TEXT: DIRE FOES:
  THE COST OF GREED
  
  WRITING
  Giles Pritchard
  CORVUS BELLI APPROVALS
  Gutier Lusquiños Rodríguez, Alberto Abal, Carlos Torres, and Carlos “Bostria” Llauger
  SPECIAL THANKS
  Thank you to Corvus Belli—Alberto, Gutier, Carlos, and Fernando—for letting us play in your world!
  PUBLISHED BY
  Modiphius Entertainment Ltd.
  2nd Floor, 39 Harwood Road
  Fulham, London, SW6 4QP 
  United Kingdom
  Modiphius Entertainment Product Number: MU050230
  ISBN: 978-1-912200-41-2
  Artwork & Storyline © Corvus Belli S.L.L. 2019
  INFINITY is © Corvus Belli S.L.L. 2019
  The 2d20 System and Modiphius logos are copyright Modiphius Entertainment Ltd 2019. All 2d20 System
  text is copyright Modiphius Entertainment Ltd. Any unauthorised use of copyrighted material is 
  illegal. Any trademarked names are used in a ﬁ ctional manner; no infringement is intended.
  This is a work of ﬁ ction. Any similarity with actual people and events, past or present, is purely 
  coincidental and unintentional except for those people and events described in an historical context.
  ORIGINAL 2D20 SYSTEM DESIGN
  Jay Little
  GAME DESIGN
  Benn Graybeaton, Nathan Dowdell, Mark Redacted, Justin Alexander, Marc Langworthy
  MINIATURE PAINTING
  Jorge Barea, Angel Giraldez
  INTERIOR ARTWORK
  Francisco Rico
  PHOTOGRAPHY
  Angel Giraldez
  LAYOUT
  Andrew O'Hara
  INFINITY RPG LOGO
  Michal E. Cross
  LEAD EDITOR
  Kimberly Nugent
  CARTOGRAPHY
  N.R. Bharathae
  PLAYTESTERS
  Aaron Manuel, Joel Mills, and Ryan McGrath
  PROOFREADING
  Aric Wieder
  PRODUCED BY
  Chris Birch
  HEAD OF RPG DEVELOPMENT
  Sam Webb
  PUBLISHING ASSISTANT
  Virginia Page
  PRODUCTION MANAGER
  Peter Grochulski
  SOCIAL MEDIA MANAGER
  Salwa Azar
  COMMUNITY SUPPORT
  Lloyd Gyan
  INFINITY LINE DEVELOPER
  Marc Langworthy
  CREDITS
  
  These stat blocks represent the main characters in 
  the Dire Foes Mission Packs 1-5, now included in 
  the Uprising from Corvus Belli. These adversaries are 
  people the PCs of The Cost of Greed campaign are 
  likely to meet, work with, and challenge throughout 
  their adventures. 
  If they seem powerful, it’s because they are 
  experienced, signiﬁ cant, and possess histories that 
  have inﬂ uenced the conﬂ icts and struggles of the 
  Human Sphere.
  Each of the Dire Foes stat blocks include all the 
  information required to run that character as an 
  Adversary. 
  Beneath each Special Abilities section, there is 
  a skill breakdown of the Adversary’s Fields of 
  Expertise, providing players and the GM with an 
  idea of the character’s individual skill levels in 
  the event of them being run as a player character. 
  (Persuade 2/1 would indicate the character has an 
  Expertise of 2 and a Focus of 1). Any skill not listed 
  in the skill breakdown is counted as 0/0.
  DIRE FOES:
  THE COST OF GREED
  
  IV
  FUSILIER ANGUS
  Described by his superiors as “that bumbling idiot,” 
  Fusilier Angus has a tendency to ﬁ nd trouble in even 
  the safest of places. Angus is something of a living 
  legend among the Fusiliers, though legendary status 
  doesn’t mean the units he is placed with are happy 
  to have him. 
  All told Angus has spent far more time being 
  patched up and in convalescence than he has on 
  actual duty. His capacity to ﬁ nd trouble and turn 
  even the simplest and most straightforward of ops 
  into a disaster zone is bafﬂ ing, fascinating, and 
  terrifying all rolled into one. He’s that soldier, an 
  absolutely hilarious icon of the Fusiliers—unless he’s 
  serving with you.
  In the “First Domino” adventure in The Cost of Greed
  campaign, it was Angus who misread both the unit 
  orders and the coordinates that led the Fusiliers to 
  stumble across a smuggling ring. Angus, saved from 
  a close-range shotgun shell by his long-suffering 
  compatriot Bipandra, had little idea of the signiﬁ -
  cance of his error.
  NEMESIS
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  9
  7
  10
  8
  8
  10
  11
  FIELDS OF EXPERTISE
  Combat
  +2
  1
  Movement
  +2
  1
  Social
  +3
  2
  Fortitude
  +3
  2
  Senses
  +1
  -
  Technical
  +1
  -
  DEFENCES
  Firewall
  9
  Resolve
  13
  Vigour
  13
  Security
  1
  Morale
  2
  Armour
  2
  ATTACKS:
  •  Knife: Melee, 1+5§, 1H, Concealed 1, Non-Hackable, Subtle 2, 
  Thrown, Unforgiving 1
  • Combi Riﬂ e + Light Shotgun: Range C/M, 1+5§, Burst 2, 2H, 
  Standard, Expert, MULTI Light Mod, Vicious 1
  • Light Shotgun: Range C, 1+4§, Burst 1, Unbalanced, Normal Shells 
  Knockdown
  GEAR: Light Combat Armour
  SPECIAL ABILITIES:
  • Walking Complication: If Fusilier Angus is present in a scene, the 
  Complication range for every PC and NPC present is increased by 2. 
  (A Complication occurs on any roll of an 18, 19, or 20.)
  • Survivor (3 Heat): Any time a § roll would reduce Angus to 0 
  Vigour or less, he is reduced to 1 Vigour instead. He has managed, 
  somehow, to survive again. 
  • Smile It Off: Due to his experiences and ability to bounce back 
  regardless, Angus gains a Morale Soak of 2.
  SKILL BREAKDOWN:
  • Combat: Ballistics 2/1; Close Combat 1/1 
  • Fortitude: Discipline 2/1; Extraplanetary 1/0; Resistance 3/2; 
  Survival 3/2 
  • Movement: Acrobatics 2/1; Athletics 2/1; Pilot 2/0; Stealth 1/0 
  • Senses: Analysis 1/0; Observation 1/0 
  • Social: Lifestyle 3/2; Persuade 3/1; Psychology 1/1 
  • Technical: Education 1/0; Hacking 1/0; Medicine 2/0 Tech 1/0; 
  Thievery 1/0
  FUSILIER ANGUS
  
  THE ROLEPLAYING GAME
  V
  DIRE FOES: THE COST OF GREED
  FUSILIER 
  BIPANDRA
  Bipandra Gauri is a cool-headed Fusilier Indigo, 
  a competent ﬁ eld doctor and survival specialist. 
  Both skill sets forced upon her by her long, and 
  often arduous, painful, and terrifying association 
  with Fusilier Angus. Bipandra has patched Angus 
  up on more occasions than she can recall and has 
  taken nearly as many hits herself for the trouble. 
  She sports multiple replacement organs, a cloned 
  ear, and several ﬁ ngers—all the result of some 
  catastrophe or other instigated by Angus. During 
  Angus’s or her own lengthy periods of convales-
  cence, she enrols in multiple training programs, 
  always seeking to improve her capacity to survive 
  the next mission and keep Angus alive.
  In the “First Domino” adventure in The Cost of 
  Greed campaign, it was Bipandra who realised the 
  operation they had stumbled into was a smuggling 
  ring. Comlog records and forged paperwork suggest 
  this smuggling ring may be one of many, and 
  rather than cooperate on an intelligence operation, 
  the PanOceanian and Yu Jing ofﬁ cers decided to 
  hand the job to O-12. Bipandra couldn’t just sit by 
  though, she had to get involved. Maybe Angus was 
  rubbing off on her.
  Hillit haru
  NEMESIS
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  9
  10
  8
  9
  11
  8
  10
  FIELDS OF EXPERTISE
  Combat
  +2
  1
  Movement
  +1
  1
  Social
  +2
  -
  Fortitude
  +3
  2
  Senses
  +2
  -
  Technical
  +3
  2
  DEFENCES
  Firewall
  12
  Resolve
  13
  Vigour
  11
  Security
  2
  Morale
  2
  Armour
  3
  ATTACKS:    
  • Knife: Melee, 1+3§, 1H, Concealed 1, Non-Hackable, Subtle 2, 
  Thrown, Unforgiving 1
  • Combi Riﬂ e + Light Shotgun: Range C/M, 1+7§, Burst 2, 2H, 
  Standard, Expert, MULTI Medium Mod, Vicious 1
  • Light Shotgun: Range C, 1+6§, Burst 1, Unbalanced, Normal Shells 
  Knockdown
  GEAR: Medium Combat Armour
  SPECIAL ABILITIES:
  • Survivalist (2 Heat): Fusilier Bipandra rolls an additional d20 and 
  gains two extra Momentum on her next Stealth or Survival test.
  • Battleﬁ eld Medicine (2 Heat): Fusilier Bipandra may rerroll any of 
  the dice rolled when making a Medicine skill test. Fusilier Bipandra 
  also gains 2 bonus Momentum which may be only be used to recover 
  Vigour or treat Wounds.
  • Angus Button (2 Heat): Due to her extensive experience with 
  Angus, Bipandra has developed a second sense for trouble. Bipandra 
  automatically wins any test for Surprise.
  • Long-Suffering: Due to her long association with Angus, very little 
  can shock or shake Bipandra; she has a Morale soak of 2.
  SKILL BREAKDOWN:
  • Combat: Ballistics 2/0; Close Combat 2/1 
  • Fortitude: Discipline 3/2; Extraplanetary 1/0; Resistance 3/2; 
  Survival 3/2 
  • Movement: Acrobatics 1/1; Athletics 1/1; Pilot 1/0; Stealth 1/1 
  • Senses: Analysis 2/0; Observation 2/0 
  • Social: Command 2/1; Lifestyle 1/0; Persuade 1/0; Psychology 1/0 
  • Technical: Education 3/2; Hacking 1/0; Medicine 3/2; Science 1/1; 
  Tech 1/1.
  FUSILIER BIPANDRA
  
  VI
  TREITAK ANYAT
  Cold, daring, and unscrupulous, Anyat is a gambler 
  willing to push herself into dangerous situations 
  with the ﬁ rm belief that she has the skill set and 
  opportunism to see the day through. Anyat isn’t 
  there for the glory or the honour. Such passing 
  tributes are of little interest to her. She is there 
  for the excitement, the thrill of the chase, the 
  blood-pounding rush of the moment—and she’s 
  there for the spoils. Naked self-interest is her 
  biggest motivator, and while many Morats hope 
  to retire with a litany of honoriﬁ cs, Anyat hopes to 
  retire with well-lined pockets and early. 
  In the “First Domino” adventure of The Cost of 
  Greed campaign Treitak Anyat and her team have 
  been smuggled into Yinquan in order to collect 
  information on a Mag-Lev that will be carrying a 
  certain prisoner. This ties closely with the story line 
  of the “Train Rescue” Dire Foes Scenario, which can 
  be found in Uprising, from Corvus Belli.
  Hillit haru
  NEMESIS
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  12
  10
  11
  12
  9
  8
  10
  FIELDS OF EXPERTISE
  Combat
  +4
  2
  Movement
  +3
  2
  Social
  +1
  1
  Fortitude
  +3
  2
  Senses
  +2
  2
  Technical
  +1
  -
  DEFENCES
  Firewall
  10
  Resolve
  11
  Vigour
  14
  Security
  1
  Morale
  -
  Armour
  2
  ATTACKS: 
  • Knife: Melee, 1+5§, 1H, Concealed 1, Non-Hackable, Subtle 2, 
  Thrown, Unforgiving 1
  • Combi Riﬂ e: Range C/M, 1+7§, Burst 2, 2H, Standard, Expert, MULTI 
  Light Mod, Vicious 1
  • Chain Riﬂ e: Range C, 1+8§, Burst 1, 2H, Normal, Spread 1, Torrent, 
  Vicious 1
  • Smoke Grenades: Grenade, N/A, Disposable, Indiscriminate (Close), 
  Nonlethal, Speculative Fire, Smoke 2, Thrown
  GEAR: Light Combat Armour
  SPECIAL ABILITIES:
  • Gambler (2 Heat): Treitak Anyat may reroll every d20 on a skill test 
  she has just made but must accept the new results. 
  • Ready for Anything: Treitak Anyat gains an additional d20 when 
  making a face-to-face test for Surprise.
  SKILL BREAKDOWN:
  • Combat: Ballistics 3/2; Close Combat 4/2 
  • Fortitude: Discipline 1/1; Extraplanetary 1/0; Resistance 3/2; 
  Survival 3/2 
  • Movement: Acrobatics 3/2; Athletics 3/2; Pilot 1/0; Stealth 2/2 
  • Senses: Analysis 1/0; Observation 2/2 
  • Social: Command 1/1; Lifestyle 1/0; Psychology 1/1 
  • Technical: Education 1/0; Medicine 1/0; Thievery 1/0.
  TREITAK ANYAT
  
  THE ROLEPLAYING GAME
  VII
  DIRE FOES: THE COST OF GREED
  YURIKO ODA
  Guī Fēng Yuriko Oda is a special agent in the 
  Yănjīng, but also leads a secret life as an agent 
  of the Kempeitai. She is driven, ruthless, and 
  untrusting of anyone. She is also a consummate 
  double agent and has only survived this long by 
  being careful to not raise suspicions or leave loose 
  ends. Working as a double agent for an enemy 
  power is bad enough, but to be a double agent for 
  a secessionist movement within your own power is 
  an instant death sentence if she is ever caught. The 
  Kempeitai will not pause to think before cutting 
  her loose if she ever puts a step wrong, and if she 
  is ever uncovered for what she is by the Yănjīng, 
  death is equally assured. Irrespective of the threats 
  she faces and the odds stacked against her, she 
  doesn’t balk at any challenge because she has seen 
  how the Yu Jingese treat those of her ethnicity. She 
  is a ﬁ ghter, clever and resourceful, and so far, she 
  has managed to stay ahead of the game.
  In the “Ice and Fire” adventure of The Cost of Greed
  campaign, Yuriko Oda is on a mission on behalf of 
  the Yănjīng to monitor and track MagnaObra ship-
  ments. However, she has recently found that one 
  of the Yu Jingese supply depots on the outskirts 
  of Quanxue is stockpiling explosives to be used 
  against Japanese forces smuggling refugees from 
  Chunqiu to Kōritawā. She plans to manipulate the 
  characters, giving them the opportunity to uncover 
  the information they require while at the same time 
  as striking a blow for the Kempetai.
  NEMESIS
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  12
  11
  9
  10
  12
  8
  10
  FIELDS OF EXPERTISE
  Combat
  +3
  2
  Movement
  +2
  1
  Social
  +2
  -
  Fortitude
  +3
  2
  Senses
  +2
  2
  Technical
  +3
  2
  DEFENCES
  Firewall
  15
  Resolve
  13
  Vigour
  11
  Security
  1
  Morale
  2
  Armour
  2
  ATTACKS: 
  • Knife: Melee, 1+4§, 1H, Concealed 1, Non-Hackable, Subtle 2, 
  Thrown, Unforgiving 1
  • Combi Riﬂ e: Range C/M, 1+7§, Burst 2, 2H, Standard, Expert, MULTI 
  Light Mod, Vicious 1
  • D-Charges: Charge, 2+6§, 1H, Anti-Material 2, Comms, Disposable, 
  Piercing 3, Spread 1, Unsubtle, Vicious 2
  • Panzerfaust: Range L, 2+7§, Burst 1, 2H, Needle, Munition, Unsubtle
  • Stun Baton: Melee, 1+5§, 1H, Non-Hackable, Knockdown, Subtle 1, 
  Stun
  GEAR: Light Combat Armour
  SPECIAL ABILITIES:
  • Convincing (2 Heat): If she has employed Persuade with the intent 
  of maintaining her cover, concealing her history, or masking her 
  intentions, Yuriko Oda may reroll every d20 on the Persuade test she 
  has just made but must accept the new results.
  • Dedicated: Such is Yuriko Oda’s commitment to her cause that she 
  has a Morale Soak of 2.
  • Demolitions Expert: Yuriko Oda may roll an additional d20 when 
  placing or disarming explosives.
  SKILL BREAKDOWN:
  Combat: Ballistics 2/1; Close Combat 3/2 
  Fortitude: Discipline 3/2; Extraplanetary 1/0; Resistance 2/2; 
  Survival 2/2 
  Movement: Acrobatics 1/1; Athletics 2/1; Pilot 2/0; Stealth 2/1 
  Senses: Analysis 2/2; Observation 2/2 
  Social: Command 1/1; Lifestyle 1/0; Persuade 2/1; Psychology 1/0 
  Technical: Education 2/2; Hacking 2/1; Medicine 2/2; Science 2/1; 
  Tech 3/2; Thievery 3/1.
  YURIKO ODA
  characters, giving them the opportunity to uncover 
  the information they require while at the same time 
  as striking a blow for the Kempetai.
  
  VIII
  HATAIL AELIS 
  KEESAN
  Aelis Keesan was assistant professor in xenoarchae-
  ology studying the burial mounds of the extinct 
  Doylya race when the planet Doymas came under 
  attack from Combined Army forces. Despite being 
  marked as a civilian settlement, her area was razed 
  by the Shasvastii, and the ancient burial mounds 
  destroyed. She herself was captured then tortured 
  by a Shasvastii Intelligence Ofﬁ cer known as Corax 
  Hasht. It took weeks of surgery to bring her back 
  from the brink of death. Required to serve in the 
  Tohaa military in exchange for her treatments, 
  she declined a position as an intelligence analyst, 
  instead opting for advanced tactical training. A 
  burning desire for revenge drove her decision then, 
  and drives her still. 
  Hatail Aelis Keesan is on Svalarheima during the 
  “Ice and Fire” adventure of The Cost of Greed cam-
  paign. She hates the cold, and Svalarheima is about 
  the coldest place she has ever been. On an O-12 
  sanctioned operation, she is seeking a small team 
  of suspected Shasvastii Speculo Killers, a mission 
  she requested, even if it did mean going to most 
  backward hellscape in the Sphere. On Paradiso, 
  she was part of a Tohaa strike team that uncovered 
  the mutilated bodies of a number of human 
  technicians and private operators employed to test 
  network systems. The problem was that several 
  hours after the humans were killed, several 
  of them boarded the C8 Circular headed for 
  Svalarheima. None of these ‘dead’ passen-
  gers stayed on the Circular headed to Dawn, 
  so they must be on Svalarheima. 
  Hatail Aelis intends to ﬁ nd them, 
  and make sure that they pay.
  Hillit haru
  NEMESIS
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  11
  11
  9
  10
  12
  8
  10
  FIELDS OF EXPERTISE
  Combat
  +3
  2
  Movement
  +2
  1
  Social
  +1
  -
  Fortitude
  +2
  2
  Senses
  +2
  2
  Technical
  +4
  2
  DEFENCES
  Firewall
  16
  Resolve
  12
  Vigour
  11
  Security
  2
  Morale
  0/3*
  Armour
  3
  *See Special Abilities below
  ATTACKS: 
  • Knife: Melee, 1+4§, 1H, Concealed 1, Non-Hackable, Subtle 2, 
  Thrown, Unforgiving 1
  • Combi Riﬂ e: Range C/M, 1+7§, Burst 2, 2H, Standard, Expert, MULTI 
  Light Mod, Vicious 1
  • Nanopulser: Range C, 1+7§, Burst 1, 1H, Biotech, Subtle 3, Torrent, 
  Vicious 2
  • Flash Pulse: Range M, 1+7§, Burst 1, 2H, Flash
  • D-Charges: Charge, 2+6§, 1H, Anti Material 2, Comms, Disposable, 
  Piercing 3, Spread 1, Unsubtle, Vicious 2
  GEAR: Medium Combat Armour, Defensive Hacking Device: CLAW-
  0, SWORD-0, SHIELD-3, GADGET-1, IC-3
  SPECIAL ABILITIES:
  • Driven: When dealing with Shasvastii, Aelis Keesan has a Morale 
  Soak of 3.
  • Talented Hacker: Aelis Keesan may roll an additional d20 when 
  making any Hacking test.
  • Vengeance (2 Heat): If the target of Aelis’s attack is Shasvastii, she 
  may use this ability to reroll every d20 for the attack. This may only 
  be used once per attack roll, and the new results must be accepted.
  SKILL BREAKDOWN:
  • Combat: Ballistics 3/1; Close Combat 3/2 
  • Fortitude: Discipline 2/2; Extraplanetary 2/1; Resistance 2/2; 
  Survival 2/2 
  • Movement: Acrobatics 1/1; Athletics 1/1; Pilot 1/0; Stealth 2/1 
  • Senses: Analysis 2/2; Observation 2/2 
  • Social: Command 1/0; Lifestyle 1/0; Persuade 1/0; Psychology 1/0 
  • Technical: Education 4/2; Hacking 4/2; Medicine 3/1; Science 3/2; 
  Tech 4/1.
  HATAIL AELIS KEESAN
  
  THE ROLEPLAYING GAME
  IX
  DIRE FOES: THE COST OF GREED
  THRASYMEDES
  In legend, Thrasymedes is the son of Nestor, one of 
  the youngest Greek captains to take part in the war 
  against Troy, and was one of the members of the 
  force that inﬁ ltrated the city inside the Trojan horse.
  As a member of the SSS, Thrasymedes is an expert 
  in advance and incursion activities, capable of 
  making independent tactical decisions in high 
  intensity situations. He became a valued member of 
  Achille’s Homeridea, where he has served with fame 
  and distinction, even if he bridles at the often-reck-
  less decision-making of its glorious leader.  
  In the “Hacking the Hack” adventure of The Cost 
  of Greed campaign, ALEPH has become aware that 
  an Equinox cell is operating out of the Heatwave 
  Enclave on Bakunin, and that it has stolen 
  something from the Yănjīng designed to subvert 
  security protocols. This cannot be allowed to stand. 
  While aware that Bureau Noir has agents working 
  the case, ALEPH has also activated Thrasymedes 
  to investigate. With his tracking and monitoring 
  software switched off, Trasymedes has made con-
  tact with an on-again-off-again contact and lover 
  Lupe Balboa.
  NEMESIS
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  12 (2)
  12 (2)
  10 (2)
  12 (2)
  12 (2)
  10 (2)
  10 (2)
  FIELDS OF EXPERTISE
  Combat
  +5
  2
  Movement
  +4
  1
  Social
  +2
  1
  Fortitude
  +3
  2
  Senses
  +2
  2
  Technical
  +2
  2
  DEFENCES
  Firewall
  16
  Resolve
  15
  Vigour
  15
  Security
  2
  Morale
  5
  Armour
  3
  ATTACKS: 
  • Myrmidon Xiphos: Melee, 3+10 §, Unbalanced, Non-Hackable, 
  Parry 2, Piercing 2, Unforgiving 2, Vicious 1
  • Submachine Gun: Range C, 2+6§, Burst 2, 2H, Normal, Spread 1, 
  Torrent, Vicious 1
  • Nanopulser: Range C, 1+8§, Burst 1, 1H, Biotech, Subtle 3, Torrent, 
  Vicious 2
  GEAR: Bodhisattva i-Lhost (Kinematika, ODD, Armour Soak 3, 
  Security 2) - ALEPH sourcebook, p. 66
  SPECIAL ABILITIES:
  • Common Special Abilities: Fast Recovery (Firewall 1, Resolve 1, 
  Vigour 1), Inured to Disease and Pain, Keen Senses (Sight, Hearing, 
  Smell), Menacing 6, Night Vision, Quantronic Jump, Superhuman 
  Attributes (all 2)
  • Unshakable Conﬁ dence: Thrasymedes has a Morale Soak of 5.
  • Inﬁ ltration Specialist (2 Heat): Thrasymedes may reroll any 
  d20s rolled when making an Analysis, Animal Handling, Athletics, 
  Education, Observation, or Survival test related to working in an 
  advance or inﬁ ltration capacity. He may use this ability to reroll every 
  d20 on the test but must accept the new results.
  • Martial Subroutines: The Heat cost of Thrasymedes Defence 
  and Guard Reactions using Close Combat are reduced by one 
  (minimum 0), and Heat spent for additional dice on Close Combat 
  tests provide two dice instead of one (3 bonus dice maximum).
  • Homeridae: As a member of the Homeridae, Thrasymedes has 
  an undeniable presence when he desires it. He generates an 
  additional 1 Momentum on all Social tests but increases the 
  Complication Range of such tests by 1.
  SKILL BREAKDOWN:
  • Combat: Ballistics 3/2; Close Combat 5/2 
  • Fortitude: Discipline 3/2; Extraplanetary 3/0; Resistance 3/1; 
  Survival 3/1 
  • Movement: Acrobatics 2/1; Athletics 2/1; Pilot 2/1; Stealth 4/1 
  • Senses: Analysis 2/2; Observation 2/2 
  • Social: Animal Handling 2/0; Command 2/1; Lifestyle 1/0; 
  Persuade 2/0; Psychology 1/0 
  • Technical: Education 2/2; Hacking 2/2; Medicine 1/0; Science 2/2; 
  Tech 2/2.
  THRASYMEDES
  
  X
  ALGUACIL 
  VORTEX LUPE 
  BALBOA
  Lupe Balboa served ﬁ ve years in a tactical penal 
  regiment for what she did to her former boyfriend 
  and his lover after she caught them together. Five 
  long years of surviving on broken-down life support 
  systems and trying to ﬁ x the worst problems with 
  the wrong tools. Stubborn to her core, she refused 
  to give up, and eventually came to the attention of 
  the Black Hand. She was offered a new position in 
  the Nomad intelligence service. It’s not something 
  that makes her day job any safer, but the pay and 
  living conditions were a hell of a lot better, and 
  Lupe accepted.
  In the “Hacking the Hack” adventure of The Cost 
  of Greed campaign, Lupe Balboa initially refused 
  to consider allowing an ALEPH “tin-soldier” (as 
  she sometimes refers to him) anywhere near a 
  Nomad ship. But, after being shown evidence of an 
  Equinox Locus cell onboard, she agreed to allow 
  Thrasymedes, chaperoned personally, to investigate.
  Hillit haru
  NEMESIS
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  10
  9
  9
  10
  9
  9
  9
  FIELDS OF EXPERTISE
  Combat
  +3
  2
  Movement
  +1
  1
  Social
  +1
  1
  Fortitude
  +2
  1
  Senses
  +2
  1
  Technical
  +3
  1
  DEFENCES
  Firewall
  12
  Resolve
  11
  Vigour
  11
  Security
  2
  Morale
  2
  Armour
  3
  ATTACKS: 
  • Knife: Melee, 1+4§, 1H, Concealed 1, Non-Hackable, Subtle 2, 
  Thrown, Unforgiving 1
  • Combi Riﬂ e: Range C/M, 1+6§, Burst 2, 2H, Standard, Expert, MULTI 
  Light Mod, Vicious 1
  • Nanopulser: Range C, 1+6§, Burst 1, 1H, Biotech, Subtle 3, Torrent, 
  Vicious 2
  • Panzerfaust: Range L, 2+6§, Burst 1, 2H, Needle, Munition, Unsubtle
  • Smoke Grenades: Grenade, N/A, Disposable, Indiscriminate (Close), 
  Nonlethal, Speculative Fire, Smoke 2, Thrown
  GEAR: Medium Combat Armour, Optical Disruption Device
  SPECIAL ABILITIES:
  • Stubborn: Lupe Balboa has a Morale Soak of 2.
  • Operative: Lupe Balboa may roll an additional d20 when making 
  any Hacking test.
  • Pancho: Lupe Balboa has a pet drakomon called Pancho. Despite 
  being a small, cute, and endearing dragon, it has the same stat block 
  as a Guard Dog (see Inﬁ nity Corebook, p. 481) and is as well-trained 
  and responsive to Lupe’s commands as any good guard dog might be.
  SKILL BREAKDOWN:
  • Combat: Ballistics 2/2; Close Combat 3/2 
  • Fortitude: Discipline 2/1; Extraplanetary 2/1; Resistance 2/1; 
  Survival 2/1 
  • Movement: Acrobatics 1/1; Athletics 1/1; Pilot 1/0; Stealth 1/1 
  • Senses: Analysis 2/1; Observation 2/1 
  • Social: Animal Handling 1/1; Command 1/0; Lifestyle 1/0; 
  Persuade 1/0; Psychology 1/0 
  • Technical: Education 2/1; Hacking 3/1; Medicine 2/1; Science 2/1; 
  Tech 3/1; Thievery 3/1.
  LUPE BALBOA
  
  THE ROLEPLAYING GAME
  XI
  DIRE FOES: THE COST OF GREED
  ISOBEL 
  MCGREGOR
  As a McGregor, speciﬁ cally the granddaughter of 
  Isobel McAndrew who is a heroine of the Antipode 
  Offensives, young Isobel McGregor had a lot of 
  reputation to live up to. A hot-headed character, 
  her family was concerned that she might live up 
  to the reputation of her clan and forebears a little 
  too much and enrolled her in the army. Feeling 
  like the regular rank and ﬁ le was not a place that 
  suited her, she earned a place in the Department of 
  Intelligence, serving on Paradiso with the Ariadnan 
  Expeditionary Corps. Witnessing of the devastating 
  effects of modern technology on the battleﬁ eld, 
  she fell into despair that Ariadna had no hope 
  of standing independent in the Human Sphere 
  while it lacked so desperately for technological 
  parity. Unless of course someone could change 
  that—be Prometheus stealing the ﬁ re of the 
  modern age from heaven! The Stavka agreed, and 
  she transferred to work alongside Bureau Aegis to 
  aid in joint operations on Paradiso, learning the 
  careful art of an information thief and expert in 
  cyberdefense.
  Isobel is an oddity, a hacker from Ariadna. She has 
  worked with Bureau Aegis on Paradiso as an intel 
  operative and has loyalties to the Stavka, Ariadna, 
  and her clan. In the “Hacking the Hack” adventure 
  of The Cost of Greed Campaign, Isobel is on Bakunin 
  to learn from the best and has spent some time 
  working alongside several Nomad tech and hacking 
  groups to improve her skills. In this adventure, she 
  is an unwitting pawn, tasked by one of her hacking 
  contacts (who has been tasked by the Equinox cell) 
  to ﬁ nd the PCs as they arrive and to lead them to 
  the Heatwave Enclave.
  NEMESIS
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  10
  9
  8
  8
  11
  10
  9
  FIELDS OF EXPERTISE
  Combat
  +2
  2
  Movement
  +1
  1
  Social
  +1
  -
  Fortitude
  +2
  1
  Senses
  +2
  1
  Technical
  +3
  2
  DEFENCES
  Firewall
  14
  Resolve
  11
  Vigour
  10
  Security
  1
  Morale
  1
  Armour
  2
  ATTACKS: 
  • Knife: Melee, 1+3§, 1H, Concealed 1, Non-Hackable, Subtle 2, 
  Thrown, Unforgiving 1
  • Riﬂ e: Range M, 1+6§, Burst 2, 2H, Standard, MULTI Light Mod, 
  Vicious 1
  • Flash Pulse: Range M, 1+6§, Burst 1, 2H, Flash, -
  • D-Charges: Charge, 2+6§, 1H, Anti Material 2, Comms, Disposable, 
  Piercing 3, Spread 1, Unsubtle, Vicious 2
  • EM2 Mines: Mine, 2+5§, 1H, Comms, Disposable, Indiscriminate 
  (Close), Unsubtle, Area (Close), Breaker, E/M, Piercing 2 
  GEAR: Light Combat Armour, White Hacking Device (CLAW-0, 
  SWORD-0, SHIELD-3, GADGET-1, IC-3, UPGRADE: Cyberalert Systems)
  SPECIAL ABILITIES:
  • McGregor: Isobel McGregor has a Morale Soak of 1.
  • Operative: Isobel McGregor may roll an additional d20 when making 
  any Hacking test.
  SKILL BREAKDOWN:
  • Combat: Ballistics 2/2; Close Combat 2/1 
  • Fortitude: Discipline 2/1; Extraplanetary 1/0; Resistance 2/1; 
  Survival 2/1 
  • Movement: Acrobatics 1/1; Athletics 1/1; Stealth 1/1 
  • Senses: Analysis 2/1; Observation 2/1 
  • Social: Command 1/0; Lifestyle 1/0; Persuade 1/0; Psychology 1/0 
  • Technical: Education 3/2; Hacking 3/2; Science 1/1; Tech 3/1; 
  Thievery3/0.
  ISOBEL MCGREGOR
  groups to improve her skills. In this adventure, she 
  is an unwitting pawn, tasked by one of her hacking 
  contacts (who has been tasked by the Equinox cell) 
  to ﬁ nd the PCs as they arrive and to lead them to 
  the Heatwave Enclave.
  
  XII
  HUSAM YASBIR
  If misinformation is a way of life for the Hassassins, 
  then the Husam, Yasbir, is the one example who 
  epitomises that lifestyle. A living spectre, an enig-
  matic myth, a ghost story to terrorise new recruits 
  in the secret services of opposing nations. Yasbir 
  doesn’t just espouse the principals of deception, he 
  wrote the book on them.
  Rumours insist that Yasbir’s involvement with the 
  Hassassins can be traced back to their founding in 
  the wake of Farhad Khadivar’s murder. There are 
  even those who say that Yasbir was the ﬁ rst Fiday, 
  and he was the one to orchestrate the campaign of 
  vengeance against Khalaf ibn Ahmad. Some reports 
  place Yasbir on the Hassassin’s inner council, the 
  Old Man’s right hand who is there to ensure the 
  hardest tasks are successfully completed. A few 
  go as far as to say that Yasbir is the Old Man of 
  the Mountain, hiding in plain sight and taunting 
  his enemies.
  Regardless of the truth, which will almost certainly 
  never be known, Yasbir is without doubt the preem-
  inent Husam — those deadly special agents of 
  the Hassassin society. Yasbir’s knowledge, wit, and 
  intellect are also renowned outside the subterfuge 
  arena, where he is credited with an insightful 
  knowledge of the Haqqislam doctrine. He is also 
  known to harbour a mischievous temperament that 
  can be surgically aimed to rouse a response, as 
  the Odalisques have recently discovered, much to 
  their chagrin.
  In the “Hot Sands” adventure of The Cost of Greed
  campaign Husam Yasbir is the Hassassin contact 
  who will support the characters in helping former 
  MagnaObra executive Rosario Lena escape from 
  Bourak to Concilium.
  Hillit haru
  NEMESIS
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  11
  12
  10
  11
  10
  10
  11
  FIELDS OF EXPERTISE
  Combat
  +5
  3
  Movement
  +3
  3
  Social
  +2
  2
  Fortitude
  +2
  2
  Senses
  +3
  2
  Technical
  +3
  2
  DEFENCES
  Firewall
  12
  Resolve
  13
  Vigour
  12
  Security
  3
  Morale
  5
  Armour
  2
  ATTACKS: 
  • Knife: Melee, 1+5§, 1H, Concealed 1, Non-Hackable, Subtle 2, 
  Thrown, Unforgiving 1
  • Viral Sword: Melee, 1+7§, 1H, Biotech, Grievous, Non-Hackable, 
  Parry 2, Toxic 2, Vicious 1
  • Riﬂ e + Light Shotgun: Range M, 1+8§, Burst 2, 2H, Medium MULTI, 
  Vicious 1
  • Light Shotgun: Range C, 1+7§, Unbalanced, Knockdown
  • Nanopulser: Range C, 1+8§, 1H, Biotech, Subtle 3, Torrent, Vicious 2
  GEAR: Light Combat Armour, Holoprojector
  SPECIAL ABILITIES:
  • Loyal unto Death (2 Heat): Hassassins can never let themselves be 
  taken alive. If the PCs try to capture a Hassassin, a Heat point spend 
  allows the Hassassin to take their own life with a concealed cyanide 
  capsule or similar method.
  • Old Man’s Right Hand: Though the truth of his position and identity 
  might never be known, there is no denying that Yasbir is deeply 
  embedded. He can reroll 1d20 when making a Command or Lifestyle 
  test but must accept the new result. Additionally, he nets 2d20 when 
  spending Momentum to add extra dice (instead of 1) and gains 2 
  additional Momentum on successful Psywar attacks when using the 
  Command skill. Further, any time he needs assistance from other 
  individuals, he reduces the difﬁ culty of the Lifestyle test to ﬁ nd 
  a contact by -1 difﬁ culty, to a minimum of Simple (D0). Finally, he 
  has several elite contacts drawn from across the Human Sphere, 
  which allows him to make a Challenging (D2) Lifestyle test to gain 
  additional Assets and resources for any task related to Hassassin 
  activity.
  • Silent Death (1 Heat): Yasbir’s targets never see him coming. He may 
  spend Heat in place of Momentum to reduce the category of stealth 
  actions — noisy, sneaky, silent — and reduce the cost by 1 Heat.
  SKILL BREAKDOWN:
  • Combat: Ballistics 2/2; Close Combat 5/3 
  • Fortitude: Discipline 2/2; Extraplanetary 2/0; Resistance 2/2; 
  Survival 2/2 
  • Movement: Acrobatics3/3; Athletics 2/1; Pilot 1/0; Stealth 2/1 
  • Senses: Analysis 2/2; Observation 3/2 
  • Social: Animal Handling 2/0; Command 2/2; Lifestyle 2/2; 
  Persuade 2/2; Psychology 2/2 
  • Technical: Education 3/2; Hacking 2/0; Medicine 3/2; Science 2/2; 
  Tech 2/2; Thievery 3/2.
  HUSAM YASBIR
  SPECIAL ABILITIES 
  (CONTINUED)
  • The First Fiday: Yasbir’s 
  legend serves as a master 
  class in misdirection. 
  Regardless, his skills and 
  record are peerless. He 
  beneﬁ ts from a Morale Soak 
  of 5 and may reroll up to 3§
  when making a melee or 
  ranged attack, or 1d20 when 
  an Acrobatics, Stealth, or 
  Thievery test, but must accept 
  the new results. Additionally, 
  he reduces the penalty for 
  ﬁ ring at a range other than 
  the weapon’s optimal range 
  by 1 step (to a minimum of 
  0) and can draw a weapon 
  as a Free Action. He does not 
  need to have a weapon in 
  hand in order to respond to 
  an attack. As long as he has a 
  weapon within Reach, he can 
  always make a Close Combat 
  test as part of a Defence or 
  Guard Reaction. Further, each 
  Momentum or Heat he spends 
  to gain additional dice for a 
  Close Combat or Stealth test 
  provides two dice, instead of 
  one (+3d20 maximum still 
  applies), and he can substitute 
  his Close Combat skill for 
  Acrobatics when attempting 
  a Defence or Guard Reaction. 
  Finally, he can reroll two d20s 
  when attempting to pick a 
  lock or overcome a security 
  system but must accept the 
  new results. 
  • Train and Counsel: Yasbir 
  has decades of experience 
  drawn from many ﬁ elds, 
  which he freely relates and 
  debates with his students. 
  He may reroll one d20 when 
  making an Analysis, Education, 
  Hacking, Persuade or Tech 
  test but must accept the 
  new result.
  He may reroll one d20 when 
  making an Analysis, Education, 
  
  THE ROLEPLAYING GAME
  XIII
  DIRE FOES: THE COST OF GREED
  INDIGO BROTHER 
  KONSTANTINOS
  Indigo Brother Konstantinos lost Nikki, the woman 
  he loved, in a violent sabotage of the MagnaObra 
  dome-factory where she worked, and she died 
  because of him. A born risk taker, he lost control of 
  his vehicle in his rush to get to the dome, arriving 
  too late to save her and four others. It was this that 
  drove him to join a Military Order, hoping to earn 
  enough credit to have her Resurrected.
  In the “Hot Sands” adventure of The Cost of Greed
  campaign, Indigo Brother Konstantinos learned of 
  Rosario Lena’s death, like everyone else, on Maya; 
  there he also learned that she resurfaced shortly 
  afterwards. How the information that she was 
  being held by the Hassassins fell into his lap he 
  isn’t sure, but with it came a glimmer of hope. If he 
  could return a MagnaObra executive, perhaps the 
  corporation would provide for Nikki’s Resurrection. 
  Surprisingly, his superiors green-lit his proposal; its 
  connection to MagnaObra seemed the reason why. 
  That Konstantinos also has the chance to kill 
  Hassassins is just icing on the cake, because they 
  were the ones who sabotaged the dome where 
  Nikki worked.
  NEMESIS
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  10
  9
  11
  10
  8
  8
  9
  FIELDS OF EXPERTISE
  Combat
  +3
  3
  Movement
  +2
  1
  Social
  +2
  -
  Fortitude
  +2
  1
  Senses
  +2
  1
  Technical
  +1
  -
  DEFENCES
  Firewall
  8
  Resolve
  10
  Vigour
  13
  Security
  -
  Morale
  2
  Armour
  4
  ATTACKS: 
  • Knife: Melee, 1+5§, 1H, Concealed 1, Non-Hackable, Subtle 2, 
  Thrown, Unforgiving 1
  • Armour-Piercing Sword: Melee, 1+8§, Non-Hackable, Parry 2, 
  Piercing 2, Vicious 1
  • Combi Riﬂ e: Range C/M, 1+6§, Burst 2, 2H, Standard, Expert, MULTI 
  Light Mod, Vicious 1
  • D-Charges: Charge, 2+6§, 1H, Anti Material 2, Comms, Disposable, 
  Piercing 3, Spread 1, Unsubtle, Vicious 2
  GEAR: AutoMediKit, Heavy Combat Armour (Military Order), 
  Multispectral Visor X
  SPECIAL ABILITIES:
  • Unswerving Faith: Indigo Brother Konstantinos has a Morale Soak 
  of 2.
  • Burning Hatred: Indigo Brother Konstantinos gains 1 bonus 
  Momentum that may be only be used when making an attack 
  against, or reaction to, a Hassassin enemy.
  • Sword of the Spirit: When making a melee attack, Indigo Brother 
  Konstantinos can reroll up to 2§ but must accept the new results.
  SKILL BREAKDOWN:
  • Combat: Ballistics 2/1; Close Combat 3/3 
  • Fortitude: Discipline 1/1; Extraplanetary 1/0; Resistance 2/1; 
  Survival 2/1 
  • Movement: Acrobatics 2/1; Athletics 2/1; Pilot 2/0 
  • Senses: Analysis 1/1; Observation 2/1 Social: Command 2/1; 
  Lifestyle 1/0; Persuade 2/0 
  • Social: Command 2/0
  • Technical: Education 1/0; Medicine 1/0
  BROTHER KONSTANTINOS
  
  XIV
  ROSARIO LENA
  In the “Hot Sands” adventure of The Cost of Greed
  campaign, Rosario Lena was a high-ﬂ ying exec-
  utive for MagnaObra, overseeing facilities across 
  Paradiso, until a chain of events led her to question 
  everything she knew about the Corporation. 
  MagnaObra has always had a reputation for dirty 
  dealings and involvement with things not strictly 
  legal, but what Lena stumbled across was too 
  far, even for her. In real fear for her life, she ﬂ ed, 
  riding the Xiangu elevator on Paradiso to orbit 
  and boarding a Circular. Contacts helped her ﬁ nd 
  the Hassassins, and they in turn found her shelter 
  on Bourak.
  Hillit haru
  NEMESIS
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  9
  9
  8
  9
  10
  9
  9
  FIELDS OF EXPERTISE
  Combat
  +1
  -
  Movement
  +2
  -
  Social
  +3
  2
  Fortitude
  +1
  1
  Senses
  +2
  1
  Technical
  +1
  -
  DEFENCES
  Firewall
  11
  Resolve
  11
  Vigour
  9
  Security
  -
  Morale
  2
  Armour
  1
  ATTACKS: 
  • Knife: Melee, 1+3§, 1H, Concealed 1, Non-Hackable, Subtle 2, 
  Thrown, Unforgiving 1
  • Pistol: Range: R/C, 1+5§, Burst 1, 1H, Standard, Vicious 1
  GEAR: Modcoat - Short
  SPECIAL ABILITIES:
  • Driven: Her experiences at MagnaObra have turned her away from 
  the company she once served and loved. Now, she will stop at 
  nothing to have her story heard. Rosario Lena has a Morale Soak of 2.
  SKILL BREAKDOWN:
  • Combat: Ballistics 1/0; Close Combat 1/0 
  • Fortitude: Discipline 1/1; Resistance 1/0 
  • Movement: Acrobatics 2/0; Athletics 2/0; Pilot 2/0 
  • Senses: Analysis 2/1; Observation 2/1 
  • Social: Command 3/1; Lifestyle 3/2; Persuade 3/1; Psychology 2/2 
  • Technical: Education 2/0; Hacking 1/0; Tech 1/1; Thievery 1/0.
  ROSARIO LENA
  
  THE ROLEPLAYING GAME
  XV
  DIRE FOES: THE COST OF GREED
  CORAX HASHT
  Bred as a soldier and a protector of the 
  Shasvastii race, Corax Hasht was undertaking 
  an induced-learning shift inside its SeedEmbryo 
  when a Tohaa attack destroyed the SpawnEmbryo 
  reserve hatchery for the Aerota star cluster. Driven 
  by revenge, Hasht requested transfer to the Corash 
  unit, where it could inﬂ ict the most damage on the 
  Tohaa. Hasht was involved in the capture of the 
  Teramaasu stronghold, in the incursion into the 
  Tojans of the Breo-Kasi gas giant, and the destruc-
  tion of the scientiﬁ c colonies of the planet Doymas. 
  In the “Black Box” adventure of The Cost of Greed
  campaign, Corax Hasht is the key contact providing 
  direction and support from the Combined Army 
  to the cabal within MagnaObra. Calculating and 
  deadly, he a ferocious opponent able to use guile 
  and raw power in equal measure.
  NEMESIS
  ATTRIBUTES
  AGI
  AWA
  BRW
  COO
  INT
  PER
  WIL
  12
  10
  12
  12
  9
  6
  11
  FIELDS OF EXPERTISE
  Combat
  +4
  2
  Movement
  +3
  2
  Social
  +1
  -
  Fortitude
  +4
  2
  Senses
  +2
  2
  Technical
  +1
  -
  DEFENCES
  Firewall
  10
  Resolve
  15
  Vigour
  16
  Security
  -
  Morale
  1
  Armour
  -
  ATTACKS: 
  • Knife: Melee, 1+6§, 1H, Concealed 1, Non-Hackable, Subtle 2, 
  Thrown, Unforgiving 1
  • Assault Pistol: Range: R/C, 1+6§, Burst 2, Unbalanced, Standard, 
  Vicious 1
  • Spitﬁ re: Range: M, 1+7§, Burst 3, 2H, Normal, Spread 2, Unsubtle
  GEAR: Nanoscreen. This may be activated with a Technical (D1) 
  test. Once activated, it provides the equivalent of Light Cover to the 
  owner (2§ Cover Soak). This Cover Soak only applies to ranged 
  attacks made against the owner while the Nanoscreen is on. The 
  Nanoscreen can remain activated for up to one hour before it needs to 
  be switched off and allowed to recharge for at least twenty minutes.
  SPECIAL ABILITIES:
  • Common Special Abilities: Due to its terrifying presence, Corax 
  Hasht has Fear 1, and Threatening 1. 
  • Vengeance: Driven to inﬂ ict bloody revenge on the Tohaa, Corax 
  Hasht has a Morale Soak of 1.
  • Pioneer: Corax Hasht can reroll one d20 when making a Stealth test 
  but must accept the new result.
  • Military Training: Corax Hasht can reroll up to 2§ on ranged 
  attacks but must accept the new results.
  SKILL BREAKDOWN:
  • Combat: Ballistics 3/2; Close Combat 4/2 
  • Fortitude: Discipline 4/2; Extraplanetary 4/0; Resistance 4/2; 
  Survival 4/2 
  • Movement: Acrobatics 3/2; Athletics 3/2; Stealth 3/2 
  • Senses: Analysis 2/0; Observation 2/2 
  • Social: Command 1/0 
  • Technical: Hacking 1/0; Medicine 1/0; Tech 1/0.
  CORAX HASHT
  
  EXPLORE NEW WORLDS
  modiphius.com
  facebook.com/modiphius
  ■ Create your own Star Trek stories 
  of discovery and adventure on the 
  final frontier.
  ■ Complete 2d20 game system 
  adapted for Star Trek Adventures.
  ■ An extensive exploration of the 
  United Federation of Planets and 
  its galactic neighbors in the Alpha, 
  Beta and Gamma Quadrants.
  ■ Guidelines for Gamemasters old and 
  new, on how to run an adventure of 
  exploration and discovery for the 
  crew of a Federation starship.
  ■ A full catalogue of aliens and 
  antagonists including Klingons, 
  Romulans, Cardassians, the Borg, 
  and the Dominion.
  ■ Brought to you by a team of expert 
  Star Trek writers including writers 
  from previous editions of Star Trek 
  roleplaying games and other 
  gaming talent.
  ■ Personal logs and intercepted 
  communications by Starfleet 
  Intelligence provide a new 
  perspective on Star Trek and 
  its events.
  THE ROLEPLAYING GAME 
  CORE RULEBOOK
  MUH051060
  THE ROLEPLAYING GAME 
  CORE RULEBOOK
  STARFLEET NEEDS
  A NEW CREW
  WELCOME TO YOUR NEW ASSIGNMENT, CAPTAIN. 
  YOUR CONTINUING MISSION, TO EXPLORE STRANGE 
  NEW WORLDS, TO SEEK OUT NEW LIFE AND NEW CIVILIZATIONS, 
  TO BOLDLY GO WHERE NO ONE HAS GONE BEFORE...
  Star Trek Adventures takes you to the Final Frontier of the Galaxy, where new 
  discoveries await keen explorers of Starfleet. Your duties may take you to the edges 
  of known space, or to Federation colonies in need, to the borders of neighboring 
  galactic powers or into the eye of interstellar phenomena. Your ship and your crew 
  epitomize the best Starfleet and the United Federation of Planets has to offer, 
  and you are needed more than ever.
  A new threat looms from across the Gamma Quadrant, as it is confirmed by 
  Commander Sisko and his crew that the Dominion, led by the Founders, represent a 
  significant threat to the Alpha Quadrant. Tension is already high in the region of Bajor 
  and Deep Space 9, as the Maquis continue to act against the Cardassian-Federation 
  peace treaty, with Captain Janeway and the crew of the U.S.S. Voyager preparing for 
  their mission in the Badlands. It is a volatile time for the Federation and new crews 
  have never been in higher demand.
  MUH051060 
  Printed in Germany
  9 781910 132852
  ISBN 978-1-910132-85-2
  TM & © 2017 CBS Studios Inc. 
  © 2017 Paramount Pictures Corp.
  STAR TREK and related marks and 
  logos are trademarks of CBS Studios Inc. 
  All Rights Reserved.
  Roleplaying at the End of Days
  We walked among gaping ruins and rusty car wrecks, monuments to the 
  fall of the Ancients. Naphta had been taken by a Deathworm and the 
  Rot had driven Hugust insane. We had no grub left and there was only 
  rotwater to drink. But we had to keep going. We had to find Eden. We 
  could not return to the Ark empty-handed, the fate of the People rested on 
  our shoulders. Suddenly, Franton, the insect-like Stalker leading our way 
  through the wasteland, stopped. “Zone-Ghouls”, he hissed, drawing his 
  scrap rifle. I inhaled, ready to spew out a cascade of flames at anyone 
  who dared come close. In the next instant, a chilling shriek rose from the 
  ruins around us.
  Mutant: Year Zero takes you to the world after the great Apocalypse. Humanity’s proud 
  civilization has fallen. The cities are dead wastelands, winds sweeping along empty streets
  turned into graveyards. But life remains. Among the ruins, the People live. You are the 
  heirs of humanity – but not quite human anymore. Your bodies and minds are capable 
  of superhuman feats. You are mutants.
  The Mutant RPG franchise has three decades of rich history in Sweden, with the first 
  edition released in 1984. This is the game that later developed into Mutant Chronicles to 
  widespread acclaim. Now, for the first time, a version of the original, post-apocalyptic 
  shade of Mutant is released to an international audience. This brand new version of the 
  classic game contains material for hundreds of hours of game time:
  freeleaguepublishing.com
  modiphius.com/mutant
  © 2014 Paradox Entertainment AB.
  MUTANT and related logos, characters, names, 
  and distinctive likenesses thereof are trademarks 
  of Paradox Entertainment AB unless otherwise 
  noted. Used with permission. All rights reserved.
  MUH050020MZ
  K  Create a unique mutant player 
  character – including skills, talents, 
  mutations, gear and relationships –  
  in mere minutes.
  K  Push your character’s skills to their 
  limits, releasing amazing mutant powers 
  in the process.
  K  Fight fast and furious battles, making 
  every bullet count and using a detailed 
  list of gruesome critical injuries.
  K  Set your game in one of the Zones 
  provided – The Big Smoke and The 
  Dead Apple – or create your own 
  Zone, based on your home town.
  K  Develop the Ark – your settlement in 
  the Zone – by undertaking Projects, 
  building a new society.
  K  Explore the Zone using the grid map 
  and the unique sector generation 
  system that populates the Zone with 
  mutants, monsters and phenomena.
  K  Experience the five Special Zone 
  Sectors – scenario locations that can be 
  placed in any sector of the Zone.
  K  Search for the mysterious Eden 
  bunker in the Path to Eden campaign 
  frame provided, which includes an 
  epic finale.
  MUH050645
  9 781910 132753
  ISBN 978-1-910132-75-3
  tales from the loop – the roleplaying game
  roleplaying in the ’80s that neVer Was
  COPYRIGHT © 2017  
  SIMON STÅLENHAG AND FRIA LIGAN AB
  The landscape was full of machines and scrap metal  
  connected to the facility in one way or another. Always  
  present on the horizon were the colossal cooling towers,  
  with their green obstruction lights. If you put your ear to the 
  ground, you could hear the heartbeat of the Loop – the  
  purring of the Gravitron, the central piece of engineering 
  magic that was the focus of the Loop’s experiments.
  Scifi artist Simon Stålenhag’s paintings of Swedish 1980s 
  suburbia, populated by fantastic machines and strange 
  beasts, have won global acclaim. Now, you can step into 
  the amazing world of the Loop.
  In this roleplaying game you’ll play teenagers solving mysteries 
  connected to the Loop. The game rules are based on Mutant: 
  Year Zero, which was awarded with a Silver ENnie for Best Rules 
  at Gen Con 2015.
  Key features:
  ■ Create your unique player character – including skills, items, prides,
  problems, and relationships – in mere minutes.
  ■ Explore the secrets of the Loop in two main game settings – one
  based on the Swedish Mälaren Islands, the other on Boulder City,
  Nevada.
  ■ Investigate mysteries and overcome trouble using fast and effective
  rules, based on the Mutant: Year Zero game engine.
  ■ Play the four complete scenarios included, tied together in the
  campaign named Four Seasons of Mad Science.
  “RPG Tales from the Loop lets you channel Stranger Things and ET.”
  the Verge
  “Tales from the Loop could very well be the RPG phenomenon of 2017.”
  geek & sundry
  2 - 4
  TBA
  TBA
  A Furious Co-operative Game
  For 2- 4 Players
  2 - 4
  TBA
  TBA
  2 - 4
  TBA
  TBA
  2 - 4
  TBA
  TBA
  2 - 4
  TBA
  TBA
  A Furious Co-operative Game
  For 2- 4 Players
  Kung Fu Panda © 2015 DreamWorks Animation LLC. All rights reserved.
  © Hornby Ltd.
  AXIS 
  FORCES
  © Hornby Ltd.
  ALLIED 
  FORCES
  THE INTRODUCTORY WARGAME
  COMMAND
  © Hornby Ltd.
  BASIC ORDERS
  Move / Fire / Reinforce
  THE INTRODUCTORY WARGAME
  © Hornby Ltd.
  AXIS 
  FORCES
  © Hornby Ltd.
  ALLIED 
  FORCES
  COMMAND
  © Hornby Ltd.
  BASIC ORDERS
  Move / Fire / Reinforce
  THE INTRODUCTORY WARGAME
  © Hornby Ltd.
  AXIS 
  FORCES
  © Hornby Ltd.
  ALLIED 
  FORCES
  COMMAND
  © Hornby Ltd.
  BASIC ORDERS
  Move / Fire / Reinforce
  THE INTRODUCTORY WARGAME
  © Hornby Ltd.
  AXIS 
  FORCES
  © Hornby Ltd.
  ALLIED 
  FORCES
  COMMAND
  © Hornby Ltd.
  BASIC ORDERS
  Move / Fire / Reinforce
  THE INTRODUCTORY WARGAME
  © Hornby Ltd.
  AXIS 
  FORCES
  © Hornby Ltd.
  ALLIED 
  FORCES
  COMMAND
  © Hornby Ltd.
  BASIC ORDERS
  Move / Fire / Reinforce
  DESIGNED BY
  MATT LEACOCK
  THE GAME OF INTERNATIONAL RESCUE
  FOR 1- 4 PLAYERS
  CO-OPERATIVE BOARD GAME
  CO-OPERATIVE BOARD GAME
  DESIGNED BY
  MATT LEACOCK
  1- 4
  10+
  45-60
  CO-OPERATIVE BOARD GAME
  DESIGNED BY
  MATT LEACOCK
  1- 4
  10+
  45-60
  CO-OPERATIVE BOARD GAME
  DESIGNED BY
  MATT LEACOCK
  1- 4
  10+
  45-60
  CO-OPERATIVE BOARD GAME
  DESIGNED BY
  MATT LEACOCK
  1- 4
  10+
  45-60
  
SOURCE: textdata/thevault/Infinity - 2D20/1st edition/Sourcebooks/Infinity - Dire Foes - The Cost of Greed {MU050230}.pdf