.
from the armor's Absorption instead. Only after exhausting the • A suit with no more Absorption still provides its Armor and
armor's Absorption can the character suffer Wounds from attacks environmental condition resistances/weaknesses (if any)
(unless a attack description states otherwise). If an armored suit to the wearer.
loses one or more points of its Absorption, the character wearing
the armor does not suffer an injury. Characters in armor can still • A Soak Roll can not reduce the amount of Absorption lost
be Shaken. in an attack.
• A suit that loses a point of Absorption has a hole in it and
Successful attacks against an armored target reduce a suit's is no longer airtight. A QSU Armor Option will seal breaches
Absorption, because they use up a suit's absorption polymers. in a suit.
When the polymers are exhausted, the suit is no longer able to
cushion the wear or protect them from certain attacks. When a
suit has lost all its Absorption, the wearer can no longer add
DONNING & EXITING ARMOR
the suit's Toughness Bonus to their Toughness. From that point Removing or donning armor normally requires 1d4+1 Turns spent
forward, only the character's Toughness is used to determine if lifting, pulling, and securing latches. HBA and MBA have a security
a Shaken result or Wound occurs. They can, however, continue code that prevents removal by anyone who isn't in the user's team,
to use the suit's Armor scores, Environmental Resistance(s), and a friendly medic or higher ranking member of their organization.
other abilities.
Note: If a single attack does enough damage to cause the loss REPAIRING ARMOR
of all a suit's armor Absorption and Wound the wearer, the suit's
The cost to repair armor is listed on the following table.
occupant is still entitled to the Armor’s Toughness bonus until the
end of that attack. ARMOR REPAIR
Note 2: A Soak Roll can not reduce the amount of Absorption lost COMPONENT COST
in an attack. Armor c2,500 per point
Absorption c500 per point

112
ENVIRONMENTAL RESISTANCE
TRANSPORTING ARMOR these penalties and limitations. Armor is designed to be used with
weapons and vice-versa. This penalty does not apply to using,
Characters attempting to carry a suit of armor should double reloading, manipulating, or firing weapons.
its WEIGHT to represent its inherently bulky nature, when
determining their encumbrance rating. Armored suits that have an EXAMPLE OF DAMAGE TO ARMOR
Armor Computer or P-AI and a Pace listed can just be commanded
to follow the character around once the owner's identity and Jenna the Gen-Human has a Toughness of 5 and is wearing
pristine Bear armor (Armor: 5, Toughness Bonus: 4,
security codes are verified. Absorption: 3). We add the Armor and Toughness Bonus of
Jenna’s suit to her Toughness (5 + 4 + 5 = 14) and determine
Jenna’s damage threshold is 14.
EXTRAS & ARMOR An Arachnid Warrior attacks Jenna with a Pulse weapon and
does 16 points of damage. The Arachnid got a Success, but
There are two options for dealing with Extras and armor. If you not a Raise. This results in Jenna being Shaken. Jenna does
prefer that your Extras are a little tougher due to their armor, we not suffer any Wounds, nor does her armor lose Absorption.
suggest using the following rule: Jenna’s character spends a Benny and removes her Shaken
status.
ARMORED EXTRAS METHOD: When the Absorption on Next round the Arachnid attacks again, doing 23 points of
the armor worn by an Extra is exhausted that Extra is damage! Comparing that to Jenna’s damage threshold of 14,
Incapacitated. Do not bother tracking how many Wounds we see the ‘Nid got a Success and 2 Raises. Jenna is again
an Extra or Elite Extra has suffered. Once their armor is Shaken. Remember the rule “If an attack against an armored
gone, they're done. Combat in Battlelords is grim and target causes a Wound, the Wound is subtracted from the
lethal, and without functional armor, you're not long for armor's Absorption first.” The Warrior’s two Raises reduce
the Absorption of Jenna’s armor down from 3 to 1. Jenna
this world.
suffers no Wounds. Jenna can spend another Benny to remove
This method is good if you like to see your Extras take a pounding her shaken status, but because she didn’t suffer any Wounds
in the attack, she cannot spend a Benny to make a Soak Roll.
before they drop and give the players something to deal with.
Jenna opts not to spend the Benny and is rattled by the attack.
However, If you'd prefer less bookkeeping, and Extras that don't
benefit as much from their armor you can use the following rule: The following round the ‘Nid goes in for the kill and again
strikes Jenna with its Pulse weapon, doing 24 points of
CINEMATIC EXTRAS METHOD: Ignore Absorption entirely damage. The Warrior got 2 Raises that would normally
for an Extra's armor. Just use their suit's Armor and cause Jenna 2 Wounds. Recall that Jenna is already Shaken.
Toughness Bonus, and use the standard Wound rules for Jenna’s armor has 1 point of Absorption left, which negates
the first of the 2 Wounds caused by the ‘Nid’s Raises. This
Extras to determine if they are Incapacitated.
drops the armor’s Absorption to 0. This leaves one Wound
Using the later rule means that you can drop an Extra in a suit left to allocate. Since Jenna’s armor no longer has Absorption
remaining, the Wound is applied directly to Jenna. Note that
of Mechanized Battle Armor by causing a single Wound. This
because the same attack that dropped the armor’s Absorption
method is good if you prefer a more cinematic approach where to 0 also resulted in one or more Wounds, Jenna is entitled
your players are dropping lackeys by the score, but you may want to her armor’s Toughness Bonus until the end of the attack.
to make your Elite Extras or Wildcard bosses particularly tough to Jenna suffers 1 Wound and is still Shaken.
give the Players a challenge.
Jenna’s character opts to make a Soak Roll and obtains a
We also suggest ignoring the Environmental Resistance for Extras, Success and 2 Raises. She removes her single Wound and
her Shaken status along with it, but the remaining Raise is
unless it's essential to the plot and/or scenario. We also suggest
unused, since Jenna has no more Wounds she can remove and
putting all your Extras in the same type of armor. a Soak Roll cannot be used to reduce Absorption loss.
The next round Jenna will not be able to use her armor’s
Toughness Bonus, because it has lost all of its Absorption.
USING FINE MOTOR SKILLS IN ARMOR She will still be able to use the suit’s Armor value. This will
reduce her damage threshold to 10 (5 Toughness + 5 Armor).
One of the first things your drill sergeant will have you do in your She better find some cover before the ‘Nid shoots again!
combat armor familiarization class is try to read a hardcopy of the
technical manual for your armor while you are wearing it. This,
as your sergeant well knows, will not go well. Any attempt to use
fine motor skills (picking locks, reading a paperback, sleight of
hand, etc.) while wearing armor incurs a -2 penalty. Moreover,
Mazians and Pythonians can not use their Vibration Sense while
wearing armor. The Tactile Response Armor Option negates

113
ARMOR KEY

BODY ARMOR (PP. 115) This suit is not affected by Metal Guns. See the Carnage
Companion book.
The following armor reviews are copyright of Madd Mike’s
Mercenary Catalog and reprinted here with their permission.
REFLECTION SUIT
Body Armor is the standard defensive gear in Battlelords. Body Armor
ranges from an archaic “bullet proof” vest to advanced, low-intensity "This Bonson/Sayers/Vion suit is designed to defend against
armor for support personnel and light infantry. This type of armor is laser attacks. This suit can reduce or completely nullify the effects
comparatively affordable and is ubiquitous throughout Alliance space. of beam weapons due to its reflective cobalt armor alloy. The alloy,
Modern body armor does not significantly impede mobility or freedom which has a very high melting point, creates a scintillating mirror
effect to reflect beam strikes. Unfortunately, it also makes the suit
of movement, though it can be bulky. It is relatively lightweight and
very easy to see.”
does not require motivator systems to help the wearer move or
“A self-healing, matte black, film can be applied to the suit. When
support the weight of the armor. As a result, this type of armor can
exposed to laser fire, the film exposes the anti-laser surface. Once
not be immobilized by Scramblers or electrical discharges since it is the laser fire has stopped, the self-healing film hides the reflective
the wearer's muscles that do all the work of moving the armor. Body alloy. It’s also one of the lightest suits in this class, probably because
Armor may be customized by adding Armor Options to it. it’s not packing much absorption polymer."

3 ARMOR The suit has an Armor of 8 against lasers. Without the matte
black coating (adds C1,000 to the cost), anyone looking for
COMBAT 1 the wearer of this suit receives +4 to their Notice tests.

"Combat 1 was one of American Konglomerate Corporation’s 5 ARMOR


(AKM) first forays into the armor market. This Tech Level 3 defense
suit is considered an OK buy for those with limited funds and who
don’t intend to engage anyone with weaponry more powerful than BEAR
low-level kinetic carbines and submachine guns."
"The suit that made Bear Armor Systems famous is renowned
for its good all-around specifications and competitive price. A great
DEFLECTION choice when starting out in your mercenary career.”

"The cheapest, off-the-shelf, laser-reflective armor you can


purchase. To keep the cost low, Bonson/Sayers/Vion (BSV) didn’t COMBAT 2
utilize their self-healing matte-black coating on this armor, so you
look like a chrome-coated warrior out of a bad Tri-V show." "A vast improvement over AKM’s prior offering, the Combat
1 defense suit. The Combat 2 was marketed to compete directly
Anyone looking for the wearer of this suit receives +4 to their with BAS’s Bear armor. Though it doesn’t enjoy the popularity of the
Notice tests. Bear suit, it does hold the advantage in durability.”

4 ARMOR COMBAT 3
AKMB IMPROVED BODY SUIT "AKM may have finally beat BAS at their own game. Early
reviews of the Combat 3 armor indicate it matches or beats BAS’s
"A better version of its predecessor, the AKM, the AKMB Kodiak suit in nearly every category except weight and cost. AKM is
Improved Body Suit is American Konglomerate Corporation’s definitely going to make it difficult for us to formulate our Top 10 list
attempt to perfect its AKM armor design. This improved model this year, but we’re not complaining.”
features a more durable alloy and more room for absorption
polymers. The suit is considered by many to be too heavy."
ELECTROLYTE
BIO 2 "Hardened to protect the owner from the effects of electrical
and electromagnetic attack forms. The electrolyte suit is a favorite
"The best feature of Science Tech’s Bio-2 suit is its weight. It’s of search & rescue and salvage crews everywhere. This suit will
light. The viral-assembled plates rely more on their unique molecular keep you from getting fried if you accidentally touch something
structure to survive impacts than on their density. The compressible that’s got an electrical current running through it. Manufactured
plates in this suit are modeled from an Earth insect called a by Science Tech.”
cockroach. Despite the advantages of this armor, we really wish they
hadn’t brought the damn roaches here from Earth."

114
BODY ARMOR

ARMOR KEY
PRIMARY ARMORED SUIT ATTRIBUTES: SECONDARY ARMORED SUIT ATTRIBUTES:
• Armor: The suit's Armor value. • AGL: Use the suit’s Agility (if available) in place of your own.
• TB: The suit's Toughness Bonus. See Powered Armor Use skill.

• ABS: The Absorption value of the suit. • STR: Use the suit’s Strength (if available) in place of your
own.
Environmental RESISTANCES/WEAKNESSES:
• ACID: The suit’s ACID resistance/weakness, if any. • PACE: Use the suit’s Pace (if available) in place of your own.
ARMOR DESCRIPTORS
• COLD: The suit’s COLD resistance/weakness, if any.
WEIGHT: The actual weight for the armor.
• ELE: The suit’s ELECTRICAL resistance/weakness, if any. EFF WEIGHT: The weight when wearing the armor. Only Mechanized
• FIRE: The suit’s FIRE resistance/weakness, if any. Battle Armor has this stat.
• MEN: The suit’s MENTAL resistance/weakness, if any. SIZE INCREASE: This number is added to the character's Size to
• RAD: The suit’s RADIATION resistance/weakness, if any. determine how big they are when wearing the armor.
TL: This indicates the Tech Level of the Armor.
• SEN: The suit’s SENSORY resistance/weakness, if any.
COST: This indicates the cost in Alliance credits (c). Assumes
Size 0.

BODY ARMOR (PP. 114)

ENVIRONMENTAL RESISTANCE/ SECONDARY


WEAKNESS ATTRIBUTES

WEIGHT
ARMOR

MODEL
COLD

PACE
ACID

MEN
FIRE

RAD
ABS

SEN

AGL

STR
ELE

COST
TB

TL
Combat 1 3 2 2 – – – – – – – – – – 20 3 c1,400

Deflection (Armor 6 vs. lasers) 3/6* 2 2 – – – RST – – – – – – 22 3 c 9,750


AKMB 4 2 2 RST – – – – – – – – – 24 3 c7,550
Bio-2 4 3 3 WEAK – RST – – – – – – – 18 3 c12,850
Reflection (Armor 8 vs. lasers) 4/8* 2 3 – – – RST – – – – – – 31 4 c47,850
Bear 5 4 3 – – RST – – – – – – – 29 4 c51,350
Combat 2 5 3 3 – RST – – – – – – – – 31 4 c48,300
Combat 3 5 5 4 – RST – – – – – – – – 40 4 c71,350
Electrolyte 5 3 3 – – SUP – – – – – – – 29 4 c65,300
Grenadier 5 4 3 – – – – – – – – – – 37 4 c48,550
Kodiak 5 4 4 – – RST – – – RST – – – 24 5 c70,800
Spy Master 5 3 3 – – WEAK – – – – – – – 9 6 c 76,350

HEAVY BODY ARMOR (PP. 116)


ENVIRONMENTAL RESISTANCE/ SECONDARY
WEAKNESS ATTRIBUTES
WEIGHT
ARMOR

MODEL
COLD

PACE
ACID

MEN
FIRE

RAD
ABS

SEN

AGL

STR
ELE

COST
TB

TL

CD-2 Commando 6 4 3 – – – RST – – – – – 10 15 5 c 43,500


Gladiator 6 7 6 – – – – – RST – – – – 26 5 c205,000
MX-4 6 4 3 – RST RST – – – – – – – 22 5 c53,000
Dragoon 6 7 6 RST – – – – RST – – – – 37 5 c214,000
Combat 4 7 9 7 – RST – – SUP – – – – – 31 5 c803,000
Grizzly 7 9 7 RST – – – SUP – – – – – 20 5 c959,000
Mesh 7 4 3 – – WEAK RST – SUP – – – – 15 5 c89,500
CD7 7 4 3 – – RST RST RST RST RST – – 10 35 5 c115,500
Tarsh 8 10 7 – – – – SUP RST RST – – – 57 5 c1,585,000

* Armor vs. Lasers


115
HEAVY ARMOR
GRENADIER All Heavy Body Armor has the Environmental Containment
Armor Option, which makes the suit airtight and protects the
"The Grenadier is the mid-range armor in Shalkon Corporation’s occupant from gas attacks, extreme environments, and toxic or
warrior line. The suit does not handle harsh environments or exotic unbreathable atmospheres. At least, until the suit's onboard air
weapon attacks well, but if you want to wade in and start pounding supply is exhausted or the suit is punctured by a Penetrating Hit.
things, it’ll take a beating from conventional weaponry. It’s heavy, but
no more so than any of the other combat-oriented suits in its class.” 6 ARMOR

KODIAK CD-2 COMMANDO

"Continuing their Ursa line of armors, the BAS manufactured “Take look-n-shoot Arm Rockets; add a built-in Smoke
Kodiak suit trades a little armor plating for a lot of absorption. This Generator; throw in some mechanized speed, and you have the
unit is designed for medium intensity combat situations. Kodiak Commando. Galactic Defense Contractors’ Défense de Combat –
can withstand several direct hits from most Pulse weapons. Its light Deux or CD-2. The suit includes four Slipstream Arm Rockets. There
weight pushes it past AKM’s Combat 3 in our eye, making it our are two in each arm sitting in a Armband missile rack. The suit has
top buy in the class. “Bear Armor System’s Bell SS helmet includes a maximum speed of 72 kph. Easily one of the best-selling suits of
protection from sonic attacks.” heavy armor.”

All damage from sonic attacks are halved. The mechanized speed uses one Armor Option slot and the
missile rack uses another. Destruction of the option slot
containing the mechanized speed equipment results in the
SPY MASTER wearer using their own Pace, rather than the armor's Pace.

“Innovation at its finest. Dickens Corp’s top of the line Spy


Master espionage armor features a state-of-the-art stealth and GLADIATOR
camouflage system. It can render the user nearly invisible. If you
are an urban agent, this is the right suit for you. The armor includes “The most sought-after body defense suit on the market. Like
a Grapple Hoist.” all of Shalkon’s armored suits, this unit is superb if you want to get
up close and trash things. What it lacks in stopping power, it makes
This suit gives a -5 penalty to anyone attempting to see or up for with an unbelievable amount of absorption polymers. It is
hear the suit. probably the best anti-pulse armor on the market. Eight Slipstream
Arm Rockets in a Mycroline rack are included in the cost!
“We even wash the previous owner out of it for you. The Gladiator is a favorite of Ram Pythons everywhere,
Cash Only." probably due to the fact that they don’t notice the heavy weight of
-Sign at Flik’s Used Armor Sales the suit as much as the rest of us. It’s worth noting that, though the
suit may be heavy, it features a best in class Lift system capable of
supporting 45 kilograms of weight for the user."

HEAVY BODY ARMOR — HBA (PP. 115)


MX- 4
Heavy Body Armor provides more protection than Body Armor,
but it is much heavier and requires motivator systems that help the
wearer support the weight of the armor. The suits are powered by “Langstrom Institute’s newest combat suit. The MX-4 is
small ultra-high efficiency fuel cells attached to each servo, with a designed to defend against Omega weapons. Langstrom has
sophisticated internal power-recycling system. This system permits utilized their own version of Advantix’s Omega Dampener in this
the suits to go for long periods before requiring recharging (up to 6 suit. Theirs is called the Rebound System. Unlike the Advantix
months of typical combat duty). system, the Rebound System is always running, and the failure rate
appears to be lower. The MX-4 also features a superb LIFT system,
These systems are susceptible to attack from Scramblers
allowing the user to tote around 60 kilograms of gear effortlessly!”
and electrical-based weapons. These weapons can knock out the
actuator systems leaving the user immobilized or greatly slowed When the suit is struck by an Omega weapon or concussion
by the weight of their own armor. In addition, all Heavy Armor is
damage, roll a die. On an even result, all damage from
environmentally contained, which protects the user from gas attacks
and many hazardous environmental conditions.
concussion damage and Omega weapons is reduced by
half (round down) before determining if Wounds occur. The
All Heavy Body Armor suits have the Heavy Armor ability. Rebound System requires 1 slot.
Slot 1 in Heavy Body Armor is occupied by the Actuators systems
that reduces the weight of carried equipment, but not the
weight of the suit itself, by 50%. If the Actuators are disabled or
damaged, the suit no longer supports 50% of the weight of the
gear the character is carrying and the character's encumbrance is
increased accordingly.

116
MECHANIZED BATTLE ARMOR
7 ARMOR MECHANIZED BATTLE ARMOR — MBA
(PP. 119)
CD-7
Mechanized Battle Armor, as a class of armor, is often referred
“A heavier version of GDC’s already excellent CD-2 armor suit. to simply as MBA. Mechanized battle armor is really nothing more
The MOH 3 helmet, which is a joint design by Armalite and Science than beefed-up heavy armor. In fact, it provides all the same benefits
Tech has an instantly recognizable silhouette, as the helmet slopes as heavy armor. The defining characteristic of Mechanized armored
outward to the edge of the shoulders. This design was necessary suits is their strength augmentation systems. Unlike the LIFT systems
in order to build-in the numerous systems the helm contains. Gone in heavy armor, the strength augmentation systems in MBA actually
is the crown of eyes design from the original MOH. In addition to helps support the weight of the suit. In most cases the motivators in
its impressive passive optics capabilities, the MOH 3 also includes the suit are so powerful that the suit feels weightless to the user. In
mental defense systems, long range commo, and a TDA system to addition, Mechanized Battle Armor allows the user to hit and kick
improve accuracy.”” with superhuman strength. Many suits of Mechanized Battle Armor
allow the user to move with superhuman speed. While wearing a suit
The mechanized speed uses one Armor Option slot. of MBA, you can run as fast as a Cizerack, walk through masonry
Destruction of the option slot containing the mechanized walls like they’re constructed of tissue paper, and rip doors and
speed equipment results in the wearer using their own Pace, hatches off armored vehicles with your gauntleted hands. If you have
rather than the armor's Pace. the means, I highly recommend you get a suit.

This suit provides a +1 bonus to the Shooting skill, and a +2 All Mechanized Body Armor suits have the Heavy Armor ability.
to Notice rolls. When the armor is powered up, use the effective weight (EFF
WEIGHT) when determining the encumbrance of the wearer. The
Actuators take up Slot 1 in the suit. The suit's Strength replaces
COMBAT 4
the wearer's for as long as the Actuator's function.
“AKM shows us again how they’re willing to push the envelope If the Actuators are disabled or damaged in Mechanized Battle
of armor design while BAS rests on its laurels. Perennially on our Armor, the character must use their own Strength instead of the
best buys list despite its weight.”
suit's. In addition, the character must use the WEIGHT of the
armor when determining their encumbrance load instead of the
GRIZZLY EFF WEIGHT. Mechanized Battle Armor is so heavy that without
the Actuators, most characters will be unable to move inside the
“The tag line in BAS’s advertisements for this is: "You suit.
wouldn’t fight a grizzly bear would you?" The ad later jokingly says, All Mechanized Battle Armor has the Environmental Containment
"Ram Pythons, your vote doesn’t count!" Though the marketing
armor option, which makes the suit airtight and protects the
department at BAS has clearly hit a home run with their Tri-V ads,
the Grizzly design is starting to show its age.” occupant from gas attacks, extreme environments, and toxic or
unbreathable atmospheres. At least, until the suit's onboard air
supply is exhausted or the suit is punctured by a Penetrating Hit.
MESH
8 ARMOR
“Designed with multiple, intermeshing layers of armor and
absorption polymers. Mesh is definitely worth the money if you can HERCULES
afford it. Lighter protection than its competitors, but it’s incredibly
lightweight and that’s saying something for an Eridi-Corp product!” “The Armalite Hercules is the lightest armored suit of MBA
currently available. You’re practically spending more for the
8 ARMOR strength enhancement than the armor plating. If want to know what
it feels like to be Ram Python? Now you can... on a budget no less!
Includes an upgraded TDA helm, which is definitely improvement
TARSH over the original. This 2nd generation model is tougher than the
original in all respects.”
“An Eridi-Corp design, the Tarsh holds the distinction of being
one of the heaviest and toughest heavy armor suits on the market This suit provides a +3 bonus to the Shooting skill.
today. It’s lift system is capable of supporting 100 kilograms of
weight.”
POWER MESH

“The counterpart to Light Assault Armor. I personally think


35% more absorption polymers is worth the trade-off in speed.
I guess it depends on your needs and mission parameters. Can’t
beat the price though.”

117
MECHANIZED BATTLE ARMOR

10 ARMOR Incorporated. The company reportedly took on the endeavor when


they saw reports that the Pythons were being disproportionately
targeted by enemy fire and experiencing higher than normal losses
CD12 compared to other species in the Alliance Military. Reports are
they’re working on versions for other species.”
“Not content with their CD-series armor’s best-seller status
in the Heavy Armored category, Galactic Defense Contractors
has started to make headway into the Mechanized Battle Armor 15 ARMOR
market. The CD12 feature’s GDCs minimum response time Armor
system. The system augments the reflexes of the suit’s wearer to AEROSHIELD
a level the GDC considers low for modern combat soldiers. In our
tests, the system was clearly pushing the suit to the limits of human
“Designed from the ground up by Langstrom Institute to
performance.”
replicate and improve upon the functionality of a MARS mobility
system in an off-the-shelf armored suit.”
11 ARMOR
The suit can fly at a Pace of 18. The flight systems for the suit
takes up one Armor Option Slot in the armor. Range is 500 km.
OMICRON SUIT

“Advantix Corporation’s entry is an all-around excellent 17 ARMOR


performer. Its weight and relatively low level of strength
augmentation means it has the lowest lift capacity of any suit of NIGHTSHADE
Mechanized Battle Armor. The suit is paired with The Langstrom
Institute Jousen 3 helm, which has the best mind-screening helmet “Designed by Balshrom for covert insertions behind enemy
on the market.” lines, the Nightshade is one of the most sophisticated suits of MBA
ever created. The matte black suit features state-of-the art sensor
12 ARMOR suppression technology, a displacement device with extended range,
sound dampeners, a molecular phase device, and a cloaking system.
The suit also features an extendable phase sword built into the right
BEAR MBA forearm, with a system designed to detach the blade if it gets lodged
in the target. It automatically attaches a new one. Oh, did we mention
“There is nothing like it! This armor is state-of-the-art. The that it can run at 108 kph?”
design is top secret. Bear System’s Mechanized Battle Armor is
currently only available to Alliance military personnel. It includes “Many critics have pointed out that the Nightshade’s size and
one of the best helmets ever made, but you pay through the nose weight keep it from being as stealthy as it could be, and that this
for it. It includes a built-in electronic warfare suite.” limits its usefulness in dense urban environments. They further
point out that its ridiculously high price would keep anyone from
The EWS built into this suit gives an ECM of -3. buying one. Regardless of the criticism sales are brisk in the special
ops community.”

13 ARMOR The unit's proprietary camouflage system gives a -6 penalty


to anyone attempting to see or hear the suit, whether using
HEAVY ASSAULT the ole’ Mk I eyeball or sensors. The cloaking system can
operate for 5 minutes with onboard power.
“An improvement over its cousin. Add another 1.6 cm of ST-3 The displacement device has a range of 1 km. The molecular
foam, change the configuration slightly, and you end up with an
phase device can pass through 30  m of material and a has
excellent suit of Mechanized Battle Armor. The silhouette that
made its little brother famous is now gone though. The Heavy 30 second recharge time between uses. Both devices have
Assault is just as big as any other suit of MBA in this class.” enough power for 3 uses.
The displacement device, the molecular phase system, the
14 ARMOR phase sword, and the cloaking system each 1 slot in the suit
(total of 4 slots). Treat the Phase Sword as a Short Sword
T-REX that ignores armor (Armor & Toughness Bonus) 50% of the
time (even result on a die roll). Successfully using the sword
“Despite the jokes in the industry that a human run design destroys the blade, which fuses inside the target. The system
firm is making armor specifically for Pythonians, the T-Rex is carries 5 spare blades.
an impressive suit. It puts in high numbers in all our tests and
"The technology of tomorrow killing people today.”
boasts more absorption polymers than anything that’s not a sub-
Humpty suit of MBA. That’s a damn impressive feat for Dickens

118
SECTION TITLE

MECHANIZED BATTLE ARMOR (PP. 117)

ENVIRONMENTAL RESISTANCE/
WEAKNESS ATTRIBUTES SIZE INCREASE
EFF WEIGHT

MODEL
WEIGHT
ARMOR

COLD

PACE
ACID

MEN
FIRE

RAD
ABS

SEN

AGL

STR
ELE

COST
TB

TL

Hercules 8 8 6 – – RST – – RST – – d12+2 – 44 83 – 5 c880,000


Power Mesh 9 11 8 WEAK – – – – RST – – d12+2 6 0 72 1 5 c3,360,000
CD12 10 7 5 – – SUP RST – RST – d8 d12+2 7 0 104 1 5 c2,760,000
Bear MBA 12 17 10 RST – – – – – SUP d12 d12+4 10 0 82 1 6 c8,720,000
T-Rex 14 19 10 SUP WEAK – WEAK – RST – d12 d12+4 7 0 186 1 5 c19,000,000
AeroShield 15 13 9 RST – RST SUP – SUP – d12 d12+2 4 0 126 2 6 c20,970,000
Nightshade 17 11 7 RST RST RST SUP SUP – – d12+2 d12+2 15 0 109 2 6 c57,930,000
Argus 20 11 7 SUP RST RST SUP SUP SUP – d12+2 d12+6 8 0 102 2 6 c16,980,000
Dreadnought 25 20 10 SUP SUP – RST SUP – SUP d12+2 d12+8 8 0 203 2 6 c55,360,000
Omega Suit 30 20 10 SUP SUP – SUP – – SUP d12 d12+8 5 0 654 2 6 c85,970,000
Exo Shealth 35 20 10 SUP SUP – SUP SUP SUP SUP d12 d12+8 4 0 739 2 6 c166,680,000

"Carnage-a-comin'”
-Graffiti on the side of an MBA helmet

119
MECHANIZED BATTLE ARMOR

20 ARMOR helm, which is bit light on the sonic protection for a helm that’s
designed to take a hit from a Reflex missile, but that’s admittedly
a minor gripe."
ARGUS

“The word stands for shield in ancient Greek. It is in high 30 ARMOR


demand. The manufacturers are currently under galactic
indictments for misappropriation of government funds. Argus was OMEGA SUIT
designed to improve the survivability of the combat soldier against
Omega weapons. It includes the epitome of defense helmets! The
“You could have heard the collective gasp of surprise when
GDC-made Goliath, which incorporates a mental screen and sonic
Advantix Corporation, who is renowned for being "just average"
technology into one helmet.”
at everything, announced they were releasing a suit whose specs
exceeded Dreadnought. They weren’t fibbing either. Advantix
22 ARMOR had been developing their own resonance system, and they’ve
pushed polymer durability past what everyone else had done to
that point. Unfortunately, they had not made the same strides in
TITAN armor plating, and to beat the specs of the Ursa and Dreadnought,
they had to literally layer it on thick. The result is that the suit’s
“Top of the line in Shalkon Corporation’s warrior line of armors, strength enhancement system is so stressed moving the suit’s own
the Titan was one of the first resonance armors to hit the market. weight that Advantix installed a heavy armor lift system to take up
There’s only so much absorption polymer you can stuff between the slack.”
an armored shell and a body. Using resonance tech, Shalkon was
able to increase the durability of the polymers that are already in
the suit. In essence, it gives you more durability in the same finite 35 ARMOR
space. The result is a suit that can take a hit from an Abomination
Omega cannon and not turn the wearer into a slushy mess pooling EXOSHEATH
in the boots.
The helmet on this baby can take a direct hit by a low end “Not one to be outdone by anyone else, Eridi-Corp has picked
Reflex missile and still leave you with a head. BAS put all their eggs up the gauntlet thrown down by the upstart Advantix and hurled it
into the patented, anti-penetration shell. Comes complete with out of the dueling grounds. The ExoSheath is, without a doubt, the
mind screen, flash protection, sonic protection, and long-range toughest suit of non-Ultra Armor money can buy. The resonance
communications link.” generators are so powerful you can hear the suit hum and vibrate
from 5 meters away on a quiet day. Eridi-Corp handled the shell
25 ARMOR problem the same way Advantix did, and the amount of armor plate
the suit carries gives it a decidedly bulky appearance. The suit is
slow and has a supplemental lift system to take the weight of any
DREADNOUGHT gear off the strength enhancing motivators. The suit’s occupant
can hear the motivators' electric whine of protest every time they
“The mother of all mechanized battle armor is Balshrom’s take a step, but the Eridani seem to love the things. Everyone else
vaunted Dreadnought Combat System. They managed to shave has taken to calling the suit, The Walking Wall.”
every unnecessary kilogram of weight off the Dreadnought, giving
it the industry’s best load capacity. The suit allows the user to carry
545 kilograms of weight… effortlessly. Don’t let anyone wearing
one punch you. The suit is paired with the Balshrom Juggernaut
ARMOR OPTIONS

ARMOR OPTIONS number with no Armor Option listed, then the attack did not strike
an Armor Option.
Armor options are devices that are added to an armored suit to
There are two types of attacks that can destroy an Armor Option,
enhance the survivability or lethality of the soldier. Armor options
are normally mounted inside the armor, under the protective outer
which are summarized below.
shell and represented by the armor’s Armor Rating. Modern armor Losing Armor Options Summary
has industry standard expansion chambers, called slots, built into the
suit to hold a variety of standard sized-options. However, there are 01. The Absorption on the suit is exhausted and the attack
some that must be built into the armor itself, making them difficult to gets Aces on the damage with a weapon that's capable of
install and remove. These "built-in" options are typically protective damaging the armor. (Heavy Armor & Super Heavy Armor
coatings or linings that must be applied to the armor's surface or rules still apply). The attack does not have to cause a Wound
sandwiched between the exterior shell and the absorption polymers.
to the character in order potentially destroy an armor option
Built-in options are difficult or impossible to remove or transfer to a
new armored suit once installed. Options that are installed into slots, in this situation.
however, can be transferred by any competent armorsmith. Typically, 02. A Thunderbolt Generator or other electrical-based attack
the cost of the option includes the fee for its initial installation. gets a raise on the attack roll. (SHORT OUT), regardless of
The number of slots available in an armored suit depends on the whether the attack reduces the suit's Absorption or affects
Size of the wearer. The larger the wearer, the larger the armor, and the wearer.
the more slots for options it will possess.
If the suit suffers either of those attacks, roll the appropriate
RECORDING ARMOR OPTIONS armor option die to determine which slot is hit.
When purchasing Armor Options, you must record the location For example, a Size 1 suit of Heavy Body Armor with an Armor of
of each option by writing its name in an available armor slot on 7, a Toughness Bonus of 4, and 1 Absorption remaining. A Size
1 suit has 10 armor slots. The suit is struck by a pulse weapon
the Armor Option list on your character sheet. This is important
that eliminates the remaining point of absorption. Recall, losing
because weapon hits that penetrate an armor can damage or all Absorption also eliminates the suit's Toughness Bonus.
destroy Armor Options.
The armor is then struck again by an archaic powder weapon
Armor options that list – or 0 for Size do not occupy any slots and that gets Aces on the damage roll. However, the archaic powder
are not destroyed unless the armored suit is destroyed. weapon is not a Heavy Weapon, so it can not damage the armor
or cause the loss of an Armor Option.
ARMOR OPTION SLOTS Next the same suit of armor is again hit by a Pulse Weapon,
Heavy Body Armor and Mechanized Battle which does 12 points of damage where the shooter got Aces on
the damage roll. Since the damage roll Aced and the weapon is
Armor (MBA) have the first Armor Option ARMOR capable of damaging the armor, we need to check to see if any
slot occupied by the Actuators that allow the
user of the armor to move easily despite the OPTIONS Armor Options are lost. Since the armor has 10 slots we roll a
d10. We roll a 4, and see that slot 4 is occupied by the suit's Auto
weight. As a result, Heavy Body Armor (HBA) # OPTION
Doc Armor Option, which is now destroyed.
always has one less slot available in each 1 A ctuators
It is important to note that if the last Pulse Weapon hit only did
section than Body Armor of the same Size. 2 S ensors 6 points of damage, which would have done no damage the
However, Mechanized Battle Armor (MBA) 3 Talons occupant, we would still roll to see if any Armor Options were
can be one or two Sizes larger than the user. 4 A uto Do c destroyed as long as the damage roll Aced. Once the Absorption
This can give it additional Armor Option Slots is gone the suit becomes vulnerable to damage, even if it is still
5 A ir S upply protecting the wearer.
over a suit of Body Armor built for the same 6 QSU
Size character. If the same suit, in pristine condition, with 3 Absorption is hit
7 - E M P T Y- by a Thunderbolt Generator that gets a raise on the attack roll.
OPTIONAL RULE: 8 - E M P T Y- Regardless of whether the T-Bolt Generator reduces the armor's
Absorption or causes the wearer to be Shaken or Wounded, we
DESTROYING ARMOR - E M P T Y-
9
still roll on the Armor Option table. In this case we roll a 10, and
- E M P T Y-
OPTIONS
10
hit an empty slot. As a result, no Armor Options are lost.
11 - E M P T Y-
Armor Options Key
Whenever an armored suit suffers a hit 12 - E M P T Y-
from an attack that could destroy an Armor NO SPACE SIZE: Size indicates the number of Slots the Armor Option requires.
Option, roll the appropriate die for the OPTIONS WEIGHT: The weight in kilograms added to the Armor for this
armor’s Size and consult the Armor Option A rmor C omp. Option.
table on your character sheet. If the number E nviro
C ontainment TL: This indicates the Tech Level of the Armor Option.
you rolled corresponds to a slot number with
an Armor Option, then that Armor Option is COST: The Armor Option’s cost in Alliance credits.
destroyed. If the roll corresponds to a slot

121
ARMOR OPTION TABLES

A-GRAV BELT SYSTEMS (PP. 126)

DESCRIPTION SIZE WEIGHT TL COST


Anti-Grav Belt 1 -110 6 c19,000
Heavy Belt 1 -80 6 c66,500
Xtra Heavy Belt 1 -140 6 c185,000

ARMOR COATINGS (PP. 126)

DESCRIPTION DESCRIPTION SIZE WEIGHT TL COST


Laser Reflective Coating +4 Armor vs. Lasers – 1 4 c7,500
Tactile Response Negates Agility penalties for fine motor skills – – 4 c2,500

COMMO PACKAGES (PP. 126)

DESCRIPTION SIGNAL STRENGTH RNG SIZE WEIGHT TL COST


Commo 1 - Local 2 0.5 km – – 3 c30
Commo 2 - City 4 50 km – – 4 c500
Commo 3 - State 6 500 km 1 1 5 c5,000
Commo 4 - Planetary 8 5,000 km 2 1 6 c25,000
Emergency Transmitter 6 200 km – – 4 c5,000

ARMOR COMPUTERS (PP. 127)

DESCRIPTION SMARTS SIZE WEIGHT COST


Patrol (Computer) d4 – – c800
CC-10 (Computer) d6 – – c1,500
Integron (Computer) d8 – – c2,500
SAL (P-AI) d10 – – c1,000,000
Marvin (P-AI) d12 – – c1,500,000
Phoenix (P-AI) d12+2 – – c1,750,000

ELECTRONIC WARFARE SUITES — EWS (PP. 128)

DESCRIPTION ECM SIZE WEIGHT TL COST


EWS Package 1 -1 1 7 3 c60,000
EWS Package 2 -2 1 5 4 c95,000
EWS Package 3 -3 1 3 5 c175,000
EWS Package 4 -4 1 2 6 c250,000
EWS Package 5 -5 1 1 6 c500,000

MEDICAL PACKAGES (PP. 130)

DESCRIPTION SIZE WEIGHT TL COST


Auto Doc 1 1 4 c5,000 or 10,000*
Combat Performance Upgrade – – 4 c5,000
Injection Port – – 3 c150
Limb Loss Control 1 1 4 c7,500
Pain Manager – – 5 c3,500
Sleep & Stim Management – – 4 c4,500
Sust. & Waste Management 1 1 3 c1,000

*The cost of the Auto-Doc is halved if it does not include the automatic bone-setting feature.

122
SECTION TITLE

FIELD GENERATORS (PP. 129)

DAMAGE
REDUCTION FIELD
DESCRIPTION FUNCTION (OPTIONAL) STRENGTH SIZE WEIGHT TL COST
Flux Shield 10 Completely negates kinetic weapon, hand-to-hand, and 1 DICE 10 DICE 1 2 5 c150,000
melee weapon attacks. Other damage is subtracted from
Field Strength until it reaches 0.
Flux Shield 15 Negates Kinetic, HTH, and Melee attacks. Other damage is 1 DICE 15 DICE 1 2 5 c500,000
subtracted from Field Strength until it reaches 0.
Flux Shield 20 Negates Kinetic, HTH, and Melee attacks. Other damage is 2 DICE 20 DICE 1 4 6 c800,000
subtracted from Field Strength until it reaches 0.
Flux Shield 25 Negates Kinetic, HTH, and Melee attacks. Other damage is 2 DICE 25 DICE 1 5 7 c1,000,000
subtracted from Field Strength until it reaches 0.
Flux Shield 30 Negates Kinetic, HTH, and Melee attacks. Other damage is 3 DICE 30 DICE 2 6 7 c1,500,000
subtracted from Field Strength until it reaches 0.
Flux Shield 35 Negates Kinetic, HTH, and Melee attacks. Other damage is 3 DICE 35 DICE 2 9 7 c2,000,000
subtracted from Field Strength until it reaches 0.
Flux Shield 40 Negates Kinetic, HTH, and Melee attacks. Other damage is 3 DICE 40 DICE 2 11 7 c2,500,000
subtracted from Field Strength until it reaches 0.
Flux Shield 45 Negates Kinetic, HTH, and Melee attacks. Other damage is 3 DICE 45 DICE 2 14 7 c3,000,000
subtracted from Field Strength until it reaches 0.

123
MISCELLANEOUS ARMOR OPTIONS

MISCELLANEOUS ARMOR OPTIONS (PP. 131)

DESCRIPTION FUNCTION SIZE WEIGHT TL COST


Air Supply This option holds 8 hours of air. Double the amount for a Size -1 or -2 character, and 1 1 2 c750
cut it in half for a Size 1 or 2 character.
Armored Storage/Holster See Description . Varies 1 3 c500 x
Size
BMH (Basic) -2 Shooting penalty is applied whenever the Cizerack changes targets in the same 1 2 3 c1,500
Turn. A BMH can hold a rifle-sized weapon or smaller.
BMH (Look and Shoot) This mount has no changing targets penalty. This BMH can hold a rifle-sized weapon 1 3 4 c35,000
or smaller.
BMH-Ultra The primary weapon must be light machine gun-sized or smaller, while the secondary 1 2 5 c60,000
weapon is limited to a pistol or SMG-sized weapon. Both weapons point at the same
target.
Carrying Case Eliminates the WEIGHT x 2 penalty when carrying your armor. N/A 3 3 c150
Combat Shield +3 parry, a -2 cover, Armor of 6, Hardness 18. 1 2 3 c5,000
Detachable Armored Pack Holds a backpack worth of stuff. Double the amount for a Size -1 or -2 character, and – 3 3 c500
cut it in half for a Size 1 or 2 character.
Emergency Exit Allows the character to immediately exit the armor with a single action. 1* 1 3 c2,500
Enhanced Vision System This system provides a +2 to Notice test made using vision. – – 4 c5,000
Enhanced Audio System This system provides a +2 to Notice test made using hearing. – – 4 c5,000
Environmental Containment Makes the character immune to airborne biological weapons and biological weapons/ – 1 3 c1,400
diseases that must be inhaled or come into contact with the character’s skin to
be effective. Allows the character to use the suit's Resistance (if any) against
environmental conditions.
External Flotation Systems Allows your armor to float. 1 2 3 c2,000
Flash/Bang Protection Increases the SENSORY (SEN) environmental Resistance of the armor by 1 level. – – 4 c10,000
Flash/Bang Protection (Improved) Increases the SENSORY (SEN) environmental Resistance of the armor by 2 levels. – – 5 c35,000
Fire Extinguisher The extinguisher has a range of 2/4/8 and enough fire retardant to put out a fire 1 1 3 c250
covering a Size 2 creature.
Generation Compliant Armor Eliminates double PP cost for generating in armor. – 4 5 AC* + 50%
Gills Allows you to breathe underwater in your armor. 1 1 4 c2,500
Grappling Hoist A Shooting test is required to fire the Grappling Hoist. Range: 1 3 3 c1,500
12/24/48.
Gyro Stabilizer Negates the Recoil penalty. 1 – 4 c2,000
Laser Shield +3 party, a -2 cover, Armor of 6 (12 vs. lasers), Hardness 18. 1 3 4 c10,000
Magnetic Boots & Gloves STR of d12+2 when making STR roll to hang onto magnetic surface. STR d12+6 for 1 1 3 c750
MBA.
Mental Shielding Increases the MENTAL (MEN) environmental Resistance of the armor by 1 level. 1 1 5 c25,000
Mental Shielding (Improved) Increases the MENTAL (MEN) environmental Resistance of the armor by 2 levels. 1 1 5 c50,000
PA System Public address system with voice change capabilities. – – 3 c100
Protection (Actuators) For HBA and MBA only. If a suit's Actuators are destroyed, these backups 1 3 3 c3,000
automatically kick in.
Protection (Armor Options) Ignore the first Armor Option lost due to an attack. – 2 3 c1,500
Quick Sealant Unit (QSU) A QSU will seal any holes in an armored suit, including those caused by a kinetic 1 1 4 c1,500
weapon Penetrating Hit.
Quick Draw Unit Can ready a weapon as a free action, even if stored in a difficult to access location. 1 – 3 c15,000
Rebreather Changes Air Supply Armor Option duration from hours to days. 1 1 3 c1,000
Search Light Eliminated penalties for poor illumination. Also works in UV and IR. 1 — 2 c500
Shield +3 parry, a -2 cover, Armor 3, Hardness 15. 1 5 2 c50
Talons STR+2d4 points of damage, which can be further improved by unarmed Edges. If the 1 2 3 c5,000
character already has bonus unarmed damage, double the number of damage die and
increase the die size to the next size up (Max of d12). Heavy Weapon.

* AC refers to the original Armor Cost before options.

124
ARMOR OPTION TABLES

MISSILE RACKS (PP. 136)

DESCRIPTION SHOTS ROF SIZE WEIGHT COST


Armband 4/0 2 1 1 c200
Mycroline 12 / 0 12 1 1 c1,000
Ripple 0 / 12 12 1 7 c9,000
Digiton 0 / 15 10 1 10 c20,000

MOBILITY SYSTEMS (PP. 136)


DESCRIPTION COMBAT PACE TRAVEL PACE RANGE SKILL SIZE WEIGHT TL COST
Climbing System Half Pace Half Pace – Athletics – 3 4 c2,000

Flight System (MARS) 24 (FLY) 185 (FLY) 2000 km Piloting 2 80 5 c2,000,000


Jump Pads 10 (JUMP) 10 (JUMP) – Athletics 1 5 4 c10,000
Keen Glide Modifications – – Special Athletics* 1 – 4 c1,500

Limited Flight Pack 18 (FLY) 230 (FLY) 250 km Piloting 1 13 4 c150,000


Mechanized Speed 12 (RUN), 9 (JUMP) 90 (RUN) – Athletics 1 2 4 c15,000
Skimmer System 12 (FLY) 50 (FLY) 50 km Piloting 1 2 4 c35,000
(Rapid Armored Maneuver
Package)
Thrust Assisted Jump Unit 12 (JUMP) 37 (JUMP) 15 km Athletics 1 12 4 c20,000
Wing Ports – – – Athletics* 1 1 – c500

*Allows the character to use Athletics instead of Piloting for Mobility Systems that normally require Piloting skill.

PHYSICAL COUNTER MEASURES (PP. 138)

DESCRIPTION STEALTH RATING NOTICE PENALTY SIZE WEIGHT TL COST


Anti-Sensor Coating -4 – – – 3 c8,000

Camouflage Unit – -4 – – 4 c3,500


Smoke Generator – -4 1 1 3 c3,250
Sound Cancellation – -4 – 1 4 c5,000

SENSOR SYSTEMS (PP. 138)

DESCRIPTION NOTICE RANGE PEN SIZE WEIGHT TL COST


Basic – – – – – 3 c200
Threat Detector – – – – 1 3 c1,000
Sensor Package 1 d6 0.5 km – 1 1 3 c5,000
Sensor Package 2 d8 2 km – 1 1 4 c15,000
Sensor Package 3 d10 5 km 3 m 1 2 4 c35,000
Sensor Package 4 d12 20 km 2 m 1 3 5 c70,000
Sensor Package 5 d12+2 60 km 10 m 1 2 6 c1,000,000

125
A-GRAV SYSTEMS

ARMOR OPTIONS - LISTING


and Mazians to use their vibration sense while wearing armor. It also
allows the wearer to use fine motor skills without penalty while inside
the armor. A must-have if you’re on the bomb squad or are the team

A-GRAV SYSTEMS (PP. 122)


medic.”

This option negates the -2 penalty when wearing armor and


Only one Anti-Grav Belt may be active at a given time. You can not attempting skills that require fine motor skills. It also allows
“stack” A-Grav reductions. Activating an A-Grav belt immediately the use of Vibration Sense while wearing armor.
reveals your position to any Sensor System in range that has line-of-
sight to your position.
COMMO PACKAGES (PP. 122)
ANTI-GRAVITY BELT
A communication system or “commo” allows the soldier to
communicate to other units in range who also have a commo. These
“Reduces the effects of encumbrance on a person by 50 commos replace the off the shelf version include with TL3+ helms.
kilograms (110 lbs). It is designed to assist characters in carrying
heavy weapons systems into combat. It is built into the armor.” See The Carnage Companion for more information on Signal
Strength and jamming communications.

HEAVY BELT COMMO 1 – LOCAL


“A more advanced version of the Anti-Grav Belt, which
“The standard base model commo in use by Tech Level 3 police
reduces encumbrance by 80 kilograms (175 lbs). It cannot be used
and military units.”
simultaneously with another A-Grav belt of any type.”

COMMO 2 – CITY
XTRA HEAVY BELT
“With enough transmitter power to provide city-wide coverage
“Nicht-Grav’s answer to the merc’s ever-increasing combat
in most urban areas.”
load. Reduces encumbrance by 125 kilograms (275 lbs). Big and
expensive.”
COMMO 3 – TERRITORY
ARMOR COATINGS (PP. 122) “This class 3 commo features an impressive 500 km range.”
These after-market modifications are made to the surface of
the armor to increase its durability against specific environmental
conditions or weapon threats. COMMO 4 – PLANETARY

“Armor-installable commo units with class 4 specifications


LASER REFLECTIVE (+ 4 ARMOR VS LASERS) provides continental communication coverage on most planets.”

“The suit is covered in a layer of highly reflective alloy, which has


a very high melting point to reflect and refract beam strikes. For an EMERGENCY TRANSMITTER
extra 1,500 credits, the same self-healing, matte black film used on
the Reflection armored suit can be applied to hide reflective alloy.
“This small device can be installed in an armored suit. When
Otherwise you’re going to look like a disco ball on the battlefield.”
triggered, the device emits a trackable emergency beacon on all
This option increases the Armor of the suit by 4 points but Alliance emergency frequencies. The device will run for 1 Standard
Month using its onboard power supply. It will run for significantly
only when calculating damage from laser attacks. Without the
longer if additional power is available.”
matte black covering (c1,500), Notice rolls to spot the suit are
at +4.

TACTILE RESPONSE

“Ever try typing or reading a paperback book while wearing


gloves? This armor option covers the suit in a fine mesh of pressure
and temperature sensors and relays that information to the user via
the suit’s lining. In essence, it allows the wearer to feel what they
touch as if they weren’t wearing armor. This option allows Pythonians

126
COMPUTERS & P-AI

COMPUTERS & P-AI (PP. 122)


As the systems in modern body armor become more and Basic Armor Computer Functions
more complex and sophisticated, onboard computer systems are
required to run them. These systems are designed to help take The very first armor computers didn’t control weapon systems
some of the information processing burden off the soldier and or flight systems, nor did they perform advanced calculations.
allow them focus on fighting. These systems track and analyze They simply helped prevent information overload by tracking
data, and present important information to the soldier visually mundane information and supply levels. This function has
through their Helmet mounted HUD and verbally through the not decreased in importance as armored suits increase in
helm’s speaker. complexity and sophistication. If anything, this feature has
Whether your armor is equipped with a standard armor become more important.
computer or a more advanced Para-Artificial Intelligence (P-AI),
both systems include a fold-up, touchscreen display. This display Any armor computer or P-AI is capable of tracking the soldier’s
can be stretched as wide as 1 m × 1 m for group viewing and will ammo consumption, including the amount of ammo in any
stick to most surfaces on command. The display can show any weapon the soldier is carrying at any given moment. It also can
image or data that is in the armor’s computer or P-AI. Displays are
provide information about what commo channel the soldier is
commonly used to formulate and demonstrate battle plans, show
training videos, manually indicate the location of objects on the using (command channel, team channel, etc.), food supplies,
battlefield and so on. internal and external environmental conditions (if detectable),
Most armor computers and P-AIs are also capable of creating local time & date, galactic standard time & date, and the status
semi-realistic renderings of troops in combat situations based on of currently installed Armor Options.
the user’s input. This allows team leaders to show battle plans
from multiple angles/perspectives to the troops in the form of
animated videos. In addition, armor computers will respond to
simple verbal commands, though virtual and physical interfaces ARMOR COMPUTERS
are also standard equipment. Armor computers also include a
Though manufactured by a number of competing companies,
cheap, disposable, forearm mounted touch screen keyboard for
the specifications on all Armor Computer are such that they can run
manually entering data into the armor computer or P-AI. any and all of the Computer Packages reviewed later in this article.
Armor computers and P-AIs can activate, deactivate, and In addition, the default settings on Armor Computers keep soldiers
from utilizing their equipment in ways that might be hazardous
control any armor option (including sensors and commo)
to their health or contraindicated by military procedure – like
installed into an armored suit, assuming it can be controlled deliberately overloading your Pulse weapon or removing the safety
or turned on and off (GMs discretion). For example, you could protocols from your flight system. Armor Computers are common on
tell your armor computer to call your squad or disable your IFF, TL4 and higher suits.
but you couldn’t tell it disable the extra absorption polymers
Giving an Armor Computer a simple command is a free action.
installed in the suit since they just occupy space in the suit. The
Giving a more detailed or descriptive command requires a turn
Game Master will be the final arbitrator, as always, of what the
or more (GM's discretion). Armor Computers have 1 action, and
armor’s computer or P-AI can access.
act during the user’s initiative.
Players should keep in mind that P-AIs are very clever and
given the inclination, can probably get into armor systems and PATROL
options that really shouldn’t be tweaked. This is one reason
they’re usually restricted to trustworthy personnel. To avoid “The Patrol model computer is the standard no-frills armor
conversations similar to, “SAL, can you disable all the safeties management system. Not terribly sophisticated, you probably
on my armor’s flight thrusters?” More than likely, SAL can, but wouldn’t want to give it control over any piece of equipment
those safety features are there for a reason. that could result in or resolve a life-or-death situation. Standard
issue for most law enforcement personnel.”
Computers and P-AIs can be programmed with any skill that has
a link attribute of Smarts (GM Discretion). See the Equipment
chapter for pricing. Computers and P-AIs can typically complete CC-10
a task (and make a skill roll) faster than the character can give
them instructions. “The CC-10 is the mid-range armor computer used throughout
the Alliance. Utilized by military personnel and law enforcement
Common armor computer and P-AI skills include Academics, personnel throughout the alliance. The CC-10 has a reputation for
Battle, Language, and Repair. both reliability and a tendency to interpret every command you
give it literally.”

127
ELECTRONIC WARFARE SUITES

INTEGRON as their users are at least semi-rational. However, once their user
begins taking actions based on emotional urges rather than logical
decision making, the Marvin series has difficulty anticipating
“Standard issue for Galactic Armored Marines, the Integron
the user’s actions. It is, however, very quick to point out when
is the top-of-the-line, combat hardened, combat and armor
it believes there is a more logical course of action available to
management system. The Integron’s built-in tactical and strategic
armor’s occupant. Typically, it does this in a condescending and/
simulation capabilities have become the industry standard, despite
or sarcastic tone, but as with all P-AIs, their personalities are
a few quirks here and there.
customizable. With the Marvins, the sarcasm always manages to
The computer's job is reducing the number of things a soldier slip through no matter which personality you choose.”
must keep track of and reminding them when something needs
their attention. The Integron presents these notices to the user as
icons in their heads-up-display and also via a calm, but insistent
PHOENIX
voice in the native language of the user. This voice is referred to as
"Aunty Gron" by drill sergeants and grunts everywhere. Aunty Gron
can be very insistent if she feels that user attention needs directed “The Phoenix is BioCyberdyne’s top of the line armor
elsewhere. E.g. "Change magazines now! Change magazines management P-AI. The system can handle just about everything
a soldier could possibly need it to deal with, and it’s relatively
now!""
intuitive. The system’s core personality is best described as
tenacious. Once you give it a job to do, it doesn’t tend to give up,
PARA-ARTIFICIAL INTELLIGENCES (P-AI) and it’s not all that bad at improvising.”

Unlike standard armor computers, P-AIs are limited artificial


intelligence systems. A para-artificial intelligence (P-AI) system can ELECTRONIC WARFARE SUITES (PP. 122)
actually take actions for the soldier without their commands or input.
In addition, a P-AI is capable of learning the habits and patterns of Electronic warfare suites (EWS) scramble enemy sensors and
the soldier and anticipating their wants and needs before the soldier jam enemy communications. They’re also capable of canceling out
has to ask the computer to take any action. the scrambling and jamming effects of enemy electronic warfare
suites.
Armor P-AIs have 2 actions, and can perform them without a
Multi-Action penalty. P-AIs are assumed to go first in every Turn.
For convenience, we suggest resolving P-AI actions starting EWS PACKAGE 1
on one side of the table, with the GM working their way to the
“The Kelvin Corp EWS-1 is your standard no-frills, base model
opposite side. P-AIs are capable of acting on their own as if
electronic warfare suite. Its half-kilometer range makes it ideal for
they were another living being, though they can only control the SWAT teams in urban areas, if they’re dealing with unshielded, off-
automated systems in the armor and always follow orders. In suits the-shelf civilian communication gear.”
of mechanized armor, the P-AI is capable of “driving” the armor
should the wearer be Incapacitated.
EWS PACKAGE 2
Giving a P-AI a simple command is a free action. Giving a more
detailed or descriptive command requires a turn or more (GM's
“The 1 km range on the Armalite Electronic Defense Module
discretion). However, the advantage of using a P-AI over a standard is still pretty pathetic, but the electronic counter-measures are
armor computer is that the P-AI has probably already done what sufficient to take most low end commos off-line and give you a
you want it to do before you even ask it. fighting chance against missiles.”

SAL
EWS PACKAGE 3
“Made by CRI, the Semi-Autonomous Logistics system, or
S.A.L. for short, is most affordable P-AI currently on the market. “The Eridi-Corporation’s Drakana Electronic Warfare suite
The SAL series of P-AIs have a tendency to get argumentative and has jamming abilities that aren’t much improved over Armalite’s
freeze up when they receive conflicting orders. They are considered offering, but the transmitter on the Eridani-made unit can’t be beat.
a bit dim for a P-AI, which doesn’t help matters when it comes to In terms of range between the two, there’s no comparison. Spend
interpreting orders.” the extra money and get the Drakana.”

MARVIN EWS PACKAGE 4

“The BioCyberdyne-made Marvin P-AI is an exceptionally “The Shalkon Digital Warfare Package is a bit overpriced in
intelligent model, though like its brethren it has a few quirks. The our opinion. Its capabilities aren’t much better than the Eridani
Marvin-series P-AIs don’t really understand emotions. They can Drakana, and its ECCM capabilities are, frankly, lacking. However,
be quite intuitive when predicting the wants of their users as long it does offer a substantial range improvement over the Drakana.
We’re just not sure whether the range is worth the price.”

128
FIELD GENERATORS

EWS PACKAGE 5 Optional Rule: Flux Shield Damage Negation


“Balshrom’s finest. The Advanced Electronic Counter- Not thrilled with having to repeatedly hammer on that Flux to get
Measures and Jamming Suite, or the EWS-618 as it is better known, it to drop. Want a chance to overload the field and get a lucky shot
is the best armor-installable EWS system currently on the market.” through? Then this optional rule is for you! Each Flux Shield has an
(optional) stat called the DAMAGE NEGATION value, which is the
FIELD GENERATORS (PP. 123) number of die you subtract from the damage before rolling. The
remaining damage die, if any, affect the target normally. Any die
Field generators are the ultimate in defensive technology. These that are eliminated by Damage Negation are also subtracted from
amazing devices protect the operator using some high-brow physics the field's Field Strength.
principles to generate fields that can absorb lasers and stop cannon
shells. Run time on most of these devices is extremely limited due to Ralph the Ram is operating a Flux Shield with a Damage
their ravenous appetite for power, so don't skimp on the armor just Negation of 1 DIE and a Field Strength of 10 die. Phil the
because you can afford one. Phentari decides to shoot Ralph. Phil's weapon does 1d8
damage. Ralph's Flux eliminates one die of Phil's damage,
Only one field generator may be in operation at a time. Activating before he rolls, leaving him with no dice. However, this still
any Field Generator immediately reveals your position to any reduces the Flux's Field Strength, which is now 9.
Sensor Systems, if you are inside their range.
Frustrated with his progress, Phil pulls out a larger weapon
FLUX SHIELDS that does 3d6 damage and switches it to full auto! The
weapon has a ROF of 3. Phil hits all three times. Ralph's Flux
The Flux Shield generator is the most powerful protective device knocks one die out of each of Phil's damage rolls, reducing
available in the 23rd Century. A Flux Shield surrounds the wearer the damage to 2d6. Ralph suffers three hits that pass through
a few millimeters above the surface of their armor. The Flux Shield his Flux Shield, each doing 2d6 damage. Ouch. Worse yet,
completely stops low power kinetic attacks and can sacrifice some of Ralph's Flux shield negated 3 more dice of damage, reducing
its field strength to stop all other attacks. its Field Strength to 6. When it hits zero, Ralph's Flux shield
Radiation going in and out through the Flux Shield above a will cease to function until recharged.
certain energy level is also blocked. This allows light, sensor scans,
and communication signals to pass back and forth through the shield
normally, while still stopping beam weapon attacks.
FLUX SHIELD 10
Flux Shields are considered Heavy Armor when active. The Flux
Shield can only negate a fixed number of damage dice before the “The Type 1 model is produced by a number of manufacturers
field fails. The number of damage dice a field can negate before and is considered a Tech Level 5 device.”
failing is called its FIELD STRENGTH. Recharging a Flux takes 4
hours. This model Flux Shield, when undamaged, has a Field Strength
of 10 dice.
Pete the Python has a Flux Shield with a Field Strength of 10.
Henry the Mutzachan shoots at Pete, doing 3d6 damage. Pete's
field eliminates all 3 of Pete's damage dice, reducing its Field FLUX SHIELD 15
Strength to 7. Pete does not even get to roll his dice. Mudd the
Mazian shoot's Pete four times, doing 3d4 points of damage
“The first personnel-sized Flux Shield to hit the market after
with each shot. Pete's Flux Shield complete eliminates Mudd's
the Type 1 was manufactured by Balshrom. It has an improved
first two shots, reducing his Field Strength from 7 to 1. Mudd
field strength over the Type 1, which had been copied by a number
loses 1 die of damage from his third shot, which reduces Pete's
of manufacturers by the time this model came out. Though the
Field Strength to 0 causing his Flux Shield to fail until recharged.
original designation was BSC-DF-370, the public quickly labeled it
Pete suffers 2d4 points of damage remaining from Mudd's last
the Type 2 and the nickname stuck.”
shot.
Characters protected by a Flux Shield can attack through it, while This model Flux Shield, when undamaged, has a Field Strength
it is operating. However, enemies can not teleport through or of 15 dice.
phase through a Flux Shield while it is operational.
FLUX SHIELD 20

“Not wanting to be outdone by Balshrom and their Type 2. AKM


entered the market with their improved Flux Shield called the AKM
Flux. Apparently AKM had been working on developing their own
Flux since the Type 1 debuted.”
“The release was delayed when Balshrom hit the market with
their model. At that time, AKM execs passed the mandate down the
chain of command that the AKM manufactured Flux generator will

129
FIELD GENERATORS

not be inferior in any way to the Balshrom model. After another year FLUX SHIELD 45
of tinkering by the engineers, the AKM Flux was released. Other than
the price, it was superior to the Balshrom in every way.”
“This Balshrom designed Flux is marketed as being the strongest
This model Flux Shield, when undamaged, has a Field Strength personnel Flux generator available. Supposedly made to protect
mechanized battle armor against tanks and heavy weapons, the
of 20 dice.
field’s durability against a tank is questionable. There is no denying
the fact that it is the best and strongest Flux generator available for
personnel armor.”
FLUX SHIELD 25
This model Flux Shield, when undamaged, has a Field Strength
“In what has to be one of the oddest press releases in history, of 45 die.
the Non Violence Consortium (NVC) announced that it would be
releasing the Galaxy’s most effective personal Flux Shield. Despite
the fact that these units are primarily used by soldiers to wage war, MEDICAL PACKAGES (PP. 122)
the NVC asserted that because the Flux Shield is entirely defensive
in nature, it did not violate the company’s mandate to never produce
weapons.” AUTO DOC
This model Flux Shield, when undamaged, has a Field Strength “An Auto Doc is capable of using internal sensors to detect and
of 25 dice. diagnose injuries and medical conditions of the armor’s occupant. The
Auto Doc can administer the proper medical treatment for the injury/
condition using the build-in medical tools throughout the armor and
FLUX SHIELD 30 its auto-injector, which is filled with commonly used medical drugs.
Like the Injection Port (see below), the Auto Doc’s injector can be
“A joint effort between AKM and AMC’s research division, the accessed from outside the armor by the team’s medic. This allows the
Improved Personnel Defense Flux exceeded the capabilities of either medic to supplement the Auto Doc’s pharmaceuticals with additional
company’s prior fields. The developers soon received a huge order medications it might need to treat the patient’s more unusual conditions
from the Alliance military, and they have been hopping to keep up or injuries without removing the armor. Perhaps their most impressive
with demand. These units are currently selling for a premium due to feature is that Auto Docs can use micro-manipulators throughout the
their scarcity.” suit to push broken bones or bone fragments into proper alignment
before administering a mBRI. Auto Docs can be purchased for half the
This model Flux Shield, when undamaged, has a Field Strength listed price if you’re not interested in the automatic bone set feature.”
of 30 dice.
The Auto Doc is treated as having d10 Healing skill. In addition,
it can administer BRIs, mBRIs, anti-viral drugs, cyro injections,
FLUX SHIELD 35 and drugs to combat shock. An auto-doc can make a Healing
skill roll once on the character's Turn, and if successful,
“The Biocyberdyne Model 72 was designed originally to be removes the Shaken status.
installed into cybernetic devices but has found a niche in the armor
When putting bones into proper alignment before
market.”
administering an mBRI, an Auto Doc requires 1 Turn, unless
This model Flux Shield, when undamaged, has a Field Strength the bone is shattered, in which case it requires 1d4 Turns. If
of 35 dice. the Auto Doc fails its skill roll when setting bones, it will simply
try again. It will not administer the mBRI until the bones are in
proper alignment, unless its safety protocols are overridden.
FLUX SHIELD 40
A less expensive version of the Auto Doc, which lacks the
automatic bone-setting abilities, can be obtained for half the
“The Bear Armor Systems Flux Engagement System is about as
big as they come in personnel-sized Flux Shields. The system was normal price.
designed specifically for BAS armored suits but can be mounted to
any suit of armor.”
COMBAT PERFORMANCE UPGRADE
This model Flux Shield, when undamaged, has a Field Strength
of 40 dice. “The Combat Performance upgrade uses a combination of combat
pharmaceuticals and brain modification technology to make the user
a more effective soldier. The system increases the soldier’s reaction
time, pain resistance, and ability to process information while under
stress. The system only works for a short period, and it does tend to
leave the user fatigued for a short period afterward.”

130
MEDICAL PACKAGES

Once activated, the effects of the system last for a single SLEEP & STIM MANAGEMENT
Turn. When active, the character can view their Action Card
immediately after drawing, discard it if they wish, and draw a “This system is designed to mitigate sleep deprivation and
new one. In addition, characters receive a +4 bonus to their fatigue. It allows the soldier to function for days without adequate
Vigor roll when rolling to see if they remain conscious after sleep or rest and maintain a sharp focus. Eventually, however, the
soldier will reach their physiological limits, whether they can feel it
taking a critical hit. The character’s Agility and Strength are
or not, and simply collapse from fatigue.”
all increased by one die level for the duration of the system’s
effects. Pace scores are also increased by 1. Characters do not need to make Vigor roll when sleep deprived
Once the system’s effects have ended, all the beneficial or Fatigued, but their Vigor will continue to decrease until
effects are lost, and the character becomes Fatigued for 1d4 they rest. In addition, the character can ignore any penalties
Turns. Refills cost c5,000 credits. from Fatigue or sleep deprivation. Though eventually they will
collapse in exhaustion.

INJECTION PORT
SUSTENANCE & WASTE MANAGEMENT
“The injection port allows a medic to inject the soldier in
armor with medications without removing the armor or exposing “Sometimes referred to as the automatic MRE, the Sustenance
the soldier to outside environmental conditions. The port can be Management system uses an internal food processor to inject the
locked to anyone who does not have a friendly IFF Beacon. There is user with a liquid nutritional supplement at preset intervals of time.
a manual unlock code, which is usually given to the team’s medic.” This allows soldiers operating in hostile atmospheres to eat without
removing their helmets. This system also handles disposal of waste
and allows soldiers to take care of other bodily needs without
LIMB LOSS CONTROL removing their armor.”

The processor can hold 60 units of liquid nutrient. Nutrient


“This system is designed to eliminate shock and fluid loss
associated with the removal of a limb in combat. Constriction rings
refills cost c20 per unit. 1 unit counts as one day of food for a
are spaced throughout the armor, and in the event the system Size 0 character, half a day of food for a Size 1 or 2 character,
detects an amputation, all the rings between the heart(s) and the and 2 days of food for a Size -1 character.
amputation site activate. The ring closest to the amputation site
seals the wound preventing further fluid loss, while the other rings
act to negate the sensation of pain from the injury. MISC. OPTIONS (PP. 124)
The system is also installed in the torso of the suit, and any
amputation or dismemberment from the neck down can be handled AIR SUPPLY
by the system. However, having your neck or torso severed will
automatically trigger a Cryo Injection if one is available. If a Cryo
“This option provides a compressed oxygen or methane supply
is not available, blood loss and pain will still be minimized by the
giving the individual wearing the suit an 8 hour air supply. It is worn
system, until medical attention arrives, or the character perishes
on the back of the armor or distributed in small tanks throughout
from organ failure/loss.”
the interior of the armor. A quick refill valve and 1 m long flexible
Anytime a character loses a limb or appendage and this system connector is provided as a kit for moving gas from one suit to
another. The duration of the air supply can be greatly extended
is installed, they may continue to function normally, other than
through use of a rebreather system.”
for the inconvenience of having one less limb/appendage. The
character feels no pain from the amputation, and there is no Requires the Environmental Containment option. This
need to make a Vigor roll to avoid shock. option holds 8 hours of air. Double the amount for a Size -1
character, and cut it in half for a Size 1 or 2 character.
PAIN MANAGER
ARMORED STORAGE/HOLSTER
“Similar to the system utilized in the Limb Loss Control
package, the Pain Manager Armor Option allows the user to ignore “A popular add-on for armored suits. This option creates a
any pain from injuries. Unlike the Combat Performance Upgrade, storage compartment beneath the armored shell of the suit. Any
the Pain Manager does not overcharge the soldier’s nervous system items in the storage pocket are protected by the armor in that
to increase performance. It merely blocks out pain.” section. The armored compartment can be opened or locked by the
wearer using a verbal command and are accessible from outside the
Character’s do not need to make Vigor roll when they suffer suit when unlocked and opened. The size of the Armored Storage
an Injury. In addition, the effects of all non-bone Injuries can compartment is variable and limited only by the slots available in a
be ignored. Bone Critical Hits still reduce the character’s single section of the suit.”
Agility.

131
MISC. ARMOR OPTIONS

When building an armored storage compartment or armored BMH-ULTRA


holster, the player must decide how many slots in that section
of the armor will be dedicated to the storage compartment. “The best that money can buy for the Kombat Kitty. This
The cost to install the armored compartment is equal to 500 Look & Shoot harness allows the Cizerack to mount any ranged,
credits multiplied by the number of slots the storage space non-vehicle, non-crew served weapon plus a second weapon. All
other features are as per the regular look-and-shoot BMH. The
occupies in the suit. If any option slot occupied by an armored
manufacturer suggests utilizing an A-Grav device in conjunction
storage compartment is destroyed by a penetrating hit, its with this mount.”
contents are also destroyed. The table below shows what size
weapon can be placed in any given size storage space. Holds two weapons. The primary weapon must be light
machine gun-sized or smaller, while the secondary weapon is
limited to a pistol or SMG-sized weapon. Both weapons point
ARMOR STORAGE
at the same target. Two BMH-Ultras may be mounted on a
# SLOTS OBJECT OR WEAPON single Cizerack.
0 Grenade, knife, pistol magazine, any pistol E-Mag

CARRYING CASE
1 Pistol, rifle magazine, standard E-Mag for rifle-sized weapon
1 Extended E-Mag for rifle-sized weapon
2 SMG-sized weapon, Short sword “Most types of armor are a composite of high-strength,
3 Rifle-sized weapon, Small pack E-Mag lightweight metal alloys. Nevertheless, they are very bulky and
cumbersome when not worn.”
3 Medium pack E-Mag
4 Light machine gun-sized weapon By placing the armored suit in a carrying case, it becomes
much easier to transport, and its normal weight value is used.
BMH (BASIC)
COMBAT SHIELD
“A BMH, also called a Body Mount Harness, mounts directly to
the back of a Cizerack like a saddle. Instead of a rider, the BMH holds
“A forward-facing flexsteel shield worn on the arm of the
a weapon. The BMH allows the Cizerack the freedom to move on all
combatant. The shield is lightweight, 0.7 square meters in size, and
fours and still engage enemy units using their weapon. The basic
shaped to the user’s preference.”
BMH points directly ahead of the cat, and the Cizerack must align its
shoulders to square up to the target in order for the weapon to point A combat shield functions exactly like a regular shield, but
at the target. The weapon in the BMH can be mechanically activated
provides a +3 parry, -2 cover, and has an Armor of 6 when an
using a trigger in the cat’s gauntlet or it can be verbally activated.”
attacker attempts to shoot through it. Hardness 18.
Because the cat must turn their body to aim the weapon, a -2
Shooting penalty is applied whenever the Cizerack changes
targets in the same Turn. A BMH can hold a rifle-sized DETACHABLE ARMORED PACK
weapon or smaller. Only one BMH can be used on a single
“Similar to an Armored Storage Compartment, the Armored
individual, and the BMH can only be used by a Cizerack.
Pack is an armored backpack that attaches to the suit. Unlike the
Armored Storage compartments, the Armored Pack does not take
up space in the suit. Instead it attaches to the back of the suit and
BMH (LOOK & SHOOT) is armored to match the protection rating of the suit where it is
attached. Because the pack isn’t limited by the internal space of
“Follows the same basic principle as the BMH, except that the armor, it can hold a lot more gear. In addition, the pack can be
the weapon is on an articulated mount that swivels and tilts detached with a command from the wearer, dropping to the ground
automatically to point wherever the cat is looking. A Look & Shoot for later retrieval.”
BMH and the cat’s natural quadrupedal stance, gives the Cizerack “This allows a soldier to carry all the gear they might need for
a distinct advantage over other combatants in rough terrain.” a camp or for a prolonged march. However, the soldier can drop
all of that weight at a moment’s notice if they have to engage in
Unlike the basic BMH, this mount has no changing targets
combat. The packs are lockable and have a locator beacon that can
penalty. This BMH can hold a rifle-sized weapon or smaller. be turned on or off remotely. This allows the soldier to find his pack
Only one BMH can be used on a single individual, and the after the chaos of battle so he can dig those well-deserved MREs
BMH can only be used by Cizerack. out of it. Since it’s lockable, it also keeps his buddies from swapping
out the good MREs for those awful ones that nobody likes.”
“The pack can be locked and unlocked manually with a
code, with a signal from the user’s commo, or by someone with a
command override. The locator beacon can be set to activate when

132
MISC. ARMOR OPTIONS

the pack is dropped, when it receives an activation command sent and biological weapons/diseases that must be inhaled or
from the commo of the armored suit where it was attached, or by come into contact with the character’s skin to be effective.
someone with a command override.”
Note: Remember that kinetic attacks that reduce the
Hold's a backpack's worth of stuff (GMs Discretion). Double Absorption of an armored suit puncture it, eliminating the
the amount for a Size -1 character, and cut it in half for a Size environmental containment. This can be fixed by purchasing
1 or 2 character. Locator beacon has a 5 km range. the Quick Sealant Unit (QSU) Armor Option.

EMERGENCY EXIT EXTERNAL FLOTATION SYSTEM

“Taking off your armor is normally time consuming. An “Small, air-bladders inflate when activated by a voice command.”
Emergency Exit enables the owner to punch in a three-digit code
on an arm keypad or give a verbal command to blow all the latches This device will allow an armored soldier to float in a fluid with
and seals, allowing immediate egress from the armor.” the same density as fresh water.

This unit allows the character to immediately exit the armor


with a single action. FLASH BANG PROTECTION

“Another helmet option, this one protects the user from


ENHANCED VISION SYSTEM blinding flashes and loud, potentially deafening, noises that
originate outside the armor. A handy feature in any war zone.”
“For those who prefer using the Mark I eyeball over a fancy
sensor system. This helmet option gives the user telescopic optics Increases the SENSORY (SEN) environmental Resistance by
along with image stabilization and enhancement.” one level. Weakness (WEAK) becomes None. None becomes
Resistant (RST). Resistant (RST) becomes Superior (SUP).
This system provides a +2 to Notice roll made using vision. This option can not increase an armor's resistance beyond
Superior (SUP).
ENHANCED AUDIO SYSTEM
FLASH BANG PROTECTION (IMPROVED)
“A favorite of Cizerack and Fott everywhere, this system uses
high quality microphones to pump captured sounds from the suit’s
“An improved version of the standard Flash Bang Protection.”
environment. The sounds are replicated inside the helmet to the area
that corresponds to their location outside the helmet, allowing the user Increases the SENSORY (SEN) environmental Resistance
to locate the direction from which the sound originates. The option also
by two levels. Weakness (WEAK) becomes Resistant. None
allows certain sounds or frequencies to be isolated and enhanced.”
becomes Superior (SUP). This option can not increase an
This system provides a +2 to Notice roll made using hearing. armor's resistance beyond Superior (SUP).

ENVIRONMENTAL CONTAINMENT FIRE EXTINGUISHER

“This option seals the suit from the outside environment “Many suits of armor, in addition to combat, serve in police and
to protect against chemical and biological attack forms. It search & rescue roles. In those situations, a fire extinguisher can
is also watertight. Air supply must be purchased separately. be invaluable. That’s not to say that Private Guff, the Ram Python,
Environmental containment is standard equipment on Heavy Armor won’t occasionally set things on fire by accident.”
and Mechanized Battle Armor. Can be used in place of a spacesuit
for very short periods of time.” The extinguisher has a range of 2/4/8 and enough fire
retardant to put out a fire covering a Size 2 creature. The
Heavy Body Armor and Mechanized Battle Armor include fire retardant will have limited effect on burning plasma or
Environmental Containment. This option is only for Body phosphorus, but it will handle normal fires just fine. Refill
Armor. All armor with the Environment Containment Option cannisters (Weight 0.5) cost 5 credits each.
makes the character immune to airborne biological weapons

133
MISC. ARMOR OPTIONS

GENERATION COMPLIANT ARMOR MAGNETIC BOOTS/GLOVES

“First invented by a small company named ArmCore. The “This armor option allows the user to magnetize the soles of
company was almost immediately purchased by the Chatilian their boots and the palms of their gauntlets in order to adhere to
Interest Firm when they announced their process for modifying metal surfaces. Handy when you’re doing EVA work or trying to
armored suits and helmets so they didn’t interfere with the hang onto the outside of a speeding skimmer.”
generation of matrices. Since then, the sale of ArmCore’s “When magnetized the boots/gloves can be set for assistive
Generation Compliant Armor System has made their parent or anchor. In assistive mode, they simply keep the character from
company hundreds of millions of credits, if not more.” floating away in a zero-G environment, and the magnetic force can
easily be overcome, allowing the character to walk semi-normally.
With this upgrade installed, Matrix Controllers do not have to In anchor mode, the unit's function at their maximum power level,
spend twice the normal number of Power Points required to allowing the character to resist significant G-forces or attempts to
generate a Matrix while wearing armor. dislodge them. The cost for Mechanized armor is quadruple the
listed cost.”

GILLS In anchor mode, the boots/gloves are treated as having a STR


of d12+2 when attempting to stick to magnetic surface. For
“Gills are a helmet option. They extract oxygen from water, allowing the more expensive MBA version, it’s a STR d12+6. The unit
an individual to breathe while submerged in water. Will not work for will function in anchor mode for 2 minutes before running
methane-breathers, and no equivalent system is available for them.” out of power, unless it is connected to a supplemental power
supply.
GRAPPLING HOIST
MENTAL SHIELDING
“The grappling hoist is capable of launching a grapple and line
from the hoist unit up to 100 m. The grapple uses the same molecular “One of the most popular armor options. This shielding
bonding technology used by magnetic grenades and instantly and increases the likelihood of the wearing surviving a mental attack by
permanently bonds with any material object it touches. A signal can a Matrix Controller, or one of the rare HALs capable of launching a
be sent up the cable, which disengages the line from the grapple, mental attack. A must have in Madd Mike’s opinion!”
causing the line to drop free. To use the hoist again, a new grapple
head must be attached to the line. The hoist mechanism can raise Increases the MENTAL (MEN) Resistance by one level.
or lower the owner at a rate of 1 m per second. It has a maximum Weakness (WEAK) becomes None. None becomes Resistant
capacity of 250 kg. Replacement grapples cost C25.”
(RST). Resistant (RST) becomes Superior (SUP). This option
A Shooting roll is required to fire the Grappling Hoist. Range: can not increase an armor's resistance beyond Superior
12/24/48 (SUP).

GYRO STABILIZER MENTAL SHIELDING (IMPROVED)

“Compensates for the recoil of weapons fired on automatic.” “An improved version of the standard Mental Shielding. Forget
what we said about the standard Mental Shielding. This is the
Hand-held weapons on armored suits equipped with a Gyro version you really want!”
Stabilize negates the Recoil penalty.
Increases the MENTAL (MEN) Resistance by two levels.
Weakness (WEAK) becomes Resistant. None becomes
LASER SHIELD Superior (SUP). This option can not increase an armor's
resistance beyond Superior (SUP).
“This is a modified Combat Shield that provides a laser
reflective surface. The surface is covered by a matte black
material that quickly burns off when struck by a laser, revealing the PA SYSTEM
reflective surface below. The material is self-healing and covers up
the reflective surface nearly instantaneously after the laser ceases “Want to make yourself heard over a crowd or across a large
contact with the shield.” distance? This public address system will pump your voice, or
whatever audio you want, through an external speaker that can
Armor of 12 vs. lasers. In all other respects, it functions the greatly amplify the sound levels.”
same as the Combat Shield.

134
SECTION TITLE

PROTECTION (ACTUATORS)

“Emergency backup Actuators may be added to heavy


body armor or Mechanized Armor. These units allow the armor
to continue to move if the built-in actuators fail for any reason.
These temporary units are designed to function for 6 hours before
breaking down. A Must-Have for heavy body armor and MBA!”

For HBA and MBA only. If a suit's Actuators are destroyed,


these backups automatically kick in, allowing the suit's
wearer to continue to move without having to support the
weight of the armor.

PROTECTION (ARMOR OPTION)

“Armor plating may be added to protect Armor Options from


damage.”

When this option is installed, you can ignore the first Armor
Option lost due to an attack. After that, the protection is
expended and any future hits to your Armor Options will
affect them normally.

QUICK SEALANT UNIT (QSU)

“This system seals tears in the atmospheric liner that keeps


the suit air-tight.”

A QSU will seal any holes in an armored suit, including those


caused by a kinetic weapon Penetrating Hit, and keep the
armor air-tight.

QUICK DRAW UNIT

“This unit rapidly attaches to a weapon and rapidly deploys the


weapon into a firing position or other predetermined position. The
user can seize it and begin firing it without the need to reach for and
draw the weapon. Quick draw units can also be installed in armored
storage compartments that function as holsters.”

This unit allows the user to ready a single pistol, SMG, or rifle-
sized weapon as a free action, even if stored in a difficult to
access location.

REBREATHER

“Fits onto the Air Supply and allows the user to breath for days
rather than hours.”

A rebreather converts the duration for Air Supply Armor


Option from hours to days. Requires the Air Supply Armor
Option.

135
MISC. ARMOR OPTIONS

SEARCH LIGHT ARMBAND

“Search lights generate a powerful cone of light to 300 m. The “Usually attached to the non-firing arm, this arm rocket rack is
light can be adjusted to emit white light or any other color in the manufactured by Ramcor.”
visible spectrum. In addition, the light can also emit in IR or UV
if the user wishes. The light can easily be seen by anyone who is
paying attention.” MYCROLINE
An active search light eliminates any illumination penalties “The Mycroline is unique in that it was the first arm rocket rack
for darkness or inadequate light when making an attack that could be mounted to the leg section of an armored suit. Since
or Notice roll against a target in the beam. If the light is its debut, manufactures have modified their racks to be mounted
switched to IR or UV, a character with a sensor system just about anywhere on an armored suit, but the Galactic Defense
can obtain the same benefits described above without Contractors’ Mycroline rack was the one that invented the concept.
the light being seen by creatures who lack Infravision or It’s still a popular design nearly fifteen years later.”
Ultravision, respectively.
RIPPLE
SHIELD
“The rack holds 12 Reflex missiles.”
“An old school defensive system. Sometimes low tech works
the best.”
DIGITON
The Shield has an Armor of 3 and has a Hardness of 15. In all
other respects, it functions the same as the Combat Shield. “The Digiton rack is top of the line and holds up to 15 Reflex missiles.”

TALONS MOBILITY SYSTEMS (PP. 125)


Once the issue of weight had been addressed in modern battle
“Voice-activated flexsteel talons spring from the back of each
armor, the next most pressing issue is mobility. Sure, the soldier could
hand or foot and are hydraulically actuated allowing them to rend
run faster if they were unencumbered, but they still couldn’t keep up with
heavy armor.”
the armored vehicles. That necessitated armored personnel vehicles and
Talons inflict STR+2d4 points of damage, which can be thin-skinned vehicles to convey the soldier to the battlefield. Not only did
these vehicles cost money to build and maintain, but they had a certain
further improved by unarmed Edges. If the character already
element of putting all one’s eggs in the same basket.
has bonus unarmed damage, double the number of damage
With modern batteries and fuel systems, it became possible to
dice and increase the die size to the next size up (Max of equip soldiers with assisted mobility devices that allowed them to
d12). Counts as a Heavy Weapon. Cost is for two limbs. For not only keep up with the tanks but close the distance to the enemy
example, a character with STR + d6 Claws would do STR + at a rapid pace. Armor mobility systems allow the mobile infantry
2d8 with the Talon Armor Option. to utilize the “fire on the run” tactics currently in vogue with the
Alliance military.

MISSILE RACKS — RAC (PP. 125) Mobility systems list a Combat Pace and a Travel Pace. When
attempting to maneuver in combat, including dodging, evading,
Missile Racks are required to house and launch rockets and attacking, use the Combat Pace. By spending an action and
missiles, unless a missile launcher is used. making a skill roll the character can make an extra movement at
The following rules replace the Missiles rules in Savage Worlds. their Combat Pace. The mobility system description will specify
whether to use Athletics or Piloting skill. Failure indicates the
In the Shots column, the first number indicates the number of character must roll on the Out of Control table. A Glitch result on
Arm Rockets the rack holds, and the second number after the the Out of Control table requires the roll on the Armor Option table
divider indicates the number of Reflex Missiles the rack holds. for the armored suit. If an option occupies the slot rolled it is out of
The listed ROF is actually the number of missiles that can be fired commission for 1d4 turns.
per round. Do not use the Bullet Per Rate of Fire table in Savage
Worlds. Missiles are considered inert until armed. One missile rack When cruising from point A to point B in a straight line with
capable of holding Reflex Missiles per character. adequate time to turn and stop use the Travel Pace. Characters
can not use the Travel Pace value while in combat.
In addition the type of movement (RUN, JUMP, etc.) is specified in
parentheses. Pace (JUMP) or Pace (FLY) for systems that can only
be used for jumping or flight, respectively.

136
MOBILITY SYSTEMS

CLIMBING SYSTEM Combat Pace (FLY) score becomes 18 in armor, and the
character can move in any direction. It takes 12 Turns to
“Mounted to the arms and legs of the suit, this system allows reach maximum speed or 6 Turns if you Push It. Requires a
the user to stick to almost any surface that will hold their weight.” Piloting skill to use.
Provides +4 to Athletics tests when climbing, and allows the
user to move at half their Pace when climbing MECHANIZED SPEED

“Ole’ Charles Guisarme may have mass marketed the


FLIGHT SYSTEM (MARS) mechanized speed system in 2255, but its descendants have since
become standard operating equipment for dozens of militaries. The
“The ultimate mobility system is called the Military Armament force exerted by the foot when walking or running is transferred by
Reaction System or MARS. The MARS is a full-featured flight EAT (Energy Absorption Transfer) pads to a pressure plate and into
system for armored suits. Small, but very heavy, the MARS system the drive system. The drives work the action of the unit and propel
is every soldier’s dream. Its practical applications in combat are the wearer along. The Guisarme mechanism has a maximum speed
probably more limited than most grunts would like to believe.” of around 100kph.”
“The drawback is that weapon hits to the drive systems can
Combat Pace (FLY) score becomes 24 in armor, and the
render the unit completely useless, leaving the wearer stranded in
character can move in any direction. It takes 8 Turns to reach a very precarious position.”
maximum speed or 4 Turns if you Push It. Requires a Piloting
skill to use. Combat Pace (RUN) becomes 12 in armor. Combat Pace
(JUMP) score becomes 9. Requires an Athletics roll to Push
It.
JUMP PADS

“This simple system allows infantry to jump chasms or to SKIMMER SYSTEM (R.A.M. PACKAGE)
jump from building to building in war-torn urban areas. The system
recharges during normal movement and has an effectively unlimited “Designed to give armored infantry the ability to travel long
number of uses when supplemented by the armor’s onboard power distances without having to run in their armor. The Rapid Armor
supply. Users can make 10 m jumps like a Cizerack on steroids.” Maneuver Package or RAM Package, as it’s better known, turns a suit
of armor into a one-person skimmer. Not fast by any means, a RAM-
Combat Pace (JUMP) scores become 10 when making jumps equipped suit still allows a soldier to travel just above ground level at
in armor. Requires an Athletics skill roll to use. 15 meters per second for up to 50 km before needing a recharge. It’s
slow, but it still beats running.”

KEEN GLIDE MODIFICATIONS Combat Pace (FLY) score becomes 12 in armor. It takes 5
Turns to reach maximum speed or 3 Turns if you Push It.
“This kit modifies the torso and arm sections of the suit so that Requires Piloting skill to use.
the Keen can extend its glide membrane while wearing armor. The
armor does not protect the flight membrane while extended. If the
armored suit needs to be environmentally contained, increase the THRUST ASSISTED JUMP UNIT
cost by C500. A thin film gives the glide membrane the benefits of
the environmental containment.”
“Designed to allow soldiers to quickly cross open areas in urban
combat. The Thrust Assisted Jump Unit is capable of propelling an
If this modification is installed in an armored suit with
armored suit across 75 m gaps using rocket motors. The system
Combat Pace (FLY) or Combat Pace (JUMP) score, a +2 requires a lot of practice, and every soldier who has used one
bonus is applied to all Athletics rolls when flying. In addition, knows the pain of slamming into a wall at high speed or misjudging
the Keen can use their Athletics skill in place of the Piloting a jump, only to plummet to the ground. The upside is once you’ve
skill when using another armor mobility system mastered the system, you spend very little time exposed and in the
open when moving from cover to cover.”

LIMITED FLIGHT PACK Combat Pace (JUMP) score becomes 12 when making jumps
in armor. Requires an Athletics skill roll to use.
“The limited flight pack allows an armored suit to literally fly.
It has a range of about 250 km. It’s as close you’re going to get to
a MARS without having to sell your first born. The vernier thrusters
used for maneuvering take up a lot of space on the suit.”

137
PHYSICAL COUNTER MEASURES

WING PORTS SMOKE GENERATOR

“These ports are installed in the back of an armored suit and “Automatically dispenses smoke when the wearer’s armor is
pop open, allowing a Raazet to use its wings while in armor. The struck by high-intensity light, such as lasers. The smoke spreads
armor does not protect the wings while the port is open. If the at a rate of 4 m per second in all directions. Can also be turned on
armored suit needs to be environmentally contained, increase manually to provide visual concealment.”
the cost by c500. A thin film gives the wings the benefits of the
environmental protection. A suit with this option may not mount a Creates an area of smoke in a LBT that imparts a -4 penalty
Missile Rack to the Torso section of the armor.” to Notice rolls that use vision.

Installation of the wing ports allows the Raazet to fly using their
wings, assuming their encumbrance load still permits it. In SOUND CANCELLATION
addition, the Raazet can use their Athletics skill in place of the
Piloting skill when using other armor mobility systems. “This device monitors sounds created by the movement of the
armor and discharge of the weapons used by the occupant. When
this system detects a noise, it immediately analyzes the sound wave
PHYSICAL COUNTER MEASURES (PP. 125) and generates a counter-wave at the same amplitude as the original
sound. The result is the two sounds cancel each other. The system is
Physical counter measures are electronic or mechanical devices not perfect, and sound travels relatively slowly. Often there is a slight
that make it more difficult for your enemy to detect or attack you. delay before the anti-wave cancels out the original sound wave.”
These range from simple smoke generators to full spectrum cloaking.
This is a passive countermeasure. Stealth Rating: -2. Penalty
ANTI-SENSOR COATING to Notice roll using hearing is -4.

“This special coating is designed to absorb certain sensor


emissions and reflect other emissions away from the sensor system,
SENSOR SYSTEMS (PP. 125)
rather than reflecting them at the sensor. Though expensive, the Sensor Systems include a wide variety of sensors, depending
coating provides a noticeable improvement in reducing the sensor on the Tech Level of the system purchased. They feature both active
signature of an armored suit.” and passive sensors, and many include RADAR, LIDAR, SONAR,
optical sensors with pattern and silhouette recognition routines,
This is a passive countermeasure. Stealth Rating: -4. acoustic sensors, millimeter wave scanners, thermal imaging, UV
optics, and a host of other detection gear. State-of-the-art systems
utilize quantum fluctuation detectors, gravimetric monitors, and
CAMOUFLAGE UNIT dimensional flux analysis. Sensors are capable of detecting enemy
combatants, friendly combatants, non-combatants, weapon’s fire,
“Camouflage units (aka camo unit) are ubiquitous on military incoming projectiles, and booby traps.
and paramilitary gear. You’re unlikely to find a suit of armor or
vehicle anywhere in Alliance space that doesn’t have a Camo Unit Sensor systems are designed for spotting military threats. This
installed unless you’re truly in the back end of the galaxy.” includes enemy personnel (hidden or obvious), weapons, hostile
“The omnipresent nature of these devices is one reason soldiers alien lifeforms, vehicles, aircraft, and boobytraps. A sensor
have taken to painting their armor outrageous and garish colors. system is not going to be effective at helping your character find
They know that with the flick of a switch, the onboard camouflage the one book they're looking for on a bookshelf, or determining
unit will convert every square centimeter of surface area into a if that merchant is lying to them. For tasks other than spotting
terrain-matching camouflage pattern.”
threats, characters will need to rely on their own Notice skill.
“The units are incredibly reliable and battle-proven. In the
Sensor Systems have two modes:
unlikely event of a failure, the units are designed to fail-on. This
means that the armor will be stuck in the last camouflage pattern Active Mode: In active mode the system emits RADAR, LIDAR,
that was being used – even if the armor’s original paint scheme is sonar, and a number of more esoteric emissions to look at its
some ostentatious Orion favorite, like day-glow orange. The camo
surroundings. Active scans typically reveal more information to
unit is still likely to allow the soldier to blend into his surroundings.”
the sensor system user, but immediately reveal the presence of
Camo units automatically changes color, reflectivity, light the sensor system and its user to any enemies in the area who
absorption, and pattern on the surface of the armor to match have sensor systems. It's like waving a flashlight in a dark room to
the terrain features. It does not make you invisible. This is a see more detail. Everyone hiding in the dark can see the flashlight.
passive countermeasure. Penalty to Notice roll using vision Passive Mode: Passive scans typically reveal less information
or sensors is -4. than active scans, but they do not reveal the presence of the
sensor user. The sensor system watches and listens for threats.
Granted, the sensors these systems use are far more acute than
anything most characters possess.

138
SENSOR SYSTEMS

• In Passive Mode sensor systems suffer the same penalties SENSOR PACKAGE 1
to see or hear targets that apply to characters making
Notice Rolls. “The standard class 1 sensor package is a TL 3 system that
provides limited, forward-facing detection capabilities out to about
• In Active Mode sensor systems ignore all penalties to see or
half a kilometer. The system is incapable of seeing through solid
hear targets that apply to characters making Notice Rolls, materials.”
but immediately broadcasts your presence and location to
any enemy sensor systems in range.
• If the target has a Stealth Rating(s) and/or ECM, use the SENSOR PACKAGE 2
largest single penalty when making a Notice roll with a
sensor system. “This forward-facing (180 degree) Tech Level 4 sensor
package has a 2  km range and improved active sensor strength
Notice is the die type the character can use in lieu of their own over its predecessor. It does not have any material penetration
Notice skill die when making a Notice roll to detect a threat or capabilities.”
enemy.
Range is how far away from the operator the sensor is capable of SENSOR PACKAGE 3
detecting objects, persons, or threats.
“An improved TL4 sensor package, this system has an
PEN (Penetration) value is the number of meters of solid material improved range (5 km) and some impressive material-pass through
through which the sensor will detect objects. capacities. The system is capable of seeing through most solid
materials less than 3 m in thickness.”
BASIC SENSOR PACKAGE

“The basic sensor package is a local area information SENSOR PACKAGE 4


gathering system that tells the operator basic information about
their immediate environment. The basic package can determine “This sensor package is capable of scanning 20 kilometers
ambient temperature, compass directions, altitude above sea in a hemispherical dome centered on the character. In addition,
level, radiation levels, environmental gas composition immediately the system is capable of scanning through up to 2 meters of solid
outside the suit, and show the user their path while moving that day material.”
(or any day for the past 3 months).”

This system is entirely passive. It will detect active sensors, SENSOR PACKAGE 5
operating EWS, broadcast communication signals, and
natural phenomena (light, heat, gas composition, magnetic “The class-5 sensor system focuses on passive detection
fields, radiation, air pressure, etc.) that come into direct capabilities. Though its active suite is nothing to sneer at, where it
contact with the suit. really shines is in its ability to detect the enemy without revealing
the user’s location. This system is also capable of ignoring up to
10 meters of intervening solid material when scanning objects in
THREAT DETECTOR a 60 km radius."

“The Threat Detector is a rudimentary system that lets the user


know when someone is examining them with a sensor system. This Mark I Eyeball
passive system alerts the user when the armor has been struck
or targeted by a sensor system scan, laser, RADAR, electronic Sensor systems are incredible pieces of technology, but they don’t
warfare system, or communications transmission. The system replace the ole’ Mark I eyeball. Characters can still make Notice
can determine the general direction from which the emission or rolls to detect the presence of an enemy or trap, regardless of
transmission originated and whether the signal is getting stronger whether they have sensor systems or not.
or weaker as the user moves in a particular direction.”

This system is entirely passive, and will alert the user if Redundant Sensors
they are being scanned by sensor systems, affected by
an electronic warfare system, or under threat from an Sensor Systems are vitally important on the modern battlefield. It's
automated weapon with a target lock on them. not uncommon for a suit to have a second sensor system installed in
case one is destroyed.

139
CHAPTER 6.0

WEAPONS
“If it moves shoot it. If it doesn't move, pick it up, and shoot it.”
-Tharg, Ram Python

WEAPONS ATTACK EFFECTS TABLE


ATTACK TYPE ATTACK EFFECT ATTACK EFFECT DESC.
You can’t be a Battlelord without a weapon, and whether it’s a
Acid & ANTI-ARMOR Bonus damage die is
sharp pointy stick or a thundering Omega Weapon, you’ll find them Disintegrators increased to d12.
all in this chapter. Every weapon has its limitations and learning
Biological Attack - -
to pick the right one will help you to exploit weaknesses in your
opponent’s defenses. Lock ‘n load! Cold & Frost FROZEN UP The target is Entangled.
Weaponry
UNARMORED OPPONENTS Electricity & SHORT OUT Roll the die listed for
Thunderbolt Armor Slots. If the result
When attacking an unarmored character with a weapon, the Generators corresponds to a slot
number that has an Armor
normal rules for weapon attacks apply. Simply compare the Option, that option is
damage to the character's Toughness to determine if a Shaken destroyed. Unarmored
result or any Wounds occur. targets are rendered
Vulnerable.
HEAVY ARMOR & SUPER HEAVY ARMOR Falls & CONCUSSIVE These ignore the suit's
Concussion Armor value.
Heavy Body Armor (HBA) and Mechanized Body Armor (MBA) can Fire & INCENDIARY No need to roll a d6. The
take hits from conventional firearms all day long with no problem, Flamethrowers target is automatically
and are treated as Heavy Armor in Savage Worlds. Vehicles like considered to be "on fire."
tanks and Ultra Armor (aka Humpties) can take hits from Heavy Flux Interference DISRUPTIVE Until the end of the round
Weapons all day without any problems, and are treated as having Generators* anyone can make a Called
Super Heavy Armor. Shot at -6 to bypass the Flux
Shield.
Only Heavy Weapons and Super Heavy weapons can affect Heavy Grav Shears* PLANAR Divide the damage between
Armor, including HBA and MBA normally. Only Super Heavy the armor's Absorption
Weapons can affect Super Heavy Armor. and the wearer's Wounds.
Excess is applied to the
WEAPONS
Absorption.
Kinetic Weapons - -
Weapon in Battlelords are not only designed to incapacitate and/ Lasers & SUPERHEATED Wounds are inflicted directly
or kill their targets, but also to exploit weaknesses in the armored Impact Lasers* on the character. Ignore the
suits that are so common on the battlefields of the 23rd Century. armor's Absorption.
The summaries below are generalized for each weapon system. Mental Attacks - -
Specific rules in weapon descriptions trump any general rule for
the weapon system. Omega Weapons KNOCKBACK The target is thrown 2d6'
away from the shooter and
ATTACK TYPES & ATTACK EFFECTS knocked Prone. Target must
make a successful Agility
When attacking with certain types of attacks or weapons, roll to hold onto handheld
achieving a raise on the attack roll can yield additional effects, items.
called an Attack Effect. The Attack Effect Table indicates what Pulse Weapons - -
additional effect is applied (regardless of the damage roll), for
Radiation IRRADIATED The target is Fatigued.
each Attack Type. The player can opt to use the Attack Effect
instead of Bonus Damage, unless the rules state otherwise.
Sensory Attacks - -
If an Attack Type might trigger a target's Environment Resistance/
Weakness, the applicable Environmental Condition (Acid, Cold, * See the Carnage Companion book.
Fire, Etc.) for the Attack Type is listed in the description.
141
ATTACK EFFECTS
ACIDS ELECTRICITY
Acids are a great way to dissolve enemy armor in short order, but Damage from electrical attacks is not reduced by the Armor of
it makes salvage later tough. metal suits. Electrical attacks have an Armor Piercing score of ∞.
Environmental Condition: ACID ATTACK Environmental Condition: ELE Attack
Attack Effect: [ANTI-ARMOR] If you get a raise on your attack roll If the target or their armor has ELECTRICITY Resistance listed, they
when using an acid or a Disintegrator, the bonus damage die used may add the appropriate bonuses.
is a d12. Attack Effect: [SHORT OUT] If you get a raise on your attack roll
when using a Thunderbolt Generator roll the Armor Option die
BIOLOGICAL ATTACKS specified for the target's suit. If there's an option listed at that
slot number it is destroyed. If the target is unarmored, they are
Biological attacks can have a variety of effects on a target. Always Vulnerable.
check the attack description or weapon description. Armored
suits do not provide any resistance to biological attacks, but the FALLS & CONCUSSION
Environmental Containment Armor Option may completely protect
you from a biological attack, unless your armor is breached. Damage from falls and concussive attacks ignore the Armor of
armored suits, and are treated as a having an Armor Piercing score
Environmental Condition: BIO Attack
of ∞.
Attack Effect: None
FIRE & FLAMETHROWERS
COLD & FROST WEAPONRY
Low tech, but highly effective. Credit for credit, nothing does
Frost weaponry is a great way to damage and immobilize your more damage than a flamethrower, but just keep in mind that
opponent. anyone in mechanized battle armor will walk through that fire like
it's a spring breeze.
Environmental Condition: COLD Attack
If the target or their armor has COLD Resistance listed, they may
Environmental Condition: FIRE Attack
add the appropriate bonuses.
If the target or their armor has FIRE Resistance listed, they may add
Attack Effect: [FROZEN UP] If you get a raise on your attack roll
the appropriate bonuses.
when using a Frost Gun, the target is Entangled.
NOTE: In Savage Battlelords the amount of fire damage is
determined by the type of flamethrower being used. It's not always
DISINTEGRATORS 3d6.
Professor Christopher Rutledge first discovered the Nuclear Attack Effect: [INCENDIARY] Armor by its very nature is flame
Effect in 2190. He was a renowned physicist from Poly Technot resistant and does not readily burn or catch fire. To suffer fire
School. By 2212, weapons scientists had found a way to leverage it damage, the attacker normally needs to roll a 6 against on armored
on a battlefield. Nuclear Effect Weapons create powerful fields that target for it to be "on fire." (See Fire in Savage Worlds). However,
strip away electrons leaving bare nuclei with a massive positive flamethrowers are designed to coat targets in sticky, flaming, gel
charge. The resultant ions repel each other leaving gaping holes and rapidly cook them. Rather than rolling a 6 on a d6 to catch an
in the target. Head shots are a good choice since helmets tend armored target on fire, a raise on the attack roll means the target is
to have less material holding them together than armored suits. automatically considered on fire and takes fire damage in following
Disintegrators are short-range weapons. rounds as described in Savage Worlds.

Environmental Condition: N/A LASERS


Attack Effect: [ANTI-ARMOR] If you get a raise on your attack roll
Lasers are long-range weapons that are effective against body
when using an acid or a Disintegrator, the bonus damage die used
armor. Laser rifles run the gamut from infantry weapons to sniper
is a d12.
weapons. In addition, there are a number of laser rifles with a high
rate of fire that fill the LMG niche effectively. That said, lasers
Disintegrators & Breaking Things have difficulty penetrating heavy armor, mechanized armor, and
shooting through smoke.
When a Disintegrator strikes an inanimate (non-living) object,
other than armor or armored vehicles, roll the d12 bonus damage Lasers don't cause a lot of damage, but they are very effective
die regardless of whether the attack roll resulted in a raise or at getting through armor. Armored suits use their Armor when
not. Disintegrators are devastating against materials that aren't defending against lasers, but not the suit's Absorption. Standard
hardened against attack. They're a great way to get rid of doors lasers are not considered Heavy Weapons. Impact Lasers are
or make a new exit. Heavy Weapons.
Environmental Condition: N/A
Attack Effect: [SUPERHEATED] Lasers ignore the armor's
Absorption (aka Additional Wounds), if any, the armored suit gives
the wearer. Damage is applied directly to the character.

142
ATTACK EFFECTS
KINETIC WEAPONS high velocity to deal a tremendous concussive blow to the target.
Armored personnel struck by Omega weapons are frequently
Archaic powder weapons are what humans referred to as knocked off their feet.
firearms on 20th and 21st Century planet Earth. Since the other Omega weapons are generally very heavy, necessitating an
races advanced past gunpowder weapons long ago, no weapons A-Grav system to reduce their felt weight. In addition, they make a
other than those designed by Humans are listed. Powder weapons tremendous thunderclap like boom every time they’re fired, which
do normal damage against light body armor. They are still quite is why they have the nickname of ‘thud gun.’
useful, though long outdated. Due to the strict regulations barring
the indiscriminate sale of high-tech arms to non-evolved societies,
archaic powder weapons are quite prolific. They are short to
Omega Weapons are considered a concussive attack and ignore
medium range weapons with a fair damage yield. The revival of the suit's Armor values. They are treated as a having an Armor
these weapons happened during a time when the 20th century was Piercing score of ∞.
in vogue. The old cartridge names were revived, though the modern Environmental Condition: N/A
versions feature improved terminal effectiveness and ballistics
Attack Effect: [KNOCKBACK]: If you get a raise on your attack
over their older counterparts. Unfortunately, those names stuck
roll when using an Omega Weapon the target is knocked back 2d6'
when it came to the ones using imperial measurements (e.g. .22
away from the attacker and ends up Prone. The Game Master may
caliber). Why don’t those jerks at Balshrom just call it a 5.6 mm
also require a Strength or Athletics roll at -2 for the target to retain
× 15.6 mm? (Editor’s note: the next two pages from Madd Mike’s
any held weapons or equipment.
were removed for brevity and language).

PULSE WEAPONS
In the Battlelord's universe kinetic weapons are rarely armor
piercing and they are rarely capable of affecting Heavy Armor. Pulse weapons are short range, high shock value instruments
Environmental Condition: N/A used primarily by Assault Groups of the Galactic Armed Forces.
They fire accelerated plasma pulses surrounded by a magnetic
Attack Effect: None
bottle to keep the energy from dissipating. Pulse weapons are
heavier than lasers and are much more expensive. They do,
however, reduce things to rubble at close range. Pulse weapons are
Armor Piercing Weapons in Savage Worlds also the preferred weapon of Pythonians.

Ignore the Armor Piercing values on all weapons in the Savage Environmental Condition: N/A
Worlds rulebook, except for anti-vehicular weapons. The materials Attack Effect: None
used to create personal armor in Battlelords make them highly
resistant to archaic firearms and kinetic attacks. That's why
Omega weapons were invented! Pulse Weapons vs Cover
When a pulse weapon strikes an inanimate (non-living) object,
other than armor or armored vehicles, it automatically gets +4
MENTAL ATTACKS bonus damage. In addition, Pulse Weapons always ignore the first
4 points of Cover Bonus.
Mental attacks can have a variety of effects on a target. Always
check the attack description or weapon description. If the target
or the target's armor has Resistance to Mental attacks they will
receive a bonus to their roll when resisting the effects of these RADIATION
weapons.
Exposure to ionizing radiation can cause tissue damage and/
Environmental Condition: MEN Attack or radiation sickness. Check the attack description or weapon
Attack Effect: None description for more information.
Environmental Condition: RAD Attack
OMEGA WEAPONS Attack Effect: [IRRADIATED] If a radiation-based attack or weapon
The Omega weapons represent the ultimate in anti-armor gets a raise on attack it leaves the target Fatigued.
technology. Professor Alexandratos of the Tashinir Research
institute first theorized the Omega Principle in 2189. With the help SENSORY ATTACKS
of the Mutzachan scientist Trashim, Alexandratos discovered how
to manipulate the internuclear forces between atoms. He called it Sensory attacks can have a variety of effects on a target. Always
the Omega Principle. The present-day Flux Shield and all Omega check the attack description or weapon description. If the target
weapons are a result of this breakthrough. or the target's armor has Resistance to Sensory attacks they will
The Omega Principle allows the instantaneous creation of a receive a bonus to their roll when resisting the effects of these
physical barrier. The initial goal was protective (the Flux Shield). types of attacks.
However, through experimentation, it was realized that a properly
formed field could be fired a significant distance and remain Environmental Condition: SEN Attack
intact. In other words, a force field could be sent down range at a Attack Effect: None

143
WEAPON TABLES - MELEE WEAPONS
MELEE WEAPONS

PRIMITIVE MELEE WEAPONS (PP. 151)

MODEL DAMAGE AP WEIGHT MIN STR NOTES COST


Doka STR+d6 – 4 d6 Ignores Shield Bonus. Target is Entangled on an c10
attack roll raise.
Dossien STR+d4 – 2 d4 This weapon returns to the wielder if thrown and c10
the attack misses the target.
Ptfang STR+d6 – 6 d6 If this weapon causes a Wound, make a free c70
second attack ignoring any armor.
Toma STR+d10 – 8 d10 – c500
Muardig STR+d4 – 4 d4 Target is Entangled on an attack roll raise. c700
MODERN MELEE WEAPONS (PP. 152)

MODEL DAMAGE AP WEIGHT MIN STR NOTES COST


Chainsaw, Combat 2d6+4 3 2 d4 c450
Thwack’em Stick STR+d10 – 22 d10 Reach 2, Two hands c500
Stun Baton Special – 2 d4 Unarmored targets must make Vigor roll or be c5,000
Stunned for 1 round. BIO Attack
Plasma Sword STR+d6+8 – 2 d4 Heavy Weapon c12,500
Energy Mace STR+d8+2 ∞ 4 d6 [Knockback] on an attack roll raise, Heavy c25,000
Weapon.
Phase Knife STR+d4 – 1 d4 Ignores armor entirely on an even roll on the skill c50,000
die (not Wild Die). Heavy Weapon.

PRIMITIVE RANGED WEAPONS (PP. 153)

MODEL RANGE DAMAGE AP SHOTS WEIGHT MIN STR NOTES COST


Ioken 20/40/80 2d8 – 1 18 d10 Damage varies with Ammo c85
Skil 8/16/32 1d6 – 1 1 d4 Damage varies with Ammo c200

144
WEAPON TABLES - KINETIC WEAPONS
ARCHAIC POWDER WEAPONS

PISTOLS (PP. 154) Additional Effect on attack roll raise: Penetrating Hit
MODEL RANGE DAMAGE AP ROF SHOTS WEIGHT MIN STR NOTES COST
T .380 12/24/48 2d6 – 1 6 2 d4 – c60
T .45 12/24/48 2d6+1 – 1 8 2 d4 – c120
MARS 9mm 12/24/48 2d6 – 1 16 2 d4 – c400
Wolf Hellhound 12/24/48 2d6+1 – 1 14 3 d4 – c425
Zk Cudda 12/24/48 2d6+1 – 3 10 3 d4 – c650
CARBINES & RIFLES (PP. 154) Additional Effect on attack roll raise: Penetrating Hit
MODEL RANGE DAMAGE AP ROF SHOTS WEIGHT MIN STR NOTES COST
Wolf L-16A5 24/48/96 2d8 – 3 31 6 d4 – c500
Musket 10/20/40 2d8 – 1 1 4 d4 Reload 3 c1,000
Torvald/MARS-7A 24/48/96 2d8+1 – 3 21 6 d4 – c10,000
Zk .50 Courier 30/60/120 2d10 4 1 12 16 d8 Snapfire, Heavy c15,000
Weapon
SUBMACHINE GUNS (PP. 154) Additional Effect on attack roll raise: Penetrating Hit
MODEL RANGE DAMAGE AP ROF SHOTS WEIGHT MIN STR NOTES COST
Torvald .44 SMG 10/20/40 2d6 + 1 – 4 40 or 80 2 d4 – c375
Heartbreaker SMG 12/24/48 2d6 – 3 30 3 d4 – c600
SHOTGUNS (PP. 155) Additional Effect on attack roll raise: Penetrating Hit
MODEL RANGE DAMAGE AP ROF SHOTS WEIGHT MIN STR NOTES COST
Torvald Hammerless 10ga. 14/28/56 1-4d6 – 1-2 2 8 d6 Reload 2 c150
Wolf L-880 12ga. 12/24/48 1-3d6 – 1 5 6 d6 – c200
MARS 12ga. 12/24/48 1-3d6 – 2 6 7 d6 – c550
LIGHT MACHINE GUNS (PP. 153) Additional Effect on attack roll raise: Penetrating Hit
MODEL RANGE DAMAGE AP ROF SHOTS WEIGHT MIN STR NOTES COST
L-76 30/60/120 2d8+1 – 3 50 16 d8 Snapfire, Reload 2 c10,000
LTX-311 24/48/96 2d8 – 3 250 22 d8 Snapfire, Reload 2 c18,000
Hose 30/60/120 2d8+1 – 3 200 35 d8 Snapfire, Reload 2 c60,000
HEAVY MACHINE GUNS (PP. 153) Heavy Weapon, Additional Effect on attack roll raise: Penetrating Hit
MODEL RANGE DAMAGE AP ROF SHOTS WEIGHT MIN STR NOTES COST
BC-Testament 50/100/200 2d10 4 3 200 40 May Not Move Heavy Weapon, c50,000
Snapfire, Reload 2
Chainsaw Lightning 50/100/200 2d12 4 4 200 70 May Not Move Heavy Weapon, c260,000
Snapfire, Reload 2

DISINTEGRATORS (PP. 155) Additional Effect on attack roll raise: Anti-Armor


MIN
MODEL RANGE DAMAGE AP ROF SHOTS WEIGHT NOTES COST
STR

Neutralizer 5/10/20 2d4 – 1 15 2 d4 Heavy Weapon c6,200


Majestic-UB 7/14/28 3d6 – 1 7 2 d4 Heavy Weapon c25,900
BC-Duster 7/14/28 3d8+1 – 1 10 4 d4 Heavy Weapon c61,000
Gashil 9/18/36 3d8+1 – 1 10 4 d4 Heavy Weapon c77,000
Matter Obliteration Cannon  20/40/80 3d12 – 1 20 6 d4 Super Heavy c740,000
Weapon
Rommel  7/14/28 5d8 – 1 10 12 d6 Super Heavy c1,300,000
Weapon
 Indicates this weapon uses a backpack-sized magazine.
145
WEAPON TABLES - FLUID GUNS & LASERS

FLUID GUNS (PP. 156) Additional Effect on attack roll raise: Varies with Goo type
MODEL RANGE DAMAGE AP ROF SHOTS WEIGHT MIN STR NOTES COST

Lil Goop Cone Template 1d6 – 1 8 2 d4 Damage varies with Goo, c500
or 5/10/20 Reload 2
Dialomatic  Cone Template or 3d6 – 1 50 8 d6 Damage varies with Goo c2,500
20/40/80
Pool Filler Cone Template or 2d6 – 1 25 8 d6 Damage varies with Goo c7,000
30/60/120
F Cannon  Cone Template or 3d6 – 1 50 30 d8 Damage varies with Goo c12,000
9/18/36

GRENADE LAUNCHERS Additional Effect on attack roll raise: Varies with Grenade
MODEL RANGE DAMAGE AP ROF SHOTS WEIGHT MIN STR NOTES COST

Long 50/100/200 By By Grenade 1 1 2 d4 Damage varies with grenade type c1,000


Ranger Grenade
Turbo Plus 50/100/200 By By Grenade 2 12 8 d6 Damage varies with grenade type c5,000
Grenade
Joker's 500/1,000/2,000 By By Grenade 3 12 6 d4 Damage varies with grenade type c35,000
Choice Grenade

LASER WEAPONS

LASER PISTOLS (PP. 157) Additional Effect on attack roll raise: Superheated
MODEL RANGE DAMAGE AP ROF SHOTS WEIGHT MIN STR NOTES COST

Mirchaum 20/40/80 2d4 – 1 1 0.5 d4 Half damage through smoke c700


SSLU
BS-2 30/60/120 2d6 – 2 15 1 d4 Half damage through smoke c4,000
Diffraction 9/18/36 2d8 – 1 5 2 d4 Half damage through smoke c8,900
Savage-B 50/100/200 2d6 – 3 15 2 d4 Half damage through smoke c12,225
LASER CARBINES & RIFLES (PP. 157) Additional Effect on attack roll raise: Superheated
MODEL RANGE DAMAGE AP ROF SHOTS WEIGHT MIN STR NOTES COST

Wolf L16-R 100/200/400 2d4+1 – 1 50 4 d4 Half damage through smoke c2,700


Alpha-2 500/1,000/2,000 2d6 – 1 50 6 d4 Half damage through smoke c13,500
Alpha-2 – 2d8+1 – 1 25 – d4 Half damage through smoke
Setting 2
Arrow LOSN 750/1,500/3,000 2d6+1 – 1 25 6 d4 Half damage through smoke c28,000
Tagert-6 500/1,000/2,000 2d8 – 2 25 6 d4 Half damage through smoke c37,700
Falcon XR-7 500/1,000/2,000 2d8+2 – 4 25 10 d6 Half damage through smoke c74,000
Calsham-4 1,000/2,000/4,000 3d6+2 – 4 25 6 d4 Half damage through smoke c145,000
LASER MACHINE GUNS (PP. 157) Additional Effect on attack roll raise: Superheated
MODEL RANGE DAMAGE AP ROF SHOTS WEIGHT MIN STR NOTES COST

BC-Flayer  750/1,500/3,000 2d4 – 5 250 15 d6 Half damage through smoke c120,000


Valley Green  1,000/2,000/4,000 2d6 – 5 250 15 d6 Half damage through smoke c175,000
Valley Green 1,000/2,000/4,000 3d4 – 5 500 5 d4 Half damage through smoke c200,000
Exp 

 Indicates this weapon uses a backpack-sized magazine.

146
SECTION TITLE

OMEGA WEAPONS (PP. 159) Additional Effect on attack roll raise: Knockback
MODEL RANGE DAMAGE AP ROF SHOTS WEIGHT MIN STR NOTES COST
OC-1 7/14/28 2d6 ∞ 1 16 8 d6 Heavy Weapon c31,500
Balshrom Flux 12/24/48 2d8 ∞ 1 16 8 d6 Heavy Weapon c35,700
Valley Green Ox 20/40/80 2d10 ∞ 1 12 10 d6 Heavy Weapon c90,000
Viper XM1 50/100/200 3d6 ∞ 2 16 10 d6 Heavy Weapon c52,000
Cobra XM2 50/100/200 2d10 ∞ 3 16 10 d6 Heavy Weapon c55,000
Able 3 20/40/80 2d12 ∞ 1 12 8 d6 Heavy Weapon c100,000
Devastator 20/40/80 5d6+2 ∞ 2 8 10 d6 Super Heavy Weapon c570,000
Python XM3 20/40/80 4d8 ∞ 1 8 12 d6 Heavy Weapon c600,000
Abomination* 60/120/240 6d6 ∞ 3 40 24 d8 Super Heavy Weapon c1,700,000
*Improved Knock Back generated by this weapon pushes the target 4d6' away from the attacker & the penalty to retain hold of held items is -4.

PULSE WEAPONS
PULSE “RECOILLESS RIFLES” (PP. 161) Additional Effect on attack roll raise: None
MODEL RANGE DAMAGE AP ROF SHOTS WEIGHT MIN STR NOTES COST

1 Shot Wonder 7/14/28 2d10 4 1 1 12 d8 Heavy Weapon, c5,000


Reload 3
Little Dickens* 9/18/36 6d6 10 1 1 18 d8 Super Heavy c20,000
Weapon, Reload 2
PULSE RIFLES (PP. 161) Additional Effect on attack roll raise: None
MODEL RANGE DAMAGE AP ROF SHOTS WEIGHT MIN STR NOTES COST
PC-3 Pulse Rifle 5/10/20 4d4 4 1 25 8 d6 Heavy Weapon c14,000
M20 Blaster 20/40/80 4d4+2 4 1 16 10 d6 Heavy Weapon c23,000
Mentar 20/40/80 4d6 4 2 12 18 d8 Heavy Weapon c85,500
Vector 4 "Power Vector" 100/200/400 4d4+2 4 2 25 8 d6 Heavy Weapon c70,000
RP4 Cannon 20/40/80 4d6 4 1 12 10 d6 Heavy Weapon c200,000
RP4 Cannon Setting 2 – 5d6 4 1 6 – – Heavy Weapon
BC-Terminator 50/100/200 4d6 4 4 25 10 d6 Heavy Weapon c250,000
BC-Terminator Setting 2 – 4d10 4 4 12 – – Heavy Weapon
OSW-42 Crimson 500/1,000/2,000 6d12 10 4 25 24 d8 Super Heavy c3,500,000
Destruction* Weapon
PULSE MACHINE GUNS (PP. 160) Additional Effect on attack roll raise: None
MODEL RANGE DAMAGE AP ROF SHOTS WEIGHT MIN STR NOTES COST
Valley Green PMG 1,625/3,250/6,500 5d8 4 3 6 17 Vehicular Heavy Weapon c200,000
Wicked Crimson 450/900/1,800 8d6 4 4 40 40 Vehicular Heavy Weapon c600,000
Cataclysm War Gun 115/230/460 10d6 4 4 20 50 Vehicular Heavy Weapon c800,000
BC- Apocalypse 350/700/1,400 6d20 4 2 8 80 Vehicular Heavy Weapon c2,200,000
 Indicates this weapon uses a backpack-sized magazine.

147
WEAPON TABLES - MISSILES

ARM ROCKETS (PP. 162)

AUTO ECM/
MODEL RANGE DAMAGE AP MAX WEIGHT NOTES COST
ACC ECCM
Interfon 9/18/36 2d4 5 – – – 1 Heavy Weapon c1,000
Slipstream 20/40/80 2d6 5 d6 150 – 1 Heavy Weapon c3,000
Yo Momma 7/14/28 3d4 5 – – – 1 Heavy Weapon c3,500
Dragonfire-7 20/40/80 3d6 5 – – – 1 Heavy Weapon c6,000
Dragonfire-8 30/60/120 3d6+2 5 – – – 1 Heavy Weapon c6,500
Balistex 30/60/120 3d8 5 d8 150 – 1 Heavy Weapon c7,000

MISSILE LAUNCHERS (PP. 163)

MODEL RANGE DAMAGE AP ROF SHOTS WEIGHT NOTES COST

Single Varies Varies Varies 1 1 5 Theses launchers come empty. The range and damage is c4,000
Tube determined by the missiles you load into them.
Quad Varies Varies Varies 2 4 5 These launchers come empty. The range and damage is c6,000
Tube determined by the missiles you load into them.

MISSILES

REFLEX MISSILES (PP. 163)


AUTO ECM/
MODEL RANGE DAMAGE AP WEIGHT NOTES COST
ACC ECCM
Narc 165/330/660 3d6+2 10 d4 – 3 Heavy Weapon c10,000
Ordinance-10 220/440/880 Varies Varies d6 – 3 Heavy Weapon c15,000
Digiton 165/330/660 3d8 10 d6 -1/+1 3 Heavy Weapon c20,000
Whistler 165/330/660 3d8 10 d8 -2/+1 3 Heavy Weapon c25,000
Jackrabbit 220/440/880 3d8+2 10 d6 -2/+1 3 Heavy Weapon c30,000
Horizon 165/330/660 3d10 10 d8 -3/+1 3 Heavy Weapon c35,000
Sabot 165/330/660 4d10 30 d8 0/+2 3 Super Heavy Weapon c40,000
Mirv-System 165/330/660 3d8 per 10 d6 -1/+2 3 Super Heavy Weapon c60,000
warhead
Saylon 220/440/880 4d12 20* d10 – 3 Super Heavy Weapon c75,000
REFLEX XL MISSILES* (PP. 164)
AUTO ECM/
MODEL RANGE DAMAGE AP WEIGHT NOTES COST
ACC ECCM
Death Strike (AT) 165/330/660 4d10 16 d6 -1/+1 5 Super Heavy Weapon c20,000
Bonoir-2 (AT) * 165/330/660 4d10 16 d6 -2/+2 5 Super Heavy Weapon c50,000
HAW 4 (AT) 165/330/660 5d10 16 d10 0/+2 5 Super Heavy Weapon c55,000
Gyrfalcon (SAM) 165/330/660 3d10 16 d10 -2/+3 5 Super Heavy Weapon c60,000

* This missile has 50% chance (even roll on a d10) of ignoring Flux Shields.
**See the Carnage Companion for more information on the optional Anti-Tank (AT) and Surface-to-Air (SAM) rules.

148
WEAPON TABLES - GRENADES

GRENADES (PP. 168)

BLAST COST COST


GRENADES THROWN RANGE DAMAGE TEMPLATE WEIGHT NOTES (THROWN) (LAUNCH)

Smoke 5/10/2020 – LBT 1 Vision is obscured (-4 penalty for c50 c200
characters/-2 for sensors)
TK-1 5/10/2020 3d6-2 MBT 1 – c50 c200
Riot Gas 5/10/2020 – LBT 1 Targets must make a Vigor roll (at c75 c300
-2 with a raise) or be Distracted.
Characters in Heavy Body Armor or
better are immune to gas attacks
unless the armor has been breached.
SEN Attack.
TK-2 5/10/2020 3d6 MBT 1 – c75 c300

Blinder 5/10/2020 – MBT 1 Targets must make a Vigor roll (at c100 c400
-2 with a raise) or be Stunned. SEN
Attack
TK-3 5/10/2020 3d6+2 MBT 1 – c100 c400
Bang 5/10/2020 1d4 SBT 1 – c150 c600
Phosphorous 5/10/2020 2d6 MBT 1 [INCENDIARY] A raise on the attack c150 c600
roll means the target is automatically
considered on fire and takes fire
damage in following rounds. Heavy
Weapon, FIRE Attack
Quabal 3/6/2012 2d6 [CONCUSSIVE] Armor Piercing score
0 0 c350 c–
of ∞
Plasma 4/18/2016 4d4 MBT 1 Heavy Weapon c1,000 c4,000
Super 3/6/2012 5d6 LBT 2 Heavy Weapon c5,000 c20,000
Plasma
Plasma 3/6/2012 4d6 LBT 2 Super Heavy Weapon c20,000 c80,000
Seduction
Omegaton 2/4/2008 3d10 LBT 3 [CONCUSSIVE] Armor Piercing score c50,000 c200,000
of ∞, Super Heavy Weapon
Cyan Sphere 2/4/2008 2d4 SBT 1 – c100,000 c–

149
WEAPON TABLES - GRENADES
MAG GRENADES (PP. 170)

COST COST
MAG THROWN RANGE DAMAGE BLAST WEIGHT NOTES
(THROWN) (LAUNCH)
GRENADES TEMPLATE

Acid 5/10/2020 3d6 – 1 [ANTI-ARMOR] If you get a raise on your c75 c300
attack roll the bonus damage die used is
a d12. Heavy Weapon, ACID Attack
Glue 5/10/2020 – – 1 The target is hindered. If you get a c125 c500
raise on your attack roll the target is
Entangled.
Absorption 5/10/2020 3d6 – 1 This grenade can not injure characters, c200 c800
Destroyer and can only reduce an Armor's
Absorption. Heavy Weapon
Freezy Pop 5/10/2020 3d6 – 1 [FROZEN UP] If you get a raise on your c425 c1,700
attack roll the target is Hindered. Heavy
Weapon, COLD Attack
Hellfire 5/10/2020 2d6 – 1 [INCENDIARY] A raise on the attack c425 c1,700
roll means the target is automatically
considered on fire and takes fire damage
in following rounds. Heavy Weapon, FIRE
Attack
Bad Bug 5/10/2020 See – 1 The target must make a Vigor roll at -2 c500 c2,000
Notes of become Fatigued. If they fail the first
Vigor test, they much make a successful
Vigor roll each following day (unless
they receive medical treatment) or add
a level of Fatigue. If the target becomes
Incapacitated they perish. This attack
does not affect armor with a Armor higher
than 15. Heavy Weapon, BIO Attack
BZ 5/10/2020 See – 1 The target must make a Vigor roll at -2 or c500 c2,000
Notes become Distracted. If they fail the first
Vigor test, they much make a successful
Vigor roll each following day (unless
they receive medical treatment) or add
a level of Fatigue. If the target becomes
Incapacitated they perish. This attack
does not affect armor with a Armor higher
than 15. Heavy Weapon, BIO Attack
Med Mag 5/10/2020 – – 1 This helpful grenade administers a mBRI c500 c2,000
(see equipment), healing the target. This
attack does not affect armor with a Armor
higher than 15. Heavy Weapon
Neuro Tox 5/10/2020 See – 1 The target must make a Vigor roll at -2 c500 c2,000
Notes or become Vulnerable for 2d4 rounds.
This attack does not affect armor with
a Armor higher than 15. Heavy Weapon,
BIO Attack
Zapper 5/10/2020 2d4, – 1 [SHORT OUT] If this weapon sticks to an c500 c2,000
AP: ∞ armored suit and you get a raise on your
attack roll, then roll the Armor Option die
specified for the target's suit. If there's
an option listed at that slot number it is
destroyed. If the target is unarmored,
they are Vulnerable on an attack roll
raise. Heavy Weapon, ELE Attack
Parasite 5/10/2020 1d6 – 1 If this grenade hits a weapon that c1,125 c4,500
requires power, subtract the damage
from the weapon's Shots.
Super 5/10/2020 See – 1 Targets must make a Vigor roll (at –2 with c1,375 c5,500
Sonic Notes a raise) or be Stunned. SEN Attack

150
WEAPON DESCRIPTIONS

WEAPON DESCRIPTIONS MELEE WEAPONRY DESCRIPTIONS


Weapon reviews and commentary are the copyright Melee Weapons are weapons used in close combat to cut, stab,
of Madd Mike’s Mercenary Catalog and reprinted here with and bludgeon a target. Though modern melee weapons burn targets
their permission. with plasma or crush them with Omega fields. Examples of melee
Weapons are a necessity to the 23rd Century warrior. They are weapons include clubs, plasma swords, knives, spears, and the like.
a mercs bread and butter, allowing him to react appropriately to The larger and heavier the Melee Weapon the more actions required
the combat situation at hand. In the 20th Century, the rifle was the to swing it or stab with it.
primary tool of the infantry solider. As armor technology improved, Archaic melee weapons aren’t effective against Heavy Armor.
weapons were developed to bypass the protections that armored The biggest advantage with melee weapons is that they are quiet,
suits offered. In a continuing arms race, Flux Shields have swung don’t set off sensors when used, and many are lightweight and easy
the balance back over to defense, though we are beginning to see to conceal. They also carry light fines if you’re caught carrying one in
weapon systems developed that can bypass Flux Shields. the wrong place.
The current school of thought about what weapon combination to use None of the melee weapons listed in Savage Worlds affect Flux
in a team is mixed. The Alliance military clearly favors interoperability of
Shields, Heavy Armor, or Mechanized Armor. Unless otherwise
ammunition and tried-and-true weapon systems. Corporate paramilitary
organizations are pushing for a more diverse mix of weapons. Their
noted, the weapons described below don’t affect Flux Shields,
reasoning is that there is probably a defense for every offensive, but no Heavy Armor, or Mechanized Armor.
one individual has the space in their armor or the expense account to
install them all. In theory, a team with a diverse mix of weapons should MODERN HAND WEAPONS (PP. 144)
have one that can make short work of an armored target by exploiting These weapons require manufacturing techniques of
a weak spot in their defensive systems. Of course, the fact that the at least Tech Level 3. Some modern melee weapons are quite
Alliance is primarily concerned with fleshy alien horrors and corporate sophisticated, and many are capable of affecting Heavy
paramilitary forces are more concerned with armored mercenaries likely armor normally.
has some effect on their preferred weapons loadout.

"Incoming fire has the right-of-way." MODERN HAND WEAPONS


MODEL MAG SIZE TL COST
WEAPON SIZE (WPN SIZE) Chainsaw, Combat 2 3 c450
The tables in this chapter list the size of each weapon. This is Energy Mace 2 5 c25,000
important if you want to try to hide your weapon or mount it inside Phase Knife 1 7 c50,000
your armor. It is important to note that, while some weapons may
Plasma Sword 2 5 c12,500
be described as Light Machine Gun-sized (LMG) under their WPN
SIZE, it does necessarily mean the weapon functions as a machine Stun Baton 1 5 c5,000
gun - only that it is the size of a typical light machine gun. The Thwack'em stick – 2 c500
reverse is also true. Many SMGs are essentially machine guns but
they are pistol sized, and many sniper rifles are LMG-sized, but
CHAINSAW, COMBAT
they are not capable of fully automatic fire.

WEAPON SIZE The favorite weapon of Phentari 1,000 years ago is making
a big comeback today. Most Phentari signal their intent to attack
COMPARABLE SIZED by starting up the chainsaw, hoisting the weapon into the air, and
WPN SIZE DESCRIPTION
WEAPON
lowering it slowly. Kinda melodramatic, but you know how the squids
Pistol Pistol sized Easily Concealable are. Most modern versions use electric or magneto-drive motors.
UB Under-barrel Easily concealable when not The weapon carries enough power for 2 hours and can be used
weapon / mounted to a weapon.
Pistol Sized to cut down tree-equivalents.
Carbine Carbine sized Easily Concealable when not
mounted.
ENERGY MACE
Rifle Rifle sized Difficult to Conceal without a
long coat or a Ram Python. Designed by the Buddon Priests. The e-mace generates a
LMG Light Machine Nearly impossible to conceal. spherical Flux Shield at the end of its 30 cm shaft. This weapon
Gun sized does tremendous amounts of crushing damage.
HMG Heavy Large, vehicle mounted or 30 minute power supply. This weapon generates Knockback,
Machine Gun emplaced weapon.
sized like an Omega weapon, on an attack roll with raise.

151
MELEE WEAPONS

PHASE KNIFE PRIMITIVE MELEE WEAPONS (PP. 144)


Designed as a weapon of last resort for those in heavy armor These weapons include spears, swords, clubs, and other primitive
and mechanized armor and with large bank account balances. melee weapons. They can be manufactured from basic raw materials
When Activated, the blade of the Phase Knife will pass through and/or some refined metal ores. They are all Tech Level 2 or less.
solid matter. The user activates the blade and thrusts it at their
opponent. If they’re lucky and their opponent doesn’t have a phase PRIMITIVE MELEE WEAPONS
nullification system or a Flux Shield, the knife will pass through the
MODEL TL COST
target up to the hilt. Once the hilt makes contact with a material
object, the phase system deactivates and the blade solidifies inside Doka 1 c10
the target. Needless to say, this does bad things to the armor and Dossien 2 c10
body tissue that is suddenly forced to share the same space with
the matter in the blade. These weapons are only good for one use, Muardig 2 c700
as once they de-phase inside a target, they’re permanently stuck Ptfang 3 c70
and have to be cut free.
Toma 1 c500
The weapon totally ignores armory on an even roll on the skill
die (not Wild Die). Natural armor is also ignored. The listed damage
DOKA
is applied to the target as if they were unarmored. The weapon is
useless once it does damage to a target while phased. The weapon An ancient Phentari weapon which is composed of a 1 meter
will not penetrate Flux Shields. stick with six chains. Each chain ends in a metal ball. The weapon is
whirled in a circular motion before striking.

PLASMA SWORD
DOSSIEN
A plasma sword is the preferred weapon of the Eridani
Buddon Priests. The blade generates a magnetic field to This Mutzachan boomerang-like weapon is made of wood. The
contain the super-heated plasma it uses to cut. When the sword triangular wood projectile is thrown with a flicking motion much
is turned off, it is essentially a really expensive club. When like any flying disc. The metal blades inset into the wood inflict
activated, it is fully capable of affecting heavy armor and gives significant wounds.
off quite a bit of light.
The weapon returns to the wielder if the attack misses the
The weapon runs for one hour. Affects Heavy Armor and Flux target.
Shields normally.

MUARDIG
STUN BATON
This was an ancient Eridani hunting weapon. It is comparable
Used by peace forces everywhere to get people to stop to the bolas of earth but has 4 spiked balls attached to each other
breaking things. with lengths of flexible wire. The weapon is used to entangle an
opponent’s limbs.
Unarmored targets must make a Vigor roll when struck by an
activated Stun Baton or be Stunned for 1 round. The Baton must
make contact with skin to work. The baton will not work against PTFANG
anything with armor or even heavy clothes (e.g., a thick winter coat).
Another interesting Phentari weapon. It is essentially a
spear in shape and about 2 m in length. The head of the weapon
THWACK’EM STICK is a blade made of four separate pieces of metal which fit closely
together. When a button is pushed, the blades open into a fan
This is a favorite of Ram Pythons. It is a club which is sized for shaped configuration, exposing barbs hidden inside the spearhead.
a Ram Python although most Humans call it a tree in disguise. Most Typically, a Phentari would aim for the midsection. Once the
are highly decorated, and many also double as a musical instrument. weapon was embedded in their opponent, they’d push the button
slicing open the body and exposing the barbs to rip out internal
organs. Phentari love this weapon.

TOMA

This is a Python trident. The Toma typically has 5 barbed prongs


on the fork and is carved from coral found in the seas of Pythos.

152
KINETIC WEAPONS

RANGED WEAPONRY DESCRIPTIONS APW HEAVY MACHINE GUNS


Effect on attack roll raise: Penetrating Hit
PRIMITIVE RANGED WEAPONS (PP. 144) MAG
MODEL TL COST
SIZE
These weapons include bows, crossbows, thrown weapons, and
other primitive ranged weaponry. They are all Tech Level 2 or less. BC-Testament 8 3 c50,000
Chainsaw Lightning 8 3 c260,000
PRIMITIVE RANGED WEAPONS
MODEL AMMO TL COST
BC-TESTAMENT
Ioken Archaic 2 c85
Skil – 3 c200 Balshrom likes to corner the high end. This weapon isn’t just
about rate of fire. This is a testament to the value of big cartridges.
It puts big holes in almost anything it hits.
IOKEN

This is the Ram Python version of a crossbow. It features a string CHAINSAW LIGHTNING
made from a flexible steel alloy made on Pythos called coronate.
A Gatling configuration heavy machine gun firing 20mm. One time
The weapon fires three bolts at one time.
we convinced a Ram Python he could fire it. Wow, was that a bad idea!

SKIL Archaic Powder Light Machine Guns (Pp. 145)


Light Machine Guns (HMGs) follow all of the Machine Guns rules
This is the Phentari version of a ballistic knife. When a button
on the handle is pressed the blade launches away from the hilt. The
in Savage Worlds.
weapon can also be used as a normal knife.
APW LIGHT MACHINE GUNS
Effect on attack roll raise: Penetrating Hit
KINETIC WEAPONS
MAG
MODEL TL COST
Archaic powder weapons (APWs) are what humans referred to as SIZE
firearms on 20th and 21st Century planet Earth. Since the other races L-76 7 3 c10,000
advanced past gunpowder weapons long ago, no weapons other than
those designed by Humans are listed. Powder weapons do normal LTX-311 7 3 c18,000
damage against light body armor. They are still quite useful, though Hose 7 3 c60,000
long outdated. Due to the strict regulations barring the indiscriminate
sale of high-tech arms to non-evolved societies, archaic powder
weapons are quite prolific. They are short to medium range weapons HOSE
with a fair damage yield. The revival of these weapons happened
during a time when the 20th century was in vogue. The old cartridge Useful for cutting down trees when you don’t have a
names were revived, though the modern versions feature improved chainsaw handy. This unit is exclusively mounted to vehicles or
terminal effectiveness and ballistics over their older counterparts. Ram Pythons because of its weight. This weapon is extremely
Unfortunately, those names stuck when it came to the ones using unlikely to jam and fires 30 rounds in a single second. Uses
imperial measurements (e.g. .22 caliber). Why don’t those jerks at 7.62mm ammunition.
Balshrom just call it a 5.6mm × 15.6mm? (Editor’s note: the next two
pages from Madd Mike’s were removed for brevity and language).

All archaic powder weapons are assumed to have silencers L-76 MACHINE GUN
integrated into the weapon. Most Kinetic weapons can’t affect
anyone in Heavy Armor or Mechanized Armor. Exceptions will There is nothing particularly special about this 7.62mm LMG
from Wolf Industries. It is widely available across the Alliance and is
either be noted.
often mounted on vehicles. The unit comes with a bipod.
Archaic Powder Heavy Machine Guns (Pp. 145)
Heavy Machine Guns (HMGs) follow all of the Machine Guns rules LTX-311 MINI GUN
in Savage Worlds.
This mini gun is available for situations where shouting
“Get Down!” isn’t going to work. This weapon is extremely
unlikely to jam and fires 25 rounds in a single second. Uses
5.56mm ammunition.

153
KINETIC WEAPONS

Archaic Powder Pistols, Rifles, SMGs (Pp. 145) TORVALD .44 SMG

ARCHAIC POWDER PISTOLS, RIFLES, SMGS The Torvald is generally used for intimidation and cover fire as
Effect on attack roll raise: Anti-Armor it is only accurate at short range. It is favored by anyone wanting to
get attention.
MODEL MAG SIZE WPN SIZE TL COST

Heartbreaker SMG 4 Carbine 3 c600 Drum Magazines are treated as a Size 4 mag and increases
the number of Shots to 80.
MARS 9mm 2 Pistol 2 c400
Musket – Rifle 2 c1,000
T .380 1 Pistol 2 c60 TORVALD/MARS-7A
T .45 2 Pistol 2 c120 Created by a joint venture of Torvald Industries and MARS, Inc.
Torvald .44 SMG 2 or 4 Pistol 3 c375 The TM7A has almost no kick despite the 7.62mm ammunition.
The Marrson Optics-4 zero-magnification, holographic sight is
Torvald/MARS-7A 4 Rifle 3 c10,000
incredibly accurate up to 100 m.
Wolf Hellhound 2 Pistol 3 c425
Wolf L-16A5 4 Rifle 3 c500
WOLF HELLHOUND
Zk .50 Courier 4 LMG 3 c15,000
Zk Cudda 2 Pistol 3 c650 This is one of the most powerful semi-automatic handguns
ever mass-produced. It sounds like a cannon going off. It is often
called The Terminator because of the very high probability it will kill
HEARTBREAKER SMG a sentient being in one shot.

A handy and well-made submachine gun from Dickens Corp.


This weapon is a favorite of mercenaries and paramilitary groups. WOLF L-16A5
The Heartbreaker is very accurate in semi-automatic mode. This
weapon uses 9mm ammunition. The original design was developed by Hans Wolf after reviewing
ancient Terran weapons. This weapon uses a 5.56mm cartridge
and can fire on fully-automatic, burst, or single shot. It can reach
MARS 9 MM out a fair distance but is better in closer engagements.

This striker-fired semi-automatic pistol has low recoil with


good damage yield. ZK .50 CALIBER COURIER

An excellent long-range weapon for sentient and small vehicle


MUSKET targets. An innovative muzzle brake reduces the weapon’s heavy
recoil but generates quite a bit of back blast. Don’t lay the weapon
A serious weapon in the eyes of the Fott, who refer to it as a “Fu on a blanket in sandy conditions unless you like sand in your face!
Fu Gun.” This weapon is not a cartridge fed weapon. Instead, it fires The Courier comes with a built-in bipod and it uses .50 BMG
a .55 caliber ball and uses black powder. The powder and the ball ammunition for you types who are interested in overkill.
must be inserted from the dangerous end of the barrel.

ZK CUDDA
T .380
Zk GMBH designed this gas operated .44 caliber handgun.
Torvald industries makes this ultra-concealable pocket semi- The weapon is bulky compared to others in its class due to a
auto. It is better than nothing but is best suited for situations where counterweight under barrel to control muzzle rise when firing. It is
concealment is paramount. popular for hunting big game and angry Pythonians.

T .45

A .45 semi-automatic produced by Torvald Industries and


mostly used by actors playing soldiers in remakes of ancient Earth
war movies.

154
DISINTEGRATORS

Archaic Powder Shotguns (Pp. 145) DISINTEGRATORS (PP. 145)


ARCHAIC POWDER SHOTGUNS Professor Christopher Rutledge first discovered the Nuclear
Effect on attack roll raise: Penetrating Hit Effect in 2190. He was a renowned physicist from Poly Technot
School. By 2212, weapons scientists had found a way to leverage
WPN it on a battlefield. Nuclear Effect Weapons create powerful fields
MODEL MAG SIZE TL COST
SIZE that strip away electrons leaving bare nuclei with a massive positive
MARS 12ga. 4 Rifle 3 c550 charge. The resultant ions repel each other leaving gaping holes in the
target. Head shots are a good choice since helmets tend to have less
Torvald 1 Rifle 3 c150
material holding them together than armored suits. Disintegrators
Hammerless
are short-range weapons.
Wolf L-880 12ga. 4 Rifle 3 c200
DISINTEGRATORS
Effect on attack roll raise: Anti-Armor
MARS 12 GA.
MAG WPN
MODEL TL COST
A fine semiautomatic shotgun with a flex steel recoil SIZE SIZE
suppressor. It is expensive but worth every penny. The MARS 12 BC-Duster 5 Rifle 5 c100,000
ga. normally comes with a standard 6 round removable magazine.
12 round drum magazines are available for c25 cost. Gashil 5 Rifle 5 c120,000
Majestic-UB 2 UB. 5 c35,000
Matter Obliteration 10 Rifle 6 c700,000
TORVALD HAMMERLESS 10 GA. Cannon t
Neutralizer 1 Pistol 5 c8,000
Nostalgia for ancient Terran waterfowl hunting inspired this
double-barreled, over-under, breach load design. When opened, it Rommel t 20 LMG 6 c7,500,000
ejects both shells for ease of reloading. Don’t forget to put a thumb
over an unused round if you want to conserve ammunition. This
weapon is long; just over 85 cm from stock to barrel. It uses a wide BC-DUSTER
selection of shot.
The Balshrom Science Corporation had a string of hits in the
This weapon does not use mags, but a Size 1 mag is the same Disintegrator market and the BC-Duster was their biggest success.
cost as extra ammo for this shotgun. You can not upgrade to It can vaporize a Python in a hurry.
larger mags with this weapon.

GASHIL
WOLF L-880 12G
This entry by Vector is a good start in their competition against
The finest weapon of its kind, with the possible exception of Balshrom. It leaves the Duster in the dustbin.
the MARS 12 ga. This semiautomatic, bullpup shotgun features
a removable magazine that holds 5 rounds, with an extra in the
chamber. MAJESTIC-UB

This upgrade of the Majestic is available in carbine form as


well. Under barrel disintegrators are excellent for breaching doors.

MATTER OBLITERATION CANNON

The upstart Hansen Electronics firm of Buffalo, New York,


rolled this rifle-configuration weapon out to compete with the big
boys. The weapon requires so much power it comes with a small
pack E-Mag, rather than the standard rifle-sized E-Mag.

NEUTRALIZER

A most inaccurately named gun from a technical standpoint. It


is cheap, so it’s got that going for it...

155
6-SAVAGEWORLDS-CORERULES-WeaponsV13

ROMMEL FLUID GUNS


MAG
Max Reinhart designed this weapon by scaling down a vehicle MODEL WPN SIZE TL COST
SIZE
weapon and adding A-Grav. Whatever it hits is in deep yogurt. The
system mounts a 45 kg A-Grav unit to deal with the weight, so it’s Dialomatic t 4 Pistol 4 c2,500
not a good choice for covert ops unless you like lifting weights. F Cannon t 4 LMG 4 c12,000
The A-Grav system glows brightly in the UV spectrum. If you Lil Goop 1 UB 4 c500
turn it off, it adds 45 to the weight of the weapon. Pool Filler 2 Rifle 4 c7,000

FLUID GUNS (PP. 146) DIALOMATIC


Sometimes called “Goo Guns,” these weapons developed from
firefighting equipment that was used to spray water or fire retardant, into This pistol-sized system includes a small flexible pack on a
military weapons with a number of interesting applications. Fluid guns harness that can be worn under a coat or jacket.
fill the role of flamethrower, fire extinguisher, glue launcher, chemical
weapon sprayer, and just about everything in between If you can spray This weapon is designed to be concealed and smuggled.
it out of a hose, then someone probably makes a weaponized version for
your fluid gun.
F CANNON
Fluid Guns use the Cone Template unless the ammo specified
states otherwise. If the Cone Template is not used use the Range A fluid cannon in a “man portable” design. You really want a
listed for the weapon. python to carry this one.
When buying goo for your Fluid Gun you simply purchase a goo
reservoir with the goo type of your choice. The cost of the goo is
included in the cost of the reservoir, and all goo types cost the
same. See the Ammunition section of this chapter for the different
Goo types available for Fluid Guns.

156
FLUID GUNS

LIL GOOP LONG RANGER

An under barrel mounted goo thrower. The range is terrible, but Another Wolf under barrel product. This one is modified to
a pistol-sized weapon is easy to hide, and a fluid gun isn’t going to improve accuracy and range.
generate a large fine.

This Under Barrel weapon system can be converted into a TURBO PLUS
pistol for c50.
This rifle-configuration weapon leverages a drum cylinder
holding 12 rounds. It isn’t the best for range, but it is great for
POOL FILLER speed. Paint your mag grenades purple, and you can make your
target look like a bunch of grapes before the kaboom!
Designed for maximum goo throwing.

LASER WEAPONS (PP. 146)


"What do you mean, 'napalm is heat sensitive?'”
Lasers are long-range weapons that are effective against body
armor, because the absorption polymers in armor do not affect the
GRENADE LAUNCHERS (PP. 146) beam. Laser rifles run the gamut from infantry weapons to sniper
Grenade launchers are designed to propel grenades down weapons. In addition, there are a number of laser rifles with a high
range, farther and faster than you could throw them. Grenade rate of fire that fill the LMG niche effectively. That said, lasers have
launchers generally come in two types: under barrel and carbine difficulty penetrating heavy armor and mechanized armor and
configuration. Typically, the under barrel weapons are single shot shooting through smoke.
and can be converted to stand alone weapons by purchasing a Shooting through or into concentrated smoke reduces laser
c200 frame.
damage by half. IR and UV lasers are not visible to the naked eye,
Because of the wide variety of grenade types available (explosive,
but are easily detected by sensor systems.
acid, strobe, etc.), these weapons provide a lot of flexibility. This
flexibility is further augmented by the fact that modern magazine fed Laser Carbines, Pistols, Rifles
grenade launchers allow the user to select the specific grenade they
want, regardless of its position in the magazine. LASER PISTOLS, CARBINES, AND RIFLES
Grenades come in two main types, standard and “magnetic.” Effect on attack roll raise: Superheated
The so-called magnetic grenades or mag grenades are a variety
MAG
of grenade designed to stick to the target. The mechanism for MODEL WPN SIZE TL COST
SIZE
adherence was originally an electromagnet. As the technology
improved, alternatives were developed allowing the grenades to Alpha-2 1 Carbine 4 c24,000
stick to nearly anything. Modern mag grenades use a combination Alpha-2 Setting 2 – – –
of molecular bonding glues and other exotic methods to permanently 2
adhere to the target, whether it’s made of metal or not.
Arrow LOSN 2 Rifle 4 c25,000
All modern grenade launchers allow the user to program the BS-2 1 Pistol 3 c800
grenade before firing, so that it will travel a specified distance and
Calsham-4 2 Rifle 5 c250,000
then automatically detonate. Grenade Launcher damage varies
depending upon the specific grenade fired at the target. Diffraction 3 Pistol 5 c45,000
Falcon XR-7 2 Rifle 4 c150,000
GRENADE LAUNCHERS
Mirchaum SSLU 1 Pistol 5 c200
MODEL WPN SIZE TL COST Savage B 1 Pistol 4 c12,225
Joker's Choice Carbine 4 c35,000 Tagert-6 2 Carbine 4 c25,000
Long Ranger UB 4 c1,000 Wolf L16-R 1 Rifle 3 c4,000
Turbo Plus Carbine 4 c5,000

ALPHA 2
JOKER’S CHOICE
The first in a series of output adjustable lasers. The Alpha
Designed to reach out and touch someone (with a grenade). This 2 was designed by the Balshrom Science Corporation. The
carbine-configuration grenade launcher is instantly recognizable weapon has 2 power modes, a low power mode and a high-
by its unique dual drum magazine system. power mode available in a switch on both sides near the thumb
rests. UV Laser.

The higher power setting uses two Shots per trigger pull.

157
LASERS

ARROW LOSN WOLF L16-R

This sniper rifle is used by the majority of would-be assassins. Wolf wanted to field something in the very competitive laser
It’s light and portable yet retains formidable firepower. market so they dusted off a familiar design and voilà! The weapon fires
a low frequency laser that fires a beam in the red spectrum of light.
The Arrow LOSN comes with a bipod.
Laser Machine Guns (Pp. 146)
BS-2 LASER PISTOL Field setup and tear down time for a Laser Machine Gun is 2d4
minutes. Subtract one minute from the setup time for every die
Developed by the Balshrom Science Corporation and level of appropriate Weapon skill possessed by the most skilled
still widely used on the New Colonies and Tech Level 4 planets gunner assembling/disassembling the weapon. Assembly time
or lower. The BS -2 is the standard weapon in most Rebel
cannot be reduced below 2 minutes.
arsenals. The fast recycle time allows this weapon to fire on
full-auto mode.
LASER MACHINE GUNS
Effect on attack roll raise: Superheated
CALSHAM 4 MODEL AMMO
MAG WPN
TL COST
SIZE SIZE
The Calsham 4 uses a phase altering integrated enhancement BC-Flayer t E-Mag 20 HMG 5 c350,000
system, which eliminates the beam attenuation problem. It is
Valley Green t E-Mag 30 HMG 5 c600,000
capable of engaging targets at long range and does some serious
damage! UV laser. Valley Green E-Mag 30 HMG 6 c1,200,000
Exp t

DIFFRACTION
BC-FLAYER
This weapon is the product of Electronics Amalgamation. It
The Flayer is Balshrom’s entry into the laser HMG market
does more damage than just about any other laser pistol, but it is a
space. It has a slightly lower rate of fire than its competitors, but a
bit inaccurate and heavy.
higher sustained rate of fire and more power make up for that. The
Flayer can tackle most infantry who are not in mechanized battle
armor. The highly optimized laser optics drive the price up.
FALCON XR-7

This is a high-speed, multi-beam laser in a rifle-sized VALLEY GREEN


configuration. The experimental multiphase coupler alternates five
different beam emitters during firing to maximize the rate of fire. The
The Valley Green is the “bread and butter” of ground assault
system has been marketed by Marrson Optics Corporation. UV laser.
squads leading “beachhead” assaults. They feature prominently
on many assault transports and can also be set up in the field to
project force and control an area. Produced by High Tech Corp.
MIRCHAUM SSLU

This unit is a 1 shot laser, consisting of a custom energy cell VALLEY GREEN EXPRESS
and the laser itself. It fits in the palm of an average Human. The
powerful refractive system refines the beam, allowing it to do more
The Valley Green Express is High Tech’s upgraded version of
damage than one would suspect from its size. The Mirchaum SSLU
the Valley Green It has better optics, improved damage yield, and
is easily concealed and is sometimes used by assassins.
nearly twice the rate of fire. The only laser machine gun on this
list capable of affecting any kind of mechanized battle armor. It
also mounts a Flux Shield to improve crew survivability. The main
SAVAGE B downside is the price and weight. Due to the weight & number of
components, it takes two or more crew members to transport it.
The state of the art in optics technology. It is extremely accurate and
has a good damage yield. It is the preferred pistol of the Galactic Marines. Includes a Flux Shield with a 10-die Field Strength.

TAGERT-6 SHOCK GUN

The first high-powered laser carbine. It has a fast recycle time.


There are three major drawbacks: weight, size, and the reliability.

158
OMEGA WEAPONS

OMEGA WEAPONS (PP. 147) ABOMINATION


The Omega weapons represent the ultimate in anti-armor Frequently listed as one of the deadliest weapons ever put in
technology. Professor Alexandratos of the Tashinir Research the hands of infantry. The design team struggled to improve cycle
institute first theorized the Omega Principle in 2189. With the help time due to the underlying physics of the Omega Principle. In an
of the Mutzachan scientist Trashim, Alexandratos discovered how epiphany, the team realized that if they could cycle through a set
to manipulate the internuclear forces between atoms. He called of magnetic field inducers, the limitations preventing creation of
it the Omega Principle. The present-day Flux Shield and all Omega a new magnetic bottle in the Omega chamber would be irrelevant.
weapons are a result of this breakthrough. The result created 14 new patents, an internal Gatling approach for
The Omega Principle allows the instantaneous creation of a creating Omega pulses, and a new weapon system. The only real
physical barrier. The initial goal was protective (the Flux Shield). negative is the cost. As they say, you get what you pay for, and the
However, through experimentation, it was realized that a properly Abomination brings a lot to the firefight.
formed field could be fired a significant distance and remain intact. In
other words, a force field could be sent down range at a high velocity to Uses a 50 kg A-Grav system that requires a separate Pistol
deal a tremendous concussive blow to the target. Armored personnel E-Mag for power. This weapon comes standard with Rapid
struck by Omega weapons are frequently knocked off their feet. Targeting Assistance that uses the A-Grav system to push the
Omega weapons are generally very heavy, necessitating an barrel towards the intended target. This allows the operator to
A-Grav system to reduce their felt weight. In addition, they make a
redraw any Action Card lower than a 4.
tremendous thunderclap like boom every time they’re fired. Hence,
the nickname of the ‘thud gun.’ Improved Knock Back: This weapon pushes the target 4d6'
away from the attacker and the Strength or Athletics roll to
All Omega weapons use an A-Grav system to manage the recoil
retain any held weapons or equipment is at -4.
from the counter pulse, and all Omega Weapons larger than
pistols use A-Grav to manage weight. Assume a 15 kg A-Grav
field to reduce weight unless otherwise noted. A-Grav emits UV BALSHROM FLUX CANNON
and is easily visible to sensors. Turning the system off adds 15 to
the weight of the weapon. The Balshrom Flux Cannon is an affordable system overall. It
features an improved targeting system and most of the kinks that
OMEGA WEAPONS caused malfunctions were worked out.
Effect on attack roll raise: Knockback
MAG WPN
MODEL AMMO
SIZE SIZE
TL COST COBRA XM2
Able 3 E-Mag 4 Rifle 4 c100,000 This improved product by Ramcor has a significantly improved
Abomination t E-Mag 10 LMG 7 c8,500,000 rate of fire and neural integration for improved reaction time. It can
pound a Python flat in no time.
Balshrom FC E-Mag 3 Rifle 5 c42,000
Cobra XM2 E-Mag 3 Rifle 6 c325,000
Devastator E-Mag 10 LMG 7 c2,000,000 DEVASTATOR
OC-1 E-Mag 3 Rifle 4 c35,000
This is a high-end machine designed to reduce the time
Python XM3 E-Mag 6 Rifle 6 c1,000,000 between thinking about pulling the trigger and a large Flux Shield
flying down range at Mach 6. It is also designed to pound flat
Valley Green Ox E-Mag 4 Rifle 5 c55,000
someone in Heavy armor.
Viper XM1 E-Mag 3 Rifle 5 c275,000

OC-1
ABLE 3
The Omega Cannon-1 is the first Omega Weapon which was
Another product of the Able Corporation. The A-Grav on
mass produced. It was designed by collaboration between Able
this weapon system is tuned to facilitate movement and reduce
Corporation and the Tashinir Institute. The weapon is inaccurate and
time to bring the barrel into firing position. The weapon is also
somewhat unreliable, but it can take out a Pythonian in a single shot.
highly effective at short ranges for those of you who like close
encounters of the Flux Cannon kind. The Able 3 uses a 25 kg
A-Grav field to reduce its weight, and like all A-Grav systems, it
will show up like a signal flare to sensor systems and UV optics.

159
OMEGA WEAPONS

PYTHON XM3 BC-APOCALYPSE

This high-end Ramcor product has increased output at a This fine weapon from Balshrom has an innovative system
cost of decreased cycle time. Rumor has it that the Ramcor that doubles the amount of plasma going downrange. This means
engineering team couldn’t come up with an effective A-Grav it also blows through ammo and power twice as fast as most Pulse
integration, so they stole the tech from Able Corp. The thought Machine Guns. Includes an NVG Flux Shield.
activated option provides improved operator survival through
decreased reaction time. Includes a Flux Shield with a 10-die Field Strength.

VALLEY GREEN OX CATACLYSM WAR GUN

The High-Tech Weapons Manufacturing subsidiary of A Gatling configuration Pulse Machine Gun produced by Able
Able Corporation came up with this gem decades ago, and it Corporation. This weapon trades rate of fire for more powerful
is still in use. Key factors in its longevity are the range and plasma pulses. Includes an NVG Flux Shield.
damage output.
Includes a Flux Shield with a 10-die Field Strength.

VIPER XM1
VALLEY GREEN PMG
This Ramcor product is a no-frills weapon, which fills its role
well. It doesn’t hurt that it has an improved rate of fire and an A nice entry level Pulse Machine Gun. On the plus side, it only costs
extended engagement range. All you need is a pair of extra E-Mags, a couple hundred thousand. Pfft. It’s a lot of fun to fire too. On the minus
and you’re ready to rock and roll. side, in a combat arena, the enemy tries to put it out of commission
fast, which makes the life expectancy of the gunner quite short.

PULSE WEAPONS (PP. 147)


Pulse weapons are short range, high shock value instruments
WICKED CRIMSON
used primarily by Assault Groups of the Galactic Armed Forces. They
fire accelerated plasma pulses surrounded by a magnetic bottle to This Gatling configuration, close-support weapon fires so
keep the energy from dissipating. Pulse weapons are heavier than much plasma in a second that an observer once said, ‘It looks like
lasers and are much more expensive. They do, however, reduce wicked crimson!’ and the rest is history. The Wicked Crimson is best
things to rubble at close range. Pulse weapons are also the preferred used against infantry and lightly armored vehicles. In sustained fire
weapon of Pythonians. situations, a second loader is typically deployed as the unit goes
through one can of plasma ammunition every two seconds. The
All Pulse use A-Grav to manage weight. Assume a 10 kg A-Grav second loader is typically carrying away empties and bringing back
field to reduce weight unless otherwise noted. A-Grav emits UV several fresh cans of plasma ammunition.
and is easily visible to sensors. Turning the system off adds 10 to
The weapon integrates a camouflage generator and thermal
the weight of the weapon.
dampener to reduce the chances it is detected before firing.
Pulse Machine Guns (PMG) Both are useless once the weapon starts firing, as the source
of all that plasma is obvious from sound and flashes. That’s
Field setup and tear down time for a Pulse Machine Gun is 2d4
why the weapon is also equipped with an AKM Type 2 Flux
minutes. Subtract one minute from the setup time for every die
generator to prolong the lifespan of the gunner.
level of appropriate Weapon skill possessed by the most skilled
gunner assembling/disassembling the weapon. Assembly time Field setup time is +2 minutes. Includes a Flux Shield with a
cannot be reduced below 2 minutes. 15-die Field Strength that covers the gunner. The improved
camouflage generator and a thermal dampener yields a
PULSE MACHINE GUNS (PMG) Stealth Rating: 4 and -2 Penalty to Notice rolls.
Effect on attack roll raise: Armor-Shredding
MAG WPN
MODEL AMMO TL COST
SIZE SIZE
BC- Apocalypse Pulse 120 HMG 6 c2,200,000
Cataclysm War Pulse 80 HMG 6 c800,000
Gun
Valley Green PMG Pulse 50 HMG 5 c200,000
Wicked Crimson Pulse 50 HMG 6 c600,000

160
PULSE RECOILLESS RIFLES

Pulse “Recoilless Rifles” BC-TERMINATOR


These are effectively a one-shot, large Pulse weapons and are
Incredibly expensive yet worth it! The Terminator has two
fired from the shoulder like a rocket launcher. They can be reloaded,
discharge settings: light and heavy (squish).
and they don’t require or use an A-Grav system.
The higher power setting uses two Shots per trigger pull.
PULSE “RECOILLESS RIFLES”
Uses a 20 kg A-Grav system This weapon comes standard
Effect on attack roll raise: Armor-Shredding
with Rapid Targeting Assistance that uses the A-Grav system
MAG WPN to push the barrel towards the intended target. This allows the
MODEL AMMO TL COST
SIZE SIZE operator to redraw any Action Card lower than a 4.
1 Shot Wonder Pulse 5 HMG 4 c2,000
Little Dickens* Pulse 15 HMG 5 c20,000
M20 BLASTER

1-SHOT WONDER An excellent cannon! It trades a little range for a lot more
damage. The M20 has a good inertial grav system and has a longer
This tube launcher throws a lot of plasma down range. It is a range than the PC-X series. The M20 includes a tripod, which is
poor man’s Pulse rifle. It’s cheap, so it’s still used. The E-Mag for stored in the stock of the weapon when not in use.
this weapon is a proprietary design, made specifically for the one-
The tripod takes 2 rounds to set up.
shot to keep costs down. It only holds enough power for one shot
and costs c50. Make it count.
MENTAR
LITTLE DICKENS
The first multiple shot Pulse rifle. The advanced recoil
suppression system uses St-3 Flex foam. The Mentar packs
A top-notch launcher. The downsides are its cost and plasma
sufficient firepower to tackle Heavy Armor.
consumption. It completely consumes a pistol-sized Pulse
magazine in a single shot. The good news is that it does keep that
jerk in Heavy Armor behind cover, or he risks a gaping hole in his
chest. Developed by Dickens Corp after they received complaints OWS-40 CRIMSON DESTRUCTION
from Alliance light infantry about not having a portable weapon to
deal with MBA, other than expensive Reflex missiles. This Pulse rifle uses a novel Shuestron approach to feed
PMG-sized rounds through a light Cannon-sized weapon. It is light
enough for mere mortal humans to use. The Abomination Omega
Pulse Rifles Weapon gets a lot of attention, but this baby is half the price. A
body mount harness is essential to carrying the weight and
Pulse rifles are typically employed as heavy infantry weapons or
managing the combo power coupling/Pulse round feed system.
squad support weapons, given their size and weight. Much like The Pulse Machine Gun ammo cans fit nicely on a back. The
laser rifles, there are Pulse rifles with a high enough Rate of Fire to standard small pack sized E-Mag can be swapped out for a larger
effectively function in the light Machine Gun role. cell. Our recommendation: Buy it!! Don’t go cheap after spending
c4,000,000. We recommend springing for the optional second can
PULSE RIFLES of PMG rounds and hooking it in on the back in a side by side config.
Effect on attack roll raise: Armor-Shredding The harness is built to feed from two ammo cans, and at a voice
command, it can switch to the reserve.
MAG WPN
MODEL AMMO TL COST
SIZE SIZE The higher power setting uses two Shots per trigger pull.
BC-Terminator Pulse 2 Rifle 6 c600,000 Uses a 40 kg A-Grav system This weapon comes standard
Setting 2 Pulse 4 Rifle – – with Rapid Targeting Assistance that uses the A-Grav system
to push the barrel towards the intended target. This allows the
M20 Blaster Pulse 3 Rifle 4 c20,000
operator to redraw any Action Card lower than a 4
Mentar Pulse 4 Rifle 4 c25,000
Improved Armor-Shredding: This weapon does +10 damage,
OSW-42 Crimson Pulse 8 LMG 7 c4,000,000 rather than +4, when getting a raise on an attack roll.
Destruction * t
PC-3 Pulse 2 Rifle 4 c14,000
RP4 Cannon Pulse 4 Rifle 5 c100,000
Setting 2 Pulse 8 Rifle – –
Vector 4 Pulse 2 Rifle 6 c200,000
* Improved Armor-Shredding does +10 damage not +4.

161
PULSE WEAPONS

PC-3 PULSE RIFLE Missile Rules


With the advent of Pulse technology, scientists experimented The following rules replace the Missiles rules in Savage Worlds.
with the use of plasma energy as a weapon. The first problem
was to isolate the plasma in a magnetic Flux force field. This was Missiles do not require a "Missile Lock" before being fired. The
eventually accomplished with the invention of the T-chamber. character can aim and fire them manually using their Shooting
Another problem was that the weapon systems were too heavy skill. If the Missile has an AUTO AIM value, the character can use
to be operated by one individual. After Robert Thisalis developed that value instead of their Shooting skill to make the attack roll.
the first inertial anti-gravity system for practical use, the second
problem was resolved, and the PC-3 was born. Missiles that are manually aimed using the character's Shooting
skill ignore the enemy's ECM, which is normally applied as a
penalty the AUTO AIM roll attack.
RP-4 CANNON

A devastating weapon at point blank range. You can fry a Python


Lizard in a second and a half! The operator can increase the output ARM ROCKETS (PP. 148)
power by flipping a lever on the side of the trigger guard assembly. Arm Rockets are the smallest, simplest, and generally least
expensive of the Alliance standardized missile and rocket platforms
The higher power setting uses two Shots per trigger pull. (SAPS). The approach is simple. Take a small chemical rocket
engine and put a shaped explosive payload on the pointy end. Arm
Rockets are beloved by infantry who have always wanted an easy-
VECTOR 4 “POWER VECTOR” to-use, small, and portable weapon for dealing with moderately
armored infantry.
What difference does it make if the enemy has a Terminator, when
you can pick them off long before they get into range? The Vector 4 ARM ROCKETS
engages targets at 800 m and does a reasonable amount of damage.
MODEL TL COST

MISSILES AND ROCKETS OVERVIEW (SAPS) Balistex 5 c7,000


Dragonfire-7 5 c6,000
Since the dawn of time, the ability to reach farther than your enemy has
always been an advantage. On the modern battlefield, rockets and missiles Dragonfire-8 5 c6,500
can provide this edge. The current missile systems in use were created in a Interfon 4 c1,000
cross-branch effort by the Alliance military to standardize a wide variety of Slipstream 4 c3,000
incompatible delivery systems into a handful of launch vehicles (aka missiles
Yo Momma 5 c3,500
and rockets). These could be used to deliver whatever payload (warhead) the
service needed. The program was called SAPLaDS, which was an acronym for
Standard Alliance Payload Launch and Delivery Systems. As a result, rockets BALISTEX
and missiles in the Alliance, regardless of type or size, have come to be
known as “Saps” or “Sappies.” The standardized missile platforms reduced The Balistex features one of the most advanced target
the number of missile types down from 26 to 5. One of the new requirements acquisition and tracking systems put into an Arm Rocket.
was that each delivery vehicle (i.e. missile or rocket) could carry a variety of
warheads. These warheads range from anti-infantry all the way up to anti-
DRAGONFIRE-7
spacecraft roles. Though the military still maintains a stockpile of some older,
dedicated anti-tank (AT) and surface-to-air missile (SAMS) systems.
The Dragonfire series is first of the ‘double-size’ arm rockets.
Reflex Missiles can be stacked in a Heavy Missile tube, and Heavy Missiles Good accuracy and range.
can be stacked into Heavy Missile XL tubes.
All rockets and missiles, regardless of size, require a Launchers/ DRAGONFIRE 8
Racks. The racks kick the missile out of the tube and clear of the
launching system before the engine ignites. This prevents the shooter Improved accuracy for only a few extra credits.
from being hit by rocket exhaust. The ROF listed for the launcher/
rack determines how many missiles can be fired in a round. Missile
launchers incur the recoil penalty. Missile racks do not.
INTERFON

This is just the most common name for a rocket manufactured


by a number of corporations. The design is simple enough that rebel
and terrorist organizations can manufacture them.

162
ARM ROCKETS

SLIPSTREAM REFLEX MISSILES


MODEL TL COST
A standard issue rocket for Alliance units. Courtesy
of Balshrom. Digiton 5 c20,000
Horizon 6 c35,000
YO MOMMA Jackrabbit 6 c30,000
Mirv-System 6 c60,000
An ‘in your face’ kind of weapon. Yo Momma doesn’t
Narc 4 c10,000
mess around.
Ordinance-10 6 c15,000

MISSILE LAUNCHERS (PP. 148) Sabot 6 c40,000


Saylon 7 c75,000
These launchers allow personnel to fire missiles and rockets
without the aid of an armor-mounted rack. Missile launchers are Whistler 6 c25,000
either on-the-shoulder tube affairs or freestanding launchers.

It takes two people 2 rounds to load each missile into a launcher. DIGITON
If a single person is firing and loading the launcher, it takes 4
rounds per missile. Freestanding launchers may be mounted to Three times the damage of a Narc at only twice the cost. Talk
vehicles. On-the-shoulder launchers cannot be used if the shooter to your Hansen rep today!
is moving.

MISSILE LAUNCHERS & MISSILE RACKS HORIZON


MODEL ROF FULL WEIGHT COST
The longest-range missile produced by Haberdine Electronics.
Quad Tube 2 4 5 c6,000
This system can reach to 10 km.
Single Tube – – 5 c4,000

QUAD TUBE JACK RABBIT

A longer range missile produced by Haberdine Electronics.


This four-missile launcher is mounted on a tripod. It works
with both Reflex and Reflex XL missiles, which can be mixed in This system can reach to 5 km
the launcher.

MIRV-SYSTEM
SINGLE TUBE
A long range multi-warhead product from Marrson Optics. This
This is the standard shoulder fired, single missile, tube launcher system can reach to 5 km at a speed of 1 km/sec and is capable of
for Reflex XL and Reflex missiles. It is manufactured under contract delivering 4 warheads simultaneously. This missile is perfect when
for the Alliance military by a number of contractors. you want to say goodbye.

REFLEX MISSILES (PP. 148) This weapon carries multiple warheads within the nose cone
of the missile. Each of the four (4) warheads does the listed
Reflex Missiles can be loaded on Reflex Missile Racks individually damage. When the weapon nears the designated target, the
or stacked in Heavy Missile launchers. These missiles are quite effective nose cone breaks open and warheads separate from the
at taking out armored infantry, lightly armored vehicles, low flying
craft, bunkers and anything else that is in the way. The sensor systems
missile. The warheads then proceed independently, on a
are tuned to infantry but don’t have a penalty for larger targets. ballistic trajectory, toward the originally designated target.
Once deployed, any Projectile Defense System (PDS) will
Due to their relatively slow speed, Reflex missiles can only engage have to engage and destroy each warhead to eliminate the
aircraft that are at or near Nap of Earth (NoE) altitude: no more than threat posed by the attack.
200 m above the ground. The aircraft must either be approaching the
target head on or in very slow flight (less than 100 m/s)
NARC

A cheap way to show your enemies how much you like them.
Manufactured by Hansen.

163
6-SAVAGEWORLDS-CORERULES-WeaponsV13

ORDINANCE-10 This missile has 50% chance (even roll on a d10) of ignoring
Flux Shields.
An oddity in the Reflex standards, the usual warhead is
replaced with a separate 10 round grenade launcher. The unit may
be loaded with any ten launchable grenades. When the weapon WHISTLER
nears the designated target, all grenades are fired. Load this puppy
up with Glue Grenades, and you’ve got a sticky situation. Given the An innovative product from Balshrom Science. Its tracking and
flexibility of payload, the possibilities are what make this missile EWS capabilities are unmatched for the price.
fun.

Divide the grenades evenly across all targets within a REFLEX XL MISSILES (PP. 148)
Medium Blast Template centered on the target. If the payload
Reflex XL Missiles are designed to have longer ranges than
consists of different types of grenades, the GM will randomly standard Reflex missiles. Reflex XL missiles fit in standard Reflex
determine which target is hit by which grenade. launchers, but due to their length, they are typically launched from a
man portable launcher system rather than a standard armor mounted
launcher. They can also be loaded into Heavy Missile launchers.
SABOT
When Reflex XL missiles are loaded into an armor option missile
A combination penetrator and explosive. It is highly effective against rack, the wearer of the armor has to take care not to bang the missile
armored targets. The missile moves about a kilometer per second! around. No explosion will result, but the missile, which protrudes from
the rack, can get hung up causing the operator to lose their balance.
Game Masters should require Agility rolls when operating in tight
SAYLON spaces where having a missile project in front of you (shoulder mount)
or above your head (back mount) would be awkward.
This missile is produced by Marrson Optics and rates the highest
marks from Madd Mike’s Mercenary Brochure. The high explosive,
Flux-focused charge is the secret to its damage yield. If you’re not
excessive, you’re never really sure. Why have nagging doubts?

164
REFLEX MISSILES

REFLEX XL MISSILES PRIMITIVE AMMUNITION


MODEL TL COST #
DESCRIPTION PER WEIGHT NOTES COST
Bonoir-2 (AT) 6 c50,000 BOX
Death Strike (AT) 6 c20,000 Arrow (Normal) 20 2  – c5
Gyrfalcon (SAM) 6 c60,000 Arrow (Armor 20 2  AP: 1 c10
HAW 4 (AT) 6 c55,000 Piercing)
Arrow (Explosive) 20 3  +2 Damage c100
BONOIR-2 Bolt (Normal) 20 2  – c5
Bolt (Armor 20 2  AP: 1 c10
This anti-tank Reflex XL missile is designed by Mining Consortium Piercing)
Unlimited. It trades warhead for thrust. The weapon has a 5 km range Bolt (Explosive) 20 3  +2 Damage c100
for ground targets and 2 km for aerial targets. This one is a nice dual-
purpose missile that can put a hole in most targets. You’ll need a lot
of buddies if you’re taking on a Bob Humpty though! E-MAGS & PULSE MAGS
If this missile hits a Flux Shielded target, roll d20. On a 3 or Need spare Energy Magazines (E-Mags) for your Laser,
lower, the Flux Shield of the target is ignored. Disintegrator, Thunderbolt Generator, or Omega weapon?
Perhaps a Pulse Mag for your Pulse Weapon? Just determine what
Mag Size your weapon uses and the table below will give you the
DEATH STRIKE cost and weight for spare magazines. All powered weapons use
interchangeable magazines. You can power an Omega Weapon
This Reflex XL missile is equipped with an anti-tank warhead. A with an E-Mag from a Disintegrator and vice-versa.
nice entry level choice for busting armored personnel carriers. It’s
a bit on the light side for tanks, so I’d suggest something with more Pulse weapons use a combined magazine system. One half of the
kick if you want to take on a light tank. magazine is for the plasma “slugs,” and the other half is the energy
pack used to power the devices that accelerate the “slug” down
range. It is, in effect, a double thickness magazine. The slugs can
GYRFALCON (SAM) be separated from the E-Mag if you need to use a Pulse mag in a
weapon that uses E-mag.
This surface-to-air Reflex XL missile can knock out most aerial
targets smaller than a starship in one shot. We highly recommend EXAMPLE: Fredd the Ram Python has an Omega Weapon that uses
this missile for taking on gunships and other air cav units. Flying a rifle sized E-Mag. He just killed a pirate equipped with a Pulse
units tend to have more Flux Shield and less armor due to weight weapon that uses a rifle sized Pulse mag. He’s low on energy so
constraints. Once the Flux Shield is gone, aircraft come apart quickly. he pulls the Pulse nag, removes the half with the slugs, and puts
it in his pocket for later. Then he inserts the stripped down pulse
mag (now just an E-Mag) into his Omega Weapon.
HAW 4
E-MAGS & PULSE MAGS
The warhead in this anti-tank Reflex XL can knock out most MAG EQUIVALENT E-MAG PULSE MAG
tanks in one shot. Also great at putting holes in a starship sitting SIZE MAG SIZE WGT / COST WGT / COST
on the tarmac. 1 Pistol Micro 0.2 / c10 0.5 / c20
2 Pistol 0.5 / c30 1 / c60
AMMUNITION TABLES 3 Pistol
Extended
1 / c50 2 / c100

AMMUNITION AND MAGAZINES 4 Rifle 1.5 / c100 3 / c200


5 Rifle 2.5 / c150 5 / c300
PRIMITIVE AMMUNITION Extended
6 Small 7 / c400 14 / c800
Arrows, crossbow bolts, and more! Prices and weights are listed in Backpack
the Primitive Ammo table.
7 Medium 14 / c800 24 / c1,600
Backpack
8 Large 28 / c1,600 56 / c3,200
Backpack

165
E-MAGS & AMMUNITION

KINETIC WEAPON MAGS & AMMO FLUID GUN AMMUNITION ("GOO")


The cost shown in the table below includes the cost of the Fluid guns are incredibly versatile weapons, and that versatility
ammunition and the magazine. Empty magazines for all Kinetic is directly related to the different payloads available. The weight
and cost of the goo depends on how much of it you’re carrying. The
Weapons that use a magazine can be purchased for c5.
larger the reservoir on the weapon and the more goo that’s is in that
reservoir, the heavier and more expensive it is.
KINETIC WEAPON AMMUNITION
WEIGHT / COST BY AMMO TYPE Fluid Gun reservoirs are purchased filled with the goo of your
MAG RIFLE,
choice. The cost of the Goo is included in the cost of the reservoir.
SIZE PISTOL & SMG SHOTGUN, & HMG All Goo types cost the same amount. You're just paying for volume.
LMG Empty reservoirs can be purchased at a cost of c5 multiplied by
1 0.2 / c2.5 0.5 / c5 2 / c10 the Mag Size.
2 0.5 / c7 1 / c15 4 / c30 EXAMPLE: Zebula the Tza has a Fluid Gun that uses a Size 4
3 1 / c12 2 / c25 6 / c50 reservoir. She wants to buy a spare reservoir of acid goo. Filled
size 4 reservoirs cost C150, so her acid goo costs C150. She
4 1.5 / c25 3 / c50 12 / c100 decides she wants an empty size 4 reservoir, in case she wants
5 2.5 / c35 5/ c75 25 / c150 to fill it with her own concoction later. That costs C20 (C5 x 4 =
C20). If she wants a reservoir pre-filled with any type of goo, it
6 7 / c100 14 / c200 50 / c400 will cost C150 regardless of what it comes filled with.
7 14 / c200 28 / c400 100 / c800
FLUID GUN RESERVOIRS (FULL)
8 28 / c400 56 / c800 200 / c1,600
EQUIVALENT COST INCLUDING
SWAPPING MAGAZINES MAG SIZE MAG SIZE WEIGHT GOO OF YOUR
CHOICE
There’s nothing keeping you from hooking a smaller or larger
1 Pistol Micro 0.2 c10
magazine (aka mag) to your weapon in most cases. It is not
uncommon for soldiers on prolonged deployment to use backpack- 2 Pistol 0.5 c30
sized mags for their rifles to minimize the risk of running out of power. 3 Pistol 1 c50
Extended
For smaller E-Mags the number of shots decreases by half for each
level you drop. 4 Rifle 1.5 c100
5 Rifle 2.5 c150
EXAMPLE: If you have a pistol with a Size 2 E-mag and 10 shots
Extended
and you put in a Size 1 E-Mag, you'll only get 5 shots out of it.
6 Small 7 c400
For larger E-mags the number of shots increases by 50% for each level Backpack
you increases. Always round down. 7 Medium 14 c800
EXAMPLE: If we take that same laser pistol with a Size 2 E-mag Backpack
and 10 shots and you put in a Size 3 E-Mag, it will now have 15 8 Large 28 c1,600
shots. (10 x 50% = 5. 10 + 5 = 15). Backpack

Keep in mind that hooking up a Rifle-sized E-Mag to a pistol will


dramatically increase its weight and bulk. Also, hooking up a pistol
E-Mag to a large weapon may not provide enough power to fire it even
once.
EXAMPLE: Let's assume we have a Laser Rifle that uses a Size 5
magazine and has 6 Shots. If we put in a Size 4 E-Mag that will
drop us down to 3 shots. A size 3 E-mag will drop us down to 1
shot (Round Down). If you insert a size 2 E-Mag, you won't have
enough juice to even fire the weapon once.

166
FLUID GUN GOO

FLUID GUN AMMUNITION ("GOO") MORE CRUNCH RULE


GOO TYPE DAMAGE
Acid Goo [ANTI-ARMOR] If you get a raise on your
Here’s mud in yer eye!
attack roll the bonus damage die used is a A target is blinded if hit in the eyes with Goo. If the faceplate on a
d12. Heavy Weapon, ACID Attack
helmet is hit, then the target suffers a -4 penalty to Notice rolls,
Defilade Goo Does no damage. Creates a 1 m x 1m wall
with an Armor of 1 for each die of damage while the face plate is closed. If glue was used, chances are it is
done by the weapon. Max accumulated glued shut, too. Make a Strength roll to pull open the faceplate.
Armor of 4.
Explosive For 1 die of damage use a SBT instead of a
Goo Cone Template. For 2-3 die of damage use
a MBT. Use a LBT if the weapon does 4 or ACID GOO
more die of damage.
Becomes active 1d4 rounds after being
sprayed. When detonated it does an This goo contains a powerful corrosive agent. Corrosives are
amount of damage listed for the Fluid Gun useful in defeating armor.
that fired it. Heavy Weapon
Fire Does no damage. Reduces the intensity of "‘The goggles! They do nothing to protect your eyes!’
Suppression a fire by one level for each die of damage. Ori the Orion
Goo
Freezy Pop Targets are Hindered until they spend an
Goo action to clear the ice. On an attack roll DEFILADE GOO
raise the target is Entangled [FROZEN
UP]. Heavy Weapon, COLD Attack This goo expands and then solidifies to a rock-like hardness.
Glue Goo Does no damage. Targets are Hindered Each charge creates a 1m tall x 1m wide wall, that’s about 10cm
until they spend an action to clear the thick. Additional shots can increase the height, width, or thickness
hindering material. On an attack roll raise of the wall. Great for instant fortifications, blocking doors and
the target is Entangled. windows, or impromptu sculpting.
Hellava Goo Targets hit suffer the listed damage for the
weapon if they catch fire. [INCENDIARY]
A raise on the attack roll means the target EXPLOSIVE GOO
is automatically considered on fire and
takes fire damage in following rounds. This goo is laced with a chemical explosive. Once it’s applied,
Heavy Weapon, FIRE Attack
any hard contact with the goo causes it to explode. A lot of fun to
Immobilizer Does no damage. If the weapon does 1 die spray on floors and streets. It dries clear.
Goo of damage use a SBT instead of a Cone
Template. For 2-3 die of damage use a
MBT. Use a LBT if the weapon does 4 or
more die of damage. FIRE SUPPRESSION GOO
Targets are Hindered until they spend an
action to clear the hindering material. On This Goo is laced with fire suppressants and is used to
an attack roll raise the target is Entangled extinguish fires.
Neuro Tox Same as Glue Goo. However, If the glue
Goo comes into contact with exposed skin, the
target must make a Vigor roll or become FREEZY POP GOO
Vulnerable. BIO Attack
Scrim Goo Provides a penalty to visually Notice Contains Kayson which freezes the target after the goo makes
covered targets of -1 for each die of contact.
damage (Max of -3).
Slick Shoes Does no damage. If the weapon does 1 die
Goo of damage use a SBT instead of a Cone GLUE GOO
Template. For 2-3 die of damage use a
MBT. Use a LBT if the weapon does 4 or
more die of damage. Plain old expanding glue goo. A favorite of Zen everywhere.
Targets crossing an area covered with
this Goo must make an Agility roll at -2
or an Athletics roll at -2. Ground vehicles HELLAVA GOO
crossing an area covered require the
driver to make a Piloting roll.
Releases a napalm like goo that adheres to the target and
ignites on contact.

167
6-SAVAGEWORLDS-CORERULES-WeaponsV13

IMMOBILIZER GOO SLICK SHOES GOO

Releases a taffy-like foam that expands rapidly to fill roughly This sprayable goo is thin and has an incredibly low viscosity.
5 cubic meters of volume. The foam is tough but flexible, allowing The goo runs like melted wax, quickly covering the ground before
it to hold targets in place without totally immobilizing them. The solidifying and turning completely transparent. Once solidified, the
foam is also porous, allowing targets that are completely covered to goo is nearly frictionless and very slippery. Grapples are typically
breathe normally. It also allows unscrupulous individuals to deliver used to pull vehicles and personnel out of the slip-zone.
gas attacks against targets immobilized in the foam.

GRENADES (PP. 149)


NEURO TOX
Grenades are typically a thin metal shell covering an explosive
The goo is laced with a contact neurotoxin. The effect is to or occasionally a different payload (e.g., smoke). Grenades come in
paralyze the target and glue it in place. It has been used on occasion two main designs: thrown by hand or launched by a weapon. Thrown
versions are typically on a timer and launched versions usually are
by the more liberal members of the Zen community.
designed to detonate on impact.

There are two types of grenades. The first type are explosive
SCRIM GOO grenades. They cause damage via concussion and fragments
(aka frags) thrown at lethal speeds by the exploding grenade.
This is a lightweight goo that envelops the target and expands The second type are special purpose grenades, which include gas
in random patterns to disguise the silhouette of the object covered.
grenades, Freezy pop grenades, and acid grenades, just to name
It is designed to camouflage targets and reduce their sensor
signature. The goo is filled with smart-dyes that create random, a few. Grenades can either be thrown by hand or launched by
terrain matching camouflage patterns. If the object is moved (or a weapon. Launched grenades are more expensive and cannot
moves itself), the lightweight goo breaks up and falls away from the be thrown.
concealed object.

168
GRENADES
GRENADES PLASMA
COST COST
Costly but very effective at ripping up armor! Buy a six pack!
GRENADES TL WEIGHT (THROWN) (LAUNCH)
Bang 3 1 c150 c600
Blinder 4 1 c100 c400 PLASMA SEDUCTION
Cyan Sphere 6 1 c100,000 –
Renowned Physicist Brett Miller designed this for overkill. If
Omegaton 6 4 c50,000 c200,000 you’re not excessive, you’re never really sure.
Phosphorous 3 1 c150 c600
Plasma 4 1 c1,000 c4,000 QUABAL
Plasma 5 3 c20,000 c80,000
Seduction Quabals are shuriken-like devices that explode on impact.
Quabal 3 0 c350 – Quabals can only be purchased on an Eridani planet or on the
Black Market. One is tempted to ask the question: If Eridani are so
Riot Gas 3 1 c75 c300 honorable, why are they carrying these lovely items?
Smoke 2 1 c50 c200
Super Plasma 4 2 c5,000 c20,000
RIOT (GAS)
TK-1 3 1 c50 c200
TK-2 3 1 c75 c300 The grenade emits a noxious gas, which causes immediate fits
of coughing.
TK-3 3 1 c100 c400

"Nothing says 'I Love You' like a grenade in their shorts." SMOKE

Creates a thick cloud of billowing smoke in one of many colors.


BANG

This is a concussive grenade designed to knock people silly! SUPER PLASMA

New and improved. Good for taking out infantry in Heavy


BLINDER Armor.

A good grenade for incapacitating your opponent. It is hard to


fight when you can’t see. TK-1
Doesn't work on targets that don't have eyes or visual
This is your standard, no-frills, TL3, basic frag grenade.
sensors.

TK-2
CYAN SPHERE
This is an improved version of your standard, no-frills, basic
Micro form factor with nitro-7 inside. 1/10 the size of a normal
frag grenade.
grenade. This grenade is highly concealable. Due to shock sensitivity,
they are frequently placed where they can be hit with something that
will set them off. These grenades cannot be launched.
TK-3

OMEGATON This is a top-end, Tech Level 4, explosive fragmentation


grenade, with all the TL4 improvements you’d expect to see:
such as, ambidextrous activation and a programmable timer
The modern equivalent of a thermobaric explosive in a (barely)
(2-30 seconds).
throwable sized package.

PHOSPHOROUS

This grenade spreads chunks of white phosphorous around.


They ignite when exposed to oxygen and burn very hot. They can
melt through metal and cause 3rd degree burns to flesh.

169
MAG GRENADES
MAG GRENADES (PP. 149) of electromagnets, molecular glues, and conventional adhesives to
adhere to a victim. Most are armed right after they are thrown or
MAG GRENADES leave the barrel and trigger on impact, though some have timed
detonations. Mag grenades have a wide variety of payloads, but they
COST COST
don't usually explode and typically affect only the target they strike.
MAG
TL WEIGHT (THROWN) (LAUNCH) Mag Grenades can be set so that if they do not strike a
GRENADES
target, they will permanently deactivate. They can also be set
Absorption 4 1 c200 c800 to lay dormant if they do not strike a target; they automatically
Destroyer attach to the next metal object that passes within range of the
electromagnet (3 meters) in the grenade. If the grenade does
Acid 4 1 c75 c300
not find a new target within 1 galactic day, it will permanently
Bad Bug 4 1 c500 c2,000 deactivate as a safety precaution.
BZ 4 1 c500 c2,000
Mag Grenades are designed to work against armored personnel,
Freezy Pop 4 1 c425 c1,700 and do not usually have blast template. They're designed to
Glue 4 1 c125 c500 permanently bond to the target they strike, making them very
difficult to remove. Mag grenades are usually set to detonate on
Hellfire 4 1 c425 c1,700
impact, but they can be set (before firing) to detonate at a later
Med Mag 5 1 c500 c2,000 time - up to hours or days later if the user desires. Any attempt
Neuro Tox 4 1 c500 c2,000 to remove a Mag Grenade on a timer requires the target to make
Parasite 5 1 c1,125 c4,500 Strength roll at -6. Unless you’re a Pythonian or in strength-
augmented armor, you’re not getting the grenade off before it
Super Sonic 4 1 c1,375 c5,500
activates.
Zapper 4 1 c500 c2,000
Magnetic Grenades can be shot off, but this requires a Called Shot
Mag Grenades (AKA Magnetic Grenades) work like magic! at -4 under combat conditions, where other modifiers are likely to
They stick to your target. They can be thrown, but they are usually apply. A miss means the shooter has hit the target where the Mag
launched out of grenade launchers, sticking to the target on impact. Grenade was stuck instead of the grenade.
Despite the name ‘magnetic grenades’ the devices use a combination
MAG GRENADES

ABSORPTION DESTROYER MED MAG

This mag grenade uses a small one-shot shaped charge to drill Healing bliss from a distance. Uses a small one-shot laser to
a tiny hole through the armor and release a chemical designed to drill a small hole and release a BRI. The hole is then refilled with
destroy absorption polymers. It can be used by the more liberal a QSU charge, and the munition detaches automatically. This is
among Zen without fear of violating their pacifist code. another popular round for Zen

The laser that drills a hole in the target's armor can not The laser that drills a hole in the target's armor can not
penetrate Armor higher than 15. penetrate Armor higher than 15.

ACID NEURO TOX

Corrosives are useful in eating away at armor and the people A small charge puts a hole in the armor and then a neuro agent
inside. is released into whatever body tissue was damaged by the charge,
which eventually paralyzes the target.

BAD BUG The laser that drills a hole in the target's armor can not
penetrate Armor higher than 15. BIO Attack
Not a bed bug. This grenade uses a small charge to put a hole in
the armor, and then inserts a genetically engineered, cross-species
bacteria into whatever body tissue was damaged by the charge. PARASITE
Those who are infected become contagious. This weapon is illegal
on all Alliance worlds. This round drains the power from items it contacts, including
armored suits. Hits to weapons drain batteries and hits to armored
The laser that drills a hole in the target's armor can not suits disable options and actuators in the section hit. The effects
penetrate Armor higher than 15. BIO Attack last for up to 10 seconds, unless the round is destroyed or removed.
Note that shooting a parasite round after it has drained power
tends to make them explode.
BZ

A small charge puts a hole in the armor, and then BZ agent is SUPER SONIC
released into whatever body tissue was damaged by the charge.
The effect is to make the target instantly intoxicated. This Mag Grenade emits a sonic pulse to knock the target
unconscious. It is particularly effective against Mazians, Chatilians,
The laser that drills a hole in the target's armor can not and Cizerack.
penetrate Armor higher than 15. BIO Attack

ZAPPER
FREEZY POP
This mag grenade delivers a powerful electric jolt to whatever it
This grenade functions like a frost gun round that explodes hits and is ideal for disabling weapons and armor options.
on impact.

GLUE

This round pops open and exudes an expanding mass of sticky


glue. A popular munition for Zen who find themselves in a combat
zone.

HELLFIRE

Releases a napalm-equivalent which sets the target on fire.

171
CHAPTER 7.0

EQUIPMENT
"Using that as a hammer is contraindicated by the SOP."

Toys, toys, toys… Guns aren’t the only thing every merc troop or
pirate band needs. Sometimes a flashlight, compass, or bit of rope
PERSONAL COMPUTING
just might save your life. Not to mention that BRI or MBRI for when DEVICES (PCD)
you’re bleeding out. So what kind of gear do you need? As always,
Everyone on a TL4 world and above carries a PCD. These devices
that depends upon the job. Though it’s usually recommended that
are used to access information, communicate, and to transmit data.
communication, survival, and medical supplies always be carried. PCDs that are worn are sometimes referred to as Body Comps. PCDs
These choices are further complicated by seven Tech Levels, and Body Comps are capable of running various applications to assist
therefore, not all equipment you want to carry may be available the individual in any given task. These computing devices have been
when you’re on frontier worlds. integrated into clothing, fashion accessories, and even food.
An off-the-shelf PCD can project visual information into the
user’s field of view and/or transmit audio information to their ears
without causal observers nearby being able to see or hear the
Lightweight Gear information. These devices also come with built in microphones,
interactive holoprojection equipment, and wireless and wired
No one wants to track gear weight in fractions of a kilogram
connection points. Computers can access the Hypernet, the galaxy-
(aka kilo). For ease of use, equipment that weighs less than a spanning version of the Internet that exists in the 23rd century, on
kilo is designated with an asterisk (*). Assume that 10 pieces of any Tier 1 or Tier 2 planet. Tier 3 planets with a publicly accessible
equipment with a weight of * count as 1 kilo, if you're tracking inter-planetary communication array may have Hypernet access.
weight. No computer or P-AI is allowed to use a weapon or controlled
device in a manner that could lead to death or serious bodily injury
Metric vs. Imperial due to restrictions built into the device by Alliance law.
Computers may act like they have personalities, but that’s
When measuring travel distance or using Pace, we assume that exactly what it is. An act. A computer’s responses are simply pre-
Yards and Meters are functionally equivalent for our purposes. programmed. Most computers act pretty chipper or at least neutral.
There is no reason to do a conversion from imperial to metric or However, P-AIs have true personalities and like people, they’re
vice-versa. not always happy. You can change the default personality of a
P-AI, but they usually retain some aspects of their factory default
However, Savage Worlds tracks gear weight in pounds. We're temperament.
using Kilograms for weight, and we describe gear size using
The actions a computer can perform are based on the programs
centimeters. What if I want to use gear weights from Savage
it possesses. Civilian computers and P-AIs can control any
Worlds in Battlelords? You can convert the lengths and weights in
“friendly” device in range, excluding weapons. Military computers
Savage Worlds to metric using the rules below.
can access friendly devices in range including weapons. A friendly
Imperial to Metric Length Conversion: Multiply the length in device is any device available to the public or one in which the
inches in Savage Worlds by 2.5 to convert to centimeters. owner has granted access to the computer.

Imperial to Metric Weight Conversion: Multiply the weight in Sending and receiving between devices in Range is a free action.
pounds in Savage Worlds by 0.45 to convert to kilograms. Analyzing data is always a free action for a computer or P-AI.
Furthermore, computers act during the character’s initiative have
If you want to convert the metric to imperial measurements, use 1 action, whereas P-AIs always act first during a round and have
the rules below. 2 actions.
Metric to Imperial Length Conversion: Multiply the length in Each computer and P-AI has an Smarts attribute, but only P-AIs
centimeters in Battlelords by 0.4 to convert to inches. possess the Spirit stat. Programs on computers are represented
as skills. Computers can use skills just like characters. Note
Metric to Imperial Weight Conversion: Multiply the weight in that some lower end computers are restricted to skills that have
kilograms in Battlelords by 2.2 to convert to pounds. Smarts as their linked attribute.

173
EQUIPMENT TABLES

PERSONAL COMPUTING DEVICES (PCD)


DESCRIPTION SMARTS SPIRIT ACTIONS NOTES WGT DIMENSIONS TL COST
Mercury III d4 – 1 – * 12 cm x 3 cm x 1 cm 2 c1,200
Pad d4 – 1 – * Forearm length 2 c800
Sport2 PCD d4 – 1 Healing at d4 * 1 cm x 1 cm x 5 cm 2 c300
Clip Tech PCD d4 – 1 Academics & Science at d4 * 1 cm x 1 cm x 5 cm 3 c600
Tac 1 d4 – 1 Battle at d4 * 15 cm x 15 x 2.5 cm 2 c18,000
Genie d6 – 1 Language at d4, Undetectable to Scanners * 1 cm x 2 cm x 5 cm 6 c65,000
Outback PCD d6 – 1 +1 to Survival rolls * 10 cm x 3 cm x 6 cm 5 c12,000
Cracker d6 – 1 Ignore 1 point of penalty during Hacking * 1 cm x 1 cm x 5 cm 5 c20,000
Gamma 30 d8 – 1 Armor: 5, Can use Shooting & Piloting skills 1 1 m x 1 m x 35 cm 6 c75,000
Executive d8 – 1 Academics & Science at d4 * 6 cm x 10 cm x 1 cm 6 c6,000
Sci Com GF (P-AI) d10 d4 2 Science at d6 1 15 cm x 15 x 2.5 cm 6 c1,250,000
Strike Force (P-AI) d12 d4 2 Armor: 8, Battle at d4 * 22 cm x 13 cm x 6 cm 6 c1,600,000
Veliton (P-AI) d12 d4 2 Any three skills at d4 for free * 12 cm x 3 cm x 1 cm 7 c2,000,000

DETECTION EQUIPMENT
DESCRIPTION NOTES WGT DIMENSIONS TL COST
Binoculars +1 to Notice in normal lighting + 12 cm x 8 cm x 3.5 cm 2 c100
Binoculars (Advanced) +2 to Notice, even in low-light conditions * 12 cm x 8 cm x 3.5 cm 2 c1500
Binoculars (Multispectral) +2 to Notice. Night Vision, Infravision, Ultravision * 12 cm x 8 cm x 3.5 cm 3 c3000
Bio Scanner Automatically detects plants and animals that lack camouflage abilities. * 10 cm x 6 cm x 1 cm 4 c7000
Camouflage Detector Negates penalties to Notice due to Camouflage (except Camo Unit Armor Options). * 10 cm x 3 cm x 1 cm 5 c15,000
Explosive Detector Automatically detects common explosives 1 20 cm x 10 cm x 5 cm 5 c8,000
Geo-Tracker Automatically maps caves and tunnels through 20m of rock. * 14 cm x 5 cm x 5 cm 4 c4,500
Goggles (Night Vision) Grants Night Vision * 12 cm x 4 cm x 4 cm 2 c1,300
Goggles (Sensor) Grants Infravision and Ultravision * 12 cm x 4 cm x 4 cm 4 c2,800
Jammer Detector +2 to Academics to detect and locate active jammer * 5 cm x 5 cm x 2 cm 4 c2,000
Mood Discriminator +2 to Notice to detect hostile persons in a crowd * 5 cm x 4 cm x 3 cm 5 c15,000
Motion Detector Automatically detects motion within 50 m. * 5 cm x 4 cm x 3 cm 4 c5,000
Sonic Amplifier +2 to Notice rolls involving hearing * 10 cm x 8 cm x 2 cm 4 c2,000
Urban Layout Computer Creates 3D map of everything within 50 m radius * 12 cm x 10 cm x 3 cm 5 c2,500
UV Flare Flare only visible to sensors and Ultravision * 22 cm x 4 cm x 4 cm 3 c500
Vibro Rod d8 Notice to detect moving ground vehicles within 1 km * 20 cm x 4 cm x 3 cm 5 c7,000

174
EQUIPMENT TABLES

EMERGENCY MEDICAL GEAR


DESCRIPTION NOTES WGT DIMENSIONS TL COST
Biological Redox Agent Increase Environmental Resistance (Biological) one level. * 10 cm x 2 cm x 2 cm 4 c200
Blanket, Climate Controlling Keeps you comfy * 3 m x 1 m x 1 mm 4 c300
Body Bag Holds one body. Usually a dead or cryo'd one. * 3 m x 1 m x 1 mm 4 c25
Body Cart Pace: 3 25 3.5 m x 2 m x 1 m 6 c30,000
Body Hand Scanner Reduces Difficult of diagnosing injury or illness by 1 * 15 cm x 8 cm x 4 cm 4 c12,000
Body Rehabilitation Removes a single Wound, but not any Injury Table Results * 10 cm x 2 cm x 2 cm 4 c250
Injection (Standard)
Body Rehabilitation A massive BRI removes two (2) Wounds and all Injury Table Results. * 10 cm x 2 cm x 2 cm 5 c800
Injection (Massive)
Coolant Injection Allows Eridani and Phentari to function in warm environments * 10 cm x 2 cm x 2 cm 4 c1,200
Cryo Injection Preserves a single target in their current state * 10 cm x 2 cm x 2 cm 5 c10,000
DFMS-401 +2 bonus when attempting to revive a deceased character. * 10 cm x 2 cm x 2 cm 4 c500
First Aid Kit +1 to Healing, except for surgery 1 12 cm x 10 cm x 8 cm 3 c30
Hat Box Comes with a convenient handle! 3 16 cm x 8 cm x 8 cm 4 c11,500
Isolation Suit -1 Pace, -1 Die Level Agility, Armor: 2 2 By Size 6 c6,000
Medijector Medication Injector * 20 cm x 3 cm x 3 cm 4 c200
Methane Injection Allows Phentari & Eridani to function in O2 atmospheres for 6 hours * 10 cm x 2 cm x 2 cm 4 c800
Necromal +2 bonus when attempting to revive a deceased character. * 10 cm x 2 cm x 2 cm 6 c18,000
Oxygen Injection Allows O2 breathers to function in methane atmospheres for 6 hrs. * 10 cm x 2 cm x 2 cm 4 c800
Pain Inhibition Serum Gain Improved Nerves of Steel Edge for 15 minutes. Triggers * 10 cm x 2 cm x 2 cm 5 c4,500
Aggression roll
Paramedic Kit +2 to Healing, except for surgery 2 60 cm x 40 cm x 30 cm 5 c18,000
Perceptual Enhancement +2 to Notice for 2d4 rounds * 10 cm x 2 cm x 2 cm 4 c1,500
Injection
Portable Surgery Unit +2 to Healing 40 1mx5mx3m 5 c45,000
Radiation Treatment Serum 0.1 Increase Environmental Resistance (Radiation) one level. * 10 cm x 2 cm x 2 cm 5 c600
Rage Enhancement Injection Gain Aggression Hindrance or increase it one level * 10 cm x 2 cm x 2 cm 5 c250
Reflex Tablet Initiative cards turn into Spades for next 3 rounds] * 4 mm x 4 mm x 4 mm 4 c400
Regeneration Serum Regrows new limb in 2d4 weeks * 10 cm x 2 cm x 2 cm 6 c65,000
Regeneration Chamber Regrows new body in 1d4 weeks 3,000 5mx3mx4m 6 c220,000
Slap Bandage Removes Shaken status * 3 cm x 3 cm 4 c200
Stretcher, Collapsible: Good for carrying bodies - dead or alive * 1 m x 50 cm x 50 cm 3 c50
Surgery Unit (Automated) d8 Healing 65 10 m x 3 m x 3 m 5 c1,650,000
Surgical Kit (manual) +2 to Healing, Required for surgery * 12 cm x 6 cm x 5 cm 4 c4,500
Synapse-1 +1 to skill rolls, requires Vigor roll to avoid side-effects * 10 cm x 2 cm x 2 cm 6 c32,000
Tranquilizer Unit Treat as Knockout Poison 3 60 cm x 15 cm x 8 cm 4 c4,500
Truth Serum Targets get Spirit roll at -2 to avoid answering each question * 10 cm x 2 cm x 2 cm 4 c3,000

175
EQUIPMENT TABLES
ESPIONAGE EQUIPMENT
DESCRIPTION NOTES WGT DIMENSIONS TL COST
Bounce Pad Creates landing pad for safe falls from up to 10 m * 10 cm × 5 cm × 5 cm 5 c15,000
Bug Bots Drone cameras, Pace: 3 * 2 cm × 1 cm × 5 mm 4 c8,000
Bug Finder Notice of d8 for finding surveillance equipment * 3 cm × 4 cm × 4 cm 4 c1200
Breacher 4d6 damage vs walls when Breaking Things 1 1 m × 40 cm × 0.5 cm 3 c4,500
Climbing Gloves and Shoes +2 to Athletics when climbing * 22 cm x 16 cm x 0.5 cm 4 c12,500
Cosmetic / Disguise Kit +2 to Performance when impersonating or disguised * 18 cm × 16 cm × 7 cm 3 c35
DNA in a CAN Allows the user to pass for someone else in a DNA scan * 12 cm × 6 cm × 6 cm 5 c23,000
Displacer Teleport 20 m away on a 1-7 on a d10 1 10cm × 10cm × 3cm 6 c120,000
(Personal, Disguised)
Duplicator Creates full body disguises 380 1 m × 40 cm × 25 cm 5 c55,000
Electronic Safecracker +2 to Thievery when safe cracking * 10 cm × 10 cm × 3 cm 5 c45,000
Forcecuffs Handcuffs with stun feature * 38 cm × 3 cm × 3 cm 4 c800
Forgery Kit +2 to Thievery when forging 8 1 m × 75 cm × 25 cm 5 c2,300
Gloves (Drug Delivery) Deliver drugs or poisons on skin contact with target * 22 cm x 16 cm x 0.5 cm 4 c4,200
Holo Projector (Disguise) +4 to Performance when impersonating or disguised * 8 cm × 8 cm × 5 cm 4 c35,000
Holographic Decoy Pace: 6, -2 penalty to Notice its true nature * 5 cm × 5 cm × 5 cm 4 c26,000
HUD Heads-Up-Display in the form of contacts or glasses * Varies 4 c2,600
Imagizer -2 to Notice for scanners to see true contents of a large containers * 2 cm × 2 cm × 2 mm 4 c19,000
Insanity Limpet Mine Cybernetics and robots must make Malfunction Table roll * 1 cm × 5 cm × 5 cm 5 c16,000
Jump Pads Lets you jump 5 meters 1 20 cm × 16 cm × 3 cm 4 c7,000
Light Bridge Creates a bridge up to 25 m 60 4 m × 10 cm × 10 cm 6 c80,000
Lock Pick Set (Basic) Tools required to pick mechanical locks * 10 cm × 7 cm × 5 cm 3 c50
Lock Pick Set (Electronic) Tools required to pick electronic locks * 15 cm × 8 cm × 5 cm 4 c450
Lock Pick Set (Professional) +2 to Thievery rolls when picking locks * 10 cm × 7 cm × 5 cm 3 c500
MDD-24 Allows you to walk through walls * 14 cm × 7 cm × 4 cm 6 c45,000
Mind Probe Records 1 min. of targets memory 15 15 cm × 15 cm 20 cm 6 c90,000
Motion Scrambler Scrambles motion detectors within 100 m * 3 cm × 3 cm × 3 cm 4 c16,000
Null Suit Stealth becomes d10, -4 to Notice rolls to spot user. * 8 cm × 8 cm × 1 cm 5 c85,000
Pocket Jammer Communication gear in 25 m radius must roll on Malfunction Table * 3 cm × 3 cm × 3 cm 4 c4,200
Privacy Hat Increases Mental Resistance vs. Mind Probe attempts * 5 cm × 5 cm × 5 mm 6 c34,000
(Folded)
Sensoid Killer Destroys up to 10 surveillance devices in 20 m radius * 7 cm × 7 cm × 7 cm 5 c180,000
Sensor Diffracting Sprayed objects get -2 to be seen by a Sensor's Notice roll * 10 cm × 6 cm × 6 cm 4 c800
Spray Paint
Sound Nullifier -2 to Notice rolls to spot you made using hearing * 12 cm × 12 cm × 12 cm 5 c1,800
Spy Dot Mini-camera with quantum transmitter. Infinite range. * 1 cm × 1 cm × 2 mm 6 c200,000
Stun Nullifier Negates up to 10 stunner blasts * 13 cm × 13 cm × 2 cm 5 c48,000
Stunner Vigor roll or be stunned. Choose ELE Attack or BIO Attack version. * 26 cm × 5 cm × 5 cm 4 c5,800
Walking Dead Man Wraps around a target forcing them to walk. Vigor roll at -1 * 6 cm × 6 cm × 6 cm 6 c44,000
Wireless Remote Cam Motion-activated, adhesive camera. 1 km transmission range. * 6 cm × 4 cm × 4 cm 3 c800
Wrist Thermite Sprayer 3d6 vs. objects when Breaking Things. 2d6 FIRE Attack vs. *14 cm × 8 cm × 3 cm 3 c1,500
Personnel

176
EQUIPMENT TABLES

PERSONAL EQUIPMENT
DESCRIPTION NOTES WGT DIMENSIONS TL COST
Amperon Doubles Matrix Range. Not Usable by Chatilians 0.5 5cm x 5cm x 15cm 6 c75,000
Atmospheric Processor Reprocesses exhalations into more breathable air 4 14cm x 6cm x 6cm 4 c800
Bagpipes A favorite of Orions everywhere * 74cm x 27cm x 21cm 3 c2,300
Basic Survival Pack A pack of goodies * 20cm x 12cm x 10mm 3 c500
Brain Scratcher A must have for Chatilians 5 1.5m x 8cm x 2cm 6 c100
Cizerack Work Gloves Negates the cat's Fumble Fingered Hindrance * 10cm x 20cm x 7cm 4 c500

Fire Extinguisher Will extinguish a flaming Ram Python 3 15cm × 8cm × 8cm 3 c40
Flare Tube Single use flare 8 3cm × 3cm 14 cm 3 c20
Food Cubes 1 unit of nourishment * 10cm × 10cm × 5cm 4 c50
Generation Defense System MCs within 30m suffer a -1 to Generation rolls * 5cm × 5cm × 5cm 5 c65,000
Grenade Scoop +2 to grab a grenade 2 1m × 10cm × 10cm 5 c1,000
Job Visor +2 to Repair rolls 1 12cm x 8cm x 4cm 5 c3,000
Mega Glue Strength roll at -2 to break * 10cm × 2cm × 2cm 4 c30
Mutzachan Necessary for Melonhead maintenance * 10cm × 6cm × 1cm 5 c2,000
Blood Filter
Oxygen Tank Holds 6 hour of O2 1 30cm × 20cm × 6cm 3 c200
Personal Fly at Pace of 20 for 30 minutes 25 1m × 50cm × 30cm 4 c140,000
Flight Device
Psychic Nullifier MCs within 60m suffer a -2 to Generation rolls * 15cm × 8cm × 3cm 6 c2,500,000
Psychic Revenge MCs generating within 30m must make a Vigor roll to avoid being Stunned * 12cm × 7cm × 2cm 6 c1,750,000
Psychic Shield Generator Increases Mental Resistance one level - 3cm × 2cm × 5mm 4 c125,000
Skull Polisher A favorite of Phentari everywhere * 20cm × 4cm × 4cm 4 c450
Terrible Tail STR+d10 damage on tail attacks 3 15cm × 15cm × 9cm 3 c600
Tool Kit (Engineer) +2 to Academics or Science skill when designing stuff 25 1m × 70 cm × 25 cm 3 c1,750
Tool Kit (Repair) +2 to Repair skill when fixing stuff 25 1m × 70 cm × 25 cm 3 c1,200
Web Gear Lets you stick your gear wherever it's handy - 1m × 10cm × 3mm 4 c60
COMPUTERS

PURCHASING “PROGRAMS” FOR CRACKER


COMPUTERS Orion’s love this one. Sensors placed in/on the user’s clothing
project a user interface device (keyboard equivalent) onto the
Computer programs for just about every conceivable function or
user’s eyeballs. This allows the user to enter and manipulate data
occupation are available, but computers without the proper hardware
anywhere and at any time with hand gestures and/or eye movement
to perform a physical skill may be limited to spouting general facts
with no one else viewing the information. This device integrates
about the subject matter. Given access to the Alliance-wide Hypernet
into most clothing and can interface with armor systems with
(the Internet of the 23rd century), the ability to recall only factual
communication and data displays.
information about a topic is of limited use, unless you’re on a
backwater world without Hypernet access or your comms are being Reduce the difficulty level of any Hacking skill by one.
jammed. Only P-AI are capable of making guesses or intuitive leaps
based on insufficient information. Given insufficient data, computers
will not provide any useful information. The cost to purchase software
EXECUTIVE
programs is listed below.

Only skills with Smarts as the Link Stat can be purchased for a Most common device for business users. This device is
computer (except Generation), unless the description states pocket sized and connects with sensors placed within the user’s
otherwise. A computer can be used to make a skill roll directly or it clothing. The device monitors the client’s health, location,
and communications. This PCD is typically used by academic
can Support a character in making a skill roll if it has the same skill.
or business types and is usually preloaded with programs for
Computers cannot make skill rolls for skills they do not possess. business, finance, and statistical analysis.
A P-AI can attempt a skill roll without the proper skill just like a
character. Comes with a d4 of Academic (Law, Finance) and a d4 in
Science (Math & Statistics). This computer can only use skills
A computer can not use skills with a higher die level than their
with Smarts as their Link Stat.
Smarts. Thus, a computer with an Smarts of d4 cannot have a skill
higher than d4. If you have access to a skill at a higher level, you
can still run it on that computer, but it will only be able to make skill GAMMA 30
roll at level d4. There is no maximum number of skills a computer
can run. In the 23rd century, storage is effectively limitless. Adapted from the military’s CR240 Field System, the Gamma
30 features the same rugged construction. This powerful P-AI
COMPUTER PROGRAM COST comes in its own armored case. It can interface with any local
devices (wired or wireless) within range including antimissile
SKILL LEVEL TL COST
systems, ECM systems, vehicles, and displacement devices.
d4 3 c1,000
d6 3 c10,000 This computer can use piloting skills, weapon skills, and skills
d8 3 c100,000 with Smarts as their Link Stat. Armor: 5
d10 3 c1,000,000
d12 3 c2,000,000 GENIE
d12+1 4 c4,000,000
d12+2 4 c6,000,000 This computer is integrated into clothing and interacts like
the Cracker. It is shielded and undetectable by scanners of TL 6 or
below. Espionage types love its small size and ease of use along with
CLIP TECH PCD the interface projected directly into the eyes and virtual keyboard.

This device comes with d4 in Language built in. Additional


Small, voice-command-only PCD. This PCD integrates
into clothing, glasses, and ear transceivers. The unit connects knowledge-based programs can be downloaded.
wirelessly to any device which transmits and receives data. Data
viewing glasses with a microphone and a speaker for sound are
included with the system. This unit is preloaded with an academic MERCURY III
skills knowledge base. In other words, it functions like an ancient
device known as an encyclopedia. Useful when you’re on truly It connects wirelessly to any device that transmits and receives
backwater worlds. While cheap and lightweight, Clip Tech’s main data within range. Data viewing glasses with microphones and
drawbacks are the voice only interface and the short connection speakers for sound are included with the system although it can
range. connect to implanted transceivers or contacts. This is the simplest,
voice activated computer on the market and primarily used for
The Clip Tech PCD has the Science and Academic skills at d4, keeping contact and making dinner reservations.
when making a skill roll solely to determine information. This
computer can only use skills with Smarts as their Link Stat.

178
COMPUTERS

OUTBACK PCD STRIKE FORCE

This device is impact resistant, waterproof, and weather A very popular brand of combat P-AI manufactured by SSDC.
resistant. It is rugged and durable, perfect for the frontier world, This little beauty is shielded from EMP and armored attacks. It is
extreme camping, and mercenary work. Data viewing glasses with loved by mercenaries from Orions to Pythons for its ease of use
microphones for sound are included with the system although and compatibility with armor systems. It is optimized to interface
it can connect to implanted transceivers or viewing contacts. with antimissile systems, HICs, ECM systems, vehicles, and
Furthermore, these devices will monitor vitals embedded within displacement devices. The Strike Force’s personality is that of a
your clothes. These devices are voice activated, and automatically concerned commanding officer, who is concerned with providing
download any maps, survival tips, and first aid tips for the planet the best advice to their trooper.
you land on if they have access to the Hypernet.
Comes with d4 in Battle skill. Armor: 8
+1 to Survival skill when you have access to this device.
Armor: 2
TAC 1

PAD This device is designed for tactical evaluations. Sensors placed


within the user’s clothing project an interface device (keyboard
Basically, a large PCD that integrates into your clothing. Its equivalent) onto the user’s eyeballs. This allows the user to enter
coolest feature is that it’s made of flexible polymers, making it and manipulate data anywhere and anytime with hand gestures or
nearly impossible to break, though a Ram sitting on it is still bad. eye movements with no one else able to view the information. It
The screen is a piece of clear material that is pulled out of one end connects to external sensor systems within 1 m. It then evaluates
of the device. the dangers within sensor range and provides that information to
the user. The system was originally designed to connect to a PDS
and to prioritize defense against incoming targets.
SCI COM GF
Comes with a d4 in Battle skill.
This P-AI body computer is built for scientific operations,
programming, and heavy design/construction work. The default
P-AI personality is cold and analytical.
VELITON

Comes with d6 in Science and enough empathy to make you The latest Mutzachan-designed Body Computer. This device
wonder whether it’s a psychopath. looks like a small slab of polished onyx that molds itself to the user’s
skin. The computer connects directly to the Mutzachan nervous
systems. To non-energy controllers, the device is completely
SPORT2 PCD useless. The P-AI is capable of accessing all lower Tech Level
devices. Images are projected onto a space of ionized particles just
above the device or to specialized contacts and ear transceivers
A simple PCD designed for everyone. It looks like a thin cylinder
included with the unit. The Velition’s default personality is that of
1 cm diameter, 3 cm length with a few buttons on it. This device
an arrogant melon head.
is weather resistant. Data viewing glasses with microphones for
sound are included with the system although it can connect to The player can pick up to 3 skills at d4 from the skills list.
implanted transceivers or viewing contacts. Furthermore, these
devices will monitor vitals using sensors embedded within your
clothes. These devices are voice activated.

This device comes standard with a d4 in Healing, though


it can only guide the person performing first aid and is
incapable of applying first aid to an injured person itself as
it lacks hands.

179
DETECTION EQUIPMENT

CAMOUFLAGE DETECTOR
DETECTION EQUIPMENT These eye covering goggles help spot camouflaged individuals
Remaining hidden or unobserved can be key to survival, though it is by filtering out the exact frequency of light reflected by local
more difficult than ever in the 23rd century with the myriad of detection vegetation, making all the local flora look brown or gray. Fabrics and
and sensor equipment available to average Alliance citizen. Most of the paint schemes that are approximately the same color as the local
devices listed here can be connected to body computers, PCDs, or HICs plant life will quickly stand out. Targets using TL3 and TL 4 materials
allowing them to display results and record data. (GM Discretion). are completely visible to the wearer when seen through these
binoculars. This unit is ineffective against camouflage units, which
Unlike standard sensors, detection equipment is highly specialized mimic the local surroundings exactly, right down the frequencies of
and is usually only good for spotting a particular object (Mazians, light they reflect and absorb.
eavesdropping devices, etc.) or condition (poison gas in the air,
These goggles negate any penalty to the viewer's Notice
radiation, etc.).
imparted by the target’s camouflage, unless the camouflage
is provided by an armor's Camo Unit.
BINOCULARS

Standard Binoculars. EXPLOSIVE DETECTOR


Standard binoculars add a +1 to Notice rolls under normal
Detects the organic vapor emissions from common explosives
lighting conditions.
using several sensor systems.

Automatically detects common explosives (GM Discretion)


BINOCULARS (ADVANCED) within 15 m, unless the explosive device is hermetically sealed.
These Tech Level 4 glasses are more sophisticated than
standard binoculars. GEO-TRACKER
These binoculars add a +2 to Notice rolls, even in low light
This device is used to detect and map tunnels and caves. It uses
conditions.
ground penetrating radar and other sensors to produce a detailed,
graphic display of subterranean caverns.
BINOCULARS (MULTISPECTRAL) Automatically maps caves and tunnels within 50 m, through
up to 20 m of solid rock.
These binoculars contain passive sensors that allow the user to
see invisible portions of the EM Spectrum, including heat sources
(IR), UV, X-rays, broadcast signals, and other invisible radiation. GOGGLES (NIGHT VISION)
This unit adds +2 to notice rolls The user is treated as having
Allows an individual to see in near darkness by amplifying
Night Vision, Infravision, and Ultravision when using this
ambient light. This device does not provide magnification.
device. Otherwise they act as advanced binoculars.
The user is treated as if they have Night Vision.

BIO-SCANNER
GOGGLES (SENSOR)
This device detects the presence of electrical impulses
produced by lifeforms. This active scanner can determine basic This device detects various emissions such as heat sources, UV,
physiological makeup and medical condition of the lifeform. This unit lasers, broadcast signals, and other such signals. This device does
can be mounted to armor or can be carried. not provide magnification.
Automatically detects plants and animals that lack camouflage The user is treated as if they have Infravision and Ultravision.
capabilities (GM Discretion) within 50 m. Keen and Mazians
may not be detected. Armored targets with a Stealth Rating or
ECM are not detected. JAMMER DETECTOR

Detects the transmission, distance, and general direction of an


electronic jammer. This includes electronic warfare suites that are
actively jamming transmissions.

The user receives a +2 to their Science roll to locate the


distance and direction of the jamming source.

180
DETECTION EQUIPMENT

MOOD DISCRIMINATOR VIBRO ROD

This device is an ultra-sensitive electroencephalogram that A ground sensory device that amplifies sonic waves that
measures the activity in the brain and can pick out those with propagate through a dense medium, such as dirt or rock. The rod is
hostile intent at close ranges (15 m). Often used at political rallies, stuck into the ground, and its vibration sensors detect movement
this device is also popular at mental institutions and with police within 1 km or less (half distance for water or sand).
officers on higher Tech Level worlds. Narrowing down a positive
result in a crowd can still be time consuming. Treat this unit as having a Notice of d8 and a range of 1 km
when detecting large vibrations through the ground.
Gives the user a +2 to their Notice roll when detecting
hostility only (regardless of intent) within a 15 m area.

MOTION DETECTOR

This unit picks up any motion within range using atmospheric


vibration and visual distortion. It provides range, speed, and
direction of travel. Most walls or similar obstructions have no effect
on this device. This unit is not usable in a vacuum. Smoke and sonic
distortion will reduce its effectiveness (GM’s discretion).

Automatically detects motion within a 50 m radius unless


target has Stealth Rating or ECM.

SONIC AMPLIFIER

A portable unit used to amplify sound. The system consists of


a parabolic microphone and a headset receiver. The microphone is
pointed in a given direction and picks up sound waves within a 45⁰
arc. Multiple variables set the difficulty for success.

Add a +2 to Notice rolls involving hearing.

URBAN LAYOUT COMPUTER (ULC)

This hand-held unit uses tiny built-in sensors to automatically


record the topography and physical objects within a 500 m radius.
It then generates a map from the information. The computer
registers coordinates of existing structures with dimensions, their
functions, and local infrastructure. The urban layout computer can
also be used to provide a party’s present location. This unit will link
to a PCD or a body computer, but it is not required. Sensor drones
can be used to augment the range by feeding sensor data to the
unit. Maps can be viewed via monochrome hologram Tri-V displays
with dimensions of 1 cubic meter.

UV FLARE

This device is set in the ground with a trip wire fixed to some
other point. When tripped, the flare gives off an ultraviolet light,
which is visible to sensor systems and those with Ultra Vision to 75 m.

181
EMERGENCY MEDICAL GEAR

EMERGENCY MEDICAL GEAR BODY CART

This is Battlelords. If you are not getting shot, stabbed, or An A-grav system used to transport the wounded. This gurney
bludgeoned, then you are not doing your job! So, what happens when monitors vitals and can be programed to follow a route or travel to
the Zen goes down, and you have to get him back up? Pull out that a preprogrammed specific location. Additionally, the cart can be
medical gear you spent so little on and hope it helps. Most medical pushed or pulled. The cart travels 1 m above the ground.
treatments and injections, other than BRIs and mBRIs, are species
specific and require you to purchase a version for each species Pace: 3.
you intend to treat. Fortunately, the Alliance medical industry has
adopted the color scheme used by the Galactic Armed Forces for
identifying species-specific foodstuffs. BODY HAND SCANNER
"Sucking chest wounds are nature's way This automated machine scans the body for damage, disease,
of telling you to slow down." and other injuries. Allows automated diagnosis but does nothing to
treat the patient. Only works on Alliance species.
ALLIANCE SPECIES COLOR CODES
Reduces the difficulty of diagnosing an injury or illness by 1.
SPECIES LABEL SPECIES LABEL
Chatilian Yellow Mutzachan Black
Cizerack Brown Orion Orange BODY REHABILITATION INJECTION (BRI
Eridani Blue Phentari Light Blue STANDARD)
Fott Pink Python Lizard Purple
BRI stands for Body Rehabilitation Injection. It is synthesized
Gen-Human Gold Ram Pythonian Gray
from the Ganoir plant by the Zen. While a BRI will stop blood loss
Human Gold Raazet Red and restore damage by stimulating growth and repair, it does not
Keen Silver Zen Rigeln White set bones or repair critical Wounds.
Mazian Green A standard BRI removes a single Wound, but not any Injury
Table Results.
BIOLOGICAL REDOX AGENT (BRA)
BODY REHABILITATION INJECTION
The redox agent works to protect the body from foreign agents
by enhancing the immune system. A full dose must be given to (MASSIVE)
receive the effect.
Commonly called mBRIs, this is a more potent form of the Body
Increases Environmental Resistance (Biological) by one Rehabilitation Injection.
level. WEAK becomes None. None become Resistant (RST).
Resistant becomes Superior Resistance (SUP). Duration: 6 A massive BRI removes two (2) Wounds and all Injury Table
hours. Results.

BLANKET, CLIMATE CONTROLLING COOLANT INJECTION

Temperature adjustable blanket that can be used to keep Used to lower the body temperature of Eridani and Phentari
personnel warm or cold, depending on the needs of the individual. who have lost the means to cool themselves.

Provides a +1 to Vigor rolls due to hot or cold environmental This injection allows Eridani and Phentari to function in
conditions. environments that humans would find warm, but not hot,
without the need to make a Vigor Test.

BODY BAG
CRYO INJECTION
Used to transport the dead, this device vacuum seals and cools
the body to prevent further decomposition. You’ll stay as fresh Places a terminally injured patient in metabolic stasis.
inside as you were on the battlefield! All metabolic functions are lowered to a minimal level. Not
recommended for stasis lasting longer than 6 months.

A cryo will keep a person preserved for up to a month in


the open air. After that, the chance of revival begins to

182
EMERGENCY MEDICAL GEAR

decrease unless the individual is placed within a body bag. METHANE INJECTION
The body bag will keep them for years.
This injection provides the Phentari or Eridani with a 6-hour
supply of methane, when operating in an oxygen atmosphere, and
DFMS-401 it eliminates the need to use a breather mask. Must be used in an
atmosphere. Can be injected anywhere on the body.
DFMS is an acronym for defibrillation massive stimulant. It is
injected into the body of the recently dead in an attempt to jump
start their heart. Works for all Alliance species except Mazian. NECROMAL

Provides a +2 bonus to Healing when attempting to revive a An experimental distillate of the BRI compound. This drug
deceased character. is injected into the dead within 5 days of death and is used to
reanimate the individual’s bodily functions. The body must be
preserved to prevent breakdown of the body’s cells. Necromal is
FIRST AID KIT illegal within Alliance space and is solely produced by Tza Zen.

Used to treat minor battlefield injuries. This kit includes Provides a +2 bonus to Healing when attempting to revive a
everything you need in a first aid situation. deceased character. This bonus stacks with the bonus from
the DFMS-401.
Provides a +1 to Healing skill, though the bonus does not
apply when performing surgery.
OXYGEN INJECTION

HAT BOX This injection provides non-Phentari and non-Eridani with a


6-hour supply of oxygen, when operating in methane atmospheres
This device is placed upon the top of the dead individual's and eliminates the need to use a breather mask. Must be used in an
head. A cryo injection is administered as the device expands to atmosphere. Can be injected anywhere on the body.
encompass the head. Once placed, the hat box will cut through
light armor but not heavy or mechanized armor and decapitate the
grunt. The device will still work on soldiers in heavy armor or MBA if PAIN INHIBITION SERUM
the helm is removed. The device then seals itself and can be carried
back to base with a convenient handle. This Phentari drug was originally developed to assist the male’s
escape during the mating ritual. It was adapted by the Alliance
to make Eridani immune to pain. Since then, the Zen copied the
ISOLATION SUIT effects for pain free surgery. The injection blocks pain signals from
moving through the body.
This light-weight product is used to isolate victims who have
been infected with a dangerous organism. Slapped on their back, Characters receive the Improved Nerves of Steel Edge for
the unit encapsulates the target in a touch membrane and shrinks 15 minutes, though their Agility is still affected by results
down around the target. It keeps a sterile environment inside and on the Injury Table that reduce Agility. Ignore pain all you
filters oxygen (or methane) for ten days. The unit allows the target want, but a shattered femur still makes it hard to walk. A side
to move, albeit clumsily. The unit has a quick sealant unit that can effect of this medication is that characters are required to
seal tears or small holes, if it becomes breached. make a Spirit roll when injected to determine if they go into a
Personnel inside this unit have their Pace reduced by 1, and berserker rage. A 1 triggers the rage, though characters with
Agility reduced by 1 die level (minimum d4). Armor: 2. the Aggressive Hindrance can roll higher numbers to trigger
the rage as detailed in the Hindrance's description.

MEDIJECTOR
PARAMEDIC KIT
This hand-held unit is used for medication injection. It will self-
sterilize the injection area and deliver one dose per injection. The This kit contains a computerized unit that will analyze and
unit is voice and touch controlled and will hold up to 10 different perform medical interventions as needed. The kit is capable of
medications. A total of 20 doses are contained in the unit in a setting bones, sealing wounds, cardiac defibrillation, inserting
stabilization field. This device injects directly into the skin (or joint trach’s, re-inflating collapsed lungs, and most other trauma related
for Raazet). Medications are purchased separately. injury treatments. Additionally, medications can be provided as
needed. It contains 3 mBRIs and 3 BRIs. While not the same as a
full surgical kit, this kit is perfect for the battlefield.

The unit provides a +2 bonus to Healing rolls, though it


cannot be used to perform surgery.

183
EMERGENCY MEDICAL GEAR

PERCEPTUAL ENHANCEMENT INJECTION REGENERATION SERUM

This injection heightens the user’s awareness and perception. Only produced by Zen Rigeln, this solution can regrow back a
Additional injections simply reset the expiration time. lost limb in a matter of weeks under field conditions and without
the need for a medical facility. Using the serum when cybernetics
Provides +2 to the Notice skill for 2d4 rounds. are present results in the cybernetics being expelled from the body.

The serum requires 2d4 weeks to regrow a limb.


PORTABLE SURGERY UNIT

Is there a Doctor in the house? This computerized unit will analyze REGENERATION CHAMBER
and perform interventions as needed. Like those with the skill, this can
act as the doc on your team. The device can treat all trauma related Lose most of your limbs and internal organs? All you have
injuries, perform elective surgeries, install cybernetics, diagnose, and left is your brain? Then into the chamber you go! This chamber is
treat conditions, and infections. Additionally, this device can synthesize filled with regeneration serum and growth stimulators. Implanted
limited amounts of common medications (pain killers, antiseptics, cybernetics are expelled from the body during the regeneration.
antivirals, etc.), which can be provided as needed. It is not capable of
creating exotic medications such as Regen serums, BRIs, or mBRIs. Average regrowth time is 1d4 weeks for the entire body.

Provides a +2 to the Healing skill.


SLAP BANDAGE

RADIATION TREATMENT SERUM This palm-sized bandage is “slapped” over a wound. The
bandage then melds into the flesh and removes non-organic
This stops radiation poisoning from damaging the body any matter. Finally, it numbs the area, sterilizes the wound, and stops
further. It does not heal damage already done. Not suitable for use the bleeding. It will not stop internal hemorrhages.
by Mutzachans.
An applied Slap Bandage removes the Shaken status.
Increases Environmental Resistance (Radiation) by one
level. WEAK becomes None. None become Resistant (RST).
Resistant becomes Superior Resistance (SUP). This serum STRETCHER, COLLAPSIBLE
starves Mutzachans, causing 1d4 damage. Duration: 6
hours. For when you need to carry the Ram off the field of battle. This
lightweight unit folds out in 1 m increments to a maximum of 3 m in
length. Width starts at 1 m and expands to 1.5 m.
RAGE ENHANCEMENT INJECTION

This injection dramatically increases the user’s chance of


SURGERY UNIT (AUTOMATED)
flying into a berserker rage.
This device can stand alone or be mounted onto a vehicle. The
Characters without the Aggression Hindrance, gain sensor system locates individuals needing medical attention within
Aggression (Minor) for the Duration of the effect. Characters 5 m. If the individual is unconscious or agrees to treatment, the unit
places magnets upon the individuals and uses magnetic levitation to
with Aggression (Minor) are treated as having Aggression
float the individual into the unit. The individual is stripped, treated,
(Major) for the Duration of the effect. Characters with and charged for the service. On Orion worlds, these devices are on
Aggression (Major) fail their Spirit roll on a 1-3, and add 6 to practically every corner and used for cosmetic surgery.
their die roll on the Combat Stress table for the Duration of Additionally, this device can synthesize limited amounts of
the effect. The injection automatically triggers an Spirit roll. common medications (pain killers, antiseptics, antivirals, etc.),
Duration: 10 rounds which can be provided as needed. It is not capable of creating exotic
medications such as Regen serums, BRIs, or mBRIs. However, the
unit does contain five (5) mBRIs, five (5) normal BRIs, and two (2)
REFLEX TABLET regeneration serums.

A neuro stimulant to increase reaction time. Treat as having a d8 in the Healing skill.

Turns all the user's initiative cards into Spades for next 3
rounds.

184
ESPIONAGE EQUIPMENT

SURGICAL KIT (MANUAL)


ESPIONAGE EQUIPMENT
Paramedics and physicians often carry these. Surgical kits are
used for manual, unassisted surgery anytime, anywhere. This kit
includes everything needed for basic surgery including anesthetic,
BOUNCE PAD
scalpels, sponges, and slap bandages.
This unusual device is fired from a grenade launcher. Upon
Provides a +2 to the Healing skill. Physicians cannot perform impact, it makes a large (5 m diameter), foam, impact-absorbing
surgery without this kit or a similar device. pad. An individual can fall from up to 10 m onto the pad without
risk of injury and roll off. The foam pad dissolves after 20 minutes.

SYNAPSE-1
BUG BOTS
This injectable drug provides heightened awareness, improved
mental processing, and increased motor control. This injection does have A variety of drones that roll, crawl up walls, walk, or hop to
potentially dangerous side effects, including seizure and brain damage. reach their destination. Used for building reconnaissance, these
low powered devices are mounted with a camera and microphone
Provides a +1 to all skill rolls. After injection, the individual and must link to a PCD within range. Seeing the device isn’t easy
must make a successful Vigor roll or suffer convulsions due to their size.
(Incapacitated) for 2 turns. Duration: 2d6 minutes. Each
The penalty to spot a bug is -4, Pace: 3
time the drug is used, the Vigor roll penalty, starting at 0,
increases by -1 (cumulative). For example, the third time in
their life someone uses this drug, they would have to make a BUG FINDER
Vigor roll at -3 to avoid the side effects.
Detects electrical signatures and transmissions from
surveillance equipment.
TRANQUILIZER UNIT
Has a Notice of d8 when detecting surveillance equipment
This unit is designed to render the target unconscious. The within 25 m.
targeting laser is a focused bio-scanner that reads the targets
DNA. Once the target’s DNA is analyzed, the gun mixes an effective
tranquilizer based on species. BREACHER
Tranquilizers will not work against armored targets. Treat the This device is used for making an entrance where there was
injection as Knockout poison as detailed in Poisons in Savage none. This mat is unrolled and stuck to a wall or door. There are
Worlds. several types of breachers. Normal breachers use a shaped
explosive charge or thermite. More modern versions use single use
Disintegrators (×5 listed cost) or a hyperacid (×10 listed cost). A
TRUTH SERUM breacher leaves a hole large enough to accommodate the entrance
of an Armored Ram Python.
This mind-altering medication is used to extract information
from captured personnel. It makes the target compliant and A breacher will penetrate up to 0.5  m of concrete, doing
talkative. This medication is completely effective for every species up to 4d6 damage against a wall's Hardness rating when
but Mazians. Failure means the individual provides the information Breaking Things. The acid is an ACID attack and the target's
requested. Environmental Resistance (Acid), if any, is applied against the
attack. The disintegrator models are automatically assumed
Targets are entitled to an Spirit roll at -2 to realize they
to get the d12 bonus damage die common to disintegrator
shouldn’t answer a question. A roll is allowed for each
attacks when used against an wall or door.
question asked (GM’s discretion). Duration: 2hr
The Notice modifier to detect a functioning breacher is +4
for a normal model and -1 for disintegrator and acid-using
models. The acid model is slower and requires 3 rounds to
work. All other models work nearly instantly.

185
ESPIONAGE EQUIPMENT

CLIMBING GLOVES AND SHOES printed, if not a whole suit. A complete suit can pass all biometric
scanners but will not pass an invasive, high security scan. The user
These powered devices use electrical current to activate and must be the same species and build or Mazian.
deactivate "setae,” which are nanoscopic hairs embedded in the
device’s surface. The setae allow the user to stick to the wall as The printed suit lasts for 12 hrs. Provides a +3 bonus to the
long as the gloves and shoes have power. Sized to fit the user’s Performance skill when attempting to impersonate someone
hands and feet, these devices will hold 50 times the weight of the or disguise your features.
user. These cannot be worn over armor.

Athletics bonus is +2 when climbing while wearing the gloves ELECTRONIC SAFECRACKER
and shoes.
This device is placed on the outside of a TL3 or TL4 mechanical
or electronic safe. It will provide opening codes or combinations.
COSMETIC / DISGUISE KIT
Provides a +2 to Thievery when attempting to break into
Used to Disguise one’s appearance or impersonate another. a safe).

Provides a +1 bonus to the Performance skill when attempting


to impersonate someone or disguise your features. FORCECUFFS

These malleable cuffs are flexible and leave no marks. They are
DNA IN A CAN used by Alliance police and have stun capability built in to render
disorderly prisoners into a semiconscious state. The owner of the
This illegal device requires a sample of the target. It then cuffs can activate the stun feature with a remote or via a command
replicates the target’s DNA. It can then be sprayed on the user to sent from their linked PCD.
get past non-invasive DNA testing. Best used when the scanner
operator doesn't know what the person you're impersonating looks The cuffs have a Hardness of 15. When the stun feature is
like. activated, the cuffed individual must make a Vigor roll or be
Stunned (ELE Attack).
Automatically allows the user to pass for someone else for a
casual (non-invasive) DNA scan.
FORGERY KIT
DISPLACER (PERSONAL, DISGUISED) Contains tools used to forge documents, signatures, etc.

This displacement device is shielded and small and does not This kit provides a +2 to Thievery rolls when forging
appear as a displacement device. It can be disguised as a PCD or documents.
any number of innocuous and mundane-looking devices. It contains
enough power for 3 displacements.
GLOVES (DRUG DELIVERY)
This device can teleport the user up to 20 meters away. Roll a
d10. On a roll of 9 or higher the destination is random. These gloves are used to deliver a solution to a target that
can then be absorbed through the skin. The gloves are virtually
invisible and secrete the solution at the user’s command. There
DUPLICATOR are 3 solution types; a biological toxin, hallucinogenic drug, or
radioactive particles.
Illegal on Alliance worlds, this device creates a skin overlay
with the appropriate hair, scars, and imperfections of the targeted These gloves can be used to deliver one of the poisons
individual. One area can be targeted (Head, Hands, etc.) or the detailed in Savage Worlds, when making contact with the
entire body can be chosen. The targeted area must be completely target's skin. It can also deliver radioactive particles which
scanned with the detachable laser and DNA scanner. The user of grant a +2 when tracking the target, or hallucinogenic drugs.
the suit must also be scanned. The information is then downloaded
into the unit, and a printed skin overlay (aka a skinsuit) is generated
for the user. The user slips the skinsuit on or the portion they

186
ESPIONAGE EQUIPMENT

HOLO PROJECTOR (DISGUISE) INSANITY LIMPET MINE

This device is integrated into an individual’s clothing and These devices affect only robots and cybernetics. Once the
hair. It projects a holographic image of a specific individual or a device, which has an adhesive on one side, is stuck to a robot or
random person onto the wearer. If the user wants to impersonate a cybernetic limb, the target will randomly malfunction until the
specific individual, they must be scanned prior to the holo projector device is removed. Cybernetic limbs will lash out at the closest
reproducing their image. This device does not fool sensor systems targets or fail to work. Robots will run amok creating carnage
but will fool cameras and observers. This device can be used to and destruction. Sensor systems will shut down or provide ghost
make you appear larger or smaller than you really are. Touch will images. Communications will randomly broadcast information or
always reveal the illusion. change frequencies.

This device provides a +4 bonus to the user’s Performance If stuck to a target, it triggers a roll on the Malfunction table.
skill when attempting to Impersonate someone or disguise A Strength roll at -2 is required to remove the limpet.
their features.

JUMP PADS
HOLOGRAPHIC DECOY
Mechanical devices worn over shoes that can launch an
This device projects a holographic copy of the user. The image individual 5  m into the air in any direction. It also cushions their
remains in place but can react realistically, such as crouching when landing (if they land on their feet). With a running jump forward, the
shot at or reacting to a hit. A mobile version is available for twice individual may add their movement in meters to the jump.
the listed price and size and allows the decoy to move as if it were
walking. An Athletics roll may be required to stick the landing (GM
Discretion).
The mobile version has a Pace of 6. Someone viewing the
decoy must make an Notice roll at -2 to determine that the
decoy is not real. LIGHT BRIDGE

Device generates a powerful magnetic field which individuals


HUD can walk upon, acting as bridge over a gap or other drop off. The
maximum weight this device can hold is 500 kg. The light bridge
This heads up display (HUD) comes in three forms: contacts, extends to 25 m and is 3 m wide. The device is invisible to the eye
glasses, or a device from which a laser projects data directly upon but shows up brightly to sensor system, and lasts 1 hour.
the individual’s eyes. This device links to friendly communication
equipment, sensor drones, and computers in range to provide
information to the user. LOCK PICK SET (BASIC)

Set of mechanical tools used to open manual locks.


IMAGIZER
This device provides no bonus for Thievery rolls, but it is
This device creates a holographic image inside a container, required to bypass mechanical locks, unless makeshift tools
creating a false image of the container’s contents. It can be are used.
programmed for displaying specific items or random, innocuous
items. It will not fool sensors, only visual inspections. Maximum
container size is 3 m x 3 m. LOCK PICK SET (ELECTRONIC)

There is -2 penalty for scanners to determine that the Set of mechanical and electronic tools used to open electronic locks.
contents of the container are false.
Required to bypass electronic locks, unless makeshift tools
are used.

LOCK PICK SET (PROFESSIONAL)

Set of mechanical tools used to open electronic and manual locks.

This device provides a +2 bonus for Thievery rolls to bypass


mechanical and electronic locks.

187
ESPIONAGE GEAR

MDD-24 POCKET JAMMER

This phase shifting device allows the user to walk through walls Short-range communication jamming device. Comes in 3
(4 m radius). Phase Lock devices prevent this device from working, styles: standard, police (cost ×3), and military (cost ×6).
and the MDD-24 will not allow the user to pass through a Flux
Shield. If the device malfunctions, the individual passing through Communication equipment within a 25 m radius must roll on
a material object is instantly killed. the Malfunction Table. The Standard model provides a -2 to
the roll. The Police model gives no bonus or penalty to the
Allows the user to walk through walls with an Armor of 16 or roll. The military model provides a +2 to the roll. Run Time:
less. Run Time: 10 minutes. 5 minutes

MIND PROBE PRIVACY HAT


Need to know what someone is thinking and don’t have a This device is worn on the head and blocks Chatilian mind
Chatilian handy, use the mind probe. This highly illegal device is reading. This cannot be worn under armor.
usually only available to Alliance Military and the Government.
It reads and digitizes the individual’s memories via the cap-like Increases Environmental Resistance (Mental) by one level
device that is placed upon the targets head. The device plays back
when resist mind reading attempts. WEAK becomes None.
the individual’s memories on a view screen attached to the unit.
The memories are played back exactly as the person remembered
None become Resistant (RST). Resistant becomes Superior
them. The experience is quite painful, and often subjects are Resistance (SUP).
rendered unconscious before the process completes. If the subject
is rendered unconscious, the interrogator must wait until they
regain consciousness before continuing. SENSOID KILLER

Victims must make a Vigor roll every time the device is used An improved version of the bug killer designed to be used
or be knocked unconscious (Incapacitated). If the subject is against commercial sensor systems. This device uses electronic
still conscious, then the interrogator can record 1 minute’s counter measures to scramble sensors in the area, so they cannot
worth of their memory for later play back. The recording will record the identity of the user. Then the device actively scans for
the locations. Once found, the device rapidly fires a small laser
include audio and video from the subject’s perspective.
destroying up to 10 sensors or surveillance devices in the area
nearly simultaneously. This device is ineffective against armor
sensors or vehicular sensors.
MOTION SCRAMBLER
Has a Notice of d8 for detecting surveillance equipment
This device floods the area with an EM frequency and sonic within 20m. Up to 10 surveillance devices that been detected
distortions that disrupts motion detectors.
by the device are automatically destroyed when the Sensoid
Renders all motion detectors within 100m inoperable while Killer is activated. Rechargeable (1 minute).
active
SENSOR DIFFRACTING SPRAY PAINT
NULL SUIT
Prevents sensor systems from registering the painted object.
Contains enough paint to cover a basketball-sized object.
This suit is the top of the line stealth cover. The built-in
damping field makes the user virtually undetectable by sensors
-2 to Notice rolls made by sensors
and visual systems. The suit even contains the volatile organic
chemicals released by the wearer's normal body chemistry. This
prevents scent tracking or detection. The suit comes in a small disk
placed upon the user’s head. The suit then explodes outward to
SOUND NULLIFIER
encompass the individual completely, including all worn weapons
and equipment on the user. Breathing and sight is not impaired as This grenade size object, once deployed, generates an anti-
the covering is clear to the user. The suit is a single use and lasts wave for any sound detected, canceling out any noise in the area
for about half a day. of effect. Anyone moving through the area will be nearly silent, no
matter how much noise they make. The device also cancels out all
Increases the user's stealth to d10. The penalty to Notice the suit sonic based attacks in or traveling through the area of affect.
is -4. This suit cannot be used in conjunction with other devices
-2 to Notice rolls made using hearing.
that conceal the user.

188
ESPIONAGE GEAR

SPY DOT WRIST THERMITE SPRAYER

These small devices come in packs of 5 and will connect This device is worn on the forearm and sprays from the
to any display with sound. The dots transmit data via quantum underside of the wrist. One button on the device sprays a sticky
entanglement, meaning no detectable transmissions are sent. The foam onto a surface. A second sprays an igniting agent on the foam.
devices have a 120-degree field of view in the visual spectrum. Five seconds after the igniting spray makes contact with the foam,
Furthermore, they have a sensitive sound system. Once activated, it ignites and begins to burn. The flames reach roughly 10,000
the devices will work for 3 days, after which they lose power. degrees Celsius within 3 seconds. The foam is consumed within 5
seconds. There is enough foam to cover a 1 m x 1 m area.
Range: infinite
Range: 2/4/8, Damage: 2d6, FIRE Attack. When using the
Breaking Things rules in Savage Worlds the device does 3d6
STUN NULLIFIER damage, instead of 2d6.

This device integrates into the wearer’s clothing providing


the individual protection against commercially available stun
devices. These stun devices are common throughout the Alliance.
PERSONAL EQUIPMENT
When a stun device is deployed upon the individual, the nullifier
automatically generates a counter pulse negating the effects. The AMPERON
device will function ten times before needing recharged.
This focusing device doubles the range of a Matrix. This device
Completely negates up to 10 shots from one type of Stunner is small and must be touching the user. Not usable by Chatilians.
(BIO or Electrical)

ATMOSPHERIC PROCESSOR
STUNNERS (SONIC, CONCUSSIVE,
ELECTRICAL, MENTAL) The processor converts exhaled gases back into a breathable
atmosphere for the user. The units are so efficient that they can
These commercially available stun devices are the preferred operate for a week without entering the native atmosphere. The
non-lethal weaponry used throughout the Alliance. They are used processor covers the mouth and nose. This device also works when
to protect government buildings, hospitals, and schools and to submerged in liquids such as water.
maintain order in public areas (and high-end bars). The stunner can
be handheld or ceiling mounted. When activated the device stuns
the targeted individual, preventing them from taking any further BAGPIPES
action. Each device can fire one type of stun, which is chosen at
purchase. A Musical instrument from ancient Earth, which has been
adopted by the Orions.
Stunners have a range of 5/10/20, and force the target to
make a Vigor roll or be Stunned. When purchased you must
select either BIO Attack or ELE Attack. BASIC SURVIVAL PACK

This backpack contains these listed items: Body Rehabilitation


WALKING DEAD MAN Injection (BRI), heat or coolant survival suit, five (5) days of food
cubes and nutrient pills, slap bandage, binoculars, compass, rope
This device attaches to live, dead, stunned, or unconscious (50 m), web gear, short range emergency transmitter (2 km range,
individuals and forces them to walk, stand, run, or crawl as directed c100), combat knife.
by the owner. Its transparent bands deploy from a sphere, wrapping
around and supporting the target’s body. They also integrate
with the subject’s nervous systems. The subject’s zombie-like BRAIN SCRATCHER
movements are slow and deliberate. The subject is unsuited for
combat but is convincing enough that an observer will think the This head massage unit is worn by Chatilians. It massages away
guard on sentry duty is still walking his route. Commands can be headaches and helps an agitated empath to relax. This unit has 3
issued to multiple units verbally or from a PCD. It cannot be used settings: scratch, rake, and maul.
on a Mazian.

Conscious subjects are entitled to a Vigor roll at -1 to resist


the motivations of the unit. Run time: 3 hrs.

189
ESPIONAGE GEAR

CIZERACK WORK GLOVES JOB VISOR

This glove-like device is meant to overcome the Cizerack’s lack This device is a visor with a built-in sensor system that analyses
of Manual Dexterity. Current models use electronics and micro- the device and helps to identify the cause of a malfunction. The
drives to power the delicate manipulators which improve the cat’s device acts as safety glasses, welding goggles, and magnifier (up
dexterity. Custom-made versions are available for 100x the listed to 200x digitally). This device can connect to PCDs and cannot be
cost. worn under armor as it covers the face and head.

Negates the Cizerack's Fumble Fingers Hindrance. Cizerack +2 to Repair skill rolls.
only.

MEGA GLUE
FIRE EXTINGUISHER (PORTABLE)
This glue permanently binds almost anything together. Steel,
This device sprays an expandable foam which is effective ceramics, and organic matter can be bound together.
against all kinds of fires.
Strength rolls suffer a -2 penalty to break the glue. Note the
The extinguisher has a range of 2/4/8 and enough fire items glued together may break before the glue does.
retardant to put out a fire covering a Size 2 creature. The
fire retardant will have limited effect on burning plasma or
phosphorus, but it will handle normal fires just fine. MUTZACHAN BLOOD FILTER KIT

This device wraps around the Mutzachan’s waist and can be worn
FLARE TUBE under armor. The included computer will determine the level of toxicity
in the melon head’s blood and filter it accordingly while collecting and
storing the larva. The filtration takes 1d4 hours to complete.
Used to launch flares to 100 m. The flare lasts 30 seconds and
is visible for 10 km in clear weather. The cost is for a single flare.

OXYGEN TANK
FOOD CUBE
This is a compressed oxygen tank with enough air for 6 hours
of operations.
Provides emergency nourishment. Each cube provides 1 unit of
nourishment but doesn’t supply the user’s water needs. A box holds
50 cubes plus species specific vitamin & mineral supplements.
P-SLEEPER

GENERATION DEFENSE SYSTEM A pressurized cabin with built-in sleeping quarters. The P-Sleeper
represents the state of the art in outdoor sleeping equipment. The
units are octagonal in shape and can be connected together to form
This device interferes with Matrix generation. It affects all
larger structures. They are designed to remain anchored in winds up
Matrix Controllers within the area of effect. It does not impact
to 120 kph. Air tanks and heating/cooling units are not included.
Matrices generated outside the area of affect.
P-Sleepers come in three sizes. The 10 model has enough room
If generating any Power/Matrix inside the area of effect, the to comfortably hold two Size 1 occupants and their gear, or one Size
Matrix Controller must make a Generation skill roll at -1 to 2 occupant. The 20 model will comfortably hold four Size 1 occupants
successfully generate a Matrix. Range: 30  m radius, Run (two Size 2), and the 30 model will hold eight Size 1 occupants (four
Size 2).
time: 15 minutes
Each of the 8 panels that makes up a model 10 P-Sleeper has
Hardness of 12. All P-Sleeper panels have an Armor of 2. A
GRENADE SCOOP
P-Sleeper takes about 30 minutes to set up.
This device looks like a 1 m long ice scoop. It is a voice-activated
magnet that is used to scoop up grenades near the individual. Once
PERSONAL FLIGHT DEVICE
the grenade is caught, the device can be reversed to launch the
grenade as far as 10 m away.
This device allows an individual to fly. The device is worn as a
A Fighting skill roll must be made at +2 to “grab” the grenade backpack with propulsion systems at the bottom. Wings are folded
using the scoop, after which it can be re-thrown, time into the unit that is roughly two-thirds of the individual’s body
length. Comes with flight goggles and glove controls.
permitting. A single action is required to activate the scoop.
Allows the user to fly at a Pace of 20 for up to 30 minutes.
Uses Athletics or Piloting skill.

190
PERSONAL EQUIPMENT

PSYCHIC NULLIFIER

An improved version of the Generation Defense System. This


device stops Matrix generation within the area of effect. It even
stops Chatilian telepathy. It does not impact matrices generated
outside the area of affect.

If generating any Power/Matrix inside the area of effect, the


Matrix Controller must make a Generation skill roll at -2 to
successfully generate a Matrix. Range: 60  m radius, Run
time: 15 minutes

PSYCHIC REVENGE

This illegal device stuns any matrix controller that attempts


to generate within the area of effect. It does not impact matrices
generated outside the area of affect.

If generating any Power/Matrix inside the area of effect must


make a Vigor roll or be Stunned. Range: 30  m radius, Run
time: 15 minutes

PSYCHIC SHIELD GENERATOR

The psychic shield generator protects the owner from mental


attacks but cannot be worn under armor.

Increases Environmental Resistance (Mental) by one level.


WEAK becomes None. None become Resistant (RST).
Resistant becomes Superior Resistance (SUP).
TOOL KIT (REPAIR)
SKULL POLISHER This tool kit is used to make repairs.

This device allows Phentari to clean the skulls of their victims Adds +2 to Repair skill rolls when repairing a device or
by melting the flesh off the bones. It will also secrete a lacquer to structure.
seal the head once it has been prepared.

WEB GEAR
TERRIBLE TAIL
A literal homage to the classic military harness. Modern web
This is a short ring of metallic material covered with eight gear is a stretchy, length of transparent “selective adhesive”
spikes pointing outward. It fits over the end of a Ram’s or Python placed as the individual sees fit on their armor or clothing. Any
Lizard’s tail. items stuck to the strip will stay stuck until the user deliberately
peels them off. The strip will not stick to anything to which the user
The Terrible Tail allows a tail strike to deal out Str+d10 doesn’t deliberately attach it. Each strip will hold 3 kg of weight and
damage. six strips are included in each package. Strips can be placed side by
side to share the load. The strips are nearly invisible once applied.

TOOL KIT (ENGINEER’S)

This tool kit is used by engineers.

Adds +2 to Academic or Science skill rolls when designing a


new device or structure.

191
CHAPTER 8.0

MATRICES
the atlanteans decimated the mutzachan
population millennia ago

POWERS IN BATTLELORDS These unique specimens are called Latent Extractors, and though
they don't have the same level of power as the Matrix Controlling
Unless stated otherwise in this section, all of the standard Power species, their species does not limit them to a single Matrix
and Power Edges in Savage Worlds are available in the Battlelords discipline.
universe. However, the Artificer, Gadgeteer, Holy/Unholy Warrior, The last, and most bizarre, Matrix Controllers are the Kizmetors.
Mentalist, and Wizard edges are not available (unless your GM tells These individuals can give the laws of physics a mental shove in
you otherwise). The other changes are listed below: a particular direction, allowing them to dramatically change the
• Bound characters can still use Powers. odds of an event occurring. Unfortunately, the outcome is always
random, and the sight of a Kizmetor on the battlefield throws
• Characters only suffer Backlash if the player has applied
generals into panic as they create an unpredictable environment.
one or more Power Modifiers to the power and fail to
activate the power. There are six Arcane Backgrounds in Battlelords of the 23rd
• Offensive Powers are treated as Heavy Weapons unless the Century, and four of six are restricted to specific species. Unlike
description states otherwise. the Arcane Backgrounds in Savage Worlds, many of the Arcane
Backgrounds in Battlelords of the 23rd Century have specific
Requirements that must be met before you can purchase that
Arcane Background edge. These Requirements, if any, are listed
BATTLELORDS TERMINOLOGY next to Edge Requirement in the Arcane Background description
• Powers are referred to as Matrices. below.
• Characters with Arcane Backgrounds are The Arcane Backgrounds listed below are the only ones available
usually referred to as Matrix Controllers or in the Battlelords universe (unless your GM tells you otherwise).
MCs. Only one Arcane Background may be selected per character. The
• Powers are not "cast," they are generated. exception to this rule is the Latent Extractor Arcane Background,
which may be purchased multiple times.
• Applying a Power Modifier to a Matrix is
referred to as Matrix Manipulation. ARCANE BACKGROUND: EMPATH
Arcane Skill: Generation
Edge Requirements: Chatilians Only
ARCANE BACKGROUNDS Starting Power Points: 5 + Half of Smarts
Starting Powers: 3
Referred to as the Matrix Controllers, the Mutzachan, Chatilian,
and Zen Rigeln species possess the ability to harness power from ARCANE BACKGROUND: ENERGY
the environment and extra-dimensional sources and manipulate it CONTROLLER
to achieve amazing results. Humans from the 20th century would Arcane Skill: Generation
have called these abilities psychic powers. Most civilized 23rd Edge Requirements: Mutzachans Only
century individuals recognize these abilities as Matrices. Starting Power Points: 5 + Half of Smarts
The unique organs in these species that allow them to control Starting Powers: 3
and manipulate the forces of nature have evolved for specific
functions. As a result, each species can only generate Matrices ARCANE BACKGROUND: HEALER OR ANTI-
from their own discipline. Chatilians can only generate Empath HEALER
Matrices. Mutzachans can only generate Energy Matrices, and Arcane Skill: Generation
Zen Rigeln can only generate Healer Matrices. These classes of Edge Requirements: Zen Rigeln Only
Matrices (Empath, Energy Controller, etc.) are sometimes referred Starting Power Points: 5 + Half of Smarts
to as Disciplines. Starting Powers: 3
Over time mutations in other species have allowed the rare
individual to tap into these matrix energies and generate matrices.
193
ARCANE BACKGROUNDS

ARCANE BACKGROUND: LATENT EXTRACTOR VISIBILITY


Arcane Skill: Generation
Edge Requirement: d8 Smarts, d6 Spirit. Any Species other than Most powers in Battlelords, outside of the obvious ones that shoot
Chatilian, Mutzachan, and Zen/Tza Zen Rigeln. bolts of electricity or create deafening explosions, are not readily
Starting Power Points: 5 apparent to the target or the casual observer. For powers or power
Starting Powers: 3 effects that the GM determines aren't readily apparent the target
is entitled to an opposed Smarts test with the Matrix Controller to
When purchasing the Latent Extractor edge the player must see if they notice the attack or effect. The Matrix Controller gets a
choose which discipline their character will practice (Empath, +2 bonus against targets that are not Matrix Controllers.
Energy Controller, Healer, or Anti-Healer). The Latent Extractor
is limited to purchasing Powers that fall within that discipline. The
Latent Extractor Edge is unique in that may be purchased multiple
times, selecting a different discipline each time it is purchased. Matrix Attacks & Mental Resistance
Latent Extractors can not learn Powers that are Rank: Heroic or Empath attacks are usually MEN Attacks or SEN Attacks. Targets
Veteran. Latent Extractors can use their abilities if they are out of with Mental Resistance or Sensory Resistance get the benefit of
Power Points, but each activation causes them to gain 1 level of those abilities when resisting these attacks. The same applies
Fatigue. A character with this Edge can not purchase a different to targets wearing armor with Mental Resistance or Sensory
Arcane Background Edge. Resistance.

ARCANE BACKGROUND: KIZMETOR Anti-Healer attacks are usually BIO Attacks, to which Mutzachans
Arcane Skill: Gambling are particularly vulnerable.
Edge Requirement: Major Habit (High Risk) Hindrance
The GM will be the final arbitrator on whether a Power is a BIO
Starting Power Points: N/A
Attack, MEN Attack, or SEN Attack.
Starting Powers: N/A
Being a Kizmetor is to embrace chaos, randomness, and
MATRIX MANIPULATION
unpredictability. They are literally drawn to conflict and battle. In
fact to become a Kizmetor you must begin the game with the Major
Habit (High Risk Situations) Hindrance. A Kizmetor's understanding Changing the default effects of a Power by adding a Generic
of chance and probability are what allows them to harness and Power Modifier is referred to as Matrix Manipulation. In addition
channel their abilities, which is why the using the Gambling skill to the Power Modifiers in Savage Worlds, there is an extensive
to activate their power rather than the Generation skill. See the list of Generic Power Modifiers. These Generic Power Modifiers
Kizmetor Abilities later in this chapter for more information on how in Battlelords allow the character to alter the Duration, Damage,
a Kizmetor's probability manipulation functions. area of effect, range, and other values beyond what is normally
At the start of each game roll 3d4+5 to determine the number of allowed in Savage Worlds.
Power Points the Kizmetor has to spend this game. A Kizmetor can The Catch
not increase the number of Power Points they have to spend by
purchasing the Power Points Edge. A character with this Edge can If a character alters a Power by using one or more Generic Power
not purchase another Arcane Background Edge. Modifiers their activation roll suffers a penalty equal to HALF the
number of Power Points spent to add Generic Power Modifiers
NEGATION (rounded up). This does not include Modifiers that are specific
to that Power, only modifiers that appear in the Generic Power
AKA Everybody Knows the Dispel Power Modifier list.
All Matrix Controllers, except Kizmetors, automatically know the Backlash Triggered by Failed Power Modification
Dispel Power. The following rules replace the Dispel power rules.
If a player applied one or more Generic Power Modifiers to the
By spending a single Power Point a Matrix Controller can Dispel
power and fails to activate the power they suffer Backlash, which
and enemy effect or counter an enemy power as its being used.
causes a level of Fatigue and all currently active powers instantly
The latter requires the countering Matrix Controller to be on Hold
terminate. Since modifying the Power by adding a Generic Power
and interrupt his foe’s action.
Modifier decreases the chance it Activate, it increases the
In either case, dispelling an opponent’s power is an opposed roll chances that a Backlash will occur.
of Generation skills (with a −2 modifier if the rival’s power is of For example, Tian the Zen wants to triple the range of her Relief
another Discipline). If the dispelling character wins, the targeted Matrix. Tripling the range costs +2 Power Points. As a result,
power ends immediately (or fails if it was countered with the usual Tian's Activation check receives a -1 penalty. Tian rolls a 2 and
results of failure). fails to Activate the Relief Matrix, which triggers a Backlash.

194
GENERIC POWER MODIFIERS

GENERIC POWER MODIFIERS


RANGE PP+

POWER MODIFIERS
Current Range x 2 +1
Current Range x 3 +2
Current Range x 5 +4
Area Of Effect
Current Range x 10 +8
Current Range x 20 +12 You can not add a Blast Template to the Bolt power, nor can you
totally eliminate the Blast Template from the Blast Power, though
Current Range x 100 +14
you can enlarge or shrink it using Generic Modifiers.
Planetary +20
Unlimited (GM's Discretion) +24 Increasing Duration*
AREA OF EFFECT PP+
Increasing Duration is cumulative. Find your power's original
Add Small Blast Template (to a power other than Bolt) +2
Duration and then start counting up to the desired level, adding 1
Add Medium Blast Template (to a power other than Bolt) +4 Power Point for each row. If you increase the Duration of a power
Add Large Blast Template (to a power other than Bolt) +6 you can not spend Power Points to Maintain it.
Add Huge Blast Template (to a power other than Bolt) +8
Boobytrap/Delay: The power lies dormant for up to an
Reduce Small Blast Template to Single Target (to a power other -2
than Blast) hour, though this time may be boosted by other modifiers.
The trigger area becomes equal to a circle with a diameter
Change Medium Blast Template to Small Blast Template -2
equal to half the Power's range. If the power uses a Blast
Change Large Blast Template to Medium Blast Template -2
Template, use the template as the trigger area. If anyone
INCREASE DAMAGE PP+ enters the area, the power activates, affecting the target
One (1) Additional Damage Die +2 as if the power was generated normally. The Matrix
Two (2) with raise Controller can specify whether the power can be triggered
Two (2) Additional Damage Die +4 by a person, inanimate object above a certain size, or both.
Three (3) with raise
Three (3) Additional Damage Die +6 Permanent: If a Power is Permanent, the Power Points
Four (4) with raise spent to generate it remain permanently committed to
Increase Damage Die One Size (d4 → d6 → d8, etc.) +2 that power and unavailable to the controller until the
Increase Damage Die One Size (d4 → d6 → d8, etc.) +4 power is dismissed or dispelled/negated by another Matrix
Increase Damage Die One Size (d4 → d6 → d8, etc.) +6
Controller.
DURATION * PP+ Increasing Bonus/Penalty**
rounds to Minutes +2
This is the bonus or penalty applied to the target BY the power.
Minutes to Hours +4
This can not be used to affect bonus or penalty involved in any
Permanent +6
opposed check to resist the power.
MISC. CHANGE (GM'S DISCRETION) PP+
Miscellaneous Change +1 to +12 Increasing Value***
Hide Matrix’s obvious effects from Observation +2
For Powers that impart an ability as fixed number (the Fly power's
Prevent target from detecting Matrix attack, if Matrix attack fails +2 listed Pace for example), this modifier multiplies the value in the
INCREASE BONUS/PENALTY ** PP+ power (GMs discretion). This Modifier can not be used on powers
+/- 2 +1 with +/- modifiers or powers that cause damage.
+/- 4 +3
+/- 6 +6
+/- 8 +9
+/- 10 +12
INCREASE VALUE *** PP+
x2 +4
x3 +8
x4 +10
x5 +12

195
POWERS BY DISCIPLINE

POWERS BY DISCIPLINE

ANTI-HEALER TRAPPINGS
# EMPATH TRAPPINGS & ENERGY CONTROLLER TRAPPINGS
HEALER TRAPPINGS
1 Arcane Protection Arcane Protection Blast
2 Blast ** Blast (Anti-Healer Only) † Bolt
3 Blind ** Blind (Anti-Healer Only) † Burst
4 Bolt * Bolt (Anti-Healer Only) Damage Field
5 Boost/Lower Trait * Boost/Lower Trait † Darksight
6 Burst ** Burst (Anti-Healer Only) † Deflection
7 Confusion * Confusion † Disguise
8 Darksight Damage Field (Anti-Healer Only) † Drain Power Points
9 Disguise * Darksight Elemental Manipulation
10 Elemental Manipulation Disguise Entangle
11 Empathy Divination Environmental Protection
12 Fear * Empathy Fly
13 Illusion Fear (Anti-Healer Only) † Havoc
14 Invisibility * Healing Illusion
15 Mind Link Protection Intangibility
16 Mind Reading * Relief Invisibility
17 Mind Wipe * Resurrection Jam
18 Object Reading Sloth/Speed † Light/Darkness
19 Phase Lock Stun (Anti-Healer Only) † Protection
20 Puppet * Summon Alley (Anti-Healer Only) Sloth/Speed
21 Relief Warriors Gift Smite
22 Sound/Silence ** Zombie (Anti-Healer Only) Sound/Silence
23 Speak Language Telekinesis
24 Stun * Teleport
25 Teleport Tree Fort
26 Warriors Gift
The following notations specify Attack Effect: * MEN Attack, ** SEN Attack, † BIO Attack.
Note that these effects may not always apply to a power, depending on how it is used. For example, a Deafening Blast would be a SEN
Attack, whereas a Concussive Blast would not. See Power description for additional information.

Mutzachans blow up planets with nanite infections and blame it on jaquassarious

196
POWERS

POWERS (AKA MATRICES) • ELEMENTAL (+3): The attack gains the Damage
modifier and one of the following Attack Types with
In Battlelords, Powers may only be available to characters with the associated Attack Effects (listed in parentheses)
specific Arcane Backgrounds, though there is some overlap. If a on a raise:
Power is not available to your Discipline (aka Arcane Background)
01. Fire (Incendiary)
you can not use/purchase it. If any changes from the standard
Power in Savage Worlds have been made to the Power they will 02. Electricity (Short Out)
be listed in the description. Trappings vary from Discipline to 03. Cold (Frozen Up)
Discipline, and are listed in the description of the Power next to 04. Laser (Superheated)
each Discipline. Not every Power is available to every Discipline.
05. Omega Weapon (Knockback)
If the "Changes from Savage Worlds" section states that the Matrix 06. Radiation (Irradiated)
Controller "must choose from the options below" then assume
they can not use the standard power without selecting one of BLAST
the power-specific modifiers listed. If a power found in Savage Discipline: Anti-Healer, Empath, Energy Controller
Worlds is not listed below, then it does not exist in the Battlelords Changes from Savage Worlds: An Anti-Healer's use of this power
universe, unless your GM states otherwise. is always considered a BIO Attack.

ARCANE PROTECTION • ANTI-HEALER TRAPPINGS: Anti-healers can rupture


Discipline: Anti-Healer, Empath, & Healer cellular membranes, denature proteins, cause organ
Changes from Savage Worlds: Blanket protection against all failure, and tissue necrosis.
attacks by a particular discipline of Matrix Control is not available. • BIOLOGICAL ATTACK (+5): The target must make
Instead, the Matrix Controller must choose from one of the options a Vigor check (-2 with a raise), or suffer a single
below, based on their discipline. Wound. This attack ignores armor and is treated as
• EMPATH TRAPPINGS: Empaths are capable of blocking BIO Attack.
harmful sensory input in the nervous system of the target,
• EMPATH TRAPPINGS: Empaths are capable of producing
as well as blocking stimuli to the brain that exceed safe
deafening sonic and concussive blasts.
limits.
• CONCUSSIVE (+2): This attack has the Concussive
• MENTAL RESISTANCE (+0): The target becomes
weapon effect and has an Armor Piercing score of ∞.
Resistant (RST) to mental attacks (MEN Attacks).
If the target is already Resistant to the specified • DEAFENING (+1): In addition to the damage caused
attack type, they gain Superior (SUP) resistance by this attack, the victim suffers a −2 penalty to all
against the specified attack type. actions requiring hearing, or −4 with a raise. If the
target is wearing armor, with Elemental Resistance
• SENSORY RESISTANCE (+0): The target becomes
(SENSORY), a successful Vigor check negates the
Resistant (RST) to sensory attacks (SEN Attacks).
hearing penalty. SEN Attack.
If the target is already Resistant to the specified
attack type, they gain Superior (SUP) resistance • ENERGY CONTROLLER TRAPPINGS: Energy Controllers
against the specified attack type. are capable of producing blasts of fire, radiation, and
electricity.
• ANTI-HEALER & HEALER TRAPPINGS: Zen are capable of
improving the body's defense against all forms of biological • ELEMENTAL (+2): The attack gains one of the
attack and manipulation, by strengthening the immune following Attack Types with the associated Attack
systems and self-repair mechanisms. Effects (listed in parentheses) on a raise:
• BIO RESISTANCE (+0): The target becomes 01. Fire (Incendiary)
Resistant (RST) to biological attacks (BIO Attacks). 02. Electricity (Short Out)
If the target is already Resistant to the specified
03. Cold (Frozen Up)
attack type, they gain Superior (SUP) resistance
against the specified attack type. 04. Laser (Superheated)
05. Omega Weapon (Knockback)
BARRIER 06. Radiation (Irradiated)
Discipline: Energy Controller
Changes from Savage Worlds: None
• ENERGY CONTROLLER TRAPPINGS: The energy controller
can choose to create barriers of ice, fire, or raw energy.
197
POWERS

BLIND a raise, the target suffers a Wound per raise. This


Discipline: Anti-Healer, Empath attack can cause Incapacitation, which results in
Changes from Savage Worlds: An Anti-Healer's use of this power death of the target. This attack is a MEN Attack.
is considered a BIO Attack. An Empath's use of this power is • CONCUSSIVE (+2): This attack has the Concussive
considered a MEN Attack. weapon effect and has an Armor Piercing score of ∞.
• ANTI-HEALER TRAPPINGS: An anti-healer prevent blood • SHATTER (+1): This Bolt causes material objects
and nerve signals from reaching the eye, causing temporary to vibrate themselves apart. When used against an
blindness. inanimate object it is treated as a Breaking Things
attack, but the damage can Ace. This attack can
• EMPATH TRAPPINGS: An Empath can fool the victim's
not be used on armor or armored targets, which are
brain into ignore visual sensory input, causing temporary
hardened against these types of attacks.
blindness.
• ENERGY CONTROLLER TRAPPINGS: Energy Controllers
BOLT are capable of producing blasts of fire, radiation, and
Discipline: Anti-Healer, Empath, Energy Controller electricity.
Changes from Savage Worlds: None
• ELEMENTAL (+2): The attack gains one of the
• ANTI-HEALER TRAPPINGS: Anti-healers can rupture following Attack Types with the associated Attack
cellular membranes, denature proteins, cause organ Effects (listed in parentheses) on a raise:
failure, and tissue necrosis.
01. Fire (Incendiary)
02. Electricity (Short Out)
Anti-Healer Attacks are Gruesome 03. Cold (Frozen Up)
04. Laser (Superheated)
The aftermath of Anti-Healer attacks are usually horrific. Targets
that succumb to their attacks are turned into ectoplasmic goo, or 05. Omega Weapon (Knockback)
have their organs pulled from their bodies, or crumble into dust. 06. Radiation (Irradiated)
The GM may require observers to make a roll on the Fear table or
make a check to avoid going Berserk if the character's species is BOOST/LOWER TRAIT
Aggressive. Discipline: Anti-Healer, Empath, Healer
Changes from Savage Worlds: This Power only costs 1 Power
Point. Healers and anti-healers can only increase or decrease
• BIOLOGICAL ATTACK (+5): The target must make Agility, Strength, or Vigor, or skills links to those attributes. When
a Vigor check (-2 with a raise), or suffer a single a healer or anti-healer lowers a Trait it is considered a BIO Attack.
Wound. This attack ignores armor and is treated as An Empath can increase or decrease Smarts or Spirit, and skills
BIO Attack. linked to those attributes. When an empath lowers a Trait it is
• STRANGULATION (+0): A successful attacks considered a MEN Attack.
indicates the target gains one level of Fatigue, • ANTI-HEALER TRAPPINGS & HEALER TRAPPINGS: By
in addition to any damage. This power must be tinkering with the target's bio-chemical and hormonal
maintained from round to round to strangle an processes, Zen can dramatically alter a target's physical
opponent. Incapacitated opponents dies in a capabilities.
number of minutes equal to their Vigor, but the
• EMPATH TRAPPINGS: Empaths can deactivate areas of
power must be maintained for that time. Opponents
the brain that control memory or temporarily implant new
fully recover the following turn from their Fatigued
skills from their own memories.
state (regardless of Fatigue level) if the attack ends
before they are Incapacitated. • LOAN SKILL (+1): An Empath can use this Power to
loan another character a single skill they possess at
• EMPATH TRAPPINGS: Empaths can produce bolts of
the same level as the Empath, but the Empath loses
concussive force, damaging vibrations, and even horrific
use of the skill for the Duration of the Power. If the
hallucinations that cause heart attacks.
target already possess the skill at a higher die level,
• DEATH VISION (+4): The target is sees and feels a increase the die by one type for the Duration of the
vision of their own death so horrific they can die from Power.
shock and stress. The target may oppose this mental
attack with their Smarts. If the Empath succeeds
the target is Shaken. If the Empath succeeds with

198
POWERS

BURST DAMAGE FIELD


Discipline: Anti-Healer, Empath, Energy Controller Discipline: Anti-Healer, Energy Controller, Healer
Changes from Savage Worlds: An Anti-Healer's use of this power Changes from Savage Worlds: See Below
is always considered a BIO Attack.
• ANTI-HEALER TRAPPINGS: The Anti-healer can generate
• ANTI-HEALER TRAPPINGS: Anti-healers can rupture a field that causes proteins to denature and biological
cellular membranes, denature proteins, cause organ processes to breakdown. The Boobytrap Modifier is a
failure, and tissue necrosis. favorite of Tza's everywhere, when used with this Power.
• BIOLOGICAL ATTACK (+5): The target must make • BIOLOGICAL ATTACK (+5): The target must make
a Vigor check (-2 with a raise), or suffer a single a Vigor check (-2 with a raise), or suffer a single
Wound. This attack ignores armor and is treated as Wound. This attack ignores armor and is treated as
BIO Attack. BIO Attack.
• EMPATH TRAPPINGS: Empaths can produce bursts of • ENERGY CONTROLLER TRAPPINGS: Energy Controllers
concussive force and sonic shockwaves. can not use the ADDITIONAL RECIPIENTS Modifier
• CONCUSSIVE (+2): This attack has the Concussive • ELEMENTAL (+2): The attack gains one of the
weapon effect and has an Armor Piercing score of ∞. following Attack Types with the associated Attack
If the damage roll results in a raise the targets must Effects (listed in parentheses) on a raise:
make a Strength or Athletics roll at -2 for the target
01. Fire (Incendiary)
to retain any held weapons or equipment.
02. Electricity (Short Out)
• SONIC SHOCK (+2): Everyone affected by the Blast
must make a Vigor roll or instinctively drop what 03. Cold (Frozen Up)
they are holding to cover their ears. SEN Attack. 04. Laser (Superheated)
• ENERGY CONTROLLER TRAPPINGS: Energy Controllers 05. Omega Weapon (Knockback)
are capable of producing bursts of fire, radiation, and 06. Radiation (Irradiated)
electricity.
DARKSIGHT
• ELEMENTAL (+2): The attack gains one of the
Discipline: Anti-Healer, Empath, Energy Controller, Healer
following Attack Types with the associated Attack
Changes from Savage Worlds: Empaths must choose from the
Effects (listed in parentheses) on a raise:
options below, and can not use the standard power.
01. Fire (Incendiary)
• ANTI-HEALER TRAPPINGS & HEALER TRAPPINGS: The
02. Electricity (Short Out) Range of the Matrix is Touch.
03. Cold (Frozen Up)
• INFRAVISION (+1): The power also grants the target
04. Laser (Superheated) Infravision, allowing them to detect visually heat
05. Omega Weapon (Knockback) sources.
06. Radiation (Irradiated) • ULTRAVISION (+1): The power grants the ability to
see in complete darkness and see sources of UV
CONFUSION light, including active Flux Shields, active A-Grav
Discipline: Anti-Healer, Empath, Healer generators, and high-end lasers.
Changes from Savage Worlds: An Anti-Healer's use of this power
• EMPATH TRAPPINGS: The Empath's ability to see in the
is considered a BIO Attack. An Empath's use of this power is
dark is based on their mastery of sound and vibration.
considered a MEN Attack.
NOTE: Empaths can only use this ability with the SONAR
• ANTI-HEALER TRAPPINGS & HEALER TRAPPINGS: Modifier.
The healers and anti-healers can manipulate the electro-
• SONAR (+2): The target’s senses are heightened
chemical processes in the target's brain to cause confusion
even further. He can see through camouflage and
and disorientation.
invisibility.
• EMPATH TRAPPINGS: Empath can trigger a flood of
random and rapidly changing emotional responses to • ENERGY CONTROLLER TRAPPINGS:
confuse an opponent. • INFRAVISION (+1): The power also grants the target
Infravision, allowing them to detect visually heat sources.

199
POWERS

• ULTRAVISION (+1): The power grants the ability to Large Blast Template. Those who wish to resist may
see in complete darkness and see sources of UV make an opposed test with the Matrix Controller
light, including active Flux Shields, active A-Grav using their Spirit.
generators, and high-end lasers.
DRAIN POWER POINTS
DEFLECTION Discipline: Energy Controller
Discipline: Energy Controller Changes from Savage Worlds: None
Changes from Savage Worlds: None.
• ENERGY CONTROLLER TRAPPINGS: Energy Controllers
ELEMENTAL MANIPULATION
Discipline: Empath, Energy Controller
can create fields of force to defect.
Changes from Savage Worlds: Range and Duration are doubled.
• WARP LIGHT (-1): The Energy Controller can warp
• NOTE: Empaths can only manipulate Air.
light around them. Foes must subtract 2 from
attack rolls directed at the Matrix Controller (or
4 with a raise) for all laser attacks and any attack
EMPATHY
Discipline: Anti-Healer, Empath, Healer
that is aimed visually. For example, a Keen using
Changes from Savage Worlds: None
echolocation to "see" their target would be
unaffected by this Matrix. • ANTI-HEALER TRAPPINGS & HEALER TRAPPINGS: Zen
can manipulate hormones and electro-chemical processes
• EMPATH TRAPPINGS: Empaths can manipulate the minds
in the target's brain to reduce stress or induce feelings of
of targets so that they have difficulty seeing the target or
affection to appear non-threating.
sees multiple copies of the target in different locations.
NOTE: Only the target sees the illusion. Observers, cameras, • EMPATH TRAPPINGS: With practice, Empaths can use
and sensor systems will not see anything different. their telepathic abilities to also detect a target's emotional
state.
DISGUISE
Discipline: Anti-Healer, Empath, Energy Controller, & Healer ENTANGLE
Changes from Savage Worlds: An Empath's use of this power is Discipline: Energy Controller
considered a MEN Attack. See below for more information. Changes from Savage Worlds: None

• ANTI-HEALER TRAPPINGS & HEALER TRAPPINGS: Anti- • ENERGY CONTROLLER TRAPPINGS: Energy Controllers
Healers and Healers can change the physical appearance can manipulate molecular bonds to glue their targets in
of the target's face and body by manipulating the targets place and create magnetic fields to restrain them.
hormones, bone structure, muscle distribution, and even
genetics, but they can not alter the target's clothing. ENVIRONMENTAL PROTECTION
• EMPATH TRAPPINGS: Empaths are capable of Discipline: Energy Controller
manipulating the minds of targets so that they appear as Changes from Savage Worlds: None
someone else. • NOTE: Energy Controllers can use this Power to protect the
• ENERGY CONTROLLER TRAPPINGS: Energy Controllers target from the following environments or conditions:
can generate a holographic projections that will fool
• COLD
observers, cameras, and sensors alike.
• FIRE/HEAT
DIVINATION • ELECTRICITY & ELECTRICAL FIELDS
Discipline: Anti-Healer & Healer • RADIATION
Changes from Savage Worlds: See below • SPACE/VACUUM
• ANTI-HEALER TRAPPINGS & HEALER TRAPPINGS: Often
called "the autopsy power" this power allows the Zen to
instantaneously and precisely determine the time and
cause of death, including any contributing factors, for a
single recently deceased individual as well as view their
final memories.
• TRIAGE (+0): The Matrix Controller can determine
the severity of any physical injury of anyone inside a

200
POWERS

FEAR INVISIBILITY
Discipline: Anti-Healer, Empath Discipline: Empath, Energy Controller
Changes fromSavage Worlds: An Anti-Healer's use of this power Changes from Savage Worlds: An Empath's use of this power is
is considered a BIO Attack. An Empath's use of this power is considered a MEN Attack.
considered a MEN Attack.
• EMPATH TRAPPINGS: Empaths are capable of manipulating
• ANTI-HEALER TRAPPINGS & HEALER TRAPPINGS: The the minds of targets so that they do not perceive an object
Anti-healer can manipulate the electro-chemical processes (person, building, vehicle, etc.) of the Empath's choosing.
in the target's brain to create fear. Observers, cameras, and sensor systems will still see the
• EMPATH TRAPPINGS: Empaths can manipulate the object just fine, but an affected target looking at the screen
emotions of the target to create a feeling of dread or terror. of the camera/sensor will not perceive them.
• ENERGY CONTROLLER TRAPPINGS: Energy Controllers
FLY can wrap visible light photons around their body to become
Discipline: Energy Controller invisible.
Changes from Savage Worlds: None
• TRUE INVISIBILITY (+2): The Matrix Controller
• ENERGY CONTROLLER TRAPPINGS: Energy Controllers becomes invisible across the EM spectrum and
manipulate magnetic fields and gravity to achieve flight. attempts to detect the Energy Controller visually
or attack them using visual targeting suffers a -6
HAVOC penalty.
Discipline: Energy Controller
Changes from Savage Worlds: None JAM
Rank: Novice
• ENERGY CONTROLLER TRAPPINGS: Energy Controllers
Power Points: 3
can cause an over-excitation of large groups of molecules,
Range: Smarts
creating chaotic results.
Duration: 1
Discipline: Energy Controller
HEALING
Discipline: Anti-Healer, Healer • ENERGY CONTROLLER TRAPPINGS: This power allows an
Changes from Savage Worlds: The CRIPPLING INJURIES Modifier Energy Controller to cause a device or weapon to potentially
only costs (+2) and may be attempted multiple times without risk malfunction.
of exhaustion. If the power is successfully generated the Matrix Controller may
select a single device or weapon in range, which must make a roll
ILLUSION on the Malfunction Table. If the Energy Controller succeeds with a
Discipline: Empath, Energy Controller raise, add 2 to the roll result.
Changes from Savage Worlds: An Empath's use of this power is
considered a MEN Attack. LIGHT/DARKNESS
Discipline: Energy Controller
• EMPATH TRAPPINGS: Empaths are capable of
Changes from Savage Worlds: None
manipulating the minds of targets so that they appear as
someone else.
MIND LINK
• ENERGY CONTROLLER TRAPPINGS Energy Controllers Discipline: Empath
can generate a holographic projection that will fool Changes from Savage Worlds: See below
observers, cameras, and sensors alike.
• EMPATH TRAPPINGS: Empaths can extend their natural
INTANGIBILITY telepathy to include other non-Chatilians with practice.
Discipline: Energy Controller • COMMUNICATION ONLY (+2): Other Individuals in
Changes from Savage Worlds: Intangible characters can not pass the Mind Link do not become Shaken one another
through Flux Shields. individual in the link suffers a Wound.

201
POWERS

MIND READING can create protective fields of force, but can only use this
Discipline: Empath power with one of the following Modifiers
Changes from Savage Worlds: All Chatilians possess this power, • ELEMENTAL IMMUNITY (+0): Instead of Armor,
which they may use without spending Power Points. MEN Attack. this power provides protection against Superior
• EMPATH TRAPPINGS: Empaths are natural mind readers, Environmental Resistance against Cold, or Fire, or
but can use this power to greatly extend the range of their Electricity, or Radiation.
natural mind reading ability. • KINETIC ENERGY BARRIER (+0): This power only
provides protection against Kinetic attacks.
• COPY MEMORIES (+8): The Matrix Controller copy
the target's memories and store them so that they • FLUX SHIELD (+2): Rather than Armor this Power
can be placed into a clone body in the event the generates a Flux Shield with a Field Strength of
character perishes. The Empath can only store 10 DIE points of protection, or 20 DIE with a raise,
one person's memories at a time. The memories which are reduced on a point-for-point basis by
can be dumped at any time or placed into a donor damage. Treat the Flux as Heavy Armor.
body by activating the matrix a second time. If the
character does not wish their memories copied they PHASE LOCK
can oppose the attempt using Smarts. The Matrix Rank: Seasoned
Controller can not view stored memories. Power Points: 3
Range: Smarts
MIND WIPE Duration: 3
Discipline: Empath Discipline: Empath
Changes from Savage Worlds: Use of this Power is considered a This power allows an Empath to prevent anyone in a Large Blast
MEN Attack. Template from teleporting, using dimensional displacement,
or becoming intangible and phasing through solid objects.
• EMPATH TRAPPINGS: Empaths are quite skilled at This ability affects friends and foes alike. Affected individuals
manipulating the minds of their targets, including attempting to use powers normally canceled by this ability are
memories. entitled to an opposed test using their Generation skill with a -2
• IMPLANT MEMORY (+2): The Empath can implant a penalty. Creatures who possess these abilities innately use their
false memory rather than erase a memory. The false Spirit to oppose the test. Characters attempting to use devices to
memory is limited to 30 minutes of time, unless the phase or teleport must immediately make a roll on the Malfunction
Matrix Controller gets a raise, which increases the table for those devices.
Duration to several hours. This is opposed with the
victim's Smarts, and when evidence is present to PUPPET
the victim that the memory is false a Smarts roll at Discipline: Empath
-2 allows them to remember fragments of the actual Changes from Savage Worlds: Use of this Power is a MEN Attack.
events. MEN Attack. • EMPATH TRAPPINGS: Though Empaths don't usually
resort to outright mind control, they are capable of
OBJECT READING accomplishing it.
Discipline: Empath
Changes from Savage Worlds: None • REMOTE (+2): The Empath can observe through the
victim's senses.
• EMPATH TRAPPINGS: An Empath's ability to sense the
• TRANSFER (+10): If the Empath succeeds in an
vibrations of nearby dimensions allow them to read an
opposed Spirit check they trade bodies with the
object's near past.
target for the Duration of the power. If target dies
while you inhabit their body you perish. If your body
PROTECTION is destroyed while you inhabit the target's body, you
Discipline: Anti-Healer, Energy Controller, Healer perish after the target's mind returns to their original
Changes from Savage Worlds: Energy Controllers must choose body.
from the options below, and can not use the standard power.
• ANTI-HEALER TRAPPINGS & HEALER TRAPPINGS: Zen
can increase the body's resistance to injury by temporarily
modifying its structure.
• ENERGY CONTROLLER TRAPPINGS: Energy Controllers

202
POWERS

RELIEF SHAPE CHANGE


Discipline: Anti-Healer, Empath, & Healer Discipline: None
Changes from Savage Worlds: None Changes from Savage Worlds: This power is not available to
characters in the Battlelords universe, but the Mazian species
• ANTI-HEALER TRAPPINGS & HEALER TRAPPINGS: Zen
possess this ability as a result of their unique physiology.
are natural healers and can use their abilities to reduce and
relieve pain and shock. Anti-Healers and Healers can also
use this power with the following Modifier:
SLOTH/SPEED
Discipline: Anti-Healer, Energy Controller, & Empath
• AWAKEN (+2): The target immediately recovers Changes from Savage Worlds: An Anti-Healer or Healer's use of
from being Incapacitated or Asleep. He may still this power is a BIO Attack.
bleed out, however. Characters who wish to resist
• ANTI-HEALER TRAPPINGS & HEALER TRAPPINGS: By
are entitled to an opposed test with the Matrix
manipulating the body's muscles and endocrine system (or
Controller using their Spirit.
alien equivalent) a Zen can dramatically affect a target's
• EMPATH TRAPPINGS: Empaths are capable of healing the ability to move.
minds of others, or blocking external stimuli from affecting • ENERGY CONTROLLER TRAPPINGS: Energy Controllers
the mind. can manipulate the flow the time in a small area to increase
the speed at which a target appears to move in relation to
• HEAL MIND (+2): The Empath can remove the
the observer's frame of reference.
Distracted and/or Stunned status from the target.

RESURRECTION SMITE
Discipline: Energy Controller
Discipline: Anti-Healer & Healer
Changes from Savage Worlds: None
Changes from Savage Worlds: This power is available to Novice
characters and only costs 10 Power Points to generate. In addition, • ENERGY CONTROLLER TRAPPINGS: Energy Controllers
the penalty is based on the state of the body. Each Wound the are quite adept at increasing the power output of weaponry.
character suffered after being Incapacitated imparts a -2 penalty
to the check. If the victim suffered Catastrophic Damage there SOUND/SILENCE
is not enough material left for resurrection. However, this Matrix Discipline: Empath, Energy Controller
does not restore memories and victims who have suffered brain Changes from Savage Worlds: An Empath's use of this power is
injuries may lose some or all of their memories. considered a MEN Attack.
• CLONE (+5): If the victim has suffered Catastrophic • EMPATH TRAPPINGS: The Empath causes the target to
Damage but some genetic material remains the Matrix have auditory hallucinations or block specific auditory
Controller can create a clone of the character, but it will lack input.
the character's skills and memories starting life again as a
• ENERGY CONTROLLER TRAPPINGS: Energy Controllers
blank slate. You best chance to fully restore the character
can add or remove kinetic energy out of a noise conductive
in that case is to hope the character had a memory backup
medium, like air or water, to create or negate sound.
(rare and expensive) or that a friendly Empath copied all
their memories prior to their demise.
SPEAK LANGUAGE
• GIFT ESSENCE (+0): By sacrificing their own life the Matrix Discipline: Empath
Controller can automatically resurrect a single individual Changes from Savage Worlds: None
who has been dead less than 8 days, even if the target has
received Catastrophic Damage. The target will suffer no ill • EMPATH TRAPPINGS: The Empath ability to read the
effects from the resurrection. It's the GMs decision whether minds and memories those nearby allows them to adopt
this character can ever be resurrected, but it would require their language skills.
extreme measures which are well beyond the use of this
power in any event.

203
POWERS

STUN TREE FORT


Discipline: Anti-Healer and Empath Rank: Seasoned
Changes from Savage Worlds: Targets use Spirit rather than Vigor Power Points: 3
to resist an Empath's stun power, which is a MEN Attack. Range: Smarts
Duration: 3
• ANTI-HEALER TRAPPINGS: Your typical anti-healer stuns
Discipline: Energy Controller
their opponents by wracking their bodies with excruciating
pain or destabilizing their bodily functions to induce • ENERGY CONTROLLER TRAPPINGS: Energy Controllers
vomiting, seizures, or temporary paralysis. can create extra-dimensional closets and pocket
• EMPATH TRAPPINGS: Empaths can activate the pain dimensions.
centers in the target's brain or short circuit their central This power allows an Energy Controller to open a doorway (1m x
nervous system. 1m) to an extra dimensional vault. The vault can hold up to 125
cubic meters worth of material, though any modern device placed
• PAIN (+2): The target is wracked with debilitating in or carried into the vault permanently ceases to function 10% of
pain. In addition to being stunned, the target is also the time (1 on a d10). The Matrix Controller may close the door at
considered Distracted on a raise. MEN Attack. any time before the Duration ends, but must generate the power
again to reopen the door. Any other Energy Controller can copy the
SUMMON ALLY "key" to the vault if they are in physical contact with the Energy
Discipline: Anti-Healer Controller, but the theft victim is entitled to an opposed Smarts
Changes from Savage Worlds: Tza require sufficient quantities of check to realize their key has been copied.
dead tissue to create their alley (GM's Discretion).
• ANTI-HEALER TRAPPINGS: By manipulating any available WARRIORS GIFT
biological material from deceased organisms in range, a Discipline: Anti-Healer, Empath, and Healer
Tza can construct a servant from reanimated tissue. In true Changes from Savage Worlds: This power has Modifiers unique to
Tza fashion, allies dissolve into smelly, disgusting goo when Battlelords that also allow the Matrix Controller to grant specific
the power ends. non-combat edges. If a raise is obtained the improved version
of the listed Edge may be used, if one is available. The Matrix
• TWIN (+5): Instead of creating a mirror self at Controller must choose from the options below, and can not use
Veteran level, the Matrix Controller may create a the standard power.
duplicate of someone else in range.
• ANTI-HEALER TRAPPINGS & HEALER TRAPPINGS: The
TELEPORT Range of this power for Anti-Healers and Healers is always
Discipline: Empath, Energy Controller Touch, unless changed via Matrix Manipulation.
Changes from Savage Worlds: None • COMBAT CLARITY (+4): The target receives the
• EMPATH TRAPPINGS: Empaths are attuned to multi- Marksman and Martial Artist Edges for the Duration
dimensional space and the harmonics needed to breach of the power.
the barriers. • DURABILITY (+4): The target receives the Iron Jaw
Edge and increases their Toughness by 2 for the
• DIMENSIONAL DISPLACEMENT (+5): The Empath Duration of the power. When the power is terminated
can teleport through Flux barriers on installations the target is Fatigued.
and large vehicles, assuming there is room on the
opposite size for them to exit. Armor Flux Shields • IMPROVE REFLEXES (+4): The target receives the
are form fitting and this power has no effect against First Strike Edge and Level Headed Edges.
them. • IMPROVE SENSES (+4): The target receives the
Alertness and Danger Sense Edges.
• ENERGY CONTROLLER TRAPPINGS: Energy Controllers
• SYNAPSE BOOST (+0): The target receives the
can deconstruct and reconstruct objects at a quantum
Extra Action Edge. This is always an opposed roll
level.
verses the target's Vigor, even if the target is willing.
If the target wins the opposed test, they do not gain
the power fails.
• EMPATH TRAPPINGS: Empaths can increase the mental
acuity of the target to push them past their normal
capabilities and improve their performance.

204
POWERS

• ENCHANTMENT (+4): The target receives the Point, and make a Gambling skill check. A Kizmetor can only use
Charismatic Edge. a single power per turn.
• ENRAGE (+4): The target receives the Berserk Edge. The Kizmetor's initiative card determines what power is activated.
• MIND OVER BODY (+0): The target obtains the In some cases the card's suit further modifies the result. Check
Nerves of Steel Edge. the Kizmetor Probability Manipulation Table to see which power is
• PAIN BLOCKAGE (+4): The target receives the activated based on the card drawn.
Improved Nerves of Steel Edge. The result of the Gambling roll determines whom the power
• PSYCHIC TARGETING (+4): This Modifier changes affects, as shown below.
the range to Self. The Matrix Controller gains the
• For beneficial powers:
Martial Artist, Marksman, and Level Headed Edges,
but suffers a -2 penalty to any Smarts test against • Critical Failure: All enemies.
powers/Matrices for the Duration of this power. • Failure: One enemy, randomly determined by the
• SURVIVING WILL (+0): The target receives the Hard GM.
to Kill Edge. • Success: One ally determined, by the Kizmetor.
• Raise: All allies
ZOMBIE
Discipline: Anti-Healer • For harmful powers, the order is reversed:
Changes from Savage Worlds: None
• Critical Failure: All allies.
• ANTI-HEALER TRAPPINGS: An Anti-Healer can use • Failure: One ally, randomly determined by the GM.
their abilities to repair and reanimate tissue, which
• Success: One enemy determined, by the Kizmetor.
has long since died, though the results are never
pretty. • Raise: All enemies
• CEMETERY RESURRECTION (+5): This power
allows the Matrix Controller to automatically
resurrect a single individual in range who has been No Roll Alteration
dead less than 8 months, even if the target has
A Kizmetor can not have their die roll or the difficulty of their
received Catastrophic Damage. Targets who are
Probably Manipulation test modified in way, including by outside
resurrected in this way possess their ability to act
sources. A Kizmetor can not use a Wild Die or spend Bennies to
independently, but undergo dramatic personality
affect the outcome a Probability Manipulation roll. This means
changes, becoming mentally unstable, and often act
Kizmetor's can not get a Critical Failure on their abilities, but
irrationally acting either homicidal, self-destructive,
dramatic failure is baked into most Kizmetor powers already.
or psychopathic. Individuals resurrected in this
manner also fixate on one illogical and likely No Power Alteration
unobtainable goal.
A Kizmetor can not apply Power Modifiers to their Powers.
KIZMETOR ABILITIES Multiple Kizmetors
Randomness is the essence of being a Kizmetor. Though they have
Kizmetor's are exceedingly rare and it's a good thing too. If
the ability to dramatically increase or decrease the chance of an
multiple Kizmetors are on the same battlefield (GM's discretion),
event occurring (or not occurring), a Kizmetor has no control over
the cost of activating a Kizmetor Power is equal to the number of
the outcome. They simply choose what they want to make more
Kizmetor's on the field. Furthermore, if both Kizmetors use the
or less likely and hope for the best, though the outcome is often
same power, they are both canceled out with no further effect
unpredictable. After reading through some of these abilities, it will
immediately after the second identical power is generated.
become clear why experienced soldiers cringe when a Kizmetor
enters the fray. Lastly, if two opposing Kizmetor's have the same suit for initiative,
and one fails the Probability Manipulation test the other Kizmetor
USING KIZMETOR POWERS chooses the target for the failed power - it is not random. In short,
one Kizmetor on the field of battle is bad luck. Two or more is total
Kizmetors do not use or purchase powers like other arcane
and utter chaos.
backgrounds. Their powers are innate and hopelessly random. To
simulate the random nature of these abilities, a Kizmetor activates
his Probability Manipulation ability by spending a single Power

205
KIZMETOR PROBABILITY MANIPULATION
KIZMETOR PROBABILITY MANIPULATION TABLE
CARD KIZMETOR POWER SUIT MODIFICATION
2 Need a Boost: increases one or more physical attribute by 2 die steps for 5 Clubs: Strength is affected.
rounds. Beneficial Power. Diamonds: Agility is affected.
Hearts: Vigor is affected.
Spades: All three above attributes are affected.
3 It's All in the Wrist: The target increases the specified skill rolls by +2 for 5 Clubs: Skills with Spirit as their linked attribute are affected.
rounds. Beneficial Power Diamonds: Skills with Agility as their linked attribute are affected.
Hearts: Skills with Smarts as their linked attribute are affected.
Spades: All skills are affected.
4 I Go First: One Side gets an initiative advantage. Beneficial Power Clubs: Affected persons are considered on Hold the next turn.
Diamonds: Affected persons are considered on Hold the next turn.
Hearts: Affected persons have a surprise round the next turn.
Spades: Affected persons have a surprise round the next turn.
5 Machines are Unreliable: A key piece of equipment breaks down or goes Clubs: Communication equipment is affected for 5 rounds.
haywire. Harmful Power Diamonds: Sensors are affected for 5 rounds.
Hearts: Armored suits are affected. Roll once on the Malfunction Table for
armor.
Spades: Weapons are affected. Roll once on the Malfunction Table for
weapons for the primary weapon.
6 Walk It Off: The target’s wounds were really not as bad as it first appeared. Clubs: Statuses (Shaken, Distracted, Fatigued, etc.) except for
Beneficial Power. Incapacitation are removed.
Diamonds: Wounds are removed.
Hearts: Status and Wounds are both removed.
Spades: Status and Wounds are both removed. Incapacitated characters
are automatically revived.
7 Damage Control: The targets are treated as having rolled a raise if they Clubs: Effect lasts for 1 round.
score a simple success on attack rolls. Beneficial Power. Diamonds: Effect lasts for 2 rounds.
Hearts: Effect lasts for 4 rounds.
Spades: Effect lasts for 5 rounds.
8 Lucky Day: The targets gain a Benny. Beneficial Power. On a failure the GM Clubs: –
also adds a Benny to their pile. Beneficial Power. Diamonds: –
Hearts: –
Spades: –
9 Accuracy Smackuracy: The target ignores external penalties (range, Clubs: Effect lasts for 1 round.
illumination, etc.), except for penalties caused by Wounds or MAP, for the Diamonds: Effect lasts for 2 rounds.
next 5 rounds. Beneficial Power. Hearts: Effect lasts for 4 rounds.
Spades: Effect lasts for 5 rounds.
10 Matrix Mayhem: All Matrix Powers activated by allies are considered Clubs: Effect lasts for 1 round.
Critical Failure if they fail to activate. In addition, they automatically fail if Diamonds: Effect lasts for 2 rounds.
they roll a 1 on the generation roll (regardless of Wild Die). Creatures with Hearts: Effect lasts for 4 rounds.
innate Matrix abilities are forced to roll against their Smarts to activate Spades: Effect lasts for 5 rounds.
them, with the above modifiers. Harmful Power.
Jack Benny Negation: The Target may spend a Benny to cause a roll to fail Clubs: –
automatically during this round. If the roll was already a failure, it becomes Diamonds: –
a Critical Failure. On a failure the GM may spend a Benny on behalf of the Hearts: –
opponents to cause a failure as detailed above. Beneficial Power. Spades: –
Queen Weather or Not: The target incurs the listed penalties to all rolls (GMs Clubs: -1 penalty to all rolls.
discretion) and weather may even be deadly. Harmful Power. Diamonds: -2 penalty to all rolls.
Hearts: -2 penalty to all rolls, and movement at half.
Spades: -2 penalty to all rolls, movement at half, and the weather is
hazardous/deadly.
King Is That The Best You've Got: Being wounded now becomes extremely Clubs: Divide damage the target takes in half.
unlikely until the end of the Kizmetor’s next turn. Beneficial Power. Diamonds: Divide damage the target takes in half.
Hearts: Divide damage the target takes in half. Damage die on rolls against
the target do not Ace.
Spades: Divide damage the target takes in half. Damage die on rolls
against the target do not Ace.
Ace Not So Wild Now: Targets become mundane and unable to perform Clubs: If the target is a Wild Card they lose their Wild Die.
impressive actions for the next 5 rounds. Diamonds: If the target is a Wild Card they lose their Wild Die.
Hearts: If the target is a Wild Card they lose their Wild Die, and they may
not spend any Bennies.
Spades: If the target is a Wild Card they lose their Wild Die, and they may
not spend any Bennies.
Joker Select one Kizmetor power of your choice. Clubs: Varies with Power selected.
Diamonds: Varies with Power selected.
Hearts: Varies with Power selected.
Spades: Varies with Power selected.
NAME:

SPECIES:
RANK (MILITARY):
ATTRIBUTES DERIVED POWER POINTS PROFESSION:
AGILITY STATISTICS
SMARTS PACE EDGES
STRENGTH PARRY NAME DESC.
HINDRANCES
SPIRIT SIZE
NAME SEVERITY
VIGOR TOUGHNESS

STATUS PERM. INJURIES


WOUNDS
FATIGUE
N
LEVEL
BRIs TAKEN

SKILLS SKILLS
S
NAME LINK D# NAME LINK D#
Academics Smarts ★Notice Smarts
★Athletics Agility Performance Spirit
Battle Smarts ★Persuasion Spirit
V
Boating Agility Piloting Agility
★Common Knowledge Smarts Power Armor Use Agility
Driving Agility Repair Smarts
Electronics Smarts Research Smarts
L
Fighting Agility Riding Agility
Gambling Smarts Science Smarts
Generation Smarts Shooting Agility
Hacking Smarts ★Stealth Agility
Healing Smarts Survival Smarts
ARMOR OPTIONS
Intimidation Spirit Taunt Smarts
# OPTION # OPTION
Language Smarts Thievery Agility
1 7

ARMOR RESISTANCES 2 8
3 9
MODEL ARMOR TB ABS NAME CHARACTER ARMOR
4 10
ACID
5 11
BIOLOGICAL N/A
AGL / STR PACE WGT SIZE 6 12
COLD
ELECTRICAL NO SPACE ARMOR OPTIONS
FIRE
RESISTANCES MENTAL
WEAK: +4 to Damage; RST: +4 to Trait & -4 to Damage;
RADIATION
SUP: +4 to Trait & half damage; IMM: Immune to damage
SENSORY

WEAPONS POWERS (MATRICES)


MODEL / TYPE RANGE DAM AP ROF SHOTS NOTES NAME COST RANGE DAM DUR
ARMOR & WEAPON INDEX
1 Shot Wonder Pulse........... 147, 161 Damage Control.......................... 206 Horizon Reflex Missile......... 148, 163 PC-3 Pulse Rifle.................. 147, 162 Talons ................................ 124, 136
Able 3 Omega Weapon........ 147, 160 Dead Characters, Reviving.......... 107 Hose APW LMG................... 145, 153 Personal Computing Devices....... 173 Tarsh Armor....................... 116, 117
Abomination Omega........... 147, 159 Death Strike (AT) Missile..... 148, 165 Immobilizer Goo.................. 167, 169 Phase Knife........................ 144, 152 Threat Detector.................. 125, 139
Absorption Destroyer.......... 150, 171 Defilade Goo............................... 167 Injection Port...................... 122, 131 Phase Lock................................. 202 Thrust Assisted Jump Unit... 125, 137
Acid Goo.................................... 167 Deflection Armor................ 114, 115 Integron (Computer)........... 122, 128 Phoenix (P-AI).................... 122, 128 Thwack‘em Stick................ 144, 152
Acid Mag Grenade.............. 150, 171 Deflection Power........................ 200 Interfon Arm Rocket........... 148, 162 Phosphorous Grenade......... 149, 169 TK-1 Grenade..................... 149, 169
AeroShield Armor............... 118, 119 Detachable Armored Pack... 124, 132 Ioken, Primitive Ranged...... 144, 153 Physical Counter Measures......... 138 TK-2 Grenade..................... 149, 169
A-Grav Systems.......................... 126 Devastator Omega.............. 147, 159 Jackrabbit Reflex Missile..... 148, 163 Plasma Grenade................. 149, 169 TK-3 Grenade..................... 149, 169
Air Supply........................... 124, 131 Dialomatic Fluid Gun........... 145, 156 Joker’s Choice GL............... 145, 157 Plasma Seduction Grenade. 149, 169 Toma, Melee Weapon.......... 144, 152
AKMB Armor...................... 114, 115 Diffraction Laser................. 146, 158 Jump Pads......................... 125, 137 Plasma Sword..................... 144, 152 Torvald .44 APW................. 145, 154
Alpha-2 Laser..................... 146, 157 Digiton Missile Rack............ 125, 136 Keen Glide Modifications..... 125, 137 Pool Filler Fluid Gun............ 145, 157 Torvald Hammerlesd........... 145, 155
Anti-Grav Belt..................... 122, 126 Digiton Reflex Missile.......... 148, 163 Kodiak Armor..................... 115, 116 Power Mesh Armor............. 117, 119 Torvald/MARS-7A APW....... 145, 154
Anti-Sensor Coating............ 125, 138 Disintegrators............................. 155 L-76 APW LMG................... 145, 153 Primitive Ammunition................. 165 T-Rex Armor....................... 118, 119
Argus Armor....................... 119, 120 Doka, Melee Weapon.......... 144, 152 Laser Reflective Coating...... 122, 126 Protection (Actuators)........ 124, 135 Turbo Plus GL..................... 145, 157
Arm Rockets............................... 162 Dossien, Melee Weapon...... 144, 152 Laser Shield........................ 124, 134 Protection (Armor Options). 124, 135 Valley Green Exp Laser MG.. 146, 163
Armband Missile Rack......... 125, 136 Dragonfire-7 Arm Rocket.... 148, 162 Laser Weapons........................... 157 Protection Armor........................ 202 Valley Green Laser MG........ 146, 162
Arrow LOSN Laser............... 146, 158 Dragonfire-8 Arm Rocket.... 148, 162 Lil Goop Fluid Gun............... 145, 157 Ptfang, Melee Weapon........ 144, 152 Valley Green Ox Omega....... 147, 160
Auto Doc............................ 122, 130 Dragoon Armor................... 115, 116 Limb Loss Control............... 122, 131 Pulse “Recoilless Rifles”............. 161 Valley Green PMG............... 147, 160
Bad Bug Mag Grenade........ 150, 171 Dreadnought Armor............ 119, 120 Limited Flight Pack............. 125, 137 Pulse Machine Guns (PMG)......... 160 Vector 4 Pulse.................... 147, 162
Balistex Arm Rocket........... 148, 162 Electrolyte Armor................ 114, 115 Little Dickens Recoilless..... 147, 161 Pulse Rifles................................ 161 Viper XM1 Omega Weapon.. 147, 160
Balshrom Flux Omega......... 147, 159 Electronic Warfare Suites............ 128 Long Ranger GL.................. 145, 157 Pulse Weapons........................... 160 Warrior’s Gift Powr...................... 204
Bang Grenade..................... 149, 169 Emergency Exit................... 124, 133 LTX-311 APW LMG............. 145, 153 Python XM3 Omega............ 147, 160 Whistler Reflex Missile........ 148, 164
Basic Sensor Package......... 125, 139 Emergency Transmitter....... 122, 126 M20 Blaster Pulse Rifle....... 147, 161 Quabal Grenade.................. 149, 169 Wicked Crimson PMG.......... 147, 160
BC- Apocalypse PMG.......... 147, 160 Energy Mace....................... 144, 151 Magnetic Boots & Gloves.... 124, 134 Quad Tube Rocket Launcher.148, 163 Wing Ports.......................... 125, 138
BC-Duster Disintegrator...... 145, 155 Enhanced Audio System...... 124, 133 Majestic-UB Disintegrator... 145, 155 Quick Draw Unit.................. 124, 135 Wolf Hellhound APW........... 145, 154
BC-Flayer Laser MG............ 146, 161 Enhanced Vision System..... 124, 133 MARS 12 ga. Shotgun .... 145, 155 Quick Sealant Unit (QSU).... 124, 135 Wolf L-16A5 APW............... 145, 154
BC-Terminator Pulse Rifle... 147, 161 Enviro Containment............ 124, 133 MARS 9 mm APW............... 145, 154 Rebreather......................... 124, 135 Wolf L16-R Laser................ 146, 158
BC-Testament APW HMG.... 145, 153 EWS Package..............122, 128-129 Marvin (P-AI)...................... 122, 128 Reflection Armor................ 114, 115 Wolf L-880 12 ga. ......... 145, 155
Bear Armor......................... 114, 115 ExoShealth Armor............... 119, 120 Matter Obliteration............. 145, 155 Reflex Missiles............................ 163 Xtra Heavy Belt................... 122, 126
Bear MBA Armor................. 118, 119 Explosive Goo............................. 167 Med Mag Mag Grenade....... 150, 171 Reflex XL Missiles....................... 164 Yo Momma Arm Rocket....... 148, 163
Bio-2 Armor........................ 114, 115 External Flotation Systems.. 124, 133 Melee Weaponry Descriptions..... 151 Riot Gas Grenade................ 149, 169 Zapper Mag Grenade+A436.150, 171
Blinder Grenade.................. 149, 169 F Cannon Fluid Gun............ 145, 156 Mental Shielding................. 124, 134 Ripple Missile Rack............. 125, 136 Zk .50 Courier APW............ 145, 154
BMH (Basic) ...................... 124, 132 Falcon XR-7 Laser............... 146, 159 Mentar Pulse Rifle.............. 147, 161 Rommel Disintegrator......... 145, 156 Zk Cudda APW.................... 145, 154
BMH (Look and Shoot)........ 124, 132 Field Generators......................... 129 Mesh Armor........................ 116, 117 RP4 Cannon Pulse Rifle....... 147, 162
BMH-Ultra.......................... 124, 132 Fire Extinguisher................. 124, 133 Mirchaum SSLU Laser......... 146, 158 Sabot Reflex Missile............ 148, 164
Body Rehabilitation Injection....... 105 Fire Suppression Goo.................. 167 Mirv-System Reflex............. 148, 164 SAL (P-AI).......................... 122, 128
Bonoir-2 (AT) Reflex XL....... 148, 165 Flash/Bang Protection......... 124, 133 Misc. Options............................. 131 Saylon Reflex Missile........... 148, 164
BS-2 Laser......................... 146, 158 Flight System (MARS)......... 125, 137 Missile Launchers....................... 163 Scrim Goo.......................... 167, 171
BZ Mag Grenade................. 150, 171 Flux Shield ..................123, 129-130 Missile Racks.............................. 136 Search Light Armor Option.. 124, 136
Calsham-4 Laser................. 146, 160 Freezy Pop Goo........................... 167 Mobility Systems........................ 136 Sensor Packages................ 125, 139
Camouflage Unit................. 125, 138 Freezy Pop Mag Grenade..... 150, 171 Muardig, Melee Weapon...... 144, 152 Sensor Systems.................. 104, 138
Carrying Case..................... 124, 132 Gashil Disintegrator............ 145, 155 Musket APW....................... 145, 154 Shield Armor Option............ 124, 136
Cataclysm War Gun PMG..... 147, 160 Generation Compliant......... 124, 134 MX-4 Armor........................ 115, 116 Single Tube Launcher.......... 148, 163
CC-10 (Computer).............. 122, 127 Gills ................................ 124, 134 Mycroline Missile Rack........ 125, 136 Skil, Primitive Ranged WPN.144, 153
CD12 Armor....................... 118, 119 Gladiator Armor.................. 115, 116 Narc Reflex Missile............. 148, 163 Skimmer System ................ 125, 137
CD2 Armor......................... 115, 116 Glue Goo.................................... 167 Neuro Tox Goo.................... 167, 170 Sleep & Stim Management.. 122, 131
CD7 Armor......................... 116, 117 Glue Mag Grenade.............. 150, 171 Neuro Tox Mag Grenade...... 150, 171 Slipstream Arm Rocket....... 148, 163
Chainsaw Lightning APW..... 145, 153 Grappling Hoist................... 124, 134 Neutralizer Disintegrator..... 145, 155 Smoke Generator................ 125, 138
Chainsaw, Phentari............. 144, 151 Grenade Launchers..................... 157 Nightshade Armor............... 118, 119 Smoke Grenade.................. 149, 169
Climbing System................. 125, 137 Grenadier Armor................. 115, 116 OC-1 Omega Weapon.......... 147, 159 Spare E-Mags............................. 165
Cobra XM2 Omega.............. 147, 160 Grizzly Armor...................... 116, 117 Omega Suit Armor............... 119, 120 Spy Master Armor............... 115, 116
Combat 1 Armor+A126....... 114, 115 Gyrfalcon (SAM) Reflex XL... 148, 165 Omegaton Grenade............. 149, 169 Stun Baton......................... 144, 152
Combat 2 Armor................. 114, 115 Gyro Stabilizer.................... 124, 134 Ordinance-10 Missile......... 148, 164 Super Plasma Grenade........ 149, 169
Combat 3 Armor................. 114, 115 HAW 4 (AT) Missile............. 148, 165 OSW-42 Crimson Destruct.. 147, 161 Super Sonic Mag Grenade... 150, 171
Combat 4 Armor................. 116, 117 Heartbreaker APW.............. 145, 154 PA System.......................... 124, 134 Sust. & Waste Management.122, 131
Combat Perf. Upgrade........ 122, 130 Heavy Belt.......................... 122, 126 Pain Manager..................... 122, 131 T .380 APW........................ 145, 154
Combat Shield.................... 124, 132 Hellava Goo........................ 167, 168 Para-Artificial Intelligences (P-AI).127 T .45 APW.......................... 145, 154
Cryo Injection............................. 106 Hellfire Mag Grenade.......... 150, 171 Parasite Mag Grenade......... 150, 171 Tactile Response................ 122, 126
Cyan Sphere Grenade......... 149, 169 Hercules Armor.................. 117, 119 Patrol (Computer)............... 122, 127 Tagert-6 Laser.................... 146, 158

A full index can be downloaded from www.battlelords.com


208

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